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/**
* @file
* @brief Functions used to print player related info.
**/
#include "AppHdr.h"
#include "output.h"
#include <cmath>
#include <cstdlib>
#include <sstream>
#include "ability.h"
#include "art-enum.h"
#include "areas.h"
#include "branch.h"
#include "colour.h"
#include "describe.h"
#ifndef USE_TILE_LOCAL
#endif
#include "english.h"
#include "env.h"
#include "files.h"
#include "god-abil.h"
#include "god-passive.h"
#include "initfile.h"
#include "invent.h"
#include "item-name.h"
#include "item-prop.h"
#include "jobs.h"
#include "lang-fake.h"
#include "libutil.h"
#include "macro.h" // command_to_string
#include "menu.h"
#include "message.h"
#include "misc.h"
#include "mutation.h"
#include "notes.h"
#include "ouch.h"
#include "player-equip.h"
#include "player-stats.h"
#include "prompt.h"
#include "religion.h"
#include "scroller.h"
#include "showsymb.h"
#include "skills.h"
#include "state.h"
#include "status.h"
#include "stringutil.h"
#include "tag-version.h"
#include "throw.h"
#include "tiles-build-specific.h"
#include "transform.h"
#include "viewchar.h"
#include "view.h"
#include "xom.h"
static bool _is_using_small_layout()
{
#ifdef USE_TILE_LOCAL
return tiles.is_using_small_layout();
#endif
return false;
}
static string _level_description_string_hud()
{
const PlaceInfo& place = you.get_place_info();
string short_name = branches[place.branch].shortname;
if (brdepth[place.branch] > 1)
short_name += make_stringf(":%d", you.depth);
// Indefinite articles
else if (place.branch != BRANCH_PANDEMONIUM
&& place.branch != BRANCH_DESOLATION
&& place.branch != BRANCH_ARENA
&& !is_connected_branch(place.branch))
{
short_name = article_a(short_name);
}
return short_name;
}
#ifdef USE_TILE_LOCAL
static bool _low_vertical_space()
{
return crawl_view.hudsz.y < 30;
}
/*
* this glorious piece of code works by:
- overriding cgotoxy and cprintf
- mapping the x,y coordinate of each part of the HUD to a
value in the touchui_states enum and storing the current value
- using the current state to decide what and where to actually
render each part of the HUD
123456789
1 Nameaname
2 TrDk
3 Lugonu
4 *.....
5
6 St Dx In
7 nn nn nn
8 AC SH EV
9 nn nn nn
10 XL Next
11 10 25%
12
13 Noise
14 ########
15 Place
16 Dungeo:10
17 Time
18 1234.5
19
20 W: foobar
22 Abil: Bes
23
24 XXXXXXXXX status lights
.
y HPP MPP
*/
#include <stdarg.h>
#define CGOTOXY _cgotoxy_touchui
#define CPRINTF _cprintf_touchui
#define NOWRAP_EOL_CPRINTF _nowrap_eol_cprintf_touchui
enum touchui_states
{
TOUCH_S_INIT = 0x0,
TOUCH_S_NULL = 0x1,
TOUCH_V_TITLE = 0x0101,
TOUCH_V_TITL2 = 0x0102,
TOUCH_V_GOD = 0x0202, // dummy
TOUCH_V_GOD2 = 0x0302, // dummy
TOUCH_T_HP = 0x0103,
TOUCH_V_HP = 0x0203, // dummy
TOUCH_T_MP = 0x0104,
TOUCH_V_MP = 0x0204, // dummy
TOUCH_T_AC = 0x0105,
TOUCH_V_AC = 0x0505,
TOUCH_T_EV = 0x0106,
TOUCH_V_EV = 0x0506,
TOUCH_T_SH = 0x0107,
TOUCH_V_SH = 0x0507,
TOUCH_T_STR = 0x1305,
TOUCH_V_STR = 0x1805,
TOUCH_T_INT = 0x1306,
TOUCH_V_INT = 0x1806,
TOUCH_T_DEX = 0x1307,
TOUCH_V_DEX = 0x1807,
TOUCH_T_XL = 0x0108,
TOUCH_V_XL = 0x0508,
TOUCH_V_XL2 = 0x0E08,
TOUCH_T_PLACE = 0x1308,
TOUCH_V_PLACE = 0x1A08,
TOUCH_T_NOISE = 0x0109,
TOUCH_V_NOISE = 0x0809,
TOUCH_V_NOISW = 0x0B09, // wizard mode
TOUCH_V_NOISX = 0x1109, // extra wide
TOUCH_T_TIME = 0x1309,
TOUCH_V_TIME = 0x1909,
TOUCH_T_WP = 0x010A,
TOUCH_V_WP = 0x020A, // dummy
TOUCH_T_QV = 0x010B,
TOUCH_V_QV = 0x020B, // dummy
TOUCH_V_LIGHT = 0x010C,
};
touchui_states TOUCH_UI_STATE = TOUCH_S_INIT;
static void _cgotoxy_touchui(int x, int y, GotoRegion region = GOTO_CRT)
{
bool super_small = _low_vertical_space();
if (_is_using_small_layout())
TOUCH_UI_STATE = (touchui_states)((x<<8)+y);
else
TOUCH_UI_STATE = TOUCH_S_INIT;
switch (TOUCH_UI_STATE)
{
case TOUCH_V_HP:
case TOUCH_V_MP:
case TOUCH_V_TITLE:
case TOUCH_V_TITL2:
case TOUCH_S_NULL:
// no special behaviour for these
break;
case TOUCH_V_GOD:
x = 1; y = 3;
break;
case TOUCH_V_GOD2:
x = 1; y = 4;
break;
case TOUCH_T_AC:
x = 1; y = (super_small) ? 5 : 6;
break;
case TOUCH_T_EV:
x = 4; y = (super_small) ? 5 : 6;
break;
case TOUCH_T_SH:
x = 7; y = (super_small) ? 5 : 6;
break;
case TOUCH_V_AC:
x = 1; y = (super_small) ? 6 : 7;
break;
case TOUCH_V_EV:
x = 4; y = (super_small) ? 6 : 7;
break;
case TOUCH_V_SH:
x = 7; y = (super_small) ? 6 : 7;
break;
case TOUCH_T_STR:
x = 1; y = (super_small) ? 7 : 8;
break;
case TOUCH_T_INT:
x = 4; y = (super_small) ? 7 : 8;
break;
case TOUCH_T_DEX:
x = 7; y = (super_small) ? 7 : 8;
break;
case TOUCH_V_STR:
x = 1; y = (super_small) ? 8 : 9;
break;
case TOUCH_V_INT:
x = 4; y = (super_small) ? 8 : 9;
break;
case TOUCH_V_DEX:
x = 7; y = (super_small) ? 8 : 9;
break;
case TOUCH_T_XL:
x = 1; y = (super_small) ? 9 : 10;
break;
case TOUCH_V_XL:
x = 1; y = (super_small) ? 10 : 11;
break;
case TOUCH_V_XL2:
x = 4; y = (super_small) ? 10 : 11;
break;
case TOUCH_T_NOISE:
x = 1; y = (super_small) ? 11 : 13;
break;
case TOUCH_V_NOISE:
x = 1; y = (super_small) ? 12 : 14;
break;
case TOUCH_V_NOISW:
x = 4; y = (super_small) ? 12 : 14;
break;
case TOUCH_V_NOISX:
x = 9; y = (super_small) ? 12 : 14;
break;
case TOUCH_T_PLACE:
x = 1; y = (super_small) ? 13 : 15;
break;
case TOUCH_V_PLACE:
x = 1; y = (super_small) ? 14 : 16;
break;
case TOUCH_T_TIME:
x = 1; y = (super_small) ? 15 : 17;
break;
case TOUCH_V_TIME:
x = 1; y = (super_small) ? 16 : 18;
break;
case TOUCH_T_WP:
x = 1; y = (super_small) ? 17 : 20;
break;
case TOUCH_V_WP:
x = 4; y = (super_small) ? 17 : 20;
break;
case TOUCH_T_QV:
x = 1; y = (super_small) ? 18 : 21;
break;
case TOUCH_V_QV:
x = 4; y = (super_small) ? 18 : 21;
break;
case TOUCH_V_LIGHT:
x = 1; y = (super_small) ? 19 : 23;
break;
case TOUCH_T_HP:
x = 2; y = crawl_view.hudsz.y;
break;
case TOUCH_T_MP:
x = 6; y = crawl_view.hudsz.y;
break;
default:
// reset state
TOUCH_UI_STATE = TOUCH_S_INIT;
}
y = min(y, crawl_view.hudsz.y);
cgotoxy(x,y,region);
}
static void _cprintf_touchui(const char *format, ...)
{
va_list args;
string buf;
vector<string> parts;
va_start(args, format);
buf = vmake_stringf(format, args);
switch (TOUCH_UI_STATE)
{
case TOUCH_V_TITL2:
case TOUCH_S_NULL:
// don't draw these
break;
case TOUCH_T_HP:
TOUCH_UI_STATE = TOUCH_V_HP;
break;
case TOUCH_T_MP:
TOUCH_UI_STATE = TOUCH_V_MP;
break;
case TOUCH_V_TITLE:
cprintf("%s", you.your_name.c_str());
break;
case TOUCH_V_HP:
case TOUCH_V_MP:
// suppress everything after initial print; rjustify
cprintf("%3s", buf.c_str());
TOUCH_UI_STATE = TOUCH_S_NULL;
break;
case TOUCH_T_STR:
case TOUCH_T_INT:
case TOUCH_T_DEX:
case TOUCH_T_AC:
case TOUCH_T_EV:
case TOUCH_T_SH:
case TOUCH_V_STR:
case TOUCH_V_INT:
case TOUCH_V_DEX:
case TOUCH_V_AC:
case TOUCH_V_EV:
case TOUCH_V_SH:
buf = buf.substr(0, 2);
trim_string(buf);
cprintf("%2s", buf.c_str());
break;
case TOUCH_T_XL:
cprintf("XL Next");
break;
case TOUCH_T_PLACE:
cprintf("Place");
break;
case TOUCH_V_PLACE:
parts = split_string(":", _level_description_string_hud());
if (parts.size() == 1)
cprintf("%-9s", parts[0].substr(0,9).c_str());
else
cprintf("%s:%s", parts[0].substr(0,8-parts[1].size()).c_str(), parts[1].c_str());
break;
case TOUCH_T_NOISE:
cprintf("Noise");
break;
case TOUCH_T_TIME:
buf = buf.substr(0, buf.size()-1);
cprintf(buf.c_str());
break;
case TOUCH_T_WP:
TOUCH_UI_STATE = TOUCH_V_WP;
cprintf("%s", buf.c_str());
break;
case TOUCH_T_QV:
TOUCH_UI_STATE = TOUCH_V_QV;
cprintf("%s", buf.c_str());
break;
default:
cprintf("%s", buf.c_str());
}
va_end(args);
}
static void _nowrap_eol_cprintf_touchui(const char *format, ...)
