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:
266
src/invent.c
266
src/invent.c
@@ -2980,142 +2980,142 @@ ia_addmenu(winid win, int act, char let, const char *txt)
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ATR_NONE, clr, txt, MENU_ITEMFLAGS_NONE);
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}
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/* set up a command to execute on a specific item next */
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staticfn void
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itemactions_pushkeys(struct obj *otmp, int act)
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{
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switch (act) {
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default:
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impossible("Unknown item action");
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break;
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case IA_NONE:
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break;
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case IA_UNWIELD:
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cmdq_add_ec(CQ_CANNED, (otmp == uwep) ? dowield
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: (otmp == uswapwep) ? remarm_swapwep
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: (otmp == uquiver) ? dowieldquiver
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: donull); /* can't happen */
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cmdq_add_key(CQ_CANNED, '-');
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break;
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case IA_APPLY_OBJ:
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cmdq_add_ec(CQ_CANNED, doapply);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_DIP_OBJ:
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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(CQ_CANNED, dip_into);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_NAME_OBJ:
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case IA_NAME_OTYP:
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cmdq_add_ec(CQ_CANNED, docallcmd);
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cmdq_add_key(CQ_CANNED, (act == IA_NAME_OBJ) ? 'i' : 'o');
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_DROP_OBJ:
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cmdq_add_ec(CQ_CANNED, dodrop);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_EAT_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(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, doeat);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_ENGRAVE_OBJ:
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cmdq_add_ec(CQ_CANNED, doengrave);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_FIRE_OBJ:
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cmdq_add_ec(CQ_CANNED, dofire);
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break;
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case IA_ADJUST_OBJ:
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cmdq_add_ec(CQ_CANNED, doorganize); /* #adjust */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_ADJUST_STACK:
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cmdq_add_ec(CQ_CANNED, adjust_split); /* #altadjust */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_SACRIFICE:
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cmdq_add_ec(CQ_CANNED, dosacrifice);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_BUY_OBJ:
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cmdq_add_ec(CQ_CANNED, dopay);
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cmdq_add_key(CQ_CANNED, 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(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, dodrink);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_QUIVER_OBJ:
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cmdq_add_ec(CQ_CANNED, dowieldquiver);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_READ_OBJ:
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cmdq_add_ec(CQ_CANNED, doread);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_RUB_OBJ:
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cmdq_add_ec(CQ_CANNED, dorub);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_THROW_OBJ:
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cmdq_add_ec(CQ_CANNED, dothrow);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_TAKEOFF_OBJ:
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cmdq_add_ec(CQ_CANNED, dotakeoff);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_TIP_CONTAINER:
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/* start with m-prefix to skip floor containers;
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for menustyle:Traditional when more than one floor
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container is present, player will get a #tip menu and
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have to pick the "tip something being carried" choice,
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then this item will be already chosen from inventory;
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suboptimal but possibly an acceptable tradeoff since
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combining item actions with use of traditional ggetobj()
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is an unlikely scenario */
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cmdq_add_ec(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, dotip);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_INVOKE_OBJ:
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cmdq_add_ec(CQ_CANNED, doinvoke);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_WIELD_OBJ:
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cmdq_add_ec(CQ_CANNED, dowield);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_WEAR_OBJ:
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cmdq_add_ec(CQ_CANNED, dowear);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_SWAPWEAPON:
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cmdq_add_ec(CQ_CANNED, doswapweapon);
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break;
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case IA_TWOWEAPON:
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cmdq_add_ec(CQ_CANNED, dotwoweapon);
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break;
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case IA_ZAP_OBJ:
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cmdq_add_ec(CQ_CANNED, dozap);
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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); /* "/" 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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switch (act) {
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default:
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impossible("Unknown item action %d", act);
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break;
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case IA_NONE:
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break;
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case IA_UNWIELD:
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cmdq_add_ec(CQ_CANNED, (otmp == uwep) ? dowield
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: (otmp == uswapwep) ? remarm_swapwep
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: (otmp == uquiver) ? dowieldquiver
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: donull); /* can't happen */
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cmdq_add_key(CQ_CANNED, HANDS_SYM);
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break;
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case IA_APPLY_OBJ:
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cmdq_add_ec(CQ_CANNED, doapply);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_DIP_OBJ:
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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(CQ_CANNED, dip_into);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_NAME_OBJ:
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case IA_NAME_OTYP:
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cmdq_add_ec(CQ_CANNED, docallcmd);
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cmdq_add_key(CQ_CANNED, (act == IA_NAME_OBJ) ? 'i' : 'o');
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_DROP_OBJ:
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cmdq_add_ec(CQ_CANNED, dodrop);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_EAT_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(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, doeat);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_ENGRAVE_OBJ:
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cmdq_add_ec(CQ_CANNED, doengrave);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_FIRE_OBJ:
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cmdq_add_ec(CQ_CANNED, dofire);
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break;
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case IA_ADJUST_OBJ:
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cmdq_add_ec(CQ_CANNED, doorganize); /* #adjust */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_ADJUST_STACK:
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cmdq_add_ec(CQ_CANNED, adjust_split); /* #altadjust */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_SACRIFICE:
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cmdq_add_ec(CQ_CANNED, dosacrifice);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_BUY_OBJ:
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cmdq_add_ec(CQ_CANNED, dopay);
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cmdq_add_key(CQ_CANNED, 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(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, dodrink);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_QUIVER_OBJ:
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cmdq_add_ec(CQ_CANNED, dowieldquiver);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_READ_OBJ:
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cmdq_add_ec(CQ_CANNED, doread);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_RUB_OBJ:
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cmdq_add_ec(CQ_CANNED, dorub);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_THROW_OBJ:
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cmdq_add_ec(CQ_CANNED, dothrow);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_TAKEOFF_OBJ:
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cmdq_add_ec(CQ_CANNED, ia_dotakeoff); /* #altdotakeoff */
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_TIP_CONTAINER:
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/* start with m-prefix to skip floor containers;
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for menustyle:Traditional when more than one floor container
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is present, player will get a #tip menu and have to pick
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the "tip something being carried" choice, then this item
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will be already chosen from inventory; suboptimal but
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possibly an acceptable tradeoff since combining item actions
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with use of traditional ggetobj() is an unlikely scenario */
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cmdq_add_ec(CQ_CANNED, do_reqmenu);
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cmdq_add_ec(CQ_CANNED, dotip);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_INVOKE_OBJ:
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cmdq_add_ec(CQ_CANNED, doinvoke);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_WIELD_OBJ:
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cmdq_add_ec(CQ_CANNED, dowield);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_WEAR_OBJ:
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cmdq_add_ec(CQ_CANNED, dowear);
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cmdq_add_key(CQ_CANNED, otmp->invlet);
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break;
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case IA_SWAPWEAPON:
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cmdq_add_ec(CQ_CANNED, doswapweapon);
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break;
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case IA_TWOWEAPON:
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cmdq_add_ec(CQ_CANNED, dotwoweapon);
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break;
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case IA_ZAP_OBJ:
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cmdq_add_ec(CQ_CANNED, dozap);
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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); /* "/" 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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}
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/* Show menu of possible actions hero could do with item otmp */
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