eating, drinking via #herecmdmenu
Fix eat floor food and drink from dungeon feature via #herecmdmenu. That uses queued commands, but those two actions were changed to skip the floor when queued input was present because asking about floor items interfered with context-sensitive inventory item-actions. I was misled by a comment that says it couldn't insert an m-prefix; that was for treating the 'm' key as typed text rather than as a command. There's no problem with inserting a #reqmenu command which is what 'm' is these days. So item actions can force 'm' to skip the floor and go directly to inventory, also the #eat and #quaff commands don't have to alter their behavior when queued input is pending so the #herecmdmenu usage for them gets fixed.
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@@ -3437,9 +3437,8 @@ floorfood(
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* floor food has been declined and inventory lacks
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* any suitable items */
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/* if we can't touch floor objects then use invent food only;
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same if 'm' prefix was used or we're executing an item action
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for context-sensitive inventory */
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if (iflags.menu_requested || cmdq_peek()
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same when 'm' prefix is used--for #eat, it means "skip floor food" */
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if (iflags.menu_requested
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|| !can_reach_floor(TRUE) || (feeding && u.usteed)
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|| (is_pool_or_lava(u.ux, u.uy)
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&& (Wwalking || is_clinger(uptr) || (Flying && !Breathless))))
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13
src/invent.c
13
src/invent.c
@@ -2834,8 +2834,10 @@ itemactions(struct obj *otmp)
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cmdq_add_key(otmp->invlet);
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break;
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case IA_DIP_OBJ:
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/*cmdq_add_ec(dodip);*/
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/*cmdq_add_userinput();*/
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/* #altdip instead of normal #dip - takes potion to dip into
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first (the inventory item instigating this) and item to
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be dipped second, also ignores floor features such as
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fountain/sink so we don't need to force m-prefix here */
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cmdq_add_ec(dip_into);
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cmdq_add_key(otmp->invlet);
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break;
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@@ -2844,7 +2846,9 @@ itemactions(struct obj *otmp)
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cmdq_add_key(otmp->invlet);
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break;
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case IA_EAT_OBJ:
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/* FIXME: can't add this! cmdq_add_key('m');*/ /* m-prefix: eat, skip floor obj */
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/* start with m-prefix; for #eat, it means ignore floor food
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if present and eat food from invent */
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cmdq_add_ec(do_reqmenu);
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cmdq_add_ec(doeat);
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cmdq_add_key(otmp->invlet);
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break;
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@@ -2857,6 +2861,9 @@ itemactions(struct obj *otmp)
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cmdq_add_key(otmp->invlet);
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break;
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case IA_QUAFF_OBJ:
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/* start with m-prefix; for #quaff, it means ignore fountain
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or sink if present and drink a potion from invent */
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cmdq_add_ec(do_reqmenu);
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cmdq_add_ec(dodrink);
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cmdq_add_key(otmp->invlet);
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break;
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@@ -531,11 +531,9 @@ dodrink(void)
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drink_ok_extra = 0;
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/* preceding 'q'/#quaff with 'm' skips the possibility of drinking
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from fountains, sinks, and surrounding water plus the prompting
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which those entail; if cmdq is non-empty, player has selected a
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potion from inventory and then chosen action-item 'quaff' so
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skip fountains,&c for that case too--the potion's inv letter is
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queued up for next getobj() */
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if (!iflags.menu_requested && !cmdq_peek()) {
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which those entail; optional for interactive use, essential for
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context-sensitive inventory item action 'quaff' */
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if (!iflags.menu_requested) {
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/* Is there a fountain to drink from here? */
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if (IS_FOUNTAIN(levl[u.ux][u.uy].typ)
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/* not as low as floor level but similar restrictions apply */
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