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xtra1.c
5572 lines (4754 loc) · 154 KB
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xtra1.c
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/* File: misc.c */
/*
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
*/
/* Purpose: misc code */
#include "angband.h"
#include "equip.h"
#include "z-doc.h"
#include <assert.h>
/*** Screen Locations ***/
/*
* Some screen locations for various display routines
* Currently, row 8 and 15 are the only "blank" rows.
* That leaves a "border" around the "stat" values.
*/
#define ROW_LEVEL 0
#define COL_LEVEL 0 /* "LEVEL xxxxxx" */
#define ROW_EXP 1
#define COL_EXP 0 /* "EXP xxxxxxxx" */
#define ROW_GOLD 2
#define COL_GOLD 0 /* "AU xxxxxxxxx" */
/*
#define ROW_EQUIPPY 3
#define COL_EQUIPPY 0
*/
#define ROW_STAT 4 /* Str = 5 ... Chr = 10 */
#define COL_STAT 0
#define ROW_AC 10
#define COL_AC 0 /* "Cur AC xxxxx" */
#define ROW_CURHP 11
#define COL_CURHP 0 /* "Cur HP xxxxx" */
#define ROW_CURSP 12
#define COL_CURSP 0 /* "Cur SP xxxxx" */
#define ROW_STATE 13
#define COL_STATE 7
#define ROW_HEALTH_BARS 14
#define COL_HEALTH_BARS 0
#define COUNT_HEALTH_BARS 6 /* HP, SP, Food, Riding, Monster Track, Target */
#define ROW_EFFECTS 20
#define COL_EFFECTS 0
#define COUNT_EFFECTS 11 /* Could be off screen ... */
static int _npow(int x, int y)
{
int r = 1;
int i;
for (i = 0; i < y; i++)
r *= x;
return r;
}
/* This is mostly for shops/services when the pricing grows
too large. For example, when attempting to enchant Aglarang,
I get the following prompt of pricing (up to the ->, of course):
Amt Cost
a) + 1 67589gp -> 67.6k
b) + 2 139103gp -> 139k
c) + 3 214674gp -> 215k
d) + 4 294399gp -> 294k
e) + 5 378409gp -> 378k
f) + 6 466782gp -> 467k
g) + 7 559689gp -> 560k
h) + 8 657187gp -> 657k
i) + 9 759447gp -> 759k
j) +10 866527gp -> 867k
k) +11 1176810gp -> 1.18M
*/
int big_num_round(int num, int sig_figs)
{
assert (1 <= sig_figs);
assert (sig_figs <= 10); /* 32-bit */
if (num < 0)
{
int tmp = big_num_round(-num, sig_figs);
return -tmp;
}
else
{
int m, q, r, t;
/* division algorithm: n = q*m + r
we scale m up until q has desired number of significant figures */
t = _npow(10, sig_figs);
for (m = 1; ; m *= 10)
{
q = num / m;
if (q < t)
break;
}
r = num % m;
/* if r/m >= 1/2, then round up */
if (2*r >= m)
q++;
return q*m;
}
}
/* Convert a large number into something we humans can read.
For example, I don't care if I have 143798124gp. I'd rather
just know I have 144Mgp.
