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/**
* @file stores.cpp
*
* Implementation of functionality for stores and towner dialogs.
*/
#include "stores.h"
#include <algorithm>
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#include <fmt/format.h>
#include "cursor.h"
#include "engine/load_cel.hpp"
#include "engine/random.hpp"
#include "engine/render/cel_render.hpp"
#include "engine/render/text_render.hpp"
#include "init.h"
#include "minitext.h"
#include "options.h"
#include "towners.h"
#include "utils/language.h"
namespace devilution {
Item golditem;
std::optional<CelSprite> pSPentSpn2Cels;
std::optional<CelSprite> pSTextBoxCels;
std::optional<CelSprite> pSTextSlidCels;
talk_id stextflag;
int storenumh;
char storehidx[48];
Item storehold[48];
Item smithitem[SMITH_ITEMS];
int numpremium;
int premiumlevel;
Item premiumitems[SMITH_PREMIUM_ITEMS];
Item healitem[20];
Item witchitem[WITCH_ITEMS];
int boylevel;
Item boyitem;
namespace {
/** The current towner being interacted with */
_talker_id talker;
/** Is the current dialog full size */
bool stextsize;
/** Number of text lines in the current dialog */
int stextsmax;
/** Remember currently selected text line from stext while displaying a dialog */
int stextlhold;
/** Currently selected text line from stext */
int stextsel;
/** Text lines */
STextStruct stext[STORE_LINES];
/** Does the current panel have a scrollbar */
bool stextscrl;
/** Remember last scoll position */
int stextvhold;
/** Scoll position */
int stextsval;
/** Next scoll position */
int stextdown;
/** Previous scoll position */
int stextup;
/** Count down for the push state of the scroll up button */
char stextscrlubtn;
/** Count down for the push state of the scroll down button */
char stextscrldbtn;
/** Remember current store while displaying a dialog */
talk_id stextshold;
/** Start of possible gossip dialogs for current store */
_speech_id gossipstart;
/** End of possible gossip dialogs for current store */
_speech_id gossipend;
/** Maps from towner IDs to NPC names. */
const char *const TownerNames[] = {
"Griswold",
"Pepin",
"",
"Ogden",
"Cain",
"Farnham",
"Adria",
"Gillian",
"Wirt"
};
void DrawSTextBack(const Surface &out)
{
CelDrawTo(out, { PANEL_X + 320 + 24, 327 + UI_OFFSET_Y }, *pSTextBoxCels, 1);
DrawHalfTransparentRectTo(out, PANEL_X + 347, UI_OFFSET_Y + 28, 265, 297);
}
void DrawSSlider(const Surface &out, int y1, int y2)
{
int yd1 = y1 * 12 + 44 + UI_OFFSET_Y;
int yd2 = y2 * 12 + 44 + UI_OFFSET_Y;
if (stextscrlubtn != -1)
CelDrawTo(out, { PANEL_X + 601, yd1 }, *pSTextSlidCels, 12);
else
CelDrawTo(out, { PANEL_X + 601, yd1 }, *pSTextSlidCels, 10);
if (stextscrldbtn != -1)
CelDrawTo(out, { PANEL_X + 601, yd2 }, *pSTextSlidCels, 11);
else
CelDrawTo(out, { PANEL_X + 601, yd2 }, *pSTextSlidCels, 9);
yd1 += 12;
int yd3 = yd1;
for (; yd3 < yd2; yd3 += 12) {
CelDrawTo(out, { PANEL_X + 601, yd3 }, *pSTextSlidCels, 14);
}
if (stextsel == 22)
yd3 = stextlhold;
else
yd3 = stextsel;
if (storenumh > 1)
yd3 = 1000 * (stextsval + ((yd3 - stextup) / 4)) / (storenumh - 1) * (y2 * 12 - y1 * 12 - 24) / 1000;
else
yd3 = 0;
CelDrawTo(out, { PANEL_X + 601, (y1 + 1) * 12 + 44 + UI_OFFSET_Y + yd3 }, *pSTextSlidCels, 13);
}
void AddSLine(int y)
{
stext[y]._sx = 0;
stext[y]._syoff = 0;
stext[y]._sstr[0] = 0;
stext[y]._sline = 1;
}
void AddSTextVal(int y, int val)
{
stext[y]._sval = val;
}
void OffsetSTextY(int y, int yo)
{
stext[y]._syoff = yo;
}
void AddSText(int x, int y, const char *str, UiFlags flags, bool sel)
{
stext[y]._sx = x;
stext[y]._syoff = 0;
strcpy(stext[y]._sstr, str);
stext[y].flags = flags;
stext[y]._sline = 0;
stext[y]._ssel = sel;
}
void PrintStoreItem(Item *x, int l, UiFlags flags)
{
char sstr[128];
sstr[0] = '\0';
if (x->_iIdentified) {
if (x->_iMagical != ITEM_QUALITY_UNIQUE) {
if (x->_iPrePower != -1) {
PrintItemPower(x->_iPrePower, x);
strcat(sstr, tempstr);
}
}
if (x->_iSufPower != -1) {
PrintItemPower(x->_iSufPower, x);
if (sstr[0] != '\0')
strcat(sstr, _(", "));
strcat(sstr, tempstr);
}
}
if (x->_iMiscId == IMISC_STAFF && x->_iMaxCharges != 0) {
strcpy(tempstr, fmt::format(_("Charges: {:d}/{:d}"), x->_iCharges, x->_iMaxCharges).c_str());
if (sstr[0] != '\0')
strcat(sstr, _(", "));
strcat(sstr, tempstr);
}
if (sstr[0] != '\0') {
AddSText(40, l, sstr, flags, false);
l++;
}
sstr[0] = '\0';
if (x->_iClass == ICLASS_WEAPON)
strcpy(sstr, fmt::format(_("Damage: {:d}-{:d} "), x->_iMinDam, x->_iMaxDam).c_str());
if (x->_iClass == ICLASS_ARMOR)
strcpy(sstr, fmt::format(_("Armor: {:d} "), x->_iAC).c_str());
if (x->_iMaxDur != DUR_INDESTRUCTIBLE && x->_iMaxDur != 0) {
strcpy(tempstr, fmt::format(_("Dur: {:d}/{:d}, "), x->_iDurability, x->_iMaxDur).c_str());
strcat(sstr, tempstr);
} else {
strcat(sstr, _("Indestructible, "));
}
if (x->_itype == ItemType::Misc)
sstr[0] = '\0';
int8_t str = x->_iMinStr;
uint8_t mag = x->_iMinMag;
int8_t dex = x->_iMinDex;
if (str == 0 && mag == 0 && dex == 0) {
strcat(sstr, _("No required attributes"));
} else {
strcpy(tempstr, _("Required:"));
if (str != 0)
strcpy(tempstr + strlen(tempstr), fmt::format(_(" {:d} Str"), str).c_str());
if (mag != 0)
strcpy(tempstr + strlen(tempstr), fmt::format(_(" {:d} Mag"), mag).c_str());
if (dex != 0)
strcpy(tempstr + strlen(tempstr), fmt::format(_(" {:d} Dex"), dex).c_str());
strcat(sstr, tempstr);
}
AddSText(40, l++, sstr, flags, false);
}
void StoreAutoPlace()
{
auto &myPlayer = Players[MyPlayerId];
if (AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem)) {
return;
}
if (AutoPlaceItemInBelt(myPlayer, myPlayer.HoldItem, true)) {
return;
}
AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, true);
}
void StartSmith()
{
stextsize = false;
stextscrl = false;
AddSText(0, 1, _("Welcome to the"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 3, _("Blacksmith's shop"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 7, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 10, _("Talk to Griswold"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 12, _("Buy basic items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 14, _("Buy premium items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 16, _("Sell items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Repair items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 20, _("Leave the shop"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void ScrollSmithBuy(int idx)
{
ClearSText(5, 21);
stextup = 5;
for (int l = 5; l < 20; l += 4) {
if (!smithitem[idx].isEmpty()) {
UiFlags itemColor = smithitem[idx].getTextColorWithStatCheck();
if (smithitem[idx]._iMagical != ITEM_QUALITY_NORMAL) {
AddSText(20, l, smithitem[idx]._iIName, itemColor, true);
} else {
AddSText(20, l, smithitem[idx]._iName, itemColor, true);
}
AddSTextVal(l, smithitem[idx]._iIvalue);
PrintStoreItem(&smithitem[idx], l + 1, itemColor);
stextdown = l;
idx++;
}
}
if (stextsel != -1 && !stext[stextsel]._ssel && stextsel != 22)
stextsel = stextdown;
}
void StartSmithBuy()
{
stextsize = true;
stextscrl = true;
stextsval = 0;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("I have these items for sale: Your gold: {:d}"), Players[MyPlayerId]._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithBuy(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
OffsetSTextY(22, 6);
storenumh = 0;
for (int i = 0; !smithitem[i].isEmpty(); i++) {
storenumh++;
}
stextsmax = std::max(storenumh - 4, 0);
}
void ScrollSmithPremiumBuy(int boughtitems)
{
ClearSText(5, 21);
stextup = 5;
int idx = 0;
for (; boughtitems != 0; idx++) {
if (!premiumitems[idx].isEmpty())
boughtitems--;
}
for (int l = 5; l < 20 && idx < SMITH_PREMIUM_ITEMS; l += 4) {
if (!premiumitems[idx].isEmpty()) {
UiFlags itemColor = premiumitems[idx].getTextColorWithStatCheck();
AddSText(20, l, premiumitems[idx]._iIName, itemColor, true);
AddSTextVal(l, premiumitems[idx]._iIvalue);
PrintStoreItem(&premiumitems[idx], l + 1, itemColor);
stextdown = l;
} else {
l -= 4;
}
idx++;
}
if (stextsel != -1 && !stext[stextsel]._ssel && stextsel != 22)
stextsel = stextdown;
}
bool StartSmithPremiumBuy()
{
storenumh = 0;
for (const auto &item : premiumitems) {
if (!item.isEmpty())
storenumh++;
}
if (storenumh == 0) {
StartStore(STORE_SMITH);
stextsel = 14;
return false;
}
stextsize = true;
stextscrl = true;
stextsval = 0;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("I have these premium items for sale: Your gold: {:d}"), Players[MyPlayerId]._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
OffsetSTextY(22, 6);
stextsmax = std::max(storenumh - 4, 0);
ScrollSmithPremiumBuy(stextsval);
return true;
}
bool SmithSellOk(int i)
{
Item *pI;
if (i >= 0) {
pI = &Players[MyPlayerId].InvList[i];
} else {
pI = &Players[MyPlayerId].SpdList[-(i + 1)];
}
if (pI->isEmpty())
return false;
if (pI->_iMiscId > IMISC_OILFIRST && pI->_iMiscId < IMISC_OILLAST)
return true;
if (pI->_itype == ItemType::Misc)
return false;
if (pI->_itype == ItemType::Gold)
return false;
if (pI->_itype == ItemType::Staff && (!gbIsHellfire || pI->_iSpell != SPL_NULL))
return false;
if (pI->_iClass == ICLASS_QUEST)
return false;
if (pI->IDidx == IDI_LAZSTAFF)
return false;
return true;
}
void ScrollSmithSell(int idx)
{
ClearSText(5, 21);
stextup = 5;
for (int l = 5; l < 20; l += 4) {
if (idx >= storenumh)
break;
if (!storehold[idx].isEmpty()) {
UiFlags itemColor = storehold[idx].getTextColorWithStatCheck();
if (storehold[idx]._iMagical != ITEM_QUALITY_NORMAL && storehold[idx]._iIdentified) {
AddSText(20, l, storehold[idx]._iIName, itemColor, true);
AddSTextVal(l, storehold[idx]._iIvalue);
} else {
AddSText(20, l, storehold[idx]._iName, itemColor, true);
AddSTextVal(l, storehold[idx]._ivalue);
}
PrintStoreItem(&storehold[idx], l + 1, itemColor);
stextdown = l;
}
idx++;
}
stextsmax = std::max(storenumh - 4, 0);
}
void StartSmithSell()
{
stextsize = true;
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bool sellOk = false;
storenumh = 0;
for (auto &item : storehold) {
item._itype = ItemType::None;
}
const auto &myPlayer = Players[MyPlayerId];
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for (int8_t i = 0; i < myPlayer._pNumInv; i++) {
if (storenumh >= 48)
break;
if (SmithSellOk(i)) {
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sellOk = true;
storehold[storenumh] = myPlayer.InvList[i];
if (storehold[storenumh]._iMagical != ITEM_QUALITY_NORMAL && storehold[storenumh]._iIdentified)
storehold[storenumh]._ivalue = storehold[storenumh]._iIvalue;
storehold[storenumh]._ivalue = std::max(storehold[storenumh]._ivalue / 4, 1);
storehold[storenumh]._iIvalue = storehold[storenumh]._ivalue;
storehidx[storenumh] = i;
storenumh++;
}
}
for (int i = 0; i < MAXBELTITEMS; i++) {
if (storenumh >= 48)
break;
if (SmithSellOk(-(i + 1))) {
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sellOk = true;
storehold[storenumh] = myPlayer.SpdList[i];
if (storehold[storenumh]._iMagical != ITEM_QUALITY_NORMAL && storehold[storenumh]._iIdentified)
storehold[storenumh]._ivalue = storehold[storenumh]._iIvalue;
storehold[storenumh]._ivalue = std::max(storehold[storenumh]._ivalue / 4, 1);
storehold[storenumh]._iIvalue = storehold[storenumh]._ivalue;
storehidx[storenumh] = -(i + 1);
storenumh++;
}
}
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if (!sellOk) {
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("You have nothing I want. Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
return;
}
stextscrl = true;
stextsval = 0;
stextsmax = myPlayer._pNumInv;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("Which item is for sale? Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithSell(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
bool SmithRepairOk(int i)
{
const auto &myPlayer = Players[MyPlayerId];
if (myPlayer.InvList[i].isEmpty())
return false;
if (myPlayer.InvList[i]._itype == ItemType::Misc)
return false;
if (myPlayer.InvList[i]._itype == ItemType::Gold)
return false;
if (myPlayer.InvList[i]._iDurability == myPlayer.InvList[i]._iMaxDur)
return false;
return true;
}
void StartSmithRepair()
{
stextsize = true;
bool repairok = false;
storenumh = 0;
for (auto &item : storehold) {
item._itype = ItemType::None;
}
auto &myPlayer = Players[MyPlayerId];
auto &helmet = myPlayer.InvBody[INVLOC_HEAD];
if (!helmet.isEmpty() && helmet._iDurability != helmet._iMaxDur) {
repairok = true;
AddStoreHoldRepair(&helmet, -1);
}
auto &armor = myPlayer.InvBody[INVLOC_CHEST];
if (!armor.isEmpty() && armor._iDurability != armor._iMaxDur) {
repairok = true;
AddStoreHoldRepair(&armor, -2);
}
auto &leftHand = myPlayer.InvBody[INVLOC_HAND_LEFT];
if (!leftHand.isEmpty() && leftHand._iDurability != leftHand._iMaxDur) {
repairok = true;
AddStoreHoldRepair(&leftHand, -3);
}
auto &rightHand = myPlayer.InvBody[INVLOC_HAND_RIGHT];
if (!rightHand.isEmpty() && rightHand._iDurability != rightHand._iMaxDur) {
repairok = true;
AddStoreHoldRepair(&rightHand, -4);
}
for (int i = 0; i < myPlayer._pNumInv; i++) {
if (storenumh >= 48)
break;
if (SmithRepairOk(i)) {
repairok = true;
AddStoreHoldRepair(&myPlayer.InvList[i], i);
}
}
if (!repairok) {
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("You have nothing to repair. Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
return;
}
stextscrl = true;
stextsval = 0;
stextsmax = myPlayer._pNumInv;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("Repair which item? Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithSell(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
void FillManaPlayer()
{
if (!sgOptions.Gameplay.bAdriaRefillsMana)
return;
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pMana != myPlayer._pMaxMana) {
PlaySFX(IS_CAST8);
}
myPlayer._pMana = myPlayer._pMaxMana;
myPlayer._pManaBase = myPlayer._pMaxManaBase;
drawmanaflag = true;
}
void StartWitch()
{
FillManaPlayer();
stextsize = false;
stextscrl = false;
AddSText(0, 2, _("Witch's shack"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Adria"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 14, _("Buy items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 16, _("Sell items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Recharge staves"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 20, _("Leave the shack"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void ScrollWitchBuy(int idx)
{
ClearSText(5, 21);
stextup = 5;
for (int l = 5; l < 20; l += 4) {
if (!witchitem[idx].isEmpty()) {
UiFlags itemColor = witchitem[idx].getTextColorWithStatCheck();
if (witchitem[idx]._iMagical != ITEM_QUALITY_NORMAL) {
AddSText(20, l, witchitem[idx]._iIName, itemColor, true);
} else {
AddSText(20, l, witchitem[idx]._iName, itemColor, true);
}
AddSTextVal(l, witchitem[idx]._iIvalue);
PrintStoreItem(&witchitem[idx], l + 1, itemColor);
stextdown = l;
idx++;
}
}
if (stextsel != -1 && !stext[stextsel]._ssel && stextsel != 22)
stextsel = stextdown;
}
void StartWitchBuy()
{
stextsize = true;
stextscrl = true;
stextsval = 0;
stextsmax = 20;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("I have these items for sale: Your gold: {:d}"), Players[MyPlayerId]._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollWitchBuy(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
OffsetSTextY(22, 6);
storenumh = 0;
for (int i = 0; !witchitem[i].isEmpty(); i++) {
storenumh++;
}
stextsmax = std::max(storenumh - 4, 0);
}
bool WitchSellOk(int i)
{
Item *pI;
bool rv = false;
if (i >= 0)
pI = &Players[MyPlayerId].InvList[i];
else
pI = &Players[MyPlayerId].SpdList[-(i + 1)];
if (pI->_itype == ItemType::Misc)
rv = true;
if (pI->_iMiscId > 29 && pI->_iMiscId < 41)
rv = false;
if (pI->_iClass == ICLASS_QUEST)
rv = false;
if (pI->_itype == ItemType::Staff && (!gbIsHellfire || pI->_iSpell != SPL_NULL))
rv = true;
