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.]
This commit is contained in:
PatR
2020-10-15 18:22:26 -07:00
parent 4c933fbf3c
commit 9d3dfd59f9

View File

@@ -111,9 +111,9 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
{ {
// 0 1 2 two dual // 0 1 2 two dual
// hander wielding // 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 // 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 = // 3 = A = = A = = A =
// 4 l U L l U L l U L // 4 l U L l U L l U L
// 5 . F . . F . . F . // 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. // String argument is for a tool tip when the object in question is Null.
// //
// left column // left column
/* uswapwep slot varies depending upon dual-wielding state; drawWorn(painter, ublindf, 0, 0, "no eyewear"); // bf|towel|lenses
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");
/* shield slot varies depending upon weapon usage; /* shield slot varies depending upon weapon usage;
no alt tool tip is needed for first two cases because object will no alt tool tip is needed for first two cases because object will
never be Null when the corresponding tests pass */ never be Null when the corresponding tests pass */
@@ -176,9 +170,15 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
drawWorn(painter, uarmf, 1, 5, "no boots"); drawWorn(painter, uarmf, 1, 5, "no boots");
// right column // 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, 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"); drawWorn(painter, uright, 2, 3, "no right ring");
/* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum /* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum
(and might also duplicate Sunsword when it is wielded--hence lit-- (and might also duplicate Sunsword when it is wielded--hence lit--