123 -> 123
1234 -> 1.23k
12345 -> 12.3k
123456 -> 123k
1234567 -> 1.23M, etc */
void big_num_display(int num, char *buf)
{
if (num < 0)
{
char tmp[10];
big_num_display(-num, tmp);
sprintf(buf, "-%s", tmp);
}
else if (num < 1000)
sprintf(buf, "%d", num);
else
{
const char _prefix[4] = { ' ', 'k', 'M', 'G' };
int digits[10];
int n = big_num_round(num, 3);
int s = 0;
int i, j;
/* Get all the digits */
for (;;)
{
int d = n % 10;
assert(0 <= s && s < 10);
digits[s] = d;
n /= 10;
if (n == 0)
break;
s++;
}
assert(s >= 3);
/* Display 3 Significant Figures */
for (i = 0, j = 0; i < 3; i++)
{
int p = s-i;
int d = digits[p];
buf[j++] = '0' + d;
/* Check for decimal place except on last digit */
if ((p % 3) == 0 && i < 2)
buf[j++] = '.';
}
assert(1 <= s/3 && s/3 < 4);
buf[j++] = _prefix[s/3];
buf[j] = '\0';
}
}
void check_mon_health_redraw(int m_idx)
{
if (p_ptr->inside_battle)
p_ptr->redraw |= PR_HEALTH_BARS;
else if (p_ptr->health_who == m_idx)
p_ptr->redraw |= PR_HEALTH_BARS;
else if (p_ptr->riding == m_idx)
p_ptr->redraw |= PR_HEALTH_BARS;
else if (target_who == m_idx)
p_ptr->redraw |= PR_HEALTH_BARS;
}
/*
* Wrap calculation of AC bonuses from Dex
*/
static int calc_adj_dex_ta(void)
{
return ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
}
/*
* Converts stat num into a six-char (right justified) string
*/
void cnv_stat(int val, char *out_val)
{
if (simple_stat_display) {
if (val >= 18 + 220)
{
sprintf(out_val, "**40**");
}
else if (val > 18)
{
int lf = (18 + (val - 18) / 10);
sprintf(out_val, " %2d", lf);
}
/* From 3 to 18 */
else
{
sprintf(out_val, " %2d", val);
}
}
else {
/* Above 18 */
if (val > 18)
{
int bonus = (val - 18);
if (bonus >= 220)
{
sprintf(out_val, "18/%3s", "***");
}
else if (bonus >= 100)
{
sprintf(out_val, "18/%03d", bonus);
}
else
{
sprintf(out_val, " 18/%02d", bonus);
}
}
/* From 3 to 18 */
else
{
sprintf(out_val, " %2d", val);
}
}
}
/*
* If simple_stat_display is on, this includes the decimal portion of the stat. Otherwise it is the same as cnv_stat.
*/
void cnv_stat_exact(int val, char *out_val)
{
if (simple_stat_display)
{
if (val >= 18 + 220)
{
sprintf(out_val, " 40.0");
}
else if (val > 18)
{
sprintf(out_val, " %2d.%d", (18 + (val - 18) / 10), (val - 18) % 10);
}
/* From 3 to 18 */
else
{
sprintf(out_val, " %2d", val);
}
}
else cnv_stat(val, out_val);
}
/*
* Modify a stat value by a "modifier", return new value
*
* Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
* Or even: 18/13, 18/23, 18/33, ..., 18/220
*
* Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
* Or even: 18/13, 18/03, 18, 17, ..., 3
*/
s16b modify_stat_value(int value, int amount)
{
int i;
/* Reward */
if (amount > 0)
{
/* Apply each point */
for (i = 0; i < amount; i++)
{
/* One point at a time */
if (value < 18) value++;
/* Ten "points" at a time */
