// Qt4 conversion copyright (c) Ray Chason, 2012-2014.
// NetHack may be freely redistributed. See license for details.
-// qt_inv.cpp -- inventory usage window
+// qt_inv.cpp -- inventory subset of equipment in use,
+// displayed in a rectangular grid of object tiles
//
// Essentially a "paper doll" style display. [grep fodder]
//
-// This is at the top center of the main window
+// This is at the top center of the main window, between messages and
+// status. Qt settings (non-OSX) or Preferences (OSX) has a checkbox to
+// show it or hide it, plus the tile size to use (independent of map's
+// tile size). Supported tile size is 6..48x6..48 with default of 32x32.
+//
+// TODO?
+// When yn_function() is asking for an inventory letter (not sure whether
+// that is currently discernable...), allow clicking on a cell in the
+// paper doll grid to return the invlet of the item clicked upon.
+//
extern "C" {
#include "hack.h"
: !nhobj->blessed ? BORDER_UNCURSED
: BORDER_BLESSED;
+ // border color is used to indicate BUC state; make tip text match
+ boolean save_implicit_uncursed = ::flags.implicit_uncursed;
+ ::flags.implicit_uncursed = FALSE;
// set up a tool tip describing the item that will be displayed here
Sprintf(tipstr, " %s ", // extra spaces for enhanced readability
// xprname: invlet, space, dash, space, object description
xprname(nhobj, (char *) NULL, nhobj->invlet, FALSE, 0L, 0L));
+ ::flags.implicit_uncursed = save_implicit_uncursed;
+
// tips are managed with nethack's alloc(); we don't track allocation
// amount; allocated buffers get reused when big enough (usual case
// since paperdoll updates occur more often than equipment changes)
// W wielded two-handed weapon
// X wielded secondary weapon
//
- // 3.7: use a different legend for the layout:
+ // 3.7: use a different layout (also different legend for it, above):
// 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
+ // add lit lamp/lantern/candle/candelabrum on lower right side;
+ // add leash-in-use on lower left side
//
// Actually indexed by grid[column][row].