starfighter/src/shop.cpp

1104 lines
30 KiB
C++

/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
Copyright (C) 2015-2017 Julie Marchant <onpon4@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 <stdio.h>
#include "SDL.h"
#include "defs.h"
#include "structs.h"
#include "engine.h"
#include "game.h"
#include "gfx.h"
#include "player.h"
#include "save.h"
#include "screen.h"
#include "weapons.h"
typedef struct ShopItem_ {
int x, y;
int price;
char name[50];
char description[255];
int image;
} ShopItem;
static const int shop_w = 600;
static const int shop_x = SCREEN_WIDTH / 2 - shop_w / 2;
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[2]);
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[2]);
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[2]);
}
}
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;
}
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();
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, 101, 0x00, 0x00, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_SHIP_INFO], 0, 0, 600, 100, 0x00, 0x00, 0x33);
switch (shopSelectedItem)
{
case -1:
case -2:
case -3:
case -4:
case -5:
case -6:
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, 100, 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, "Cooler : 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, "Output : 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 - 178, gfx_shopSprites[SHOP_S_CATALOG]);
}
sprintf(description, "Shield Units : %d", player.maxShield);
gfx_renderString(description, 10, 4, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
sprintf(description, "Cash : $%d", game.cash);
gfx_renderString(description, 10, 80, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
sprintf(description, "Plasma Cells : %.3d", player.ammo[0]);
gfx_renderString(description, 430, 4, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
sprintf(description, "Rockets : %.3d", player.ammo[1]);
gfx_renderString(description, 475, 80, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_SHIP_INFO]);
gfx_shopSprites[SHOP_S_ITEM_INFO] = gfx_createSurface(601, 56);
gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 0, 600, 35, 0x00, 0x99, 0x00);
gfx_drawRect(gfx_shopSprites[SHOP_S_ITEM_INFO], 0, 20, 600, 35, 0x00, 0x33, 0x00);
gfx_renderString("Information", 5, 4, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
switch (shopSelectedItem)
{
case -1:
break;
case -2:
gfx_renderString("You don't have enough money", 20, 30, FONT_WHITE,
0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -3:
gfx_renderString("Cannot upgrade ship", 5, 22, FONT_WHITE, 0,
gfx_shopSprites[SHOP_S_ITEM_INFO]);
gfx_renderString("Hardware capacity has been reached", 20, 38,
FONT_CYAN, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -4:
gfx_renderString("Ammunition limit reached", 20, 30, FONT_WHITE, 0,
gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -5:
gfx_renderString("You cannot sell that item", 20, 30, FONT_WHITE,
0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -6:
gfx_renderString("Nothing to sell", 20, 30, FONT_WHITE, 0,
gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -7:
gfx_renderString("Rockets cannot be bought for Laser or Charger Cannon",
5, 30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -8:
gfx_renderString("You already have that weapon", 20, 30,
FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
case -9:
gfx_renderString("This weapon's ammo limit has been reached", 20,
30, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
break;
default:
if (shopItems[shopSelectedItem].price != 0)
{
sprintf(description, "%s ($%d)",
shopItems[shopSelectedItem].description,
shopItems[shopSelectedItem].price);
}
else
{
sprintf(description, "%s (N/A)",
shopItems[shopSelectedItem].description);
}
gfx_renderString(shopItems[shopSelectedItem].name, 5, 22,
FONT_WHITE, 0, gfx_shopSprites[SHOP_S_ITEM_INFO]);
gfx_renderString(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");
strcpy(shopItems[SHOP_PLASMA_MAX_OUTPUT].description,
"Improves poweredup plasma output");
shopItems[SHOP_PLASMA_MAX_OUTPUT].image = 9;
shopItems[SHOP_PLASMA_MAX_DAMAGE].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MAX_DAMAGE].name, "Plasma capacity condensor");
strcpy(shopItems[SHOP_PLASMA_MAX_DAMAGE].description,
"Increases poweredup plasma damage");
shopItems[SHOP_PLASMA_MAX_DAMAGE].image = 10;
shopItems[SHOP_PLASMA_MAX_RATE].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MAX_RATE].name, "Liquid nitrogen capsules");
strcpy(shopItems[SHOP_PLASMA_MAX_RATE].description,
"Increases plasma firing rate");
shopItems[SHOP_PLASMA_MAX_RATE].image = 11;
if (game.difficulty == DIFFICULTY_ORIGINAL)
shopItems[SHOP_PLASMA_AMMO].price = 50;
else
shopItems[SHOP_PLASMA_AMMO].price = 1;
strcpy(shopItems[SHOP_PLASMA_AMMO].name, "10 Plasma cells");
strcpy(shopItems[SHOP_PLASMA_AMMO].description, "Plasma ammunition");
shopItems[SHOP_PLASMA_AMMO].image = 12;
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");
strcpy(shopItems[SHOP_ROCKET_AMMO].description,
"High velocity dumb fire rocket");
shopItems[SHOP_ROCKET_AMMO].image = 13;
/* ----------- Permanent Items ----------- */
shopItems[SHOP_PLASMA_MIN_OUTPUT].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MIN_OUTPUT].name, "Additional Plasma Cannon");
strcpy(shopItems[SHOP_PLASMA_MIN_OUTPUT].description,
"Adds an extra plasma cannon to the Firefly");
shopItems[SHOP_PLASMA_MIN_OUTPUT].image = 14;
shopItems[SHOP_PLASMA_MIN_DAMAGE].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MIN_DAMAGE].name, "Plasma Power Booster");
strcpy(shopItems[SHOP_PLASMA_MIN_DAMAGE].description,
"Increases power of plasma shots");
shopItems[SHOP_PLASMA_MIN_DAMAGE].image = 15;
shopItems[SHOP_PLASMA_MIN_RATE].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MIN_RATE].name, "Plasma Cooling Booster");
strcpy(shopItems[SHOP_PLASMA_MIN_RATE].description,
"Permanently increases firing rate");
shopItems[SHOP_PLASMA_MIN_RATE].image = 16;
/* ----------- Ammo Items -------------- */
shopItems[SHOP_PLASMA_MAX_AMMO].price = 0; // Overwritten later
strcpy(shopItems[SHOP_PLASMA_MAX_AMMO].name, "Plasma compressor");
strcpy(shopItems[SHOP_PLASMA_MAX_AMMO].description,
"Increases plasma ammo capacity");
shopItems[SHOP_PLASMA_MAX_AMMO].image = 17;
shopItems[SHOP_ROCKET_MAX_AMMO].price = 0; // Overwritten later
strcpy(shopItems[SHOP_ROCKET_MAX_AMMO].name, "Rocket Pod");
strcpy(shopItems[SHOP_ROCKET_MAX_AMMO].description,
"Allows for an additional 5 rockets to be carried");
shopItems[SHOP_ROCKET_MAX_AMMO].image = 18;
/* ---------- Weaponary --------------- */
shopItems[SHOP_DOUBLE_ROCKETS].price = 2000;
strcpy(shopItems[SHOP_DOUBLE_ROCKETS].name, "Dual Rocket Launcher");
strcpy(shopItems[SHOP_DOUBLE_ROCKETS].description,
"Allows for two rockets to be fired at once");
shopItems[SHOP_DOUBLE_ROCKETS].image = 19;
shopItems[SHOP_MICRO_ROCKETS].price = 2500;
