/** * @file stores.cpp * * Implementation of functionality for stores and towner dialogs. */ #include "stores.h" #include #include #include #include #include "controls/control_mode.hpp" #include "controls/plrctrls.h" #include "cursor.h" #include "engine/backbuffer_state.hpp" #include "engine/random.hpp" #include "engine/render/clx_render.hpp" #include "engine/render/primitive_render.hpp" #include "engine/render/text_render.hpp" #include "engine/trn.hpp" #include "game_mode.hpp" #include "minitext.h" #include "multi.h" #include "options.h" #include "panels/info_box.hpp" #include "qol/stash.h" #include "towners.h" #include "utils/format_int.hpp" #include "utils/language.h" #include "utils/str_cat.hpp" #include "utils/utf8.hpp" namespace devilution { TalkID ActiveStore; int CurrentItemIndex; int8_t PlayerItemIndexes[48]; Item PlayerItems[48]; Item SmithItems[NumSmithBasicItemsHf]; int PremiumItemCount; int PremiumItemLevel; Item PremiumItems[NumSmithItemsHf]; Item HealerItems[20]; Item WitchItems[NumWitchItemsHf]; int BoyItemLevel; Item BoyItem; namespace { /** The current towner being interacted with */ _talker_id TownerId; /** Is the current dialog full size */ bool IsTextFullSize; /** Number of text lines in the current dialog */ int NumTextLines; /** Remember currently selected text line from TextLine while displaying a dialog */ int OldTextLine; /** Currently selected text line from TextLine */ int CurrentTextLine; struct STextStruct { enum Type : uint8_t { Label, Divider, Selectable, }; std::string text; int _sval; int y; UiFlags flags; Type type; uint8_t _sx; uint8_t _syoff; int cursId; bool cursIndent; [[nodiscard]] bool isDivider() const { return type == Divider; } [[nodiscard]] bool isSelectable() const { return type == Selectable; } [[nodiscard]] bool hasText() const { return !text.empty(); } }; /** Text lines */ STextStruct TextLine[NumStoreLines]; /** Whether to render the player's gold amount in the top left */ bool RenderGold; /** Does the current panel have a scrollbar */ bool HasScrollbar; /** Remember last scroll position */ int OldScrollPos; /** Scroll position */ int ScrollPos; /** Next scroll position */ int NextScrollPos; /** Previous scroll position */ int PreviousScrollPos; /** Countdown for the push state of the scroll up button */ int8_t CountdownScrollUp; /** Countdown for the push state of the scroll down button */ int8_t CountdownScrollDown; /** Remember current store while displaying a dialog */ TalkID OldActiveStore; /** Temporary item used to hold the item being traded */ Item TempItem; /** Maps from towner IDs to NPC names. */ const char *const TownerNames[] = { N_("Griswold"), N_("Pepin"), "", N_("Ogden"), N_("Cain"), N_("Farnham"), N_("Adria"), N_("Gillian"), N_("Wirt"), }; constexpr int PaddingTop = 32; // For most languages, line height is always 12. // This includes blank lines and divider line. constexpr int SmallLineHeight = 12; constexpr int SmallTextHeight = 12; // For larger small fonts (Chinese and Japanese), text lines are // taller and overflow. // We space out blank lines a bit more to give space to 3-line store items. constexpr int LargeLineHeight = SmallLineHeight + 1; constexpr int LargeTextHeight = 18; /** * The line index with the Back / Leave button. * This is a special button that is always the last line. * * For lists with a scrollbar, it is not selectable (mouse-only). */ int BackButtonLine() { if (IsSmallFontTall()) { return HasScrollbar ? 21 : 20; } return 22; } int LineHeight() { return IsSmallFontTall() ? LargeLineHeight : SmallLineHeight; } int TextHeight() { return IsSmallFontTall() ? LargeTextHeight : SmallTextHeight; } void CalculateLineHeights() { TextLine[0].y = 0; if (IsSmallFontTall()) { for (int i = 1; i < NumStoreLines; ++i) { // Space out consecutive text lines, unless they are both selectable (never the case currently). if (TextLine[i].hasText() && TextLine[i - 1].hasText() && !(TextLine[i].isSelectable() && TextLine[i - 1].isSelectable())) { TextLine[i].y = TextLine[i - 1].y + LargeTextHeight; } else { TextLine[i].y = i * LargeLineHeight; } } } else { for (int i = 1; i < NumStoreLines; ++i) { TextLine[i].y = i * SmallLineHeight; } } } void DrawSTextBack(const Surface &out) { const Point uiPosition = GetUIRectangle().position; ClxDraw(out, { uiPosition.x + 320 + 24, 327 + uiPosition.y }, (*pSTextBoxCels)[0]); DrawHalfTransparentRectTo(out, uiPosition.x + 347, uiPosition.y + 28, 265, 297); } void DrawSSlider(const Surface &out, int y1, int y2) { const Point uiPosition = GetUIRectangle().position; int yd1 = y1 * 12 + 44 + uiPosition.y; const int yd2 = y2 * 12 + 44 + uiPosition.y; if (CountdownScrollUp != -1) ClxDraw(out, { uiPosition.x + 601, yd1 }, (*pSTextSlidCels)[11]); else ClxDraw(out, { uiPosition.x + 601, yd1 }, (*pSTextSlidCels)[9]); if (CountdownScrollDown != -1) ClxDraw(out, { uiPosition.x + 601, yd2 }, (*pSTextSlidCels)[10]); else ClxDraw(out, { uiPosition.x + 601, yd2 }, (*pSTextSlidCels)[8]); yd1 += 12; int yd3 = yd1; for (; yd3 < yd2; yd3 += 12) { ClxDraw(out, { uiPosition.x + 601, yd3 }, (*pSTextSlidCels)[13]); } if (CurrentTextLine == BackButtonLine()) yd3 = OldTextLine; else yd3 = CurrentTextLine; if (CurrentItemIndex > 1) yd3 = 1000 * (ScrollPos + ((yd3 - PreviousScrollPos) / 4)) / (CurrentItemIndex - 1) * (y2 * 12 - y1 * 12 - 24) / 1000; else yd3 = 0; ClxDraw(out, { uiPosition.x + 601, (y1 + 1) * 12 + 44 + uiPosition.y + yd3 }, (*pSTextSlidCels)[12]); } void AddSLine(size_t y) { TextLine[y]._sx = 0; TextLine[y]._syoff = 0; TextLine[y].text.clear(); TextLine[y].text.shrink_to_fit(); TextLine[y].type = STextStruct::Divider; TextLine[y].cursId = -1; TextLine[y].cursIndent = false; } void AddSTextVal(size_t y, int val) { TextLine[y]._sval = val; } void AddSText(uint8_t x, size_t y, std::string_view text, UiFlags flags, bool sel, int cursId = -1, bool cursIndent = false) { TextLine[y]._sx = x; TextLine[y]._syoff = 0; TextLine[y].text.clear(); TextLine[y].text.append(text); TextLine[y].flags = flags; TextLine[y].type = sel ? STextStruct::Selectable : STextStruct::Label; TextLine[y].cursId = cursId; TextLine[y].cursIndent = cursIndent; } void AddOptionsBackButton() { const int line = BackButtonLine(); AddSText(0, line, _("Back"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); TextLine[line]._syoff = IsSmallFontTall() ? 