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authorShmuale Mark <shm.mark@gmail.com>2014-02-27 17:54:06 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-02-27 18:19:22 -0500
commit6a44e583e1c913c7e81198a19f0b555499d6b6f5 (patch)
treeb2fe3f0501ebb41ac0e77557395afcc4f5ccf936 /crawl-ref/source/invent.h
parent20de70277e62ae992f6183b92d1383f1761a24fc (diff)
downloadcrawl-ref-6a44e583e1c913c7e81198a19f0b555499d6b6f5.tar.gz
crawl-ref-6a44e583e1c913c7e81198a19f0b555499d6b6f5.zip
Allow the player to choose a weapon when reading an enchant weapon scroll.
There isn't really any reason not to (the only cases where this causes any significant change are the brands with unwield effects). It does have the positive effect that the scroll-id game is made slightly less tedious, since you don't have to remember to switch to a weapon you want enchanted first.
Diffstat (limited to 'crawl-ref/source/invent.h')
-rw-r--r--crawl-ref/source/invent.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/invent.h b/crawl-ref/source/invent.h
index 46e32535a6..42f0746a2c 100644
--- a/crawl-ref/source/invent.h
+++ b/crawl-ref/source/invent.h
@@ -32,6 +32,7 @@ enum object_selector
OSEL_UNCURSED_WORN_JEWELLERY = -16,
OSEL_SCROLL_TARGET = -17,
OSEL_BRANDABLE_WEAPON = -18,
+ OSEL_ENCHANTABLE_WEAPON = -19,
};
#define SLOT_BARE_HANDS -2
@@ -174,6 +175,7 @@ protected:
void get_class_hotkeys(const int type, vector<char> &glyphs);
+bool is_item_selected(const item_def &item, int selector);
bool any_items_to_select(int type_expect, bool msg = false, int excluded_slot = -1);
int prompt_invent_item(const char *prompt,