Exemple #1
0
static struct panel *get_panel_combat(void) {
	struct panel *p = panel_allocate(9);
	struct object *obj;
	int bth, dam, hit;

	/* AC */
	panel_line(p, TERM_L_BLUE, "Armor", "[%d,%+d]",
			p_ptr->state.dis_ac, p_ptr->state.dis_to_a);

	/* Melee */
	obj = &p_ptr->inventory[INVEN_WIELD];
	bth = (p_ptr->state.skills[SKILL_TO_HIT_MELEE] * 10) / BTH_PLUS_ADJ;
	dam = p_ptr->state.dis_to_d + (object_attack_plusses_are_visible(obj) ? obj->to_d : 0);
	hit = p_ptr->state.dis_to_h + (object_attack_plusses_are_visible(obj) ? obj->to_h : 0);

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Melee", "%dd%d,%+d", obj->dd, obj->ds, dam);
	panel_line(p, TERM_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, TERM_L_BLUE, "Blows", "%d.%d/turn",
			p_ptr->state.num_blows / 100, (p_ptr->state.num_blows / 10 % 10));

	/* Ranged */
	obj = &p_ptr->inventory[INVEN_BOW];
	bth = (p_ptr->state.skills[SKILL_TO_HIT_BOW] * 10) / BTH_PLUS_ADJ;
	hit = p_ptr->state.dis_to_h + (object_attack_plusses_are_visible(obj) ? obj->to_h : 0);
	dam = object_attack_plusses_are_visible(obj) ? obj->to_d : 0;

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Shoot to-dam", "%+d", dam);
	panel_line(p, TERM_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, TERM_L_BLUE, "Shots", "%d/turn", p_ptr->state.num_shots);

	return p;
}
Exemple #2
0
static struct panel *get_panel_combat(void) {
	struct panel *p = panel_allocate(9);
	int bth;

	/* AC */
	panel_line(p, TERM_L_BLUE, "Armor", "[%d,%+d]",
			p_ptr->state.dis_ac, p_ptr->state.dis_to_a);

	/* Melee */
	bth = (p_ptr->state.skills[SKILL_TO_HIT_MELEE] * 10) / BTH_PLUS_ADJ;

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Melee", "%s",
			show_melee_weapon(&p_ptr->inventory[INVEN_WIELD]));
	panel_line(p, TERM_L_BLUE, "Blows", "%d.%d/turn",
			p_ptr->state.num_blows / 100, (p_ptr->state.num_blows / 10 % 10));
	panel_line(p, TERM_L_BLUE, "Base to-hit", "%.1f", bth / 10.0);

	/* Ranged */
	bth = (p_ptr->state.skills[SKILL_TO_HIT_BOW] * 10) / BTH_PLUS_ADJ;

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Shoot", "%s",
			show_missile_weapon(&p_ptr->inventory[INVEN_BOW]));
	panel_line(p, TERM_L_BLUE, "Shots", "%d/turn", p_ptr->state.num_shots);
	panel_line(p, TERM_L_BLUE, "Base to-hit", "%.1f", bth / 10.0);

	return p;
}
Exemple #3
0
static struct panel *get_panel_combat(void) {
	struct panel *p = panel_allocate(9);
	struct object *obj;
	int bth, dam, hit;
	int melee_dice = 1, melee_sides = 1;

	/* AC */
	panel_line(p, COLOUR_L_BLUE, "Armor", "[%d,%+d]",
			player->known_state.ac, player->known_state.to_a);

	/* Melee */
	obj = equipped_item_by_slot_name(player, "weapon");
	bth = (player->state.skills[SKILL_TO_HIT_MELEE] * 10) / BTH_PLUS_ADJ;
	dam = player->known_state.to_d + (obj ? obj->known->to_d : 0);
	hit = player->known_state.to_h + (obj ? obj->known->to_h : 0);

	panel_space(p);

	if (obj) {
		melee_dice = obj->dd;
		melee_sides = obj->ds;
	}

	panel_line(p, COLOUR_L_BLUE, "Melee", "%dd%d,%+d", melee_dice, melee_sides, dam);
	panel_line(p, COLOUR_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, COLOUR_L_BLUE, "Blows", "%d.%d/turn",
			player->state.num_blows / 100, (player->state.num_blows / 10 % 10));

	/* Ranged */
	obj = equipped_item_by_slot_name(player, "shooting");
	bth = (player->state.skills[SKILL_TO_HIT_BOW] * 10) / BTH_PLUS_ADJ;
	hit = player->known_state.to_h + (obj ? obj->known->to_h : 0);
	dam = obj ? obj->known->to_d : 0;

	panel_space(p);
	panel_line(p, COLOUR_L_BLUE, "Shoot to-dam", "%+d", dam);
	panel_line(p, COLOUR_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, COLOUR_L_BLUE, "Shots", "%d.%d/turn",
			   player->state.num_shots / 10, player->state.num_shots % 10);

	return p;
}
Exemple #4
0
static struct panel *get_panel_midleft(void) {
	struct panel *p = panel_allocate(9);

	panel_line(p, max_color(p_ptr->lev, p_ptr->max_lev),
			"Level", "%d", p_ptr->lev);
	panel_line(p, max_color(p_ptr->exp, p_ptr->max_exp),
			"Cur Exp", "%d", p_ptr->exp);
	panel_line(p, TERM_L_GREEN, "Max Exp", "%d", p_ptr->max_exp);
	panel_line(p, TERM_L_GREEN, "Adv Exp", "%s", show_adv_exp());
	panel_space(p);
	panel_line(p, TERM_L_GREEN, "Gold", "%d", p_ptr->au);
	panel_line(p, TERM_L_GREEN, "Burden", "%.1f lbs",
			p_ptr->total_weight / 10.0F);
	panel_line(p, TERM_L_GREEN, "Speed", "%s", show_speed());
	panel_line(p, TERM_L_GREEN, "Max Depth", "%s", show_depth());

	return p;
}
Exemple #5
0
static struct panel *get_panel_midleft(void) {
	struct panel *p = panel_allocate(9);
	int diff = weight_remaining(player);
	byte attr = diff < 0 ? COLOUR_L_RED : COLOUR_L_GREEN;

	panel_line(p, max_color(player->lev, player->max_lev),
			"Level", "%d", player->lev);
	panel_line(p, max_color(player->exp, player->max_exp),
			"Cur Exp", "%d", player->exp);
	panel_line(p, COLOUR_L_GREEN, "Max Exp", "%d", player->max_exp);
	panel_line(p, COLOUR_L_GREEN, "Adv Exp", "%s", show_adv_exp());
	panel_space(p);
	panel_line(p, COLOUR_L_GREEN, "Gold", "%d", player->au);
	panel_line(p, attr, "Burden", "%.1f lb",
			   player->upkeep->total_weight / 10.0F);
	panel_line(p, attr, "Overweight", "%d.%d lb", -diff / 10, abs(diff) % 10);
	panel_line(p, COLOUR_L_GREEN, "Max Depth", "%s", show_depth());

	return p;
}