Esempio n. 1
0
void DrawBuySellScreen(vector<CItem> *pItemList)
{
	// This function takes in a inventory list.  This could either
	// be the shop keeper's inventory (for buying) or the player's
	// inventory (for selling).  This way we cut down on code, since
	// we will use most of the same code for buying or selling.
	char szItem[25]   = {0};

	// Reset the menu's data to start a new menu
	g_Shop.ResetButtons();
	g_Shop.ResetEscapeFlag();
	g_Shop.ResetMenuChoice();

	// Draw the map screen again and then draw the inventory menu's dialog boxes
	g_Map.Draw();
	g_Shop.DrawBox(kEqMenuWidth, kEqMenuHeight, kEqMenuX, kEqMenuY);
	g_Shop.DrawBox(kInvMenuWidth, kInvMenuHeight, kInvMenuX, kInvMenuY);
	g_Shop.DrawBox(kStatsMenuWidth, kStatsMenuHeight, kStatsMenuX, kStatsMenuY);

	// Draw the item stats in the bottom dialog box (initially nothing)
	DrawItemStats();

	// Now we want to go through all the items in the inventory list passed in
	// and draw them to the screen in a formatted way, just like in a normal
	// inventory screen.
	for(int i = 0; i < (int)pItemList->size(); i++)
	{
		// Get the current item in the list (make sure to dereference the list to access it)
		CItem *pInvItem = &((*pItemList)[i]);

		// Initially we have these offsets for the item, but will change for different columns
		int xOffset = kTileWidth, yOffset = kTileHeight + i * kFontHeight;

		// Here we check if we need to move to another column for displaying the items
        if(i >= kMaxItemHeight)
		{
			// Set a new offset to create a new column for the next items
			xOffset += (kMaxItemWidth * (i / kMaxItemHeight)) * kTileWidth;
			yOffset = (i - ((i/kMaxItemHeight) * kMaxItemHeight)) * kFontHeight + kTileHeight;
		}
	
		// Here we store the retail price for the items in the list
		int salePrice = CalculateItemPrice(pInvItem, true);

		// If we are buying, we want to display the cost of the item next to it
		if(g_Shop.IsBuying())
            sprintf(szItem, "%s - $%d", pInvItem->GetItemName(), salePrice);
		else
			sprintf(szItem, "%s", pInvItem->GetItemName());

		// Draw the item to the screen as a button so the user can click on it to choose it
		g_Shop.DrawString(szItem, (int)strlen(szItem), kInvMenuX + xOffset, 
													   kInvMenuY + yOffset, pInvItem);
	}

	g_Buffer.SwapBackBuffer(FALSE);
}
Esempio n. 2
0
void DrawBuySellScreen(vector<CItem> *pItemList)
{
	char szItem[25]   = {0};

	// Reset the menu's data to start a new menu
	g_Shop.ResetButtons();
	g_Shop.ResetEscapeFlag();
	g_Shop.ResetMenuChoice();
	g_Shop.ResetItemChoice();

	// Draw the map screen again and then draw the inventory menu's dialog boxes
	g_Map.Draw();
	g_Shop.DrawBox(kEqMenuWidth, kEqMenuHeight, kEqMenuX, kEqMenuY);
	g_Shop.DrawBox(kInvMenuWidth, kInvMenuHeight, kInvMenuX, kInvMenuY);
	g_Shop.DrawBox(kStatsMenuWidth, kStatsMenuHeight, kStatsMenuX, kStatsMenuY);

	// Draw the item stats in the bottom dialog box (initially nothing)
	DrawItemStats();

	// Go through all of the items and display them
	for(int i = 0; i < (int)pItemList->size(); i++)
	{
		// Get the current item in the list (make sure to dereference the list to access it)
		CItem *pInvItem = &((*pItemList)[i]);

		// Initially we have these offsets for the item, but will change for different columns
		int xOffset = 3, yOffset = i + 2;

		// Here we check if we need to move to another column for displaying the items
        if(i >= kMaxItemHeight)
		{
			// Set a new offset to create a new column for the next items
			xOffset += kMaxItemWidth * (i / kMaxItemHeight);
			yOffset = i - ((i/kMaxItemHeight) * kMaxItemHeight) + 2;
		}
	
		// Here we store the retail price for the items in the list
		int salePrice = CalculateItemPrice(pInvItem, true);

