starfighter/src/shop.c

1166 lines
38 KiB
C

/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2015-2020 The Diligent Circle <diligentcircle@riseup.net>
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 <http://www.gnu.org/licenses/>.
*/
#include <libintl.h>
#include <stdio.h>
#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[STRMAX_SHORT];
char description[STRMAX];
int image;
} ShopItem;
static ShopItem shopItems[SHOP_MAX];
static int shopSelectedItem;
static void sell(int i);
static void drawSecondaryWeaponSurface()
{
char description[STRMAX_SHORT] = "";
gfx_renderUnicode(_("Secondary Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SECONDARY]);
switch (player.weaponType[1])
{
case W_NONE:
/// Shop info: current secondary: none
strcpy(description, _("Uninstalled"));
break;
case W_ROCKETS:
/// Shop info: current secondary: rockets
strcpy(description, _("Rockets"));
break;
case W_DOUBLE_ROCKETS:
/// Shop info: current secondary: double rockets
strcpy(description, _("Dbl Rockets"));
break;
case W_MICRO_ROCKETS:
/// Shop info: current secondary: micro rockets
strcpy(description, _("Micro Rockets"));
break;
case W_LASER:
/// Shop info: current secondary: laser
strcpy(description, _("Laser"));
break;
case W_CHARGER:
/// Shop info: current secondary: charger
strcpy(description, _("Charger"));
break;
case W_HOMING_MISSILE:
/// Shop info: current secondary: homing missile
strcpy(description, _("Homing Missile"));
break;
case W_DOUBLE_HOMING_MISSILES:
/// Shop info: current secondary: double homing missiles
strcpy(description, _("Dbl Homing Missiles"));
break;
case W_MICRO_HOMING_MISSILES:
/// Shop info: current secondary: micro homing missiles
strcpy(description, _("Mcr Homing Missiles"));
break;
}
gfx_renderUnicode(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))
{
/// Retain "%d" as-is. It is replaced with the rocket capacity of the Firefly.
snprintf(description, STRMAX_SHORT, _("Capacity : %d"), game.maxRocketAmmo);
gfx_renderUnicode(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[STRMAX];
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(194, 91);
gfx_shopSprites[SHOP_S_POWERUP] = gfx_createSurface(203, 91);
gfx_shopSprites[SHOP_S_SECONDARY] = gfx_createSurface(194, 91);
gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 193, 90, 0x00, 0x00, 0x55);
gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 193, 20, 0x00, 0x00, 0x99);
gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 202, 90, 0x00, 0x00, 0x55);
gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 202, 20, 0x00, 0x00, 0x99);
gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 193, 90, 0x00, 0x00, 0x55);
gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 193, 20, 0x00, 0x00, 0x99);
gfx_shopSprites[SHOP_S_SHIP_INFO] = gfx_createAlphaRect(SHOP_WIDTH + 1, 41, 0x00, 0x00, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_SHIP_INFO], 0, 0, SHOP_WIDTH, 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, 202, 90, 0x55, 0x00, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_POWERUP], 0, 0, 202, 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, 193, 90, 0x55, 0x00, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_PRIMARY], 0, 0, 193, 20, 0x99, 0x00, 0x00);
break;
case SHOP_PLASMA_AMMO:
case SHOP_ROCKET_AMMO:
gfx_drawRect(gfx_shopSprites[SHOP_S_SHIP_INFO], 0, 0, SHOP_WIDTH, 40, 0x33, 0x00, 0x00);
break;
default:
gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 193, 90, 0x55, 0x00, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_SECONDARY], 0, 0, 193, 20, 0x99, 0x00, 0x00);
break;
}
strcpy(description, "");
gfx_renderUnicode(_("Primary Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma output
/// Retain "%d" as-is. It is replaced with the min plasma output.
snprintf(description, STRMAX, _("Cannons: %d"), game.minPlasmaOutput);
gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma damage
/// Retain "%d" as-is. It is replaced with the min plasma damage.
snprintf(description, STRMAX, _("Power: Stage %d"),
game.minPlasmaDamage);
gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma rate
/// Retain "%d" as-is. It is replaced with the min plasma cooling.
snprintf(description, STRMAX, _("Cooling: Stage %d"),
game.minPlasmaRate);
gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
gfx_renderUnicode(_("Powerup Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma output
/// Retain "%d" as-is. It is replaced with the max plasma output.
snprintf(description, STRMAX, _("Splitter: Stage %d"),
game.maxPlasmaOutput);
gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma damage
/// Retain "%d" as-is. It is replaced with the max plasma damage.
snprintf(description, STRMAX, _("Condensor: Stage %d"),
game.maxPlasmaDamage);
gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma rate
/// Retain "%d" as-is. It is replaced with the max plasma cooling.
