/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2015-2019 Julie Marchant 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 3 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, see . */ #include #include #include "SDL.h" #include "defs.h" #include "structs.h" #include "engine.h" #include "game.h" #include "gfx.h" #include "intermission.h" #include "player.h" #include "save.h" #include "screen.h" #include "shop.h" #include "weapons.h" typedef struct ShopItem_ { int x, y; int price; char name[50]; char description[STRMAX]; int image; } ShopItem; static ShopItem shopItems[SHOP_MAX]; static int shopSelectedItem; static void sell(int i); static void drawSecondaryWeaponSurface() { char description[50] = ""; gfx_renderString("Secondary Weapon", 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SECONDARY]); switch (player.weaponType[1]) { case W_NONE: strcpy(description, "None"); break; case W_ROCKETS: strcpy(description, "Rockets"); break; case W_DOUBLE_ROCKETS: strcpy(description, "Dbl Rockets"); break; case W_MICRO_ROCKETS: strcpy(description, "Micro Rockets"); break; case W_LASER: strcpy(description, "Laser"); break; case W_CHARGER: strcpy(description, "Charger"); break; case W_HOMING_MISSILE: strcpy(description, "Homing Missile"); break; case W_DOUBLE_HOMING_MISSILES: strcpy(description, "Dbl Homing Missiles"); break; case W_MICRO_HOMING_MISSILES: strcpy(description, "Mcr Homing Missiles"); break; } gfx_renderString(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SECONDARY]); if ((player.weaponType[1] != W_LASER) && (player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_NONE)) { sprintf(description, "Capacity : %d", game.maxRocketAmmo); gfx_renderString(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SECONDARY]); } } static void adjustShopPrices() { if (game.difficulty == DIFFICULTY_ORIGINAL) { shopItems[SHOP_PLASMA_MAX_OUTPUT].price = 500 * game.maxPlasmaOutput; shopItems[SHOP_PLASMA_MAX_DAMAGE].price = 500 * game.maxPlasmaDamage; shopItems[SHOP_PLASMA_MAX_RATE].price = 500 * (game.maxPlasmaRate * 2 - 1); shopItems[SHOP_PLASMA_MIN_OUTPUT].price = 2000 * game.minPlasmaOutput; shopItems[SHOP_PLASMA_MIN_DAMAGE].price = 2000 * game.minPlasmaDamage; shopItems[SHOP_PLASMA_MIN_RATE].price = 2000 * (game.minPlasmaRate * 2 - 1); } else { shopItems[SHOP_PLASMA_MAX_OUTPUT].price = 1000 * (game.maxPlasmaOutput + 1); shopItems[SHOP_PLASMA_MAX_DAMAGE].price = 1000 * (game.maxPlasmaDamage + 1); shopItems[SHOP_PLASMA_MAX_RATE].price = 1000 * (game.maxPlasmaRate + 1); shopItems[SHOP_PLASMA_MIN_OUTPUT].price = 1500 * (game.minPlasmaOutput + 1); shopItems[SHOP_PLASMA_MIN_DAMAGE].price = 1500 * (game.minPlasmaDamage + 1); shopItems[SHOP_PLASMA_MIN_RATE].price = 1500 * (game.minPlasmaRate + 1); if (game.maxPlasmaOutput <= game.minPlasmaOutput) shopItems[SHOP_PLASMA_MIN_OUTPUT].price += shopItems[SHOP_PLASMA_MAX_OUTPUT].price; if (game.maxPlasmaDamage <= game.minPlasmaDamage) shopItems[SHOP_PLASMA_MIN_DAMAGE].price += shopItems[SHOP_PLASMA_MAX_DAMAGE].price; if (game.maxPlasmaRate <= game.minPlasmaRate) shopItems[SHOP_PLASMA_MIN_RATE].price += shopItems[SHOP_PLASMA_MAX_RATE].price; } if (game.difficulty == DIFFICULTY_ORIGINAL) shopItems[SHOP_PLASMA_MAX_AMMO].price = (5 * game.maxPlasmaAmmo); else shopItems[SHOP_PLASMA_MAX_AMMO].price = (10 * (game.maxPlasmaAmmo - 75)); shopItems[SHOP_ROCKET_MAX_AMMO].price = (25 * game.maxRocketAmmo); if (game.maxPlasmaOutput >= game.maxPlasmaOutputLimit) shopItems[SHOP_PLASMA_MAX_OUTPUT].price = 0; if (game.maxPlasmaDamage >= game.maxPlasmaDamageLimit) shopItems[SHOP_PLASMA_MAX_DAMAGE].price = 0; if (game.maxPlasmaRate >= game.maxPlasmaRateLimit) shopItems[SHOP_PLASMA_MAX_RATE].price = 0; if (game.minPlasmaOutput >= game.minPlasmaOutputLimit) shopItems[SHOP_PLASMA_MIN_OUTPUT].price = 0; if (game.minPlasmaDamage >= game.minPlasmaDamageLimit) shopItems[SHOP_PLASMA_MIN_DAMAGE].price = 0; if (game.minPlasmaRate >= game.minPlasmaRateLimit) shopItems[SHOP_PLASMA_MIN_RATE].price = 0; if (game.maxPlasmaAmmo >= game.maxPlasmaAmmoLimit) shopItems[SHOP_PLASMA_MAX_AMMO].price = 0; if (game.maxRocketAmmo >= game.maxRocketAmmoLimit) shopItems[SHOP_ROCKET_MAX_AMMO].price = 0; } static void drawShop() { char description[100]; int icons = SHOP_MAX; adjustShopPrices(); shopItems[SHOP_PLASMA_MAX_OUTPUT].x = SHOP_X; shopItems[SHOP_PLASMA_MAX_OUTPUT].y = SHOP_Y + 70; shopItems[SHOP_PLASMA_MAX_DAMAGE].x = SHOP_X + 50; shopItems[SHOP_PLASMA_MAX_DAMAGE].y = SHOP_Y + 70; shopItems[SHOP_PLASMA_MAX_RATE].x = SHOP_X + 100; shopItems[SHOP_PLASMA_MAX_RATE].y = SHOP_Y + 70; shopItems[SHOP_PLASMA_MIN_OUTPUT].x = SHOP_X; shopItems[SHOP_PLASMA_MIN_OUTPUT].y = SHOP_Y + 130; shopItems[SHOP_PLASMA_MIN_DAMAGE].x = SHOP_X + 50; shopItems[SHOP_PLASMA_MIN_DAMAGE].y = SHOP_Y + 130; shopItems[SHOP_PLASMA_MIN_RATE].x = SHOP_X + 100; shopItems[SHOP_PLASMA_MIN_RATE].y = SHOP_Y + 130; shopItems[SHOP_PLASMA_AMMO].x = SHOP_X + 250; shopItems[SHOP_PLASMA_AMMO].y = SHOP_Y + 70; shopItems[SHOP_ROCKET_AMMO].x = SHOP_X + 300; shopItems[SHOP_ROCKET_AMMO].y = SHOP_Y + 70; shopItems[SHOP_PLASMA_MAX_AMMO].x = SHOP_X + 350; shopItems[SHOP_PLASMA_MAX_AMMO].y = SHOP_Y + 70; shopItems[SHOP_ROCKET_MAX_AMMO].x = SHOP_X + 400; shopItems[SHOP_ROCKET_MAX_AMMO].y = SHOP_Y + 70; shopItems[SHOP_DOUBLE_ROCKETS].x = SHOP_X + 250; shopItems[SHOP_DOUBLE_ROCKETS].y = SHOP_Y + 130; shopItems[SHOP_MICRO_ROCKETS].x = SHOP_X + 300; shopItems[SHOP_MICRO_ROCKETS].y = SHOP_Y + 130; shopItems[SHOP_LASER].x = SHOP_X + 350; shopItems[SHOP_LASER].y = SHOP_Y + 130; shopItems[SHOP_HOMING_MISSILE].x = SHOP_X + 400; shopItems[SHOP_HOMING_MISSILE].y = SHOP_Y + 130; shopItems[SHOP_CHARGER].x = SHOP_X + 450; shopItems[SHOP_CHARGER].y = SHOP_Y + 130; shopItems[SHOP_DOUBLE_HOMING_MISSILES].x = SHOP_X + 500; shopItems[SHOP_DOUBLE_HOMING_MISSILES].y = SHOP_Y + 130; shopItems[SHOP_MICRO_HOMING_MISSILES].x = SHOP_X + 550; shopItems[SHOP_MICRO_HOMING_MISSILES].y = SHOP_Y + 130; for (int i = 0 ; i < SHOP_S_MAX ; i++) { if (gfx_shopSprites[i] != NULL) { SDL_FreeSurface(gfx_shopSprites[i]); } } gfx_shopSprites[SHOP_S_PRIMARY] = gfx_createSurface(190, 91); gfx_shopSprites[SHOP_S_POWERUP] = gfx_createSurface(190, 91); gfx_shopSprites[SHOP_S_SECONDARY] = gfx_createSurface(190, 91); gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 189, 90, 0x00, 0x00, 0x55); gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 189, 20, 0x00, 0x00, 0x99); gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 189, 90, 0x00, 0x00, 0x55); gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 189, 20, 0x00, 0x00, 0x99); gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 189, 90, 0x00, 0x00, 0x55); gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 189, 20, 0x00, 0x00, 0x99); gfx_shopSprites[SHOP_S_SHIP_INFO] = gfx_createAlphaRect(601, 41, 0x00, 0x00, 0x00); gfx_drawRect(gfx_shopSprites[SHOP_S_SHIP_INFO], 0, 0, 600, 40, 0x00, 0x00, 0x33); switch (shopSelectedItem) { case SHOP_NOTHING: case SHOP_ERROR_INSUFFICIENT_FUNDS: case SHOP_ERROR_CANNOT_UPGRADE: case SHOP_ERROR_AMMO_LIMIT: case SHOP_ERROR_CANNOT_SELL: case SHOP_ERROR_NOTHING_TO_SELL: break; case SHOP_PLASMA_MAX_OUTPUT: case SHOP_PLASMA_MAX_DAMAGE: case SHOP_PLASMA_MAX_RATE: case SHOP_PLASMA_MAX_AMMO: gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 189, 90, 0x55, 0x00, 0x00); gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 189, 20, 0x99, 0x00, 0x00); break; case SHOP_PLASMA_MIN_OUTPUT: case SHOP_PLASMA_MIN_DAMAGE: case SHOP_PLASMA_MIN_RATE: gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 189, 90, 0x55, 0x00, 0x00); gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 189, 20, 0x99, 0x00, 0x00); break; case SHOP_PLASMA_AMMO: case SHOP_ROCKET_AMMO: gfx_drawRect(gfx_shopSprites[SHOP_S_SHIP_INFO], 0, 0, 600, 40, 0x33, 0x00, 0x00); break; default: gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 189, 90, 0x55, 0x00, 0x00); gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 189, 20, 0x99, 0x00, 0x00); break; } strcpy(description, ""); gfx_renderString("Primary