void MenuVendor::removeFromPrevSlot(int quantity) { int drag_prev_slot = stock[activetab].drag_prev_slot; if (drag_prev_slot > -1) { stock[activetab].subtract(drag_prev_slot, quantity); saveInventory(); } }
int main() { Item i_array[SIZE]; int itemSize = 0; int choice; bool repeat = 1; // Welcome message cout << "WELCOME TO OBSCURA ANTIQUES & ODDITIES!\n\n"; // Begin loop do { choice = menu(); switch (choice) { case 1: add(itemSize, i_array); break; case 2: printPopular(i_array); break; case 3: printItems(itemSize, i_array); break; case 4: saveInventory(); cout << "Goodbye!"; repeat = 0; } } while (repeat); return 0; }
/** * Start dragging a vendor item * Players can drag an item to their inventory to purchase. */ ItemStack MenuVendor::click(Point position) { ItemStack stack = stock[activetab].click(position); saveInventory(); if (TOUCHSCREEN) { tablist.setCurrent(stock[activetab].current_slot); } return stack; }
void MenuVendor::add(ItemStack stack) { // Remove the first item stack to make room if (stock[VENDOR_SELL].full(stack)) { stock[VENDOR_SELL][0].clear(); sort(VENDOR_SELL); } items->playSound(stack.item); stock[VENDOR_SELL].add(stack); saveInventory(); }
/** * Start dragging a vendor item * Players can drag an item to their inventory to purchase. */ ItemStack MenuVendor::click(const Point& position) { ItemStack stack = stock[activetab].click(position); saveInventory(); if (TOUCHSCREEN) { if (activetab == VENDOR_BUY) tablist_buy.setCurrent(stock[activetab].current_slot); else if (activetab == VENDOR_SELL) tablist_sell.setCurrent(stock[activetab].current_slot); } return stack; }
/** * Cancel the dragging initiated by the clic() */ void MenuVendor::itemReturn(ItemStack stack) { items->playSound(stack.item); stock[activetab].itemReturn(stack); saveInventory(); }
int main() { printf("- Inventory Program -\n"); printf("What do you want to do?\n"); printf("1. Add a record to the file.\n"); printf("2. Display all records in the file.\n"); printf("3. Modify a record.\n"); char menuOption[2]; scanf("%s", menuOption); if (menuOption[0] == '1') { inventorydata i; printf("Enter an item description: "); scanf("%s", i.description); printf("Enter the quantity on hand: "); scanf("%d", &i.quantity); printf("Enter the wholesale cost: "); scanf("%f", &i.wholesaleCost); printf("Enter the retail cost: "); scanf("%f", &i.retailCost); printf("Enter the date it was added to the inventory (DD/MM/YYYY): "); scanf("%s", i.dateAdded); FILE *f = fopen("inventory.txt", "a+"); char *encoded = i.encode(); fwrite(encoded, strlen(encoded), 1, f); fwrite("\n", 1, 1, f); fclose(f); } else if (menuOption[0] == '2') { loadInventory(); for (unsigned int i = 0; i < numItems; i++) { printf("%d. %32s\t\t%d in stock\n", i+1, items[i]->description, items[i]->quantity); } } else if (menuOption[0] == '3') { loadInventory(); printf("Enter the index of the record you want to modify: "); int idx = 0; scanf("%d", &idx); idx--; printf("-- RECORD INFO --\n"); printf("Index: %d\n", idx+1); printf("(1) Description: %s\n", items[idx]->description); printf("(2) Quantity: %d\n", items[idx]->quantity); printf("(3) Wholesale Cost: %.2f\n", items[idx]->wholesaleCost); printf("(4) Retail Cost: %.2f\n", items[idx]->retailCost); printf("(5) Date Added: %s\n", items[idx]->dateAdded); printf("Enter the appropriate number pertaining to the record attribute you want to modify: "); int option = 0; scanf("%d", &option); if (option == 1) { printf("Enter a new description: "); scanf("%s", items[idx]->description); } else if (option == 2) { printf("Enter a new quantity: "); scanf("%d", &items[idx]->quantity); } else if (option == 3) { printf("Enter a new wholesale cost: "); scanf("%f", &items[idx]->wholesaleCost); } else if (option == 4) { printf("Enter a new retail cost: "); scanf("%f", &items[idx]->retailCost); } else if (option == 5) { printf("Enter a new date added: "); scanf("%s", items[idx]->dateAdded); } saveInventory(); printf("Changes saved.\n"); } system("pause"); }
/** * Start dragging a vendor item * Players can drag an item to their inventory to purchase. */ ItemStack MenuVendor::click(InputState * input) { ItemStack stack = stock.click(input); saveInventory(); return stack; }
void MenuVendor::add(ItemStack stack) { stock.add(stack); saveInventory(); }
/** * Cancel the dragging initiated by the clic() */ void MenuVendor::itemReturn(ItemStack stack) { stock.itemReturn(stack); saveInventory(); }