if (pI->IDidx >= IDI_FIRSTQUEST && pI->IDidx <= IDI_LASTQUEST)
rv = false;
if (pI->IDidx == IDI_LAZSTAFF)
rv = false;
return rv;
}
void StartWitchSell()
{
stextsize = true;
bool sellok = false;
storenumh = 0;
for (auto &item : storehold) {
item._itype = ItemType::None;
}
const auto &myPlayer = Players[MyPlayerId];
for (int i = 0; i < myPlayer._pNumInv; i++) {
if (storenumh >= 48)
break;
if (WitchSellOk(i)) {
sellok = true;
storehold[storenumh] = myPlayer.InvList[i];
if (storehold[storenumh]._iMagical != ITEM_QUALITY_NORMAL && storehold[storenumh]._iIdentified)
storehold[storenumh]._ivalue = storehold[storenumh]._iIvalue;
storehold[storenumh]._ivalue = std::max(storehold[storenumh]._ivalue / 4, 1);
storehold[storenumh]._iIvalue = storehold[storenumh]._ivalue;
storehidx[storenumh] = i;
storenumh++;
}
}
for (int i = 0; i < MAXBELTITEMS; i++) {
if (storenumh >= 48)
break;
if (!myPlayer.SpdList[i].isEmpty() && WitchSellOk(-(i + 1))) {
sellok = true;
storehold[storenumh] = myPlayer.SpdList[i];
if (storehold[storenumh]._iMagical != ITEM_QUALITY_NORMAL && storehold[storenumh]._iIdentified)
storehold[storenumh]._ivalue = storehold[storenumh]._iIvalue;
storehold[storenumh]._ivalue = std::max(storehold[storenumh]._ivalue / 4, 1);
storehold[storenumh]._iIvalue = storehold[storenumh]._ivalue;
storehidx[storenumh] = -(i + 1);
storenumh++;
}
}
if (!sellok) {
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("You have nothing I want. Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
return;
}
stextscrl = true;
stextsval = 0;
stextsmax = myPlayer._pNumInv;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("Which item is for sale? Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithSell(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
bool WitchRechargeOk(int i)
{
const auto &item = Players[MyPlayerId].InvList[i];
if (item._itype == ItemType::Staff && item._iCharges != item._iMaxCharges) {
return true;
}
if ((item._iMiscId == IMISC_UNIQUE || item._iMiscId == IMISC_STAFF) && item._iCharges < item._iMaxCharges) {
return true;
}
return false;
}
void AddStoreHoldRecharge(Item itm, int8_t i)
{
storehold[storenumh] = itm;
storehold[storenumh]._ivalue += spelldata[itm._iSpell].sStaffCost;
storehold[storenumh]._ivalue = storehold[storenumh]._ivalue * (storehold[storenumh]._iMaxCharges - storehold[storenumh]._iCharges) / (storehold[storenumh]._iMaxCharges * 2);
storehold[storenumh]._iIvalue = storehold[storenumh]._ivalue;
storehidx[storenumh] = i;
storenumh++;
}
void StartWitchRecharge()
{
stextsize = true;
bool rechargeok = false;
storenumh = 0;
for (auto &item : storehold) {
item._itype = ItemType::None;
}
const auto &myPlayer = Players[MyPlayerId];
const auto &leftHand = myPlayer.InvBody[INVLOC_HAND_LEFT];
if ((leftHand._itype == ItemType::Staff || leftHand._iMiscId == IMISC_UNIQUE) && leftHand._iCharges != leftHand._iMaxCharges) {
rechargeok = true;
AddStoreHoldRecharge(leftHand, -1);
}
for (int i = 0; i < myPlayer._pNumInv; i++) {
if (storenumh >= 48)
break;
if (WitchRechargeOk(i)) {
rechargeok = true;
AddStoreHoldRecharge(myPlayer.InvList[i], i);
}
}
if (!rechargeok) {
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("You have nothing to recharge. Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
return;
}
stextscrl = true;
stextsval = 0;
stextsmax = myPlayer._pNumInv;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("Recharge which item? Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithSell(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
void StoreNoMoney()
{
StartStore(stextshold);
stextscrl = false;
stextsize = true;
ClearSText(5, 23);
AddSText(0, 14, _("You do not have enough gold"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
void StoreNoRoom()
{
StartStore(stextshold);
stextscrl = false;
ClearSText(5, 23);
AddSText(0, 14, _("You do not have enough room in inventory"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
void StoreConfirm()
{
StartStore(stextshold);
stextscrl = false;
ClearSText(5, 23);
auto &item = Players[MyPlayerId].HoldItem;
UiFlags itemColor = item.getTextColorWithStatCheck();
bool idprint = item._iMagical != ITEM_QUALITY_NORMAL;
if (stextshold == STORE_SIDENTIFY)
idprint = false;
if (item._iMagical != ITEM_QUALITY_NORMAL && !item._iIdentified) {
if (stextshold == STORE_SSELL)
idprint = false;
if (stextshold == STORE_WSELL)
idprint = false;
if (stextshold == STORE_SREPAIR)
idprint = false;
if (stextshold == STORE_WRECHARGE)
idprint = false;
}
if (idprint)
AddSText(20, 8, item._iIName, itemColor, false);
else
AddSText(20, 8, item._iName, itemColor, false);
AddSTextVal(8, item._iIvalue);
PrintStoreItem(&item, 9, itemColor);
switch (stextshold) {
case STORE_BBOY:
strcpy(tempstr, _("Do we have a deal?"));
break;
case STORE_SIDENTIFY:
strcpy(tempstr, _("Are you sure you want to identify this item?"));
break;
case STORE_HBUY:
case STORE_SPBUY:
case STORE_WBUY:
case STORE_SBUY:
strcpy(tempstr, _("Are you sure you want to buy this item?"));
break;
case STORE_WRECHARGE:
strcpy(tempstr, _("Are you sure you want to recharge this item?"));
break;
case STORE_SSELL:
case STORE_WSELL:
strcpy(tempstr, _("Are you sure you want to sell this item?"));
break;
case STORE_SREPAIR:
strcpy(tempstr, _("Are you sure you want to repair this item?"));
break;
default:
app_fatal("Unknown store dialog %i", stextshold);
}
AddSText(0, 15, tempstr, UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(0, 18, _("Yes"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 20, _("No"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
void StartBoy()
{
stextsize = false;
stextscrl = false;
AddSText(0, 2, _("Wirt the Peg-legged boy"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(5);
if (!boyitem.isEmpty()) {
AddSText(0, 8, _("Talk to Wirt"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 12, _("I have something for sale,"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 14, _("but it will cost 50 gold"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 16, _("just to take a look. "), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 18, _("What have you got?"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 20, _("Say goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
} else {
AddSText(0, 12, _("Talk to Wirt"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Say goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
}
void SStartBoyBuy()
{
stextsize = true;
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("I have this item for sale: Your gold: {:d}"), Players[MyPlayerId]._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
UiFlags itemColor = boyitem.getTextColorWithStatCheck();
if (boyitem._iMagical != ITEM_QUALITY_NORMAL)
AddSText(20, 10, boyitem._iIName, itemColor, true);
else
AddSText(20, 10, boyitem._iName, itemColor, true);
if (gbIsHellfire)
AddSTextVal(10, boyitem._iIvalue - (boyitem._iIvalue / 4));
else
AddSTextVal(10, boyitem._iIvalue + (boyitem._iIvalue / 2));
PrintStoreItem(&boyitem, 11, itemColor);
AddSText(0, 22, _("Leave"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
void HealPlayer()
{
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pHitPoints != myPlayer._pMaxHP) {
PlaySFX(IS_CAST8);
}
myPlayer._pHitPoints = myPlayer._pMaxHP;
myPlayer._pHPBase = myPlayer._pMaxHPBase;
drawhpflag = true;
}
void StartHealer()
{
HealPlayer();
stextsize = false;
stextscrl = false;
AddSText(0, 1, _("Welcome to the"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 3, _("Healer's home"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Pepin"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 14, _("Buy items"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 16, _("Leave Healer's home"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void ScrollHealerBuy(int idx)
{
ClearSText(5, 21);
stextup = 5;
for (int l = 5; l < 20; l += 4) {