strcpy(shopItems[SHOP_MICRO_ROCKETS].name, "Micro Rocket Launcher");
strcpy(shopItems[SHOP_MICRO_ROCKETS].description,
"Launches several less powerful rockets at once");
shopItems[SHOP_MICRO_ROCKETS].image = 20;
shopItems[SHOP_LASER].price = 5000;
strcpy(shopItems[SHOP_LASER].name, "Laser Cannon");
strcpy(shopItems[SHOP_LASER].description, "Laser Cannon");
shopItems[SHOP_LASER].image = 21;
shopItems[SHOP_HOMING_MISSILE].price = 7500;
strcpy(shopItems[SHOP_HOMING_MISSILE].name, "Homing Missile Launcher");
sprintf(shopItems[SHOP_HOMING_MISSILE].description,
"Fires homing missile (max %i missiles)", maxHoming);
shopItems[SHOP_HOMING_MISSILE].image = 22;
shopItems[SHOP_CHARGER].price = 10000;
strcpy(shopItems[SHOP_CHARGER].name, "Charge Cannon");
strcpy(shopItems[SHOP_CHARGER].description, "A charge up cannon");
shopItems[SHOP_CHARGER].image = 23;
shopItems[SHOP_DOUBLE_HOMING_MISSILES].price = 10000;
strcpy(shopItems[SHOP_DOUBLE_HOMING_MISSILES].name,
"Dual Homing Missile Launcher");
sprintf(shopItems[SHOP_DOUBLE_HOMING_MISSILES].description,
"Fires two homing missiles (max %i missiles)", maxDoubleHoming);
shopItems[SHOP_DOUBLE_HOMING_MISSILES].image = 24;
shopItems[SHOP_MICRO_HOMING_MISSILES].price = 15000;
strcpy(shopItems[SHOP_MICRO_HOMING_MISSILES].name,
"Homing Micro Missile Launcher");
sprintf(shopItems[SHOP_MICRO_HOMING_MISSILES].description,
"Fires several small homing missiles (max %i missiles)", maxMicroHoming);
shopItems[SHOP_MICRO_HOMING_MISSILES].image = 25;
shopItems[SHOP_PLASMA_MAX_OUTPUT].x = shop_x;
shopItems[SHOP_PLASMA_MAX_OUTPUT].y = 200;
shopItems[SHOP_PLASMA_MAX_DAMAGE].x = shop_x + 50;
shopItems[SHOP_PLASMA_MAX_DAMAGE].y = 200;
shopItems[SHOP_PLASMA_MAX_RATE].x = shop_x + 100;
shopItems[SHOP_PLASMA_MAX_RATE].y = 200;
shopItems[SHOP_PLASMA_MIN_OUTPUT].x = shop_x;
shopItems[SHOP_PLASMA_MIN_OUTPUT].y = 260;
shopItems[SHOP_PLASMA_MIN_DAMAGE].x = shop_x + 50;
shopItems[SHOP_PLASMA_MIN_DAMAGE].y = 260;
shopItems[SHOP_PLASMA_MIN_RATE].x = shop_x + 100;
shopItems[SHOP_PLASMA_MIN_RATE].y = 260;
shopItems[SHOP_PLASMA_AMMO].x = shop_x + 250;
shopItems[SHOP_PLASMA_AMMO].y = 200;
shopItems[SHOP_ROCKET_AMMO].x = shop_x + 300;
shopItems[SHOP_ROCKET_AMMO].y = 200;
shopItems[SHOP_PLASMA_MAX_AMMO].x = shop_x + 350;
shopItems[SHOP_PLASMA_MAX_AMMO].y = 200;
shopItems[SHOP_ROCKET_MAX_AMMO].x = shop_x + 400;
shopItems[SHOP_ROCKET_MAX_AMMO].y = 200;
shopItems[SHOP_DOUBLE_ROCKETS].x = shop_x + 250;
shopItems[SHOP_DOUBLE_ROCKETS].y = 260;
shopItems[SHOP_MICRO_ROCKETS].x = shop_x + 300;
shopItems[SHOP_MICRO_ROCKETS].y = 260;
shopItems[SHOP_LASER].x = shop_x + 350;
shopItems[SHOP_LASER].y = 260;
shopItems[SHOP_HOMING_MISSILE].x = shop_x + 400;
shopItems[SHOP_HOMING_MISSILE].y = 260;
shopItems[SHOP_CHARGER].x = shop_x + 450;
shopItems[SHOP_CHARGER].y = 260;
shopItems[SHOP_DOUBLE_HOMING_MISSILES].x = shop_x + 500;
shopItems[SHOP_DOUBLE_HOMING_MISSILES].y = 260;
shopItems[SHOP_MICRO_HOMING_MISSILES].x = shop_x + 550;
shopItems[SHOP_MICRO_HOMING_MISSILES].y = 260;
shopSelectedItem = -1;
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 = -2;
drawShop();
return;
}
switch (i)
{
case SHOP_PLASMA_MAX_OUTPUT:
if (game.maxPlasmaOutput >= game.maxPlasmaOutputLimit)
{
shopSelectedItem = -3;
return;
}
game.maxPlasmaOutput++;
break;
case SHOP_PLASMA_MAX_DAMAGE:
if (game.maxPlasmaDamage >= game.maxPlasmaDamageLimit)
{
shopSelectedItem = -3;
return;
}
game.maxPlasmaDamage++;
break;
case SHOP_PLASMA_MAX_RATE:
if (game.maxPlasmaRate >= game.maxPlasmaRateLimit)
{
shopSelectedItem = -3;
return;
}
game.maxPlasmaRate++;
break;
case SHOP_PLASMA_AMMO:
if (player.ammo[0] >= game.maxPlasmaAmmo)
{
shopSelectedItem = -4;
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 = -7;
return;
}
if (player.ammo[1] == game.maxRocketAmmo)
{
shopSelectedItem = -4;
return;
}
if ((player.weaponType[1] == W_HOMING_MISSILE) &&
(player.ammo[1] >= maxHoming))
{
shopSelectedItem = -9;
return;
}
if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) &&
(player.ammo[1] >= maxDoubleHoming))
{
shopSelectedItem = -9;
return;
}
if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) &&
(player.ammo[1] >= maxMicroHoming))
{
shopSelectedItem = -9;
return;
}
player.ammo[1]++;
break;
case SHOP_PLASMA_MIN_OUTPUT:
if (game.minPlasmaOutput >= game.minPlasmaOutputLimit)
{
shopSelectedItem = -3;
return;
}
game.minPlasmaOutput++;
if (game.maxPlasmaOutput < game.minPlasmaOutput)
game.maxPlasmaOutput = game.minPlasmaOutput;
break;
case SHOP_PLASMA_MIN_DAMAGE:
if (game.minPlasmaDamage >= game.minPlasmaDamageLimit)
{
shopSelectedItem = -3;
return;
}
game.minPlasmaDamage++;
if (game.maxPlasmaDamage < game.minPlasmaDamage)
game.maxPlasmaDamage = game.minPlasmaDamage;
break;
case SHOP_PLASMA_MIN_RATE:
if (game.minPlasmaRate >= game.minPlasmaRateLimit)
{
shopSelectedItem = -3;
return;
}
game.minPlasmaRate++;
if (game.maxPlasmaRate < game.minPlasmaRate)
game.maxPlasmaRate = game.minPlasmaRate;
break;
case SHOP_PLASMA_MAX_AMMO:
if (game.maxPlasmaAmmo >= game.maxPlasmaAmmoLimit)
{
shopSelectedItem = -3;
return;
}
game.maxPlasmaAmmo += 25;
break;
case SHOP_ROCKET_MAX_AMMO:
if ((player.weaponType[1] == W_CHARGER) ||
(player.weaponType[1] == W_LASER))
{
shopSelectedItem = -7;
return;
}
if ((player.weaponType[1] == W_HOMING_MISSILE) &&
(game.maxRocketAmmo >= maxHoming))
{
shopSelectedItem = -9;
return;
}
if ((player.weaponType[1] == W_DOUBLE_HOMING_MISSILES) &&
(game.maxRocketAmmo >= maxDoubleHoming))
{
shopSelectedItem = -9;
return;
}
if ((player.weaponType[1] == W_MICRO_HOMING_MISSILES) &&
(game.maxRocketAmmo >= maxMicroHoming))
{
shopSelectedItem = -9;
return;
}
if (game.maxRocketAmmo >= game.maxRocketAmmoLimit)
{
shopSelectedItem = -3;
return;
}
game.maxRocketAmmo += 5;
break;
case SHOP_DOUBLE_ROCKETS:
if (player.weaponType[1] == W_DOUBLE_ROCKETS)
{
shopSelectedItem = -8;
return;
}
shop_sellSecondaryWeapon();
player.weaponType[1] = W_DOUBLE_ROCKETS;
LIMIT(game.maxRocketAmmo, 5, 50);
shopSelectedItem = -1;
break;
case SHOP_MICRO_ROCKETS:
if (player.weaponType[1] == W_MICRO_ROCKETS)
{
shopSelectedItem = -8;
return;
}
shop_sellSecondaryWeapon();
player.weaponType[1] = W_MICRO_ROCKETS;
LIMIT(game.maxRocketAmmo, 5, 50);
shopSelectedItem = -1;
break;
case SHOP_LASER:
if (player.weaponType[1] == W_LASER)
{
shopSelectedItem = -8;
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 = -1;
break;
case SHOP_HOMING_MISSILE:
if (player.weaponType[1] == W_HOMING_MISSILE)
{
shopSelectedItem = -8;
return;
}
shop_sellSecondaryWeapon();
player.weaponType[1] = W_HOMING_MISSILE;
while (game.maxRocketAmmo > maxHoming)
sell(SHOP_ROCKET_MAX_AMMO);
LIMIT(game.maxRocketAmmo, 5, maxHoming);
shopSelectedItem = -1;
break;
case SHOP_CHARGER:
if (player.weaponType[1] == W_CHARGER)
{
shopSelectedItem = -8;
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 = -1;
break;
case SHOP_DOUBLE_HOMING_MISSILES:
if (player.weaponType[1] == W_DOUBLE_HOMING_MISSILES)
