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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-26 18:10:35 +00:00
hyperrogue/hud.cpp
2020-11-05 15:18:52 +01:00

682 lines
22 KiB
C++

// Hyperbolic Rogue -- Heads-Up Display
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file hud.cpp
* \brief Heads-Up display: items collected, monsters killed, radar, etc.
*/
#include "hyper.h"
namespace hr {
EX purehookset hooks_stats;
EX int monsterclass(eMonster m) {
if(isFriendly(m) || m == moTortoise) return 1;
else if(isMonsterPart(m)) return 2;
else return 0;
}
EX int glyphclass(int i) {
if(i < ittypes) {
eItem it = eItem(i);
return itemclass(it) == IC_TREASURE ? 0 : 1;
}
else {
eMonster m = eMonster(i-ittypes);
return monsterclass(m) == 0 ? 2 : 3;
}
}
EX int subclass(int i) {
if(i < ittypes)
return itemclass(eItem(i));
else
return monsterclass(eMonster(i-ittypes));
}
#define GLYPH_MARKTODO 1
#define GLYPH_MARKOVER 2
#define GLYPH_LOCAL 4
#define GLYPH_IMPORTANT 8
#define GLYPH_NONUMBER 16
#define GLYPH_DEMON 32
#define GLYPH_RUNOUT 64
#define GLYPH_INPORTRAIT 128
#define GLYPH_LOCAL2 256
#define GLYPH_TARGET 512
#define GLYPH_INSQUARE 1024
#if HDR
enum eGlyphsortorder {
gsoFirstTop, gsoFirstBottom,
gsoLastTop, gsoLastBottom,
gsoLand, gsoValue,
gsoMAX
};
#endif
EX eGlyphsortorder glyphsortorder;
int zero = 0;
int& ikmerge(int i) {
if(i < ittypes) return items[i];
else if(i == ittypes) return zero;
else return kills[i-ittypes];
}
bool ikappear(int i) {
if(i == itInventory && inv::on) return true;
return ikmerge(i);
}
const int glyphs = ittypes + motypes;
int gfirsttime[glyphs], glasttime[glyphs], gcopy[glyphs], ikland[glyphs];
int glyphorder[glyphs];
int glyphphase[glyphs];
int glyph_lastticks;
void updatesort() {
for(int i=0; i<glyphs; i++) {
int ik = ikmerge(i);
if(ikappear(i) && gfirsttime[i] == 0)
gfirsttime[i] = ticks;
if(ik != gcopy[i])
gcopy[i] = ik, glasttime[i] = ticks;
int& gp = glyphphase[i];
if(ticks <= glasttime[i]+500)
gp += (ticks - glyph_lastticks);
else if((gp % 500) && ((i >= ittypes) || i == itTerra)) {
int a = gp;
gp += (ticks - glyph_lastticks);
if(a/500 != gp/500)
gp = gp/500*500;
}
}
glyph_lastticks = ticks;
}
EX void preparesort() {
for(int i=0; i<glyphs; i++) glyphorder[i] = i;
for(int i=0; i<isize(land_over); i++) {
eLand l = land_over[i];
ikland[treasureType(l)] = i+1;
for(int mi=0; mi<motypes; mi++)
if(isNative(l, eMonster(mi)))
ikland[mi+ittypes] = i+1;
}
glyphsortorder = gsoLand; updatesort();
glyphsortorder = gsoFirstTop;
}
int glyphsortkey = 0;
int glyphcorner(int i) {
if(i < ittypes)
return itemclass(eItem(i)) == IC_ORB ? 3 : 0;
else
return 1;
}
bool glyphsort(int i, int j) {
if(subclass(i) != subclass(j))
return subclass(i) < subclass(j);
if(glyphsortorder == gsoFirstTop)
return gfirsttime[i] < gfirsttime[j];
if(glyphsortorder == gsoFirstBottom)
return gfirsttime[i] > gfirsttime[j];
if(glyphsortorder == gsoLastTop)
return glasttime[i] > glasttime[j];
if(glyphsortorder == gsoLastBottom)
return glasttime[i] < glasttime[j];
if(glyphsortorder == gsoValue)
return ikmerge(i) > ikmerge(j);
if(glyphsortorder == gsoLand)