if (!healitem[idx].isEmpty()) {
UiFlags itemColor = healitem[idx].getTextColorWithStatCheck();
AddSText(20, l, healitem[idx]._iName, itemColor, true);
AddSTextVal(l, healitem[idx]._iIvalue);
PrintStoreItem(&healitem[idx], l + 1, itemColor);
stextdown = l;
idx++;
}
}
if (stextsel != -1 && !stext[stextsel]._ssel && stextsel != 22)
stextsel = stextdown;
}
void StartHealerBuy()
{
stextsize = true;
stextscrl = true;
stextsval = 0;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("I have these items for sale: Your gold: {:d}"), Players[MyPlayerId]._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollHealerBuy(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
OffsetSTextY(22, 6);
storenumh = 0;
for (int i = 0; !healitem[i].isEmpty(); i++) {
storenumh++;
}
stextsmax = std::max(storenumh - 4, 0);
}
void StartStoryteller()
{
stextsize = false;
stextscrl = false;
AddSText(0, 2, _("The Town Elder"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Cain"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 14, _("Identify an item"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Say goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
}
bool IdItemOk(Item *i)
{
if (i->isEmpty()) {
return false;
}
if (i->_iMagical == ITEM_QUALITY_NORMAL) {
return false;
}
return !i->_iIdentified;
}
void AddStoreHoldId(Item itm, int8_t i)
{
storehold[storenumh] = itm;
storehold[storenumh]._ivalue = 100;
storehold[storenumh]._iIvalue = 100;
storehidx[storenumh] = i;
storenumh++;
}
void StartStorytellerIdentify()
{
bool idok = false;
stextsize = true;
storenumh = 0;
for (auto &item : storehold) {
item._itype = ItemType::None;
}
auto &myPlayer = Players[MyPlayerId];
auto &helmet = myPlayer.InvBody[INVLOC_HEAD];
if (IdItemOk(&helmet)) {
idok = true;
AddStoreHoldId(helmet, -1);
}
auto &armor = myPlayer.InvBody[INVLOC_CHEST];
if (IdItemOk(&armor)) {
idok = true;
AddStoreHoldId(armor, -2);
}
auto &leftHand = myPlayer.InvBody[INVLOC_HAND_LEFT];
if (IdItemOk(&leftHand)) {
idok = true;
AddStoreHoldId(leftHand, -3);
}
auto &rightHand = myPlayer.InvBody[INVLOC_HAND_RIGHT];
if (IdItemOk(&rightHand)) {
idok = true;
AddStoreHoldId(rightHand, -4);
}
auto &leftRing = myPlayer.InvBody[INVLOC_RING_LEFT];
if (IdItemOk(&leftRing)) {
idok = true;
AddStoreHoldId(leftRing, -5);
}
auto &rightRing = myPlayer.InvBody[INVLOC_RING_RIGHT];
if (IdItemOk(&rightRing)) {
idok = true;
AddStoreHoldId(rightRing, -6);
}
auto &amulet = myPlayer.InvBody[INVLOC_AMULET];
if (IdItemOk(&amulet)) {
idok = true;
AddStoreHoldId(amulet, -7);
}
for (int i = 0; i < myPlayer._pNumInv; i++) {
if (storenumh >= 48)
break;
auto &item = myPlayer.InvList[i];
if (IdItemOk(&item)) {
idok = true;
AddStoreHoldId(item, i);
}
}
if (!idok) {
stextscrl = false;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("You have nothing to identify. Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
return;
}
stextscrl = true;
stextsval = 0;
stextsmax = myPlayer._pNumInv;
/* TRANSLATORS: This text is white space sensitive. Check for correct alignment! */
strcpy(tempstr, fmt::format(_("Identify which item? Your gold: {:d}"), myPlayer._pGold).c_str());
AddSText(0, 1, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(3);
AddSLine(21);
ScrollSmithSell(stextsval);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
OffsetSTextY(22, 6);
}
void StartStorytellerIdentifyShow()
{
StartStore(stextshold);
stextscrl = false;
ClearSText(5, 23);
auto &item = Players[MyPlayerId].HoldItem;
UiFlags itemColor = item.getTextColorWithStatCheck();
AddSText(0, 7, _("This item is:"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(20, 11, item._iIName, itemColor, false);
PrintStoreItem(&item, 12, itemColor);
AddSText(0, 18, _("Done"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
void StartTalk()
{
int la;
stextsize = false;
stextscrl = false;
strcpy(tempstr, fmt::format(_("Talk to {:s}"), TownerNames[talker]).c_str());
AddSText(0, 2, tempstr, UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSLine(5);
if (gbIsSpawn) {
strcpy(tempstr, fmt::format(_("Talking to {:s}"), TownerNames[talker]).c_str());
AddSText(0, 10, tempstr, UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(0, 12, _("is not available"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(0, 14, _("in the shareware"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(0, 16, _("version"), UiFlags::ColorWhite | UiFlags::AlignCenter, false);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
return;
}
int sn = 0;
for (auto &quest : Quests) {
if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[talker][quest._qidx] != TEXT_NONE && quest._qlog)
sn++;
}
if (sn > 6) {
sn = 14 - (sn / 2);
la = 1;
} else {
sn = 15 - sn;
la = 2;
}
int sn2 = sn - 2;
for (auto &quest : Quests) {
if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[talker][quest._qidx] != TEXT_NONE && quest._qlog) {
AddSText(0, sn, _(QuestsData[quest._qidx]._qlstr), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
sn += la;
}
}
AddSText(0, sn2, _("Gossip"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 22, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
}
void StartTavern()
{
stextsize = false;
stextscrl = false;
AddSText(0, 1, _("Welcome to the"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 3, _("Rising Sun"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Ogden"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Leave the tavern"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void StartBarmaid()
{
stextsize = false;
stextscrl = false;
AddSText(0, 2, "Gillian", UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Gillian"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Say goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void StartDrunk()
{
stextsize = false;
stextscrl = false;
AddSText(0, 2, _("Farnham the Drunk"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 9, _("Would you like to:"), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false);
AddSText(0, 12, _("Talk to Farnham"), UiFlags::ColorBlue | UiFlags::AlignCenter, true);
AddSText(0, 18, _("Say Goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true);
AddSLine(5);
storenumh = 20;
}
void SmithEnter()
{
switch (stextsel) {
case 10:
talker = TOWN_SMITH;
stextlhold = 10;
stextshold = STORE_SMITH;
gossipstart = TEXT_GRISWOLD2;
gossipend = TEXT_GRISWOLD13;
StartStore(STORE_GOSSIP);
break;
case 12:
StartStore(STORE_SBUY);
break;
case 14:
StartStore(STORE_SPBUY);
break;
case 16:
StartStore(STORE_SSELL);
break;
case 18:
StartStore(STORE_SREPAIR);
break;
case 20:
stextflag = STORE_NONE;
break;
}
}
/**
* @brief Purchases an item from the smith.
*/
void SmithBuyItem()
{
auto &myPlayer = Players[MyPlayerId];
auto &item = myPlayer.HoldItem;
TakePlrsMoney(item._iIvalue);
if (item._iMagical == ITEM_QUALITY_NORMAL)
item._iIdentified = false;
StoreAutoPlace();
int idx = stextvhold + ((stextlhold - stextup) / 4);
if (idx == SMITH_ITEMS - 1) {
smithitem[SMITH_ITEMS - 1]._itype = ItemType::None;
} else {
for (; !smithitem[idx + 1].isEmpty(); idx++) {
smithitem[idx] = smithitem[idx + 1];
}
smithitem[idx]._itype = ItemType::None;
}
CalcPlrInv(myPlayer, true);
}
void SmithBuyEnter()
{
if (stextsel == 22) {
StartStore(STORE_SMITH);
stextsel = 12;
return;
}
stextlhold = stextsel;
stextvhold = stextsval;
stextshold = STORE_SBUY;
auto &myPlayer = Players[MyPlayerId];
int idx = stextsval + ((stextsel - stextup) / 4);
if (myPlayer._pGold < smithitem[idx]._iIvalue) {
StartStore(STORE_NOMONEY);
return;
}
myPlayer.HoldItem = smithitem[idx];
NewCursor(myPlayer.HoldItem._iCurs + CURSOR_FIRSTITEM);
bool done = AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem, false);
if (done || AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, false))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
NewCursor(CURSOR_HAND);
}
/**
* @brief Purchases a premium item from the smith.
