Files
nethack/win/Qt/qt_stat.cpp
PatR ec5772d6d2 Qt hitpointbar
Add support for the 'hitpointbar' to the Qt interface.  Rather
than rendering the status title (name+rank or name+monster_species)
using inverse video for leading substring to produce distinct left
and right sides, draw a horizontal bar above that field.

The left portion (current health) is thicker and uses red for <10%
or <5hp, orange for <25% or <10hp, yellow for <50%, green for <75%,
blue for <100%, and black for 100%.

The right portion (missing maximum health) is thinner and runs
from white (paired with red), light gray (paired with orange),
dark gray (with yellow), plain gray (which turns out to be darker
than dark gray, with green), dark blue (with blue), and black (but
black is never shown for injury portion because that's suppressed
when at full health).

Qt already supports a square frame around the hero's map tile that
changes color according to health.  Turning the hitpointbar option
Off or On has no effect on that.
2020-10-25 15:47:49 -07:00

756 lines
23 KiB
C++

// Copyright (c) Warwick Allison, 1999.
// Qt4 conversion copyright (c) Ray Chason, 2012-2014.
// NetHack may be freely redistributed. See license for details.
// qt_stat.cpp -- status window, upper right portion of the overall window
extern "C" {
#include "hack.h"
}
#include "qt_pre.h"
#include <QtGui/QtGui>
#if QT_VERSION >= 0x050000
#include <QtWidgets/QtWidgets>
#endif
#include "qt_post.h"
#include "qt_stat.h"
#include "qt_stat.moc"
#include "qt_set.h"
#include "qt_str.h"
#include "qt_xpms.h"
extern const char *enc_stat[]; /* from botl.c */
extern const char *hu_stat[]; /* from eat.c */
namespace nethack_qt_ {
NetHackQtStatusWindow::NetHackQtStatusWindow() :
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, "_"), // exp displayed as Xp/Exp but exp widget used for padding
align(this,"Alignment"),
time(this,"Time"),
score(this,"Score"),
hunger(this,""),
encumber(this,""),
stoned(this,"Stone"),
slimed(this,"Slime"),
strngld(this,"Strngl"),
sick_fp(this,"FoodPois"),
sick_il(this,"TermIll"),
stunned(this,"Stun"),
confused(this,"Conf"),
hallu(this,"Hallu"),
blind(this,""),
deaf(this,"Deaf"),
lev(this,"Lev"),
fly(this,"Fly"),
ride(this,"Ride"),
hpbar_health(this),
hpbar_injury(this),
hline1(this),
hline2(this),
hline3(this),
cursy(0),
first_set(true),
alreadyfullhp(false)
{
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_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);
p_stoned = QPixmap(stone_xpm);
p_slimed = QPixmap(slime_xpm);
p_strngld = QPixmap(strngl_xpm);
p_sick_fp = QPixmap(sick_fp_xpm);
p_sick_il = QPixmap(sick_il_xpm);
p_stunned = QPixmap(stunned_xpm);
p_confused = QPixmap(confused_xpm);
p_hallu = QPixmap(hallu_xpm);
p_blind = QPixmap(blind_xpm);
p_deaf = QPixmap(deaf_xpm);
p_lev = QPixmap(lev_xpm);
p_fly = QPixmap(fly_xpm);
p_ride = QPixmap(ride_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);
encumber.setIcon(p_encumber[0]);
stoned.setIcon(p_stoned);
slimed.setIcon(p_slimed);
strngld.setIcon(p_strngld);
sick_fp.setIcon(p_sick_fp);
sick_il.setIcon(p_sick_il);
stunned.setIcon(p_stunned);
confused.setIcon(p_confused);
hallu.setIcon(p_hallu);
blind.setIcon(p_blind);
deaf.setIcon(p_deaf);
lev.setIcon(p_lev);
fly.setIcon(p_fly);
ride.setIcon(p_ride);
// separator lines
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);
QHBoxLayout *hpbar = InitHitpointBar();
#if 1 //RLC
name.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Minimum);
dlevel.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Minimum);
QVBoxLayout *vbox = new QVBoxLayout();
vbox->setSpacing(0);
vbox->addLayout(hpbar);
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(&encumber);
statbox->addWidget(&stoned);