		// If we are buying, we want to display the cost of the item next to it
		if(g_Shop.IsBuying())
            sprintf(szItem, "%s - $%d", pInvItem->GetItemName(), salePrice);
		else
			sprintf(szItem, "%s", pInvItem->GetItemName());

		// Draw the item to the screen as a button so the user can click on it to choose it
		g_Shop.DrawString(szItem, (int)strlen(szItem), kInvMenuX + xOffset, 
													   kInvMenuY + yOffset, pInvItem);
	}
}
Esempio n. 3
0
void ItemPromptBuy()
{
	// Get the selected item to buy and make sure it's valid
	CItem *pItem = g_Shop.GetSelectedItem();
	if(!pItem) return;

	// Copy the item's data directly over to a new item and calculate it's retail price (true)
	CItem newItem = *pItem;
	int salePrice = CalculateItemPrice(&newItem, true);

	// If the user can't afford the item, make them feel stupid for trying to cheat :)
	if(g_Player.GetGold() < salePrice)
	{
		g_Shop.DrawMessageBox("You don't have enough money for that!  This isn't a charity! ");
		Sleep(1500);
		return;
	}

	// Subtract the gold and add the item to the player's inventory
	g_Player.SetGold(g_Player.GetGold() - salePrice);
	g_Player.AddItem(newItem);
	
	// Display a message saying the player bought the item for such and such $$$
	char szMessage[80] = {0};
	sprintf(szMessage, "You bought the %s for %d gold.", newItem.GetItemName(), salePrice);
	g_Shop.DrawMessageBox(szMessage);
	Sleep(1500);
}
Esempio n. 4
0
void ItemPromptBuy()
{
	// When the user finally decides they want to buy an item, this function
	// is called.  We just need to get a pointer to the item, calculate it's
	// price, then see if the player has enough gold to even buy it.  If so,
	// we subtract the gold from the player to buy the item, then add it to
	// the inventory.

	// Get the selected item to buy and make sure it's valid
	CItem *pItem = g_Shop.GetSelectedItem();
	if(!pItem) return;

	// Copy the item's data directly over to a new item and calculate it's retail price (true)
	CItem newItem = *pItem;
	int salePrice = CalculateItemPrice(&newItem, true);

	// If the user can't afford the item, make them feel stupid for trying to cheat :)
	if(g_Player.GetGold() < salePrice)
	{
		g_Shop.DrawMessageBox("You don't have enough money for that!  This isn't a charity! ");
		Sleep(1500);
		return;
	}

	// Subtract the gold and add the item to the player's inventory
	g_Player.SetGold(g_Player.GetGold() - salePrice);
	g_Player.AddItem(newItem);
	
	// Display a message saying the player bought the item for such and such $$$
	char szMessage[80] = {0};
	sprintf(szMessage, "You bought the %s for %d gold.", newItem.GetItemName(), salePrice);
	g_Shop.DrawMessageBox(szMessage);
	Sleep(1500);
}
Esempio n. 5
0
CItem *CPlayer::GetItem(char *szName)
{
	// Go through all of the items
	for(int i = 0; i < (int)m_vItems.size(); i++)
	{
		CItem *pCurrentItem = &m_vItems[i];

		// If the current item has the name of the desired item
		if(!strcmp(szName,pCurrentItem->GetItemName()))
			return pCurrentItem;
	}

	// Return an invalid item
	return NULL;
}
Esempio n. 6
0
void ItemPromptSell()
{
	// If the player finally decides to sell their item, this function is called.
	// First we get the item and then calculate it's USED price (false).
	CItem *pItem = g_Shop.GetSelectedItem();
	int salePrice = CalculateItemPrice(pItem, false);

	// Drop the item and delete it from the map to get rid of it from the player
	g_Player.DropItem(pItem);
	g_Map.DeleteTile(kItemType, pItem->GetIndex().X, pItem->GetIndex().Y);

	// Add the money made to our current gold
	g_Player.SetGold(g_Player.GetGold() + salePrice);
	
	// Display the transaction made
	char szMessage[80] = {0};
	sprintf(szMessage, "You recieved %d gold for the %s.", salePrice, pItem->GetItemName());
	g_Shop.DrawMessageBox(szMessage);
	Sleep(1000);
}
Esempio n. 7
0
void ItemPromptSell()
{
	// If the player finally decides to sell their item, this function is called.
	// First we get the item and then calculate it's USED price (false).
	CItem *pItem = g_Shop.GetSelectedItem();
	int salePrice = CalculateItemPrice(pItem, false);

	// We don't add the item to the shop keeper's list, but instead just make
	// the player drop it and then it is deleted from the map.  You can change
	// this if you want to have the option to buy the item back.
	g_Player.DropItem(pItem);
	g_Map.DeleteTile(kItemType, g_Player.GetPosition().x, g_Player.GetPosition().y);

	// Add the money made to our current gold
	g_Player.SetGold(g_Player.GetGold() + salePrice);
	
	// Display the transaction made
	char szMessage[80] = {0};
	sprintf(szMessage, "You recieved %d gold for the %s.", salePrice, pItem->GetItemName());
	g_Shop.DrawMessageBox(szMessage);
	Sleep(1000);
}
Esempio n. 8
0
void DrawInventoryScreen()
{
    char szItem[25]   = {0};
    char szHead[80]   = {0};
    char szChest[80]  = {0};
    char szWeapon[80] = {0};
    char szFeet[80]   = {0};

    // Reset all the menu flags to start over on a new menu
    g_Menu.ResetButtons();
    g_Menu.ResetEscapeFlag();
    g_Menu.ResetMenuChoice();

    // Let's redraw the map so it destroys the previous menu artifacts.  We then
    // want to draw new dialog boxes to house the inventory and stats information.
    g_Map.SetDrawFlag(true);
    g_Map.Draw();

    // Draw the 3 boxes that will make up the inventory screen: TopLeft, TopRight, Bottom
    g_Menu.DrawBox(kEqMenuWidth, kEqMenuHeight, kEqMenuX, kEqMenuY);
    g_Menu.DrawBox(kInvMenuWidth, kInvMenuHeight, kInvMenuX, kInvMenuY);
    g_Menu.DrawBox(kStatsMenuWidth, kStatsMenuHeight, kStatsMenuX, kStatsMenuY);

    // If the user has anything equipped, let's get pointers to those items
    CItem *pHead   = g_Player.GetEquipment(kHead);
    CItem *pChest  = g_Player.GetEquipment(kChest);
    CItem *pWeapon = g_Player.GetEquipment(kWeapon);
    CItem *pFeet   = g_Player.GetEquipment(kFeet);

    // We there is an item equipped then we want to insert it's name in the EQ menu
    if(pHead)		sprintf(szHead,   "Head: %s", pHead->GetItemName());
    else			sprintf(szHead,   "Head: ");
    if(pChest)		sprintf(szChest,  "Chest: %s", pChest->GetItemName());
    else			sprintf(szChest,  "Chest: ");
    if(pWeapon)		sprintf(szWeapon, "Weapon: %s", pWeapon->GetItemName());
    else			sprintf(szWeapon, "Weapon: ");
    if(pFeet)		sprintf(szFeet,   "Feet: %s", pFeet->GetItemName());
    else			sprintf(szFeet,	  "Feet: ");

    // Now we draw the current player's equipment and pass in the item pointers for clicking on
    g_Menu.DrawString(szHead,   (int)strlen(szHead),   kEqMenuX + kTileWidth, kEqMenuY + 115,  pHead);
    g_Menu.DrawString(szChest,  (int)strlen(szChest),  kEqMenuX + kTileWidth, kEqMenuY + 147,  pChest);
    g_Menu.DrawString(szWeapon, (int)strlen(szWeapon), kEqMenuX + kTileWidth, kEqMenuY + 179, pWeapon);
    g_Menu.DrawString(szFeet,   (int)strlen(szFeet),   kEqMenuX + kTileWidth, kEqMenuY + 211, pFeet);

    // Let's draw the stats screen that goes at the bottom of the inventory menu
    DrawStatsString();

    // Go through all of the items in our inventory and draw them
    for(int i = 0; i < g_Player.GetInventorySize(); i++)
    {
        // Get the current item and set it's default position
        CItem *pInvItem = g_Player.GetItem(i);
        int xOffset = kTileWidth, yOffset = kTileHeight + i * kFontHeight;

        // If the current column has more items than it should hold we need to
        // go to the next column on the right and start drawing the next items.
        if(i >= kMaxItemHeight)
        {
            // Increase the x and y position accordingly for each item
            xOffset += (kMaxItemWidth * (i / kMaxItemHeight)) * kTileWidth;
            yOffset = (i - ((i/kMaxItemHeight) * kMaxItemHeight)) * kFontHeight + kTileHeight;
        }

        // Get the item's name and create a button for it, then display it to the screen
        sprintf(szItem, "%s", pInvItem->GetItemName());
        g_Menu.DrawString(szItem, (int)strlen(szItem), kInvMenuX + xOffset, kInvMenuY + yOffset, pInvItem);
    }

