{
// 0 1 2 two dual
// hander wielding
- // 0 x H b x H b . H b
+ // 0 b H q b H q b H q
// 1 S " w W " W X " w
- // 2 G C q G C q G C q
+ // 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 .
// String argument is for a tool tip when the object in question is Null.
//
// left column
- /* uswapwep slot varies depending upon dual-wielding state;
- shown in shield slot when actively wielded, so uswapwep slot is empty
- then and an alternate tool tip is used to explain that emptiness */
- if (!u.twoweap)
- drawWorn(painter, uswapwep, 0, 0, "no alternate weapon");
- else
- drawWorn(painter, NULL, 0, 0, "secondary weapon is wielded");
+ drawWorn(painter, ublindf, 0, 0, "no eyewear"); // bf|towel|lenses
/* shield slot varies depending upon weapon usage;
no alt tool tip is needed for first two cases because object will
never be Null when the corresponding tests pass */
drawWorn(painter, uarmf, 1, 5, "no boots");
// right column
- drawWorn(painter, ublindf, 2, 0, "no eyewear"); // blindfold/towel/lenses
+ drawWorn(painter, uquiver, 2, 0, "nothing readied for firing"); // quiver
drawWorn(painter, uwep, 2, 1, "no weapon");
- drawWorn(painter, uquiver, 2, 2, "nothing readied for firing"); // quiver
+ /* uswapwep slot varies depending upon dual-wielding state;
+ shown in shield slot when actively wielded, so uswapwep slot is empty
+ then and an alternate tool tip is used to explain that emptiness */
+ if (!u.twoweap)
+ drawWorn(painter, uswapwep, 2, 2, "no alternate weapon");
+ else
+ drawWorn(painter, NULL, 2, 2, "secondary weapon is wielded");
drawWorn(painter, uright, 2, 3, "no right ring");
/* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum
(and might also duplicate Sunsword when it is wielded--hence lit--