/* * Use an object the right way. * * There may be a BIG problem with any "effect" that can cause "changes" * to the inventory. For example, a "scroll of recharging" can cause * a wand/staff to "disappear", moving the inventory up. Luckily, the * scrolls all appear BEFORE the staffs/wands, so this is not a problem. * But, for example, a "staff of recharging" could cause MAJOR problems. * In such a case, it will be best to either (1) "postpone" the effect * until the end of the function, or (2) "change" the effect, say, into * giving a staff "negative" charges, or "turning a staff into a stick". * It seems as though a "rod of recharging" might in fact cause problems. * The basic problem is that the act of recharging (and destroying) an * item causes the inducer of that action to "move", causing "o_ptr" to * no longer point at the correct item, with horrifying results. */ void do_cmd_use(cmd_code code, cmd_arg args[]) { int item = args[0].item; object_type *o_ptr = object_from_item_idx(item); int effect; bool ident = FALSE, used = FALSE; bool was_aware = object_flavor_is_aware(o_ptr); int dir = 5; int px = p_ptr->px, py = p_ptr->py; int snd, boost, level; use_type use; int items_allowed = 0; /* Determine how this item is used. */ if (obj_is_rod(o_ptr)) { if (!obj_can_zap(o_ptr)) { msg("That rod is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_wand(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That wand has no charges."); return; } use = USE_CHARGE; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_staff(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That staff has no charges."); return; } use = USE_CHARGE; snd = MSG_USE_STAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_food(o_ptr)) { use = USE_SINGLE; snd = MSG_EAT; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_potion(o_ptr)) { use = USE_SINGLE; snd = MSG_QUAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_scroll(o_ptr)) { /* Check player can use scroll */ if (!player_can_read()) return; use = USE_SINGLE; snd = MSG_GENERIC; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_activatable(o_ptr)) { if (!obj_can_activate(o_ptr)) { msg("That item is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ACT_ARTIFACT; items_allowed = USE_EQUIP; } else { msg("The item cannot be used at the moment"); } /* Check if item is within player's reach. */ if (items_allowed == 0 || !item_is_available(item, NULL, items_allowed)) { msg("You cannot use that item from its current location."); return; } /* track the object used */ track_object(item); /* Figure out effect to use */ effect = object_effect(o_ptr); /* If the item requires a direction, get one (allow cancelling) */ if (obj_needs_aim(o_ptr)) dir = args[1].direction; /* Check for use if necessary, and execute the effect */ if ((use != USE_CHARGE && use != USE_TIMEOUT) || check_devices(o_ptr)) { int beam = beam_chance(o_ptr->tval); /* Special message for artifacts */ if (o_ptr->artifact) { msgt(snd, "You activate it."); if (o_ptr->artifact->effect_msg) activation_message(o_ptr, o_ptr->artifact->effect_msg); level = o_ptr->artifact->level; } else { /* Make a noise! */ sound(snd); level = o_ptr->kind->level; } /* A bit of a hack to make ID work better. -- Check for "obvious" effects beforehand. */ if (effect_obvious(effect)) object_flavor_aware(o_ptr); /* Boost damage effects if skill > difficulty */ boost = MAX(p_ptr->state.skills[SKILL_DEVICE] - level, 0); /* Do effect */ used = effect_do(effect, &ident, was_aware, dir, beam, boost); /* Quit if the item wasn't used and no knowledge was gained */ if (!used && (was_aware || !ident)) return; } /* If the item is a null pointer or has been wiped, be done now */ if (!o_ptr || !o_ptr->kind) return; if (ident) object_notice_effect(o_ptr); /* Food feeds the player */ if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION) (void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]); /* Use the turn */ p_ptr->energy_use = 100; /* Mark as tried and redisplay */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); p_ptr->redraw |= (PR_INVEN | PR_EQUIP | PR_OBJECT); /* * If the player becomes aware of the item's function, then mark it as * aware and reward the player with some experience. Otherwise, mark * it as "tried". */ if (ident && !was_aware) { /* Object level */ int lev = o_ptr->kind->level; object_flavor_aware(o_ptr); if (o_ptr->tval == TV_ROD) object_notice_everything(o_ptr); player_exp_gain(p_ptr, (lev + (p_ptr->lev / 2)) / p_ptr->lev); p_ptr->notice |= PN_SQUELCH; } else if (used) { object_flavor_tried(o_ptr); } /* If there are no more of the item left, then we're done. */ if (!o_ptr->number) return; /* Chargeables act differently to single-used items when not used up */ if (used && use == USE_CHARGE) { /* Use a single charge */ o_ptr->pval[DEFAULT_PVAL]--; /* Describe charges */ if (item >= 0) inven_item_charges(item); else floor_item_charges(0 - item); } else if (used && use == USE_TIMEOUT) { /* Artifacts use their own special field */ if (o_ptr->artifact) o_ptr->timeout = randcalc(o_ptr->artifact->time, 0, RANDOMISE); else o_ptr->timeout += randcalc(o_ptr->kind->time, 0, RANDOMISE); } else if (used && use == USE_SINGLE) { /* Destroy a potion in the pack */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Destroy a potion on the floor */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } } /* Hack to make Glyph of Warding work properly */ if (cave->feat[py][px] == FEAT_GLYPH) { /* Push objects off the grid */ if (cave->o_idx[py][px]) push_object(py, px); } }
/* pick the context menu options appropiate for the item */ int context_menu_object(const object_type *o_ptr) { menu_type *m; rect_region r; int selected; int location = 0; char *labels; char header[120]; s16b *list; m = menu_dynamic_new(); if (!m || !o_ptr) { return 0; } object_desc(header, o_ptr, TRUE, 2, sizeof(header)); list = look_up_list((object_type*)o_ptr); if (list) { if (list == &(p_ptr->inventory)) { location = USE_INVEN; } else if (list == &(area(p_ptr->px, p_ptr->py)->o_idx)) { location = USE_FLOOR; } else { /* check if in a container */ location = USE_INVEN; } } else if (GET_ARRAY_INDEX(p_ptr->equipment, o_ptr) >= EQUIP_WIELD) { location = USE_EQUIP; } labels = (char*)string_make(lower_case); m->selections = labels; menu_dynamic_add_label(m, "Inspect", 'I', 1, labels); if (item_tester_hook_is_book(o_ptr)) { if (player_can_cast_from(o_ptr)) { if (player_can_cast()) { menu_dynamic_add_label(m, "Cast", 'm', 8, labels); } else { menu_dynamic_add_label(m, "$Cast", 'm', 8, labels); } if (player_can_study()) { menu_dynamic_add_label(m, "Study", 'G', 10, labels); } else { menu_dynamic_add_label(m, "$Study", 'G', 10, labels); } } if (player_is_caster() && player_can_read()) { menu_dynamic_add_label(m, "Browse", 'b', 9, labels); } } else if (item_tester_hook_useable(o_ptr)) { if (obj_is_wand(o_ptr)) { if (obj_has_charges(o_ptr)) { menu_dynamic_add_label(m, "Aim", 'a', 8, labels); } else { menu_dynamic_add_label(m, "$Aim", 'a', 8, labels); } } else if (obj_is_rod(o_ptr)) { if (obj_can_zap(o_ptr)) { menu_dynamic_add_label(m, "Zap", 'z', 8, labels); } else { menu_dynamic_add_label(m, "$Zap", 'z', 8, labels); } } else if (obj_is_staff(o_ptr)) { if (obj_has_charges(o_ptr)) { menu_dynamic_add_label(m, "Use", 'u', 8, labels); } else { menu_dynamic_add_label(m, "$Use", 'u', 8, labels); } } else if (obj_is_scroll(o_ptr)) { if (player_can_read()) { menu_dynamic_add_label(m, "Read", 'r', 8, labels); } else { menu_dynamic_add_label(m, "$Read", 'r', 8, labels); } } else if (obj_is_potion(o_ptr)) { menu_dynamic_add_label(m, "Quaff", 'q', 8, labels); } else if (obj_is_food(o_ptr)) { menu_dynamic_add_label(m, "Eat", 'E', 8, labels); } else if (item_tester_hook_activate(o_ptr)) { if (obj_is_activatable(o_ptr)) { menu_dynamic_add_label(m, "Activate", 'A', 8, labels); } else { menu_dynamic_add_label(m, "$Activate", 