{
va_list args;
string buf;
va_start(args, format);
buf = vmake_stringf(format, args);
// N.B. this should really be factored out and merged with the other switch-case above
switch (TOUCH_UI_STATE)
{
case TOUCH_S_NULL:
// don't print these
break;
case TOUCH_V_TITL2:
cprintf("%s%s", species::get_abbrev(you.species),
get_job_abbrev(you.char_class));
TOUCH_UI_STATE = TOUCH_S_NULL; // suppress whatever else it was going to print
break;
default:
nowrap_eol_cprintf("%s", buf.c_str());
}
va_end(args);
}
#else
#define CGOTOXY cgotoxy
#define CPRINTF wrapcprintf
#define NOWRAP_EOL_CPRINTF nowrap_eol_cprintf
#endif
static string _god_powers();
static string _god_asterisks(bool leading_space = false);
static int _god_status_colour(int default_colour);
// Colour for captions like 'Health:', 'Str:', etc.
#define HUD_CAPTION_COLOUR Options.status_caption_colour
// Colour for values, which come after captions.
static const auto HUD_VALUE_COLOUR = LIGHTGREY;
// ----------------------------------------------------------------------
// colour_bar
// ----------------------------------------------------------------------
class colour_bar
{
typedef unsigned short colour_t;
public:
colour_t m_default;
colour_t m_change_pos;
colour_t m_change_neg;
colour_t m_empty;
int horiz_bar_width;
colour_bar(colour_t default_colour,
colour_t change_pos,
colour_t change_neg,
colour_t empty)
: m_default(default_colour), m_change_pos(change_pos),
m_change_neg(change_neg), m_empty(empty),
horiz_bar_width(-1),
m_old_disp(-1),
m_request_redraw_after(0)
{
// m_old_disp < 0 means it's invalid and needs to be initialised.
}
bool wants_redraw() const
{
return m_request_redraw_after
&& you.num_turns >= m_request_redraw_after;
}
void draw(int ox, int oy, int val, int max_val, int sub_val = 0)
{
ASSERT(val <= max_val);
if (max_val <= 0)
{
m_old_disp = -1;
return;
}
const int width = (horiz_bar_width != -1) ?
horiz_bar_width :
crawl_view.hudsz.x - (ox - 1);
const int sub_disp = (width * val / max_val);
int disp = width * max(0, val - sub_val) / max_val;
const int old_disp = (m_old_disp < 0) ? sub_disp : m_old_disp;
m_old_disp = sub_disp;
// Always show at least one sliver of the sub-bar, if it exists
if (sub_val)
disp = max(0, min(sub_disp - 1, disp));
CGOTOXY(ox, oy, GOTO_STAT);
textcolour(BLACK);
for (int cx = 0; cx < width; cx++)
{
#ifdef USE_TILE_LOCAL
// Maybe this should use textbackground too?
textcolour(BLACK + m_empty * 16);
if (cx < disp && cx < old_disp)
textcolour(BLACK + m_default * 16);
else if (cx < disp)
textcolour(BLACK + m_change_pos * 16);
else if (cx < sub_disp)
textcolour(BLACK + YELLOW * 16);
else if (old_disp >= sub_disp && cx < old_disp)
textcolour(BLACK + m_change_neg * 16);
putwch(' ');
#else
if (cx < disp && cx < old_disp)
{
textcolour(m_default);
putwch('=');
}
else if (cx < disp)
{
textcolour(m_change_pos);
putwch('=');
}
else if (cx < sub_disp)
{
textcolour(YELLOW);
putwch('=');
}
else if (cx < old_disp)
{
textcolour(m_change_neg);
putwch('-');
}
else
{
textcolour(m_empty);
putwch('-');
}
#endif
// If some change colour was rendered, redraw in a few
// turns to clear it out.
if (old_disp != disp)
m_request_redraw_after = you.num_turns + 4;
else
m_request_redraw_after = 0;
}
textcolour(LIGHTGREY);
textbackground(BLACK);
// the cursor position is now invalid, because we are past the end of
// the stat region: leave it somewhere valid.
CGOTOXY(ox, oy, GOTO_STAT);
}
void vdraw(int ox, int oy, int val, int max_val)
{
// ox is width from l/h edge; oy is height from top
// bars are 3chars wide and render down to hudsz.y-1
const int bar_width = 3;
const int obase = crawl_view.hudsz.y-1;
ASSERT(val <= max_val);
if (max_val <= 0)
{
m_old_disp = -1;
return;
}
const int height = bar_width * (obase-oy+1);
const int disp = height * val / max_val;
const int old_disp = (m_old_disp < 0) ? disp : m_old_disp;
CGOTOXY(ox, obase, GOTO_STAT);
textcolour(WHITE);
for (int cx = 0; cx < height; cx++)
{
// Maybe this should use textbackground too?
textcolour(BLACK + m_empty * 16);
if (cx < disp)
textcolour(BLACK + m_default * 16);
else if (old_disp > disp && cx < old_disp)
textcolour(BLACK + m_change_neg * 16);
putwch(' ');
// move up a line if we've drawn this bit of the bar
if ((cx+1) % bar_width == 0)
CGOTOXY(ox, obase-cx/bar_width, GOTO_STAT);
// If some change colour was rendered, redraw in a few
// turns to clear it out.
if (old_disp != disp)
m_request_redraw_after = you.num_turns + 4;
else
m_request_redraw_after = 0;
}
textcolour(LIGHTGREY);
textbackground(BLACK);
}
void reset()
{
m_old_disp = -1;
m_request_redraw_after = 0;
}
private:
int m_old_disp;
int m_request_redraw_after; // force a redraw at this turn count
};
static colour_bar HP_Bar(LIGHTGREEN, GREEN, RED, DARKGREY);
#ifdef USE_TILE_LOCAL
static colour_bar MP_Bar(BLUE, BLUE, LIGHTBLUE, DARKGREY);
#else
static colour_bar MP_Bar(LIGHTBLUE, BLUE, MAGENTA, DARKGREY);
#endif
#ifdef USE_TILE_LOCAL
static colour_bar Noise_Bar(WHITE, LIGHTGREY, LIGHTGREY, DARKGREY);
#else
static colour_bar Noise_Bar(LIGHTGREY, LIGHTGREY, MAGENTA, DARKGREY);
#endif
void reset_hud()
{
HP_Bar.reset();
MP_Bar.reset();
Noise_Bar.reset();
}
// ----------------------------------------------------------------------
// Status display
// ----------------------------------------------------------------------
static bool _boosted_hp()
{
return you.duration[DUR_DIVINE_VIGOUR]
|| you.berserk();
}
static bool _boosted_mp()
{
return you.duration[DUR_DIVINE_VIGOUR];
}
static colour_t _colour_from_stat_mod(int mod)
{
if (mod == 0)
return HUD_VALUE_COLOUR;
else if (mod < 0)
return RED;
else
return LIGHTBLUE;
}
#ifdef DGL_SIMPLE_MESSAGING
void update_message_status()
{
if (!SysEnv.have_messages)
return;
static const char * const msg = "(Hit _)";
textcolour(LIGHTBLUE);
CGOTOXY(crawl_view.hudsz.x - strwidth(msg) + 1, 1, GOTO_STAT);
CPRINTF(msg);
textcolour(LIGHTGREY);
}
#endif
void update_turn_count()
{
if (crawl_state.game_is_arena())
return;
// Don't update turn counter when running/resting/traveling to
// prevent pointless screen updates.
if (mouse_control::current_mode() == MOUSE_MODE_NORMAL
&& (you.running > 0 || you.running < 0 && Options.travel_delay == -1))
{
return;
}
const int turncount_start_x = 19 + 6;
int ypos = 9;
// TODO: unify this with the calculation in print_stats
if (you.has_mutation(MUT_HP_CASTING) && !_is_using_small_layout())
ypos--;
CGOTOXY(turncount_start_x, ypos, GOTO_STAT);
textcolour(HUD_VALUE_COLOUR);
string time = Options.show_game_time
? make_stringf("%.1f", you.elapsed_time / 10.0)
: make_stringf("%d", you.num_turns);
if (!_is_using_small_layout())
{
time += make_stringf(" (%.1f)",
(you.elapsed_time - you.elapsed_time_at_last_input) / 10.0);
CPRINTF("%s",
chop_string(time, crawl_view.hudsz.x - turncount_start_x + 1).c_str());
}
else
CPRINTF("%s", chop_string(time, 7).c_str());
textcolour(LIGHTGREY);
}
static int _count_digits(int val)
{
if (val > 999)
return 4;
else if (val > 99)
return 3;
else if (val > 9)
return 2;
return 1;
}
static const equipment_slot slot_order[] =
{
SLOT_WEAPON, SLOT_OFFHAND, SLOT_WEAPON_OR_OFFHAND, SLOT_BODY_ARMOUR,
SLOT_HAUNTED_AUX,
SLOT_HELMET, SLOT_CLOAK, SLOT_GLOVES, SLOT_BOOTS, SLOT_BARDING,
SLOT_AMULET, SLOT_RING, SLOT_GIZMO
};
static void _print_stats_equip(int x, int y)
{
CGOTOXY(x, y, GOTO_STAT);
textcolour(HUD_CAPTION_COLOUR);
int total_slots = 0;
for (int i = SLOT_FIRST_STANDARD; i < NUM_EQUIP_SLOTS; ++i)
total_slots += you.equipment.num_slots[i];
cprintf(total_slots > 8 ? "Eq: " : "Equip: ");
textcolour(LIGHTGREY);
for (equipment_slot slot : slot_order)
{
const int num_slots = you.equipment.num_slots[slot];
if (num_slots == 0)
continue;
if (slot_is_melded(slot))
for (int i = 0; i < num_slots; ++i)
cprintf(" ");
else
{
vector<player_equip_entry> entries = you.equipment.get_slot_entries(slot);
for (int i = 0; i < num_slots; ++i)
{
if (i >= (int)entries.size())
cprintf(".");
else if (entries[i].is_overflow)
cprintf(" ");
else
{
const item_def& item = entries[i].get_item();
cglyph_t g = get_item_glyph(item);
g.col = element_colour(g.col, you.pos(),
!Options.animate_equip_bar);
formatted_string::parse_string(glyph_to_tagstr(g)).display();
}
}
}
}
you.gear_change = false;
}
/*
* Print the noise bar to the HUD with appropriate coloring.