statbox->addWidget(&slimed);
statbox->addWidget(&strngld);
statbox->addWidget(&sick_fp);
statbox->addWidget(&sick_il);
statbox->addWidget(&stunned);
statbox->addWidget(&confused);
statbox->addWidget(&hallu);
statbox->addWidget(&blind);
statbox->addWidget(&deaf);
statbox->addWidget(&lev);
statbox->addWidget(&fly);
statbox->addWidget(&ride);
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);
encumber.setFont(normal);
stoned.setFont(normal);
slimed.setFont(normal);
strngld.setFont(normal);
sick_fp.setFont(normal);
sick_il.setFont(normal);
stunned.setFont(normal);
confused.setFont(normal);
hallu.setFont(normal);
blind.setFont(normal);
deaf.setFont(normal);
lev.setFont(normal);
fly.setFont(normal);
ride.setFont(normal);
updateStats();
}
QWidget* NetHackQtStatusWindow::Widget() { return this; }
void NetHackQtStatusWindow::Clear()
{
}
void NetHackQtStatusWindow::Display(bool block UNUSED)
{
}
void NetHackQtStatusWindow::CursorTo(int,int y)
{
cursy=y;
}
void NetHackQtStatusWindow::PutStr(int attr UNUSED, const QString& text UNUSED)
{
// 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; // <Name> the <Class> (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;
encumber.setGeometry(x,y,iw,lh); x+=iw;
stoned.setGeometry(x,y,iw,lh); x+=iw;
slimed.setGeometry(x,y,iw,lh); x+=iw;
strngld.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;
stunned.setGeometry(x,y,iw,lh); x+=iw;
confused.setGeometry(x,y,iw,lh); x+=iw;
hallu.setGeometry(x,y,iw,lh); x+=iw;
blind.setGeometry(x,y,iw,lh); x+=iw;
deaf.setGeometry(x,y,iw,lh); x+=iw;
lev.setGeometry(x,y,iw,lh); x+=iw;
fly.setGeometry(x,y,iw,lh); x+=iw;
ride.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. [Actually it isn't used at all.]
*/
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();
encumber.dissipateHighlight();
stoned.dissipateHighlight();
slimed.dissipateHighlight();
strngld.dissipateHighlight();
sick_fp.dissipateHighlight();
sick_il.dissipateHighlight();
stunned.dissipateHighlight();
confused.dissipateHighlight();
hallu.dissipateHighlight();
blind.dissipateHighlight();
deaf.dissipateHighlight();
lev.dissipateHighlight();
fly.dissipateHighlight();
ride.dissipateHighlight();
}
// hitpointbar: two panels: left==current health, right==missing max health
QHBoxLayout *NetHackQtStatusWindow::InitHitpointBar()
{
hpbar_health.setFrameStyle(QFrame::NoFrame);
hpbar_health.setMaximumHeight(9);
hpbar_health.setAutoFillBackground(true);
if (!iflags.wc2_hitpointbar)
hpbar_health.hide();
hpbar_injury.setFrameStyle(QFrame::NoFrame);
/* health portion has thickness 9, injury portion just 3 */
hpbar_injury.setMaximumHeight(3);
hpbar_injury.setContentsMargins(0, 3, 0, 3); // left,top,right,bottom
hpbar_injury.setAutoFillBackground(true);
hpbar_injury.hide(); // only shown when hitpointbar is On and uhp < uhpmax
QHBoxLayout *hpbar = new QHBoxLayout;
hpbar->setSpacing(0);
hpbar->setMargin(0);
hpbar->addWidget(&hpbar_health);
hpbar->setAlignment(&hpbar_health, Qt::AlignLeft);
hpbar->addWidget(&hpbar_injury);
hpbar->setAlignment(&hpbar_injury, Qt::AlignRight);
return hpbar; // caller will add our result to vbox layout
}
// when hitpoint bar is enabled, calculate and draw it, otherwise remove it
void NetHackQtStatusWindow::HitpointBar()
{
// a style sheet is used to specify color for otherwise blank labels;
// barcolors[][*]: column [0=left] is current health, [1=right] is injury
static const char
*styleformat = "QLabel { background-color : %s ; color : transparent ;"
" min-width : %d ; max-width %d }",
*barcolors[6][2] = {
{ "black", "black" }, // 100% /* second black never shown */
{ "blue", "darkBlue" }, //75..99
// gray is darker than darkGray for some reason (at least on OSX)...
