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.
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@@ -453,7 +453,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
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case CTRL('X'):
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g.turnSee(p.On(SenseMonsters))
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case CTRL('~'):
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if item := g.getItem("charge", KindWand); item != nil {
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if item, ok := g.promptPackItem("charge", KindWand); ok {
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item.Charges = 10000
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}
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case CTRL('I'):
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@@ -738,9 +738,9 @@ func (g *RogueGame) levitCheck() bool {
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// call allows a user to call a potion, scroll, or ring something
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// (command.c call).
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func (g *RogueGame) call() {
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obj := g.getItem("call", KindCallable)
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obj, ok := g.promptPackItem("call", KindCallable)
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// Make certain that it is something that we want to name
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if obj == nil {
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if !ok {
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return
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}
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@@ -820,7 +820,7 @@ func (g *RogueGame) current(cur *Object, how, where string) {
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}
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g.InvDescribe = false
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g.addmsgf("%c) %s", cur.PackCh, g.invName(cur, true))
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g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true))
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g.InvDescribe = true
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if where != "" {
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