示例#1
0
int UpdateControlsWindow(HUDInfo *self,int pressID)
{
  switch(pressID)
  {
    case 0:
      HideMouse();
      UnPause();
      PopWindow(self->Handle);
      return 1;
  }
  return 0;
}
示例#2
0
int UpdateNPCQuestWindow(HUDInfo *self,int pressID)
{
  int c;
  char text[80];
  int i;
  int fail;
  Progress *p;
  NPC *npc;
  npc = (NPC *)self->ib;
  c = GetQuestCount(npc);
  switch(pressID)
  {
    case 0:
      PopWindow(self->Handle);
      return 1;
      break;
  }
  if((pressID >= 1)&&(pressID <= c))
  {
    /*if already complete, thank the player for it again*/
    p = GetProgressByNameIndexMap(level.name,npc->quests[pressID - 1].name,self->state);
    if((p != NULL)&&(strcmp(p->value,"complete") == 0))
    {
      NewMsg("Yes, you were very helpful with that one, thank you.");
      return 1;
    }
    /*check for fail condiitions*/
    /*if player has met the win conditions, give player reward and mark complete*/
    if(p != NULL)
    {
      fail = 0;
      for(i = 0; i < 4;i++)
      {
        if(!IsConditionMet(npc->quests[pressID - 1].wincond[i]))fail =1;
      }
      if(!fail)
      {
        sprintf(text,"Complete Quest %s?",npc->quests[pressID - 1].name);
        QuestID = pressID - 1;
        NPCID = self->state;
        QuestNPC = npc;
        YesNo(text,CompleteQuest,NULL);
        return 1;
      }
    }
    /*otherwise the the player about it*/
    TextBlockWindow(npc->quests[pressID - 1].desc);
    SetPlayerProgress(level.name,npc->quests[pressID - 1].name, self->state,"offered");
    return 1;
  }
  return 0;
}
示例#3
0
//This is a boolean for ReleaseWindow from WindowManager.
bool WindowManager::ReleaseWindow(Window* window)
{
	if(windows.count(window->GetWindowHandle()) == 1)
	{
		sceneMap.erase(window);
		PopWindow(window);
		return true;
	}
	else
	{
		return false;
	}
}
示例#4
0
void NPCDialogWindow(NPC *npc,int id)
{
  int c = 0;
  HUDInfo *self;
  self = Pushwindow();
  if(self == NULL)
  {
    fprintf(stdout,"Big problem here, can't make NPC Dialog window.\n");
    return;
  }
  self->state = id;
  self->stealinput = 1;
  self->windowupdate = UpdateNPCDialogWindow;
  self->windowdraw = DrawNPCDialogWindow;
  self->box.w = Camera.w/3;
  self->box.x = Camera.w/2 - self->box.w/2;
  self->box.y = Camera.h * 0.2;
  self->ib = (void *)npc;
  /*Talk Option, if available*/
  if(GetDialogCount(npc))
  {
    c++;
    PicButton(self,1,SDLK_1,"Talk",self->box.x + self->box.w/2  - (BUTTON_W/2),self->box.y + (BUTTON_H + 4)*c,BUTTON_W,BUTTON_H);
  }
  /*Shop Option, if Available*/
  if(GetShopCount(npc))
  {
    c++;
    PicButton(self,2,SDLK_2,"Shop",self->box.x + self->box.w/2  - (BUTTON_W/2),self->box.y + (BUTTON_H + 4)*c,BUTTON_W,BUTTON_H);
  }
  /*Quests Option, if Available*/
  if(GetQuestCount(npc))
  {
    c++;
    PicButton(self,3,SDLK_3,"Quests",self->box.x + self->box.w/2  - (BUTTON_W/2),self->box.y + (BUTTON_H + 4)*c,BUTTON_W,BUTTON_H);
  }
  if(c == 0)
  {
    PopWindow(self->Handle);
    return;
  }
  self->box.h = (BUTTON_H + 4)*(c + 2);
  PicButton(self,0,SDLK_RETURN,"Done",self->box.x + self->box.w/2  - (BUTTON_W/2),self->box.y + self->box.h - BUTTON_H - 4,BUTTON_W,BUTTON_H);
  Pausing++;
  ShowMouse();
}
示例#5
0
int UpdateNPCDialogWindow(HUDInfo *self,int pressID)
{
  switch(pressID)
  {
    case 3:
      NPCQuestWindow((NPC *)self->ib,self->state);
      return 1;
    case 2:
      NPCShopWindow((NPC *)self->ib);
      return 1;
    case 1:
      NPCTalkWindow((NPC *)self->ib);
      return 1;
    case 0:
      HideMouse();
      Pausing--;
      PopWindow(self->Handle);
      return 1;
  }
  return 0;
}
示例#6
0
int UpdateNPCTalkWindow(HUDInfo *self,int pressID)
{
  int c;
  NPC *npc;
  npc = (NPC *)self->ib;
  c = GetDialogCount(npc);
  switch(pressID)
  {
    case 0:
      PopWindow(self->Handle);
      return 1;
      break;
  }
  if((pressID >= 1)&&(pressID <= c))
  {
    TextBlockWindow(npc->dialog[pressID - 1].dialog);
/*    NewMsg(npc->dialog[pressID - 1].dialog);*/
    return 1;
  }
  return 0;
}
示例#7
0
int UpdateNPCShopWindow(HUDInfo *self,int pressID)
{
  char text[80];
  int c;
  int Good;
  NPC *npc;
  P_Skill *skill;
  Item *item;
  npc = (NPC *)self->ib;
  c = GetShopCount(npc);
  switch(pressID)
  {
    case 0:
      PopWindow(self->Handle);
      return 1;
      break;
  }
  if((pressID >= 1)&&(pressID <= c))
  {
    if(strcmp(npc->shop[pressID - 1].type,"item")==0)
    {
      item = GetItemByName(npc->shop[pressID - 1].name);
      if(item == NULL)return 0;
      if(PDat.gold >= (item->cost * npc->shop[pressID - 1].markup))
      {
        BuyingPrice = (item->cost * npc->shop[pressID - 1].markup);