* if in wizmode, also print the numeric noise value.
*/
static void _print_stats_noise(int x, int y)
{
CGOTOXY(x, y, GOTO_STAT);
if (mouse_control::current_mode() == MOUSE_MODE_NORMAL
&& (you.running > 0 || you.running < 0 && Options.travel_delay == -1))
{
return;
}
bool silence = silenced(you.pos());
int level = silence ? 0 : you.get_noise_perception(true);
textcolour(HUD_CAPTION_COLOUR);
CPRINTF("Noise: ");
colour_t noisecolour;
// This is calibrated roughly so that in an open-ish area:
// LIGHTGREY = not very likely to carry outside of your los
// (though it is possible depending on terrain).
// YELLOW = likely to carry outside of your los, up to double.
// RED = likely to carry at least 16 spaces, up to much further.
// LIGHTMAGENTA = really f*cking loud. (Gong, etc.)
// In more enclosed areas, these values will be attenuated,
// and this isn't represented.
// See player::get_noise_perception for the mapping from internal noise
// values to this 0-1000 scale.
// NOTE: This color scheme is duplicated in player.js.
if (level <= 333)
noisecolour = LIGHTGREY;
else if (level <= 666)
noisecolour = YELLOW;
else if (level < 1000)
noisecolour = RED;
else
noisecolour = LIGHTMAGENTA;
int bar_position;
if (you.wizard && !silence)
{
Noise_Bar.horiz_bar_width = 6;
bar_position = 10;
// numeric noise level, basically the internal value used by noise
// propagation (see shout.cc:noisy). The exact value is too hard to
// interpret to show outside of wizmode, because noise propagation is
// very complicated.
CGOTOXY(x + bar_position - 3, y, GOTO_STAT);
textcolour(noisecolour);
CPRINTF("%2d ", you.get_noise_perception(false));
}
else
{
Noise_Bar.horiz_bar_width = 9;
bar_position = 7;
}
if (_is_using_small_layout())
Noise_Bar.horiz_bar_width--;
if (silence)
{
CGOTOXY(x + bar_position, y, GOTO_STAT);
textcolour(LIGHTMAGENTA);
// This needs to be one extra wide in case silence happens
// immediately after super-loud (magenta) noise
CPRINTF("Silenced ");
Noise_Bar.reset(); // so it doesn't display a change bar after silence ends
}
else
{
if (level == 1000)
{
// the bar goes up to 11 for extra loud sounds! (Well, really 10.)
Noise_Bar.horiz_bar_width += 1;
}
else
{
CGOTOXY(x + 16, y, GOTO_STAT);
CPRINTF(" "); // clean up after the extra wide bar
}
#ifndef USE_TILE_LOCAL
// use the previous color for negative change in console; there's a
// visual difference in bar width. Negative change doesn't get shown
// in local tiles.
Noise_Bar.m_change_neg = Noise_Bar.m_default;
#endif
Noise_Bar.m_default = noisecolour;
Noise_Bar.m_change_pos = noisecolour;
Noise_Bar.draw(x + bar_position, y,
div_round_up((level * Noise_Bar.horiz_bar_width), 1000),
Noise_Bar.horiz_bar_width);
}
// intentional non-reset: after it has started drawing, we always redraw
// noise. There's not a lot of cost to this, and the logic for detecting
// if/when silenced status has changed is extremely annoying. So
// you.redraw_noise is essentially only used to keep the noise bar from
// drawing while the game is starting up. (If someone can figure out how
// to correctly detect all the silence special cases, feel free to add that
// in and I will see if you succeeded -advil.)
}
static void _print_stats_gold(int x, int y)
{
textcolour(HUD_CAPTION_COLOUR);
if (!_is_using_small_layout())
{
CGOTOXY(x, y, GOTO_STAT);
CPRINTF("Gold:");
CGOTOXY(x+6, y, GOTO_STAT);
}
else
{
CGOTOXY(3, 2, GOTO_STAT);
CPRINTF("Gd ");
}
if (you.duration[DUR_GOZAG_GOLD_AURA])
textcolour(LIGHTBLUE);
else if (you.attribute[ATTR_VOUCHER] > 0)
textcolour(MAGENTA);
else
textcolour(HUD_VALUE_COLOUR);
CPRINTF("%-6d", you.gold);
}
static void _print_stats_mp(int x, int y)
{
CGOTOXY(x, y, GOTO_STAT);
if (you.has_mutation(MUT_HP_CASTING))
{
clear_to_end_of_line();
return;
}
// Calculate colour
short mp_colour = HUD_VALUE_COLOUR;
const bool boosted = _boosted_mp();
if (boosted)
mp_colour = LIGHTBLUE;
else
{
int mp_percent = (you.max_magic_points == 0
? 100
: (you.magic_points * 100) / you.max_magic_points);
for (const auto &entry : Options.mp_colour)
if (mp_percent <= entry.first)
mp_colour = entry.second;
}
textcolour(HUD_CAPTION_COLOUR);
CPRINTF(player_drained() ? "MP: " : "Magic: ");
textcolour(mp_colour);
CPRINTF("%d", you.magic_points);
if (!boosted)
textcolour(HUD_VALUE_COLOUR);
CPRINTF("/%d", you.max_magic_points);
int col = _count_digits(you.magic_points)
+ _count_digits(you.max_magic_points) + 1;
#if TAG_MAJOR_VERSION == 34
int real_mp = get_real_mp(false);
if (you.species == SP_DEEP_DWARF
&& real_mp != you.max_magic_points)
{
CPRINTF(" (%d)", real_mp);
col += _count_digits(real_mp) + 3;
}
#endif
if (boosted)
textcolour(HUD_VALUE_COLOUR);
for (int i = 11-col; i > 0; i--)
CPRINTF(" ");
#ifdef USE_TILE_LOCAL
if (_is_using_small_layout())
{
if (_low_vertical_space())
MP_Bar.vdraw(6, 19, you.magic_points, you.max_magic_points);
else
MP_Bar.vdraw(6, 24, you.magic_points, you.max_magic_points);
}
else
#endif
MP_Bar.draw(19, y, you.magic_points, you.max_magic_points);
you.redraw_magic_points = false;
}
static void _print_stats_hp(int x, int y)
{
int max_max_hp = get_real_hp(true, false);
// Calculate colour
short hp_colour = HUD_VALUE_COLOUR;
const bool boosted = _boosted_hp();
if (boosted)
hp_colour = LIGHTBLUE;
else
{
const int hp_percent =
(you.hp * 100) / get_real_hp(true, true);
for (const auto &entry : Options.hp_colour)
if (hp_percent <= entry.first)
hp_colour = entry.second;
}
// 01234567890123456789
// Health: xxx/yyy (zzz)
CGOTOXY(x, y, GOTO_STAT);
textcolour(HUD_CAPTION_COLOUR);
CPRINTF(player_drained() ? "HP: " : "Health: ");
textcolour(hp_colour);
CPRINTF("%d", you.hp);
if (!boosted)
textcolour(HUD_VALUE_COLOUR);
CPRINTF("/%d", you.hp_max);
if (max_max_hp != you.hp_max)
CPRINTF(" (%d)", max_max_hp);
if (boosted)
textcolour(HUD_VALUE_COLOUR);
int col = wherex() - crawl_view.hudp.x;
for (int i = 18-col; i > 0; i--)
CPRINTF(" ");
#ifdef USE_TILE_LOCAL
if (_is_using_small_layout())
{
if (_low_vertical_space())
HP_Bar.vdraw(2, 19, you.hp, you.hp_max);
else
HP_Bar.vdraw(2, 24, you.hp, you.hp_max);
}
else
#endif
HP_Bar.draw(19, y, you.hp, you.hp_max, you.hp - max(0, poison_survival()));
you.redraw_hit_points = false;
}
static short _get_stat_colour(stat_type stat)
{
if (you.stat(stat) <= 0)
return LIGHTRED;
// Check the stat_colour option for warning thresholds.
for (const auto &entry : Options.stat_colour)
if (you.stat(stat) <= entry.first)
return entry.second;
// Stat is magically increased.
if (you.duration[DUR_DIVINE_STAMINA])
return LIGHTBLUE; // no end of effect warning
return HUD_VALUE_COLOUR;
}
static void _print_stat(stat_type stat, int x, int y)
{
CGOTOXY(x+5, y, GOTO_STAT);
textcolour(_get_stat_colour(stat));
CPRINTF("%d", you.stat(stat, false));
if (!_is_using_small_layout())
CPRINTF(" ");
}
static void _print_stats_doom(int x, int y)
{
CGOTOXY(x, y, GOTO_STAT);
// Hide the bar entirely if there is no active doom (since that will be true
// most of the time).