Weapon", 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]); sprintf(description, "Cannons : %d", game.minPlasmaOutput); gfx_renderString(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]); sprintf(description, "Power : Stage %d", game.minPlasmaDamage); gfx_renderString(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]); sprintf(description, "Cooling : Stage %d", game.minPlasmaRate); gfx_renderString(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]); gfx_renderString("Powerup Weapon", 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]); sprintf(description, "Splitter : Stage %d", game.maxPlasmaOutput); gfx_renderString(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]); sprintf(description, "Condensor : Stage %d", game.maxPlasmaDamage); gfx_renderString(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]); sprintf(description, "L.Nitrogen: Stage %d", game.maxPlasmaRate); gfx_renderString(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]); sprintf(description, "Capacity : %d", game.maxPlasmaAmmo); gfx_renderString(description, 10, 67, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]); drawSecondaryWeaponSurface(); gfx_shopSprites[SHOP_S_CATALOG] = gfx_createSurface(601, 121); gfx_drawRect(gfx_shopSprites[SHOP_S_CATALOG], 0, 0, 600, 120, 0x00, 0x00, 0x22); gfx_renderString("Temporary Weapons", 10, 2, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]); gfx_renderString("Ammo and Storage", 260, 2, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]); gfx_renderString("Primary Weapons", 10, 62, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]); gfx_renderString("Secondary Weapons", 260, 62, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]); if (game.system == 0) icons = SHOP_DOUBLE_ROCKETS + 1; else if (game.system == 1) icons = SHOP_LASER + 1; else if (game.system == 2) icons = SHOP_CHARGER + 1; for (int i = 0 ; i < icons ; i++) { gfx_blit(gfx_sprites[shopItems[i].image], shopItems[i].x + 10 - SHOP_X, shopItems[i].y - SHOP_Y - 48, gfx_shopSprites[SHOP_S_CATALOG]); } sprintf(description, "Shield : %d", player.maxShield); gfx_renderString(description, 10, 6, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]); sprintf(description, " Cash : $%d", game.cash); gfx_renderString(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]); sprintf(description, "Plasma Cells : %.3d", player.ammo[0]); gfx_renderString(description, 430, 6, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]); sprintf(description, "Rockets : %.2d", player.ammo[1]); gfx_renderString(description, 475, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]); gfx_shopSprites[SHOP_S_ITEM_INFO] = gfx_createSurface(601, 56); gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 0, 600, 35, 0x00, 0x99, 0x00); gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 20, 600, 35, 0x00, 0x33, 0x00); gfx_renderString("Information", 5, 4, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); switch (shopSelectedItem) { case SHOP_NOTHING: break; case SHOP_ERROR_INSUFFICIENT_FUNDS: /// For when the player attempts to buy something they can't afford. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("You don't have enough money"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_CANNOT_UPGRADE: /// For when the player attempts an upgrade beyond the maximum (line 1 of 2). /// This must be short enough to fit on a single line. gfx_renderUnicode(_("Cannot upgrade ship"), 5, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); /// For when the player attempts an upgrade beyond the maximum (line 2 of 2). /// This must be short enough to fit on a single line. gfx_renderUnicode(_("Hardware capacity has been reached"), 20, 38, FONT_CYAN, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_AMMO_LIMIT: /// For when the player attempts to buy more ammo than the ship can hold. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("Ammunition limit reached"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_CANNOT_SELL: /// For when the player attempts to sell an item they aren't allowed to sell. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("You cannot sell that item"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_NOTHING_TO_SELL: /// For when the player attempts to sell an item they don't have any of. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("Nothing to sell"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_IS_NOT_ROCKETS: /// For when the player attempts to buy rockets or rocket capacity /// while secondary weapon is either laser or charge cannon. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("Rockets cannot be bought for Laser or Charger Cannon"), 5, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_ALREADY_OWNED: /// For when the player attempts to buy a weapon they already have. /// This must be short enough to fit on a single line. gfx_renderUnicode(_("You already have that weapon"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; case SHOP_ERROR_WEAPON_CAPACITY: /// For when the player attempts to increase rocket capacity beyond /// what is allowed for the weapon (used for homing missiles). /// This must be short enough to fit on a single line. gfx_renderUnicode(_("This weapon's ammo limit has been reached"), 20, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); 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); } gfx_renderUnicode(shopItems[shopSelectedItem].name, 5, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); gfx_renderUnicode(description, 20, 38, FONT_CYAN, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]); break; } } void shop_init() { /* ----------- Temporary Items ----------- */ shopItems[SHOP_PLASMA_MAX_OUTPUT].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MAX_OUTPUT].name, "Plasma Channel Splitter"); /// Shop item description: Plasma Channel Splitter (PLASMA_MAX_OUTPUT) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MAX_OUTPUT].description, _("Improves poweredup plasma output")); shopItems[SHOP_PLASMA_MAX_OUTPUT].image = SP_PLASMA_MAX_OUTPUT; shopItems[SHOP_PLASMA_MAX_DAMAGE].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MAX_DAMAGE].name, "Plasma Capacity Condensor"); /// Shop item description: Plasma Capacity Condensor (PLASMA_MAX_DAMAGE) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MAX_DAMAGE].description, _("Increases poweredup plasma damage")); shopItems[SHOP_PLASMA_MAX_DAMAGE].image = SP_PLASMA_MAX_POWER; shopItems[SHOP_PLASMA_MAX_RATE].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MAX_RATE].name, "Liquid Nitrogen Capsules"); /// Shop item description: Liquid Nitrogen Capsules (PLASMA_MAX_RATE) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MAX_RATE].description, _("Increases plasma firing rate")); shopItems[SHOP_PLASMA_MAX_RATE].image = SP_PLASMA_MAX_RATE; if (game.difficulty == DIFFICULTY_ORIGINAL) shopItems[SHOP_PLASMA_AMMO].price = 50; else shopItems[SHOP_PLASMA_AMMO].price = 1; strcpy(shopItems[SHOP_PLASMA_AMMO].name, "Plasma Cells"); /// Shop item description: Plasma Cells /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_AMMO].description, _("Plasma ammunition (10 cells each)")); shopItems[SHOP_PLASMA_AMMO].image = SP_PLASMA_AMMO; if (game.difficulty == DIFFICULTY_ORIGINAL) shopItems[SHOP_ROCKET_AMMO].price = 50; else shopItems[SHOP_ROCKET_AMMO].price = 1; strcpy(shopItems[SHOP_ROCKET_AMMO].name, "Rocket Ammo"); /// Shop item description: Rocket Ammo /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_ROCKET_AMMO].description, _("High velocity dumb fire rocket")); shopItems[SHOP_ROCKET_AMMO].image = SP_ROCKET_AMMO; /* ----------- Permanent Items ----------- */ shopItems[SHOP_PLASMA_MIN_OUTPUT].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MIN_OUTPUT].name, "Additional Plasma Cannon"); /// Shop item description: Additional Plasma Cannon (PLASMA_MIN_OUTPUT) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MIN_OUTPUT].description, _("Adds an extra plasma cannon to the Firefly")); shopItems[SHOP_PLASMA_MIN_OUTPUT].image = SP_PLASMA_MIN_OUTPUT; shopItems[SHOP_PLASMA_MIN_DAMAGE].