*/
void SmithBuyPItem()
{
auto &item = Players[MyPlayerId].HoldItem;
TakePlrsMoney(item._iIvalue);
if (item._iMagical == ITEM_QUALITY_NORMAL)
item._iIdentified = false;
StoreAutoPlace();
int idx = stextvhold + ((stextlhold - stextup) / 4);
int xx = 0;
for (int i = 0; idx >= 0; i++) {
if (!premiumitems[i].isEmpty()) {
idx--;
xx = i;
}
}
premiumitems[xx]._itype = ItemType::None;
numpremium--;
SpawnPremium(MyPlayerId);
}
void SmithPremiumBuyEnter()
{
if (stextsel == 22) {
StartStore(STORE_SMITH);
stextsel = 14;
return;
}
stextshold = STORE_SPBUY;
stextlhold = stextsel;
stextvhold = stextsval;
int xx = stextsval + ((stextsel - stextup) / 4);
int idx = 0;
for (int i = 0; xx >= 0; i++) {
if (!premiumitems[i].isEmpty()) {
xx--;
idx = i;
}
}
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pGold < premiumitems[idx]._iIvalue) {
StartStore(STORE_NOMONEY);
return;
}
myPlayer.HoldItem = premiumitems[idx];
NewCursor(myPlayer.HoldItem._iCurs + CURSOR_FIRSTITEM);
bool done = AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem, false);
if (done || AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, false))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
NewCursor(CURSOR_HAND);
}
bool StoreGoldFit(int idx)
{
int cost = storehold[idx]._iIvalue;
int sz = cost / MaxGold;
if (cost % MaxGold != 0)
sz++;
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NewCursor(storehold[idx]._iCurs + CURSOR_FIRSTITEM);
int numsqrs = cursSize.width / 28 * (cursSize.height / 28);
NewCursor(CURSOR_HAND);
if (numsqrs >= sz)
return true;
auto &myPlayer = Players[MyPlayerId];
for (int8_t itemId : myPlayer.InvGrid) {
if (itemId == 0)
numsqrs++;
}
for (int i = 0; i < myPlayer._pNumInv; i++) {
const auto &item = myPlayer.InvList[i];
if (item._itype == ItemType::Gold && item._ivalue != MaxGold) {
if (cost + item._ivalue <= MaxGold)
cost = 0;
7 years ago
else
cost -= MaxGold - item._ivalue;
}
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}
sz = cost / MaxGold;
if ((cost % MaxGold) != 0)
sz++;
7 years ago
return numsqrs >= sz;
}
/**
* @brief Add gold pile to the players invetory
* @param v The value of the gold pile
*/
void PlaceStoreGold(int v)
{
auto &myPlayer = Players[MyPlayerId];
for (auto &gridNum : myPlayer.InvGrid) {
if (gridNum == 0) {
int ii = myPlayer._pNumInv;
SetGoldSeed(myPlayer, golditem);
myPlayer.InvList[ii] = golditem;
myPlayer._pNumInv++;
gridNum = myPlayer._pNumInv;
myPlayer.InvList[ii]._ivalue = v;
SetPlrHandGoldCurs(myPlayer.InvList[ii]);
return;
}
}
}
/**
* @brief Sells an item from the player's inventory or belt.
*/
void StoreSellItem()
{
auto &myPlayer = Players[MyPlayerId];
int idx = stextvhold + ((stextlhold - stextup) / 4);
if (storehidx[idx] >= 0)
myPlayer.RemoveInvItem(storehidx[idx]);
else
myPlayer.RemoveSpdBarItem(-(storehidx[idx] + 1));
int cost = storehold[idx]._iIvalue;
storenumh--;
if (idx != storenumh) {
while (idx < storenumh) {
storehold[idx] = storehold[idx + 1];
storehidx[idx] = storehidx[idx + 1];
idx++;
}
}
myPlayer._pGold += cost;
for (int i = 0; i < myPlayer._pNumInv && cost > 0; i++) {
auto &item = myPlayer.InvList[i];
if (item._itype == ItemType::Gold && item._ivalue != MaxGold) {
if (cost + item._ivalue <= MaxGold) {
item._ivalue += cost;
cost = 0;
} else {
cost -= MaxGold - item._ivalue;
item._ivalue = MaxGold;
}
SetPlrHandGoldCurs(myPlayer.InvList[i]);
}
}
if (cost > 0) {
while (cost > MaxGold) {
PlaceStoreGold(MaxGold);
cost -= MaxGold;
}
PlaceStoreGold(cost);
}
}
void SmithSellEnter()
{
if (stextsel == 22) {
StartStore(STORE_SMITH);
stextsel = 16;
return;
}
stextlhold = stextsel;
int idx = stextsval + ((stextsel - stextup) / 4);
stextshold = STORE_SSELL;
stextvhold = stextsval;
Players[MyPlayerId].HoldItem = storehold[idx];
if (StoreGoldFit(idx))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
}
/**
* @brief Repairs an item in the player's inventory or body in the smith.
*/
void SmithRepairItem()
{
auto &myPlayer = Players[MyPlayerId];
TakePlrsMoney(myPlayer.HoldItem._iIvalue);
int idx = stextvhold + ((stextlhold - stextup) / 4);
storehold[idx]._iDurability = storehold[idx]._iMaxDur;
5 years ago
int8_t i = storehidx[idx];
if (i < 0) {
if (i == -1)
myPlayer.InvBody[INVLOC_HEAD]._iDurability = myPlayer.InvBody[INVLOC_HEAD]._iMaxDur;
if (i == -2)
myPlayer.InvBody[INVLOC_CHEST]._iDurability = myPlayer.InvBody[INVLOC_CHEST]._iMaxDur;
if (i == -3)
myPlayer.InvBody[INVLOC_HAND_LEFT]._iDurability = myPlayer.InvBody[INVLOC_HAND_LEFT]._iMaxDur;
if (i == -4)
myPlayer.InvBody[INVLOC_HAND_RIGHT]._iDurability = myPlayer.InvBody[INVLOC_HAND_RIGHT]._iMaxDur;
return;
}
myPlayer.InvList[i]._iDurability = myPlayer.InvList[i]._iMaxDur;
}
void SmithRepairEnter()
{
if (stextsel == 22) {
StartStore(STORE_SMITH);
stextsel = 18;
return;
}
stextshold = STORE_SREPAIR;
stextlhold = stextsel;
stextvhold = stextsval;
int idx = stextsval + ((stextsel - stextup) / 4);
auto &myPlayer = Players[MyPlayerId];
myPlayer.HoldItem = storehold[idx];
if (myPlayer._pGold < storehold[idx]._iIvalue)
StartStore(STORE_NOMONEY);
else
StartStore(STORE_CONFIRM);
}
void WitchEnter()
{
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_WITCH;
stextshold = STORE_WITCH;
gossipstart = TEXT_ADRIA2;
gossipend = TEXT_ADRIA13;
StartStore(STORE_GOSSIP);
break;
case 14:
StartStore(STORE_WBUY);
break;
case 16:
StartStore(STORE_WSELL);
break;
case 18:
StartStore(STORE_WRECHARGE);
break;
case 20:
stextflag = STORE_NONE;
break;
}
}
/**
* @brief Purchases an item from the witch.
*/
void WitchBuyItem()
{
auto &myPlayer = Players[MyPlayerId];
int idx = stextvhold + ((stextlhold - stextup) / 4);
if (idx < 3)
myPlayer.HoldItem._iSeed = AdvanceRndSeed();
TakePlrsMoney(myPlayer.HoldItem._iIvalue);
StoreAutoPlace();
if (idx >= 3) {
if (idx == WITCH_ITEMS - 1) {
witchitem[WITCH_ITEMS - 1]._itype = ItemType::None;
} else {
for (; !witchitem[idx + 1].isEmpty(); idx++) {
witchitem[idx] = witchitem[idx + 1];
}
witchitem[idx]._itype = ItemType::None;
}
}
CalcPlrInv(myPlayer, true);
}
void WitchBuyEnter()
{
if (stextsel == 22) {
StartStore(STORE_WITCH);
stextsel = 14;
return;
}
stextlhold = stextsel;
stextvhold = stextsval;
stextshold = STORE_WBUY;
auto &myPlayer = Players[MyPlayerId];
int idx = stextsval + ((stextsel - stextup) / 4);
if (myPlayer._pGold < witchitem[idx]._iIvalue) {
StartStore(STORE_NOMONEY);
return;
}
myPlayer.HoldItem = witchitem[idx];
NewCursor(myPlayer.HoldItem._iCurs + CURSOR_FIRSTITEM);
bool done = AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem, false);
if (done || AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, false) || AutoPlaceItemInBelt(myPlayer, myPlayer.HoldItem, false))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
NewCursor(CURSOR_HAND);
}
void WitchSellEnter()
{
if (stextsel == 22) {
StartStore(STORE_WITCH);
stextsel = 16;
return;
}
stextlhold = stextsel;
stextshold = STORE_WSELL;
stextvhold = stextsval;
int idx = stextsval + ((stextsel - stextup) / 4);
Players[MyPlayerId].HoldItem = storehold[idx];
if (StoreGoldFit(idx))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
}
/**
* @brief Recharges an item in the player's inventory or body in the witch.