if (you.attribute[ATTR_DOOM] == 0 && !Options.always_show_doom_contam)
{
CPRINTF(" ");
return;
}
CGOTOXY(x, y, GOTO_STAT);
textcolour(HUD_CAPTION_COLOUR);
CPRINTF("Doom: ");
if (you.attribute[ATTR_DOOM] >= 75)
textcolour(LIGHTMAGENTA);
else if (you.attribute[ATTR_DOOM] >= 50)
textcolour(LIGHTRED);
else if (you.attribute[ATTR_DOOM] >= 25)
textcolour(YELLOW);
else if (you.attribute[ATTR_DOOM] > 0)
textcolour(LIGHTGRAY);
else
textcolour(DARKGRAY);
CPRINTF("%d%% ", you.attribute[ATTR_DOOM]);
you.redraw_doom = false;
}
static void _print_stats_contam(int x, int y)
{
CGOTOXY(x, y, GOTO_STAT);
// Hide the bar entirely if the player has no contam
if (you.magic_contamination == 0 && !Options.always_show_doom_contam)
{
CPRINTF(" ");
return;
}
CGOTOXY(x, y, GOTO_STAT);
textcolour(HUD_CAPTION_COLOUR);
CPRINTF("Contam: ");
const int contam = max(you.magic_contamination > 0 ? 1 : 0,
you.magic_contamination / 10);
if (contam >= 200)
textcolour(RED);
else if (contam >= 100)
textcolour(YELLOW);
else
textcolour(DARKGRAY);
CPRINTF("%d%% ", contam);
you.redraw_contam = false;
}
static void _print_stats_ac(int x, int y)
{
// AC:
auto text_col = _colour_from_stat_mod(you.temp_ac_mod());
string ac = make_stringf("%2d ", you.armour_class_scaled(1));
#ifdef WIZARD
if (you.wizard && !_is_using_small_layout())
ac += make_stringf("(%d%%) ", you.gdr_perc(false));
#endif
textcolour(text_col);
CGOTOXY(x+4, y, GOTO_STAT);
CPRINTF("%-12s", ac.c_str());
// SH: (two lines lower)
text_col = _colour_from_stat_mod(you.temp_sh_mod());
string sh = make_stringf("%2d ", player_displayed_shield_class());
textcolour(text_col);
CGOTOXY(x+4, y+2, GOTO_STAT);
CPRINTF("%-12s", sh.c_str());
you.redraw_armour_class = false;
}
static void _print_stats_ev(int x, int y)
{
CGOTOXY(x+4, y, GOTO_STAT);
// Color EV based on whether temporary effects are raising or lowering it
const int bonus = you.evasion_scaled(100) - you.evasion_scaled(100, true);
textcolour(bonus < 0 ? RED
: bonus > 0 ? LIGHTBLUE
: HUD_VALUE_COLOUR);
CPRINTF("%2d ", you.evasion_scaled(1));
you.redraw_evasion = false;
}
/**
* Get the appropriate colour for the UI text describing the given weapon.
*
* @return A colour enum for the given weapon.
*/
static int _wpn_name_colour(const item_def &wpn)
{
if (you.corrosion_amount())
return RED;
const string prefix = item_prefix(wpn);
const int prefcol = menu_colour(wpn.name(DESC_INVENTORY),
prefix, "stats", false);
if (prefcol != -1)
return prefcol;
return LIGHTGREY;
}
static string _wpn_name_corroded(const item_def &weapon)
{
if (!you.corrosion_amount() || weapon.base_type != OBJ_WEAPONS)
return weapon.name(DESC_PLAIN, true);
item_def wpn_copy = weapon;
wpn_copy.plus -= you.corrosion_amount();
return wpn_copy.name(DESC_PLAIN, true);
}
static void _print_unarmed_name()
{
textcolour(HUD_CAPTION_COLOUR);
const string slot_name = "-) ";
CPRINTF("%s", slot_name.c_str());
textcolour(you.corrosion_amount() ? RED : get_form()->uc_colour);
const int max_name_width = crawl_view.hudsz.x - slot_name.size();
CPRINTF("%s", chop_string(you.unarmed_attack_name(),
max_name_width).c_str());
textcolour(LIGHTGREY);
}
static void _print_weapon_name(const item_def &weapon, int width)
{
textcolour(HUD_CAPTION_COLOUR);
const char slot_letter = weapon.slot;
const string slot_name = make_stringf("%c) ", slot_letter);
CPRINTF("%s", slot_name.c_str());
textcolour(_wpn_name_colour(weapon));
const int max_name_width = width - slot_name.size();
const string name = _wpn_name_corroded(weapon);
CPRINTF("%s", chop_string(name, max_name_width).c_str());
textcolour(LIGHTGREY);
}
/**
* Print a description of the player's weapon (or lack thereof) to the UI.
*
* @param y The y-coordinate to print the description at.
*/
static void _print_stats_wp(int y)
{
if (mouse_control::current_mode() == MOUSE_MODE_NORMAL
&& (you.running > 0 || you.running < 0 && Options.travel_delay == -1))
{
return;
}
CGOTOXY(1, y, GOTO_STAT);
const item_def *weapon = you.weapon();
const item_def *offhand = you.offhand_weapon();
if (weapon && offhand)
{
_print_weapon_name(*weapon, crawl_view.hudsz.x/2-1);
CPRINTF(" ");
_print_weapon_name(*offhand, crawl_view.hudsz.x/2-1);
}
else if (weapon || offhand)
_print_weapon_name(weapon ? *weapon : *offhand, crawl_view.hudsz.x);
else
_print_unarmed_name();
you.wield_change = false;
}
static void _print_stats_qv(int y)
{
CGOTOXY(1, y, GOTO_STAT);
if (mouse_control::current_mode() == MOUSE_MODE_NORMAL
&& (you.running > 0 || you.running < 0 && Options.travel_delay == -1))
{
return;
}
formatted_string qdesc = quiver::get_secondary_action()->quiver_description();
#ifdef USE_TILE_LOCAL
const int max_width = crawl_view.hudsz.x - (_is_using_small_layout() ? 0 : 4);
#else
const int max_width = crawl_view.hudsz.x - 4;
#endif
qdesc.chop(max_width, true).display();
you.redraw_quiver = false;
}
struct status_light
{
status_light(int c, string t) : colour(c), text(t) {}
colour_t colour;
string text;
};
static void _add_status_light_to_out(int i, vector<status_light>& out)
{
status_info inf;
if (fill_status_info(i, inf) && !inf.light_text.empty())
{
status_light sl(inf.light_colour, inf.light_text);
out.push_back(sl);
}
}
// The colour scheme for these flags is currently:
//
// - yellow, "orange", red for bad conditions
// - light grey, white for god based conditions
// - green, light green for good conditions
// - blue, light blue for good enchantments
// - magenta, light magenta for "better" enchantments (deflect, fly)
//
// Note the usage of bad_ench_colour() correspond to levels that
// can be found in player.cc, ie those that the player can tell by
// using the '@' command. Things like confusion and sticky flame
// hide their amounts and are thus always the same colour (so
// we're not really exposing any new information). --bwr
static void _get_status_lights(vector<status_light>& out)
{
#ifdef DEBUG_DIAGNOSTICS
if (mouse_control::current_mode() != MOUSE_MODE_NORMAL
|| !(you.running > 0 || you.running < 0 && Options.travel_delay == -1))
{
static char static_pos_buf[80];
snprintf(static_pos_buf, sizeof(static_pos_buf),
"%2d,%2d", you.pos().x, you.pos().y);
out.emplace_back(LIGHTGREY, static_pos_buf);
}
#endif
// We used to have to hardcode every status, now we just hardcode the
// statuses important enough to appear first. (Rightmost)
const unsigned int important_statuses[] =
{
STATUS_TESSERACT,
STATUS_ORB,
STATUS_ZOT,
STATUS_STAT_ZERO,
DUR_PARALYSIS,
DUR_CONF,
DUR_PETRIFYING,
DUR_PETRIFIED,
DUR_BERSERK,
DUR_TELEPORT,
DUR_ENKINDLED,
STATUS_MNEMOPHAGE,
DUR_HASTE,
DUR_SLOW,
STATUS_SPEED,
DUR_DEATHS_DOOR,
DUR_BLINK_COOLDOWN,
DUR_BERSERK_COOLDOWN,
DUR_EXHAUSTED,
DUR_WORD_OF_CHAOS_COOLDOWN,
DUR_DEATHS_DOOR_COOLDOWN,
DUR_QUAD_DAMAGE,
STATUS_SERPENTS_LASH,
};
bitset<STATUS_LAST_STATUS + 1> done;
for (unsigned important : important_statuses)
{
_add_status_light_to_out(important, out);
done.set(important);
}
for (unsigned status = 0; status <= STATUS_LAST_STATUS ; ++status)
if (!done[status])
_add_status_light_to_out(status, out);
}
static void _print_status_lights(int y)
{
vector<status_light> lights;
static int last_number_of_lights = 0;
_get_status_lights(lights);
if (lights.empty() && last_number_of_lights == 0)
{
you.redraw_status_lights = false;
return;
}
last_number_of_lights = lights.size();
size_t line_cur = y;
const size_t line_end = crawl_view.hudsz.y+1;
CGOTOXY(1, line_cur, GOTO_STAT);
#ifdef ASSERTS
if (wherex() != crawl_view.hudp.x)
{
save_game(false); // should be safe
die("misaligned HUD (is %d, should be %d)", wherex(), crawl_view.hudp.x);
}
#endif
#ifdef USE_TILE_LOCAL
if (!_is_using_small_layout())
{
#endif
size_t i_light = 0;
while (true)
{
const int end_x = (wherex() - crawl_view.hudp.x)
+ (i_light < lights.size() ? strwidth(lights[i_light].text)
: 10000);
if (end_x <= crawl_view.hudsz.x)
{
textcolour(lights[i_light].colour);
NOWRAP_EOL_CPRINTF("%s", lights[i_light].text.c_str());
if (end_x < crawl_view.hudsz.x)
NOWRAP_EOL_CPRINTF(" ");
++i_light;
}
else
{
clear_to_end_of_line();
++line_cur;
// Careful not to trip the )#(*$ CGOTOXY ASSERT
if (line_cur == line_end)
break;
CGOTOXY(1, line_cur, GOTO_STAT);
}
}
#ifdef USE_TILE_LOCAL
}
else
{
size_t i_light = 0;
if (lights.size() == 1)
{
textcolour(lights[0].colour);
CPRINTF("%s", lights[0].text.c_str());
}
else
{
while (i_light < lights.size() && (int)i_light < crawl_view.hudsz.x - 1)
{
textcolour(lights[i_light].colour);
if (i_light == lights.size() - 1
&& strwidth(lights[i_light].text) < crawl_view.hudsz.x - wherex())
{
CPRINTF("%s",lights[i_light].text.c_str());
}
else if ((int)lights.size() > crawl_view.hudsz.x / 2)
CPRINTF("%.1s",lights[i_light].text.c_str());
else
CPRINTF("%.1s ",lights[i_light].text.c_str());
++i_light;
}
}
clear_to_end_of_line();
}
#endif
// Reset cursor position so it doesn't complain if we completely fill our space.