else value += 10;
}
}
/* Penalty */
else if (amount < 0)
{
/* Apply each point */
for (i = 0; i < (0 - amount); i++)
{
/* Ten points at a time */
if (value >= 18+10) value -= 10;
/* Hack -- prevent weirdness */
else if (value > 18) value = 18;
/* One point at a time */
else if (value > 3) value--;
}
}
/* Return new value */
return (value);
}
/*
* Whether daytime or not
*/
bool is_daytime(void)
{
s32b len = TURNS_PER_TICK * TOWN_DAWN;
if ((game_turn % len) < (len / 2))
return TRUE;
else
return FALSE;
}
/*
* Extract day, hour, min
*/
void extract_day_hour_min(int *day, int *hour, int *min)
{
extract_day_hour_min_imp(game_turn, day, hour, min);
}
void extract_day_hour_min_imp(int turn, int *day, int *hour, int *min)
{
const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
switch (p_ptr->start_race)
{
case RACE_VAMPIRE:
case RACE_MON_VAMPIRE:
case RACE_SKELETON:
case RACE_ZOMBIE:
case RACE_SPECTRE:
*day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
break;
default:
*day = (turn + A_DAY / 4) / A_DAY + 1;
break;
}
*hour = (24 * turn_in_today / A_DAY) % 24;
*min = (1440 * turn_in_today / A_DAY) % 60;
}
/*
* Print time
*/
void prt_time(void)
{
/* TODO: I'm removing this from top screen ... Cleanup callers
int day, hour, min;
c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
extract_day_hour_min(&day, &hour, &min);
if (day < 1000) c_put_str(TERM_WHITE, format("Day%3d", day), ROW_DAY, COL_DAY);
else c_put_str(TERM_WHITE, "Day***", ROW_DAY, COL_DAY);
c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
*/
}
#define EQUIPPY_MAIN 1
/*
* Equippy chars
*/
static void display_player_equippy(int y, int x, u16b mode)
{
int i;
byte a;
char c;
object_type *o_ptr;
Term_erase(x, y, 12);
/* Dump equippy chars */
for (i = 0; i < equip_count(); i++)
{
int slot = EQUIP_BEGIN + i;
o_ptr = equip_obj(slot);
if (mode == EQUIPPY_MAIN && i >= 12) break; /* Hack: This will overwrite the map display otherwise ... */
if (o_ptr && equippy_chars)
{
a = object_attr(o_ptr);
c = object_char(o_ptr);
}
else
{
c = ' ';
a = TERM_DARK;
}
Term_putch(x + i, y, a, c);
}
}
#define ROW_EQUIPPY 3
#define COL_EQUIPPY 0 /* equippy chars */
static void print_equippy(void)
{
rect_t r = ui_char_info_rect();
display_player_equippy(r.y + ROW_EQUIPPY, r.x + COL_EQUIPPY, EQUIPPY_MAIN);
}
/*
* Print character stat in given row, column
*/
static void prt_stat(int stat)
{
char tmp[32];
rect_t r = ui_char_info_rect();
/* Display "injured" stat */
if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
{
put_str(stat_names_reduced[stat], r.y + ROW_STAT + stat, r.x + COL_STAT);
cnv_stat(p_ptr->stat_use[stat], tmp);
c_put_str(TERM_YELLOW, tmp, r.y + ROW_STAT + stat, r.x + COL_STAT + 6);
}
/* Display "healthy" stat */
else
{
put_str(stat_names[stat], r.y + ROW_STAT + stat, r.x + COL_STAT);
