refine #1106 - invent action: item lookup
Only show the '/' menu choice for context-sensitive inventory item action if data.base look up for the item will find something. Lack of '/' is as informative as "you don't know anything about that". Harder to implement than expected but seems to be working ok. This also changes the menu for the '/' command, replacing cryptic /^ and /" with /t and /T so that listing near traps or all traps is more like listing near|all objects|monsters. I put caret and double-quote in as group accelerators; double-quote works on tty, caret gets intercepted as "menu first page" so doesn't. I didn't check other interfaces since supporting that doesn't seem to be worth the bother. Also a little bit of reformatting.
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@@ -2900,8 +2900,8 @@ itemactions_pushkeys(struct obj *otmp, int act)
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_WHATIS_OBJ:
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cmdq_add_ec(CQ_CANNED, dowhatis);
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cmdq_add_key(CQ_CANNED, 'i');
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cmdq_add_ec(CQ_CANNED, dowhatis); /* "/" command */
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cmdq_add_key(CQ_CANNED, 'i'); /* "i" == item from inventory */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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}
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@@ -3193,7 +3193,9 @@ itemactions(struct obj *otmp)
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ia_addmenu(win, IA_ZAP_OBJ, 'z', "Zap this wand to release its magic");
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/* ?: Look up an item in the game's database */
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ia_addmenu(win, IA_WHATIS_OBJ, '/', "Look up information about this item");
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if (ia_checkfile(otmp))
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ia_addmenu(win, IA_WHATIS_OBJ, '/',
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"Look up information about this item");
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Sprintf(buf, "Do what with %s?", the(cxname(otmp)));
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end_menu(win, buf);
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