CGOTOXY(1, 1, GOTO_STAT);
you.redraw_status_lights = false;
}
static void _draw_wizmode_flag(const char *word)
{
textcolour(LIGHTMAGENTA);
// 3+ for the " **"
CGOTOXY(1 + crawl_view.hudsz.x - (3 + strlen(word)), 1, GOTO_STAT);
CPRINTF(" *%s*", word);
}
static void _redraw_title()
{
const unsigned int WIDTH = crawl_view.hudsz.x;
string title = filtered_lang(player_title());
title = you.your_name + (title[0] == ',' ? "" : " ") + title;
const bool small_layout = _is_using_small_layout();
if (small_layout)
title = you.your_name;
else
{
unsigned int in_len = strwidth(title);
if (in_len > WIDTH)
{
in_len -= 3; // strwidth(" the ") - strwidth(", ")
const unsigned int name_len = strwidth(you.your_name);
string trimmed_name = you.your_name;
// Squeeze name if required, the "- 8" is to not squeeze too much.
if (in_len > WIDTH && (name_len - 8) > (in_len - WIDTH))
{
trimmed_name = chop_string(trimmed_name,
name_len - (in_len - WIDTH) - 1);
}
title = trimmed_name + ", " + filtered_lang(player_title(false));
}
}
// Line 1: Foo the Bar *WIZARD*
CGOTOXY(1, 1, GOTO_STAT);
textcolour(small_layout && (you.wizard || you.explore) ? LIGHTMAGENTA : YELLOW);
CPRINTF("%s", chop_string(title, WIDTH).c_str());
if (you.wizard && !small_layout)
_draw_wizmode_flag("WIZARD");
else if (you.suppress_wizard && !small_layout)
_draw_wizmode_flag("EX-WIZARD");
else if (you.explore && !small_layout)
_draw_wizmode_flag("EXPLORE");
#ifdef DGL_SIMPLE_MESSAGING
update_message_status();
#endif
// Line 2:
// Minotaur [of God] [Piety]
textcolour(YELLOW);
CGOTOXY(1, 2, GOTO_STAT);
string species = player_species_name();
NOWRAP_EOL_CPRINTF("%s", species.c_str());
if (you_worship(GOD_NO_GOD))
{
if (you.char_class == JOB_MONK
&& !you.has_mutation(MUT_FORLORN) // XX is this necessary?
&& !had_gods())
{
if (small_layout)
CGOTOXY(3, 2, GOTO_STAT);
string godpiety = "**....";
textcolour(DARKGREY);
if (small_layout || ((unsigned int)(strwidth(species) + strwidth(godpiety) + 1) <= WIDTH))
NOWRAP_EOL_CPRINTF(" %s", godpiety.c_str());
clear_to_end_of_line();
}
else
{
// Still need to clear in case the player was excommunicated
clear_to_end_of_line();
}
}
else
{
string god;
if (small_layout)
{
CGOTOXY(2, 2, GOTO_STAT);
god = "";
}
else
god = " of ";
god += you_worship(GOD_JIYVA) ? god_name_jiyva(true)
: god_name(you.religion);
NOWRAP_EOL_CPRINTF("%s", god.c_str());
formatted_string piety = formatted_string::parse_string(_god_asterisks(true));
textcolour(_god_status_colour(YELLOW));
const unsigned int textwidth = (unsigned int)(strwidth(species) + strwidth(god) + strwidth(piety) + 1);
if (small_layout)
{
CGOTOXY(3, 2, GOTO_STAT);
piety.display();
}
else if (textwidth <= WIDTH)
piety.display();
clear_to_end_of_line();
if (you_worship(GOD_GOZAG))
_print_stats_gold(textwidth + 2, 2);
}
textcolour(LIGHTGREY);
you.redraw_title = false;
}
void print_stats()
{
#ifndef USE_TILE_LOCAL
if (crawl_state.smallterm)
return;
#endif
int ac_pos = 5;
int ev_pos = ac_pos + 1;
cursor_control coff(false);
textcolour(LIGHTGREY);
// Displayed evasion is tied to dex/str.
if (you.redraw_stats[STAT_DEX]
|| you.redraw_stats[STAT_STR])
{
you.redraw_evasion = true;
}
if (HP_Bar.wants_redraw())
you.redraw_hit_points = true;
if (MP_Bar.wants_redraw())
you.redraw_magic_points = true;
// Poison display depends on regen rate, so should be redrawn every turn.
if (you.duration[DUR_POISONING])
{
you.redraw_hit_points = true;
you.redraw_status_lights = true;
}
if (you.redraw_title)
_redraw_title();
if (you.redraw_hit_points)
_print_stats_hp(1, 3);
int rows_hidden = 0;
// hide the MP bar for djinni
if (you.has_mutation(MUT_HP_CASTING))
{
if (!_is_using_small_layout())
rows_hidden++;
}
else if (you.redraw_magic_points)
_print_stats_mp(1, 4);
// several of the following field names are printed in draw_border, not
// here. It's supposed to be for things that don't ever change, but it's
// mostly just a mess.
if (you.redraw_armour_class)
_print_stats_ac(1, ac_pos - rows_hidden);
if (you.redraw_evasion)
_print_stats_ev(1, ev_pos - rows_hidden);
for (int i = 0; i < NUM_STATS; ++i)
if (you.redraw_stats[i])
_print_stat(static_cast<stat_type>(i), 19, 5 + i - rows_hidden);
you.redraw_stats.init(false);
if (you.redraw_doom)
_print_stats_doom(32, 5 - rows_hidden);
if (you.redraw_contam)
_print_stats_contam(30, 6 - rows_hidden);
if (you.redraw_experience)
{
CGOTOXY(1, 8 - rows_hidden, GOTO_STAT);
textcolour(Options.status_caption_colour);
CPRINTF("XL: ");
if (_is_using_small_layout())
CGOTOXY(5, 8, GOTO_STAT);
textcolour(HUD_VALUE_COLOUR);
CPRINTF("%2d ", you.experience_level);
if (you.experience_level >= you.get_max_xl())
CPRINTF("%10s", "");
else
{
textcolour(Options.status_caption_colour);
if (!_is_using_small_layout())
CPRINTF("Next: ");
else
CGOTOXY(14, 8, GOTO_STAT);
textcolour(HUD_VALUE_COLOUR);
CPRINTF("%2d%% ", get_exp_progress());
}
you.redraw_experience = false;
}
// Line 9 is Noise and Turns
if (Options.equip_bar)
{
if (you.gear_change || you.wield_change)
_print_stats_equip(1, 9 - rows_hidden);
}
else if (you.redraw_noise)
_print_stats_noise(1, 9 - rows_hidden);
if (you.wield_change)
_print_stats_wp(10 - rows_hidden);
if (you.redraw_quiver)
_print_stats_qv(11 - rows_hidden);
if (you.redraw_status_lights)
_print_status_lights(12 - rows_hidden);
#ifndef USE_TILE_LOCAL
assert_valid_cursor_pos();
#endif
}
void print_stats_level()
{
int ypos = 8;
// TODO: unify this with the calculation in print_stats
if (you.has_mutation(MUT_HP_CASTING) && !_is_using_small_layout())
ypos--;
CGOTOXY(19, ypos, GOTO_STAT);
textcolour(HUD_CAPTION_COLOUR);
CPRINTF("Place: ");
if (_is_using_small_layout())
CGOTOXY(26, ypos, GOTO_STAT);
textcolour(HUD_VALUE_COLOUR);
#ifdef DEBUG_DIAGNOSTICS
CPRINTF("(%d) ", env.absdepth0 + 1);
#endif
CPRINTF("%s", _level_description_string_hud().c_str());
clear_to_end_of_line();
}
void draw_border()
{
textcolour(HUD_CAPTION_COLOUR);
CGOTOXY(1,1, GOTO_CRT);
clrscr();
textcolour(Options.status_caption_colour);
int ac_pos;
// TODO: unify this calculation with rows_hidden in print_stats in a
// non-insane way
if (you.has_mutation(MUT_HP_CASTING) && !_is_using_small_layout())
ac_pos = 4;
else
ac_pos = 5;
int ev_pos = ac_pos + 1;
int sh_pos = ac_pos + 2;
int str_pos = ac_pos;
int int_pos = ev_pos;
int dex_pos = sh_pos;
// "Health:" and "Magic:" printed elsewhere
CGOTOXY(1, ac_pos, GOTO_STAT); CPRINTF("AC:");
CGOTOXY(1, ev_pos, GOTO_STAT); CPRINTF("EV:");
CGOTOXY(1, sh_pos, GOTO_STAT); CPRINTF("SH:");
CGOTOXY(19, str_pos, GOTO_STAT); CPRINTF("Str:");
CGOTOXY(19, int_pos, GOTO_STAT); CPRINTF("Int:");
CGOTOXY(19, dex_pos, GOTO_STAT); CPRINTF("Dex:");
// "XL:" and "Place:" printed elsewhere
// "Noise:" printed elsewhere
CGOTOXY(19, ac_pos + 4, GOTO_STAT);
CPRINTF(Options.show_game_time ? "Time:" : "Turn:");
}
#ifndef USE_TILE_LOCAL
void smallterm_warning()
{
CGOTOXY(1,1, GOTO_CRT);
clrscr();
CPRINTF("Your terminal window is too small; please resize to at least %d,%d", MIN_COLS, MIN_LINES);
}
#endif
void redraw_screen(bool show_updates)
{
if (!crawl_state.need_save)
{
// If the game hasn't started, don't do much.