'A', 8, labels); } } else { menu_dynamic_add_label(m, "Use", 'U', 8, labels); } } else if (item_tester_hook_ammo(o_ptr)) { if (obj_can_fire(o_ptr)) { menu_dynamic_add_label(m, "Fire", 'f', 15, labels); } else { menu_dynamic_add_label(m, "$Fire", 'f', 15, labels); } } if (obj_can_refill(o_ptr)) { menu_dynamic_add_label(m, "Refill", 'F', 11, labels); } if (item_tester_hook_wear(o_ptr)) { if (location == USE_EQUIP) { menu_dynamic_add_label(m, "Take off", 't', 3, labels); } else if (location == USE_INVEN) { if (item_tester_hook_armour(o_ptr)) { menu_dynamic_add_label(m, "Wear", 'w', 2, labels); } else { menu_dynamic_add_label(m, "Wield", 'w', 2, labels); } /*menu_dynamic_add_label(m, "Equip", 'w', 2, labels);*/ } } if ((location == USE_INVEN) || (location == USE_EQUIP)) { menu_dynamic_add_label(m, "Drop", 'd', 6, labels); if (o_ptr->number > 1) { menu_dynamic_add_label(m, "Drop All", 'd', 13, labels); } } else if (location == USE_FLOOR) { if (inven_carry_okay(o_ptr)) { menu_dynamic_add_label(m, "Pickup", 'g', 7, labels); } else { menu_dynamic_add_label(m, "$Pickup", 'g', 7, labels); } } menu_dynamic_add_label(m, "Throw", 'v', 12, labels); /*if (obj_has_inscrip(o_ptr)) {*/ if (o_ptr->inscription) { menu_dynamic_add_label(m, "Uninscribe", '}', 5, labels); } else { menu_dynamic_add_label(m, "Inscribe", '{', 4, labels); } menu_dynamic_add_label(m, "Destroy", 'k', 14, labels); #if 0 if (object_is_squelched(o_ptr)) { menu_dynamic_add_label(m, "Unignore", 'k', 14, labels); } else { menu_dynamic_add_label(m, "Ignore", 'k', 14, labels); } #endif /* work out display region */ r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */ r.col = Term->wid - r.width - 1; r.row = 1; r.page_rows = m->count; /* Hack -- no flush needed */ msg_flag = FALSE; screen_save(); button_backup_all(TRUE); /* Recall object */ roff_set_width(r.col); roff_obj_aux(o_ptr); roff_set_width(0); menu_layout(m, &r); rect_region_erase_bordered(&r); prtf(0, 0, "($UEnter to select$Y\n$V, $UESC$Y%c$V) Command for %s:", ESCAPE, header); selected = menu_dynamic_select(m); menu_dynamic_free(m); string_free(labels); button_restore(); screen_load(); if (selected == 1) { /* inspect it */ identify_fully_aux(o_ptr); return 2; } else if (selected == 2) { /* wield the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'w'; do_cmd_wield(); /*cmd_insert(CMD_WIELD); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 3) { /* take the item off */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 't'; do_cmd_takeoff(); /*cmd_insert(CMD_TAKEOFF); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 4) { /* inscribe the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = '{'; do_cmd_inscribe(); /*cmd_insert(CMD_INSCRIBE); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 5) { /* uninscribe the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = '}'; do_cmd_uninscribe(); /*cmd_insert(CMD_UNINSCRIBE); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 6) { /* drop the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'd'; do_cmd_drop(); /*cmd_insert(CMD_DROP); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 7) { /* pick the item up */ p_ptr->cmd.cmd = 'g'; if (inven_carry_okay(o_ptr)) { py_pickup_aux((object_type*)o_ptr); } else { carry(TRUE); } /*cmd_insert(CMD_PICKUP); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 8) { /* use the item */ bool full = item_tester_full; item_tester_full = FALSE; if (player_can_cast_from(o_ptr)) { set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'm'; do_cmd_cast(); } else { set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'u'; repeat_check(); do_cmd_use(); /*cmd_insert(CMD_USE_ANY); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } item_tester_full = full; } else if (selected == 9) { /* browse a spellbook */ p_ptr->cmd.cmd = 'b'; do_cmd_browse_aux(o_ptr); /* copied from textui_spell_browse */ /*textui_book_browse(o_ptr);*/ return 2; } else if (selected == 10) { /* study a spell book */ p_ptr->cmd.cmd = 'G'; do_cmd_study(FALSE, (object_type*)o_ptr); } else if (selected == 11) { /* use the item to refill a light source */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'F'; do_cmd_refill(); /*cmd_insert(CMD_REFILL); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 12) { /* throw the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'v'; repeat_check(); do_cmd_throw(); /*cmd_insert(CMD_THROW); cmd_set_arg_item(cmd_get_top(), 0, slot);*/ } else if (selected == 13) { /* drop all of the item stack */ if (get_check(format("Drop %s? ", header))) { set_get_item_object(o_ptr); p_ptr->cmd.arg = o_ptr->number; p_ptr->cmd.cmd = 'd'; do_cmd_drop(); /*cmd_insert(CMD_DROP); cmd_set_arg_item(cmd_get_top(), 0, slot); cmd_set_arg_number(cmd_get_top(), 1, o_ptr->number);*/ } } else if (selected == 14) { /* squelch or unsquelch the item */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'k'; do_cmd_destroy(); /*textui_cmd_destroy_menu(slot);*/ } else if (selected == 15) { /* fire some ammo */ set_get_item_object(o_ptr); p_ptr->cmd.cmd = 'f'; repeat_check(); do_cmd_fire(); } else if (selected == -1) { /* this menu was canceled, tell whatever called us to display its menu again */ return 3; } return 1; }
/* pick the context menu options appropiate for the item */ int context_menu_object(const object_type *o_ptr, const int slot) { menu_type *m; region r; int selected; char *labels; char header[120]; textblock *tb; region area = { 0, 0, 0, 0 }; bool allowed = TRUE; int mode = OPT(rogue_like_commands) ? KEYMAP_MODE_ROGUE : KEYMAP_MODE_ORIG; unsigned char cmdkey; m = menu_dynamic_new(); if (!m || !o_ptr) { return 0; } object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_BASE); labels = string_make(lower_case); m->selections = labels; /* 'I' is used for inspect in both keymaps. */ menu_dynamic_add_label(m, "Inspect", 'I', MENU_VALUE_INSPECT, labels); if (obj_can_browse(o_ptr)) { if (obj_can_cast_from(o_ptr) && player_can_cast(p_ptr, FALSE)) { ADD_LABEL("Cast", CMD_CAST, MN_ROW_VALID); } if (obj_can_study(o_ptr) && player_can_study(p_ptr, FALSE)) { cmd_code study_cmd = player_has(PF_CHOOSE_SPELLS) ? CMD_STUDY_SPELL : CMD_STUDY_BOOK; /* Hack - Use the STUDY_BOOK command key so that we get the correct command key. */ cmdkey = cmd_lookup_key_unktrl(CMD_STUDY_BOOK, mode); menu_dynamic_add_label(m, "Study", cmdkey, study_cmd, labels); } if (player_can_read(p_ptr, FALSE)) { ADD_LABEL("Browse", CMD_BROWSE_SPELL, MN_ROW_VALID); } } else if (obj_is_useable(o_ptr)) { if (obj_is_wand(o_ptr)) { menu_row_validity_t valid = (obj_has_charges(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Aim", CMD_USE_WAND, valid); } else if (obj_is_rod(o_ptr)) { menu_row_validity_t valid = (obj_can_zap(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Zap", CMD_USE_ROD, valid); } else if (obj_is_staff(o_ptr)) { menu_row_validity_t valid = (obj_has_charges(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Use", CMD_USE_STAFF, valid); } else if (obj_is_scroll(o_ptr)) { menu_row_validity_t valid = (player_can_read(p_ptr, FALSE)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Read", CMD_READ_SCROLL, valid); } else if (obj_is_potion(o_ptr)) { ADD_LABEL("Quaff", CMD_QUAFF, MN_ROW_VALID); } else if (obj_is_food(o_ptr)) { ADD_LABEL("Eat", CMD_EAT, MN_ROW_VALID); } else if (obj_is_activatable(o_ptr)) { menu_row_validity_t valid = (slot >= INVEN_WIELD && obj_can_activate(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Activate", CMD_ACTIVATE, valid); } else if (obj_can_fire(o_ptr)) { ADD_LABEL("Fire", CMD_FIRE, MN_ROW_VALID); } else { ADD_LABEL("Use", CMD_USE_ANY, MN_ROW_VALID); } } if (obj_can_refill(o_ptr)) { ADD_LABEL("Refill", CMD_REFILL, MN_ROW_VALID); } if (slot >= INVEN_WIELD && obj_can_takeoff(o_ptr)) { ADD_LABEL("Take off", CMD_TAKEOFF, MN_ROW_VALID); } else if (slot < INVEN_WIELD && obj_can_wear(o_ptr)) { //if (obj_is_armor(o_ptr)) { // menu_dynamic_add(m, "Wear", 2); //} else { // menu_dynamic_add(m, "Wield", 2); //} ADD_LABEL("Equip", CMD_WIELD, MN_ROW_VALID); } if (slot >= 0) { if (!store_in_store || cave_shopnum(cave, p_ptr->py, p_ptr->px) == STORE_HOME) { ADD_LABEL("Drop", CMD_DROP, MN_ROW_VALID); if (o_ptr->number > 1) { /* 'D' is used for squelch in rogue keymap, so we'll just swap letters. */ cmdkey = (mode == KEYMAP_MODE_ORIG) ? 