예제 #1
0
        /*
         * Special display, part 2c
         *
         * How to print out the modifications and sustains.
         * Positive mods with no sustain will be light green.
         * Positive mods with a sustain will be dark green.
         * Sustains (with no modification) will be a dark green 's'.
         * Negative mods (from a curse) will be red.
         * Huge mods (>9), like from MICoMorgoth, will be a '*'
         * No mod, no sustain, will be a slate '.'
         */
        static void display_player_sust_info()
        {
            int j, stat;

            Player.Player p_ptr = Player.Player.instance;

            Bitflag f = new Bitflag(Object_Flag.SIZE);

            Object_Flag[] stat_flags    = new Object_Flag[(int)Stat.Max];
            Object_Flag[] sustain_flags = new Object_Flag[(int)Stat.Max];

            ConsoleColor a;
            char         c;


            /* Row */
            int row = 2;

            /* Column */
            int col = 26;

            /* Build the stat flags tables */
            stat_flags[(int)Stat.Str]    = Object_Flag.STR;
            stat_flags[(int)Stat.Int]    = Object_Flag.INT;
            stat_flags[(int)Stat.Wis]    = Object_Flag.WIS;
            stat_flags[(int)Stat.Dex]    = Object_Flag.DEX;
            stat_flags[(int)Stat.Con]    = Object_Flag.CON;
            stat_flags[(int)Stat.Chr]    = Object_Flag.CHR;
            sustain_flags[(int)Stat.Str] = Object_Flag.SUST_STR;
            sustain_flags[(int)Stat.Int] = Object_Flag.SUST_INT;
            sustain_flags[(int)Stat.Wis] = Object_Flag.SUST_WIS;
            sustain_flags[(int)Stat.Dex] = Object_Flag.SUST_DEX;
            sustain_flags[(int)Stat.Con] = Object_Flag.SUST_CON;
            sustain_flags[(int)Stat.Chr] = Object_Flag.SUST_CHR;

            /* Header */
            Utilities.c_put_str(ConsoleColor.White, "abcdefghijkl@", row - 1, col);

            /* Process equipment */
            for (int i = Misc.INVEN_WIELD; i < Misc.INVEN_TOTAL; ++i)
            {
                /* Get the object */
                Object.Object o_ptr = p_ptr.inventory[i];

                if (o_ptr.kind == null)
                {
                    col++;
                    continue;
                }

                /* Get the "known" flags */
                o_ptr.object_flags_known(ref f);

                /* Initialize color based of sign of pval. */
                for (stat = 0; stat < (int)Stat.Max; stat++)
                {
                    /* Default */
                    a = ConsoleColor.Gray;
                    c = '.';

                    /* Boost */
                    if (f.has(stat_flags[stat].value))
                    {
                        /* Default */
                        c = '*';

                        /* Work out which pval we're talking about */
                        j = o_ptr.which_pval(stat_flags[stat].value);

                        /* Good */
                        if (o_ptr.pval[j] > 0)
                        {
                            /* Good */
                            a = ConsoleColor.Green;

                            /* Label boost */
                            if (o_ptr.pval[j] < 10)
                            {
                                c = (char)Basic.I2D((char)o_ptr.pval[j]);
                            }
                        }

                        /* Bad */
                        if (o_ptr.pval[j] < 0)
                        {
                            /* Bad */
                            a = ConsoleColor.Red;

                            /* Label boost */
                            if (o_ptr.pval[j] > -10)
                            {
                                c = (char)Basic.I2D((char)-(o_ptr.pval[j]));
                            }
                        }
                    }

                    /* Sustain */
                    if (f.has(sustain_flags[stat].value))
                    {
                        /* Dark green */
                        a = ConsoleColor.DarkGreen;

                        /* Convert '.' to 's' */
                        if (c == '.')
                        {
                            c = 's';
                        }
                    }

                    if ((c == '.') && o_ptr.kind != null && !o_ptr.object_flag_is_known(sustain_flags[stat].value))
                    {
                        c = '?';
                    }

                    /* Dump proper character */
                    Term.putch(col, row + stat, a, c);
                }

                /* Advance */
                col++;
            }

            /* Player flags */
            Player.Player.player_flags(ref f);

            /* Check stats */
            for (stat = 0; stat < (int)Stat.Max; ++stat)
            {
                /* Default */
                a = ConsoleColor.Gray;
                c = '.';

                /* Sustain */
                if (f.has(sustain_flags[stat].value))
                {
                    /* Dark green "s" */
                    a = ConsoleColor.DarkGreen;
                    c = 's';
                }

                /* Dump */
                Term.putch(col, row + stat, a, c);
            }

            /* Column */
            col = 26;

            /* Footer */
            Utilities.c_put_str(ConsoleColor.White, "abcdefghijkl@", row + 6, col);

            /* Equippy */
            display_player_equippy(row + 7, col);
        }