天行健 君子当自强而不息

Putting Together a Full Game(12)

 

status_frame:

You use the status_frame function to display the player's statistics (health points,
mana points, known spells, and so on) when the player's status window is displayed.
This function handles equipping items and checking on the player's statistics.

void status_frame(void* data, long purpose)
{
    
if(purpose == SHUTDOWN_PURPOSE)
        
return;

    cApp* app = (cApp*) data;

    
if(purpose == INIT_PURPOSE)
    {
        app->m_text_header.set_text("Status", COLOR_WHITE);
        app->m_text_window.set_text("", COLOR_WHITE);
    }
    
else    // process a frame of status screen
    {
        
// exit screen if ESC or right mouse button pressed
        if(app->m_keyboard.get_key_state(KEY_ESC) || app->m_mouse.get_button_state(MOUSE_RBUTTON))
        {
            app->m_keyboard.m_locks[KEY_ESC]    = 
true;
            app->m_mouse.m_locks[MOUSE_RBUTTON] = 
true;

            app->m_state_manager.pop(app);
            
return;
        }

        sCharDef& char_def = g_player->char_def;

        
// determine which item is selected with mouse

        
long sel = app->m_mouse.get_y_pos() - STATUS_TOP_HEIGHT;

        
if(sel >= 0)
            sel /= STATUS_MENU_HEIGHT;

        
// see if click on item to use or equip
        if(app->m_mouse.get_button_state(MOUSE_LBUTTON))
        {
            app->m_mouse.m_locks[MOUSE_LBUTTON] = 
true;

            
// see which item was clicked
            if(sel >= 0 && sel < g_player->char_ics->get_num_items())
            {
                sCharItem* char_item = g_player->char_ics->get_item(sel);
                
bool is_consume = false;
                
bool is_equip_now;

                
// determine what to do with item
                switch(app->m_mil[char_item->item_index].category)
                {
                
case WEAPON:    // equip/unequip weapon
                    is_equip_now = (char_def.weapon != char_item->item_index);                    
                    app->m_game_chars.equip(g_player, char_item->item_index, WEAPON, is_equip_now);
                    
break;

                
case ARMOR:     // equip/unequip armor
                    is_equip_now = (char_def.armor != char_item->item_index);
                    app->m_game_chars.equip(g_player, char_item->item_index, ARMOR, is_equip_now);
                    
break;

                
case SHIELD:     // equip/unequip shield
                    is_equip_now = (char_def.shield != char_item->item_index);
                    app->m_game_chars.equip(g_player, char_item->item_index, SHIELD, is_equip_now);
                    
break;

                
case HEALING:
                    
if(g_player->health_points < g_player->char_def.health_points)
                    {
                        g_player->health_points += app->m_mil[char_item->item_index].value;

                        
if(g_player->health_points > char_def.health_points)
                            g_player->health_points = char_def.health_points;

                        is_consume = 
true;
                    }

                    
break;
                }

                
// reduce quantity if flagged as use once and consume flag
                if(check_bit(app->m_mil[char_item->item_index].flags, USEONCE) && is_consume)
                {
                    
if(char_item->quantity == 1)
                        g_player->char_ics->remove(char_item);
                    
else
                        char_item->quantity--;
                }

                app->play_sound(SOUND_BEEP);
            }
        } 
// [end] if(app->m_mouse.get_button_state(MOUSE_LBUTTON))

        // render the scene

        begin_display_scene();

        app->render_frame(0);
        app->m_text_window.render(NULL, COLOR_WHITE);
        app->m_text_header.render(NULL, COLOR_WHITE);

        
// display inventory on left
        
        draw_font(app->m_font, "Inventory:", 8, 96, 0, 0, D3DCOLOR_RGBA(255, 213, 191, 255), DT_LEFT);
        
        
long index = 0;

        
for(sCharItem* item_ptr = g_player->char_ics->get_root_item(); item_ptr != NULL; item_ptr = item_ptr->next)
        {
            
// calculate color to draw based on mouse position
            long color = ((index == sel) ? D3DCOLOR_RGBA(255, 255, 0, 255) : D3DCOLOR_RGBA(128, 128, 128, 255));

            
// display item name and quantity

            
char text[256];
            sprintf(text, "%lu x %s", item_ptr->quantity, app->m_mil[item_ptr->item_index].name);

            
long y_pos = index * STATUS_MENU_HEIGHT + STATUS_TOP_HEIGHT;
            draw_font(app->m_font, text, 32, y_pos, 0, 0, color, DT_LEFT);
            
