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.]
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@@ -111,9 +111,9 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
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{
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{
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// 0 1 2 two dual
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// 0 1 2 two dual
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// hander wielding
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// hander wielding
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// 0 x H b x H b . H b
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// 0 b H q b H q b H q
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// 1 S " w W " W X " w
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// 1 S " w W " W X " w
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// 2 G C q G C q G C q
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// 2 G C x G C x G C .
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// 3 = A = = A = = A =
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// 3 = A = = A = = A =
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// 4 l U L l U L l U L
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// 4 l U L l U L l U L
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// 5 . F . . F . . F .
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// 5 . F . . F . . F .
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@@ -145,13 +145,7 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
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// String argument is for a tool tip when the object in question is Null.
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// String argument is for a tool tip when the object in question is Null.
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//
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//
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// left column
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// left column
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/* uswapwep slot varies depending upon dual-wielding state;
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drawWorn(painter, ublindf, 0, 0, "no eyewear"); // bf|towel|lenses
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shown in shield slot when actively wielded, so uswapwep slot is empty
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then and an alternate tool tip is used to explain that emptiness */
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if (!u.twoweap)
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drawWorn(painter, uswapwep, 0, 0, "no alternate weapon");
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else
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drawWorn(painter, NULL, 0, 0, "secondary weapon is wielded");
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/* shield slot varies depending upon weapon usage;
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/* shield slot varies depending upon weapon usage;
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no alt tool tip is needed for first two cases because object will
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no alt tool tip is needed for first two cases because object will
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never be Null when the corresponding tests pass */
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never be Null when the corresponding tests pass */
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@@ -176,9 +170,15 @@ void NetHackQtInvUsageWindow::paintEvent(QPaintEvent*)
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drawWorn(painter, uarmf, 1, 5, "no boots");
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drawWorn(painter, uarmf, 1, 5, "no boots");
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// right column
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// right column
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drawWorn(painter, ublindf, 2, 0, "no eyewear"); // blindfold/towel/lenses
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drawWorn(painter, uquiver, 2, 0, "nothing readied for firing"); // quiver
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drawWorn(painter, uwep, 2, 1, "no weapon");
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drawWorn(painter, uwep, 2, 1, "no weapon");
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drawWorn(painter, uquiver, 2, 2, "nothing readied for firing"); // quiver
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/* uswapwep slot varies depending upon dual-wielding state;
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shown in shield slot when actively wielded, so uswapwep slot is empty
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then and an alternate tool tip is used to explain that emptiness */
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if (!u.twoweap)
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drawWorn(painter, uswapwep, 2, 2, "no alternate weapon");
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else
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drawWorn(painter, NULL, 2, 2, "secondary weapon is wielded");
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drawWorn(painter, uright, 2, 3, "no right ring");
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drawWorn(painter, uright, 2, 3, "no right ring");
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/* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum
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/* OIL_LAMP matches lit candles, lamps, lantern, and candelabrum
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(and might also duplicate Sunsword when it is wielded--hence lit--
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(and might also duplicate Sunsword when it is wielded--hence lit--
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