clrscr();
return;
}
#ifdef USE_TILE_WEB
if (!ui::has_layout())
tiles.pop_all_ui_layouts();
#endif
#ifndef USE_TILE_LOCAL
if (crawl_state.smallterm)
{
smallterm_warning();
return;
}
#endif
draw_border();
you.redraw_stats.init(true);
you.redraw_title = true;
you.redraw_hit_points = true;
you.redraw_magic_points = true;
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_experience = true;
you.wield_change = true;
you.redraw_quiver = true;
you.redraw_status_lights = true;
you.redraw_noise = true;
you.gear_change = true;
you.redraw_doom = true;
you.redraw_contam = true;
print_stats();
{
no_notes nx;
print_stats_level();
#ifdef DGL_SIMPLE_MESSAGING
update_message_status();
#endif
update_turn_count();
}
if (Options.messages_at_top)
{
display_message_window();
viewwindow(show_updates);
}
else
{
viewwindow(show_updates);
display_message_window();
}
#ifndef USE_TILE_LOCAL
assert_valid_cursor_pos();
#endif
}
// ----------------------------------------------------------------------
// Monster pane
// ----------------------------------------------------------------------
static string _get_monster_name(const monster_info& mi, int count, bool fullname)
{
string desc = "";
const char * const adj = mi.attitude == ATT_FRIENDLY ? "friendly"
: mi.attitude == ATT_HOSTILE ? nullptr
: "neutral";
string monpane_desc;
int col;
mi.to_string(count, monpane_desc, col, fullname, adj);
if (count == 1)
{
if (!mi.is(MB_NAME_THE))
desc = (is_vowel(monpane_desc[0]) ? "an " : "a ") + desc;
else if (adj || !mi.is(MB_NAME_UNQUALIFIED))
desc = "the " + desc;
}
desc += monpane_desc;
return desc;
}
// If past is true, the messages should be printed in the past tense
// because they're needed for the morgue dump.
string mpr_monster_list(bool past)
{
// Get monsters via the monster_pane_info, sorted by difficulty.
vector<monster_info> mons;
get_monster_info(mons);
string msg = "";
if (mons.empty())
{
msg = "There ";
msg += (past ? "were" : "are");
msg += " no monsters in sight!";
return msg;
}
vector<string> describe;
int count = 0;
for (unsigned int i = 0; i < mons.size(); ++i)
{
if (i > 0 && monster_info::less_than(mons[i-1], mons[i]))
{
describe.push_back(_get_monster_name(mons[i-1], count, true).c_str());
count = 0;
}
count++;
}
describe.push_back(_get_monster_name(mons[mons.size()-1], count, true).c_str());
msg = "You ";
msg += (past ? "could" : "can");
msg += " see ";
if (describe.size() == 1)
msg += describe[0];
else
msg += comma_separated_line(describe.begin(), describe.end());
msg += ".";
return msg;
}
#ifndef USE_TILE_LOCAL
static void _print_next_monster_desc(const vector<monster_info>& mons,
int& start, bool zombified = false)
{
// Skip forward to past the end of the range of identical monsters.
unsigned int end;
for (end = start + 1; end < mons.size(); ++end)
{
// Array is sorted, so if !(m1 < m2), m1 and m2 are "equal".
if (monster_info::less_than(mons[start], mons[end], zombified, zombified))
break;
}
// Postcondition: all monsters in [start, end) are "equal"
// Print info on the monsters we've found.
{
int printed = 0;
// One glyph for each monster.
for (unsigned int i_mon = start; i_mon < end; i_mon++)
{
monster_info mi = mons[i_mon];
cglyph_t g = get_mons_glyph(mi);
textcolour(g.col);
CPRINTF("%s", stringize_glyph(g.ch).c_str());
++printed;
// Printing too many looks pretty bad, though.
if (i_mon > 6)
break;
}
textcolour(LIGHTGREY);
const int count = (end - start);
if (count == 1) // Print an icon representing damage level.
{
CPRINTF(" ");
monster_info mi = mons[start];
#ifdef TARGET_OS_WINDOWS
textcolour(real_colour(dam_colour(mi) | COLFLAG_ITEM_HEAP, mi.pos));
#else
textcolour(real_colour(dam_colour(mi) | COLFLAG_REVERSE, mi.pos));
#endif
CPRINTF(" ");
textbackground(BLACK);
textcolour(LIGHTGREY);
CPRINTF(" ");
printed += 3;
}
else
{
textcolour(LIGHTGREY);
CPRINTF(" ");
printed += 2;
}
if (printed < crawl_view.mlistsz.x)
{
int desc_colour;
string desc;
mons_to_string_pane(desc, desc_colour, zombified,
mons, start, count);
textcolour(desc_colour);
if (static_cast<int>(desc.length()) > crawl_view.mlistsz.x - printed)
{
ASSERT(crawl_view.mlistsz.x - 2 - printed >= 0);
desc.resize(crawl_view.mlistsz.x - 2 - printed, ' ');
desc += "…)";
}
else
desc.resize(crawl_view.mlistsz.x - printed, ' ');
CPRINTF("%s", desc.c_str());
}
}
// Set start to the next un-described monster.
start = end;
textcolour(LIGHTGREY);
}
#endif
#ifndef USE_TILE_LOCAL
// #define BOTTOM_JUSTIFY_MONSTER_LIST
// Returns -1 if the monster list is empty, 0 if there are so many monsters
// they have to be consolidated, and 1 otherwise.
int update_monster_pane()
{
if (!map_bounds(you.pos()) && !crawl_state.game_is_arena())
return -1;
const int max_print = crawl_view.mlistsz.y;
textbackground(BLACK);
if (max_print <= 0)
return -1;
{
save_cursor_pos save;
vector<monster_info> mons;
get_monster_info(mons);
// Count how many groups of monsters there are.
unsigned int lines_needed = mons.size();
for (unsigned int i = 1; i < mons.size(); i++)
if (!monster_info::less_than(mons[i-1], mons[i]))
--lines_needed;
bool full_info = true;
if (lines_needed > (unsigned int) max_print)
{
full_info = false;
// Use type names rather than full names ("small zombie" vs
// "rat zombie") in order to take up fewer lines.
lines_needed = mons.size();
for (unsigned int i = 1; i < mons.size(); i++)
if (!monster_info::less_than(mons[i-1], mons[i], false, false))
--lines_needed;
}
#ifdef BOTTOM_JUSTIFY_MONSTER_LIST
const int skip_lines = max<int>(0, crawl_view.mlistsz.y-lines_needed);
#else
const int skip_lines = 0;
#endif
// Print the monsters!
string blank;
blank.resize(crawl_view.mlistsz.x, ' ');
int i_mons = 0;
for (int i_print = 0; i_print < max_print; ++i_print)
{
CGOTOXY(1, 1 + i_print, GOTO_MLIST);
// i_mons is incremented by _print_next_monster_desc
if (i_print >= skip_lines && i_mons < (int) mons.size())
_print_next_monster_desc(mons, i_mons, full_info);
else
CPRINTF("%s", blank.c_str());
}
if (i_mons < (int)mons.size())
{
// Didn't get to all of them.
CGOTOXY(crawl_view.mlistsz.x - 2, crawl_view.mlistsz.y, GOTO_MLIST);
textbackground(COLFLAG_REVERSE);
CPRINTF("(…)");
textbackground(BLACK);
}
if (mons.empty())
return -1;
return full_info;
}
}
#else
// FIXME: Implement this for Tiles!
int update_monster_pane()
{
return false;
}
#endif
int equip_slot_by_name(const char *s)
{
for (int i = SLOT_FIRST_STANDARD; i <= SLOT_LAST_STANDARD; ++i)
{
const equipment_slot slot = static_cast<equipment_slot>(i);
if (!strcasecmp(s, equip_slot_name(slot, true)) ||
!strcasecmp(s, equip_slot_name(slot, false)))
{
return i;
}
}
return -1;
}
// Colour the string according to the level of an ability/resistance.
// Take maximum possible level into account.
static const char* _determine_colour_string(int level, int max_level,
bool immune = false)
{
if (immune)
return "<lightgreen>";
// No colouring for larger bars.
if (max_level > 3)
return "<lightgrey>";
switch (level)
{
case 3:
case 2:
if (max_level > 1)
return "<lightgreen>";
// else fall-through
case 1:
return "<green>";
case -2:
case -3:
if (max_level > 1)
return "<lightred>";
// else fall-through
case -1:
return "<red>";
default:
return "<lightgrey>";
}
}
int stealth_pips()
{
// round up.
return (player_stealth() + STEALTH_PIP - 1) / STEALTH_PIP;
}
static string _stealth_bar(int label_length, int sw)
{
string bar;
//no colouring
bar += _determine_colour_string(0, 5);
bar += chop_string("Stlth", label_length);
const int unadjusted_pips = stealth_pips();
const int bar_len = 10;
const int num_high_pips = unadjusted_pips % bar_len;
static const vector<char> pip_tiers = { ' ', '+', '*', '#', '!' };
const int max_tier = pip_tiers.size() - 1;
const int low_tier = min(unadjusted_pips / bar_len, max_tier);
const int high_tier = min(low_tier + 1, max_tier);
bar.append(num_high_pips, pip_tiers[high_tier]);
bar.append(bar_len-num_high_pips, pip_tiers[low_tier]);
bar += "\n";
linebreak_string(bar, sw);
return bar;
}
static string _status_mut_rune_list(int sw);
static void _append_overview_screen_item(column_composer& cols,
vector<char>& equip_chars,
int sw,
const item_def& item,
bool melded)
{
const string prefix = item_prefix(item);
const int prefcol = menu_colour(item.name(DESC_INVENTORY), prefix, "resists", false);
const int col = prefcol == -1 ? LIGHTGREY : prefcol;
// Colour melded equipment dark grey.
string colname = melded ? "darkgrey" : colour_to_str(col);
const int item_idx = item.link;
const char equip_char = index_to_letter(item_idx);
string str = make_stringf(
"<w>%c</w> - <%s>%s%s</%s>",
equip_char,
colname.c_str(),
melded ? "melded " : "",
chop_string(item.name(DESC_PLAIN, true),
melded ? sw - 32 : sw - 25, false).c_str(),
colname.c_str());
equip_chars.push_back(equip_char);
cols.add_formatted(1, str.c_str(), false);
}
// helper for print_overview_screen
static void _print_overview_screen_equip(column_composer& cols,
vector<char>& equip_chars,
int sw)
{
sw = min(max(sw, 79), 640);
if (Options.show_resist_percent)
sw -= 3;
for (equipment_slot slot : slot_order)
{
// Skip slots the player doesn't have any of
const int num_slots = you.equipment.num_slots[slot];
if (num_slots == 0)
continue;
const string slot_name_lwr = lowercase_string(equip_slot_name(slot));
const bool slot_melded = slot_is_melded(slot);
string str;
vector<player_equip_entry> equipped = you.equipment.get_slot_entries(slot);
for (int i = 0; i < num_slots; ++i)
{
if (i >= (int)equipped.size())
{
// Some special-cased messages:
if (slot == SLOT_WEAPON && i == 0)
str = " - " + you.unarmed_attack_name();
else if (slot_melded)
str = "<darkgrey>(" + slot_name_lwr + " unavailable)</darkgrey>";
else
str = "<darkgrey>(no " + slot_name_lwr + ")</darkgrey>";
cols.add_formatted(1, str, false);
continue;
}
else if (equipped[i].is_overflow)
{
str = " <darkgrey>[" + slot_name_lwr + " occupied]</darkgrey>";
cols.add_formatted(1, str, false);
continue;
}
const item_def& item = equipped[i].get_item();
const bool melded = equipped[i].melded;
_append_overview_screen_item(cols, equip_chars, sw, item, melded);
}
}
if (item_def* item = you.active_talisman())
{
_append_overview_screen_item(cols, equip_chars, sw, *item,
you.form != you.default_form);
}
}
static string _overview_screen_title(int sw)
{
string title = player_title();
title = (title[0] == ',' ? "" : " ") + title + " ";
string species_job = make_stringf("(%s %s)",
species::name(you.species).c_str(),
get_job_name(you.char_class));
handle_real_time();
string time_turns = make_stringf(" Turns: %d, Time: ", you.num_turns)
+ make_time_string(you.real_time(), true);
const int char_width = strwidth(species_job);
const int title_width = strwidth(title);
int linelength = strwidth(you.your_name) + title_width
+ char_width + strwidth(time_turns);
if (linelength >= sw)
{
species_job = make_stringf("(%s%s)",
species::get_abbrev(you.species),
get_job_abbrev(you.char_class));
linelength -= (char_width - strwidth(species_job));
}
// Still not enough?
if (linelength >= sw)
{
title = " ";
linelength -= (title_width - 1);
}
string text;
text = "<yellow>";
text += you.your_name;
text += title;
text += species_job;
const int num_spaces = sw - linelength - 1;
if (num_spaces > 0)
text += string(num_spaces, ' ');
text += time_turns;
text += "</yellow>\n";
return text;
}
#ifdef WIZARD
static string _wiz_god_powers()
{
string godpowers = god_name(you.religion);
return make_stringf("%s %d (%d)", god_name(you.religion).c_str(),
you.raw_piety,
you.duration[DUR_PIETY_POOL]);
}
#endif
static string _god_powers()
{
if (you_worship(GOD_NO_GOD))
return "";
const string name = god_name(you.religion);
if (you_worship(GOD_GOZAG))
return colour_string(name, _god_status_colour(god_colour(you.religion)));
return colour_string(chop_string(name, 20, false)
+ " [" + _god_asterisks() + "]",
_god_status_colour(god_colour(you.religion)));
}
static string _god_asterisks(bool leading_space)
{
if (you_worship(GOD_NO_GOD))
return "";
if (you_worship(GOD_GOZAG))
return "";
string str;
if (you_worship(GOD_XOM))
{
const int p_rank = xom_favour_rank() - 1;
if (p_rank >= 0)
{
str = string(p_rank, '.') + "*"
+ string(NUM_PIETY_STARS - 1 - p_rank, '.');
}
else
str = string(NUM_PIETY_STARS, '.'); // very special plaything
}
else
{
const int prank = piety_rank();
const int pips = ostracism_pips();
if (pips > 0)
{
str = string(prank, '*')
+ string(NUM_PIETY_STARS - prank - pips, '.')
+ "<lightmagenta>"
+ string(pips, 'X')
+ "</lightmagenta>";
}
else
str = string(prank, '*') + string(NUM_PIETY_STARS - prank, '.');
}
return make_stringf("%s%s", leading_space ? " " : "", str.c_str());
}
/**
* What colour should the god status display be?
*
* @param default_colour The default colour, if not under penance or boredom.
* @return A colour for the god status display.
*/
static int _god_status_colour(int default_colour)
{
if (player_under_penance())
return RED;
if (you_worship(GOD_XOM) && you.gift_timeout <= 1)
return you.gift_timeout ? RED : LIGHTRED;
return default_colour;
}
static vector<formatted_string> _get_overview_stats()
{
formatted_string entry;
// 4 columns
int col1 = 20;
int col2 = 10;
int col3 = 11;
if (player_drained())
col1 += 1;
column_composer cols(4, col1, col1 + col2, col1 + col2 + col3);
entry.textcolour(HUD_CAPTION_COLOUR);
if (player_drained())
entry.cprintf("HP: ");
else
entry.cprintf("Health: ");
if (_boosted_hp())
entry.textcolour(LIGHTBLUE);
else
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d/%d", you.hp, you.hp_max);
if (player_drained())
entry.cprintf(" (%d)", get_real_hp(true, false));
cols.add_formatted(0, entry.to_colour_string(), false);
entry.clear();
if (!you.has_mutation(MUT_HP_CASTING))
{
entry.textcolour(HUD_CAPTION_COLOUR);
if (player_drained())
entry.cprintf("MP: ");
else
entry.cprintf("Magic: ");
if (_boosted_mp())
entry.textcolour(LIGHTBLUE);
else
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d/%d", you.magic_points, you.max_magic_points);
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_DEEP_DWARF
&& get_real_mp(false) != you.max_magic_points)
{
entry.cprintf(" (%d)", get_real_mp(false));
}
#endif
cols.add_formatted(0, entry.to_colour_string(), false);
entry.clear();
}
entry.textcolour(HUD_CAPTION_COLOUR);
if (player_drained())
entry.cprintf("Gold: ");
else
entry.cprintf("Gold: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d", you.gold);
cols.add_formatted(0, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("AC: ");
entry.textcolour(_colour_from_stat_mod(you.temp_ac_mod()));
entry.cprintf("%2d", you.armour_class_scaled(1));
cols.add_formatted(1, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("EV: ");
entry.textcolour(_colour_from_stat_mod(you.temp_ev_mod()));
entry.cprintf("%2d", you.evasion_scaled(1));
cols.add_formatted(1, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("SH: ");
entry.textcolour(_colour_from_stat_mod(you.temp_sh_mod()));
entry.cprintf("%2d", player_displayed_shield_class());
cols.add_formatted(1, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("Str: ");
entry.textcolour(_get_stat_colour(STAT_STR));
entry.cprintf("%2d", you.strength(false));
cols.add_formatted(2, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("Int: ");
entry.textcolour(_get_stat_colour(STAT_INT));
entry.cprintf("%2d", you.intel(false));
cols.add_formatted(2, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("Dex: ");
entry.textcolour(_get_stat_colour(STAT_DEX));
entry.cprintf("%2d", you.dex(false));
cols.add_formatted(2, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("XL: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d", you.experience_level);
if (you.experience_level < you.get_max_xl())
{
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf(" Next: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d%%", get_exp_progress());
}
cols.add_formatted(3, entry.to_colour_string(), false);
entry.clear();
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("God: ");
entry.textcolour(HUD_VALUE_COLOUR);
string godpowers = _god_powers();
#ifdef WIZARD
if (you.wizard)
godpowers = _wiz_god_powers();
#endif
entry += formatted_string::parse_string(godpowers);
cols.add_formatted(3, entry.to_colour_string(), false);
entry.clear();
if (!you.has_mutation(MUT_INNATE_CASTER))
{
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("Spells: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d/%d levels left",
player_spell_levels(), player_total_spell_levels());
cols.add_formatted(3, entry.to_colour_string(), false);
entry.clear();
}
if (you.has_mutation(MUT_MULTILIVED))
{
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf("Lives: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d", you.lives);
entry.textcolour(HUD_CAPTION_COLOUR);
entry.cprintf(" Deaths: ");
entry.textcolour(HUD_VALUE_COLOUR);
entry.cprintf("%d", you.deaths);
cols.add_formatted(3, entry.to_colour_string(), false);
entry.clear();
}
return cols.formatted_lines();
}
// generator of resistance strings:
// params :
// name : name of the resist, correct spacing is handled here
// spacing : width of the name column
// value : actual value of the resistance (can be negative)
// max : maximum value of the resistance (for colour AND representation),
// default is the most common case (1)
// immune : overwrites normal pip display for full immunity
static string _resist_composer(const char * name, int spacing, int value,
int max = 1, mon_resist_flags type = MR_NO_FLAGS)
{
string out;
const bool immune = ((type == MR_RES_POISON && value == 3)
|| type == MR_NO_FLAGS && value == WILL_INVULN);
string colour = _determine_colour_string(value, max, immune);
out += chop_string(name, spacing);
out += desc_resist(value, max, immune);
if ((!Options.show_resist_percent) || type == MR_NO_FLAGS)
return make_stringf("%s%s", colour.c_str(), out.c_str());
int res_percent = -1;
const static int _basic_res[] = {150, 100, 50, 33, 20};
const static int _neg_res[] = {-1, 100, 50, 20, 0};
const static int _pois_res[] = {150, 100, 33, 33, 0};
const static int _corr_res[] = {-1, 100, 50, -1, -1};
if (value < -1)
value = -1;
ASSERT(value <= 3);
switch (type)
{
case MR_RES_FIRE:
case MR_RES_COLD:
res_percent = _basic_res[value + 1];
break;
case MR_RES_NEG:
res_percent = _neg_res[value + 1];
break;
case MR_RES_POISON:
case MR_RES_ELEC:
res_percent = _pois_res[value + 1];
break;
case MR_RES_CORR:
res_percent = _corr_res[value + 1];
break;
default:
return out;
}
string num_colour = colour.substr(1, colour.length() - 2);
if (num_colour == "lightgrey")
num_colour = "darkgrey";
string num_str = make_stringf("(%d%%)", res_percent);
int padding = std::max(0, (int)(15 - strwidth(out)));
out = make_stringf("%s%s%s<%s>%s</%s>", colour.c_str(), out.c_str(),
string(padding, ' ').c_str(),
num_colour.c_str(),
num_str.c_str(),
num_colour.c_str());
return out;
}
static vector<formatted_string> _get_overview_resistances(
vector<char> &equip_chars, int sw)
{
// Two columns.