            
// if item is equipped, then show E next to it.
            if(char_def.weapon == item_ptr->item_index ||
               char_def.armor  == item_ptr->item_index ||
               char_def.shield == item_ptr->item_index)
            {
                draw_font(app->m_font, "E", 16, y_pos, 0, 0, color, DT_LEFT);
            }

            index++;    
// go down one line
        }

        
static const int x_pos = 250;
        
char text[256];

        
// display character's stats at top-right

        draw_font(app->m_font, "Stats:", x_pos, 32, 0, 0, 
                  D3DCOLOR_RGBA(255, 213, 191, 255), DT_LEFT);

        sprintf(text, "HP: %ld/%ld", g_player->health_points, char_def.health_points);
        draw_font(app->m_font, text, x_pos + 20, 64, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "MP: %ld/%ld", g_player->mana_points, char_def.mana_points);
        draw_font(app->m_font, text, x_pos + 20, 96, 0, 0, COLOR_WHITE, DT_LEFT);        

        sprintf(text, "Level(Max %lu): %lu", MAX_PLAYER_LEVEL, char_def.level);
        draw_font(app->m_font, text, x_pos + 20, 128, 0, 0, COLOR_WHITE, DT_LEFT);
        
        
if(char_def.level < MAX_PLAYER_LEVEL)
            sprintf(text, "Exp/Next: %lu/%lu", char_def.exp, g_level_up_exp[char_def.level-1]);
        
else
            sprintf(text, "Exp/Next: %lu/99999", char_def.exp);

        draw_font(app->m_font, text, x_pos + 20, 160, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "$: %lu", char_def.money);
        draw_font(app->m_font, text, x_pos + 20, 192, 0, 0, COLOR_LIGHT_YELLOW, DT_LEFT);

        
long change = 0;

        
// print attack

        
if(g_player->char_def.weapon == -1)        
            sprintf(text, "Attack: %lu", char_def.attack);
        
else
        {            
            change = app->m_game_chars.get_attack(g_player) - char_def.attack;
            sprintf(text, "Attack: %lu + %lu", char_def.attack, change); 
        }

        draw_font(app->m_font, text, x_pos + 220, 64, 0, 0, COLOR_WHITE, DT_LEFT);

        
// print defense        

        
if(char_def.armor == -1 && char_def.shield == -1)
            sprintf(text, "Defense: %lu", char_def.defense);
        
else
        {
            change = app->m_game_chars.get_defense(g_player) - char_def.defense;
            sprintf(text, "Defense: %lu + %lu", char_def.defense, change); 
        }

        draw_font(app->m_font, text, x_pos + 220, 96, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "Agility: %lu", char_def.agility);
        draw_font(app->m_font, text, x_pos + 220, 128, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "Registance: %lu", char_def.resistance);
        draw_font(app->m_font, text, x_pos + 220, 160, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "Mental: %lu", char_def.mental);
        draw_font(app->m_font, text, x_pos + 220, 192, 0, 0, COLOR_WHITE, DT_LEFT);

        sprintf(text, "ToHit: %lu", char_def.to_hit);
        draw_font(app->m_font, text, x_pos + 220, 224, 0, 0, COLOR_WHITE, DT_LEFT);

        
// display known spells at right

        draw_font(app->m_font, "Spells:", x_pos , 240, 0, 0, D3DCOLOR_RGBA(255, 213, 191, 255), DT_LEFT);

        
for(long i = 0; i < NUM_SPELL_DEF; i++)
        {
            
if(char_def.magic_spell[i/32] & (1 << (i & 31)))
            {
                sSpell* spell = app->m_game_spells.get_spell(i);                

                
if(i == SPELL_HEAL)
                {                    
                    sprintf(text, "%lu: %s (Cost MP: %lu, Heal HP: %lu)", 
                        i+1, spell->name, spell->cost, (
long)spell->value[0]);
                }
                
else if(i == SPELL_TELEPORT)
                {
                    sprintf(text, "%lu: %s (Cost MP: %lu, Move to town!)", i+1, spell->name, spell->cost);
                }
                
else
                {
                    sprintf(text, "%lu: %s (Cost MP: %lu, Damage: %lu)", 
                        i+1, spell->name, spell->cost, -(
long)spell->value[0]);
                }

                draw_font(app->m_font, text, x_pos + 20, i * STATUS_MENU_HEIGHT + 272, 0, 0, COLOR_WHITE, DT_LEFT);
            }
        }

        end_display_scene();
        present_display();
    }
}

 

barter_frame:

The last of the state functions, barter_frame displays the store clerk's wares and allows the
player to click-and-buy those items for sale.

void barter_frame(void* data, long purpose)
{
    
static cCharIcs char_ics;

    cApp* app = (cApp*) data;

    
if(purpose == INIT_PURPOSE)     // initialize barter data
    {
        app->m_keyboard.m_locks[KEY_SPACE] = 
true;
        app->m_keyboard.set_key_state(KEY_SPACE, 
false);
        app->m_mouse.m_locks[MOUSE_LBUTTON] = 
true;
        app->m_mouse.set_button_state(MOUSE_LBUTTON, 
false);

        char_ics.load(g_barter_ics_file);            

        app->m_text_header.set_text("Shop", COLOR_WHITE);
        app->m_text_window.set_text("\r\n\nWhat would you like to buy?", COLOR_WHITE);
    }
    
else if(purpose == SHUTDOWN_PURPOSE)
    {
        char_ics.free();
    }
    
else    // process a frame of bartering
    {
        
// exit bartering if ESC or right mouse button pressed
        if(app->m_keyboard.get_key_state(KEY_ESC) || app->m_mouse.get_button_state(MOUSE_RBUTTON))
        {
            app->m_keyboard.m_locks[KEY_ESC]    = 
true;
            app->m_mouse.m_locks[MOUSE_RBUTTON] = 
true;

            app->m_state_manager.pop(app);
            
return;
        }

        
// dertermine which item is selected with mouse

        
long sel = app->m_mouse.get_y_pos() - BARTER_TOP_HEIGHT;

        
if(sel >= 0)
            sel /= BARTER_MENU_HEIGHT;

        
// see if click on item to buy
        if(app->m_mouse.get_button_state(MOUSE_LBUTTON))
        {
            app->m_mouse.m_locks[MOUSE_LBUTTON] = 
true;

            
// see which item was clicked
            if(sel >= 0 && sel < char_ics.get_num_items())
            {
                sCharItem* char_item = char_ics.get_item(sel);

                
// make sure player has enough gold for item
                if(g_player->char_def.money >= app->m_mil[char_item->item_index].price)
                {
                    sCharItem* item_ptr;

                    
// search for item alreay in inventory
                    for(item_ptr = g_player->char_ics->get_root_item(); item_ptr != NULL; item_ptr = item_ptr->next)
                    {
                        
// increase quantity if item already in inventory
                        if(char_item->item_index == item_ptr->item_index)
                        {
                            item_ptr->quantity++;
                            
break;
                        }
                    }

                    
// add item to player's inventory if not already
                    if(item_ptr == NULL)
                        g_player->char_ics->add(char_item->item_index, 1, NULL);

                    g_player->char_def.money -= app->m_mil[char_item->item_index].price;

                    app->play_sound(SOUND_BEEP);
                }                
            }
        }

        
// render the bartering scene
        
        begin_display_scene();

        app->render_frame(0);
        app->m_text_window.render(NULL, COLOR_WHITE);
        app->m_text_header.render(NULL, COLOR_WHITE);

        
// display items to buy
        long index = 0;
        
char text[256];

        
for(sCharItem* char_item = char_ics.get_root_item(); char_item != NULL; char_item = char_item->next)
        {
            
// calculate color to draw based on mouse position
            long color = ((index == sel) ? D3DCOLOR_RGBA(255, 255, 0, 255) : D3DCOLOR_RGBA(128, 128, 128, 255));

            
// display item name
            long pos_y = index * BARTER_MENU_HEIGHT + BARTER_TOP_HEIGHT;
            draw_font(app->m_font, app->m_mil[char_item->item_index].name, 32, pos_y, 0, 0, color, D3DFMT_UNKNOWN);

            
// display item price
            sprintf(text, "$%lu", app->m_mil[char_item->item_index].price);
            draw_font(app->m_font, text, 300, pos_y, 0, 0, color, D3DFMT_UNKNOWN);

            index++;
        }

        
// display character's gold at top-right
        sprintf(text, "Money: $%lu", g_player->char_def.money);
        draw_font(app->m_font, text, 320, 32, 0, 0, COLOR_WHITE, D3DFMT_UNKNOWN);

        end_display_scene();
        present_display();
    }
}

posted on 2007-12-29 22:44 lovedday 阅读(289) 评论(0)  编辑 收藏 引用


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