/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* By ElvenProgrammer aka Eugenio Favalli (umperio@users.sourceforge.net)
*/
#include "graphic.h"
#include "2xsai.h"
#include "../gui/gui.h"
#include "../gui/setup.h"
#define TILESET_W 480
#define TILESET_H 320
#ifdef WIN32
#pragma warning (disable:4312)
#endif
BITMAP *vbuffer, *vpage[2], *vtileset, *temp, *vnpcset, *vplayerset, *vmonsterset;
int page_num = 0;
BITMAP *buffer, *double_buffer, *chat_background;
DATAFILE *tileset;
char itemCurrenyQ[10] = "0";
//char page_num;
int map_x, map_y, camera_x, camera_y;
DIALOG_PLAYER *npc_player, *skill_player, *buy_sell_player, *buy_player, *sell_player, *stats_player, *skill_list_player, *npc_list_player;
char npc_text[1000] = "";
char statsString2[255] = "n/a";
char skill_points[10] = "";
TmwInventory inventory;
Chat chatlog("./docs/chatlog.txt", 20);
int show_npc_dialog = 0;
bool show_skill_dialog = false;
bool show_skill_list_dialog = false;
char npc_button[10] = "Close";
gcn::TextField *chatInput;
Setup *setup;
extern bool show_setup;
void ChatListener::action(const std::string& eventId)
{
if (eventId == "chatinput") {
std::string message = chatInput->getText();
if (message.length() > 0) {
chatlog.chat_send(char_info[0].name, message.c_str());
chatInput->setText("");
}
}
}
SPRITESET *new_tileset, *new_playerset, *new_npcset, *new_emotionset, *new_monsterset;
DIALOG npc_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 150, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL },
{ tmw_button_proc, 508, 326, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)npc_button, NULL, NULL },
{ tmw_textbox_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, npc_text, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG buy_sell_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 350, 200, 100, 105, 0, 0, 0, 0, 0, 0, (char *)"Shop", NULL, NULL },
{ tmw_button_proc, 360, 225, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Buy", NULL, NULL },
{ tmw_button_proc, 360, 250, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Sell", NULL, NULL },
{ tmw_button_proc, 360, 275, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Cancel",NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG buy_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Buy", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL },
{ tmw_text_proc, 304, 326+25, 50, 20, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL },
{ tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL },
{ tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG sell_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Sell", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL },
{ tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL },
{ tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG skill_list_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Skills", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'u', D_EXIT, 0, 0, (char *)"&Up", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)skill_list, NULL, NULL },
{ tmw_text_proc, 304, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)skill_points, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG npc_list_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)item_list, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
char hairtable[14][4][2] = {
// S(x,y) W(x,y) N(x,y) E(x,y)
{ { 0, 0}, {-1, 2}, {-1, 2}, {0, 2} }, // STAND
{ { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 1st frame
{ { 0, 3}, {-2, 4}, {-1, 3}, {1, 4} }, // WALK 2nd frame
{ { 0, 1}, {-2, 2}, {-1, 2}, {1, 2} }, // WALK 3rd frame
{ { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 4th frame
{ { 0, 1}, {1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame
{ { 0, 1}, {-1, 2}, {-1, 3}, {0, 2} }, // ATTACK 2nd frame
{ { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 3rd frame
{ { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 4th frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 3rd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 4th frame
{ { 0, 4}, {-1, 6}, {-1, 6}, {0, 6} } // SIT
};
void set_npc_dialog(int show) {
show_npc_dialog = show;
}