*/
void WitchRechargeItem()
{
auto &myPlayer = Players[MyPlayerId];
TakePlrsMoney(myPlayer.HoldItem._iIvalue);
int idx = stextvhold + ((stextlhold - stextup) / 4);
storehold[idx]._iCharges = storehold[idx]._iMaxCharges;
5 years ago
int8_t i = storehidx[idx];
if (i < 0)
myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges = myPlayer.InvBody[INVLOC_HAND_LEFT]._iMaxCharges;
else
myPlayer.InvList[i]._iCharges = myPlayer.InvList[i]._iMaxCharges;
CalcPlrInv(myPlayer, true);
}
void WitchRechargeEnter()
{
if (stextsel == 22) {
StartStore(STORE_WITCH);
stextsel = 18;
return;
}
stextshold = STORE_WRECHARGE;
stextlhold = stextsel;
stextvhold = stextsval;
auto &myPlayer = Players[MyPlayerId];
int idx = stextsval + ((stextsel - stextup) / 4);
myPlayer.HoldItem = storehold[idx];
if (myPlayer._pGold < storehold[idx]._iIvalue)
StartStore(STORE_NOMONEY);
else
StartStore(STORE_CONFIRM);
}
void BoyEnter()
{
if (!boyitem.isEmpty() && stextsel == 18) {
if (Players[MyPlayerId]._pGold < 50) {
stextshold = STORE_BOY;
stextlhold = 18;
stextvhold = stextsval;
StartStore(STORE_NOMONEY);
} else {
TakePlrsMoney(50);
StartStore(STORE_BBOY);
}
return;
}
if ((stextsel != 8 && !boyitem.isEmpty()) || (stextsel != 12 && boyitem.isEmpty())) {
stextflag = STORE_NONE;
return;
}
talker = TOWN_PEGBOY;
stextshold = STORE_BOY;
stextlhold = stextsel;
gossipstart = TEXT_WIRT2;
gossipend = TEXT_WIRT12;
StartStore(STORE_GOSSIP);
}
void BoyBuyItem()
{
auto &myPlayer = Players[MyPlayerId];
TakePlrsMoney(myPlayer.HoldItem._iIvalue);
StoreAutoPlace();
boyitem._itype = ItemType::None;
stextshold = STORE_BOY;
CalcPlrInv(myPlayer, true);
stextlhold = 12;
}
/**
* @brief Purchases an item from the healer.
*/
void HealerBuyItem()
{
auto &myPlayer = Players[MyPlayerId];
auto &item = myPlayer.HoldItem;
int idx = stextvhold + ((stextlhold - stextup) / 4);
if (!gbIsMultiplayer) {
if (idx < 2)
item._iSeed = AdvanceRndSeed();
} else {
if (idx < 3)
item._iSeed = AdvanceRndSeed();
}
TakePlrsMoney(item._iIvalue);
if (item._iMagical == ITEM_QUALITY_NORMAL)
item._iIdentified = false;
StoreAutoPlace();
if (!gbIsMultiplayer) {
if (idx < 2)
return;
} else {
if (idx < 3)
return;
}
idx = stextvhold + ((stextlhold - stextup) / 4);
if (idx == 19) {
healitem[19]._itype = ItemType::None;
} else {
for (; !healitem[idx + 1].isEmpty(); idx++) {
healitem[idx] = healitem[idx + 1];
}
healitem[idx]._itype = ItemType::None;
}
CalcPlrInv(myPlayer, true);
}
void BoyBuyEnter()
{
if (stextsel != 10) {
stextflag = STORE_NONE;
return;
}
stextshold = STORE_BBOY;
stextvhold = stextsval;
stextlhold = 10;
int price = boyitem._iIvalue;
if (gbIsHellfire)
price -= boyitem._iIvalue / 4;
else
price += boyitem._iIvalue / 2;
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pGold < price) {
StartStore(STORE_NOMONEY);
return;
}
myPlayer.HoldItem = boyitem;
myPlayer.HoldItem._iIvalue = price;
NewCursor(myPlayer.HoldItem._iCurs + CURSOR_FIRSTITEM);
bool done = false;
if (AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem, false)) {
done = true;
}
if (!done) {
done = AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, false);
}
StartStore(done ? STORE_CONFIRM : STORE_NOROOM);
NewCursor(CURSOR_HAND);
}
void StorytellerIdentifyItem()
{
auto &myPlayer = Players[MyPlayerId];
5 years ago
int8_t idx = storehidx[((stextlhold - stextup) / 4) + stextvhold];
if (idx < 0) {
if (idx == -1)
myPlayer.InvBody[INVLOC_HEAD]._iIdentified = true;
if (idx == -2)
myPlayer.InvBody[INVLOC_CHEST]._iIdentified = true;
if (idx == -3)
myPlayer.InvBody[INVLOC_HAND_LEFT]._iIdentified = true;
if (idx == -4)
myPlayer.InvBody[INVLOC_HAND_RIGHT]._iIdentified = true;
if (idx == -5)
myPlayer.InvBody[INVLOC_RING_LEFT]._iIdentified = true;
if (idx == -6)
myPlayer.InvBody[INVLOC_RING_RIGHT]._iIdentified = true;
if (idx == -7)
myPlayer.InvBody[INVLOC_AMULET]._iIdentified = true;
} else {
myPlayer.InvList[idx]._iIdentified = true;
}
myPlayer.HoldItem._iIdentified = true;
TakePlrsMoney(myPlayer.HoldItem._iIvalue);
CalcPlrInv(myPlayer, true);
}
void ConfirmEnter()
{
if (stextsel == 18) {
switch (stextshold) {
case STORE_SBUY:
SmithBuyItem();
break;
case STORE_SSELL:
case STORE_WSELL:
StoreSellItem();
break;
case STORE_SREPAIR:
SmithRepairItem();
break;
case STORE_WBUY:
WitchBuyItem();
break;
case STORE_WRECHARGE:
WitchRechargeItem();
break;
case STORE_BBOY:
BoyBuyItem();
break;
case STORE_HBUY:
HealerBuyItem();
break;
case STORE_SIDENTIFY:
StorytellerIdentifyItem();
StartStore(STORE_IDSHOW);
return;
case STORE_SPBUY:
SmithBuyPItem();
break;
default:
break;
}
}
StartStore(stextshold);
if (stextsel == 22)
return;
stextsel = stextlhold;
stextsval = std::min(stextvhold, stextsmax);
while (stextsel != -1 && !stext[stextsel]._ssel) {
stextsel--;
}
}
void HealerEnter()
{
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_HEALER;
stextshold = STORE_HEALER;
gossipstart = TEXT_PEPIN2;
gossipend = TEXT_PEPIN11;
StartStore(STORE_GOSSIP);
break;
case 14:
StartStore(STORE_HBUY);
break;
case 16:
stextflag = STORE_NONE;
break;
}
}
void HealerBuyEnter()
{
if (stextsel == 22) {
StartStore(STORE_HEALER);
stextsel = 16;
return;
}
stextlhold = stextsel;
stextvhold = stextsval;
stextshold = STORE_HBUY;
int idx = stextsval + ((stextsel - stextup) / 4);
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pGold < healitem[idx]._iIvalue) {
StartStore(STORE_NOMONEY);
return;
}
myPlayer.HoldItem = healitem[idx];
NewCursor(myPlayer.HoldItem._iCurs + CURSOR_FIRSTITEM);
bool done = AutoEquipEnabled(myPlayer, myPlayer.HoldItem) && AutoEquip(MyPlayerId, myPlayer.HoldItem, false);
if (done || AutoPlaceItemInInventory(myPlayer, myPlayer.HoldItem, false) || AutoPlaceItemInBelt(myPlayer, myPlayer.HoldItem, false))
StartStore(STORE_CONFIRM);
else
StartStore(STORE_NOROOM);
NewCursor(CURSOR_HAND);
}
void StorytellerEnter()
{
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_STORY;
stextshold = STORE_STORY;
gossipstart = TEXT_STORY2;
gossipend = TEXT_STORY11;
StartStore(STORE_GOSSIP);
break;
case 14:
StartStore(STORE_SIDENTIFY);
break;
case 18:
stextflag = STORE_NONE;
break;
}
}
void StorytellerIdentifyEnter()
{
if (stextsel == 22) {
StartStore(STORE_STORY);
stextsel = 14;
return;
}
stextshold = STORE_SIDENTIFY;
stextlhold = stextsel;
stextvhold = stextsval;
auto &myPlayer = Players[MyPlayerId];
int idx = stextsval + ((stextsel - stextup) / 4);
