Пример #1
0
void myatoi(char *str1)
{
int ch[] = {0},i=0,j=0;
P_S(str1);
while(*str1)
{
P_C(*str1);
i = (i*10) + (*str1++);
//*str1++;
P_I(i);
}
}
Пример #2
0
static int get_panel(int oid, data_panel *panel, size_t size)
{
	int ret = (s32b) size;
	switch(oid)
	{
  case 1:
  {
	int i = 0;
	assert( size >= (u32b) boundaries[1].page_rows);
	ret = boundaries[1].page_rows;
	P_I(TERM_L_BLUE, "Name",	"%y",	s2u(op_ptr->full_name), END  );
	P_I(TERM_L_BLUE, "Sex",		"%y",	s2u(sp_ptr->title), END  );
	P_I(TERM_L_BLUE, "Race",	"%y",	s2u(rp_ptr->name), END  );
	P_I(TERM_L_BLUE, "Class",	"%y",	s2u(cp_ptr->name), END  );
	P_I(TERM_L_BLUE, "Title",	"%y",	s2u(show_title()), END  );
	P_I(TERM_L_BLUE, "HP",	"%y/%y",	i2u(p_ptr->chp), i2u(p_ptr->mhp)  );
	P_I(TERM_L_BLUE, "SP",	"%y/%y",	i2u(p_ptr->csp), i2u(p_ptr->msp)  );
	P_I(TERM_L_BLUE, "Level",	"%y",	i2u(p_ptr->lev), END  );
	assert(i == boundaries[1].page_rows);
	return ret;
  }
  case 2:
  {
	int i = 0;
	assert( ret >= boundaries[2].page_rows);
	ret = boundaries[2].page_rows;
	P_I(max_color(p_ptr->lev, p_ptr->max_lev), "Level", "%y", i2u(p_ptr->lev), END  );
	P_I(max_color(p_ptr->exp, p_ptr->max_exp), "Cur Exp", "%y", i2u(p_ptr->exp), END  );
	P_I(TERM_L_GREEN, "Max Exp",	"%y",	i2u(p_ptr->max_exp), END  );
	P_I(TERM_L_GREEN, "Adv Exp",	"%y",	s2u(show_adv_exp()), END  );
	P_I(TERM_L_GREEN, "MaxDepth",	"%y",	s2u(show_depth()), END  );
	P_I(TERM_L_GREEN, "Game Turns",	"%y",	i2u(turn), END  );
	P_I(TERM_L_GREEN, "Standard Turns","%y", i2u(p_ptr->total_energy / 100), END  );
	P_I(TERM_L_GREEN, "Resting Turns","%y",	i2u(p_ptr->resting_turn), END  );
	P_I(TERM_L_GREEN, "Gold",		"%y",	i2u(p_ptr->au), END  );
	assert(i == boundaries[2].page_rows);
	return ret;
  }
  case 3:
  {
	int i = 0;
	assert(ret >= boundaries[3].page_rows);
	ret = boundaries[3].page_rows;
	P_I(TERM_L_BLUE, "Armor", "[%y,%+y]",	i2u(p_ptr->state.dis_ac), i2u(p_ptr->state.dis_to_a)  );
	P_I(TERM_L_BLUE, "Fight", "(%+y,%+y)",	i2u(p_ptr->state.dis_to_h), i2u(p_ptr->state.dis_to_d)  );
	P_I(TERM_L_BLUE, "Melee", "%y",		s2u(show_melee_weapon(&p_ptr->inventory[INVEN_WIELD])), END  );
	P_I(TERM_L_BLUE, "Shoot", "%y",		s2u(show_missile_weapon(&p_ptr->inventory[INVEN_BOW])), END  );
	P_I(TERM_L_BLUE, "Blows", "%y.%y/turn",	i2u(p_ptr->state.num_blow / 100), i2u((p_ptr->state.num_blow / 10) % 10) );
	P_I(TERM_L_BLUE, "Shots", "%y/turn",	i2u(p_ptr->state.num_fire), END  );
	P_I(TERM_L_BLUE, "Infra", "%y ft",	i2u(p_ptr->state.see_infra * 10), END  );
	P_I(TERM_L_BLUE, "Speed", "%y",		s2u(show_speed()), END );
	P_I(TERM_L_BLUE, "Burden","%.1y lbs",	f2u(p_ptr->total_weight/10.0), END  );
