void DrawStatsString() { // Let's get the current selected item from the user CItem *pItem = g_Menu.GetSelectedItem(); char szStats[kStatsMenuWidth] = {0}; // If there is an item that is selected, let's display its stats if(pItem) { sprintf(szStats, "LifeInc: %d strengthInc: %d ProtectionInc: %d", pItem->GetLifeInc(), pItem->GetStrengthInc(), pItem->GetProtectionInc()); } else // Otherwise display blank stats { sprintf(szStats, "LifeInc: strengthInc: ProtectionInc: "); } // Draw the stats in the correct menu box at the bottom g_Menu.DrawString(szStats, (int)strlen(szStats), kStatsMenuX + kTileWidth, kStatsMenuY + kTileHeight-3, NULL); // Now let's display the current player's stats. Let's create the string sprintf(szStats, "Hp: %d Str: %d Ptc: %d", g_Player.GetHealth(), g_Player.GetStrength(), g_Player.GetProtection()); // Draw the player's stats in the top left of the inventory menu g_Menu.DrawString(szStats, (int)strlen(szStats), kPlrStatsMenuX, kPlrStatsMenuY, NULL); }
void DrawItemStats() { // Get the selected item to draw it's stats CItem *pItem = g_Shop.GetSelectedItem(); char szStats[kStatsMenuWidth] = {0}; // If there is an item selected, display it's stats at the bottom of the menu if(pItem) { sprintf(szStats, "LifeInc: %d strengthInc: %d ProtectionInc: %d", pItem->GetLifeInc(), pItem->GetStrengthInc(), pItem->GetProtectionInc()); } else { sprintf(szStats, "LifeInc: strengthInc: ProtectionInc: "); } // Draw the stats string to the bottom menu dialog box g_Shop.DrawString(szStats, (int)strlen(szStats), kStatsMenuX + 3, kStatsMenuY + 2, NULL); // Display the players gold in the left dialog box sprintf(szStats, "$$$: %d", g_Player.GetGold()); g_Shop.DrawString(szStats, (int)strlen(szStats), kPlrStatsMenuX, kPlrStatsMenuY, NULL); }