return ikland[i] < ikland[j];
return 0;
}
int glyphflags(int gid) {
int f = 0;
if(gid < ittypes) {
eItem i = eItem(gid);
if(itemclass(i) == IC_NAI) f |= GLYPH_NONUMBER;
if(isElementalShard(i)) {
f |= GLYPH_LOCAL | GLYPH_INSQUARE;
if(i == localshardof(cwt.at->land)) f |= GLYPH_LOCAL2;
}
if(i == treasureType(cwt.at->land) || daily::on)
f |= GLYPH_LOCAL | GLYPH_LOCAL2 | GLYPH_IMPORTANT | GLYPH_INSQUARE;
if(i == itHolyGrail) {
if(items[i] >= 3 && !inv::on) f |= GLYPH_MARKOVER;
}
else if(itemclass(i) == IC_TREASURE) {
if(items[i] >= 25 && items[i] < 100 && !inv::on) f |= GLYPH_MARKOVER;
else if(items[i] < 10) f |= GLYPH_MARKTODO;
}
else {
f |= GLYPH_IMPORTANT | GLYPH_INSQUARE;
if(itemclass(i) == IC_ORB && items[i] < 10) f |= GLYPH_RUNOUT;
}
if(i == orbToTarget) f |= GLYPH_TARGET;
f |= GLYPH_INPORTRAIT;
}
else {
eMonster m = eMonster(gid-ittypes);
if(m == moLesser) f |= GLYPH_IMPORTANT | GLYPH_DEMON | GLYPH_INPORTRAIT | GLYPH_INSQUARE;
int isnat = isNative(cwt.at->land, m);
if(isnat) f |= GLYPH_LOCAL | GLYPH_IMPORTANT | GLYPH_INPORTRAIT | GLYPH_INSQUARE;
if(isnat == 2) f |= GLYPH_LOCAL2;
if(m == monsterToSummon) f |= GLYPH_TARGET;
}
return f;
}
EX bool graphglyph() {
// if(GDIM == 3) return false;
return vid.graphglyph == 2 || (vid.graphglyph == 1 && vid.monmode);
}
bool displayglyph(int cx, int cy, int buttonsize, char glyph, color_t color, int qty, int flags, int id) {
bool b =
mousex >= cx && mousex < cx+buttonsize && mousey >= cy-buttonsize/2 && mousey <= cy-buttonsize/2+buttonsize;
int glsize = buttonsize;
if(glyph == '%' || glyph == 'M' || glyph == 'W') glsize = glsize*4/5;
int d = ticks - glasttime[id];
double zoom = (d <= 250 && d >= 0) ? 1.25 - .001 * d : 1;
glsize = int(glsize * zoom);
if(graphglyph()) {
initquickqueue();
if(id >= ittypes) {
eMonster m = eMonster(id - ittypes);
double bsize = buttonsize * 2/3;
if(m == moKrakenH) bsize /= 3;
if(m == moKrakenT || m == moDragonTail) bsize /= 2;
if(m == moSlime) bsize = (2*bsize+1)/3;
transmatrix V = atscreenpos(cx+buttonsize/2, cy, bsize*zoom);
if(isWorm(m) && cgi.wormscale != 1)
for(int i=0; i<GDIM; i++)
V[i][i] /= cgi.wormscale;
int mcol = color;
mcol -= (color & 0xFCFCFC) >> 2;
drawMonsterType(m, NULL, shiftless(V), mcol, glyphphase[id]/500.0, NOCOLOR);
}
else {
eItem it = eItem(id);
double bsize = buttonsize / 2;
if(glyph =='*') bsize *= 2;
if(glyph == '$') bsize = (bsize*5+2)/3;
if(glyph == 'o') bsize = (bsize*3+1)/2;
if(glyph == 't') bsize = bsize*5/2;
if(glyph == '(') bsize = bsize*2.5;
if(it == itWarning) bsize *= 2;
if(it == itBombEgg || it == itTrollEgg || it == itDodeca) bsize = bsize*3/2;
int icol = color;
icol -= (color & 0xFCFCFC) >> 2;
int ic = itemclass(it);
bsize = bsize * zoom;
transmatrix V = atscreenpos(cx+buttonsize/2, cy, bsize);
double t =
(ic == IC_ORB || ic == IC_NAI) ? ticks*2 :
((glyph == 't' && qty%5) || it == itOrbYendor) ? ticks/2 :
it == itTerra ? glyphphase[id] * 3 * M_PI + 900 * M_PI:
glyphphase[id] * 2;
drawItemType(it, NULL, shiftless(V), icol, t, false);
}
sortquickqueue();
quickqueue();
}
else if(glyph == '*')
displaychr(cx + buttonsize/2, cy+buttonsize/4, 0, glsize*3/2, glyph, darkenedby(color, b?0:1));