	assert(i == boundaries[3].page_rows);
	return ret;
  }
  case 4:
  {
	static struct {
		const char *name;
		int skill;
		int div;
	} skills[] =
	{
		{ "Saving Throw", SKILL_SAVE, 6 },
		{ "Stealth", SKILL_STEALTH, 1 },
		{ "Fighting", SKILL_TO_HIT_MELEE, 12 },
		{ "Shooting", SKILL_TO_HIT_BOW, 12 },
		{ "Disarming", SKILL_DISARM, 8 },
		{ "Magic Device", SKILL_DEVICE, 6 },
		{ "Perception", SKILL_SEARCH_FREQUENCY, 6 },
		{ "Searching", SKILL_SEARCH, 6 }
	};
	int i;
	assert(N_ELEMENTS(skills) == boundaries[4].page_rows);
	ret = N_ELEMENTS(skills);
	if ((u32b) ret > size) ret = size;
	for (i = 0; i < ret; i++)
	{
		s16b skill = p_ptr->state.skills[skills[i].skill];
		panel[i].color = TERM_L_BLUE;
		panel[i].label = skills[i].name;
		if (skills[i].skill == SKILL_SAVE ||
				skills[i].skill == SKILL_SEARCH)
		{
			if (skill < 0) skill = 0;
			if (skill > 100) skill = 100;
			panel[i].fmt = "%y%%";
			panel[i].value[0] = i2u(skill);
			panel[i].color = colour_table[skill / 10];
		}
		else if (skills[i].skill == SKILL_DEVICE)
		{
			panel[i].fmt = "%y";
			panel[i].value[0] = i2u(skill);
			panel[i].color = colour_table[skill / 13];
		}
		else if (skills[i].skill == SKILL_SEARCH_FREQUENCY)
		{
			if (skill <= 0) skill = 1;
			if (skill >= 50)
			{
				panel[i].fmt = "1 in 1";
				panel[i].color = colour_table[10];
			}
			else
			{
				/* convert to % chance of searching */
				skill = 50 - skill;
				panel[i].fmt = "1 in %y";
				panel[i].value[0] = i2u(skill);
				panel[i].color =
					colour_table[(100 - skill*2) / 10];
			}
		}
		else if (skills[i].skill == SKILL_DISARM)
		{
			/* assume disarming a dungeon trap */
			skill -= 5;
			if (skill > 100) skill = 100;
			if (skill < 2) skill = 2;
			panel[i].fmt = "%y%%";
			panel[i].value[0] = i2u(skill);
			panel[i].color = colour_table[skill / 10];
		}
		else
		{
			panel[i].fmt = "%y";
			panel[i].value[0] = s2u(likert(skill, skills[i].div, &panel[i].color));
		}
	}
	return ret;
  }
  case 5:
  {
	int i = 0;
	assert(ret >= boundaries[5].page_rows);
	ret = boundaries[5].page_rows;
	P_I(TERM_L_BLUE, "Age",			"%y",	i2u(p_ptr->age), END );
	P_I(TERM_L_BLUE, "Height",		"%y",	i2u(p_ptr->ht), END  );
	P_I(TERM_L_BLUE, "Weight",		"%y",	i2u(p_ptr->wt), END  );
	P_I(TERM_L_BLUE, "Social",		"%y",	s2u(show_status()), END  );
	P_I(TERM_L_BLUE, "Maximize",	"%y",	c2u(OPT(birth_maximize) ? 'Y' : 'N'), END);
#if 0
	/* Preserve mode deleted */
	P_I(TERM_L_BLUE, "Preserve",	"%y",	c2u(birth_preserve ? 'Y' : 'N'), END);
#endif
	assert(i == boundaries[5].page_rows);
	return ret;
  }
 }
	/* hopefully not reached */
	return 0;
}