item action 'T' against covered armor

Using 'i'+menu choice for suit+'T' to try to take off a suit that is
covered by a cloak (or shirt covered by suit and/or cloak) wouldn't
do anything.  It should report that you need to take off the outer
garment first and then not take the chosen item off.

There is probably a simpler fix.  It took me a long time to figure
where things were going wrong and them cobble this together.

A big chunk of the diff for invent.c is just identation, surrounding
a one-line change there.
This commit is contained in:
PatR
2025-10-20 13:29:42 -07:00
parent a9f84bfe9a
commit 966145a61d
6 changed files with 168 additions and 145 deletions

View File

@@ -475,6 +475,7 @@ struct instance_globals_i {
/* invent.c */
char *invbuf;
unsigned invbufsiz;
boolean item_action_in_progress;
int in_sync_perminvent;
/* mon.c */

View File

@@ -746,6 +746,7 @@ extern void Ring_gone(struct obj *) NONNULLARG1;
extern void Blindf_on(struct obj *) NONNULLARG1;
extern void Blindf_off(struct obj *);
extern int dotakeoff(void);
extern int ia_dotakeoff(void);
extern int doremring(void);
extern int cursed(struct obj *);
extern int armoroff(struct obj *);

View File

@@ -2032,8 +2032,9 @@ struct ext_func_tab extcmdlist[] = {
/* internal commands: only used by game core, not available for user */
{ '\0', "clicklook", NULL, doclicklook, INTERNALCMD | MOUSECMD, NULL },
{ '\0', "mouseaction", NULL, domouseaction, INTERNALCMD | MOUSECMD, NULL },
{ '\0', "altdip", NULL, dip_into, INTERNALCMD, NULL },
{ '\0', "altadjust", NULL, adjust_split, INTERNALCMD, NULL },
{ '\0', "altdip", NULL, dip_into, INTERNALCMD, NULL },
{ '\0', "alttakeoff", NULL, ia_dotakeoff, INTERNALCMD, NULL },
{ '\0', "altunwield", NULL, remarm_swapwep, INTERNALCMD, NULL },
{ '\0', (char *) 0, (char *) 0, donull, 0, (char *) 0 } /* sentinel */
};

View File

@@ -413,6 +413,7 @@ static const struct instance_globals_i g_init_i = {
/* invent.c */
NULL, /* invbuf */
0U, /* invbufsize */
FALSE, /* item_action_in_progress */
0, /* in_sync_perminvent */
/* mon.c */
NULL, /* itermonarr */

View File

@@ -1783,7 +1783,7 @@ armor_or_accessory_off(struct obj *obj)
Strcat(what, " and ");
Strcat(what, suit_simple_name(uarm));
}
Snprintf(why, sizeof(why), " without taking off your %s first",
Snprintf(why, sizeof why, " without taking off your %s first",
what);
} else {
Strcpy(why, "; it's embedded");
@@ -1841,7 +1841,7 @@ dotakeoff(void)
pline("Not wearing any armor or accessories.");
return ECMD_OK;
}
if (Narmorpieces != 1 || ParanoidRemove || cmdq_peek(CQ_CANNED))
if (Narmorpieces != 1 || ParanoidRemove || gi.item_action_in_progress)
otmp = getobj("take off", takeoff_ok, GETOBJ_NOFLAGS);
if (!otmp)
return ECMD_CANCEL;
@@ -1849,6 +1849,21 @@ dotakeoff(void)
return armor_or_accessory_off(otmp);
}
/* 'i' or 'I[' followed by <invlet> and then 'T';
plain dotakeoff() would not give any feedback when picking suit
covered by cloak or shirt covered by suit and/or cloak due to the
default behavior of equip_ok() (skipping inaccessible items) */
int
ia_dotakeoff(void)
{
int res;
gi.item_action_in_progress = TRUE;
res = dotakeoff();
gi.item_action_in_progress = FALSE;
return res;
}
/* the #remove command - take off ring or other accessory */
int
doremring(void)
@@ -3256,14 +3271,14 @@ adj_abon(struct obj *otmp, schar delta)
}
/* decide whether a worn item is covered up by some other worn item,
used for dipping into liquid and applying grease;
used for dipping into liquid and applying grease and takeoff_ok();
some criteria are different than select_off()'s */
boolean
inaccessible_equipment(struct obj *obj,
const char *verb, /* "dip" or "grease", or null to
avoid messages */
boolean only_if_known_cursed) /* ignore covering unless
known to be cursed */
inaccessible_equipment(
struct obj *obj,
const char *verb, /* "dip" or "grease", or null to avoid messages */
boolean only_if_known_cursed) /* ignore covering unless it is known to
* be cursed */
{
static NEARDATA const char need_to_take_off_outer_armor[] =
"need to take off %s to %s %s.";
@@ -3315,6 +3330,8 @@ inaccessible_equipment(struct obj *obj,
}
/* item is not inaccessible */
return FALSE;
#undef BLOCKSACCESS
}
/* not a getobj callback - unifies code among the other 4 getobj callbacks */
@@ -3354,9 +3371,11 @@ equip_ok(struct obj *obj, boolean removing, boolean accessory)
* can't be worn because the slot is filled with something else. */
/* removing inaccessible equipment */
if (removing && inaccessible_equipment(obj, (const char *) 0,
(obj->oclass == RING_CLASS)))
return GETOBJ_EXCLUDE_INACCESS;
if (removing && !gi.item_action_in_progress) {
if (inaccessible_equipment(obj, (const char *) 0,
(obj->oclass == RING_CLASS)))
return GETOBJ_EXCLUDE_INACCESS;
}
/* all good to go */
return GETOBJ_SUGGEST;