cnv_stat(p_ptr->stat_use[stat], tmp);
c_put_str(TERM_L_GREEN, tmp, r.y + ROW_STAT + stat, r.x + COL_STAT + 6);
}
/* Indicate natural maximum */
if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
{
put_str("!", r.y + ROW_STAT + stat, r.x + 3);
}
}
/*
* Data structure for status bar
*/
#define BAR_TSUYOSHI 0
#define BAR_HALLUCINATION 1
#define BAR_BLINDNESS 2
#define BAR_PARALYZE 3
#define BAR_CONFUSE 4
#define BAR_POISONED 5
#define BAR_AFRAID 6
#define BAR_LEVITATE 7
#define BAR_REFLECTION 8
#define BAR_PASSWALL 9
#define BAR_WRAITH 10
#define BAR_PROTEVIL 11
#define BAR_KAWARIMI 12
#define BAR_MAGICDEFENSE 13
#define BAR_EXPAND 14
#define BAR_STONESKIN 15
#define BAR_MULTISHADOW 16
#define BAR_REGMAGIC 17
#define BAR_ULTIMATE 18
#define BAR_INVULN 19
#define BAR_IMMACID 20
#define BAR_RESACID 21
#define BAR_IMMELEC 22
#define BAR_RESELEC 23
#define BAR_IMMFIRE 24
#define BAR_RESFIRE 25
#define BAR_IMMCOLD 26
#define BAR_RESCOLD 27
#define BAR_RESPOIS 28
#define BAR_RESNETH 29
#define BAR_RESTIME 30
#define BAR_DUSTROBE 31
#define BAR_SHFIRE 32
#define BAR_TOUKI 33
#define BAR_SHHOLY 34
#define BAR_EYEEYE 35
#define BAR_BLESSED 36
#define BAR_HEROISM 37
#define BAR_BERSERK 38
#define BAR_ATTKFIRE 39
#define BAR_ATTKCOLD 40
#define BAR_ATTKELEC 41
#define BAR_ATTKACID 42
#define BAR_ATTKPOIS 43
#define BAR_ATTKCONF 44
#define BAR_SENSEUNSEEN 45
#define BAR_TELEPATHY 46
#define BAR_REGENERATION 47
#define BAR_INFRAVISION 48
#define BAR_STEALTH 49
#define BAR_SUPERSTEALTH 50
#define BAR_RECALL 51
#define BAR_ALTER 52
#define BAR_SHCOLD 53
#define BAR_SHELEC 54
#define BAR_SHSHADOW 55
#define BAR_MIGHT 56
#define BAR_BUILD 57
#define BAR_ANTIMULTI 58
#define BAR_ANTITELE 59
#define BAR_ANTIMAGIC 60
#define BAR_PATIENCE 61
#define BAR_REVENGE 62
#define BAR_RUNESWORD 63
#define BAR_VAMPILIC 64
#define BAR_CURE 65
#define BAR_ESP_EVIL 66
#define BAR_SPEED_ESSENTIA 67
#define BAR_BLOOD_SHIELD 68
#define BAR_BLOOD_SEEK 69
#define BAR_BLOOD_REVENGE 70
#define BAR_BLOOD_SIGHT 71
#define BAR_BLOOD_FEAST 72
#define BAR_NO_SPELLS 73
#define BAR_TIME_SPURT 74
#define BAR_SPECIAL 75
#define BAR_DUELIST 76
#define BAR_SHOT_ON_THE_RUN 77
#define BAR_RAPID_SHOT 78
#define BAR_FLYING_DAGGER 79
#define BAR_SHADOW_STANCE 80
#define BAR_FRENZY_STANCE 81
#define BAR_GENJI 82
#define BAR_FORCE 83
#define BAR_COMBAT_EXPERTISE 84
#define BAR_STONE_BONES 85
#define BAR_TRADE_BLOWS 86
#define BAR_POWER_ATTACK 87
#define BAR_VICIOUS_STRIKE 88
#define BAR_BURNING_BLADE 89
#define BAR_ICE_BLADE 90
#define BAR_THUNDER_BLADE 91
#define BAR_BLOOD_BLADE 92
#define BAR_HOLY_BLADE 93
#define BAR_ORDER_BLADE 94
#define BAR_WILD_BLADE 95
#define BAR_MANY_STRIKE 96
#define BAR_PIERCING_STRIKE 97
#define BAR_TRIP 98
#define BAR_ENTRENCHED 99
#define BAR_ENLARGE_WEAPON 100
#define BAR_FLURRY_OF_BLOWS 101
