diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-12 14:25:50 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-12 14:25:50 +0000 |
commit | 71e8cf1a93945211047ab78c851290e92938f6d1 (patch) | |
tree | 9231eb554aadafece148fabbcbf6e4d6d696ecda /crawl-ref/source/libgui.cc | |
parent | 682e94e3c1534de75cc217733aa669798b9065ab (diff) | |
download | crawl-ref-71e8cf1a93945211047ab78c851290e92938f6d1.tar.gz crawl-ref-71e8cf1a93945211047ab78c851290e92938f6d1.zip |
Fix new firing interface to also apply when selecting items via tile inventory.
(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
Diffstat (limited to 'crawl-ref/source/libgui.cc')
-rw-r--r-- | crawl-ref/source/libgui.cc | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/crawl-ref/source/libgui.cc b/crawl-ref/source/libgui.cc index c9d67e7f72..56343fdaa3 100644 --- a/crawl-ref/source/libgui.cc +++ b/crawl-ref/source/libgui.cc @@ -1361,14 +1361,8 @@ static int handle_mouse_motion(int mouse_x, int mouse_y, bool init) desc += "Remove (R)"; break; case OBJ_MISSILES: - { - const item_def *weapon = you.weapon(); - if (weapon && you.inv[ix].launched_by(*weapon)) - desc += "Fire (f)"; - else - desc += "Throw (t)"; + desc += "Fire (f)"; break; - } case OBJ_WANDS: desc += "Zap (z)"; break; |