else
displaychr(cx + buttonsize/2, cy, 0, glsize, glyph, darkenedby(color, b?0:1));
string fl = "";
string str = its(qty);
if(flags & GLYPH_TARGET) fl += "!";
if(flags & GLYPH_LOCAL2) fl += "+";
else if(flags & GLYPH_LOCAL) fl += "-";
if(flags & GLYPH_DEMON) fl += "X";
if(flags & GLYPH_MARKOVER) str += "!";
if(fl != "")
displaystr(cx + buttonsize, cy-buttonsize/2 + buttonsize/4, 0, buttonsize/2, fl, darkenedby(color, 0), 16);
if(flags & GLYPH_NONUMBER) str = "";
int bsize =
(qty < 10 && (flags & (GLYPH_MARKTODO | GLYPH_RUNOUT))) ? buttonsize*3/4 :
qty < 100 ? buttonsize / 2 :
buttonsize / 3;
if(id == moMutant + ittypes && clearing::imputed.nonzero()) {
bignum bn = clearing::imputed + qty;
str = short_form(bn);
bsize = buttonsize / 4;
}
if(str != "") {
if(textwidth(bsize, str) < buttonsize)
displayfr(cx + buttonsize, cy + buttonsize/2 - bsize/2, 1, bsize, str, color, 16);
else
displayfr(cx, cy + buttonsize/2 - bsize/2, 1, bsize, str, color, 0);
}
return b;
}
void displayglyph2(int cx, int cy, int buttonsize, int i) {
char glyph = i < ittypes ? iinf[i].glyph : minf[i-ittypes].glyph;
color_t color = i < ittypes ? iinf[i].color : minf[i-ittypes].color;
int imp = glyphflags(i);
if(displayglyph(cx, cy, buttonsize, glyph, color, ikmerge(i), imp, i)) {
instat = true;
getcstat = SDLK_F1;
if(i < ittypes) {
eItem it = eItem(i);
int t = itemclass(it);
if(t == IC_TREASURE)
mouseovers = XLAT("treasure collected: %1", it);
if(t == IC_OTHER)
mouseovers = XLAT("objects found: %1", it);
if(t == IC_NAI)
mouseovers = XLATT1(it);
if(t == IC_ORB)
mouseovers = XLAT("orb power: %1", eItem(i));
if(it == itGreenStone) {
mouseovers += XLAT(" (click to drop)");
getcstat = 'g';
}
if(it == itStrongWind) {
mouseovers += XLAT(" (click to use)");
getcstat = 't';
}
if(it == itInventory) {
mouseovers += XLAT(" (click to use)");
getcstat = 'i';
}
if(imp & GLYPH_LOCAL) mouseovers += XLAT(" (local treasure)");
help = generateHelpForItem(it);
}
else {
eMonster m = eMonster(i-ittypes);
if(isMonsterPart(m))
mouseovers = s0 + XLAT("parts destroyed: %1", m);
else if(isFriendly(m) && isNonliving(m))
mouseovers = s0 + XLAT("friends destroyed: %1", m);
else if(isFriendly(m))
mouseovers = s0 + XLAT("friends killed: %1", m);
else if(isNonliving(m))
mouseovers = s0 + XLAT("monsters destroyed: %1", m);
else if(m == moTortoise)
mouseovers = s0 + XLAT("animals killed: %1", m);
else
mouseovers = s0 + XLAT("monsters killed: %1", m);
if(imp & GLYPH_LOCAL2) mouseovers += XLAT(" (killing increases treasure spawn)");
else if(imp & GLYPH_LOCAL) mouseovers += XLAT(" (appears here)");
help = generateHelpForMonster(m);
}
}
}
EX bool nohud, nomenukey;
EX hookset<bool()> hooks_prestats;
#if CAP_SHAPES
void drawMobileArrow(int i) {
int dir = i;
cell *c = cwt.at->move(i);
if(!c) return;
transmatrix T = currentmap->adj(cwt.at, i);
// color_t col = getcs().uicolor;
// col -= (col & 0xFF) >> 1;
bool invalid = !legalmoves[dir];
color_t col = cellcolor(c);
if(col == OUTLINE_NONE) col = 0xC0C0C0FF;
col -= (col & 0xFF) >> 1;
if(invalid) col -= (col & 0xFF) >> 1;
if(invalid) col -= (col & 0xFF) >> 1;
poly_outline = OUTLINE_DEFAULT;