int get_x_offset(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if(node->action==WALK) {
if(direction!=NORTH && direction!=SOUTH) {
offset = node->frame + 1;
if(offset==5)offset = 0;
offset *= 4;
if(direction==WEST || direction==NW || direction==SW) {
offset = -offset;
offset += 16;
} else offset -= 16;
}
}
return offset;
}
int get_y_offset(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if(node->action==WALK) {
if(direction!=EAST && direction!=WEST) {
offset = node->frame + 1;
if(offset==5)offset = 0;
offset *= 4;
if(direction==NORTH || direction==NW || direction==NE) {
offset = -offset;
offset += 16;
} else offset -= 16;
}
}
return offset;
}
BITMAP *load_graphic_file(char *filename) {
BITMAP *temp = load_bitmap(filename, NULL);
if(!temp)error(filename);
BITMAP *vbmp;
#ifdef WIN32
vbmp = create_video_bitmap(temp->w, temp->h);
if(!vbmp) {
warning("Not enough video memory");
#endif
vbmp = create_bitmap(temp->w, temp->h);
if(!vbmp)error("Not enough memory");
#ifdef WIN32
}
#endif
blit(temp, vbmp, 0, 0, 0, 0, temp->w, temp->h);
destroy_bitmap(temp);
return vbmp;
}
void init_graphic() {
//tileset = load_datafile("./data/graphic/desert.dat");
//if(!tileset)error("Unable to load tileset datafile");
//buffer = create_bitmap(SCREEN_W/2, SCREEN_H/2);
//double_buffer = create_bitmap(SCREEN_W, SCREEN_H);
alfont_set_font_size(gui_font, 16);
clear_bitmap(screen);
chat_background = create_bitmap(592, 100);
clear_to_color(chat_background, makecol(0,0,0));
// Initialize gui
// Create chat input field
chatInput = new gcn::TextField();
chatInput->setPosition(0, SCREEN_H - chatInput->getHeight());
chatInput->setWidth(592);
ChatListener *chatListener = new ChatListener();
chatInput->setEventId("chatinput");
chatInput->addActionListener(chatListener);
guiTop->add(chatInput);
chatInput->requestFocus();
npc_player = init_dialog(npc_dialog, -1);
position_dialog(npc_dialog, 300, 200);
skill_player = init_dialog(skill_dialog, -1);
stats_player = init_dialog(stats_dialog, -1);
buy_sell_player = init_dialog(buy_sell_dialog, -1);
buy_player = init_dialog(buy_dialog, -1);
sell_player = init_dialog(sell_dialog, -1);
skill_list_player = init_dialog(skill_list_dialog, -1);
npc_list_player = init_dialog(npc_list_dialog, -1);
//gui_bitmap = vpage[page_num];
alfont_text_mode(-1);
inventory.create(100, 100);
#ifdef WIN32
if((gfx_capabilities & GFX_HW_VRAM_BLIT)&& stretch_mode==0) {
vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H);
vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H);
if(!vpage[0]) {
warning("Not enough video memory [VPAGE_0]");
vpage[0] = create_bitmap(SCREEN_W, SCREEN_W);
if(!vpage[0])error("Not enough memory [VPAGE_0]");
}
if(!vpage[1]) {
warning("Not enough video memory [VPAGE_1]");
vpage[1] = create_bitmap(SCREEN_W, SCREEN_W);
if(!vpage[1])error("Not enough memory [VPAGE_1]");
}
} else {
#endif
vpage[0] = create_bitmap(SCREEN_W, SCREEN_H);
vpage[1] = create_bitmap(SCREEN_W, SCREEN_H);
#ifdef WIN32
}
vbuffer = create_video_bitmap(SCREEN_W/2, SCREEN_H/2);
if(!vbuffer) {
warning("Not enough video memory [BUFFER]");
#endif
vbuffer = create_bitmap(SCREEN_W/2, SCREEN_W/2);
if(!vbuffer)error("Not enough memory [BUFFER]");
#ifdef WIN32
}
#endif
gui_bitmap = vpage[page_num];
new_emotionset = new SPRITESET("./data/graphic/emotionset.dat");
new_tileset = new SPRITESET("./data/graphic/desert.dat");
new_npcset = new SPRITESET("./data/graphic/npcset.dat");
new_playerset = new SPRITESET("./data/graphic/playerset.dat");
new_monsterset = new SPRITESET("./data/graphic/monsterset.dat");
}
void do_graphic(void) {
map_x = (get_x(player_node->coordinates)-13)*16+get_x_offset(player_node);
map_y = (get_y(player_node->coordinates)-9)*16+get_y_offset(player_node);
camera_x = map_x >> 4;
camera_y = map_y >> 4;
int offset_x = map_x & 15;
int offset_y = map_y & 15;
sort();
frame++;
#ifdef WIN32
if(is_video_bitmap(vbuffer))
acquire_bitmap(vbuffer);
#endif
new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
for(int j=0;j<20;j++)
for(int i=0;i<26;i++) {
if(get_tile(i+camera_x, j+camera_y, 0) < 600)
new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 0)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
if(get_tile(i+camera_x, j+camera_y, 1) > 0 /*&& get_tile(i+camera_x, j+camera_y, 1)<600*/)
