// Copyright (c) Warwick Allison, 1999. // Qt4 conversion copyright (c) Ray Chason, 2012-2014. // NetHack may be freely redistributed. See license for details. // qt4stat.cpp -- bindings between the Qt 4 interface and the main code extern "C" { #include "hack.h" } #undef Invisible #undef Warning #undef index #undef msleep #undef rindex #undef wizard #undef yn #undef min #undef max #include #if QT_VERSION >= 0x050000 #include #endif #include "qt4stat.h" #include "qt4stat.moc" #include "qt4set.h" #include "qt4str.h" #include "qt_xpms.h" extern const char *enc_stat[]; /* from botl.c */ extern const char *hu_stat[]; /* from eat.c */ namespace nethack_qt4 { NetHackQtStatusWindow::NetHackQtStatusWindow() : // Notes: // Alignment needs -2 init value, because -1 is an alignment. // Armor Class is an schar, so 256 is out of range. // Blank value is 0 and should never change. name(this,"(name)"), dlevel(this,"(dlevel)"), str(this,"STR"), dex(this,"DEX"), con(this,"CON"), intel(this,"INT"), wis(this,"WIS"), cha(this,"CHA"), gold(this,"Gold"), hp(this,"Hit Points"), power(this,"Power"), ac(this,"Armour Class"), level(this,"Level"), exp(this,"Experience"), align(this,"Alignment"), time(this,"Time"), score(this,"Score"), hunger(this,""), confused(this,"Confused"), sick_fp(this,"Sick"), sick_il(this,"Ill"), blind(this,""), stunned(this,"Stunned"), hallu(this,"Hallu"), encumber(this,""), hline1(this), hline2(this), hline3(this), first_set(true) { p_str = QPixmap(str_xpm); p_str = QPixmap(str_xpm); p_dex = QPixmap(dex_xpm); p_con = QPixmap(cns_xpm); p_int = QPixmap(int_xpm); p_wis = QPixmap(wis_xpm); p_cha = QPixmap(cha_xpm); p_chaotic = QPixmap(chaotic_xpm); p_neutral = QPixmap(neutral_xpm); p_lawful = QPixmap(lawful_xpm); p_satiated = QPixmap(satiated_xpm); p_hungry = QPixmap(hungry_xpm); p_confused = QPixmap(confused_xpm); p_sick_fp = QPixmap(sick_fp_xpm); p_sick_il = QPixmap(sick_il_xpm); p_blind = QPixmap(blind_xpm); p_stunned = QPixmap(stunned_xpm); p_hallu = QPixmap(hallu_xpm); p_encumber[0] = QPixmap(slt_enc_xpm); p_encumber[1] = QPixmap(mod_enc_xpm); p_encumber[2] = QPixmap(hvy_enc_xpm); p_encumber[3] = QPixmap(ext_enc_xpm); p_encumber[4] = QPixmap(ovr_enc_xpm); str.setIcon(p_str); dex.setIcon(p_dex); con.setIcon(p_con); intel.setIcon(p_int); wis.setIcon(p_wis); cha.setIcon(p_cha); align.setIcon(p_neutral); hunger.setIcon(p_hungry); confused.setIcon(p_confused); sick_fp.setIcon(p_sick_fp); sick_il.setIcon(p_sick_il); blind.setIcon(p_blind); stunned.setIcon(p_stunned); hallu.setIcon(p_hallu); encumber.setIcon(p_encumber[0]); hline1.setFrameStyle(QFrame::HLine|QFrame::Sunken); hline2.setFrameStyle(QFrame::HLine|QFrame::Sunken); hline3.setFrameStyle(QFrame::HLine|QFrame::Sunken); hline1.setLineWidth(1); hline2.setLineWidth(1); hline3.setLineWidth(1); #if 1 //RLC name.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Minimum); dlevel.