Qt paper doll inventory

In case you haven't seen it, the Qt screen layout is (a bigger
instance of):
+--------------------+------+--------------------------------+
| messages           |invent| status                         |
|                    |subset|                                |
|                    |      |                                |
|                    |      |                                |
+------------------------------------------------------------+
| map                                                        |
|                                                            |
 ...
|                                                            |
+------------------------------------------------------------+
where some status fields include an icon and the inventory subset is
a miniature map showing a paper doll-style display of object tiles
for worn and wielded items.  The two separating lines in the top half
can be dragged to resize the three windows there.  The default message
window width to too small to see full text of some messages but can
be scrolled left and right.  The window for the equipped subset of
inventory is unconditionally present; 'perm_invent' is a no-op.

Paper doll inventory layout (view with fixed-width font...):
Old         New         two-hand    dual-wield
  x H b       x H b       x H b       . H b
  S " w       S " w       W " W       X " w
  G C G       G C q       G C q       G C q
  = A =       = A =       = A =       = A =
  . U .       l U L       l U L       l U L
  . F .       . F .       . F .       . F .
Legend:
 '.' = blank, b = blindfold, '"' = amulet, '=' = left and right rings,
 w/W = primary weapon, x/X = alternate/secondary weapon, q = quiver,
 H = helmet, S = shield, G = gloves, C = cloak, A = suit, U = shirt,
 F = boots, l = leash, L = active light source (lamp/candle/Sunsword).
Slots which don't have something equipped are shown blank.

'q' was missing; 'G' used to be shown on both sides.  'l' and 'L' are
new; for either, it picks the first one in inventory that's in active
use.  The 'S' and 'x' slots vary depending upon weapon situation
since wearing a shield, wielding a two-handed weapon, and engaging in
two-weapon combat are all mutually exclusive.
This commit is contained in:
PatR
2020-08-10 15:25:56 -07:00
parent 75fa283fb6
commit 7f85408962
2 changed files with 72 additions and 27 deletions

View File

@@ -1,4 +1,4 @@
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.281 $ $NHDT-Date: 1597090815 2020/08/10 20:20:15 $
NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.282 $ $NHDT-Date: 1597098351 2020/08/10 22:25:51 $
General Fixes and Modified Features
-----------------------------------
@@ -370,6 +370,13 @@ Qt: menu commands are now working; commands invoked via M-c were having that
send #abc with just enough letters to disambiguate from other commands
("Compilation" is one remaining problem; it yields "#version" which
brings up '#' menu subset with choices of "version" and "versionshort")
Qt: "paper doll" subset of persistent inventory has undergone several changes:
show previously missing quiver below weapon instead of duplicating
gloves there; show secondary weapon in shield slot and blank out
alternate weapon slot when two-weapon combat is active; show wielded
two-handed weapon in both the shield and primary weapon slots; show
first active light source in a previously unused slot on lower right;
show first leash-in-use in a previously unused slot on lower left
Qt+QSX: fix control key
Qt+OSX: rename menu entry "nethack->Preferences..." for invoking nethack's
'O' command to "Game->Run-time options" and entry "Game->Qt settings"