0 : 6; } void AddItemListBackButton(bool selectable = false) { const int line = BackButtonLine(); const std::string_view text = _("Back"); if (!selectable && IsSmallFontTall()) { AddSText(0, line, text, UiFlags::ColorWhite | UiFlags::AlignRight, selectable); } else { AddSLine(line - 1); AddSText(0, line, text, UiFlags::ColorWhite | UiFlags::AlignCenter, selectable); TextLine[line]._syoff = 6; } } void PrintStoreItem(const Item &item, int l, UiFlags flags, bool cursIndent = false) { std::string productLine; if (item._iIdentified) { if (item._iMagical != ITEM_QUALITY_UNIQUE) { if (item._iPrePower != -1) { productLine.append(PrintItemPower(item._iPrePower, item)); } } if (item._iSufPower != -1) { if (!productLine.empty()) productLine.append(_(", ")); productLine.append(PrintItemPower(item._iSufPower, item)); } } if (item._iMiscId == IMISC_STAFF && item._iMaxCharges != 0) { if (!productLine.empty()) productLine.append(_(", ")); productLine.append(fmt::format(fmt::runtime(_("Charges: {:d}/{:d}")), item._iCharges, item._iMaxCharges)); } if (!productLine.empty()) { AddSText(40, l, productLine, flags, false, -1, cursIndent); l++; productLine.clear(); } if (item._itype != ItemType::Misc) { if (item._iClass == ICLASS_WEAPON) productLine = fmt::format(fmt::runtime(_("Damage: {:d}-{:d} ")), item._iMinDam, item._iMaxDam); else if (item._iClass == ICLASS_ARMOR) productLine = fmt::format(fmt::runtime(_("Armor: {:d} ")), item._iAC); if (item._iMaxDur != DUR_INDESTRUCTIBLE && item._iMaxDur != 0) productLine += fmt::format(fmt::runtime(_("Dur: {:d}/{:d}")), item._iDurability, item._iMaxDur); else productLine.append(_("Indestructible")); } int8_t str = item._iMinStr; uint8_t mag = item._iMinMag; int8_t dex = item._iMinDex; if (str != 0 || mag != 0 || dex != 0) { if (!productLine.empty()) productLine.append(_(", ")); productLine.append(_("Required:")); if (str != 0) productLine.append(fmt::format(fmt::runtime(_(" {:d} Str")), str)); if (mag != 0) productLine.append(fmt::format(fmt::runtime(_(" {:d} Mag")), mag)); if (dex != 0) productLine.append(fmt::format(fmt::runtime(_(" {:d} Dex")), dex)); } AddSText(40, l++, productLine, flags, false, -1, cursIndent); } bool StoreAutoPlace(Item &item, bool persistItem) { Player &player = *MyPlayer; if (AutoEquipEnabled(player, item) && AutoEquip(player, item, persistItem, true)) { return true; } if (AutoPlaceItemInBelt(player, item, persistItem, true)) { return true; } if (persistItem) { return AutoPlaceItemInInventory(player, item, true); } return CanFitItemInInventory(player, item); } void ScrollVendorStore(Item *itemData, int storeLimit, int idx, int selling = true) { ClearSText(5, 21); PreviousScrollPos = 5; for (int l = 5; l < 20 && idx < storeLimit; l += 4) { const Item &item = itemData[idx]; if (!item.isEmpty()) { const UiFlags itemColor = item.getTextColorWithStatCheck(); AddSText(20, l, item.getName(), itemColor, true, item._iCurs, true); AddSTextVal(l, item._iIdentified ? item._iIvalue : item._ivalue); PrintStoreItem(item, l + 1, itemColor, true); NextScrollPos = l; } else { l -= 4; } idx++; } if (selling) { if (CurrentTextLine != -1 && !TextLine[CurrentTextLine].isSelectable() && CurrentTextLine != BackButtonLine()) CurrentTextLine = NextScrollPos; } else { NumTextLines = std::max(static_cast(storeLimit) - 4, 0); } } void StartSmith() { IsTextFullSize = false; HasScrollbar = 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); CurrentItemIndex = 20; } void ScrollSmithBuy(int idx) { ScrollVendorStore(SmithItems, static_cast(std::size(SmithItems)), idx); } uint32_t TotalPlayerGold() { return MyPlayer->_pGold + Stash.gold; } // TODO: Change `_iIvalue` to be unsigned instead of passing `int` here. bool PlayerCanAfford(int price) { return TotalPlayerGold() >= static_cast(price); } void StartSmithBuy() { IsTextFullSize = true; HasScrollbar = true; ScrollPos = 0; RenderGold = true; AddSText(20, 1, _("I have these items for sale:"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithBuy(ScrollPos); AddItemListBackButton(); CurrentItemIndex = 0; for (Item &item : SmithItems) { if (item.isEmpty()) continue; item._iStatFlag = MyPlayer->CanUseItem(item); CurrentItemIndex++; } NumTextLines = std::max(CurrentItemIndex - 4, 0); } void ScrollSmithPremiumBuy(int boughtitems) { int idx = 0; for (; boughtitems != 0; idx++) { if (!PremiumItems[idx].isEmpty()) boughtitems--; } ScrollVendorStore(PremiumItems, static_cast(std::size(PremiumItems)), idx); } bool StartSmithPremiumBuy() { CurrentItemIndex = 0; for (Item &item : PremiumItems) { if (item.isEmpty()) continue; item._iStatFlag = MyPlayer->CanUseItem(item); CurrentItemIndex++; } if (CurrentItemIndex == 0) { StartStore(TalkID::Smith); CurrentTextLine = 14; return false; } IsTextFullSize = true; HasScrollbar = true; ScrollPos = 0; RenderGold = true; AddSText(20, 1, _("I have these premium items for sale:"), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(); NumTextLines = std::max(CurrentItemIndex - 4, 0); ScrollSmithPremiumBuy(ScrollPos); return true; } bool SmithSellOk(int i) { Item *pI; if (i >= 0) { pI = &MyPlayer->InvList[i]; } else { pI = &MyPlayer->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 || IsValidSpell(pI->_iSpell))) return false; if (pI->_iClass == ICLASS_QUEST) return false; if (pI->IDidx == IDI_LAZSTAFF) return false; return true; } void ScrollSmithSell(int idx) { ScrollVendorStore(PlayerItems, CurrentItemIndex, idx, false); } void StartSmithSell() { IsTextFullSize = true; bool sellOk = false; CurrentItemIndex = 0; for (auto &item : PlayerItems) { item.clear(); } const Player &myPlayer = *MyPlayer; for (int8_t i = 0; i < myPlayer._pNumInv; i++) { if (CurrentItemIndex >= 48) break; if (SmithSellOk(i)) { sellOk = true; PlayerItems[CurrentItemIndex] = myPlayer.InvList[i]; if (PlayerItems[CurrentItemIndex]._iMagical != ITEM_QUALITY_NORMAL && PlayerItems[CurrentItemIndex]._iIdentified) PlayerItems[CurrentItemIndex]._ivalue = PlayerItems[CurrentItemIndex]._iIvalue; PlayerItems[CurrentItemIndex]._ivalue = std::max(PlayerItems[CurrentItemIndex]._ivalue / 4, 1); PlayerItems[CurrentItemIndex]._iIvalue = PlayerItems[CurrentItemIndex]._ivalue; PlayerItemIndexes[CurrentItemIndex] = i; CurrentItemIndex++; } } for (int i = 0; i < MaxBeltItems; i++) { if (CurrentItemIndex >= 48) break; if (SmithSellOk(-(i + 1))) { sellOk = true; PlayerItems[CurrentItemIndex] = myPlayer.SpdList[i]; if (PlayerItems[CurrentItemIndex]._iMagical != ITEM_QUALITY_NORMAL && PlayerItems[CurrentItemIndex]._iIdentified) PlayerItems[CurrentItemIndex]._ivalue = PlayerItems[CurrentItemIndex]._iIvalue; PlayerItems[CurrentItemIndex]._ivalue = std::max(PlayerItems[CurrentItemIndex]._ivalue / 4, 1); PlayerItems[CurrentItemIndex]._iIvalue = PlayerItems[CurrentItemIndex]._ivalue; PlayerItemIndexes[CurrentItemIndex] = -(i + 1); CurrentItemIndex++; } } if (!sellOk) { HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("You have nothing I want."), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(/*selectable=*/true); return; } HasScrollbar = true; ScrollPos = 0; NumTextLines = myPlayer._pNumInv; RenderGold = true; AddSText(20, 1, _("Which item is for sale?"