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MIN_DAMAGE].name, "Plasma Power Booster"); /// Shop item description: Plasma Power Booster (PLASMA_MIN_DAMAGE) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MIN_DAMAGE].description, _("Increases power of plasma shots")); shopItems[SHOP_PLASMA_MIN_DAMAGE].image = SP_PLASMA_MIN_POWER; shopItems[SHOP_PLASMA_MIN_RATE].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MIN_RATE].name, "Plasma Cooling Booster"); /// Shop item description: Plasma Cooling Booster (PLASMA_MIN_RATE) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MIN_RATE].description, _("Permanently increases firing rate")); shopItems[SHOP_PLASMA_MIN_RATE].image = SP_PLASMA_MIN_RATE; /* ----------- Ammo Items -------------- */ shopItems[SHOP_PLASMA_MAX_AMMO].price = 0; // Overwritten later strcpy(shopItems[SHOP_PLASMA_MAX_AMMO].name, "Plasma Compressor"); /// Shop item description: Plasma Compressor (PLASMA_MAX_AMMO) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_PLASMA_MAX_AMMO].description, _("Increases plasma ammo capacity")); shopItems[SHOP_PLASMA_MAX_AMMO].image = SP_PLASMA_MAX_AMMO; shopItems[SHOP_ROCKET_MAX_AMMO].price = 0; // Overwritten later strcpy(shopItems[SHOP_ROCKET_MAX_AMMO].name, "Rocket Pod"); /// Shop item description: Rocket Pod (ROCKET_MAX_AMMO) /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_ROCKET_MAX_AMMO].description, _("Allows for an additional 5 rockets to be carried")); shopItems[SHOP_ROCKET_MAX_AMMO].image = SP_ROCKET_MAX_AMMO; /* ---------- Weaponary --------------- */ shopItems[SHOP_DOUBLE_ROCKETS].price = 2000; strcpy(shopItems[SHOP_DOUBLE_ROCKETS].name, "Dual Rocket Launcher"); /// Shop item description: Dual Rocket Launcher /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_DOUBLE_ROCKETS].description, _("Launches two rockets at once")); shopItems[SHOP_DOUBLE_ROCKETS].image = SP_DOUBLE_ROCKETS; shopItems[SHOP_MICRO_ROCKETS].price = 2500; strcpy(shopItems[SHOP_MICRO_ROCKETS].name, "Micro Rocket Launcher"); /// Shop item description: Micro Rocket Launcher /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_MICRO_ROCKETS].description, _("Launches several less powerful rockets at once")); shopItems[SHOP_MICRO_ROCKETS].image = SP_MICRO_ROCKETS; shopItems[SHOP_LASER].price = 5000; strcpy(shopItems[SHOP_LASER].name, "Laser Cannon"); /// Shop item description: Laser Cannon /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_LASER].description, _("Fires a continuous stream of energy particles")); shopItems[SHOP_LASER].image = SP_LASER; shopItems[SHOP_HOMING_MISSILE].price = 7500; strcpy(shopItems[SHOP_HOMING_MISSILE].name, "Homing Missile Launcher"); /// Shop item description: Homing Missile Launcher /// This must be short enough to fit on a single line. /// %i must be retained. It is replaced by the maximum missile /// capacity of the weapon. sprintf(shopItems[SHOP_HOMING_MISSILE].description, "Fires homing missile (max %i missiles)", MAX_HOMING); shopItems[SHOP_HOMING_MISSILE].image = SP_HOMING_MISSILE; shopItems[SHOP_CHARGER].price = 10000; strcpy(shopItems[SHOP_CHARGER].name, "Charge Cannon"); /// Shop item description: Charge Cannon /// This must be short enough to fit on a single line. strcpy(shopItems[SHOP_CHARGER].description, _("Compacts plasma into clusters for greater damage")); shopItems[SHOP_CHARGER].image = SP_CHARGER; shopItems[SHOP_DOUBLE_HOMING_MISSILES].price = 10000; strcpy(shopItems[SHOP_DOUBLE_HOMING_MISSILES].name, "Dual Homing Missile Launcher"); /// Shop item description: Dual Homing Missile Launcher /// This must be short enough to fit on a single line. /// %i must be retained. It is replaced by the maximum missile /// capacity of the weapon. sprintf(shopItems[SHOP_DOUBLE_HOMING_MISSILES].description, _("Fires two homing missiles (max %i missiles)"), MAX_DOUBLE_HOMING); shopItems[SHOP_DOUBLE_HOMING_MISSILES].image = SP_DOUBLE_HOMING_MISSILES; shopItems[SHOP_MICRO_HOMING_MISSILES].price = 15000; strcpy(shopItems[SHOP_MICRO_HOMING_MISSILES].name, "Micro Homing Missile Launcher"); /// Shop item description: Micro Homing Missile Launcher /// This must be short enough to fit on a single line. /// %i must be retained. It is replaced by the maximum missile /// capacity of the weapon. sprintf(shopItems[SHOP_MICRO_HOMING_MISSILES].description, _("Fires several small homing missiles (max %i missiles)"), MAX_MICRO_HOMING); shopItems[SHOP_MICRO_HOMING_MISSILES].image = SP_MICRO_HOMING_MISSILES; shopSelectedItem = SHOP_NOTHING; drawShop(); } static void shop_sellSecondaryWeapon() { switch (player.weaponType[1]) { case W_DOUBLE_ROCKETS: sell(SHOP_DOUBLE_ROCKETS); break; case W_MICRO_ROCKETS: sell(SHOP_MICRO_ROCKETS); break; case W_LASER: sell(SHOP_LASER); break; case W_HOMING_MISSILE: sell(SHOP_HOMING_MISSILE); break; case W_CHARGER: sell(SHOP_CHARGER); break; case W_DOUBLE_HOMING_MISSILES: sell(SHOP_DOUBLE_HOMING_MISSILES); break; case W_MICRO_HOMING_MISSILES: sell(SHOP_MICRO_HOMING_MISSILES); break; } } static void buy(int i) { if ((game.cash < shopItems[i].price) && (!engine.cheatCash)) { shopSelectedItem = SHOP_ERROR_INSUFFICIENT_FUNDS; drawShop(); return; } switch (i) { case SHOP_PLASMA_MAX_OUTPUT: if (game.maxPlasmaOutput >= game.maxPlasmaOutputLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.maxPlasmaOutput++; break; case SHOP_PLASMA_MAX_DAMAGE: if (game.maxPlasmaDamage >= game.maxPlasmaDamageLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.maxPlasmaDamage++; break; case SHOP_PLASMA_MAX_RATE: if (game.maxPlasmaRate >= game.maxPlasmaRateLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.maxPlasmaRate++; break; case SHOP_PLASMA_AMMO: if (player.ammo[0] >= game.maxPlasmaAmmo) { shopSelectedItem = SHOP_ERROR_AMMO_LIMIT; return; } LIMIT_ADD(player.ammo[0], 10, 0, game.maxPlasmaAmmo); break; case SHOP_ROCKET_AMMO: if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) { shopSelectedItem = SHOP_ERROR_IS_NOT_ROCKETS; return; } if (player.ammo[1] == game.maxRocketAmmo) { shopSelectedItem = SHOP_ERROR_AMMO_LIMIT; return; } if ((player.weaponType[1] == W_HOMING_MISSILE) && (player.ammo[1] >= MAX_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) && (player.ammo[1] >= MAX_DOUBLE_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) && (player.ammo[1] >= MAX_MICRO_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } player.ammo[1]++; break; case SHOP_PLASMA_MIN_OUTPUT: if (game.minPlasmaOutput >= game.minPlasmaOutputLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.minPlasmaOutput++; if (game.maxPlasmaOutput < game.minPlasmaOutput) game.maxPlasmaOutput = game.minPlasmaOutput; break; case SHOP_PLASMA_MIN_DAMAGE: if (game.minPlasmaDamage >= game.minPlasmaDamageLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.minPlasmaDamage++; if (game.maxPlasmaDamage < game.minPlasmaDamage) game.maxPlasmaDamage = game.minPlasmaDamage; break; case SHOP_PLASMA_MIN_RATE: if (game.minPlasmaRate >= game.minPlasmaRateLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } game.minPlasmaRate++; if (game.maxPlasmaRate < game.minPlasmaRate) game.maxPlasmaRate = game.minPlasmaRate; break; case SHOP_PLASMA_MAX_AMMO: if (game.maxPlasmaAmmo >= game.maxPlasmaAmmoLimit) { shopSelectedItem = SHOP_ERROR_CANNOT_UPGRADE; return; } if (game.difficulty == DIFFICULTY_ORIGINAL) game.maxPlasmaAmmo += 10; else game.maxPlasmaAmmo += 25; break; case SHOP_ROCKET_MAX_AMMO: if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER)) { shopSelectedItem = SHOP_ERROR_IS_NOT_ROCKETS; return; } if ((player.weaponType[1] == W_HOMING_MISSILE) && (game.maxRocketAmmo >= MAX_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) && (game.maxRocketAmmo >= MAX_DOUBLE_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) && (game.maxRocketAmmo >= MAX_MICRO_HOMING)) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } if (game.maxRocketAmmo >= game.maxRocketAmmoLimit) { shopSelectedItem = SHOP_ERROR_WEAPON_CAPACITY; return; } game.maxRocketAmmo += 5; break; case SHOP_DOUBLE_ROCKETS: if (player.weaponType[1] == W_DOUBLE_ROCKETS) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_DOUBLE_ROCKETS; LIMIT(game.maxRocketAmmo, 5, 50); shopSelectedItem = SHOP_NOTHING; break; case SHOP_MICRO_ROCKETS: if (player.weaponType[1] == W_MICRO_ROCKETS) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_MICRO_ROCKETS; LIMIT(game.maxRocketAmmo, 5, 50); shopSelectedItem = SHOP_NOTHING; break; case SHOP_LASER: if (player.weaponType[1] == W_LASER) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_LASER; if (game.difficulty != DIFFICULTY_ORIGINAL) { while (game.maxRocketAmmo > 5) sell(SHOP_ROCKET_MAX_AMMO); } while (player.ammo[1] > 0) sell(SHOP_ROCKET_AMMO); shopSelectedItem = SHOP_NOTHING; break; case SHOP_HOMING_MISSILE: if (player.weaponType[1] == W_HOMING_MISSILE) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_HOMING_MISSILE; while (game.maxRocketAmmo > MAX_HOMING) sell(SHOP_ROCKET_MAX_AMMO); LIMIT(game.maxRocketAmmo, 5, MAX_HOMING); shopSelectedItem = SHOP_NOTHING; break; case SHOP_CHARGER: if (player.weaponType[1] == W_CHARGER) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_CHARGER; if (game.difficulty != DIFFICULTY_ORIGINAL) { while (game.maxRocketAmmo > 5) sell(SHOP_ROCKET_MAX_AMMO); } while (player.ammo[1] > 0) sell(SHOP_ROCKET_AMMO); shopSelectedItem = SHOP_NOTHING; break; case SHOP_DOUBLE_HOMING_MISSILES: if (player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_DOUBLE_HOMING_MISSILES; while (game.maxRocketAmmo > MAX_DOUBLE_HOMING) sell(SHOP_ROCKET_MAX_AMMO); LIMIT(game.maxRocketAmmo, 5, MAX_DOUBLE_HOMING); shopSelectedItem = SHOP_NOTHING; break; case SHOP_MICRO_HOMING_MISSILES: if (player.weaponType[1] == W_MICRO_HOMING_MISSILES) { shopSelectedItem = SHOP_ERROR_ALREADY_OWNED; return; } shop_sellSecondaryWeapon(); player.weaponType[1] = W_MICRO_HOMING_MISSILES; while (game.maxRocketAmmo > MAX_MICRO_HOMING) sell(SHOP_ROCKET_MAX_AMMO); LIMIT(game.maxRocketAmmo, 5, MAX_MICRO_HOMING); shopSelectedItem = SHOP_NOTHING; break; } if (!engine.cheatCash) game.cash -= shopItems[i].price; save(0); } static void sell(int i) { switch (i) { case SHOP_PLASMA_MAX_OUTPUT: if (game.maxPlasmaOutput <= ((game.difficulty != DIFFICULTY_ORIGINAL) ? 1 : 2)) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } while (game.minPlasmaOutput >= game.maxPlasmaOutput) sell(SHOP_PLASMA_MIN_OUTPUT); game.maxPlasmaOutput--; if (weapons[W_PLAYER_WEAPON].ammo[0] <= game.maxPlasmaOutput + 1) weapons[W_PLAYER_WEAPON].ammo[0] = MIN( weapons[W_PLAYER_WEAPON].ammo[0], game.maxPlasmaOutput); break; case SHOP_PLASMA_MAX_DAMAGE: if (game.maxPlasmaDamage <= ((game.difficulty != DIFFICULTY_ORIGINAL) ? 1 : 2)) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } while (game.minPlasmaDamage >= game.maxPlasmaDamage) sell(SHOP_PLASMA_MIN_DAMAGE); game.maxPlasmaDamage--; if (weapons[W_PLAYER_WEAPON].damage <= game.maxPlasmaDamage + 1) weapons[W_PLAYER_WEAPON].damage = MIN( weapons[W_PLAYER_WEAPON].damage, game.maxPlasmaDamage); break; case SHOP_PLASMA_MAX_RATE: if (game.maxPlasmaRate <= ((game.difficulty != DIFFICULTY_ORIGINAL) ? 1 : 2)) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } while (game.minPlasmaRate >= game.maxPlasmaRate) sell(SHOP_PLASMA_MIN_RATE); game.maxPlasmaRate--; if (weapons[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.maxPlasmaRate + 1]) weapons[W_PLAYER_WEAPON].reload[0] = MAX( weapons[W_PLAYER_WEAPON].reload[0], rate2reload[game.maxPlasmaRate]); break; case SHOP_PLASMA_MIN_OUTPUT: if (game.minPlasmaOutput <= 1) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } game.minPlasmaOutput--; if (player.ammo[0] <= 0) weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput; break; case SHOP_PLASMA_MIN_DAMAGE: if (game.minPlasmaDamage <= 1) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } game.minPlasmaDamage--; if (player.ammo[0] <= 0) weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage; break; case SHOP_PLASMA_MIN_RATE: if (game.minPlasmaRate <= 1) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } game.minPlasmaRate--; if (player.ammo[0] <= 0) weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate]; break; case SHOP_PLASMA_AMMO: if (player.ammo[0] <= 0) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } if (player.ammo[0] > 10) player.ammo[0] -= 10; else { player.ammo[0] = 0; weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput; weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage; weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate]; } break; case SHOP_ROCKET_AMMO: if (player.ammo[1] <= 0) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.ammo[1]--; break; case SHOP_PLASMA_MAX_AMMO: if (game.maxPlasmaAmmo <= 100) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } if (game.difficulty == DIFFICULTY_ORIGINAL) game.maxPlasmaAmmo -= 10; else game.maxPlasmaAmmo -= 25; while (player.ammo[0] > game.maxPlasmaAmmo) sell(SHOP_PLASMA_AMMO); break; case SHOP_ROCKET_MAX_AMMO: if (game.maxRocketAmmo <= 5) { shopSelectedItem = SHOP_ERROR_CANNOT_SELL; return; } game.maxRocketAmmo -= 5; while (player.ammo[1] > game.maxRocketAmmo) sell(SHOP_ROCKET_AMMO); break; case SHOP_DOUBLE_ROCKETS: if (player.weaponType[1] != W_DOUBLE_ROCKETS) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = SHOP_NOTHING; break; case SHOP_MICRO_ROCKETS: if (player.weaponType[1] != W_MICRO_ROCKETS) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = SHOP_NOTHING; break; case SHOP_LASER: if (player.weaponType[1] != W_LASER) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = SHOP_NOTHING; break; case SHOP_HOMING_MISSILE: if (player.weaponType[1] != W_HOMING_MISSILE) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = SHOP_NOTHING; break; case SHOP_CHARGER: if (player.weaponType[1] != W_CHARGER) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = SHOP_NOTHING; break; case SHOP_DOUBLE_HOMING_MISSILES: if (player.weaponType[1] != W_DOUBLE_HOMING_MISSILES) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = SHOP_NOTHING; break; case SHOP_MICRO_HOMING_MISSILES: if (player.weaponType[1] != W_MICRO_HOMING_MISSILES) { shopSelectedItem = SHOP_ERROR_NOTHING_TO_SELL; return; } player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = SHOP_NOTHING; break; } adjustShopPrices(); if (game.difficulty == DIFFICULTY_ORIGINAL) game.cash += shopItems[i].price / 2; else game.cash += shopItems[i].price; save(0); } void shop_show() { int icons = SHOP_MAX; int sell_x = SHOP_X + SHOP_WIDTH - gfx_sprites[SP_SELL]->w - 2; int sell_y = SHOP_Y + 183; int buy_x = sell_x - gfx_sprites[SP_BUY]->w - 5; int buy_y = SHOP_Y + 183; drawShop(); screen_blit(gfx_shopSprites[SHOP_S_SHIP_INFO], SHOP_X, SHOP_Y); screen_blit(gfx_shopSprites[SHOP_S_CATALOG], SHOP_X, SHOP_Y + 50); screen_blit(gfx_shopSprites[SHOP_S_ITEM_INFO], SHOP_X, SHOP_Y + 180); screen_blit(gfx_shopSprites[SHOP_S_PRIMARY], SHOP_X, SHOP_Y + 245); screen_blit(gfx_shopSprites[SHOP_S_POWERUP], SHOP_X + 203, SHOP_Y + 245); screen_blit(gfx_shopSprites[SHOP_S_SECONDARY], SHOP_X + 406, SHOP_Y + 245); if (shopSelectedItem > SHOP_NOTHING) { screen_blit(gfx_sprites[SP_BUY], buy_x, buy_y); screen_blit(gfx_sprites[SP_SELL], sell_x, sell_y); } screen_blit(gfx_sprites[SP_FIREFLY], SHOP_X + 280, SHOP_Y + 15); if (game.system == 0) icons = SHOP_DOUBLE_ROCKETS + 1; else if (game.system == 1) icons = SHOP_LASER + 1; else if (game.system == 2) icons = SHOP_CHARGER + 1; if ((engine.keyState[KEY_FIRE])) { for (int i = 0 ; i < icons ; i++) { if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, shopItems[i].x, shopItems[i].y, 32, 25)) { shopSelectedItem = i; engine.keyState[KEY_FIRE] = 0; drawShop(); } } if (shopSelectedItem > SHOP_NOTHING) { if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, buy_x, buy_y, 24, 16)) { buy(shopSelectedItem); engine.keyState[KEY_FIRE] = 0; drawShop(); } if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, sell_x, sell_y, 24, 16)) { sell(shopSelectedItem); engine.keyState[KEY_FIRE] = 0; drawShop(); } } } }