From 9d3dfd59f9bacdfecb113a648547367c09f8fedc Mon Sep 17 00:00:00 2001 From: PatR Date: Thu, 15 Oct 2020 18:22:26 -0700 Subject: [PATCH] Qt paperdoll - slight reorganization Three-way swap: move blindfold to alt-weapon slot, alt-weapon to quiver slot, and quiver to former blindfold slot. Affects first and third rows of the 6x3 grid. Before |After x H b | b H q S a w | S a w G C q | G C x [x=alt-weapon, H=helmet, b=blindfold, S=shield, a=amulet, w=weapon, G=gloves, C=cloak, q=quiver; bottom three rows not changed so not shown.] --- win/Qt/qt_inv.cpp | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/win/Qt/qt_inv.cpp b/win/Qt/qt_inv.cpp index 0139a56f1..a5e9a3c1b 100644 --- a/win/Qt/qt_inv.cpp +++ b/win/Qt/qt_inv.cpp @@ -111,9 +111,9 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*) { // 0 1 2 two dual // hander wielding - // 0 x H b x H b . H b + // 0 b H q b H q b H q // 1 S " w W " W X " w - // 2 G C q G C q G C q + // 2 G C x G C x G C . // 3 = A = = A = = A = // 4 l U L l U L l U L // 5 . F . . F . . F . @@ -145,13 +145,7 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*) // String argument is for a tool tip when the object in question is Null. // // left column - /* uswapwep slot varies depending upon dual-wielding state; - shown in shield slot when actively wielded, so uswapwep slot is empty - then and an alternate tool tip is used to explain that emptiness */ - if (!u.twoweap) - drawWorn(painter, uswapwep, 0, 0, "no alternate weapon"); - else - drawWorn(painter, NULL, 0, 0, "secondary weapon is wielded"); + drawWorn(painter, ublindf, 0, 0, "no eyewear"); // bf|towel|lenses /* shield slot varies depending upon weapon usage; no alt tool tip is needed for first two cases because object will never be Null when the corresponding tests pass */ @@ -176,9 +170,15 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*) drawWorn(painter, uarmf, 1, 5, "no boots"); // right column - drawWorn(painter, ublindf, 2, 0, "no eyewear"); // blindfold/towel/lenses + drawWorn(painter, uquiver, 2, 0, "nothing readied for firing"); // quiver drawWorn(painter, uwep, 2, 1, "no weapon"); - drawWorn(painter, uquiver, 2, 2, "nothing readied for firing"); // quiver + /* uswapwep slot varies depending upon dual-wielding state; + shown in shield slot when actively wielded, so uswapwep slot is empty + then and an alternate tool tip is used to explain that emptiness */ + if (!u.twoweap) + drawWorn(painter, uswapwep, 2, 2, "no alternate weapon"); + else + drawWorn(painter, NULL, 2, 2, "secondary weapon is wielded"); drawWorn(painter, uright, 2, 3, "no right ring"); /* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum (and might also duplicate Sunsword when it is wielded--hence lit--