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithSell(ScrollPos); AddItemListBackButton(); } bool SmithRepairOk(int i) { const Player &myPlayer = *MyPlayer; const Item &item = myPlayer.InvList[i]; if (item.isEmpty()) return false; if (item._itype == ItemType::Misc) return false; if (item._itype == ItemType::Gold) return false; if (item._iDurability == item._iMaxDur) return false; if (item._iMaxDur == DUR_INDESTRUCTIBLE) return false; return true; } void StartSmithRepair() { IsTextFullSize = true; CurrentItemIndex = 0; for (auto &item : PlayerItems) { item.clear(); } Player &myPlayer = *MyPlayer; auto &helmet = myPlayer.InvBody[INVLOC_HEAD]; if (!helmet.isEmpty() && helmet._iDurability != helmet._iMaxDur) { AddStoreHoldRepair(&helmet, -1); } auto &armor = myPlayer.InvBody[INVLOC_CHEST]; if (!armor.isEmpty() && armor._iDurability != armor._iMaxDur) { AddStoreHoldRepair(&armor, -2); } auto &leftHand = myPlayer.InvBody[INVLOC_HAND_LEFT]; if (!leftHand.isEmpty() && leftHand._iDurability != leftHand._iMaxDur) { AddStoreHoldRepair(&leftHand, -3); } auto &rightHand = myPlayer.InvBody[INVLOC_HAND_RIGHT]; if (!rightHand.isEmpty() && rightHand._iDurability != rightHand._iMaxDur) { AddStoreHoldRepair(&rightHand, -4); } for (int i = 0; i < myPlayer._pNumInv; i++) { if (CurrentItemIndex >= 48) break; if (SmithRepairOk(i)) { AddStoreHoldRepair(&myPlayer.InvList[i], i); } } if (CurrentItemIndex == 0) { HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("You have nothing to repair."), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(/*selectable=*/true); return; } HasScrollbar = true; ScrollPos = 0; NumTextLines = myPlayer._pNumInv; RenderGold = true; AddSText(20, 1, _("Repair which item?"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithSell(ScrollPos); AddItemListBackButton(); } void FillManaPlayer() { if (!*GetOptions().Gameplay.adriaRefillsMana) return; Player &myPlayer = *MyPlayer; if (myPlayer._pMana != myPlayer._pMaxMana) { PlaySFX(SfxID::CastHealing); } myPlayer._pMana = myPlayer._pMaxMana; myPlayer._pManaBase = myPlayer._pMaxManaBase; RedrawComponent(PanelDrawComponent::Mana); } void StartWitch() { FillManaPlayer(); IsTextFullSize = false; HasScrollbar = 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); CurrentItemIndex = 20; } void ScrollWitchBuy(int idx) { ScrollVendorStore(WitchItems, static_cast(std::size(WitchItems)), idx); } void WitchBookLevel(Item &bookItem) { if (bookItem._iMiscId != IMISC_BOOK) return; bookItem._iMinMag = GetSpellData(bookItem._iSpell).minInt; uint8_t spellLevel = MyPlayer->_pSplLvl[static_cast(bookItem._iSpell)]; while (spellLevel > 0) { bookItem._iMinMag += 20 * bookItem._iMinMag / 100; spellLevel--; if (bookItem._iMinMag + 20 * bookItem._iMinMag / 100 > 255) { bookItem._iMinMag = 255; spellLevel = 0; } } } void StartWitchBuy() { IsTextFullSize = true; HasScrollbar = true; ScrollPos = 0; NumTextLines = 20; RenderGold = true; AddSText(20, 1, _("I have these items for sale:"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollWitchBuy(ScrollPos); AddItemListBackButton(); CurrentItemIndex = 0; for (Item &item : WitchItems) { if (item.isEmpty()) continue; WitchBookLevel(item); item._iStatFlag = MyPlayer->CanUseItem(item); CurrentItemIndex++; } NumTextLines = std::max(CurrentItemIndex - 4, 0); } bool WitchSellOk(int i) { Item *pI; bool rv = false; if (i >= 0) pI = &MyPlayer->InvList[i]; else pI = &MyPlayer->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 || IsValidSpell(pI->_iSpell))) rv = true; if (pI->IDidx >= IDI_FIRSTQUEST && pI->IDidx <= IDI_LASTQUEST) rv = false; if (pI->IDidx == IDI_LAZSTAFF) rv = false; return rv; } void StartWitchSell() { IsTextFullSize = true; bool sellok = false; CurrentItemIndex = 0; for (auto &item : PlayerItems) { item.clear(); } const Player &myPlayer = *MyPlayer; for (int i = 0; i < myPlayer._pNumInv; i++) { if (CurrentItemIndex >= 48) break; if (WitchSellOk(i)) { sellok = true; PlayerItems[CurrentItemIndex] = myPlayer.InvList[i]; if (PlayerItems[CurrentItemIndex]._iMagical != ITEM_QUALITY_NORMAL && PlayerItems[CurrentItemIndex]._iIdentified) PlayerItems[CurrentItemIndex]._ivalue = PlayerItems[CurrentItemIndex]._iIvalue; PlayerItems[CurrentItemIndex]._ivalue = std::max(PlayerItems[CurrentItemIndex]._ivalue / 4, 1); PlayerItems[CurrentItemIndex]._iIvalue = PlayerItems[CurrentItemIndex]._ivalue; PlayerItemIndexes[CurrentItemIndex] = i; CurrentItemIndex++; } } for (int i = 0; i < MaxBeltItems; i++) { if (CurrentItemIndex >= 48) break; if (!myPlayer.SpdList[i].isEmpty() && WitchSellOk(-(i + 1))) { sellok = true; PlayerItems[CurrentItemIndex] = myPlayer.SpdList[i]; if (PlayerItems[CurrentItemIndex]._iMagical != ITEM_QUALITY_NORMAL && PlayerItems[CurrentItemIndex]._iIdentified) PlayerItems[CurrentItemIndex]._ivalue = PlayerItems[CurrentItemIndex]._iIvalue; PlayerItems[CurrentItemIndex]._ivalue = std::max(PlayerItems[CurrentItemIndex]._ivalue / 4, 1); PlayerItems[CurrentItemIndex]._iIvalue = PlayerItems[CurrentItemIndex]._ivalue; PlayerItemIndexes[CurrentItemIndex] = -(i + 1); CurrentItemIndex++; } } if (!sellok) { HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("You have nothing I want."), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(/*selectable=*/true); return; } HasScrollbar = true; ScrollPos = 0; NumTextLines = myPlayer._pNumInv; RenderGold = true; AddSText(20, 1, _("Which item is for sale?"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithSell(ScrollPos); AddItemListBackButton(); } bool WitchRechargeOk(int i) { const auto &item = MyPlayer->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) { PlayerItems[CurrentItemIndex] = itm; PlayerItems[CurrentItemIndex]._ivalue += GetSpellData(itm._iSpell).staffCost(); PlayerItems[CurrentItemIndex]._ivalue = PlayerItems[CurrentItemIndex]._ivalue * (PlayerItems[CurrentItemIndex]._iMaxCharges - PlayerItems[CurrentItemIndex]._iCharges) / (PlayerItems[CurrentItemIndex]._iMaxCharges * 2); PlayerItems[CurrentItemIndex]._iIvalue = PlayerItems[CurrentItemIndex]._ivalue; PlayerItemIndexes[CurrentItemIndex] = i; CurrentItemIndex++; } void StartWitchRecharge() { IsTextFullSize = true; bool rechargeok = false; CurrentItemIndex = 0; for (auto &item : PlayerItems) { item.clear(); } const Player &myPlayer = *MyPlayer; 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 (CurrentItemIndex >= 48) break; if (WitchRechargeOk(i)) { rechargeok = true; AddStoreHoldRecharge(myPlayer.InvList[i], i); } } if (!rechargeok) { HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("You have nothing to recharge."), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(/*selectable=*/true); return; } HasScrollbar = true; ScrollPos = 0; NumTextLines = myPlayer._pNumInv; RenderGold = true; AddSText(20, 1, _("Recharge which item?"