// green and orange would look better if they were lighter/brighter
{ "green", "gray" }, //50..74
{ "yellow", "darkGray" }, //25..49
{ "#ff7f00", "lightGray" }, //10..24 /* #ff7f00=="orange" */
{ "red", "white" }, // 0..9
};
/*
* tty and curses use inverse video characters in the left portion
* of the name+rank string to reflect hero's health. We draw a
* separate line above the name+rank field instead. The left side
* of the line indicates current health. The right side is only
* shown when injured and indicates missing amount of maximum health.
*/
if (iflags.wc2_hitpointbar) {
int colorindx, w,
ihp = Upolyd ? u.mh : u.uhp,
ihpmax = Upolyd ? u.mhmax : u.uhpmax;
ihp = std::max(std::min(ihp, ihpmax), 0);
int pct = 100 * ihp / ihpmax,
lox = hline1.x(),
hix = lox + hline1.width() - 1;
QRect geoH = hpbar_health.geometry(),
geoI = hpbar_injury.geometry();
QString styleH, styleI;
if (ihp < ihpmax) {
// health is less than full;
// use red for extreme low health even if the percentage is
// above the usual threshold (which will happen when maximum
// health is very low); do a similar threshold override for
// orange even though it can be distracting for low level hero
colorindx = (pct < 10 || ihp < 5) ? 5 // red | white
: (pct < 25 || ihp < 10 ) ? 4 // orange | lightGray
: (pct < 50) ? 3 // yellow | darkGray*
: (pct < 75) ? 2 // green | gray*
: 1; // blue | darkBlue
int pxl_health = (hix - lox + 1) * ihp / ihpmax;
geoH.setRight(std::min(lox + pxl_health - 1, hix));
hpbar_health.setGeometry(geoH);
w = geoH.right() - geoH.left() + 1; // might yield 0 (ie, if dead)
styleH.sprintf(styleformat, barcolors[colorindx][0], w, w);
hpbar_health.setStyleSheet(styleH);
// style sheet should be doing this but width was sticking at full
hpbar_health.setMaximumWidth(w);
hpbar_health.show(); // don't need to hide() if/when width is 0
int oldleft = geoI.left();
geoI.setLeft(geoH.right() + 1);
geoI.setRight(hix);
hpbar_injury.setGeometry(geoI);
w = geoI.right() - geoI.left() + 1;
styleI.sprintf(styleformat, barcolors[colorindx][1], w, w);
hpbar_injury.setStyleSheet(styleI);
if (geoI.left() != oldleft)
hpbar_injury.move(geoI.left(), geoI.top());
hpbar_injury.show();
alreadyfullhp = false;
} else if (!alreadyfullhp) { // skip if unchanged
// health is full
colorindx = 0; // black | (not used)
hpbar_injury.hide();
geoI.setLeft(hix); // hix + 1
hpbar_injury.setGeometry(geoI);
geoH.setRight(hix);
hpbar_health.setGeometry(geoH);
w = geoH.right() - geoH.left() + 1;
styleH.sprintf(styleformat, barcolors[colorindx][0], w, w);
hpbar_health.setStyleSheet(styleH);
hpbar_health.setMaximumWidth(w); // (see above)
hpbar_health.show();
alreadyfullhp = true;
}
} else {
// hitpoint bar is disabled
hpbar_health.hide();
hpbar_injury.hide();
alreadyfullhp = false;
}
}
/*
* 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, Str/Dex/&c characteristics, alignment, score
*
* Information on the second line:
* dlvl, gold, hp, power, ac, {level & exp or HD **}
* status (hunger, encumbrance, sick, stun, conf, halu, blind), time
*
* [**] HD is shown instead of level and exp when hero is polymorphed.
*/
void NetHackQtStatusWindow::updateStats()
{
if (!parentWidget()) return;
QString buf;
const char *text;
if (cursy != 0) return; /* do a complete update when line 0 is done */
HitpointBar();
int st = ACURR(A_STR);
if (st > STR18(100)) {
buf.sprintf("Str:%d", st - 100); // 19..25
} else if (st == STR18(100)) {
buf.sprintf("Str:18/**"); // 18/100
} else if (st > 18) {
buf.sprintf("Str:18/%02d", st - 18); // 18/01..18/99
} else {
buf.sprintf("Str:%d", st); // 3..18
}
str.setLabel(buf, NetHackQtLabelledIcon::NoNum, (long) st);
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.ForceResize();
hunger.show();
}
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.ForceResize();
encumber.show();
}
if (Stoned) stoned.show(); else stoned.hide();
if (Slimed) slimed.show(); else slimed.hide();
if (Strangled) strngld.show(); else strngld.hide();
if (Sick) {
/* FoodPois or TermIll or both */
if (u.usick_type & SICK_VOMITABLE) { /* food poisoning */
sick_fp.show();
} else {
sick_fp.hide();
}
if (u.usick_type & SICK_NONVOMITABLE) { /* terminally ill */
sick_il.show();
} else {
sick_il.hide();
}
} else {
sick_fp.hide();
sick_il.hide();
}
if (Stunned) stunned.show(); else stunned.hide();
if (Confusion) confused.show(); else confused.hide();
if (Hallucination) hallu.show(); else hallu.hide();
// [pr - Why is blind handled differently from other on/off conditions?]