#define BAR_GREATER_FLURRY 102
#define BAR_STRENGTH_OF_THE_UNDERTAKER 103
#define BAR_STOICISM 104
#define BAR_INDUSTRIOUS_MORTICIAN 105
#define BAR_SHIELD_BASH 106
#define BAR_BULWARK 107
#define BAR_BLOOD_RITE 108
#define BAR_WEAPON_GRAFT 109
#define BAR_PSIONIC_CLARITY 110
#define BAR_PSIONIC_BLENDING 111
#define BAR_PSIONIC_SHIELDING 112
#define BAR_PSIONIC_COMBAT 113
#define BAR_MENTAL_FORTRESS 114
#define BAR_MINDSPRING 115
#define BAR_PSIONIC_FORESIGHT 116
#define BAR_RES_DISENCHANTMENT 117
#define BAR_SPELL_REACTION 118
#define BAR_RESIST_CURSES 119
#define BAR_ARMOR_OF_FURY 120
#define BAR_SPELL_TURNING 121
#define BAR_FASTING 122
#define BAR_SUSTAIN_STR 123
#define BAR_SUSTAIN_INT 124
#define BAR_SUSTAIN_WIS 125
#define BAR_SUSTAIN_DEX 126
#define BAR_SUSTAIN_CON 127
#define BAR_SUSTAIN_CHR 128
#define BAR_HOLD_LIFE 129
#define BAR_TRANSCENDENCE 130
#define BAR_THE_WORLD 131
#define BAR_DARK_STALKER 132
#define BAR_NIMBLE_DODGE 133
#define BAR_STEALTHY_SNIPE 134
#define BAR_BLOCK 135
#define BAR_DRAIN 136
#define BAR_SHATTER 137
#define BAR_MAUL 138
#define BAR_KILLING_SPREE 139
#define BAR_TUNNEL 140
#define BAR_QUICK_WALK 141
#define BAR_INVEN_PROT 142
#define BAR_SHRIKE 143
#define BAR_WEAPONMASTERY 144
#define BAR_DEVICE_POWER 145
#define BAR_SPLATTER 146
#define BAR_SH_TIME 147
#define BAR_DBL_MOVE 148
#define BAR_READIED_SHOT 149
#define BAR_PIERCING_ARROW 150
#define BAR_RAPID_RELOAD 151
#define BAR_EXPLODING_BOLT 152
#define BAR_OVERDRAW 153
#define BAR_PSIONIC_ARCHERY 154
#define BAR_MYSTIC_STEALTH 155
#define BAR_MYSTIC_FAST 156
#define BAR_MYSTIC_RETALIATE 157
#define BAR_MYSTIC_OFFENSE 158
#define BAR_MYSTIC_DEFENSE 159
#define BAR_BLINK 160
#define BAR_DTRAP 161
#define BAR_DTRAP_EDGE 162
#define BAR_VAMPIRE_LIGHT 163
#define BAR_VAMPIRE_DARK 164
#define BAR_SH_SHARDS 165
#define BAR_SH_DOMINATION 166
#define BAR_PSIONIC_DISRUPTION 167
#define BAR_PSIONIC_DRAIN 168
#define BAR_DRAGON_CANTER 169
#define BAR_DRAGON_GALLOP 170
#define BAR_DRAGON_HEALING 171
#define BAR_DRAGON_HEROIC_CHARGE 172
#define BAR_HOARDING 173
#define BAR_RUNNING 174
#define BAR_WALKING 175
static struct {
byte attr;
cptr sstr;
cptr lstr;
} bar[]
= {
{TERM_YELLOW, "Ts", "Tsuyoshi"},
{TERM_VIOLET, "Ha", "Halluc"},
{TERM_L_DARK, "Bl", "Blind"},
{TERM_RED, "Pa", "Paralyzed"},
{TERM_VIOLET, "Cf", "Confused"},
{TERM_GREEN, "Po", "Poisoned"},
{TERM_YELLOW, "Af", "Afraid"},
{TERM_L_BLUE, "Lv", "Levit"},
{TERM_SLATE, "Rf", "Reflect"},
{TERM_SLATE, "Pw", "PassWall"},
{TERM_L_DARK, "Wr", "Wraith"},
{TERM_SLATE, "Ev", "PrtEvl"},
{TERM_VIOLET, "Kw", "Kawarimi"},
{TERM_YELLOW, "Md", "MgcArm"},
{TERM_L_UMBER, "Eh", "Expand"},
{TERM_WHITE, "Ss", "StnSkn"},
{TERM_L_BLUE, "Ms", "MltShdw"},
{TERM_SLATE, "Rm", "ResMag"},
{TERM_YELLOW, "Ul", "Ultima"},
{TERM_YELLOW, "Iv", "Invuln"},
{TERM_L_GREEN, "IAc", "ImmAcid"},
{TERM_GREEN, "Ac", "Acid"},
{TERM_L_BLUE, "IEl", "ImmElec"},
{TERM_BLUE, "El", "Elec"},
{TERM_L_RED, "IFi", "ImmFire"},
{TERM_RED, "Fi", "Fire"},
{TERM_WHITE, "ICo", "ImmCold"},
{TERM_SLATE, "Co", "Cold"},
{TERM_GREEN, "Po", "Pois"},
{TERM_L_DARK, "Nt", "Nthr"},
{TERM_L_BLUE, "Ti", "Time"},
{TERM_L_DARK, "Mr", "Mirr"},
{TERM_L_RED, "SFi", "SFire"},
{TERM_WHITE, "Fo", "Force"},
{TERM_WHITE, "Ho", "Holy"},
{TERM_VIOLET, "Ee", "EyeEye"},
{TERM_WHITE, "Bs", "Bless"},
{TERM_WHITE, "He", "Hero"},
{TERM_RED, "Br", "Berserk"},
{TERM_L_RED, "BFi", "BFire"},
{TERM_WHITE, "BCo", "BCold"},
{TERM_L_BLUE, "BEl", "BElec"},
{TERM_SLATE, "BAc", "BAcid"},
{TERM_L_GREEN, "BPo", "BPois"},
{TERM_RED, "TCf", "TchCnf"},
{TERM_L_BLUE, "Se", "SInv"},
{TERM_ORANGE, "Te", "Telepa"},
{TERM_L_BLUE, "Rg", "Regen"},
{TERM_L_RED, "If", "Infr"},
{TERM_UMBER, "Sl", "Stealth"},
{TERM_L_DARK, "Hd", "Hiding"},
{TERM_L_BLUE, "Rc", "Recall"},
{TERM_WHITE, "Al", "Alter"},
/* Hex */
{TERM_WHITE, "SCo", "SCold"},
{TERM_BLUE, "SEl", "SElec"},
{TERM_L_DARK, "SSh", "SShadow"},
{TERM_YELLOW, "EMi", "ExMight"},
{TERM_RED, "Gi", "Giant"},
{TERM_L_DARK, "AMl", "AntiMulti"},
{TERM_ORANGE, "AT", "AntiTele"},
{TERM_RED, "AM", "AntiMagic"},
{TERM_SLATE, "Pa", "Patience"},
{TERM_SLATE, "Rv", "Revenge"},
{TERM_L_DARK, "Rs", "RuneSword"},
{TERM_RED, "Vm", "Vampiric"},
{TERM_WHITE, "Cu", "Cure"},
{TERM_L_DARK, "ET", "EvilTele"},
{TERM_RED, "At", "Attacks"},
{TERM_ORANGE, "Sh", "Shield"},
{TERM_YELLOW, "Sk", "Seek"},
{TERM_RED, "Rv", "Revenge"},
{TERM_L_BLUE, "Si", "Sight"},
{TERM_WHITE, "Fs", "Feast"},
{TERM_VIOLET, "NS", "No Spells"},
{TERM_YELLOW, "Q", "Quick"},
{TERM_L_BLUE, "Sp", "Special"},
{TERM_YELLOW, "", "Duelist Target Goes Here!"},
{TERM_L_BLUE, "Rn", "Shoot on Run"},
{TERM_L_BLUE, "Rp", "Rapid Shot"},
{TERM_L_BLUE, "FD", "Flying Dagger"},
{TERM_L_BLUE, "Sw", "Shadow"},
{TERM_L_BLUE, "Fz", "Frenzy"},
{TERM_YELLOW, "Gj", "Genji"},
{TERM_L_BLUE, "Fc", "Force"},
{TERM_L_BLUE, "DS", "Defensive Stance"},
{TERM_UMBER, "SB", "Stone Bones"},
{TERM_L_BLUE, "Tr", "Trade Blows"},
{TERM_L_BLUE, "Pw", "Power Attack"},
{TERM_RED, "Vs", "Exposed"},
{TERM_RED, "BB", "Burning Blade"},
{TERM_BLUE, "IB", "Ice Blade"},
{TERM_YELLOW, "TB", "Thunder Blade"},
{TERM_RED, "Bl", "Blood Blade"},
{TERM_WHITE, "HB", "Holy Blade"},
{TERM_ORANGE, "OB", "Order Blade"},
{TERM_GREEN, "WB", "Wild Blade"},
{TERM_L_BLUE, "MS", "Many Strike"},
{TERM_L_BLUE, "PS", "Piercing Strike"},
{TERM_L_BLUE, "Trp", "Trip"},
{TERM_UMBER, "En", "Entrenched"},
{TERM_RED, "EW", "Enlarge"},
{TERM_L_RED, "Fl", "Flurry"},
{TERM_RED, "Fl", "FLURRY"},
{TERM_UMBER, "Str", "Undertaker"},
{TERM_ORANGE, "Sc", "Stoicism"},
{TERM_YELLOW, "At", "Mortician"},
{TERM_L_BLUE, "SB", "Shield Bash"},
