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:
27
game/pack.go
27
game/pack.go
@@ -137,7 +137,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
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g.addmsgf("you now have ")
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}
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g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
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g.msg("%s (%c)", g.inventoryName(obj, !g.Options.Terse), obj.PackCh)
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}
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}
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@@ -236,7 +236,7 @@ func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
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g.NObjs++
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g.Msgs.MsgEsc = true
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line := string(item.PackCh) + ") " + g.invName(item, false)
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line := string(item.PackCh) + ") " + g.inventoryName(item, false)
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if g.addLine("%s", line) == Escape {
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g.Msgs.MsgEsc = false
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g.msg("")
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@@ -323,7 +323,7 @@ func (g *RogueGame) moveMsg(obj *Object) {
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g.addmsgf("you ")
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}
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g.msg("moved onto %s", g.invName(obj, true))
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g.msg("moved onto %s", g.inventoryName(obj, true))
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}
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// pickyInven allows the player to inventory a single item (pack.c
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@@ -337,7 +337,7 @@ func (g *RogueGame) pickyInven() {
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}
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if len(p.Pack) == 1 {
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g.msg("a) %s", g.invName(p.Pack[0], false))
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g.msg("a) %s", g.inventoryName(p.Pack[0], false))
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return
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}
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@@ -354,7 +354,7 @@ func (g *RogueGame) pickyInven() {
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for _, obj := range p.Pack {
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if mch == obj.PackCh {
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g.msg("%c) %s", mch, g.invName(obj, false))
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g.msg("%c) %s", mch, g.inventoryName(obj, false))
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return
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}
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@@ -363,23 +363,24 @@ func (g *RogueGame) pickyInven() {
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g.msg("'%s' not in pack", unctrl(mch))
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}
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// getItem picks something out of a pack for a purpose (pack.c get_item).
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func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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// promptPackItem picks something out of a pack for a purpose (pack.c
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// get_item); ok reports whether the player chose an item.
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func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (obj *Object, ok bool) {
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p := &g.Player
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if len(p.Pack) == 0 {
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g.msg("you aren't carrying anything")
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return nil
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return nil, false
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}
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if g.Again {
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if g.LastPick != nil {
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return g.LastPick
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return g.LastPick, true
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}
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g.msg("you ran out")
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return nil
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return nil, false
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}
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for {
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@@ -402,7 +403,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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g.After = false
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g.msg("")
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return nil
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return nil, false
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}
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g.NObjs = 1 // normal case: person types one char
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@@ -411,7 +412,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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if !g.inventory(p.Pack, kind) {
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g.After = false
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return nil
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return nil, false
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}
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continue
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@@ -419,7 +420,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
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for _, obj := range p.Pack {
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if obj.PackCh == ch {
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return obj
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return obj, true
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}
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}
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