starfighter/code/shop.cpp

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/*
Copyright (C) 2003 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Starfighter.h"
static ShopItem shopItems[MAX_SHOPITEMS];
static signed char shopSelectedItem;
static void drawSecondaryWeaponSurface()
{
char description[50];
strcpy(description, "");
drawString("Secondary Weapon", 10, 3, FONT_WHITE, shopSurface[2]);
switch (player.weaponType[1])
{
case W_NONE:
strcpy(description, "Type : None");
break;
case W_ROCKETS:
strcpy(description, "Type : Rockets");
break;
case W_DOUBLE_ROCKETS:
strcpy(description, "Type : Dbl Rockets");
break;
case W_MICRO_ROCKETS:
strcpy(description, "Type : Micro Rockets");
break;
case W_LASER:
strcpy(description, "Type : Laser");
break;
case W_CHARGER:
strcpy(description, "Type : Charger");
break;
case W_HOMING_MISSILE:
strcpy(description, "Type : Homing Missile");
break;
case W_DOUBLE_HOMING_MISSILES:
strcpy(description, "Type : Dbl Homing Missiles");
break;
case W_MICRO_HOMING_MISSILES:
strcpy(description, "Type : Mcr Homing Missiles");
break;
}
drawString(description, 10, 22, FONT_WHITE, shopSurface[2]);
if ((player.weaponType[1] != W_LASER) && (player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_NONE))
{
sprintf(description, "Capacity : %d", currentGame.maxRocketAmmo);
drawString(description, 10, 37, FONT_WHITE, shopSurface[2]);
}
}
static void adjustShopPrices()
{
shopItems[0].price = (500 * currentGame.maxPlasmaOutput);
shopItems[1].price = (500 * currentGame.maxPlasmaDamage);
shopItems[2].price = (500 * (16 - currentGame.maxPlasmaRate));
shopItems[5].price = (2000 * weapon[0].ammo[0]);
shopItems[6].price = (2000 * weapon[0].damage);
shopItems[7].price = (2000 * (16 - weapon[0].reload[0]));
shopItems[8].price = (5 * currentGame.maxPlasmaAmmo);
shopItems[9].price = (25 * currentGame.maxRocketAmmo);
if (currentGame.maxPlasmaOutput == 5)
shopItems[0].price = 0;
if (currentGame.maxPlasmaDamage == 5)
shopItems[1].price = 0;
if (currentGame.maxPlasmaRate == 7)
shopItems[2].price = 0;
if (weapon[0].ammo[0] == 3)
shopItems[5].price = 0;
if (weapon[0].damage == 3)
shopItems[6].price = 0;
if (weapon[0].reload[0] == 11)
shopItems[7].price = 0;
}
static void drawShop()
{
adjustShopPrices();
for (int i = 0 ; i < MAX_SHOPSHAPES ; i++)
{
if (shopSurface[i] != NULL)
{
SDL_FreeSurface(shopSurface[i]);
}
}
for (int i = 0 ; i < 3 ; i++)
shopSurface[i] = createSurface(246, 91);
for (int i = 0 ; i < 3 ; i++)
{
blevelRect(shopSurface[i], 0, 0, 245, 90, 0x00, 0x00, 0x55);
blevelRect(shopSurface[i], 0, 0, 245, 20, 0x00, 0x00, 0x99);
}
shopSurface[4] = alphaRect(601, 101, 0x00, 0x00, 0x00);
blevelRect(shopSurface[4], 0, 0, 600, 100, 0x00, 0x00, 0x33);
switch (shopSelectedItem)
{
case -1:
case -2:
case -3:
case -4:
case -5:
case -6:
break;
case 0:
case 1:
case 2:
case 8:
blevelRect(shopSurface[1], 0, 0, 245, 90, 0x55, 0x00, 0x00);
blevelRect(shopSurface[1], 0, 0, 245, 20, 0x99, 0x00, 0x00);
break;
case 3:
case 4:
blevelRect(shopSurface[4], 0, 0, 600, 100, 0x33, 0x00, 0x00);
break;
case 5:
case 6:
case 7:
blevelRect(shopSurface[0], 0, 0, 245, 90, 0x55, 0x00, 0x00);
blevelRect(shopSurface[0], 0, 0, 245, 20, 0x99, 0x00, 0x00);
break;
default:
blevelRect(shopSurface[2], 0, 0, 245, 90, 0x55, 0x00, 0x00);
blevelRect(shopSurface[2], 0, 0, 245, 20, 0x99, 0x00, 0x00);
break;
}
char description[100];
strcpy(description, "");
drawString("Primary Weapon", 10, 3, FONT_WHITE, shopSurface[0]);
sprintf(description, "Plasma Cannons : %d", weapon[0].ammo[0]);
drawString(description, 10, 22, FONT_WHITE, shopSurface[0]);
sprintf(description, "Plasma Power : Stage %d", weapon[0].damage);
drawString(description, 10, 37, FONT_WHITE, shopSurface[0]);
sprintf(description, "Cooler : Stage %d", ((15 - weapon[0].reload[0]) / 2) + 1);
drawString(description, 10, 52, FONT_WHITE, shopSurface[0]);
drawString("Powerup Weapon", 10, 3, FONT_WHITE, shopSurface[1]);
sprintf(description, "Plasma Output : Stage %d", currentGame.maxPlasmaOutput);
drawString(description, 10, 22, FONT_WHITE, shopSurface[1]);
sprintf(description, "Plasma Condensor : Stage %d", currentGame.maxPlasmaDamage);
drawString(description, 10, 37, FONT_WHITE, shopSurface[1]);
sprintf(description, "Liquid Nitrogen : Stage %d", ((15 - currentGame.maxPlasmaRate) / 2) + 1);
drawString(description, 10, 52, FONT_WHITE, shopSurface[1]);
sprintf(description, "Plasma Capacity : %d", currentGame.maxPlasmaAmmo);
drawString(description, 10, 67, FONT_WHITE, shopSurface[1]);
drawSecondaryWeaponSurface();
shopSurface[3] = createSurface(601, 121);
blevelRect(shopSurface[3], 0, 0, 600, 120, 0x00, 0x00, 0x22);
drawString("Temporary Weapons", 10, 2, FONT_WHITE, shopSurface[3]);
drawString("Ammo and Storage", 260, 2, FONT_WHITE, shopSurface[3]);
drawString("Primary Weapons", 10, 62, FONT_WHITE, shopSurface[3]);
drawString("Secondary Weapons", 260, 62, FONT_WHITE, shopSurface[3]);
signed char icons = MAX_SHOPITEMS;
if (currentGame.system == 0)
icons = 11;
else if (currentGame.system == 1)
icons = 13;
else if (currentGame.system == 2)
icons = 15;
for (int i = 0 ; i < icons ; i++)
blit(shape[shopItems[i].image], shopItems[i].x - 90, shopItems[i].y - 178, shopSurface[3]);
sprintf(description, "Shield Units : %d", currentGame.shieldUnits * 25);
drawString(description, 10, 4, FONT_WHITE, shopSurface[4]);
sprintf(description, "Cash : $%d", currentGame.cash);
drawString(description, 10, 80, FONT_WHITE, shopSurface[4]);
sprintf(description, "Plasma Cells : %.3d", player.ammo[0]);
drawString(description, 430, 4, FONT_WHITE, shopSurface[4]);
sprintf(description, "Rockets : %.3d", player.ammo[1]);
drawString(description, 475, 80, FONT_WHITE, shopSurface[4]);
shopSurface[5] = createSurface(601, 56);
blevelRect(shopSurface[5], 0, 0, 600, 35, 0x00, 0x99, 0x00);
blevelRect(shopSurface[5], 0, 20, 600, 35, 0x00, 0x33, 0x00);
drawString("Information", 5, 4, FONT_WHITE, shopSurface[5]);
switch (shopSelectedItem)
{
case -1:
break;
case -2:
drawString("You don't have enough money", 20, 30, FONT_WHITE, shopSurface[5]);
break;
case -3:
drawString("Cannot upgrade ship", 5, 22, FONT_WHITE, shopSurface[5]);
drawString("Hardware capacity has been reached", 20, 38, FONT_CYAN, shopSurface[5]);
break;
case -4:
drawString("Ammunition limit reached", 20, 30, FONT_WHITE, shopSurface[5]);
break;
case -5:
drawString("You cannot sell that item", 20, 30, FONT_WHITE, shopSurface[5]);
break;
case -6:
drawString("Nothing to sell", 20, 30, FONT_WHITE, shopSurface[5]);
break;
case -7:
drawString("Rockets cannot be bought for Laser or Charger Cannon", 5, 30, FONT_WHITE, shopSurface[5]);
break;
case -8:
drawString("You already have that weapon", 20, 30, FONT_WHITE, shopSurface[5]);
break;
case -9:
drawString("This weapon's ammo limit has been reached", 20, 30, FONT_WHITE, shopSurface[5]);
break;
default:
if (shopItems[shopSelectedItem].price != 0)
{
sprintf(description, "%s ($%d)", shopItems[shopSelectedItem].description, shopItems[shopSelectedItem].price);
}
else
{
sprintf(description, "%s (N/A)", shopItems[shopSelectedItem].description);
}
drawString(shopItems[shopSelectedItem].name, 5, 22, FONT_WHITE, shopSurface[5]);
drawString(description, 20, 38, FONT_CYAN, shopSurface[5]);
break;
}
}
#if USEPACK
static void loadShop()
{
char name[255], description[255];
int price, image, x, y;
FILE *fp;
#if USEPACK
int dataLocation = locateDataInPak("data/shop.dat", 1);
fp = fopen(PACKLOCATION, "rb");
fseek(fp, dataLocation, SEEK_SET);
#else
fp = fopen("data/shop.dat", "rb");
#endif
for (int i = 0 ; i < MAX_SHOPITEMS ; i++)
{
fscanf(fp, "%[^\n]%*c", name);
fscanf(fp, "%[^\n]%*c", description);
fscanf(fp, "%d", &price);
fscanf(fp, "%d", &image);
fscanf(fp, "%d", &x);
fscanf(fp, "%d%*c", &y);
strcpy(shopItems[i].name, name);
strcpy(shopItems[i].description, description);
shopItems[i].price = price;
shopItems[i].image = image;
shopItems[i].x = x;
shopItems[i].y = y;
}
fclose(fp);
shopSelectedItem = -1;
player.image[0] = shape[0];
player.x = 380;
player.y = 95;
drawShop();
}
void initShop(){loadShop();}
#else
static void saveShop()
{
FILE *fp;
fp = fopen("data/shop.dat", "wb");
if (fp == NULL)
{
printf("Unable to write Shop Data File\n");
exit(1);
}
for (int i = 0 ; i < MAX_SHOPITEMS ; i++)
{
fprintf(fp, "%s\n", shopItems[i].name);
fprintf(fp, "%s\n", shopItems[i].description);
fprintf(fp, "%d ", shopItems[i].price);
fprintf(fp, "%d ", shopItems[i].image);
fprintf(fp, "%d ", shopItems[i].x);
fprintf(fp, "%d\n", shopItems[i].y);
}
// Put an extra line for the PAK file "just in case"
fprintf(fp, "\n");
fclose(fp);
}
/*
Throw into a data file in final build
*/
void initShop()
{
/* ----------- Temporary Items ----------- */
shopItems[0].price = 1000;
strcpy(shopItems[0].name, "Plasma channel splitter");
strcpy(shopItems[0].description, "Improves poweredup plasma output");
shopItems[0].image = 9;
shopItems[1].price = 1000;
strcpy(shopItems[1].name, "Plasma capacity condensor");
strcpy(shopItems[1].description, "Increases poweredup plasma damage");
shopItems[1].image = 10;
shopItems[2].price = 1000;
strcpy(shopItems[2].name, "Liquid nitrogen capsules");
strcpy(shopItems[2].description, "Increases plasma firing rate");
shopItems[2].image = 11;
shopItems[3].price = 50;
strcpy(shopItems[3].name, "10 Plasma cells");
strcpy(shopItems[3].description, "Plasma ammunition");
shopItems[3].image = 12;
shopItems[4].price = 50;
strcpy(shopItems[4].name, "Rocket Ammo");
strcpy(shopItems[4].description, "High velocity dumb fire rocket");
shopItems[4].image = 13;
/* ----------- Permanent Items ----------- */
shopItems[5].price = 2000;
strcpy(shopItems[5].name, "Additional Plasma Cannon");
