-/* NetHack 3.7 objnam.c $NHDT-Date: 1596162343 2020/07/31 02:25:43 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.304 $ */
+/* NetHack 3.7 objnam.c $NHDT-Date: 1604745123 2020/11/07 10:32:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.305 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
(objects won't normally be formatted during that time, but if
'perm_invent' is enabled then they might be) */
if (iflags.suppress_price || g.restoring) {
- ; /* don't attempt to obtain any stop pricing, even if 'with_price' */
+ ; /* don't attempt to obtain any shop pricing, even if 'with_price' */
} else if (is_unpaid(obj)) { /* in inventory or in container in invent */
long quotedprice = unpaid_cost(obj, TRUE);
qt_settings->glyphs().drawBorderedCell(painter, glyph, x, y, border);
}
+// called to update the paper doll inventory subset
void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
{
- // 0 1 2 two dual
- // hander wielding
- // 0 b H q b H q b H q
- // 1 S " w W " W X " w
- // 2 G C x G C x G C .
- // 3 = A = = A = = A =
- // 4 l U L l U L l U L
- // 5 . F . . F . . F .
+ // Paper doll is a 6 row by 3 column grid of worn and wielded
+ // equipment showing the map tiles that the inventory objects
+ // would be displayed as if they were on the floor.
//
- // 3.7: use a different legend for the layout
- // show quiver instead of repeating gloves on both sides;
+ // 0 1 2 two- dual
+ // [ old ] normal hander wielding legend
+ // 0 [x H b] b H q b H q b H q b eyewear H helmet q quiver
+ // 1 [S " w] S " w W " W X " w S shield " amulet w weapon
+ // 2 [G C G] G C x G C x G C . G gloves C cloak x alt-weap
+ // 3 [= A =] = A = = A = = A = = left rg A suit = right ring
+ // 4 [. U .] l U L l U L l U L l leash U shirt L light
+ // 5 [. F .] . F . . F . . F . . blank F boots . blank
+ // W wielded two-handed weapon
+ // X wielded secondary weapon
+ //
+ // 3.7: use a different legend for the layout:
+ // show gloves in only one slot;
+ // move alternate weapon to former right hand glove slot;
+ // move blindfold to former alternate weapon slot;
+ // add quiver to former blindfold slot;
// show secondary weapon in shield slot when two-weapon is active;
// show two-handed primary weapon in both shield and uwep slots;
// show lit lamp/lantern/candle/candelabrum on lower right side;
// show leash-in-use on lower left side
+ //
+ // Possible enhancement: for two-handed weapon, show the left hand
+ // instance as a mirror image of the normal right hand one.
+ //
#ifdef ENHANCED_PAPERDOLL
if (iflags.wc_ascii_map)