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

@@ -119,7 +119,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
var obj *Object
for {
obj = g.getItem("identify", kind)
obj, _ = g.promptPackItem("identify", kind)
if !insist {
break
@@ -161,7 +161,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
setKnow(obj, g.Items.Rings[:])
}
g.msg("%s", g.invName(obj, false))
g.msg("%s", g.inventoryName(obj, false))
}
// setKnow sets things up when we really know what a thing is (wizard.c