// transmatrix m2 = Id;
ld scale = vid.mobilecompasssize * (sphere ? 7 : euclid ? 6 : 5);
// m2[0][0] = scale; m2[1][1] = scale; m2[2][2] = 1;
shiftmatrix U = ggmatrix(cwt.at);
shiftpoint H = tC0(U);
shiftmatrix Centered = rgpushxto0(H);
hyperpoint P = inverse_shift(Centered, U * T * C0);
double alpha = atan2(P[1], P[0]);
using namespace shmupballs;
double dx = xmove + rad*(1+SKIPFAC-.2)/2 * cos(alpha);
double dy = yb + rad*(1+SKIPFAC-.2)/2 * sin(alpha);
queuepolyat(shiftless(atscreenpos(dx, dy, scale) * spin(-alpha)), cgi.shArrow, col, PPR::MOBILE_ARROW);
}
#endif
EX bool nofps = false;
EX color_t crosshair_color = 0xFFFFFFC0;
EX ld crosshair_size = 0;
EX bool long_kills;
/** HUD margin in pixels. In mobile devices we need this margin because the corners are hidden. side==0: top, side==1: bottom */
EX int hud_margin(int side) {
if(ISIOS) return 24;
if(ISANDROID) return 8;
if(ISFAKEMOBILE) return 8;
return 0;
}
EX void draw_crosshair() {
auto& cd = current_display;
auto xc = cd->xcenter;
auto yc = cd->ycenter;
flat_model_enabler fme;
if(crosshair_color && crosshair_size > 0) {
initquickqueue();
vid.linewidth = 1;
queueline(shiftless(tC0(atscreenpos(xc - crosshair_size, yc, 1))), shiftless(tC0(atscreenpos(xc + crosshair_size, yc, 1))), crosshair_color).prio = PPR::SUPERLINE;
queueline(shiftless(tC0(atscreenpos(xc, yc - crosshair_size, 1))), shiftless(tC0(atscreenpos(xc, yc + crosshair_size, 1))), crosshair_color).prio = PPR::SUPERLINE;
quickqueue();
}
return;
}
EX void drawStats() {
if(vid.stereo_mode == sLR) return;
draw_crosshair();
if(nohud) return;
if(callhandlers(false, hooks_prestats)) return;
if(viewdists && show_distance_lists)
expansion.view_distances_dialog();
if(current_display->sidescreen) return;
first_cell_to_draw = true;
bool h = hide_player();
bool cornermode = (vid.xres > vid.yres * 85/100 && vid.yres > vid.xres * 85/100);
if(geometry == gRotSpace || geometry == gProduct) rots::draw_underlying(!cornermode);
{
if(vid.radarsize > 0 && h)
#if CAP_RACING
if(!racing::on)
#endif
if(!peace::on)
if(!(cmode & sm::MISSION))
draw_radar(cornermode);
flat_model_enabler fme;
if(haveMobileCompass()) {
initquickqueue();
using namespace shmupballs;
calc();
#if CAP_QUEUE
queuecircle(xmove, yb, rad, 0xFF0000FF);
queuecircle(xmove, yb, rad*SKIPFAC,
legalmoves[cwt.at->type] ? 0xFF0000FF : 0xFF000080
);
#endif
#if CAP_SHAPES
for(int i=0; i<cwt.at->type; i++) drawMobileArrow(i);
#endif
if(hypot(mousex-xmove, mousey-yb) <= rad) getcstat = '-';
quickqueue();
}
if(racing::on)
#if CAP_RACING
racing::drawStats();
#else
{}
#endif
else if(cornermode) {
int bycorner[4];
for(int u=0; u<4; u++) bycorner[u] = 0;
for(int i=0; i<glyphs; i++) if(ikappear(i) && (glyphflags(i) & GLYPH_INSQUARE))
bycorner[glyphcorner(i)]++;
updatesort();
stable_sort(glyphorder, glyphorder+glyphs, glyphsort);
int rad = min(vid.xres, vid.yres) / 2;
for(int cor=0; cor<4; cor++) {
for(int a=5; a<41; a++) {
int s = min(vid.xres, vid.yres) / a;
int spots = 0;
for(int u=vid.fsize; u<vid.xres/2-s; u += s)
for(int v=vid.fsize; v<vid.yres/2-s; v += s)
if(hypot(vid.xres/2-u-s, (vid.yres/2-v-s) / pconf.stretch) > rad) {
