* the user hits "escape" at the "direction" prompt.
* </pre>
*/
- void do_cmd_activate_aux(player_type *user_ptr, INVENTORY_IDX item)
-void exe_activate(INVENTORY_IDX item)
++void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
{
DIRECTION dir;
DEPTH lev;
if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
/* Activate the item */
- do_cmd_activate_aux(p_ptr, item);
- exe_activate(item);
++ exe_activate(p_ptr, item);
}
/*!
#pragma once
extern void do_cmd_activate(void);
- extern void do_cmd_activate_aux(player_type *user_ptr, INVENTORY_IDX item);
-extern void exe_activate(INVENTORY_IDX item);
++extern void exe_activate(player_type *user_ptr, INVENTORY_IDX item);
extern bool activate_artifact(object_type * o_ptr);
typedef struct {
switch (o_ptr->tval)
{
- /* Spike a door */
case TV_SPIKE:
- {
do_cmd_spike();
break;
- }
- /* Eat some food */
case TV_FOOD:
- do_cmd_eat_food_aux(item);
- {
+ exe_eat_food(item);
break;
- }
- /* Aim a wand */
case TV_WAND:
- do_cmd_aim_wand_aux(item);
- {
+ exe_aim_wand(item);
break;
- }
- /* Use a staff */
case TV_STAFF:
- do_cmd_use_staff_aux(item);
- {
+ exe_use_staff(item);
break;
- }
- /* Zap a rod */
case TV_ROD:
- do_cmd_zap_rod_aux(item);
- {
+ exe_zap_rod(item);
break;
- }
- /* Quaff a potion */
case TV_POTION:
- do_cmd_quaff_potion_aux(item);
- {
+ exe_quaff_potion(item);
break;
- }
- /* Read a scroll */
case TV_SCROLL:
- {
if (cmd_limit_blind(p_ptr)) return;
if (cmd_limit_confused(p_ptr)) return;
- do_cmd_read_scroll_aux(item, TRUE);
-
+ exe_read(item, TRUE);
break;
- }
- /* Fire ammo */
case TV_SHOT:
case TV_ARROW:
case TV_BOLT:
- {
exe_fire(item, &p_ptr->inventory_list[INVEN_BOW], SP_NONE);
break;
- }
- /* Activate an artifact */
default:
- do_cmd_activate_aux(p_ptr, item);
- {
- exe_activate(item);
++ exe_activate(p_ptr, item);
break;
- }
}
}