strcpy(shopItems[5].description, "Adds an extra plasma cannon to the Firefly");
shopItems[5].image = 14;
shopItems[6].price = 2000;
strcpy(shopItems[6].name, "Plasma Power Booster");
strcpy(shopItems[6].description, "Increases power of plasma shots");
shopItems[6].image = 15;
shopItems[7].price = 2000;
strcpy(shopItems[7].name, "Plasma Cooling Booster");
strcpy(shopItems[7].description, "Permanently increases firing rate");
shopItems[7].image = 16;
/* ----------- Ammo Items -------------- */
shopItems[8].price = 250;
strcpy(shopItems[8].name, "Plasma compressor");
strcpy(shopItems[8].description, "Increases plasma ammo capacity");
shopItems[8].image = 17;
shopItems[9].price = 250;
strcpy(shopItems[9].name, "Rocket Pod");
strcpy(shopItems[9].description, "Allows for an additional 5 rockets to be carried");
shopItems[9].image = 18;
/* ---------- Weaponary --------------- */
shopItems[10].price = 2000;
strcpy(shopItems[10].name, "Dual Rocket Launcher");
strcpy(shopItems[10].description, "Allows for two rockets to be fired at once");
shopItems[10].image = 19;
shopItems[11].price = 2500;
strcpy(shopItems[11].name, "Micro Rocket Launcher");
strcpy(shopItems[11].description, "Launches several less powerful rockets at once");
shopItems[11].image = 20;
shopItems[12].price = 5000;
strcpy(shopItems[12].name, "Laser Cannon");
strcpy(shopItems[12].description, "Laser Cannon");
shopItems[12].image = 21;
shopItems[13].price = 7500;
strcpy(shopItems[13].name, "Homing Missile Launcher");
strcpy(shopItems[13].description, "Fires homing missile");
shopItems[13].image = 22;
shopItems[14].price = 10000;
strcpy(shopItems[14].name, "Charge Cannon");
strcpy(shopItems[14].description, "A charge up cannon");
shopItems[14].image = 23;
shopItems[15].price = 20000;
strcpy(shopItems[15].name, "Dual Homing Missile Launcher");
strcpy(shopItems[15].description, "Fires two homing missiles");
shopItems[15].image = 24;
shopItems[16].price = 25000;
strcpy(shopItems[16].name, "Homing Micro Missile Launcher");
strcpy(shopItems[16].description, "Fires several small homing missiles");
shopItems[16].image = 25;
for (int i = 0 ; i < 3 ; i++)
{
shopItems[i].x = 100 + (i * 50);
shopItems[i].y = 200;
}
shopItems[3].x = 350;
shopItems[3].y = 200;
shopItems[4].x = 400;
shopItems[4].y = 200;
for (int i = 0 ; i < 3 ; i++)
{
shopItems[i + 5].x = 100 + (i * 50);
shopItems[i + 5].y = 260;
}
for (int i = 0 ; i < 2 ; i++)
{
shopItems[i + 8].x = 450 + (i * 50);
shopItems[i + 8].y = 200;
}
for (int i = 0 ; i < 8 ; i++)
{
shopItems[i + 10].x = 350 + (i * 50);
shopItems[i + 10].y = 260;
}
shopSelectedItem = -1;
player.image[0] = shape[0];
player.x = 380;
player.y = 95;
saveShop();
drawShop();
}
#endif
static void buy(int i)
{
if ((currentGame.cash < shopItems[i].price) && (!engine.cheatCash))
{
shopSelectedItem = -2;
drawShop();
return;
}
switch(i)
{
case 0:
if (currentGame.maxPlasmaOutput == 5)
{shopSelectedItem = -3; return;}
currentGame.maxPlasmaOutput++;
break;
case 1:
if (currentGame.maxPlasmaDamage == 5)
{shopSelectedItem = -3; return;}
currentGame.maxPlasmaDamage++;
break;
case 2:
if (currentGame.maxPlasmaRate == 7)
{shopSelectedItem = -3; return;}
currentGame.maxPlasmaRate -= 2;
break;
case 3:
if (player.ammo[0] == currentGame.maxPlasmaAmmo)
{shopSelectedItem = -4; return;}
limitCharAdd(&player.ammo[0], 10, 0, currentGame.maxPlasmaAmmo);
break;
case 4:
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
{shopSelectedItem = -7; return;}
if (player.ammo[1] == currentGame.maxRocketAmmo)
{shopSelectedItem = -4; return;}
if ((player.weaponType[1] == W_HOMING_MISSILE) && (player.ammo[1] == 20))
{shopSelectedItem = -9; return;}
if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) && (player.ammo[1] == 10))
{shopSelectedItem = -9; return;}
if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) && (player.ammo[1] == 10))
{shopSelectedItem = -9; return;}
player.ammo[1]++;
break;
case 5:
if (weapon[0].ammo[0] == 3)
{shopSelectedItem = -3; return;}
weapon[0].ammo[0]++;
if (currentGame.maxPlasmaOutput < weapon[0].ammo[0])
currentGame.maxPlasmaOutput = weapon[0].ammo[0];
break;
case 6:
if (weapon[0].damage == 3)
{shopSelectedItem = -3; return;}
weapon[0].damage++;
if (currentGame.maxPlasmaDamage < weapon[0].damage)
currentGame.maxPlasmaDamage = weapon[0].damage;
break;
case 7:
if (weapon[0].reload[0] == 11)
{shopSelectedItem = -3; return;}
weapon[0].reload[0] -= 2;
if (currentGame.maxPlasmaRate > weapon[0].reload[0])
currentGame.maxPlasmaRate = weapon[0].reload[0];
break;
case 8:
if (currentGame.maxPlasmaAmmo == 250)
{shopSelectedItem = -3; return;}
limitCharAdd(&currentGame.maxPlasmaAmmo, 10, 0, 250);
break;
case 9:
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
{shopSelectedItem = -7; return;}
if (currentGame.maxRocketAmmo == 50)
{shopSelectedItem = -3; return;}
currentGame.maxRocketAmmo += 5;
break;
case 10:
if (player.weaponType[1] == W_DOUBLE_ROCKETS)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_DOUBLE_ROCKETS;
shopSelectedItem = -1;
break;
case 11:
if (player.weaponType[1] == W_MICRO_ROCKETS)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_MICRO_ROCKETS;
shopSelectedItem = -1;
break;
case 12:
if (player.weaponType[1] == W_LASER)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_LASER;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case 13:
if (player.weaponType[1] == W_HOMING_MISSILE)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_HOMING_MISSILE;
limitChar(&player.ammo[1], 0, 20);
shopSelectedItem = -1;
break;
case 14:
if (player.weaponType[1] == W_CHARGER)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_CHARGER;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case 15:
if (player.weaponType[1] == W_DOUBLE_HOMING_MISSILES)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_DOUBLE_HOMING_MISSILES;
limitChar(&player.ammo[1], 0, 10);
shopSelectedItem = -1;
break;
case 16:
if (player.weaponType[1] == W_MICRO_HOMING_MISSILES)
{shopSelectedItem = -8; return;}
player.weaponType[1] = W_MICRO_HOMING_MISSILES;
limitChar(&player.ammo[1], 0, 10);
shopSelectedItem = -1;
break;
}
if (!engine.cheatCash)
currentGame.cash -= shopItems[i].price;
}
static void sell(int i)
{
switch (i)
{
case 0:
if (currentGame.maxPlasmaOutput == 2)
{shopSelectedItem = -5; return;}
currentGame.maxPlasmaOutput--;
break;
case 1:
if (currentGame.maxPlasmaDamage == 2)
{shopSelectedItem = -5; return;}
currentGame.maxPlasmaDamage--;
break;
case 2:
if (currentGame.maxPlasmaRate == 13)
{shopSelectedItem = -5; return;}
currentGame.maxPlasmaRate += 2;
break;
case 3:
if (player.ammo[0] == 0)
{shopSelectedItem = -6; return;}
if (player.ammo[0] > 9)
limitCharAdd(&player.ammo[0], -10, 0, currentGame.maxPlasmaAmmo);
else
player.ammo[0] = 0;
break;
case 4:
if (player.ammo[1] == 0)
{shopSelectedItem = -6; return;}
player.ammo[1]--;
break;
case 5:
if (weapon[0].ammo[0] == 1)
{shopSelectedItem = -5; return;}
weapon[0].ammo[0]--;
break;
case 6:
if (weapon[0].damage == 1)
{shopSelectedItem = -5; return;}
weapon[0].damage--;
break;
case 7:
if (weapon[0].reload[0] == 15)
{shopSelectedItem = -5; return;}
weapon[0].reload[0] += 2;
break;
case 8:
if (currentGame.maxPlasmaAmmo == 100)
{shopSelectedItem = -1; return;}
currentGame.maxPlasmaAmmo -= 10;
limitChar(&player.ammo[0], 0, currentGame.maxPlasmaAmmo);
break;
case 9:
if (currentGame.maxRocketAmmo == 0)
{shopSelectedItem = -1; return;}
currentGame.maxRocketAmmo -= 5;
limitChar(&player.ammo[1], 0, currentGame.maxRocketAmmo);
break;
case 10:
if (player.weaponType[1] != W_DOUBLE_ROCKETS)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
shopSelectedItem = -1;
break;
case 11:
if (player.weaponType[1] != W_MICRO_ROCKETS)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
shopSelectedItem = -1;
break;
case 12:
if (player.weaponType[1] != W_LASER)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case 13:
if (player.weaponType[1] != W_HOMING_MISSILE)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
shopSelectedItem = -1;
break;
case 14:
if (player.weaponType[1] != W_CHARGER)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case 15:
if (player.weaponType[1] != W_DOUBLE_HOMING_MISSILES)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
shopSelectedItem = -1;
break;
case 16:
if (player.weaponType[1] != W_MICRO_HOMING_MISSILES)
{shopSelectedItem = -1; return;}
player.weaponType[1] = W_NONE;
shopSelectedItem = -1;
break;
}
adjustShopPrices();
currentGame.cash += (shopItems[i].price / 2);
}
void showShop()
{
blit(shopSurface[0], 20, 395);
blit(shopSurface[1], 275, 395);
blit(shopSurface[2], 530, 395);
blit(shopSurface[3], 100, 180);
blit(shopSurface[4], 100, 50);
blit(shopSurface[5], 100, 320);
if (shopSelectedItem > -1)
{
blit(shape[27], 60, 350);
blit(shape[28], 710, 350);
}
blit(shape[29], (int)player.x, (int)player.y);
signed char icons = MAX_SHOPITEMS;
if (currentGame.system == 0)
icons = 11;
else if (currentGame.system == 1)
icons = 13;
else if (currentGame.system == 2)
icons = 15;
if ((engine.keyState[SDLK_LCTRL]) || (engine.keyState[SDLK_RCTRL]))
{
for (int i = 0 ; i < icons ; i++)
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, shopItems[i].x, shopItems[i].y, 32, 25))
{
shopSelectedItem = i;
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
drawShop();
}
}
if (shopSelectedItem > -1)
{
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 60, 350, 24, 16))
{
buy(shopSelectedItem);
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
drawShop();
}
if (collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, 700, 350, 24, 16))
{
sell(shopSelectedItem);
engine.keyState[SDLK_LCTRL] = engine.keyState[SDLK_RCTRL] = 0;
drawShop();
}
}
}
}