        strcpy(BuyingItem,item->name);
        sprintf(text,"Buy %s for %iG?",BuyingItem,BuyingPrice);
        YesNo(text,PurchaseItem,NULL);
      }
      else
      {
        NewMessage("You can't afford this!",IndexColor(White));
        NewMessage("Come back when you have more money!",IndexColor(White));
      }
    }
    else if(strcmp(npc->shop[pressID - 1].type,"service")==0)
    {
      if(strcmp(npc->shop[pressID - 1].name,"Rest")==0)
      {
        /*TODO:advance the clock some time...*/
        /*TODO address status effects*/
        NewMsg("After some rest, you feel better.");
        PlayerEnt->health = PlayerEnt->healthmax;
        PlayerEnt->mana = PlayerEnt->manamax;
        PlayerEnt->stamina = PlayerEnt->staminamax;
      }
      else if(strcmp(npc->shop[pressID - 1].name,"Inventory")==0)
      {
        /*TODO Open up Stockpile menu*/
        NewMsg("To Be Added.");
      }
      else if(strcmp(npc->shop[pressID - 1].name,"Upgrade")==0)
      {
        /*TODO Open up Stockpile menu*/
        NewMsg("To Be Added.");
      }
    }
    else if(strcmp(npc->shop[pressID - 1].type,"spell")==0)
    {
      skill = GetSpellByName(npc->shop[pressID - 1].name);
      if(skill == NULL)return 0;
      if(PDat.gold >= (skill->price * npc->shop[pressID - 1].markup))
      {
        if(strcmp(skill->type,"favor")==0)
        {
          if(GetPlayerItemByName("Wood Relic")!= NULL)/*TODO add other favor castors as needed*/
          {
            BuyingPrice = (skill->price * npc->shop[pressID - 1].markup);
            strcpy(BuyingItem,skill->name);
            sprintf(text,"Learn the divine favor %s for %iG?",BuyingItem,BuyingPrice);
            YesNo(text,PurchaseSpell,NULL);
          }
          else
          {
            NewMsg("In order to learn this, you will need a Holy Relic");
          }
        }
        if(strcmp(skill->type,"alchemy")==0)
        {
          if(GetPlayerItemByName("White Stone")!= NULL)/*TODO add other favor castors as needed*/
          {
            BuyingPrice = (skill->price * npc->shop[pressID - 1].markup);
            strcpy(BuyingItem,skill->name);
            sprintf(text,"Learn how to make %ss for %iG?",BuyingItem,BuyingPrice);
            YesNo(text,PurchaseSpell,NULL);
          }
          else
          {
            NewMsg("In order to learn this, you will need a Philosopher's Stone!");
          }
        }
      }
      else
      {
        NewMsg("I'm afraid I can't afford to teach for free.");
      }
    }
    else if(strcmp(npc->shop[pressID - 1].type,"skill")==0)
    {
      skill = GetSkillByName(npc->shop[pressID - 1].name);
      if(skill == NULL)return 0;
      Good = 1;
      if(PDat.gold >= (skill->price * npc->shop[pressID - 1].markup))
      {
        if(SkillHasSpecial(skill,"Strength"))
        {
          if(PDat.attr[A_Str].score < 10)
          {
            Good = 0;
            NewMsg("You will need to have more strength than that to learn this skill.");
          }
        }
        if(SkillHasSpecial(skill,"Endurance"))
        {
          if(PDat.attr[A_End].score < 10)
          {
            Good = 0;
            NewMsg("I'm sorry, you just are not tough enough to handle this skill.");
          }
        }
        if(SkillHasSpecial(skill,"Agility"))
        {
          if(PDat.attr[A_Agi].score < 10)
          {
            Good = 0;
            NewMsg("You will need to work on your footwork before I can teach you this.");
          }
        }
        if(SkillHasSpecial(skill,"Dexterity"))
        {
          if(PDat.attr[A_Dex].score < 10)
          {
            Good = 0;
            NewMsg("I'm sorry, but you have stupid hands.  If you get new ones come back.");
          }
        }
        if(SkillHasSpecial(skill,"Focus"))
        {
          if(PDat.attr[A_Foc].score < 10)
          {
            Good = 0;
            NewMsg("If you can't concentrate,  I can't teach you.");
          }
        }
        if(SkillHasSpecial(skill,"Spirit"))
        {
          if(PDat.attr[A_Str].score < 10)
          {
            Good = 0;
            NewMsg("You lack the strength of will to understand what I haave to teach you.");
          }
        }
        if(Good)
        {
          BuyingPrice = (skill->price * npc->shop[pressID - 1].markup);
          strcpy(BuyingItem,skill->name);
          sprintf(text,"Learn the %s skill for %iG?",BuyingItem,BuyingPrice);
          YesNo(text,PurchaseSkill,NULL);
        }
      }
      else
      {
        NewMsg("Training Takes time and MONEY.  Come back when you have more of the later.");
      }
    }
    return 1;
  }
  return 0;
}