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Minimum); QVBoxLayout *vbox = new QVBoxLayout(); vbox->setSpacing(0); vbox->addWidget(&name); vbox->addWidget(&dlevel); vbox->addWidget(&hline1); QHBoxLayout *atr1box = new QHBoxLayout(); atr1box->addWidget(&str); atr1box->addWidget(&dex); atr1box->addWidget(&con); atr1box->addWidget(&intel); atr1box->addWidget(&wis); atr1box->addWidget(&cha); vbox->addLayout(atr1box); vbox->addWidget(&hline2); QHBoxLayout *atr2box = new QHBoxLayout(); atr2box->addWidget(&gold); atr2box->addWidget(&hp); atr2box->addWidget(&power); atr2box->addWidget(&ac); atr2box->addWidget(&level); atr2box->addWidget(&exp); vbox->addLayout(atr2box); vbox->addWidget(&hline3); QHBoxLayout *timebox = new QHBoxLayout(); timebox->addWidget(&time); timebox->addWidget(&score); vbox->addLayout(timebox); QHBoxLayout *statbox = new QHBoxLayout(); statbox->addWidget(&align); statbox->addWidget(&hunger); statbox->addWidget(&confused); statbox->addWidget(&sick_fp); statbox->addWidget(&sick_il); statbox->addWidget(&blind); statbox->addWidget(&stunned); statbox->addWidget(&hallu); statbox->addWidget(&encumber); statbox->setAlignment(Qt::AlignLeft|Qt::AlignVCenter); vbox->addLayout(statbox); setLayout(vbox); #endif connect(qt_settings,SIGNAL(fontChanged()),this,SLOT(doUpdate())); doUpdate(); } void NetHackQtStatusWindow::doUpdate() { const QFont& large=qt_settings->largeFont(); name.setFont(large); dlevel.setFont(large); const QFont& normal=qt_settings->normalFont(); str.setFont(normal); dex.setFont(normal); con.setFont(normal); intel.setFont(normal); wis.setFont(normal); cha.setFont(normal); gold.setFont(normal); hp.setFont(normal); power.setFont(normal); ac.setFont(normal); level.setFont(normal); exp.setFont(normal); align.setFont(normal); time.setFont(normal); score.setFont(normal); hunger.setFont(normal); confused.setFont(normal); sick_fp.setFont(normal); sick_il.setFont(normal); blind.setFont(normal); stunned.setFont(normal); hallu.setFont(normal); encumber.setFont(normal); updateStats(); } QWidget* NetHackQtStatusWindow::Widget() { return this; } void NetHackQtStatusWindow::Clear() { } void NetHackQtStatusWindow::Display(bool block) { } void NetHackQtStatusWindow::CursorTo(int,int y) { cursy=y; } void NetHackQtStatusWindow::PutStr(int attr, const QString& text) { // do a complete update when line 0 is done (as per X11 fancy status) if (cursy==0) updateStats(); } #if 0 // RLC void NetHackQtStatusWindow::resizeEvent(QResizeEvent*) { #if 0 const float SP_name=0.13; // the (large) const float SP_dlev=0.13; // Level 3 in The Dungeons of Doom (large) const float SP_atr1=0.25; // STR DEX CON INT WIS CHA const float SP_hln1=0.02; // --- const float SP_atr2=0.09; // Au HP PW AC LVL EXP const float SP_hln2=0.02; // --- const float SP_time=0.09; // time score const float SP_hln3=0.02; // --- const float SP_stat=0.25; // Alignment, Poisoned, Hungry, Sick, etc. int h=height(); int x=0,y=0; int iw; // Width of an item across line int lh; // Height of a line of values lh=int(h*SP_name); name.setGeometry(0,0,width(),lh); y+=lh; lh=int(h*SP_dlev); dlevel.setGeometry(0,y,width(),lh); y+=lh; lh=int(h*SP_hln1); hline1.setGeometry(0,y,width(),lh); y+=lh; lh=int(h*SP_atr1); iw=width()/6; str.setGeometry(x,y,iw,lh); x+=iw; dex.setGeometry(x,y,iw,lh); x+=iw; con.setGeometry(x,y,iw,lh); x+=iw; intel.setGeometry(x,y,iw,lh); x+=iw; wis.setGeometry(x,y,iw,lh); x+=iw; cha.setGeometry(x,y,iw,lh); x+=iw; x=0; y+=lh; lh=int(h*SP_hln2); hline2.setGeometry(0,y,width(),lh); y+=lh; lh=int(h*SP_atr2); iw=width()/6; gold.setGeometry(x,y,iw,lh); x+=iw; hp.setGeometry(x,y,iw,lh); x+=iw; power.setGeometry(x,y,iw,lh); x+=iw; ac.setGeometry(x,y,iw,lh); x+=iw; level.setGeometry(x,y,iw,lh); x+=iw; exp.setGeometry(x,y,iw,lh); x+=iw; x=0; y+=lh; lh=int(h*SP_hln3); hline3.setGeometry(0,y,width(),lh); y+=lh; lh=int(h*SP_time); iw=width()/3; x+=iw/2; time.setGeometry(x,y,iw,lh); x+=iw; score.setGeometry(x,y,iw,lh); x+=iw; x=0; y+=lh; lh=int(h*SP_stat); iw=width()/9; align.setGeometry(x,y,iw,lh); x+=iw; hunger.setGeometry(x,y,iw,lh); x+=iw; confused.setGeometry(x,y,iw,lh); x+=iw; sick_fp.setGeometry(x,y,iw,lh); x+=iw; sick_il.setGeometry(x,y,iw,lh); x+=iw; blind.setGeometry(x,y,iw,lh); x+=iw; stunned.setGeometry(x,y,iw,lh); x+=iw; hallu.setGeometry(x,y,iw,lh); x+=iw; encumber.setGeometry(x,y,iw,lh); x+=iw; x=0; y+=lh; #else // This is clumsy. But QLayout objects are proving balky. int row[10]; row[0] = name.sizeHint().height(); row[1] = dlevel.sizeHint().height(); row[2] = h.sizeHint().height(); #endif } #endif /* * Set all widget values to a null string. This is used after all spacings * have been calculated so that when the window is popped up we don't get all * kinds of funny values being displayed. */ void NetHackQtStatusWindow::nullOut() { } void NetHackQtStatusWindow::fadeHighlighting() { name.dissipateHighlight(); dlevel.dissipateHighlight(); str.dissipateHighlight(); dex.dissipateHighlight(); con.dissipateHighlight(); intel.dissipateHighlight(); wis.dissipateHighlight(); cha.dissipateHighlight(); gold.dissipateHighlight(); hp.dissipateHighlight(); power.dissipateHighlight(); ac.dissipateHighlight(); level.dissipateHighlight(); exp.dissipateHighlight(); align.dissipateHighlight(); time.dissipateHighlight(); score.dissipateHighlight(); hunger.dissipateHighlight(); confused.dissipateHighlight(); sick_fp.dissipateHighlight(); sick_il.dissipateHighlight(); blind.dissipateHighlight(); stunned.dissipateHighlight(); hallu.dissipateHighlight(); encumber.dissipateHighlight(); } /* * Update the displayed status. The current code in botl.c updates * two lines of information. Both lines are always updated one after * the other. So only do our update when we update the second line. * * Information on the first line: * name, attributes, alignment, score * * Information on the second line: * dlvl, gold, hp, power, ac, {level & exp or HD **} * status (hunger, conf, halu, stun, sick, blind), time, encumbrance * * [**] HD is shown instead of level and exp if mtimedone is non-zero. */ void NetHackQtStatusWindow::updateStats() { if (!parentWidget()) return; QString buf; const char *text; if (cursy != 0) return; /* do a complete update when line 0 is done */ if (ACURR(A_STR) > 118) { buf.sprintf("STR:%d",ACURR(A_STR)-100); } else if (ACURR(A_STR)==118) { buf.sprintf("STR:18/**"); } else if(ACURR(A_STR) > 18) { buf.sprintf("STR:18/%02d",ACURR(A_STR)-18); } else { buf.sprintf("STR:%d",ACURR(A_STR)); } str.setLabel(buf,NetHackQtLabelledIcon::NoNum,ACURR(A_STR)); dex.setLabel("DEX:",(long)ACURR(A_DEX)); con.setLabel("CON:",(long)ACURR(A_CON)); intel.setLabel("INT:",(long)ACURR(A_INT)); wis.setLabel("WIS:",(long)ACURR(A_WIS)); cha.setLabel("CHA:",(long)ACURR(A_CHA)); const char* hung=hu_stat[u.uhs]; if (hung[0]==' ') { hunger.hide(); } else { hunger.setIcon(u.uhs ? p_hungry : p_satiated); hunger.setLabel(hung); hunger.show(); } if (Confusion) confused.show(); else confused.hide(); if (Sick) { if (u.usick_type & SICK_VOMITABLE) { sick_fp.show(); } else { sick_fp.hide(); } if (u.usick_type & SICK_NONVOMITABLE) { sick_il.show(); } else { sick_il.hide(); } } else { sick_fp.hide(); sick_il.hide(); } if (Blind) { blind.setLabel("Blind"); blind.show(); } else { blind.hide(); } if (Stunned) stunned.show(); else stunned.hide(); if (Hallucination) hallu.show(); else hallu.hide(); const char* enc=enc_stat[near_capacity()]; if (enc[0]==' ' || !enc[0]) { encumber.hide(); } else { encumber.setIcon(p_encumber[near_capacity()-1]); encumber.setLabel(enc); encumber.show(); } if (u.mtimedone) { buf = nh_capitalize_words(mons[u.umonnum].mname); } else { buf = rank_of(u.ulevel, pl_character[0], ::flags.female); } QString buf2; buf2.sprintf("%s the %s", g.plname, buf.toLatin1().constData()); name.setLabel(buf2, NetHackQtLabelledIcon::NoNum, u.ulevel); char buf3[BUFSZ]; if (describe_level(buf3)) { dlevel.setLabel(buf3,true); } else { buf.sprintf("%s, level ", dungeons[u.uz.dnum].dname); dlevel.setLabel(buf,(long)::depth(&u.uz)); } gold.setLabel("Au:", money_cnt(g.invent)); if (u.mtimedone) { // You're a monster! buf.sprintf("/%d", u.mhmax); hp.setLabel("HP:", u.mh > 0 ? u.mh : 0, buf); level.setLabel("HD:",(long)mons[u.umonnum].mlevel); } else { // You're normal. buf.sprintf("/%d", u.uhpmax); hp.setLabel("HP:", u.uhp > 0 ? u.uhp : 0, buf); level.setLabel("Level:",(long)u.ulevel); } buf.sprintf("/%d", u.uenmax); power.setLabel("Pow:", u.uen, buf); ac.setLabel("AC:",(long)u.uac); #ifdef EXP_ON_BOTL if (::flags.showexp) { exp.setLabel("Exp:",(long)u.uexp); } else #endif { exp.setLabel(""); } if (u.ualign.type==A_CHAOTIC) { align.setIcon(p_chaotic); text = "Chaotic"; } else if (u.ualign.type==A_NEUTRAL) { align.setIcon(p_neutral); text = "Neutral"; } else { align.setIcon(p_lawful); text = "Lawful"; } align.setLabel(text); if (::flags.time) time.setLabel("Time:",(long)g.moves); else time.setLabel(""); #ifdef SCORE_ON_BOTL if (::flags.showscore) { score.setLabel("Score:",(long)botl_score()); } else #endif { score.setLabel(""); } if (first_set) { first_set=false; name.highlightWhenChanging(); dlevel.highlightWhenChanging(); str.highlightWhenChanging(); dex.highlightWhenChanging(); con.highlightWhenChanging(); intel.highlightWhenChanging(); wis.highlightWhenChanging(); cha.highlightWhenChanging(); gold.highlightWhenChanging(); hp.highlightWhenChanging(); power.highlightWhenChanging(); ac.highlightWhenChanging(); ac.lowIsGood(); level.highlightWhenChanging(); exp.highlightWhenChanging(); align.highlightWhenChanging(); //time.highlightWhenChanging(); score.highlightWhenChanging(); hunger.highlightWhenChanging(); confused.highlightWhenChanging(); sick_fp.highlightWhenChanging(); sick_il.highlightWhenChanging(); blind.highlightWhenChanging(); stunned.highlightWhenChanging(); hallu.highlightWhenChanging(); encumber.highlightWhenChanging(); } } /* * Turn off hilighted status values after a certain amount of turns. */ void NetHackQtStatusWindow::checkTurnEvents() { } } // namespace nethack_qt4