new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 1)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
}
NODE *node = get_head();
while(node) {
if((node->job>=100)&&(node->job<=110)) { // Draw a NPC
new_npcset->spriteset[4*(node->job-100)+get_direction(node->coordinates)/2]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-4-offset_x, (get_y(node->coordinates)-camera_y)*16-24-offset_y);
} else if(node->job<10) { // Draw a player
node->text_x = (get_x(node->coordinates)-camera_x)*16 -34+get_x_offset(node)-offset_x;
node->text_y = (get_y(node->coordinates)-camera_y)*16 -36+get_y_offset(node)-offset_y;
if(node->action==SIT)node->frame = 0;
if(node->action==ATTACK) {
new_playerset->spriteset[(get_direction(node->coordinates)/2)+4*(node->frame+node->action+4*node->weapon)]->draw(vbuffer, node->text_x, node->text_y);
draw_rle_sprite(vbuffer, (RLE_SPRITE *)weaponset[16*node->weapon+4*node->frame+get_direction(node->coordinates)/2].dat, node->text_x, node->text_y);
masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame+4*node->weapon][get_direction(node->coordinates)/2][1], 20, 20);
} else {
new_playerset->spriteset[4*(node->frame+node->action)+get_direction(node->coordinates)/2]->draw(vbuffer, node->text_x, node->text_y);
masked_blit(hairset, vbuffer, 20*(node->hair_color-1), 20*(get_direction(node->coordinates)/2+4*(node->hair_style-1)), node->text_x+31+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][0], node->text_y+15+hairtable[node->action+node->frame][get_direction(node->coordinates)/2][1], 20, 20);
}
if(node->emotion!=0) {
new_emotionset->spriteset[node->emotion-1]->draw(vbuffer, (get_x(node->coordinates)-camera_x)*16-5+get_x_offset(node)-offset_x, (get_y(node->coordinates)-camera_y)*16-45+get_y_offset(node)-offset_y);
node->emotion_time--;
if(node->emotion_time==0)
node->emotion = 0;
}
if(node->action!=STAND && node->action!=SIT) {
node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
if(node->frame>=4) {
node->frame = 0;
node->action = STAND;
if(node->id==player_node->id)
walk_status = 0;
}
}
} else if(node->job==45) { // Draw a warp
} else { // Draw a monster
if(node->frame>=4)
node->frame = 3;
node->text_x = (get_x(node->coordinates)-camera_x)*16-22+get_x_offset(node)-offset_x;
node->text_y = (get_y(node->coordinates)-camera_y)*16-25+get_y_offset(node)-offset_y;
//int r_x = node->text_x-get_x_offset(node);
//int r_y = node->text_y-get_y_offset(node);
if(node->action==MONSTER_DEAD)
new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*MONSTER_DEAD]->draw(vbuffer, node->text_x, node->text_y);
else
new_monsterset->spriteset[(get_direction(node->coordinates)/2)+4*(node->job-1002)+8*(node->frame+node->action)]->draw(vbuffer, node->text_x, node->text_y);
if(node->action!=STAND) {
node->frame = (get_elapsed_time(node->tick_time)*4)/(node->speed);
if(node->frame>=4) {
if(node->action!=MONSTER_DEAD && node->path) {
if(node->path->next) {
PATH_NODE *old = node->path;
node->path = node->path->next;
direction = 0;
//if(node->path->next) {
if(node->path->x>old->x && node->path->y>old->y)direction = SE;
else if(node->path->x<old->x && node->path->y>old->y)direction = SW;
else if(node->path->x>old->x && node->path->y<old->y)direction = NE;
else if(node->path->x<old->x && node->path->y<old->y)direction = NW;
else if(node->path->x>old->x)direction = EAST;
else if(node->path->x<old->x)direction = WEST;
else if(node->path->y>old->y)direction = SOUTH;
else if(node->path->y<old->y)direction = NORTH;
//}
set_coordinates(node->coordinates, node->path->x, node->path->y, direction);
//node->tick_time = tick_time;
} else {
node->action = STAND;
}
if(node->action!=MONSTER_DEAD)node->frame = 0;
node->tick_time = tick_time;
//node->frame = 0;
}
}
}
}
if(node->action==MONSTER_DEAD && node->frame>=20) {
NODE *temp = node;
node = node->next;
remove_node(temp->id);
} else node = node->next;
// nodes are ordered so if the next node y is > then the
// last drawed for fringe layer, draw the missing lines
}
for(int j=0;j<20;j++)
for(int i=0;i<26;i++)
if(get_tile(i+camera_x, j+camera_y, 2)>0 && get_tile(i+camera_x, j+camera_y, 2)<600)