myPlayer.HoldItem = storehold[idx];
if (myPlayer._pGold < storehold[idx]._iIvalue)
StartStore(STORE_NOMONEY);
else
StartStore(STORE_CONFIRM);
}
void TalkEnter()
{
if (stextsel == 22) {
StartStore(stextshold);
stextsel = stextlhold;
return;
}
int sn = 0;
for (auto &quest : Quests) {
if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[talker][quest._qidx] != TEXT_NONE && quest._qlog)
sn++;
}
int la = 2;
if (sn > 6) {
sn = 14 - (sn / 2);
la = 1;
} else {
sn = 15 - sn;
}
if (stextsel == sn - 2) {
5 years ago
SetRndSeed(Towners[talker].seed);
auto tq = static_cast<_speech_id>(gossipstart + GenerateRnd(gossipend - gossipstart + 1));
InitQTextMsg(tq);
return;
}
for (auto &quest : Quests) {
if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[talker][quest._qidx] != TEXT_NONE && quest._qlog) {
if (sn == stextsel) {
InitQTextMsg(QuestDialogTable[talker][quest._qidx]);
}
sn += la;
}
}
}
void TavernEnter()
{
7 years ago
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_TAVERN;
stextshold = STORE_TAVERN;
gossipstart = TEXT_OGDEN2;
gossipend = TEXT_OGDEN10;
7 years ago
StartStore(STORE_GOSSIP);
break;
case 18:
stextflag = STORE_NONE;
break;
}
}
void BarmaidEnter()
{
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_BMAID;
stextshold = STORE_BARMAID;
gossipstart = TEXT_GILLIAN2;
gossipend = TEXT_GILLIAN10;
StartStore(STORE_GOSSIP);
break;
case 18:
stextflag = STORE_NONE;
break;
}
}
void DrunkEnter()
{
switch (stextsel) {
case 12:
stextlhold = 12;
talker = TOWN_DRUNK;
stextshold = STORE_DRUNK;
gossipstart = TEXT_FARNHAM2;
gossipend = TEXT_FARNHAM13;
StartStore(STORE_GOSSIP);
break;
case 18:
stextflag = STORE_NONE;
break;
}
}
int TakeGold(Player &player, int cost, bool skipMaxPiles)
{
for (int i = 0; i < player._pNumInv; i++) {
auto &item = player.InvList[i];
if (item._itype != ItemType::Gold || (skipMaxPiles && item._ivalue == MaxGold))
continue;
if (cost < item._ivalue) {
item._ivalue -= cost;
SetPlrHandGoldCurs(player.InvList[i]);
return 0;
}
cost -= item._ivalue;
player.RemoveInvItem(i);
i = -1;
}
return cost;
}
void DrawSelector(const Surface &out, const Rectangle &rect, const char *text, UiFlags flags)
{
int lineWidth = GetLineWidth(text);
int x1 = rect.position.x - 20;
if (HasAnyOf(flags, UiFlags::AlignCenter))
x1 += (rect.size.width - lineWidth) / 2;
CelDrawTo(out, { x1, rect.position.y + 13 }, *pSPentSpn2Cels, PentSpn2Spin());
int x2 = rect.position.x + rect.size.width + 5;
if (HasAnyOf(flags, UiFlags::AlignCenter))
x2 = rect.position.x + (rect.size.width - lineWidth) / 2 + lineWidth + 5;
CelDrawTo(out, { x2, rect.position.y + 13 }, *pSPentSpn2Cels, PentSpn2Spin());
}
} // namespace
void AddStoreHoldRepair(Item *itm, int8_t i)
{
Item *item;
int v;
item = &storehold[storenumh];
storehold[storenumh] = *itm;
int due = item->_iMaxDur - item->_iDurability;
if (item->_iMagical != ITEM_QUALITY_NORMAL && item->_iIdentified) {
v = 30 * item->_iIvalue * due / (item->_iMaxDur * 100 * 2);
if (v == 0)
return;
} else {
v = item->_ivalue * due / (item->_iMaxDur * 2);
v = std::max(v, 1);
}
item->_iIvalue = v;
item->_ivalue = v;
storehidx[storenumh] = i;
storenumh++;
}
void InitStores()
{
pSPentSpn2Cels = LoadCel("Data\\PentSpn2.CEL", 12);
pSTextBoxCels = LoadCel("Data\\TextBox2.CEL", 271);
pSTextSlidCels = LoadCel("Data\\TextSlid.CEL", 12);
ClearSText(0, STORE_LINES);
stextflag = STORE_NONE;
stextsize = false;
stextscrl = false;
numpremium = 0;
premiumlevel = 1;
for (auto &premiumitem : premiumitems)
premiumitem._itype = ItemType::None;
boyitem._itype = ItemType::None;
boylevel = 0;
}
void SetupTownStores()
{
auto &myPlayer = Players[MyPlayerId];
int l = myPlayer._pLevel / 2;
if (!gbIsMultiplayer) {
l = 0;
for (int i = 0; i < NUMLEVELS; i++) {
if (myPlayer._pLvlVisited[i])
l = i;
}
}
l = clamp(l + 2, 6, 16);
SpawnStoreGold();
SpawnSmith(l);
SpawnWitch(l);
SpawnHealer(l);
SpawnBoy(myPlayer._pLevel);
SpawnPremium(MyPlayerId);
}
void FreeStoreMem()
{
pSTextBoxCels = std::nullopt;
pSTextSlidCels = std::nullopt;
}
void PrintSString(const Surface &out, int margin, int line, const char *text, UiFlags flags, int price)
{
int sx = PANEL_X + 32 + margin;
if (!stextsize) {
sx += 320;
}
int sy = UI_OFFSET_Y + 32 + line * 12 + stext[line]._syoff;
int width = stextsize ? 575 : 255;
if (stextscrl && line >= 4 && line <= 20) {
width -= 9; // Space for the selector
}
width -= margin * 2;
const Rectangle rect { { sx, sy }, { width, 0 } };
DrawString(out, text, rect, flags);
if (price > 0) {
char valstr[32];
sprintf(valstr, "%i", price);
DrawString(out, valstr, rect, flags | UiFlags::AlignRight);
}
if (stextsel == line) {
DrawSelector(out, rect, text, flags);
}
}
void DrawSLine(const Surface &out, int y)
{
int sx = 26;
int sy = y * 12;
int width = 587;
if (!stextsize) {
sx += SPANEL_WIDTH;
width -= SPANEL_WIDTH;
}
BYTE *src = out.at(PANEL_LEFT + sx, UI_OFFSET_Y + 25);
BYTE *dst = out.at(PANEL_X + sx, UI_OFFSET_Y + sy + 38);
for (int i = 0; i < 3; i++, src += out.pitch(), dst += out.pitch())
memcpy(dst, src, width);
}
void DrawSTextHelp()
{
stextsel = -1;
stextsize = true;
}
void ClearSText(int s, int e)
{
for (int i = s; i < e; i++) {
stext[i]._sx = 0;
stext[i]._syoff = 0;
stext[i]._sstr[0] = 0;
stext[i].flags = UiFlags::None;
stext[i]._sline = 0;
stext[i]._ssel = false;
stext[i]._sval = 0;
}
}
void StartStore(talk_id s)
{
sbookflag = false;
invflag = false;
chrflag = false;
QuestLogIsOpen = false;
dropGoldFlag = false;
ClearSText(0, STORE_LINES);
ReleaseStoreBtn();
switch (s) {
case STORE_SMITH:
StartSmith();
break;
case STORE_SBUY: {
bool hasAnyItems = false;
for (int i = 0; !smithitem[i].isEmpty(); i++) {
hasAnyItems = true;
break;
}
if (hasAnyItems)
StartSmithBuy();
else {
stextflag = STORE_SBUY;
stextlhold = 12;
StoreESC();
return;
}
break;
}
case STORE_SSELL:
StartSmithSell();
break;
case STORE_SREPAIR:
StartSmithRepair();
break;
case STORE_WITCH:
StartWitch();
break;
case STORE_WBUY:
if (storenumh > 0)
StartWitchBuy();
break;
case STORE_WSELL:
StartWitchSell();
break;
case STORE_WRECHARGE:
StartWitchRecharge();
break;
case STORE_NOMONEY:
StoreNoMoney();
break;
case STORE_NOROOM:
StoreNoRoom();
break;
case STORE_CONFIRM:
StoreConfirm();
break;
case STORE_BOY:
StartBoy();
break;
case STORE_BBOY:
SStartBoyBuy();
break;
case STORE_HEALER:
StartHealer();
break;
case STORE_STORY:
StartStoryteller();
