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

@@ -9,7 +9,7 @@ import (
// invName returns the name of something as it would appear in an inventory
// (things.c inv_name).
func (g *RogueGame) invName(obj *Object, drop bool) string {
func (g *RogueGame) inventoryName(obj *Object, drop bool) string {
var pb strings.Builder
which := obj.Which
@@ -142,8 +142,8 @@ func (g *RogueGame) dropIt() {
return
}
obj := g.getItem("drop", KindNone)
if obj == nil {
obj, ok := g.promptPackItem("drop", KindNone)
if !ok {
return
}
@@ -162,7 +162,7 @@ func (g *RogueGame) dropIt() {
g.HasAmulet = false
}
g.msg("dropped %s", g.invName(obj, true))
g.msg("dropped %s", g.inventoryName(obj, true))
}
// dropCheck does special checks for dropping or unwielding|unwearing|
@@ -392,7 +392,7 @@ func (g *RogueGame) printDisc(typ byte) {
if info[order[i]].Know || info[order[i]].Guess != "" {
obj.Kind = objectKindForGlyph(typ)
obj.Which = order[i]
g.addLine("%s", g.invName(&obj, false))
g.addLine("%s", g.inventoryName(&obj, false))
numFound++
}