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            天行健 君子當自強而不息

            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 閱讀(307) 評論(0)  編輯 收藏 引用

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