(This will also change the quiver, so that tile players no longer need to repeatedly choose the same stack of darts to fire: ff will work nicely.)
Implement first part of FR 1911866: merging W/T, R/P The existing option "easy_unequip" now also allows direct choice of which armour to take off from the 'W' menu, and same for jewellery for 'P'. Warning inscriptions are respected. Now we only need to add a new sorting option sort_equipped that takes care of equipped stuff being listed first in the inventory. Last time I tried something like this (chunk sorting by age) I failed miserably, so I'm making no promises.
Also tweak my recent {tried} modification to only apply to jewellery since for some reasons all unidentified randart weapons show {tried} where jewellery is really picky about which randarts have been tried and which haven't. Probably still needs fixing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3607 c06c8d41-db1a-0410-9941-cceddc491573
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else if (is_good_god(you.religion))
prefixes.push_back("good god");
else if (is_evil_god(you.religion))
prefixes.push_back("evil god");
else
{
// only look at the current player form
if (is_player_same_species(monster->type, true))
prefixes.push_back("related"); // overkill for Beogh
if (is_good_god(you.religion))
prefixes.push_back("good god");
else if (is_evil_god(you.religion))
prefixes.push_back("evil god");
}
const bool tried = (!ident && !equipped
&& (is_artefact && !item_type_known(*this)
|| item_type_tried(*this)));
const bool tried = !ident && !equipped
&& (item_type_tried(*this)
|| this->base_type == OBJ_JEWELLERY
&& is_artefact && !item_type_known(*this));
slot == -1? prompt_invent_item( "Remove which piece of jewellery?",
MT_INVLIST,
OBJ_JEWELLERY, true, true, true,
0, NULL, OPER_REMOVE)
: slot;
(slot == -1)? prompt_invent_item( "Remove which piece of jewellery?",
MT_INVLIST,
OBJ_JEWELLERY, true, true, true,
0, NULL, OPER_REMOVE)
: slot;
if (oper == OPER_WEAR)
{
if (item.base_type != OBJ_ARMOUR)
return (true);
// don't ask if item already worn
int equip = you.equip[get_armour_slot(item)];
if (equip != -1 && item.link == equip)
return (check_old_item_warning(item, oper));
}
else if (oper == OPER_PUTON)
{
if (item.base_type != OBJ_JEWELLERY)
return (true);
// don't ask if item already worn
int equip = -1;
if (jewellery_is_amulet(item))
equip = you.equip[EQ_AMULET];
else
{
equip = you.equip[EQ_LEFT_RING];
if (equip != -1 && item.link == equip)
return (check_old_item_warning(item, oper));
// or maybe the other ring?
equip = you.equip[EQ_RIGHT_RING];
}
if (equip != -1 && item.link == equip)
return (check_old_item_warning(item, oper));
}