{
shopSelectedItem = -8;
return;
}
shop_sellSecondaryWeapon();
player.weaponType[1] = W_DOUBLE_HOMING_MISSILES;
while (game.maxRocketAmmo > maxDoubleHoming)
sell(SHOP_ROCKET_MAX_AMMO);
LIMIT(game.maxRocketAmmo, 5, maxDoubleHoming);
shopSelectedItem = -1;
break;
case SHOP_MICRO_HOMING_MISSILES:
if (player.weaponType[1] == W_MICRO_HOMING_MISSILES)
{
shopSelectedItem = -8;
return;
}
shop_sellSecondaryWeapon();
player.weaponType[1] = W_MICRO_HOMING_MISSILES;
while (game.maxRocketAmmo > maxMicroHoming)
sell(SHOP_ROCKET_MAX_AMMO);
LIMIT(game.maxRocketAmmo, 5, maxMicroHoming);
shopSelectedItem = -1;
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 = -5;
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 = -5;
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 = -5;
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 = -5;
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 = -5;
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 = -5;
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 = -6;
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 = -6;
return;
}
player.ammo[1]--;
break;
case SHOP_PLASMA_MAX_AMMO:
if (game.maxPlasmaAmmo <= 100)
{
shopSelectedItem = -1;
return;
}
game.maxPlasmaAmmo -= 25;
while (player.ammo[0] > game.maxPlasmaAmmo)
sell(SHOP_PLASMA_AMMO);
break;
case SHOP_ROCKET_MAX_AMMO:
if (game.maxRocketAmmo <= 5)
{
shopSelectedItem = -1;
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 = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
shopSelectedItem = -1;
break;
case SHOP_MICRO_ROCKETS:
if (player.weaponType[1] != W_MICRO_ROCKETS)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
shopSelectedItem = -1;
break;
case SHOP_LASER:
if (player.weaponType[1] != W_LASER)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case SHOP_HOMING_MISSILE:
if (player.weaponType[1] != W_HOMING_MISSILE)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
shopSelectedItem = -1;
break;
case SHOP_CHARGER:
if (player.weaponType[1] != W_CHARGER)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
player.ammo[1] = 0;
shopSelectedItem = -1;
break;
case SHOP_DOUBLE_HOMING_MISSILES:
if (player.weaponType[1] != W_DOUBLE_HOMING_MISSILES)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
shopSelectedItem = -1;
break;
case SHOP_MICRO_HOMING_MISSILES:
if (player.weaponType[1] != W_MICRO_HOMING_MISSILES)
{
shopSelectedItem = -1;
return;
}
player.weaponType[1] = W_ROCKETS;
shopSelectedItem = -1;
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_w - gfx_sprites[SP_SELL]->w - 2;
int buy_x = sell_x - gfx_sprites[SP_BUY]->w - 5;
screen_blit(gfx_shopSprites[SHOP_S_PRIMARY], shop_x, 395);
screen_blit(gfx_shopSprites[SHOP_S_POWERUP], shop_x + 203, 395);
screen_blit(gfx_shopSprites[SHOP_S_SECONDARY], shop_x + 406, 395);
screen_blit(gfx_shopSprites[SHOP_S_CATALOG], shop_x, 180);
screen_blit(gfx_shopSprites[SHOP_S_SHIP_INFO], shop_x, 50);
screen_blit(gfx_shopSprites[SHOP_S_ITEM_INFO], shop_x, 320);
if (shopSelectedItem > -1)
{
screen_blit(gfx_sprites[SP_BUY], buy_x, 323);
screen_blit(gfx_sprites[SP_SELL], sell_x, 323);
}
screen_blit(gfx_sprites[SP_FIREFLY], 380, 95);
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 > -1)
{
if (game_collision(engine.cursor_x + 13, engine.cursor_y + 13, 6, 6, buy_x, 323, 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, 323, 24, 16))
{
sell(shopSelectedItem);
engine.keyState[KEY_FIRE] = 0;
drawShop();
}
}
}
}