    // After the items are drawn, let's load and draw a small picture of the player
    HBITMAP hPlayerBust = g_Buffer.LoadABitmap((LPSTR)kPlayerBust);
    g_Buffer.DisplayBitmap(hPlayerBust, kPlayerBustX, kPlayerBustY);

    // Swap the backbuffers to display the bitmaps to the screen
    g_Buffer.SwapBackBuffer(FALSE);
    Sleep(100);

    // Since the picture is drawn, we don't need it anymore, let's delete it
    DeleteObject(hPlayerBust);
}
Esempio n. 9
0
void DrawInventoryScreen()
{
	char szItem[25]   = {0};
	char szHead[80]   = {0};
	char szChest[80]  = {0};
	char szWeapon[80] = {0};
	char szFeet[80]   = {0};

	// Reset all the menu flags to start over on a new menu
	g_Menu.ResetButtons();
	g_Menu.ResetEscapeFlag();
	g_Menu.ResetMenuChoice();
	g_Menu.ResetItemChoice();

	// Let's redraw the map so it destroys the previous menu artifacts.  We then
	// want to draw new dialog boxes to house the inventory and stats information.
	g_Map.Draw();
	g_Menu.DrawBox(kEqMenuWidth, kEqMenuHeight, kEqMenuX, kEqMenuY);
	g_Menu.DrawBox(kInvMenuWidth, kInvMenuHeight, kInvMenuX, kInvMenuY);
	g_Menu.DrawBox(kStatsMenuWidth, kStatsMenuHeight, kStatsMenuX, kStatsMenuY);

	// If the user has anything equipped, let's get pointers to those items
	CItem *pHead   = g_Player.GetEquipment(kHead);
	CItem *pChest  = g_Player.GetEquipment(kChest);
	CItem *pWeapon = g_Player.GetEquipment(kWeapon);
	CItem *pFeet   = g_Player.GetEquipment(kFeet);

	// We there is an item equipped then we want to insert it's name in the EQ menu
	if(pHead)		sprintf(szHead,   "Head: %s", pHead->GetItemName());
	else			sprintf(szHead,   "Head: ");
	if(pChest)		sprintf(szChest,  "Chest: %s", pChest->GetItemName());
	else			sprintf(szChest,  "Chest: ");
	if(pWeapon)		sprintf(szWeapon, "Weapon: %s", pWeapon->GetItemName());
	else			sprintf(szWeapon, "Weapon: ");
	if(pFeet)		sprintf(szFeet,   "Feet: %s", pFeet->GetItemName());
	else			sprintf(szFeet,	  "Feet: ");

	// Now we draw the current player's equipment and pass in the item pointers for clicking on
	g_Menu.DrawString(szHead,   (int)strlen(szHead),   kEqMenuX + 3, kEqMenuY + 5,  pHead);
	g_Menu.DrawString(szChest,  (int)strlen(szChest),  kEqMenuX + 3, kEqMenuY + 9,  pChest);
	g_Menu.DrawString(szWeapon, (int)strlen(szWeapon), kEqMenuX + 3, kEqMenuY + 13, pWeapon);
	g_Menu.DrawString(szFeet,   (int)strlen(szFeet),   kEqMenuX + 3, kEqMenuY + 17, pFeet);

	// Let's draw the stats screen that goes at the bottom of the inventory menu
	DrawStatsString();

	// Go through all of the items in our inventory and draw them
	for(int i = 0; i < g_Player.GetInventorySize(); i++)
	{
		// Get the current item and set it's default position
		CItem *pInvItem = g_Player.GetItem(i);
		int xOffset = 3, yOffset = i + 2;

		// If the current column has more items than it should hold we need to
		// go to the next column on the right and start drawing the next items.
        if(i >= kMaxItemHeight)
		{
			// Increase the x offset to a new column and reset the y 
			// offset to start at the top of the next column.  
			xOffset += kMaxItemWidth * (i / kMaxItemHeight);
			yOffset = i - ((i/kMaxItemHeight) * kMaxItemHeight) + 2;
		}

		// Get the item's name and create a button for it, then display it to the screen
		sprintf(szItem, "%s", pInvItem->GetItemName());
		g_Menu.DrawString(szItem, (int)strlen(szItem), kInvMenuX + xOffset, kInvMenuY + yOffset, pInvItem);
	}
}