Exemple #1
0
/**
 * Display the character on the screen (two different modes)
 *
 * The top two lines, and the bottom line (or two) are left blank.
 *
 * Mode 0 = standard display with skills/history
 * Mode 1 = special display with equipment flags
 */
void display_player(int mode)
{
	/* Erase screen */
	clear_from(0);

	/* When not playing, do not display in subwindows */
	if (Term != angband_term[0] && !player->upkeep->playing) return;

	/* Stat info */
	display_player_stat_info();

	if (mode) {
		struct panel *p = panels[0].panel();
		display_panel(p, panels[0].align_left, &panels[0].bounds);
		panel_free(p);

		/* Stat/Sustain flags */
		display_player_sust_info();

		/* Other flags */
		display_player_flag_info();
	} else {
		/* Extra info */
		display_player_xtra_info();
	}
}
Exemple #2
0
/*
 * Display the character on the screen (two different modes)
 *
 * The top two lines, and the bottom line (or two) are left blank.
 *
 * Mode 0 = standard display with skills/history
 * Mode 1 = special display with equipment flags
 */
void display_player(int mode)
{
	/* Erase screen */
	clear_from(0);


	/* Stat info */
	display_player_stat_info();

	if (mode)
	{
		data_panel data[MAX_PANEL];
		int rows = get_panel(1, data, N_ELEMENTS(data));

		display_panel(data, rows, 1, &boundaries[1]);

		/* Stat/Sustain flags */
		display_player_sust_info();

		/* Other flags */
		display_player_flag_info();
	}

	/* Standard */
	else
	{
		/* Extra info */
		display_player_xtra_info();
	}
}
Exemple #3
0
static void point_based_start(void)
{
	const char *prompt = "[up/down to move, left/right to modify, 'r' to reset, 'Enter' to accept]";

	/* Clear */
	Term_clear();

	/* Display the player */
	display_player_xtra_info();
	display_player_stat_info();

	prt(prompt, Term->hgt - 1, Term->wid / 2 - strlen(prompt) / 2);

	/* Register handlers for various events - cheat a bit because we redraw
	   the lot at once rather than each bit at a time. */
	event_add_handler(EVENT_BIRTHPOINTS, point_based_points, NULL);	
	event_add_handler(EVENT_STATS, point_based_stats, NULL);	
	event_add_handler(EVENT_GOLD, point_based_misc, NULL);	
}
Exemple #4
0
/* This is called whenever a stat changes.  We take the easy road, and just
   redisplay them all using the standard function. */
static void point_based_stats(game_event_type type, game_event_data *data, void *user)
{
	display_player_stat_info();
}