• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            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(304) 評論(0)  編輯 收藏 引用

            公告

            導航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            久久综合给合久久国产免费 | 青青草国产97免久久费观看| 99精品久久久久久久婷婷| 一本大道久久a久久精品综合| 欧美午夜精品久久久久久浪潮| 亚洲国产精品无码久久一区二区| 国产精品久久99| 97香蕉久久夜色精品国产 | 伊人久久大香线蕉成人| 91精品国产高清久久久久久io| 无码精品久久久天天影视| 91久久精品国产成人久久| 一级a性色生活片久久无少妇一级婬片免费放 | 99久久免费国产精精品| 久久本道综合久久伊人| 久久人妻无码中文字幕| 久久久精品视频免费观看| 日日躁夜夜躁狠狠久久AV| 久久久91人妻无码精品蜜桃HD| 久久精品国产欧美日韩99热| 丰满少妇人妻久久久久久4| 97久久精品午夜一区二区| 久久久久人妻一区二区三区| 久久996热精品xxxx| 亚洲乱亚洲乱淫久久| 色偷偷偷久久伊人大杳蕉| 久久天天躁狠狠躁夜夜不卡| 狠狠色伊人久久精品综合网| 精品久久久久久久久中文字幕| 亚洲精品无码久久一线| 无码人妻精品一区二区三区久久| 久久综合色区| 99久久国产主播综合精品| 久久精品无码专区免费青青| 久久乐国产综合亚洲精品| 久久精品视频一| 精品多毛少妇人妻AV免费久久| 伊人久久成人成综合网222| 一本色道久久综合| 久久WWW免费人成一看片| 亚洲国产精品无码久久久蜜芽|