snprintf(description, STRMAX, _("L.Nitrogen: Stage %d"),
game.maxPlasmaRate);
gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma ammo
/// Retain "%d" as-is. It is replaced with the Firefly's plasma ammo capacity.
snprintf(description, STRMAX, _("Capacity: %d"), game.maxPlasmaAmmo);
gfx_renderUnicode(description, 10, 67, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
drawSecondaryWeaponSurface();
gfx_shopSprites[SHOP_S_CATALOG] = gfx_createSurface(SHOP_WIDTH + 1, 121);
gfx_drawRect(gfx_shopSprites[SHOP_S_CATALOG], 0, 0, SHOP_WIDTH, 120, 0x00, 0x00, 0x22);
gfx_renderUnicode(_("Temporary Weapons"), 10, 2, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]);
gfx_renderUnicode(_("Ammo and Storage"), 260, 2, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]);
gfx_renderUnicode(_("Primary Weapons"), 10, 62, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_CATALOG]);
gfx_renderUnicode(_("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]);
}
/// Retain "%d" as-is. It is replaced with the Firefly's max shield.
snprintf(description, STRMAX, _("Shield: %d"), player.maxShield);
gfx_renderUnicode(description, 10, 6, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
/// Retain "%d" as-is. It is replaced with the player's current cash.
snprintf(description, STRMAX, _("Cash: $%d"), game.cash);
gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
/// Retain "%.3d". It is replaced with the ship's current number of plasma cells.
/// "%.3d" can be changed to "%d" if you wish to not fill in space with zeroes,
/// e.g. render the number 5 as "5" rather than "005".
snprintf(description, STRMAX, _("Plasma Cells: %.3d"), player.ammo[0]);
gfx_renderUnicode(description, SHOP_WIDTH - gfx_unicodeWidth(description) - 10, 6, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
/// Retain "%.2d". It is replaced with the ship's current number of rockets.
/// "%.2d" can be changed to "%d" if you wish to not fill in space with zeroes,
/// e.g. render the number 3 as "3" rather than "03".
snprintf(description, STRMAX, _("Rockets: %.2d"), player.ammo[1]);
gfx_renderUnicode(description, SHOP_WIDTH - gfx_unicodeWidth(description) - 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
gfx_shopSprites[SHOP_S_ITEM_INFO] = gfx_createSurface(SHOP_WIDTH + 1, 56);
gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 0, SHOP_WIDTH, 35, 0x00, 0x99, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 20, SHOP_WIDTH, 35, 0x00, 0x33, 0x00);
gfx_renderUnicode(_("Information"), 10, 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.
gfx_renderUnicode(_("You don't have enough money"), 10, 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).
gfx_renderUnicode(_("Cannot upgrade ship"), 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
/// For when the player attempts an upgrade beyond the maximum (line 2 of 2).
gfx_renderUnicode(_("Hardware capacity has been reached"), 10, 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.
gfx_renderUnicode(_("Ammunition limit reached"), 10, 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.
gfx_renderUnicode(_("You cannot sell that item"), 10, 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.
gfx_renderUnicode(_("Nothing to sell"), 10, 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.
gfx_renderUnicode(_("Rockets cannot be bought for Laser or Charger Cannon"), 10, 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.
gfx_renderUnicode(_("You already have that weapon"), 10, 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).
gfx_renderUnicode(_("This weapon's ammo limit has been reached"), 10, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
default:
if (shopItems[shopSelectedItem].price != 0)
{
/// Used to put a shop item's name next to its price.
/// "%s" is replaced with the item name, and "%d" is replaced
/// with the item price.
snprintf(description, STRMAX, _("%s ($%d)"),
shopItems[shopSelectedItem].description,
shopItems[shopSelectedItem].price);
}
else
{
/// Used for shop items that cannot be bought.
/// "%s" is replaced with the item name.
snprintf(description, STRMAX, _("%s (N/A)"),
shopItems[shopSelectedItem].description);
}
gfx_renderUnicode(shopItems[shopSelectedItem].name, 20, 22,
FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
gfx_renderUnicode(description, 10, 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)
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)
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)
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
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
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)
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)
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)
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)
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)
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
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
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
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
/// %i must be retained. It is replaced by the maximum missile
/// capacity of the weapon.
snprintf(shopItems[SHOP_HOMING_MISSILE].description, STRMAX, _("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
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
/// %i must be retained. It is replaced by the maximum missile
/// capacity of the weapon.
snprintf(shopItems[SHOP_DOUBLE_HOMING_MISSILES].description, STRMAX, _("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
/// %i must be retained. It is replaced by the maximum missile
/// capacity of the weapon.
snprintf(shopItems[SHOP_MICRO_HOMING_MISSILES].description, STRMAX, _("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 + 199, SHOP_Y + 245);
screen_blit(gfx_shopSprites[SHOP_S_SECONDARY], SHOP_X + 407, 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();
}
}
}
}