*/
static struct X_status_value shown_stats[NUM_STATS] = {
/* 0 */
- { "", SV_NAME, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "", SV_NAME, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* 1 */
- { "Strength", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Dexterity", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Constitution", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Intelligence", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Strength", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Dexterity", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Constitution", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Intelligence", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* 5 */
- { "Wisdom", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Charisma", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Wisdom", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Charisma", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* F_NAME: 7 */
- { "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* F_DLEVEL: 8 */
- { "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Gold", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Gold", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* F_HP: 10 */
- { "Hit Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Max HP", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Max Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Armor Class", SV_VALUE, (Widget) 0, 256L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Hit Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Max HP", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Max Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Armor Class", SV_VALUE, (Widget) 0, 256L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* F_XP_LEVL: 15 */
- { "Xp Level", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Xp Level", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* also 15 (overloaded field) */
- /*{ "Hit Dice", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0},*/
+ /*{ "Hit Dice", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },*/
/* F_EXP_PTS: 16 (optionally displayed) */
- { "Exp Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
- { "Alignment", SV_VALUE, (Widget) 0, -2L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Exp Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
+ { "Alignment", SV_VALUE, (Widget) 0, -2L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* 18, optionally displayed */
- { "Time", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Time", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* 19, condtionally present, optionally displayed when present */
- { "Score", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
+ { "Score", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
/* F_HUNGER: 20 (blank if 'normal') */
- { "", SV_NAME, (Widget) 0, -1L, 0, FALSE, TRUE, FALSE, 0 },
+ { "", SV_NAME, (Widget) 0, -1L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* F_ENCUMBER: 21 (blank if unencumbered) */
- { "", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Trapped", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Tethered", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Levitating", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Trapped", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Tethered", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Levitating", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* 25 */
- { "Flying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Riding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Grabbed!", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Flying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Riding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Grabbed!", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* F_STONE: 28 */
- { "Petrifying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Slimed", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Petrifying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Slimed", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* 30 */
- { "Strangled", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Food Pois", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Term Ill", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Strangled", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Food Pois", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Term Ill", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* F_IN_LAVA: 33 */
- { "Sinking", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Held", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Sinking", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Held", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* 35 */
- { "Holding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Blind", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Deaf", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Stunned", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
- { "Confused", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Holding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Blind", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Deaf", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Stunned", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
+ { "Confused", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
/* F_HALLU: 40 (full spelling truncated due to space limitations) */
- { "Hallucinat", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
+ { "Hallucinat", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
};
/*
* The following are supported by the core but not yet handled here: