inventory context: drop and wield
For context-sensitive actions when picking an item from inventory, exclude drop and wield from the choices if the item is being worn. Move 'O'ffer into alphabetical order. Formatting: fix a couple of cases of '&&' or '||' placed at the end of first half of a split line instead of at the start of second half.
This commit is contained in:
55
src/invent.c
55
src/invent.c
@@ -2545,6 +2545,7 @@ itemactions(struct obj *otmp)
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menu_item *selected;
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struct monst *mtmp;
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const char *light = otmp->lamplit ? "Extinguish" : "Light";
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boolean already_worn = (otmp->owornmask & (W_ARMOR | W_ACCESSORY)) != 0;
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win = create_nhwindow(NHW_MENU);
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start_menu(win, MENU_BEHAVE_STANDARD);
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@@ -2638,8 +2639,11 @@ itemactions(struct obj *otmp)
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else if (otmp->oclass == WAND_CLASS)
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ia_addmenu(win, IA_APPLY_OBJ, 'a', "Break this wand");
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/* d: drop item, works on everything */
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ia_addmenu(win, IA_DROP_OBJ, 'd', "Drop this item");
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/* d: drop item, works on everything except worn items; those will
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always have a takeoff/remove choice so we don't have to worry
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about the menu maybe being empty when 'd' is suppressed */
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if (!already_worn)
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ia_addmenu(win, IA_DROP_OBJ, 'd', "Drop this item");
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/* e: eat item */
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if (otmp->otyp == TIN && uwep && uwep->otyp == TIN_OPENER)
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@@ -2660,13 +2664,29 @@ itemactions(struct obj *otmp)
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ia_addmenu(win, IA_ENGRAVE_OBJ, 'E',
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"Write on the floor with this object");
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/* O: offer sacrifice */
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if (IS_ALTAR(levl[u.ux][u.uy].typ) && !u.uswallow) {
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/* FIXME: this doesn't match #offer's likely candidates, which don't
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include corpses on Astral and don't include amulets off Astral */
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if (otmp->otyp == CORPSE)
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ia_addmenu(win, IA_SACRIFICE, 'O',
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"Offer this corpse as a sacrifice at this altar");
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else if (otmp->otyp == AMULET_OF_YENDOR
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|| otmp->otyp == FAKE_AMULET_OF_YENDOR)
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ia_addmenu(win, IA_SACRIFICE, 'O',
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"Offer this amulet as a sacrifice at this altar");
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}
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/* p: pay for unpaid utems */
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if ((mtmp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE))) &&
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inhishop(mtmp) && otmp->unpaid)
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if (otmp->unpaid
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/* FIXME: should also handle player owned container (so not
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flagged 'unpaid') holding shop owned items */
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&& (mtmp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE))) != 0
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&& inhishop(mtmp))
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ia_addmenu(win, IA_BUY_OBJ, 'p', "Buy this unpaid item");
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/* P: put on accessory */
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if (!(otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))) {
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if (!already_worn) {
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if (otmp->oclass == RING_CLASS || otmp->otyp == MEAT_RING)
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ia_addmenu(win, IA_WEAR_OBJ, 'P', "Put this ring on");
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else if (otmp->oclass == AMULET_CLASS)
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@@ -2703,7 +2723,7 @@ itemactions(struct obj *otmp)
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ia_addmenu(win, IA_READ_OBJ, 'r', "Study this spellbook");
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/* R: remove accessory or rub item */
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if (otmp->owornmask & (W_RING | W_AMUL | W_TOOL))
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if (otmp->owornmask & W_ACCESSORY)
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ia_addmenu(win, IA_TAKEOFF_OBJ, 'R', "Remove this accessory");
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if (otmp->otyp == OIL_LAMP || otmp->otyp == MAGIC_LAMP
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|| otmp->otyp == BRASS_LANTERN) {
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@@ -2713,7 +2733,7 @@ itemactions(struct obj *otmp)
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ia_addmenu(win, IA_RUB_OBJ, 'R', "Rub something on this stone");
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/* t: throw item */
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if (!(otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))) {
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if (!already_worn) {
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const char *verb = ammo_and_launcher(otmp, uwep) ? "Shoot" : "Throw";
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/*
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@@ -2740,8 +2760,11 @@ itemactions(struct obj *otmp)
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"Tip all the contents out of this container");
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/* V: invoke */
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if ((otmp->otyp == FAKE_AMULET_OF_YENDOR && !otmp->known) ||
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otmp->oartifact || objects[otmp->otyp].oc_unique)
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if ((otmp->otyp == FAKE_AMULET_OF_YENDOR && !otmp->known)
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|| otmp->oartifact || objects[otmp->otyp].oc_unique
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/* non-artifact crystal balls don't have any unique power but
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the #invoke command lists them as likely candidates */
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|| otmp->otyp == CRYSTAL_BALL)
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ia_addmenu(win, IA_INVOKE_OBJ, 'V',
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"Try to invoke a unique power of this object");
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@@ -2754,13 +2777,13 @@ itemactions(struct obj *otmp)
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ia_addmenu(win, IA_WIELD_OBJ, 'w', "Wield this as your weapon");
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else if (otmp->otyp == TIN_OPENER)
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ia_addmenu(win, IA_WIELD_OBJ, 'w', "Hold the tin opener to open tins");
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else
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else if (!already_worn)
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/* FIXME: there's no concept of "holding an item" that's any
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different from having it in inventory; 'w' means wield as weapon */
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ia_addmenu(win, IA_WIELD_OBJ, 'w', "Hold this item in your hands");
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/* W: wear armor */
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if (!(otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))) {
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if (!already_worn) {
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if (otmp->oclass == ARMOR_CLASS)
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ia_addmenu(win, IA_WEAR_OBJ, 'W', "Wear this armor");
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}
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@@ -2779,16 +2802,6 @@ itemactions(struct obj *otmp)
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if (otmp->oclass == WAND_CLASS)
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ia_addmenu(win, IA_ZAP_OBJ, 'z', "Zap this wand to release its magic");
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if (IS_ALTAR(levl[u.ux][u.uy].typ) && !u.uswallow) {
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if (otmp->otyp == CORPSE)
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ia_addmenu(win, IA_SACRIFICE, 'O',
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"Offer this corpse as a sacrifice at this altar");
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else if (otmp->otyp == AMULET_OF_YENDOR
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|| otmp->otyp == FAKE_AMULET_OF_YENDOR)
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ia_addmenu(win, IA_SACRIFICE, 'O',
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"Offer this amulet as a sacrifice at this altar");
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}
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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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