/* 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 (max 20 missiles)"); 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 (max 10 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 (max 10)"); 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 < 7 ; 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(¤tGame.maxPlasmaAmmo, 10, 0, 250); break; case 9: if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) {shopSelectedItem = -7; return;} if ((player.weaponType[1] == W_HOMING_MISSILE) && (currentGame.maxRocketAmmo >= 20)) {shopSelectedItem = -9; return;} if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) && (currentGame.maxRocketAmmo >= 10)) {shopSelectedItem = -9; return;} if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) && (currentGame.maxRocketAmmo >= 10)) {shopSelectedItem = -9; 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; limitChar(¤tGame.maxRocketAmmo, 10, 50); shopSelectedItem = -1; break; case 11: if (player.weaponType[1] == W_MICRO_ROCKETS) {shopSelectedItem = -8; return;} player.weaponType[1] = W_MICRO_ROCKETS; limitChar(¤tGame.maxRocketAmmo, 10, 50); shopSelectedItem = -1; break; case 12: if (player.weaponType[1] == W_LASER) {shopSelectedItem = -8; return;} player.weaponType[1] = W_LASER; currentGame.maxRocketAmmo = 0; 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(¤tGame.maxRocketAmmo, 5, 20); 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; currentGame.maxRocketAmmo = 0; 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(¤tGame.maxRocketAmmo, 5, 10); 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(¤tGame.maxRocketAmmo, 5, 10); 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(); } } } }