View File

@@ -2980,142 +2980,142 @@ ia_addmenu(winid win, int act, char let, const char *txt)
ATR_NONE, clr, txt, MENU_ITEMFLAGS_NONE);
}
/* set up a command to execute on a specific item next */
staticfn void
itemactions_pushkeys(struct obj *otmp, int act)
{
switch (act) {
default:
impossible("Unknown item action");
break;
case IA_NONE:
break;
case IA_UNWIELD:
cmdq_add_ec(CQ_CANNED, (otmp == uwep) ? dowield
: (otmp == uswapwep) ? remarm_swapwep
: (otmp == uquiver) ? dowieldquiver
: donull); /* can't happen */
cmdq_add_key(CQ_CANNED, '-');
break;
case IA_APPLY_OBJ:
cmdq_add_ec(CQ_CANNED, doapply);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_DIP_OBJ:
/* #altdip instead of normal #dip - takes potion to dip into
first (the inventory item instigating this) and item to
be dipped second, also ignores floor features such as
fountain/sink so we don't need to force m-prefix here */
cmdq_add_ec(CQ_CANNED, dip_into);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_NAME_OBJ:
case IA_NAME_OTYP:
cmdq_add_ec(CQ_CANNED, docallcmd);
cmdq_add_key(CQ_CANNED, (act == IA_NAME_OBJ) ? 'i' : 'o');
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_DROP_OBJ:
cmdq_add_ec(CQ_CANNED, dodrop);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_EAT_OBJ:
/* start with m-prefix; for #eat, it means ignore floor food
if present and eat food from invent */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, doeat);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_ENGRAVE_OBJ:
cmdq_add_ec(CQ_CANNED, doengrave);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_FIRE_OBJ:
cmdq_add_ec(CQ_CANNED, dofire);
break;
case IA_ADJUST_OBJ:
cmdq_add_ec(CQ_CANNED, doorganize); /* #adjust */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_ADJUST_STACK:
cmdq_add_ec(CQ_CANNED, adjust_split); /* #altadjust */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_SACRIFICE:
cmdq_add_ec(CQ_CANNED, dosacrifice);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_BUY_OBJ:
cmdq_add_ec(CQ_CANNED, dopay);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_QUAFF_OBJ:
/* start with m-prefix; for #quaff, it means ignore fountain
or sink if present and drink a potion from invent */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, dodrink);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_QUIVER_OBJ:
cmdq_add_ec(CQ_CANNED, dowieldquiver);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_READ_OBJ:
cmdq_add_ec(CQ_CANNED, doread);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_RUB_OBJ:
cmdq_add_ec(CQ_CANNED, dorub);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_THROW_OBJ:
cmdq_add_ec(CQ_CANNED, dothrow);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_TAKEOFF_OBJ:
cmdq_add_ec(CQ_CANNED, dotakeoff);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_TIP_CONTAINER:
/* start with m-prefix to skip floor containers;
for menustyle:Traditional when more than one floor
container is present, player will get a #tip menu and
have to pick the "tip something being carried" choice,
then this item will be already chosen from inventory;
suboptimal but possibly an acceptable tradeoff since
combining item actions with use of traditional ggetobj()
is an unlikely scenario */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, dotip);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_INVOKE_OBJ:
cmdq_add_ec(CQ_CANNED, doinvoke);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WIELD_OBJ:
cmdq_add_ec(CQ_CANNED, dowield);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WEAR_OBJ:
cmdq_add_ec(CQ_CANNED, dowear);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_SWAPWEAPON:
cmdq_add_ec(CQ_CANNED, doswapweapon);
break;
case IA_TWOWEAPON:
cmdq_add_ec(CQ_CANNED, dotwoweapon);
break;
case IA_ZAP_OBJ:
cmdq_add_ec(CQ_CANNED, dozap);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WHATIS_OBJ:
cmdq_add_ec(CQ_CANNED, dowhatis); /* "/" command */
