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