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.
* floor food has been declined and inventory lacks
* any suitable items */
/* if we can't touch floor objects then use invent food only;
- same if 'm' prefix was used or we're executing an item action
- for context-sensitive inventory */
- if (iflags.menu_requested || cmdq_peek()
+ same when 'm' prefix is used--for #eat, it means "skip floor food" */
+ if (iflags.menu_requested
|| !can_reach_floor(TRUE) || (feeding && u.usteed)
|| (is_pool_or_lava(u.ux, u.uy)
&& (Wwalking || is_clinger(uptr) || (Flying && !Breathless))))
cmdq_add_key(otmp->invlet);
break;
case IA_DIP_OBJ:
- /*cmdq_add_ec(dodip);*/
- /*cmdq_add_userinput();*/
+ /* #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(dip_into);
cmdq_add_key(otmp->invlet);
break;
cmdq_add_key(otmp->invlet);
break;
case IA_EAT_OBJ:
- /* FIXME: can't add this! cmdq_add_key('m');*/ /* m-prefix: eat, skip floor obj */
+ /* start with m-prefix; for #eat, it means ignore floor food
+ if present and eat food from invent */
+ cmdq_add_ec(do_reqmenu);
cmdq_add_ec(doeat);
cmdq_add_key(otmp->invlet);
break;
cmdq_add_key(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(do_reqmenu);
cmdq_add_ec(dodrink);
cmdq_add_key(otmp->invlet);
break;
drink_ok_extra = 0;
/* preceding 'q'/#quaff with 'm' skips the possibility of drinking
from fountains, sinks, and surrounding water plus the prompting
- which those entail; if cmdq is non-empty, player has selected a
- potion from inventory and then chosen action-item 'quaff' so
- skip fountains,&c for that case too--the potion's inv letter is
- queued up for next getobj() */
- if (!iflags.menu_requested && !cmdq_peek()) {
+ which those entail; optional for interactive use, essential for
+ context-sensitive inventory item action 'quaff' */
+ if (!iflags.menu_requested) {
/* Is there a fountain to drink from here? */
if (IS_FOUNTAIN(levl[u.ux][u.uy].typ)
/* not as low as floor level but similar restrictions apply */