cmdq_add_key(CQ_CANNED, 'i'); /* "i" == item from inventory */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
}
switch (act) {
default:
impossible("Unknown item action %d", act);
break;
case IA_NONE:
break;
case IA_UNWIELD:
cmdq_add_ec(CQ_CANNED, (otmp == uwep) ? dowield
: (otmp == uswapwep) ? remarm_swapwep
: (otmp == uquiver) ? dowieldquiver
: donull); /* can't happen */
cmdq_add_key(CQ_CANNED, HANDS_SYM);
break;
case IA_APPLY_OBJ:
cmdq_add_ec(CQ_CANNED, doapply);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_DIP_OBJ:
/* #altdip instead of normal #dip - takes potion to dip into
first (the inventory item instigating this) and item to
be dipped second, also ignores floor features such as
fountain/sink so we don't need to force m-prefix here */
cmdq_add_ec(CQ_CANNED, dip_into);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_NAME_OBJ:
case IA_NAME_OTYP:
cmdq_add_ec(CQ_CANNED, docallcmd);
cmdq_add_key(CQ_CANNED, (act == IA_NAME_OBJ) ? 'i' : 'o');
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_DROP_OBJ:
cmdq_add_ec(CQ_CANNED, dodrop);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_EAT_OBJ:
/* start with m-prefix; for #eat, it means ignore floor food
if present and eat food from invent */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, doeat);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_ENGRAVE_OBJ:
cmdq_add_ec(CQ_CANNED, doengrave);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_FIRE_OBJ:
cmdq_add_ec(CQ_CANNED, dofire);
break;
case IA_ADJUST_OBJ:
cmdq_add_ec(CQ_CANNED, doorganize); /* #adjust */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_ADJUST_STACK:
cmdq_add_ec(CQ_CANNED, adjust_split); /* #altadjust */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_SACRIFICE:
cmdq_add_ec(CQ_CANNED, dosacrifice);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_BUY_OBJ:
cmdq_add_ec(CQ_CANNED, dopay);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_QUAFF_OBJ:
/* start with m-prefix; for #quaff, it means ignore fountain
or sink if present and drink a potion from invent */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, dodrink);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_QUIVER_OBJ:
cmdq_add_ec(CQ_CANNED, dowieldquiver);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_READ_OBJ:
cmdq_add_ec(CQ_CANNED, doread);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_RUB_OBJ:
cmdq_add_ec(CQ_CANNED, dorub);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_THROW_OBJ:
cmdq_add_ec(CQ_CANNED, dothrow);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_TAKEOFF_OBJ:
cmdq_add_ec(CQ_CANNED, ia_dotakeoff); /* #altdotakeoff */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_TIP_CONTAINER:
/* start with m-prefix to skip floor containers;
for menustyle:Traditional when more than one floor container
is present, player will get a #tip menu and have to pick
the "tip something being carried" choice, then this item
will be already chosen from inventory; suboptimal but
possibly an acceptable tradeoff since combining item actions
with use of traditional ggetobj() is an unlikely scenario */
cmdq_add_ec(CQ_CANNED, do_reqmenu);
cmdq_add_ec(CQ_CANNED, dotip);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_INVOKE_OBJ:
cmdq_add_ec(CQ_CANNED, doinvoke);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WIELD_OBJ:
cmdq_add_ec(CQ_CANNED, dowield);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WEAR_OBJ:
cmdq_add_ec(CQ_CANNED, dowear);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_SWAPWEAPON:
cmdq_add_ec(CQ_CANNED, doswapweapon);
break;
case IA_TWOWEAPON:
cmdq_add_ec(CQ_CANNED, dotwoweapon);
break;
case IA_ZAP_OBJ:
cmdq_add_ec(CQ_CANNED, dozap);
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
case IA_WHATIS_OBJ:
cmdq_add_ec(CQ_CANNED, dowhatis); /* "/" command */
cmdq_add_key(CQ_CANNED, 'i'); /* "i" == item from inventory */
cmdq_add_key(CQ_CANNED, otmp->invlet);
break;
}
}
/* Show menu of possible actions hero could do with item otmp */