spots++;
}
if(spots >= bycorner[cor] && spots >= 3) {
int next = 0;
vector<int> glyphstoshow;
for(int i=0; i<glyphs; i++) {
int g = glyphorder[i];
if(ikappear(g) && (glyphflags(g) & GLYPH_INSQUARE) && glyphcorner(g) == cor)
glyphstoshow.push_back(g);
}
for(int u=vid.fsize; u<vid.xres/2-s; u += s)
for(int v=vid.fsize; v<vid.yres/2-s; v += s)
if(hypot(vid.xres/2-u-s, (vid.yres/2-v-s) / pconf.stretch) > rad) {
if(next >= isize(glyphstoshow)) break;
int cx = u;
int cy = v + s/2;
if(cor&1) cx = vid.xres-1-s-cx;
if(cor&2) cy = vid.yres-1-cy;
displayglyph2(cx, cy, s, glyphstoshow[next++]);
}
break;
}
}
}
}
else {
instat = false;
bool portrait = vid.xres < vid.yres;
int colspace = portrait ? (vid.yres - vid.xres - vid.fsize*3) : (vid.xres - vid.yres - 16) / 2;
int rowspace = portrait ? vid.xres - 16 : vid.yres - vid.fsize * (vid.msgleft ? 9 : 4);
int colid[4], rowid[4];
int maxbyclass[4];
for(int z=0; z<4; z++) maxbyclass[z] = 0;
for(int i=0; i<glyphs; i++) if(ikappear(i))
if(!portrait || (glyphflags(i) | GLYPH_INPORTRAIT))
maxbyclass[glyphclass(i)]++;
int buttonsize;
int columns, rows;
bool imponly = false;
int minsize = vid.fsize * (portrait ? 4 : 2);
rows = 0;
while((buttonsize = minsize - vid.killreduction)) {
columns = colspace / buttonsize;
rows = rowspace / buttonsize;
int coltaken = 0;
for(int z=0; z<4; z++) {
if(z == 2 && !portrait) {
if(coltaken > columns) { vid.killreduction++; continue; }
coltaken = 0;
}
colid[z] = coltaken, rowid[z] = 0,
coltaken += (maxbyclass[z] + rows-1) / rows;
}
if(coltaken > columns) { vid.killreduction++; continue; }
break;
}
if(buttonsize <= vid.fsize*3/4) {
imponly = true; buttonsize = minsize;
rows = rowspace / buttonsize; if(!rows) return;
colid[0] = 0; colid[2] = portrait ? 1 : 0;
}
updatesort();
stable_sort(glyphorder, glyphorder+glyphs, glyphsort);
for(int i0=0; i0<glyphs; i0++) {
int i = glyphorder[i0];
if(!ikappear(i)) continue;
int z = glyphclass(i);
int imp = glyphflags(i);
if(imponly) { z &=~1; if(!(imp & GLYPH_IMPORTANT)) continue; }
int cx, cy;
if(portrait)
cx = 8 + buttonsize * rowid[z], cy = vid.fsize*2 + buttonsize * (colid[z]) + buttonsize/2 + hud_margin(0);
else
cx = 8 + buttonsize * (colid[z]), cy = vid.fsize * 3 + buttonsize * rowid[z] + hud_margin(0);
if(!portrait && z < 2) cx = vid.xres - cx - buttonsize;
rowid[z]++; if(rowid[z] >= rows) rowid[z] = 0, colid[z]++;
displayglyph2(cx, cy, buttonsize, i);
}
}
}
glflush();
calcparam();
int top_y = vid.fsize + hud_margin(0);
string s0;
if(racing::on) {
#if CAP_RACING
using namespace racing;
color_t col;
if(ticks >= race_start_tick)
col = 0x00FF00;
else if(ticks >= race_start_tick - 2000)
col = 0xFFFF00;
else
col = 0xFF0000;
for(int i=0; i<multi::players; i++) if(race_finish_tick[i])
col = 0xFFFFFF;
dynamicval<int> x(vid.fsize, vid.fsize*2);
if(displayButtonS(vid.xres - 8, top_y, racetimeformat(ticks - race_start_tick), col, 16, vid.fsize)) getcstat = 'o';
for(int i=0; i<multi::players; i++) {
if(race_finish_tick[i]) {
multi::cpid = i;
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (2+2*i), racetimeformat(race_finish_tick[i] - race_start_tick), (getcs().uicolor >> 8), 16, vid.fsize))