{TERM_L_BLUE, "Bw", "Bulwark"},
{TERM_RED, "Rt", "Rite"},
{TERM_WHITE, "Gft", "Graft"},
{TERM_YELLOW, "Cl", "Clarity"},
{TERM_L_DARK, "Bl", "Blending"},
{TERM_ORANGE, "Sh", "Shielding"},
{TERM_RED, "Ct", "Combat"},
{TERM_VIOLET, "Ft", "Fortress"},
{TERM_GREEN, "MS", "Mindspring"},
{TERM_YELLOW, "Fs", "Foresight"},
{TERM_L_DARK, "Dis", "Disenchant"},
{TERM_L_BLUE, "Rct", "Reaction"},
{TERM_YELLOW, "RC", "Curses"},
{TERM_RED, "Fy", "Fury"},
{TERM_GREEN, "Tn", "Turning"},
{TERM_GREEN, "Fs", "Fasting"},
{TERM_YELLOW, "(Str", "SustStr"},
{TERM_YELLOW, "(Int", "SustInt"},
{TERM_YELLOW, "(Wis", "SustWis"},
{TERM_YELLOW, "(Dex", "SustDex"},
{TERM_YELLOW, "(Con", "SustCon"},
{TERM_YELLOW, "(Chr", "SustChr"},
{TERM_YELLOW, "(HL", "HLife"},
{TERM_WHITE, "Tr", "Transcendence"},
{TERM_L_BLUE, "ST", "StopTime"},
{TERM_L_DARK, "DS", "Stealth"},
{TERM_L_BLUE, "ND", "Dodge"},
{TERM_UMBER, "SS", "Snipe"},
{TERM_L_BLUE, "Bl", "Block"},
{TERM_RED, "Dr", "Drain"},
{TERM_YELLOW, "Qk", "Quake"},
{TERM_RED, "Ml", "Maul"},
{TERM_VIOLET, "KS", "Spree"},
{TERM_L_DARK, "Tn", "Tunnel"},
{TERM_YELLOW, "QW", "Quickwalk"},
{TERM_L_BLUE, "IP", "InvenProt"},
{TERM_YELLOW, "Sk", "Shrike"},
{TERM_L_BLUE, "Wp", "Weapon"},
{TERM_VIOLET, "Dv", "Device"},
{TERM_RED, "*", "Splatter"},
{TERM_L_BLUE, "ST", "STime"},
{TERM_YELLOW, "2", "DblMove"},
{TERM_L_BLUE, "RS", "Ready"},
{TERM_L_BLUE, "PA", "Pierce"},
{TERM_L_BLUE, "RR", "Reload"},
{TERM_L_BLUE, "Ex", "Explode"},
{TERM_L_BLUE, "OD", "Overdraw"},
{TERM_RED, "Ay", "Archery"},
{TERM_L_BLUE, "Sl", "Stealth"},
{TERM_L_BLUE, "Fs", "Fast"},
{TERM_L_BLUE, "Rl", "Retaliate"},
{TERM_L_BLUE, "Of", "Offense"},
{TERM_L_BLUE, "Df", "Defense"},
{TERM_L_BLUE, "Bl", "Blink"},
{TERM_L_GREEN, "DT", "DTrap"},
{TERM_YELLOW, "DT", "DTrap"},
{TERM_YELLOW, "Lt", "Light"},
{TERM_L_DARK, "Dk", "Dark"},
{TERM_UMBER, "SSh", "SShards"},
{TERM_L_BLUE, "Dom", "Dominate"},
{TERM_RED, "[M", "Disruption"},
{TERM_YELLOW, "Dr", "Drain"},
{TERM_L_BLUE, "Ctr", "Canter"},
{TERM_RED, "Glp", "Gallop"},
{TERM_YELLOW, "Hl", "Healing"},
{TERM_VIOLET, "Chg", "Heroic Charge"},
{TERM_YELLOW, "$$", "Hoarding"},
{TERM_L_RED, "Run", "Running"},
{TERM_L_BLUE, "Walk", "Walking"},
{0, NULL, NULL}
};
#define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
#define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
/*
* Show status bar
*/
static void prt_status(void)
{
u32b bar_flags[7];
int i, col = 0, num = 0;
int space = 2;
rect_t r = ui_status_bar_rect();
Term_erase(r.x, r.y, r.cx);
for (i = 0; i < 7; i++)
bar_flags[i] = 0L;
if (!view_unsafe_grids && in_bounds(py, px))
{
if (cave[py][px].info & CAVE_IN_DETECT)
ADD_FLG(BAR_DTRAP);
}
if (prace_is_(RACE_MON_VAMPIRE))
{
if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
ADD_FLG(BAR_VAMPIRE_LIGHT);
else
ADD_FLG(BAR_VAMPIRE_DARK);
}
/* Tsuyoshi */
