Rename item-subsystem methods (refactor step 5, items)

getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling
pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs
kept. Behavior unchanged; suite green.
This commit is contained in:
2026-07-07 02:31:38 +02:00
parent 0554f5d4f1
commit 6d798c56ed
14 changed files with 57 additions and 56 deletions

View File

@@ -6,8 +6,8 @@ package game
func (g *RogueGame) wear() {
p := &g.Player
obj := g.getItem("wear", KindArmor)
if obj == nil {
obj, ok := g.promptPackItem("wear", KindArmor)
if !ok {
return
}
@@ -32,7 +32,7 @@ func (g *RogueGame) wear() {
g.wasteTime()
obj.Flags.Set(Known)
sp := g.invName(obj, true)
sp := g.inventoryName(obj, true)
p.CurArmor = obj
if !g.Options.Terse {
@@ -70,7 +70,7 @@ func (g *RogueGame) takeOff() {
g.addmsgf("you used to be")
}
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
g.msg(" wearing %c) %s", obj.PackCh, g.inventoryName(obj, true))
}
// wasteTime does nothing but let other things happen (armor.c waste_time).