getcstat = 'o';
}
else {
int comp = get_percentage(i);
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (2+2*i), its(comp) + "%", (getcs().uicolor >> 8), 16, vid.fsize))
getcstat = 'o';
}
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (3+2*i), fts_fixed(shmup::pc[i]->vel * SCALE * 1000/600, 2), (getcs().uicolor >> 8), 16, vid.fsize))
getcstat = 'o';
}
#endif
}
else if(!peace::on) {
string scoreline = XLAT("score: %1", its(gold()));
if(displayButtonS(vid.xres - 8, top_y, scoreline, forecolor, 16, vid.fsize)) {
mouseovers = XLAT("Your total wealth"),
instat = true,
getcstat = SDLK_F1,
help = helptitle(XLAT("Your total wealth"), 0xFFD500) +
XLAT(
"The total value of the treasure you have collected.\n\n"
"Every world type contains a specific type of treasure, worth 1 $$$; "
"your goal is to collect as much treasure as possible, but every treasure you find "
"causes more enemies to hunt you in its native land.\n\n"
"Orbs of Yendor are worth 50 $$$ each.\n\n"
);
}
string s = XLAT("kills: %1", its(tkills()));
long_kills = false;
int siz = vid.fsize;
if(cwt.at->land == laClearing && clearing::imputed.approx_ld() >= 100000) {
long_kills = true;
s = XLAT("leaves cut: %1", (bignum(kills[moMutant]) + clearing::imputed).get_str(200));
if(mouseovers == standard_help()) mouseovers = " ";
while(siz > 4 && textwidth(siz, s) > vid.xres - textwidth(vid.fsize, scoreline)) siz--;
}
if(displayButtonS(8, top_y, s, forecolor, 0, siz)) {
instat = true;
getcstat = SDLK_F1;
if(long_kills) { mouseovers = " "; help = generateHelpForMonster(moMutant); }
else {
mouseovers = XLAT("Your total kills")+": " + its(tkills()),
help = helptitle(XLAT("Your total kills") + ": " + its(tkills()), 0x404040) +
XLAT(
"In most lands, more treasures are generated with each enemy native to this land you kill. "
"Moreover, 100 kills is a requirement to enter the Graveyard and the Hive.\n\n"
"Friendly creatures and parts of monsters (such as the Ivy) do appear in the list, "
"but are not counted in the total kill count.");
}
}
}
string vers = VER;
if(!nofps) vers += XLAT(" fps: ") + its(calcfps());
#if CAP_MEMORY_RESERVE
if(reserve_limit && reserve_count < reserve_limit) {
vers += " " + its(reserve_count) + "/" + its(reserve_limit) + " MB";
if(displayButtonS(4, vid.yres - 4 - vid.fsize/2 - hud_margin(1), vers, 0xFF2020, 0, vid.fsize/2))
getcstat = PSEUDOKEY_MEMORY, instat = true;
}
else
#endif
if(displayButtonS(4, vid.yres - 4 - vid.fsize/2 - hud_margin(1), vers, 0x202020, 0, vid.fsize/2)) {
mouseovers = XLAT("frames per second"),
getcstat = SDLK_F1,
instat = true,
help =
helptitle(XLAT("frames per second"), 0xFF4040) +
XLAT(
"The higher the number, the smoother the animations in the game. "
"If you find that animations are not smooth enough, you can try "
"to change the options "
) +
#if ISIOS
XLAT(
"(in the MENU). You can reduce the sight range, this should make "
"the animations smoother.");
#else
XLAT(
"(press v) and change the wall/monster mode to ASCII, or change "
"the resolution.");
#endif
}
glflush();
achievement_display();
callhooks(hooks_stats);
}
}