if (Blind) {
blind.setLabel("Blind");
blind.show();
} else {
blind.hide();
}
if (Deaf) deaf.show(); else deaf.hide();
// flying is blocked when levitating, so Lev and Fly are mutually exclusive
if (Levitation) lev.show(); else lev.hide();
if (Flying) fly.show(); else fly.hide();
if (u.usteed) ride.show(); else ride.hide();
if (Upolyd) {
buf = nh_capitalize_words(mons[u.umonnum].mname);
} else {
buf = rank_of(u.ulevel, g.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)) {
Sprintf(buf3, "%s, level %d",
g.dungeons[u.uz.dnum].dname, ::depth(&u.uz));
}
// false: always highlight as 'change for the better' regardless of
// new depth compared to old
dlevel.setLabel(buf3, false);
gold.setLabel("Au:", money_cnt(g.invent));
if (Upolyd) {
// You're a monster!
buf.sprintf("/%d", u.mhmax);
hp.setLabel("HP:", std::max((long) u.mh, 0L), buf);
level.setLabel("HD:", (long) mons[u.umonnum].mlevel); // hit dice
// Exp points are not shown when HD is displayed instead of Xp level
} else {
// You're normal.
buf.sprintf("/%d", u.uhpmax);
hp.setLabel("HP:", std::max((long) u.uhp, 0L), buf);
// if Exp points are to be displayed, append them to Xp level;
// up/down highlighting becomes tricky--don't try very hard
if (::flags.showexp) {
buf.sprintf("%ld/%ld", (long) u.ulevel, (long) u.uexp);
level.setLabel("Level:" + buf,
NetHackQtLabelledIcon::NoNum, (long) u.uexp);
} else {
level.setLabel("Level:", (long) u.ulevel);
}
}
buf.sprintf("/%d", u.uenmax);
power.setLabel("Pow:", u.uen, buf);
ac.setLabel("AC:", (long) u.uac);
//if (::flags.showexp) {
// exp.setLabel("Exp:", (long) u.uexp);
//} else {
// 'exp' is now only used to pad the line that Xp/Exp is displayed on
exp.setLabel("");
//}
text = NULL;
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";
}
if (text) {
// false: don't highlight as 'became lower' even if the internal
// numeric value is becoming lower (N -> C, L -> N || C)
align.setLabel(text, false);
// without this, the ankh pixmap shifts from centered to left
// justified relative to the label text for some unknown reason...
align.ForceResize();
}
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(); -- 'exp' is just padding
align.highlightWhenChanging();
// don't highlight 'time' because it changes almost continuously
//time.highlightWhenChanging();
score.highlightWhenChanging();
hunger.highlightWhenChanging();
encumber.highlightWhenChanging();
stoned.highlightWhenChanging();
slimed.highlightWhenChanging();
strngld.highlightWhenChanging();
sick_fp.highlightWhenChanging();
sick_il.highlightWhenChanging();
stunned.highlightWhenChanging();
confused.highlightWhenChanging();
hallu.highlightWhenChanging();
blind.highlightWhenChanging();
deaf.highlightWhenChanging();
lev.highlightWhenChanging();
fly.highlightWhenChanging();
ride.highlightWhenChanging();
}
}
/*
* Turn off hilighted status values after a certain amount of turns.
*/
void NetHackQtStatusWindow::checkTurnEvents()
{
}
// clicking on status window runs #attributes (^X)
void NetHackQtStatusWindow::mousePressEvent(QMouseEvent *event UNUSED)
{
QWidget *main = NetHackQtBind::mainWidget();
(static_cast <NetHackQtMainWindow *> (main))->FuncAsCommand(doattributes);
}
} // namespace nethack_qt_