'D' : 'k'; menu_dynamic_add_label(m, "Drop All", cmdkey, MENU_VALUE_DROP_ALL, labels); } } } else { menu_row_validity_t valid = (inven_carry_okay(o_ptr)) ? MN_ROW_VALID : MN_ROW_INVALID; ADD_LABEL("Pick up", CMD_PICKUP, valid); } ADD_LABEL("Throw", CMD_THROW, MN_ROW_VALID); ADD_LABEL("Inscribe", CMD_INSCRIBE, MN_ROW_VALID); if (obj_has_inscrip(o_ptr)) { ADD_LABEL("Uninscribe", CMD_UNINSCRIBE, MN_ROW_VALID); } ADD_LABEL( (object_is_squelched(o_ptr) ? "Unignore" : "Ignore"), CMD_DESTROY, MN_ROW_VALID); /* work out display region */ r.width = (int)menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */ r.col = Term->wid - r.width - 1; r.row = 1; r.page_rows = m->count; area.width = -(r.width + 2); /* Hack -- no flush needed */ msg_flag = FALSE; screen_save(); /* Display info */ tb = object_info(o_ptr, OINFO_NONE); object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_FULL); textui_textblock_place(tb, area, format("%s", header)); textblock_free(tb); menu_layout(m, &r); region_erase_bordered(&r); prt(format("(Enter to select, ESC) Command for %s:", header), 0, 0); selected = menu_dynamic_select(m); menu_dynamic_free(m); string_free(labels); screen_load(); cmdkey = cmd_lookup_key(selected, mode); switch (selected) { case -1: /* User cancelled the menu. */ return 3; case MENU_VALUE_INSPECT: /* copied from textui_obj_examine */ /* Display info */ tb = object_info(o_ptr, OINFO_NONE); object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_FULL); textui_textblock_show(tb, area, format("%s", header)); textblock_free(tb); return 2; case MENU_VALUE_DROP_ALL: /* Drop entire stack with confirmation. */ if (get_check(format("Drop %s? ", header))) { cmd_insert(store_in_store ? CMD_STASH : CMD_DROP); cmd_set_arg_item(cmd_get_top(), 0, slot); cmd_set_arg_number(cmd_get_top(), 1, o_ptr->number); } return 1; case CMD_STUDY_SPELL: /* Hack - Use the STUDY_BOOK command key so that get_item_allow() works properly. */ cmdkey = cmd_lookup_key(CMD_STUDY_BOOK, mode); /* Fall through. */ case CMD_BROWSE_SPELL: case CMD_STUDY_BOOK: case CMD_CAST: case CMD_DESTROY: case CMD_WIELD: case CMD_TAKEOFF: case CMD_INSCRIBE: case CMD_UNINSCRIBE: case CMD_PICKUP: case CMD_DROP: case CMD_REFILL: case CMD_THROW: case CMD_USE_WAND: case CMD_USE_ROD: case CMD_USE_STAFF: case CMD_READ_SCROLL: case CMD_QUAFF: case CMD_EAT: case CMD_ACTIVATE: case CMD_FIRE: case CMD_USE_ANY: /* Check for inscriptions that trigger confirmation. */ allowed = key_confirm_command(cmdkey) && get_item_allow(slot, cmdkey, selected, FALSE); break; default: /* Invalid command; prevent anything from happening. */ bell("Invalid context menu command."); allowed = FALSE; break; } if (!allowed) return 1; if (selected == CMD_DESTROY) { /* squelch or unsquelch the item */ textui_cmd_destroy_menu(slot); } else if (selected == CMD_BROWSE_SPELL) { /* browse a spellbook */ /* copied from textui_spell_browse */ textui_book_browse(o_ptr); return 2; } else if (selected == CMD_STUDY_SPELL) { /* study a spell book */ /* copied from textui_obj_study */ int spell = get_spell(o_ptr, "study", spell_okay_to_study); if (spell >= 0) { cmd_insert(CMD_STUDY_SPELL); cmd_set_arg_choice(cmd_get_top(), 0, spell); } } else if (selected == CMD_CAST) { if (obj_can_browse(o_ptr)) { /* copied from textui_obj_cast */ const char *verb = ((p_ptr->class->spell_book == TV_MAGIC_BOOK) ? "cast" : "recite"); int spell = get_spell(o_ptr, verb, spell_okay_to_cast); if (spell >= 0) { cmd_insert(CMD_CAST); cmd_set_arg_choice(cmd_get_top(), 0, spell); } } } else {