if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
if (toggle_run_status)
{
if (toggle_running)
ADD_FLG(BAR_RUNNING);
else
ADD_FLG(BAR_WALKING);
}
/* prt_effects()
if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);*/
/* Times see-invisible */
if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
/* Timed esp */
if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
/* Timed regenerate */
if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
/* Timed infra-vision */
if (IS_TIM_INFRA()) ADD_FLG(BAR_INFRAVISION);
/* Protection from evil */
if (IS_PROT_EVIL()) ADD_FLG(BAR_PROTEVIL);
/* Invulnerability */
if (IS_INVULN()) ADD_FLG(BAR_INVULN);
/* Wraith form */
if (IS_WRAITH()) ADD_FLG(BAR_WRAITH);
/* Kabenuke */
if (IS_PASSWALL()) ADD_FLG(BAR_PASSWALL);
if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
/* Heroism */
if (IS_HERO()) ADD_FLG(BAR_HEROISM);
/* Super Heroism / berserk */
if (IS_SHERO()) ADD_FLG(BAR_BERSERK);
/* Blessed */
if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
/* Shield */
if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
if (IS_STONE_SKIN()) ADD_FLG(BAR_STONESKIN);
if (p_ptr->special_defense & NINJA_KAWARIMI)
{
ADD_FLG(BAR_KAWARIMI);
if (prace_is_(RACE_MON_SPIDER))
bar[BAR_KAWARIMI].lstr = "PhaseShield";
}
/* Oppose Acid */
if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
/* Oppose Lightning */
if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
/* Oppose Fire */
if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
/* Oppose Cold */
if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
/* Oppose Poison */
if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
/* Word of Recall */
if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
/* Alter realiry */
if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
/* Resist time */
if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
/* Confusing Hands */
if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
if (IS_RESIST_MAGIC()) ADD_FLG(BAR_REGMAGIC);
/* Ultimate-resistance */
if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
/* tim levitation */
if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
if (p_ptr->tim_res_disenchantment) ADD_FLG(BAR_RES_DISENCHANTMENT);
if (p_ptr->tim_spell_reaction) ADD_FLG(BAR_SPELL_REACTION);
if (p_ptr->tim_resist_curses) ADD_FLG(BAR_RESIST_CURSES);
if (p_ptr->tim_armor_of_fury) ADD_FLG(BAR_ARMOR_OF_FURY);
if (p_ptr->tim_spell_turning) ADD_FLG(BAR_SPELL_TURNING);
if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
/* Mahouken */
if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
if (p_ptr->tim_sh_shards) ADD_FLG(BAR_SH_SHARDS);
if (p_ptr->tim_sh_domination) ADD_FLG(BAR_SH_DOMINATION);
if (p_ptr->tim_sh_elements)
{
ADD_FLG(BAR_SHFIRE);
if (p_ptr->lev >= 25)
ADD_FLG(BAR_SHCOLD);