break;
case STORE_HBUY:
if (storenumh > 0)
StartHealerBuy();
break;
case STORE_SIDENTIFY:
StartStorytellerIdentify();
break;
case STORE_SPBUY:
if (!StartSmithPremiumBuy())
return;
break;
case STORE_GOSSIP:
StartTalk();
break;
case STORE_IDSHOW:
StartStorytellerIdentifyShow();
break;
case STORE_TAVERN:
StartTavern();
break;
case STORE_DRUNK:
StartDrunk();
break;
case STORE_BARMAID:
StartBarmaid();
break;
case STORE_NONE:
break;
}
stextsel = -1;
for (int i = 0; i < STORE_LINES; i++) {
if (stext[i]._ssel) {
stextsel = i;
break;
}
}
stextflag = s;
}
void DrawSText(const Surface &out)
{
if (!stextsize)
DrawSTextBack(out);
else
DrawQTextBack(out);
if (stextscrl) {
switch (stextflag) {
case STORE_SBUY:
ScrollSmithBuy(stextsval);
break;
case STORE_SSELL:
case STORE_SREPAIR:
case STORE_WSELL:
case STORE_WRECHARGE:
case STORE_SIDENTIFY:
ScrollSmithSell(stextsval);
break;
case STORE_WBUY:
ScrollWitchBuy(stextsval);
break;
case STORE_HBUY:
ScrollHealerBuy(stextsval);
break;
case STORE_SPBUY:
ScrollSmithPremiumBuy(stextsval);
break;
default:
break;
}
}
for (int i = 0; i < STORE_LINES; i++) {
if (stext[i]._sline != 0)
DrawSLine(out, i);
if (stext[i]._sstr[0] != '\0')
PrintSString(out, stext[i]._sx, i, stext[i]._sstr, stext[i].flags, stext[i]._sval);
}
if (stextscrl)
DrawSSlider(out, 4, 20);
}
void StoreESC()
{
if (qtextflag) {
qtextflag = false;
if (leveltype == DTYPE_TOWN)
stream_stop();
return;
}
switch (stextflag) {
case STORE_SMITH:
case STORE_WITCH:
case STORE_BOY:
case STORE_BBOY:
case STORE_HEALER:
case STORE_STORY:
case STORE_TAVERN:
case STORE_DRUNK:
case STORE_BARMAID:
stextflag = STORE_NONE;
break;
case STORE_GOSSIP:
StartStore(stextshold);
stextsel = stextlhold;
break;
case STORE_SBUY:
StartStore(STORE_SMITH);
stextsel = 12;
break;
case STORE_SPBUY:
StartStore(STORE_SMITH);
stextsel = 14;
break;
case STORE_SSELL:
StartStore(STORE_SMITH);
stextsel = 16;
break;
case STORE_SREPAIR:
StartStore(STORE_SMITH);
stextsel = 18;
break;
case STORE_WBUY:
StartStore(STORE_WITCH);
stextsel = 14;
break;
case STORE_WSELL:
StartStore(STORE_WITCH);
stextsel = 16;
break;
case STORE_WRECHARGE:
StartStore(STORE_WITCH);
stextsel = 18;
break;
case STORE_HBUY:
StartStore(STORE_HEALER);
stextsel = 16;
break;
case STORE_SIDENTIFY:
StartStore(STORE_STORY);
stextsel = 14;
break;
case STORE_IDSHOW:
StartStore(STORE_SIDENTIFY);
break;
case STORE_NOMONEY:
case STORE_NOROOM:
case STORE_CONFIRM:
StartStore(stextshold);
stextsel = stextlhold;
stextsval = stextvhold;
break;
case STORE_NONE:
break;
}
}
void StoreUp()
{
PlaySFX(IS_TITLEMOV);
if (stextsel == -1) {
return;
}
if (stextscrl) {
if (stextsel == stextup) {
if (stextsval != 0)
stextsval--;
return;
}
stextsel--;
while (!stext[stextsel]._ssel) {
if (stextsel == 0)
stextsel = STORE_LINES - 1;
else
stextsel--;
}
return;
}
if (stextsel == 0)
stextsel = STORE_LINES - 1;
else
stextsel--;
while (!stext[stextsel]._ssel) {
if (stextsel == 0)
stextsel = STORE_LINES - 1;
else
stextsel--;
}
}
void StoreDown()
{
PlaySFX(IS_TITLEMOV);
if (stextsel == -1) {
return;
}
if (stextscrl) {
if (stextsel == stextdown) {
if (stextsval < stextsmax)
stextsval++;
return;
}
stextsel++;
while (!stext[stextsel]._ssel) {
if (stextsel == STORE_LINES - 1)
stextsel = 0;
else
stextsel++;
}
return;
}
if (stextsel == STORE_LINES - 1)
stextsel = 0;
else
stextsel++;
while (!stext[stextsel]._ssel) {
if (stextsel == STORE_LINES - 1)
stextsel = 0;
else
stextsel++;
}
}
void StorePrior()
{
PlaySFX(IS_TITLEMOV);
if (stextsel != -1 && stextscrl) {
if (stextsel == stextup) {
stextsval = std::max(stextsval - 4, 0);
} else {
stextsel = stextup;
}
}
}
void StoreNext()
{
PlaySFX(IS_TITLEMOV);
if (stextsel != -1 && stextscrl) {
if (stextsel == stextdown) {
if (stextsval < stextsmax)
stextsval += 4;
if (stextsval > stextsmax)
stextsval = stextsmax;
} else {
stextsel = stextdown;
}
}
}
void TakePlrsMoney(int cost)
{
auto &myPlayer = Players[MyPlayerId];
myPlayer._pGold -= cost;
cost = TakeGold(myPlayer, cost, true);
if (cost != 0) {
TakeGold(myPlayer, cost, false);
}
}
void StoreEnter()
{
if (qtextflag) {
qtextflag = false;
if (leveltype == DTYPE_TOWN)
stream_stop();
return;
}
PlaySFX(IS_TITLSLCT);
switch (stextflag) {
case STORE_SMITH:
SmithEnter();
break;
case STORE_SPBUY:
SmithPremiumBuyEnter();
break;
case STORE_SBUY:
SmithBuyEnter();
break;
case STORE_SSELL:
SmithSellEnter();
break;
case STORE_SREPAIR:
SmithRepairEnter();
break;
case STORE_WITCH:
WitchEnter();
break;
case STORE_WBUY:
WitchBuyEnter();
break;
case STORE_WSELL:
WitchSellEnter();
break;
case STORE_WRECHARGE:
WitchRechargeEnter();
break;
case STORE_NOMONEY:
case STORE_NOROOM:
StartStore(stextshold);
stextsel = stextlhold;
stextsval = stextvhold;
break;
case STORE_CONFIRM:
ConfirmEnter();
break;
case STORE_BOY:
BoyEnter();
break;
case STORE_BBOY:
BoyBuyEnter();
break;
case STORE_HEALER:
HealerEnter();
break;
case STORE_STORY:
StorytellerEnter();
break;
case STORE_HBUY:
HealerBuyEnter();
break;
case STORE_SIDENTIFY:
StorytellerIdentifyEnter();
break;
case STORE_GOSSIP:
TalkEnter();
break;
case STORE_IDSHOW:
StartStore(STORE_SIDENTIFY);
break;
case STORE_DRUNK:
DrunkEnter();
break;
case STORE_TAVERN:
TavernEnter();
break;
case STORE_BARMAID:
BarmaidEnter();
break;
case STORE_NONE:
break;
}
}
void CheckStoreBtn()
{
if (qtextflag) {
qtextflag = false;
if (leveltype == DTYPE_TOWN)
stream_stop();
} else if (stextsel != -1 && MousePosition.y >= (32 + UI_OFFSET_Y) && MousePosition.y <= (320 + UI_OFFSET_Y)) {
if (!stextsize) {
if (MousePosition.x < 344 + PANEL_LEFT || MousePosition.x > 616 + PANEL_LEFT)
return;
} else {
if (MousePosition.x < 24 + PANEL_LEFT || MousePosition.x > 616 + PANEL_LEFT)
return;
}
int y = (MousePosition.y - (32 + UI_OFFSET_Y)) / 12;
if (stextscrl && MousePosition.x > 600 + PANEL_LEFT) {
if (y == 4) {
if (stextscrlubtn <= 0) {
StoreUp();
stextscrlubtn = 10;
} else {
stextscrlubtn--;
}
}
if (y == 20) {
if (stextscrldbtn <= 0) {
StoreDown();
stextscrldbtn = 10;
} else {
stextscrldbtn--;
}
}
} else if (y >= 5) {
if (y >= 23)
y = 22;
if (stextscrl && y < 21 && !stext[y]._ssel) {
if (stext[y - 2]._ssel) {
y -= 2;
} else if (stext[y - 1]._ssel) {
y--;
}
}
if (stext[y]._ssel || (stextscrl && y == 22)) {
stextsel = y;
StoreEnter();
}
}
}
}
void ReleaseStoreBtn()
{
stextscrlubtn = -1;
stextscrldbtn = -1;
}
} // namespace devilution