// equipment showing the map tiles that the inventory objects
// would be displayed as if they were on the floor.
//
- // 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
+ // 0 1 2 two- dual
+ // [ old ] normal hander wielding legend
+ // 0 [x H b] q H b q H b q H b q quiver H helmet b eyewear
+ // 1 [S " w] w " S W " W w " X w weapon " amulet S shield
+ // 2 [G C G] x C G x C G . C G x alt-weap C cloak G gloves
+ // 3 [= A =] = A = = A = = A = = right rg A suit = left ring
+ // 4 [. U .] L U l L U l L U l L light U shirt l leash
+ // 5 [. F .] . F . . F . . F . . blank F boots . blank
+ // W wielded two-handed weapon
+ // X wielded secondary weapon
//
// 3.7: use a different layout (also different legend for it, above):
+ // invert so grid is facing player, with right hand on screen left;
// 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;
- // add lit lamp/lantern/candle/candelabrum on lower right side;
- // add leash-in-use on lower left side
+ // add lit lamp/lantern/candle/candelabrum on lower left side;
+ // add leash-in-use on lower right side
//
// Actually indexed by grid[column][row].
// String argument is for a tool tip when the object in question is Null.
//
- // left column
- 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 */
- if (u.twoweap)
- drawWorn(painter, uswapwep, 0, 1, NULL); // secondary weapon, in use
- else if (uwep && bimanual(uwep)) // show two-handed uwep twice
- drawWorn(painter, uwep, 0, 1, NULL, dollReverse); // uwep on left
+ // left grid column (depicts hero's right side)
+ drawWorn(painter, uquiver, 0, 0, "nothing readied for firing"); // quiver
+ drawWorn(painter, uwep, 0, 1, "no weapon");
+ /* 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, 2, "no alternate weapon");
else
- drawWorn(painter, uarms, 0, 1, "no shield");
- drawWorn(painter, uarmg, 0, 2, "no gloves");
- drawWorn(painter, uleft, 0, 3, "no left ring");
- /* light source and leash aren't unique and don't have pointers defined */
- drawWorn(painter, find_tool(LEASH), 0, 4, "no leashes in use");
- drawWorn(painter, NULL, 0, 5, NULL, dollUnused); // always blank
+ drawWorn(painter, NULL, 0, 2, "secondary weapon is wielded");
+ drawWorn(painter, uright, 0, 3, "no right ring");
+ /* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum
+ (and might also duplicate Sunsword when it is wielded--hence lit--
+ depending upon whether another light source precedes it in invent) */
+ drawWorn(painter, find_tool(OIL_LAMP), 0, 4, "no active light sources");
+ drawWorn(painter, NULL, 0, 5, NULL, dollUnused); // always blank
- // middle column; no unused slots
+ // middle grid column; no unused slots
drawWorn(painter, uarmh, 1, 0, "no helmet");
drawWorn(painter, uamul, 1, 1, "no amulet");
drawWorn(painter, uarmc, 1, 2, "no cloak");
drawWorn(painter, uarmu, 1, 4, "no shirt");
drawWorn(painter, uarmf, 1, 5, "no boots");
- // right column
- drawWorn(painter, uquiver, 2, 0, "nothing readied for firing"); // quiver
- drawWorn(painter, uwep, 2, 1, "no weapon");
- /* 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");
+ // right grid column (depicts hero's left side)
+ drawWorn(painter, ublindf, 2, 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 */
+ if (u.twoweap)
+ drawWorn(painter, uswapwep, 2, 1, NULL); // secondary weapon, in use
+ else if (uwep && bimanual(uwep)) // show two-handed uwep twice
+ drawWorn(painter, uwep, 2, 1, NULL, dollReverse); // uwep on right
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--
- depending upon whether another light source precedes it in invent) */
- drawWorn(painter, find_tool(OIL_LAMP), 2, 4, "no active light sources");
- drawWorn(painter, NULL, 2, 5, NULL, dollUnused); // always blank
+ drawWorn(painter, uarms, 2, 1, "no shield");
+ drawWorn(painter, uarmg, 2, 2, "no gloves");
+ drawWorn(painter, uleft, 2, 3, "no left ring");
+ /* light source and leash aren't unique and don't have pointers defined */
+ drawWorn(painter, find_tool(LEASH), 2, 4, "no leashes in use");
+ drawWorn(painter, NULL, 2, 5, NULL, dollUnused); // always blank
painter.end();