and allow wielding the appropriate items, e.g. arrows for
Sticks to Snakes etc.
Use the same rules for clicking on items in Tiles.
Also add yet another minimap colour option, this time for plants (really zero xp monsters in general) since I became tired of plant-rich vaults showing up in bright red colours.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4195 c06c8d41-db1a-0410-9941-cceddc491573
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// For Sublimation of Blood.if (wielded)desc += EOL "[Ctrl-L-Click] Unwield";else if ( item_type_known(item)&& (item.sub_type == POT_BLOOD|| item.sub_type== POT_BLOOD_COAGULATED)&& player_knows_spell(SPELL_SUBLIMATION_OF_BLOOD) ){desc += EOL "[Ctrl-L-Click] Wield (w)";}
}// For Boneshards.// special handling since skeletons have no primary actionif (item.base_type == OBJ_CORPSES&& item.sub_type == CORPSE_SKELETON){if (wielded)desc += EOL "[Ctrl-L-Click] Unwield";else if (player_knows_spell(SPELL_BONE_SHARDS))desc += EOL "[Ctrl-L-Click] Wield (w)";
static bool _valid_weapon_swap(const item_def &item){// weapons and staves are valid weaponsif (item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES)return true;// misc. items need to be wielded to be evokedif (item.base_type == OBJ_MISCELLANY && item.sub_type != MISC_RUNE_OF_ZOT)return true;// some missiles need to be wielded for spellsif (item.base_type == OBJ_MISSILES){if (item.sub_type == MI_STONE)return (player_knows_spell(SPELL_SANDBLAST));if (item.sub_type == MI_ARROW)return (player_knows_spell(SPELL_STICKS_TO_SNAKES));return false;}// Boneshardsif (item.base_type == OBJ_CORPSES){return (item.sub_type == CORPSE_SKELETON&& player_knows_spell(SPELL_BONE_SHARDS));}
// Sublimation of Bloodif (!player_knows_spell(SPELL_SUBLIMATION_OF_BLOOD))return false;if (item.base_type == OBJ_FOOD)return (item.sub_type == FOOD_CHUNK);if (item.base_type == OBJ_POTIONS && item_type_known(item)){return (item.sub_type == POT_BLOOD|| item.sub_type == POT_BLOOD_COAGULATED);}return false;}
const bool good_swap = (item_slot == PROMPT_GOT_SPECIAL)|| you.inv[item_slot].base_type == OBJ_WEAPONS|| you.inv[item_slot].base_type == OBJ_STAVES|| (you.inv[item_slot].base_type == OBJ_MISCELLANY&& you.inv[item_slot].sub_type != MISC_RUNE_OF_ZOT);
const bool good_swap = (item_slot == PROMPT_GOT_SPECIAL|| _valid_weapon_swap(you.inv[item_slot]));
else if (you.inv[idx].base_type == OBJ_MISCELLANY|| you.inv[idx].base_type == OBJ_STAVES&& item_is_rod(you.inv[idx])) // unwield rods/misc. items
else if (item.base_type == OBJ_MISCELLANY|| item.base_type == OBJ_STAVES&& item_is_rod(item)) // unwield rods/misc. items
tile_item_col, tile_unseen_col, tile_floor_col, tile_wall_col,tile_mapped_wall_col, tile_door_col, tile_downstairs_col,tile_upstairs_col, tile_feature_col, tile_trap_col,tile_water_col, tile_lava_col, tile_excluded_col,tile_excl_centre_col
tile_plant_col, tile_item_col, tile_unseen_col, tile_floor_col,tile_wall_col, tile_mapped_wall_col, tile_door_col,tile_downstairs_col, tile_upstairs_col, tile_feature_col,tile_trap_col, tile_water_col, tile_lava_col,tile_excluded_col, tile_excl_centre_col