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithSell(ScrollPos); AddItemListBackButton(); } void StoreNoMoney() { StartStore(OldActiveStore); HasScrollbar = false; IsTextFullSize = true; RenderGold = true; ClearSText(5, 23); AddSText(0, 14, _("You do not have enough gold"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); } void StoreNoRoom() { StartStore(OldActiveStore); HasScrollbar = false; ClearSText(5, 23); AddSText(0, 14, _("You do not have enough room in inventory"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); } void StoreConfirm(Item &item) { StartStore(OldActiveStore); HasScrollbar = false; ClearSText(5, 23); const UiFlags itemColor = item.getTextColorWithStatCheck(); AddSText(20, 8, item.getName(), itemColor, false); AddSTextVal(8, item._iIvalue); PrintStoreItem(item, 9, itemColor); std::string_view prompt; switch (OldActiveStore) { case TalkID::BoyBuy: prompt = _("Do we have a deal?"); break; case TalkID::StorytellerIdentify: prompt = _("Are you sure you want to identify this item?"); break; case TalkID::HealerBuy: case TalkID::SmithPremiumBuy: case TalkID::WitchBuy: case TalkID::SmithBuy: prompt = _("Are you sure you want to buy this item?"); break; case TalkID::WitchRecharge: prompt = _("Are you sure you want to recharge this item?"); break; case TalkID::SmithSell: case TalkID::WitchSell: prompt = _("Are you sure you want to sell this item?"); break; case TalkID::SmithRepair: prompt = _("Are you sure you want to repair this item?"); break; default: app_fatal(StrCat("Unknown store dialog ", static_cast(OldActiveStore))); } AddSText(0, 15, prompt, 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() { IsTextFullSize = false; HasScrollbar = 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() { IsTextFullSize = true; HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("I have this item for sale:"), UiFlags::ColorWhitegold, false); AddSLine(3); BoyItem._iStatFlag = MyPlayer->CanUseItem(BoyItem); const UiFlags itemColor = BoyItem.getTextColorWithStatCheck(); AddSText(20, 10, BoyItem.getName(), itemColor, true, BoyItem._iCurs, true); if (gbIsHellfire) AddSTextVal(10, BoyItem._iIvalue - (BoyItem._iIvalue / 4)); else AddSTextVal(10, BoyItem._iIvalue + (BoyItem._iIvalue / 2)); PrintStoreItem(BoyItem, 11, itemColor, true); { // Add a Leave button. Unlike the other item list back buttons, // this one has different text and different layout in LargerSmallFont locales. const int line = BackButtonLine(); AddSLine(line - 1); AddSText(0, line, _("Leave"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); TextLine[line]._syoff = 6; } } void HealPlayer() { Player &myPlayer = *MyPlayer; if (myPlayer._pHitPoints != myPlayer._pMaxHP) { PlaySFX(SfxID::CastHealing); } myPlayer._pHitPoints = myPlayer._pMaxHP; myPlayer._pHPBase = myPlayer._pMaxHPBase; RedrawComponent(PanelDrawComponent::Health); } void StartHealer() { HealPlayer(); IsTextFullSize = false; HasScrollbar = 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, 18, _("Leave Healer's home"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); AddSLine(5); CurrentItemIndex = 20; } void ScrollHealerBuy(int idx) { ScrollVendorStore(HealerItems, static_cast(std::size(HealerItems)), idx); } void StartHealerBuy() { IsTextFullSize = true; HasScrollbar = true; ScrollPos = 0; RenderGold = true; AddSText(20, 1, _("I have these items for sale:"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollHealerBuy(ScrollPos); AddItemListBackButton(); CurrentItemIndex = 0; for (Item &item : HealerItems) { if (item.isEmpty()) continue; item._iStatFlag = MyPlayer->CanUseItem(item); CurrentItemIndex++; } NumTextLines = std::max(CurrentItemIndex - 4, 0); } void StartStoryteller() { IsTextFullSize = false; HasScrollbar = 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) { PlayerItems[CurrentItemIndex] = itm; PlayerItems[CurrentItemIndex]._ivalue = 100; PlayerItems[CurrentItemIndex]._iIvalue = 100; PlayerItemIndexes[CurrentItemIndex] = i; CurrentItemIndex++; } void StartStorytellerIdentify() { bool idok = false; IsTextFullSize = true; CurrentItemIndex = 0; for (auto &item : PlayerItems) { item.clear(); } Player &myPlayer = *MyPlayer; 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 (CurrentItemIndex >= 48) break; auto &item = myPlayer.InvList[i]; if (IdItemOk(&item)) { idok = true; AddStoreHoldId(item, i); } } if (!idok) { HasScrollbar = false; RenderGold = true; AddSText(20, 1, _("You have nothing to identify."), UiFlags::ColorWhitegold, false); AddSLine(3); AddItemListBackButton(/*selectable=*/true); return; } HasScrollbar = true; ScrollPos = 0; NumTextLines = myPlayer._pNumInv; RenderGold = true; AddSText(20, 1, _("Identify which item?"), UiFlags::ColorWhitegold, false); AddSLine(3); ScrollSmithSell(ScrollPos); AddItemListBackButton(); } void StartStorytellerIdentifyShow(Item &item) { StartStore(OldActiveStore); HasScrollbar = false; ClearSText(5, 23); const UiFlags itemColor = item.getTextColorWithStatCheck(); AddSText(0, 7, _("This item is:"), UiFlags::ColorWhite | UiFlags::AlignCenter, false); AddSText(20, 11, item.getName(), itemColor, false); PrintStoreItem(item, 12, itemColor); AddSText(0, 18, _("Done"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); } void StartTalk() { int la; IsTextFullSize = false; HasScrollbar = false; AddSText(0, 2, fmt::format(fmt::runtime(_("Talk to {:s}")), _(TownerNames[TownerId])), UiFlags::ColorWhitegold | UiFlags::AlignCenter, false); AddSLine(5); if (gbIsSpawn) { AddSText(0, 10, fmt::format(fmt::runtime(_("Talking to {:s}")), _(TownerNames[TownerId])), 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); AddOptionsBackButton(); return; } int sn = 0; for (auto &quest : Quests) { if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[TownerId][quest._qidx] != TEXT_NONE && quest._qlog) sn++; } if (sn > 6) { sn = 14 - (sn / 2); la = 1; } else { sn = 15 - sn; la = 2; } const int sn2 = sn - 2; for (auto &quest : Quests) { if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[TownerId][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); AddOptionsBackButton(); } void StartTavern() { IsTextFullSize = false; HasScrollbar = 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); CurrentItemIndex = 20; } void StartBarmaid() { IsTextFullSize = false; HasScrollbar = 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, 14, _("Access Storage"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); AddSText(0, 18, _("Say goodbye"), UiFlags::ColorWhite | UiFlags::AlignCenter, true); AddSLine(5); CurrentItemIndex = 20; } void StartDrunk() { IsTextFullSize = false; HasScrollbar = 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); CurrentItemIndex = 20; } void SmithEnter() { switch (CurrentTextLine) { case 10: TownerId = TOWN_SMITH; OldTextLine = 10; OldActiveStore = TalkID::Smith; StartStore(TalkID::Gossip); break; case 12: StartStore(TalkID::SmithBuy); break; case 14: StartStore(TalkID::SmithPremiumBuy); break; case 16: StartStore(TalkID::SmithSell); break; case 18: StartStore(TalkID::SmithRepair); break; case 20: ActiveStore = TalkID::None; break; } } /** * @brief Purchases an item from the smith. */ void SmithBuyItem(Item &item) { TakePlrsMoney(item._iIvalue); if (item._iMagical == ITEM_QUALITY_NORMAL) item._iIdentified = false; StoreAutoPlace(item, true); int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); if (idx == NumSmithBasicItemsHf - 1) { SmithItems[NumSmithBasicItemsHf - 1].clear(); } else { for (; !SmithItems[idx + 1].isEmpty(); idx++) { SmithItems[idx] = std::move(SmithItems[idx + 1]); } SmithItems[idx].clear(); } CalcPlrInv(*MyPlayer, true); } void SmithBuyEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Smith); CurrentTextLine = 12; return; } OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; OldActiveStore = TalkID::SmithBuy; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(SmithItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } if (!StoreAutoPlace(SmithItems[idx], false)) { StartStore(TalkID::NoRoom); return; } TempItem = SmithItems[idx]; StartStore(TalkID::Confirm); } /** * @brief Purchases a premium item from the smith. */ void SmithBuyPItem(Item &item) { TakePlrsMoney(item._iIvalue); if (item._iMagical == ITEM_QUALITY_NORMAL) item._iIdentified = false; StoreAutoPlace(item, true); int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); int xx = 0; for (int i = 0; idx >= 0; i++) { if (!PremiumItems[i].isEmpty()) { idx--; xx = i; } } PremiumItems[xx].clear(); PremiumItemCount--; SpawnPremium(*MyPlayer); } void SmithPremiumBuyEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Smith); CurrentTextLine = 14; return; } OldActiveStore = TalkID::SmithPremiumBuy; OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; int xx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); int idx = 0; for (int i = 0; xx >= 0; i++) { if (!PremiumItems[i].isEmpty()) { xx--; idx = i; } } if (!PlayerCanAfford(PremiumItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } if (!StoreAutoPlace(PremiumItems[idx], false)) { StartStore(TalkID::NoRoom); return; } TempItem = PremiumItems[idx]; StartStore(TalkID::Confirm); } bool StoreGoldFit(Item &item) { const int cost = item._iIvalue; const Size itemSize = GetInventorySize(item); const int itemRoomForGold = itemSize.width * itemSize.height * MaxGold; if (cost <= itemRoomForGold) { return true; } return cost <= itemRoomForGold + RoomForGold(); } /** * @brief Sells an item from the player's inventory or belt. */ void StoreSellItem() { Player &myPlayer = *MyPlayer; int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); if (PlayerItemIndexes[idx] >= 0) myPlayer.RemoveInvItem(PlayerItemIndexes[idx]); else myPlayer.RemoveSpdBarItem(-(PlayerItemIndexes[idx] + 1)); const int cost = PlayerItems[idx]._iIvalue; CurrentItemIndex--; if (idx != CurrentItemIndex) { while (idx < CurrentItemIndex) { PlayerItems[idx] = PlayerItems[idx + 1]; PlayerItemIndexes[idx] = PlayerItemIndexes[idx + 1]; idx++; } } AddGoldToInventory(myPlayer, cost); myPlayer._pGold += cost; } void SmithSellEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Smith); CurrentTextLine = 16; return; } OldTextLine = CurrentTextLine; OldActiveStore = TalkID::SmithSell; OldScrollPos = ScrollPos; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!StoreGoldFit(PlayerItems[idx])) { StartStore(TalkID::NoRoom); return; } TempItem = PlayerItems[idx]; StartStore(TalkID::Confirm); } /** * @brief Repairs an item in the player's inventory or body in the smith. */ void SmithRepairItem(int price) { const int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); PlayerItems[idx]._iDurability = PlayerItems[idx]._iMaxDur; const int8_t i = PlayerItemIndexes[idx]; Player &myPlayer = *MyPlayer; 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; TakePlrsMoney(price); return; } myPlayer.InvList[i]._iDurability = myPlayer.InvList[i]._iMaxDur; TakePlrsMoney(price); } void SmithRepairEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Smith); CurrentTextLine = 18; return; } OldActiveStore = TalkID::SmithRepair; OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(PlayerItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } TempItem = PlayerItems[idx]; StartStore(TalkID::Confirm); } void WitchEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_WITCH; OldActiveStore = TalkID::Witch; StartStore(TalkID::Gossip); break; case 14: StartStore(TalkID::WitchBuy); break; case 16: StartStore(TalkID::WitchSell); break; case 18: StartStore(TalkID::WitchRecharge); break; case 20: ActiveStore = TalkID::None; break; } } /** * @brief Purchases an item from the witch. */ void WitchBuyItem(Item &item) { int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); if (idx < 3) item._iSeed = AdvanceRndSeed(); TakePlrsMoney(item._iIvalue); StoreAutoPlace(item, true); if (idx >= 3) { if (idx == NumWitchItemsHf - 1) { WitchItems[NumWitchItemsHf - 1].clear(); } else { for (; !WitchItems[idx + 1].isEmpty(); idx++) { WitchItems[idx] = std::move(WitchItems[idx + 1]); } WitchItems[idx].clear(); } } CalcPlrInv(*MyPlayer, true); } void WitchBuyEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Witch); CurrentTextLine = 14; return; } OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; OldActiveStore = TalkID::WitchBuy; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(WitchItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } if (!StoreAutoPlace(WitchItems[idx], false)) { StartStore(TalkID::NoRoom); return; } TempItem = WitchItems[idx]; StartStore(TalkID::Confirm); } void WitchSellEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Witch); CurrentTextLine = 16; return; } OldTextLine = CurrentTextLine; OldActiveStore = TalkID::WitchSell; OldScrollPos = ScrollPos; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!StoreGoldFit(PlayerItems[idx])) { StartStore(TalkID::NoRoom); return; } TempItem = PlayerItems[idx]; StartStore(TalkID::Confirm); } /** * @brief Recharges an item in the player's inventory or body in the witch. */ void WitchRechargeItem(int price) { const int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); PlayerItems[idx]._iCharges = PlayerItems[idx]._iMaxCharges; Player &myPlayer = *MyPlayer; const int8_t i = PlayerItemIndexes[idx]; if (i < 0) { myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges = myPlayer.InvBody[INVLOC_HAND_LEFT]._iMaxCharges; NetSendCmdChItem(true, INVLOC_HAND_LEFT); } else { myPlayer.InvList[i]._iCharges = myPlayer.InvList[i]._iMaxCharges; NetSyncInvItem(myPlayer, i); } TakePlrsMoney(price); CalcPlrInv(myPlayer, true); } void WitchRechargeEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Witch); CurrentTextLine = 18; return; } OldActiveStore = TalkID::WitchRecharge; OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(PlayerItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } TempItem = PlayerItems[idx]; StartStore(TalkID::Confirm); } void BoyEnter() { if (!BoyItem.isEmpty() && CurrentTextLine == 18) { if (!PlayerCanAfford(50)) { OldActiveStore = TalkID::Boy; OldTextLine = 18; OldScrollPos = ScrollPos; StartStore(TalkID::NoMoney); } else { TakePlrsMoney(50); StartStore(TalkID::BoyBuy); } return; } if ((CurrentTextLine != 8 && !BoyItem.isEmpty()) || (CurrentTextLine != 12 && BoyItem.isEmpty())) { ActiveStore = TalkID::None; return; } TownerId = TOWN_PEGBOY; OldActiveStore = TalkID::Boy; OldTextLine = CurrentTextLine; StartStore(TalkID::Gossip); } void BoyBuyItem(Item &item, int itemPrice) { TakePlrsMoney(itemPrice); StoreAutoPlace(item, true); item.clear(); OldActiveStore = TalkID::Boy; CalcPlrInv(*MyPlayer, true); OldTextLine = 12; } /** * @brief Purchases an item from the healer. */ void HealerBuyItem(Item &item) { int idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 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(item, true); if (!gbIsMultiplayer) { if (idx < 2) return; } else { if (idx < 3) return; } idx = OldScrollPos + ((OldTextLine - PreviousScrollPos) / 4); if (idx == 19) { HealerItems[19].clear(); } else { for (; !HealerItems[idx + 1].isEmpty(); idx++) { HealerItems[idx] = std::move(HealerItems[idx + 1]); } HealerItems[idx].clear(); } CalcPlrInv(*MyPlayer, true); } void BoyBuyEnter() { if (CurrentTextLine != 10) { ActiveStore = TalkID::None; return; } OldActiveStore = TalkID::BoyBuy; OldScrollPos = ScrollPos; OldTextLine = 10; int price = BoyItem._iIvalue; if (gbIsHellfire) price -= BoyItem._iIvalue / 4; else price += BoyItem._iIvalue / 2; if (!PlayerCanAfford(price)) { StartStore(TalkID::NoMoney); return; } if (!StoreAutoPlace(BoyItem, false)) { StartStore(TalkID::NoRoom); return; } TempItem = BoyItem; TempItem._iIvalue = price; StartStore(TalkID::Confirm); } void StorytellerIdentifyItem(Item &item) { Player &myPlayer = *MyPlayer; const int8_t idx = PlayerItemIndexes[((OldTextLine - PreviousScrollPos) / 4) + OldScrollPos]; 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; } item._iIdentified = true; TakePlrsMoney(item._iIvalue); CalcPlrInv(myPlayer, true); } void ConfirmEnter(Item &item) { if (CurrentTextLine == 18) { switch (OldActiveStore) { case TalkID::SmithBuy: SmithBuyItem(item); break; case TalkID::SmithSell: case TalkID::WitchSell: StoreSellItem(); break; case TalkID::SmithRepair: SmithRepairItem(item._iIvalue); break; case TalkID::WitchBuy: WitchBuyItem(item); break; case TalkID::WitchRecharge: WitchRechargeItem(item._iIvalue); break; case TalkID::BoyBuy: BoyBuyItem(BoyItem, item._iIvalue); break; case TalkID::HealerBuy: HealerBuyItem(item); break; case TalkID::StorytellerIdentify: StorytellerIdentifyItem(item); StartStore(TalkID::StorytellerIdentifyShow); return; case TalkID::SmithPremiumBuy: SmithBuyPItem(item); break; default: break; } } StartStore(OldActiveStore); if (CurrentTextLine == BackButtonLine()) return; CurrentTextLine = OldTextLine; ScrollPos = std::min(OldScrollPos, NumTextLines); while (CurrentTextLine != -1 && !TextLine[CurrentTextLine].isSelectable()) { CurrentTextLine--; } } void HealerEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_HEALER; OldActiveStore = TalkID::Healer; StartStore(TalkID::Gossip); break; case 14: StartStore(TalkID::HealerBuy); break; case 18: ActiveStore = TalkID::None; break; } } void HealerBuyEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Healer); CurrentTextLine = 14; return; } OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; OldActiveStore = TalkID::HealerBuy; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(HealerItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } if (!StoreAutoPlace(HealerItems[idx], false)) { StartStore(TalkID::NoRoom); return; } TempItem = HealerItems[idx]; StartStore(TalkID::Confirm); } void StorytellerEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_STORY; OldActiveStore = TalkID::Storyteller; StartStore(TalkID::Gossip); break; case 14: StartStore(TalkID::StorytellerIdentify); break; case 18: ActiveStore = TalkID::None; break; } } void StorytellerIdentifyEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(TalkID::Storyteller); CurrentTextLine = 14; return; } OldActiveStore = TalkID::StorytellerIdentify; OldTextLine = CurrentTextLine; OldScrollPos = ScrollPos; const int idx = ScrollPos + ((CurrentTextLine - PreviousScrollPos) / 4); if (!PlayerCanAfford(PlayerItems[idx]._iIvalue)) { StartStore(TalkID::NoMoney); return; } TempItem = PlayerItems[idx]; StartStore(TalkID::Confirm); } void TalkEnter() { if (CurrentTextLine == BackButtonLine()) { StartStore(OldActiveStore); CurrentTextLine = OldTextLine; return; } int sn = 0; for (auto &quest : Quests) { if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[TownerId][quest._qidx] != TEXT_NONE && quest._qlog) sn++; } int la = 2; if (sn > 6) { sn = 14 - (sn / 2); la = 1; } else { sn = 15 - sn; } if (CurrentTextLine == sn - 2) { Towner *target = GetTowner(TownerId); assert(target != nullptr); InitQTextMsg(target->gossip); return; } for (auto &quest : Quests) { if (quest._qactive == QUEST_ACTIVE && QuestDialogTable[TownerId][quest._qidx] != TEXT_NONE && quest._qlog) { if (sn == CurrentTextLine) { InitQTextMsg(QuestDialogTable[TownerId][quest._qidx]); } sn += la; } } } void TavernEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_TAVERN; OldActiveStore = TalkID::Tavern; StartStore(TalkID::Gossip); break; case 18: ActiveStore = TalkID::None; break; } } void BarmaidEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_BMAID; OldActiveStore = TalkID::Barmaid; StartStore(TalkID::Gossip); break; case 14: ActiveStore = TalkID::None; IsStashOpen = true; Stash.RefreshItemStatFlags(); invflag = true; if (ControlMode != ControlTypes::KeyboardAndMouse) { if (pcurs == CURSOR_DISARM) NewCursor(CURSOR_HAND); FocusOnInventory(); } break; case 18: ActiveStore = TalkID::None; break; } } void DrunkEnter() { switch (CurrentTextLine) { case 12: OldTextLine = 12; TownerId = TOWN_DRUNK; OldActiveStore = TalkID::Drunk; StartStore(TalkID::Gossip); break; case 18: ActiveStore = TalkID::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, std::string_view text, UiFlags flags) { const int lineWidth = GetLineWidth(text); int x1 = rect.position.x - 20; if (HasAnyOf(flags, UiFlags::AlignCenter)) x1 += (rect.size.width - lineWidth) / 2; ClxDraw(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; ClxDraw(out, { x2, rect.position.y + 13 }, (*pSPentSpn2Cels)[PentSpn2Spin()]); } } // namespace void AddStoreHoldRepair(Item *itm, int8_t i) { Item *item; int v; item = &PlayerItems[CurrentItemIndex]; PlayerItems[CurrentItemIndex] = *itm; const 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; PlayerItemIndexes[CurrentItemIndex] = i; CurrentItemIndex++; } void InitStores() { ClearSText(0, NumStoreLines); ActiveStore = TalkID::None; IsTextFullSize = false; HasScrollbar = false; PremiumItemCount = 0; PremiumItemLevel = 1; for (auto &premiumitem : PremiumItems) premiumitem.clear(); BoyItem.clear(); BoyItemLevel = 0; } void SetupTownStores() { const Player &myPlayer = *MyPlayer; int l = myPlayer.getCharacterLevel() / 2; if (!gbIsMultiplayer) { l = 0; for (int i = 0; i < NUMLEVELS; i++) { if (myPlayer._pLvlVisited[i]) l = i; } } l = std::clamp(l + 2, 6, 16); SpawnSmith(l); SpawnWitch(l); SpawnHealer(l); SpawnBoy(myPlayer.getCharacterLevel()); SpawnPremium(myPlayer); } void FreeStoreMem() { if (*GetOptions().Gameplay.showItemGraphicsInStores) { FreeHalfSizeItemSprites(); } ActiveStore = TalkID::None; for (STextStruct &entry : TextLine) { entry.text.clear(); entry.text.shrink_to_fit(); } } void PrintSString(const Surface &out, int margin, int line, std::string_view text, UiFlags flags, int price, int cursId, bool cursIndent) { const Point uiPosition = GetUIRectangle().position; int sx = uiPosition.x + 32 + margin; if (!IsTextFullSize) { sx += 320; } const int sy = uiPosition.y + PaddingTop + TextLine[line].y + TextLine[line]._syoff; int width = IsTextFullSize ? 575 : 255; if (HasScrollbar && line >= 4 && line <= 20) { width -= 9; // Space for the selector } width -= margin * 2; const Rectangle rect { { sx, sy }, { width, 0 } }; // Space reserved for item graphic is based on the size of 2x3 cursor sprites constexpr int CursWidth = INV_SLOT_SIZE_PX * 2; constexpr int HalfCursWidth = CursWidth / 2; if (*GetOptions().Gameplay.showItemGraphicsInStores && cursId >= 0) { const Size size = GetInvItemSize(static_cast(CURSOR_FIRSTITEM) + cursId); const bool useHalfSize = size.width > INV_SLOT_SIZE_PX || size.height > INV_SLOT_SIZE_PX; const bool useRed = HasAnyOf(flags, UiFlags::ColorRed); const ClxSprite sprite = useHalfSize ? (useRed ? GetHalfSizeItemSpriteRed(cursId) : GetHalfSizeItemSprite(cursId)) : GetInvItemSprite(static_cast(CURSOR_FIRSTITEM) + cursId); const Point position { rect.position.x + (HalfCursWidth - sprite.width()) / 2, rect.position.y + (TextHeight() * 3 + sprite.height()) / 2 }; if (useHalfSize || !useRed) { ClxDraw(out, position, sprite); } else { ClxDrawTRN(out, position, sprite, GetInfravisionTRN()); } } if (*GetOptions().Gameplay.showItemGraphicsInStores && cursIndent) { const Rectangle textRect { { rect.position.x + HalfCursWidth + 8, rect.position.y }, { rect.size.width - HalfCursWidth + 8, rect.size.height } }; DrawString(out, text, textRect, { .flags = flags }); } else { DrawString(out, text, rect, { .flags = flags }); } if (price > 0) DrawString(out, FormatInteger(price), rect, { .flags = flags | UiFlags::AlignRight }); if (CurrentTextLine == line) { DrawSelector(out, rect, text, flags); } } void DrawSLine(const Surface &out, int sy) { const Point uiPosition = GetUIRectangle().position; int sx = 26; int width = 587; if (!IsTextFullSize) { sx += SidePanelSize.width; width -= SidePanelSize.width; } uint8_t *src = out.at(uiPosition.x + sx, uiPosition.y + 25); uint8_t *dst = out.at(uiPosition.x + sx, sy); for (int i = 0; i < 3; i++, src += out.pitch(), dst += out.pitch()) memcpy(dst, src, width); } void DrawSTextHelp() { CurrentTextLine = -1; IsTextFullSize = true; } void ClearSText(int s, int e) { for (int i = s; i < e; i++) { TextLine[i]._sx = 0; TextLine[i]._syoff = 0; TextLine[i].text.clear(); TextLine[i].text.shrink_to_fit(); TextLine[i].flags = UiFlags::None; TextLine[i].type = STextStruct::Label; TextLine[i]._sval = 0; } } void StartStore(TalkID s) { if (*GetOptions().Gameplay.showItemGraphicsInStores) { CreateHalfSizeItemSprites(); } SpellbookFlag = false; CloseInventory(); CloseCharPanel(); RenderGold = false; QuestLogIsOpen = false; CloseGoldDrop(); ClearSText(0, NumStoreLines); ReleaseStoreBtn(); switch (s) { case TalkID::Smith: StartSmith(); break; case TalkID::SmithBuy: { bool hasAnyItems = false; for (int i = 0; !SmithItems[i].isEmpty(); i++) { hasAnyItems = true; break; } if (hasAnyItems) StartSmithBuy(); else { ActiveStore = TalkID::SmithBuy; OldTextLine = 12; StoreESC(); return; } break; } case TalkID::SmithSell: StartSmithSell(); break; case TalkID::SmithRepair: StartSmithRepair(); break; case TalkID::Witch: StartWitch(); break; case TalkID::WitchBuy: if (CurrentItemIndex > 0) StartWitchBuy(); break; case TalkID::WitchSell: StartWitchSell(); break; case TalkID::WitchRecharge: StartWitchRecharge(); break; case TalkID::NoMoney: StoreNoMoney(); break; case TalkID::NoRoom: StoreNoRoom(); break; case TalkID::Confirm: StoreConfirm(TempItem); break; case TalkID::Boy: StartBoy(); break; case TalkID::BoyBuy: SStartBoyBuy(); break; case TalkID::Healer: StartHealer(); break; case TalkID::Storyteller: StartStoryteller(); break; case TalkID::HealerBuy: if (CurrentItemIndex > 0) StartHealerBuy(); break; case TalkID::StorytellerIdentify: StartStorytellerIdentify(); break; case TalkID::SmithPremiumBuy: if (!StartSmithPremiumBuy()) return; break; case TalkID::Gossip: StartTalk(); break; case TalkID::StorytellerIdentifyShow: StartStorytellerIdentifyShow(TempItem); break; case TalkID::Tavern: StartTavern(); break; case TalkID::Drunk: StartDrunk(); break; case TalkID::Barmaid: StartBarmaid(); break; case TalkID::None: break; } CurrentTextLine = -1; for (int i = 0; i < NumStoreLines; i++) { if (TextLine[i].isSelectable()) { CurrentTextLine = i; break; } } ActiveStore = s; } void DrawSText(const Surface &out) { if (!IsTextFullSize) DrawSTextBack(out); else DrawQTextBack(out); if (HasScrollbar) { switch (ActiveStore) { case TalkID::SmithBuy: ScrollSmithBuy(ScrollPos); break; case TalkID::SmithSell: case TalkID::SmithRepair: case TalkID::WitchSell: case TalkID::WitchRecharge: case TalkID::StorytellerIdentify: ScrollSmithSell(ScrollPos); break; case TalkID::WitchBuy: ScrollWitchBuy(ScrollPos); break; case TalkID::HealerBuy: ScrollHealerBuy(ScrollPos); break; case TalkID::SmithPremiumBuy: ScrollSmithPremiumBuy(ScrollPos); break; default: break; } } CalculateLineHeights(); const Point uiPosition = GetUIRectangle().position; for (int i = 0; i < NumStoreLines; i++) { if (TextLine[i].isDivider()) DrawSLine(out, uiPosition.y + PaddingTop + TextLine[i].y + TextHeight() / 2); else if (TextLine[i].hasText()) PrintSString(out, TextLine[i]._sx, i, TextLine[i].text, TextLine[i].flags, TextLine[i]._sval, TextLine[i].cursId, TextLine[i].cursIndent); } if (RenderGold) { PrintSString(out, 28, 1, fmt::format(fmt::runtime(_("Your gold: {:s}")), FormatInteger(TotalPlayerGold())).c_str(), UiFlags::ColorWhitegold | UiFlags::AlignRight); } if (HasScrollbar) DrawSSlider(out, 4, 20); } void StoreESC() { if (qtextflag) { qtextflag = false; if (leveltype == DTYPE_TOWN) stream_stop(); return; } switch (ActiveStore) { case TalkID::Smith: case TalkID::Witch: case TalkID::Boy: case TalkID::BoyBuy: case TalkID::Healer: case TalkID::Storyteller: case TalkID::Tavern: case TalkID::Drunk: case TalkID::Barmaid: ActiveStore = TalkID::None; break; case TalkID::Gossip: StartStore(OldActiveStore); CurrentTextLine = OldTextLine; break; case TalkID::SmithBuy: StartStore(TalkID::Smith); CurrentTextLine = 12; break; case TalkID::SmithPremiumBuy: StartStore(TalkID::Smith); CurrentTextLine = 14; break; case TalkID::SmithSell: StartStore(TalkID::Smith); CurrentTextLine = 16; break; case TalkID::SmithRepair: StartStore(TalkID::Smith); CurrentTextLine = 18; break; case TalkID::WitchBuy: StartStore(TalkID::Witch); CurrentTextLine = 14; break; case TalkID::WitchSell: StartStore(TalkID::Witch); CurrentTextLine = 16; break; case TalkID::WitchRecharge: StartStore(TalkID::Witch); CurrentTextLine = 18; break; case TalkID::HealerBuy: StartStore(TalkID::Healer); CurrentTextLine = 14; break; case TalkID::StorytellerIdentify: StartStore(TalkID::Storyteller); CurrentTextLine = 14; break; case TalkID::StorytellerIdentifyShow: StartStore(TalkID::StorytellerIdentify); break; case TalkID::NoMoney: case TalkID::NoRoom: case TalkID::Confirm: StartStore(OldActiveStore); CurrentTextLine = OldTextLine; ScrollPos = OldScrollPos; break; case TalkID::None: break; } } void StoreUp() { PlaySFX(SfxID::MenuMove); if (CurrentTextLine == -1) { return; } if (HasScrollbar) { if (CurrentTextLine == PreviousScrollPos) { if (ScrollPos != 0) ScrollPos--; return; } CurrentTextLine--; while (!TextLine[CurrentTextLine].isSelectable()) { if (CurrentTextLine == 0) CurrentTextLine = NumStoreLines - 1; else CurrentTextLine--; } return; } if (CurrentTextLine == 0) CurrentTextLine = NumStoreLines - 1; else CurrentTextLine--; while (!TextLine[CurrentTextLine].isSelectable()) { if (CurrentTextLine == 0) CurrentTextLine = NumStoreLines - 1; else CurrentTextLine--; } } void StoreDown() { PlaySFX(SfxID::MenuMove); if (CurrentTextLine == -1) { return; } if (HasScrollbar) { if (CurrentTextLine == NextScrollPos) { if (ScrollPos < NumTextLines) ScrollPos++; return; } CurrentTextLine++; while (!TextLine[CurrentTextLine].isSelectable()) { if (CurrentTextLine == NumStoreLines - 1) CurrentTextLine = 0; else CurrentTextLine++; } return; } if (CurrentTextLine == NumStoreLines - 1) CurrentTextLine = 0; else CurrentTextLine++; while (!TextLine[CurrentTextLine].isSelectable()) { if (CurrentTextLine == NumStoreLines - 1) CurrentTextLine = 0; else CurrentTextLine++; } } void StorePrior() { PlaySFX(SfxID::MenuMove); if (CurrentTextLine != -1 && HasScrollbar) { if (CurrentTextLine == PreviousScrollPos) { ScrollPos = std::max(ScrollPos - 4, 0); } else { CurrentTextLine = PreviousScrollPos; } } } void StoreNext() { PlaySFX(SfxID::MenuMove); if (CurrentTextLine != -1 && HasScrollbar) { if (CurrentTextLine == NextScrollPos) { if (ScrollPos < NumTextLines) ScrollPos += 4; if (ScrollPos > NumTextLines) ScrollPos = NumTextLines; } else { CurrentTextLine = NextScrollPos; } } } void TakePlrsMoney(int cost) { Player &myPlayer = *MyPlayer; myPlayer._pGold -= std::min(cost, myPlayer._pGold); cost = TakeGold(myPlayer, cost, true); if (cost != 0) { cost = TakeGold(myPlayer, cost, false); } Stash.gold -= cost; Stash.dirty = true; } void StoreEnter() { if (qtextflag) { qtextflag = false; if (leveltype == DTYPE_TOWN) stream_stop(); return; } PlaySFX(SfxID::MenuSelect); switch (ActiveStore) { case TalkID::Smith: SmithEnter(); break; case TalkID::SmithPremiumBuy: SmithPremiumBuyEnter(); break; case TalkID::SmithBuy: SmithBuyEnter(); break; case TalkID::SmithSell: SmithSellEnter(); break; case TalkID::SmithRepair: SmithRepairEnter(); break; case TalkID::Witch: WitchEnter(); break; case TalkID::WitchBuy: WitchBuyEnter(); break; case TalkID::WitchSell: WitchSellEnter(); break; case TalkID::WitchRecharge: WitchRechargeEnter(); break; case TalkID::NoMoney: case TalkID::NoRoom: StartStore(OldActiveStore); CurrentTextLine = OldTextLine; ScrollPos = OldScrollPos; break; case TalkID::Confirm: ConfirmEnter(TempItem); break; case TalkID::Boy: BoyEnter(); break; case TalkID::BoyBuy: BoyBuyEnter(); break; case TalkID::Healer: HealerEnter(); break; case TalkID::Storyteller: StorytellerEnter(); break; case TalkID::HealerBuy: HealerBuyEnter(); break; case TalkID::StorytellerIdentify: StorytellerIdentifyEnter(); break; case TalkID::Gossip: TalkEnter(); break; case TalkID::StorytellerIdentifyShow: StartStore(TalkID::StorytellerIdentify); break; case TalkID::Drunk: DrunkEnter(); break; case TalkID::Tavern: TavernEnter(); break; case TalkID::Barmaid: BarmaidEnter(); break; case TalkID::None: break; } } void CheckStoreBtn() { const Point uiPosition = GetUIRectangle().position; const Rectangle windowRect { { uiPosition.x + 344, uiPosition.y + PaddingTop - 7 }, { 271, 303 } }; const Rectangle windowRectFull { { uiPosition.x + 24, uiPosition.y + PaddingTop - 7 }, { 591, 303 } }; if (!IsTextFullSize) { if (!windowRect.contains(MousePosition)) { while (IsPlayerInStore()) StoreESC(); } } else { if (!windowRectFull.contains(MousePosition)) { while (IsPlayerInStore()) StoreESC(); } } if (qtextflag) { qtextflag = false; if (leveltype == DTYPE_TOWN) stream_stop(); } else if (CurrentTextLine != -1) { const int relativeY = MousePosition.y - (uiPosition.y + PaddingTop); if (HasScrollbar && MousePosition.x > 600 + uiPosition.x) { // Scroll bar is always measured in terms of the small line height. const int y = relativeY / SmallLineHeight; if (y == 4) { if (CountdownScrollUp <= 0) { StoreUp(); CountdownScrollUp = 10; } else { CountdownScrollUp--; } } if (y == 20) { if (CountdownScrollDown <= 0) { StoreDown(); CountdownScrollDown = 10; } else { CountdownScrollDown--; } } return; } int y = relativeY / LineHeight(); // Large small fonts draw beyond LineHeight. Check if the click was on the overflow text. if (IsSmallFontTall() && y > 0 && y < NumStoreLines && TextLine[y - 1].hasText() && !TextLine[y].hasText() && relativeY < TextLine[y - 1].y + LargeTextHeight) { --y; } if (y >= 5) { if (y >= BackButtonLine() + 1) y = BackButtonLine(); if (HasScrollbar && y <= 20 && !TextLine[y].isSelectable()) { if (TextLine[y - 2].isSelectable()) { y -= 2; } else if (TextLine[y - 1].isSelectable()) { y--; } } if (TextLine[y].isSelectable() || (HasScrollbar && y == BackButtonLine())) { CurrentTextLine = y; StoreEnter(); } } } } void ReleaseStoreBtn() { CountdownScrollUp = -1; CountdownScrollDown = -1; } bool IsPlayerInStore() { return ActiveStore != TalkID::None; } } // namespace devilution