column_composer cols(2, Options.show_resist_percent ? 25 : 22);
// First column, resist name is up to 8 chars
int cwidth = 8;
string out;
const int rfire = player_res_fire(false);
out += _resist_composer("rFire", cwidth, rfire, 3, MR_RES_FIRE) + "\n";
const int rcold = player_res_cold(false);
out += _resist_composer("rCold", cwidth, rcold, 3, MR_RES_COLD) + "\n";
const int rlife = player_prot_life(false);
out += _resist_composer("rNeg", cwidth, rlife, 3, MR_RES_NEG) + "\n";
const int rpois = player_res_poison(false);
out += _resist_composer("rPois", cwidth, rpois, 1, MR_RES_POISON) + "\n";
const int relec = player_res_electricity(false);
out += _resist_composer("rElec", cwidth, relec, 1, MR_RES_ELEC) + "\n";
const int rcorr = player_res_corrosion(false);
out += _resist_composer("rCorr", cwidth, rcorr, 1, MR_RES_CORR) + "\n";
const int sinv = you.can_see_invisible();
out += _resist_composer("SInv", cwidth, sinv) + "\n";
const int rmagi = player_willpower() / WL_PIP;
out += _resist_composer("Will", cwidth, rmagi, MAX_WILL_PIPS) + "\n";
out += _stealth_bar(cwidth, 20) + "\n";
const int regen = player_regen(); // round up
out += chop_string("HPRegen", cwidth);
out += make_stringf("%d.%02d/turn\n", regen/100, regen%100);
if (!you.has_mutation(MUT_HP_CASTING))
{
out += chop_string("MPRegen", cwidth);
#if TAG_MAJOR_VERSION == 34
const bool etheric = you.unrand_equipped(UNRAND_ETHERIC_CAGE);
const int mp_regen = player_mp_regen() //round up
+ (etheric ? 50 : 0); // on average
out += make_stringf("%d.%02d/turn%s\n", mp_regen / 100, mp_regen % 100,
etheric ? "*" : "");
#else
const int mp_regen = player_mp_regen(); // round up
out += make_stringf("%d.%02d/turn\n", mp_regen / 100, mp_regen % 100);
#endif
}
cols.add_formatted(0, out, false);
// Second column.
_print_overview_screen_equip(cols, equip_chars, sw);
return cols.formatted_lines();
}
class overview_popup : public formatted_scroller
{
public:
overview_popup() {};
vector<char> equip_chars;
private:
maybe_bool process_key(int ch) override
{
if (find(equip_chars.begin(), equip_chars.end(), ch) != equip_chars.end())
{
item_def& item = you.inv[letter_to_index(ch)];
return describe_item(item);
}
return formatted_scroller::process_key(ch);
};
};
void print_overview_screen()
{
// TODO: this should handle window resizes
constexpr int num_cols = 80;
overview_popup overview;
overview.set_more();
overview.set_tag("resists");
overview.add_text(_overview_screen_title(num_cols));
for (const formatted_string &bline : _get_overview_stats())
overview.add_formatted_string(bline, true);
overview.add_text("\n");
{
vector<formatted_string> blines =
_get_overview_resistances(overview.equip_chars, num_cols);
for (unsigned int i = 0; i < blines.size(); ++i)
overview.add_text(blines[i].to_colour_string() + "\n");
}
overview.add_text("\n");
overview.add_text(_status_mut_rune_list(num_cols));
overview.show();
}
string dump_overview_screen()
{
string text = formatted_string::parse_string(_overview_screen_title(80));
text += "\n";
for (const formatted_string &bline : _get_overview_stats())
{
text += bline;
text += "\n";
}
text += "\n";
vector<char> equip_chars;
for (const formatted_string &bline
: _get_overview_resistances(equip_chars, 640))
{
text += bline;
text += "\n";
}
text += "\n";
text += formatted_string::parse_string(_status_mut_rune_list(80));
string ability_list = formatted_string::parse_string(print_abilities());
linebreak_string(ability_list, 80);
text += ability_list;
text += "\n";
return text;
}
static string _rampage_passive_string()
{
string desc = "";
const int rampage = you.rampaging();
if (rampage)
{
desc += you.has_mutation(MUT_ROLLPAGE) ? "roll" : "rampage";
const bool infinite = you.unrand_equipped(UNRAND_SEVEN_LEAGUE_BOOTS);
const char *inf = Options.char_set == CSET_ASCII ? "+inf"
: "+\u221e"; //"∞"
desc += infinite ? inf :
rampage > 1 ? make_stringf("+%d", rampage) : "";
}
return desc;
}
static string _extra_passive_effects()
{
vector<string> passives;
// Fo don't need a reminder that they can't teleport
if (!you.stasis() && you.no_tele(false, false))
passives.emplace_back("no teleportation");
if (you.no_cast())
passives.emplace_back("no spellcasting");
if (you.inaccuracy())
{
passives.emplace_back(
make_stringf("inaccuracy (-%d)", you.inaccuracy_penalty()).c_str());
}
const int anger = you.angry();
if (anger && !you.stasis() && !you.clarity() && !you.is_lifeless_undead())
{
passives.emplace_back(
make_stringf("random rage (%d%%)", anger).c_str());
}
const int corrode = you.scan_artefacts(ARTP_CORRODE);
if (corrode)
{
passives.emplace_back(
make_stringf("corrode self (%d%%)",
corrosion_chance(corrode)).c_str());
}
const int slow = you.scan_artefacts(ARTP_SLOW);
if (you.scan_artefacts(ARTP_SLOW))
{
passives.emplace_back(
make_stringf("slow self (%d%%)", slow).c_str());
}
const int harm = you.extra_harm();
if (harm)
{
passives.emplace_back(
make_stringf("harm (+%d%% outgoing, +%d%% incoming)",
outgoing_harm_amount(harm),
incoming_harm_amount(harm)).c_str());
}
if (you.wearing_ego(OBJ_ARMOUR, SPARM_MAYHEM))
passives.emplace_back("mayhem");
if (you.missile_repulsion())
passives.emplace_back("repel missiles");
if (you.reflection())
passives.emplace_back("reflection");
if (player_acrobatic())
passives.emplace_back("acrobat");
if (you.clarity())
passives.emplace_back("clarity");
if (you.rmut_from_item()
|| you.get_mutation_level(MUT_MUTATION_RESISTANCE) == 3)
{
passives.emplace_back("resist mutation");
}
if (you.spirit_shield())
passives.emplace_back("guardian spirit");
if (you.rampaging())
passives.emplace_back(_rampage_passive_string().c_str());
if (you.faith())
passives.emplace_back("faith");
const int wizardry = player_wizardry();
if (wizardry)
passives.emplace_back(make_stringf("wizardry (x%d)", wizardry));
if (you.archmagi())
passives.emplace_back("archmagi");
if (you.wearing_ego(OBJ_ARMOUR, SPARM_ENERGY))
{
const int channel = player_channelling_chance();
if (channel)
{
passives.emplace_back(
make_stringf("channel magic (%d%%)", channel).c_str());
}
}
if (you.infusion_amount())
{
passives.emplace_back(
make_stringf("infuse magic (%d %s)",
you.infusion_amount(),
you.has_mutation(MUT_HP_CASTING) ? "HP"
: "MP").c_str());
}
if (passives.empty())
return "no passive effects";
else
return comma_separated_line(passives.begin(), passives.end(),
", ", ", ");
}
/// Creates rows of short descriptions for current status effects, mutations,
/// and runes/Orbs of Zot.
static string _status_mut_rune_list(int sw)
{
// print passive information
string text = "<w>%:</w> ";
text += _extra_passive_effects();
// print status information
text += "\n<w>@:</w> ";
vector<string> status;
status_info inf;
for (unsigned i = 0; i <= STATUS_LAST_STATUS; ++i)
{
if (fill_status_info(i, inf) && !inf.short_text.empty())
status.emplace_back(inf.short_text);
}
int move_cost = (player_speed() * player_movement_speed()) / 10;
if (move_cost != 10)
{
const char *help = (move_cost < 8) ? "very quick" :
(move_cost < 10) ? "quick" :
(move_cost < 13) ? "slow"
: "very slow";
status.emplace_back(help);
}
if (status.empty())
text += "no status effects";
else
text += comma_separated_line(status.begin(), status.end(), ", ", ", ");
text += "\n";
// print mutation information
text += "<w>A:</w> ";
text += terse_mutation_list();
// print the Orb
if (player_has_orb())
text += "\n<w>0:</w> Orb of Zot";
// print runes
vector<string> runes;
for (int i = 0; i < NUM_RUNE_TYPES; i++)
if (you.runes[i])
runes.emplace_back(rune_type_name(i));
if (!runes.empty())
{
text += make_stringf("\n<w>%s:</w> %d/%d rune%s: %s",
command_to_string(CMD_DISPLAY_RUNES).c_str(),
(int)runes.size(), you.obtainable_runes,
you.obtainable_runes == 1 ? "" : "s",
comma_separated_line(runes.begin(), runes.end(),
", ", ", ").c_str());
}
linebreak_string(text, sw);
return text;
}
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