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:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user