new_tileset->spriteset[get_tile(i+camera_x, j+camera_y, 2)]->draw(vbuffer, i*16-offset_x, j*16-offset_y);
#ifdef WIN32
if(is_video_bitmap(vbuffer))
release_bitmap(vbuffer);
#endif
if(stretch_mode==0) {
#ifdef WIN32
acquire_bitmap(vpage[page_num]);
#endif
stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
} else if(stretch_mode==1)
Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
else if(stretch_mode==2)
SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
textprintf_ex(vpage[page_num], font, 0, 0, makecol(255,255,255), -1, "[%i fps]", fps);
// Update GUI
guiGraphics->setTarget(vpage[page_num]);
gui_update(NULL);
// Draw player speech
node = get_head();
while(node) {
if(node->speech!=NULL) {
if(node->speech_color==makecol(255,255,255))
alfont_textprintf_aa(vpage[page_num], gui_font, node->text_x*2+90-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);
else
alfont_textprintf_aa(vpage[page_num], gui_font, node->text_x*2+60-alfont_text_length(gui_font, node->speech)/2, node->text_y*2, node->speech_color, "%s", node->speech);
node->speech_time--;
if(node->speech_time==0) {
free(node->speech);
node->speech = NULL;
}
}
node = node->next;
}
inventory.draw(vpage[page_num]);
set_trans_blender(0, 0, 0, 110);
draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H-125);
chatlog.chat_draw(vpage[page_num], 8, gui_font);
switch(show_npc_dialog) {
case 1:
dialog_message(npc_dialog, MSG_DRAW, 0, 0);
if(!(show_npc_dialog = gui_update(npc_player))) {
strcpy(npc_text, "");
WFIFOW(0) = net_w_value(0x00b9);
//alert("","","","","",0,0);
WFIFOL(2) = net_l_value(current_npc);
WFIFOSET(6);
}
break;
case 2:
dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
if(!gui_update(buy_sell_player)) {
show_npc_dialog = shutdown_dialog(buy_sell_player);
if(show_npc_dialog==1 || show_npc_dialog==2) {
WFIFOW(0) = net_w_value(0x00c5);
WFIFOL(2) = net_l_value(current_npc);
WFIFOB(6) = net_b_value(show_npc_dialog-1);
WFIFOSET(7);
}
show_npc_dialog = 0;
buy_sell_player = init_dialog(buy_sell_dialog, -1);
}
break;
case 3:
char money[20];
sprintf(money, "%i gp", char_info->gp);
buy_dialog[4].dp = &money;
buy_dialog[5].d1 = (int)(char_info->gp/get_item_price(buy_dialog[3].d1));
if(buy_dialog[5].d2>buy_dialog[5].d1)
//alfont_textprintf(double_buffer, gui_font, 0, 10, MAKECOL_WHITE, "%i", buy_dialog[5].d1);
dialog_message(buy_dialog, MSG_DRAW, 0, 0);
if(!gui_update(buy_player)) {
show_npc_dialog = shutdown_dialog(buy_player);
buy_dialog[5].d1 = 0;
if(show_npc_dialog==1) {
WFIFOW(0) = net_w_value(0x00c8);
WFIFOW(2) = net_w_value(8);
WFIFOW(4) = net_w_value(buy_dialog[5].d2);
WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
WFIFOSET(8);
}
show_npc_dialog = 0;
buy_player = init_dialog(buy_dialog, -1);
close_shop();
}break;
case 4:
//alert("","","","","",0,0);
//char ds[20];
sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
//sprintf(ds, "%i", sell_dialog[3].d1);
//ok(ds,"");
//alfont_textprintf(vpage[page_num], gui_font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
dialog_message(sell_dialog, MSG_DRAW, 0, 0);
if(!gui_update(sell_player)) {
show_npc_dialog = shutdown_dialog(sell_player);
sell_dialog[3].d1 = 0;
if(show_npc_dialog==1) {
WFIFOW(0) = net_w_value(0x00c9);
WFIFOW(2) = net_w_value(8);
WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
WFIFOW(6) = net_w_value(sell_dialog[3].d2);
WFIFOSET(8);
}
show_npc_dialog = 0;
sell_dialog[3].d2 = 0;
sprintf((char *)sell_dialog[5].dp, "%i", 0);
sell_player = init_dialog(sell_dialog, -1);
close_shop();
}
break;
case 5:
dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
if(!gui_update(npc_list_player)) {
show_npc_dialog = shutdown_dialog(npc_list_player);
if(show_npc_dialog==1) {
WFIFOW(0) = net_w_value(0x00b8);
WFIFOL(2) = net_l_value(current_npc);
WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
WFIFOSET(7);
}
show_npc_dialog = 0;
npc_list_player = init_dialog(npc_list_dialog, -1);
remove_all_items();
}
break;
}
if(show_skill_dialog) {
update_skill_dialog();
if(gui_update(skill_player)==0)show_skill_dialog = false;
}
if(show_skill_dialog) {
update_skill_dialog();
if(gui_update(skill_player)==0)show_skill_dialog = false;
}
if(show_skill_list_dialog) {
if(gui_update(skill_list_player)==0) {
int ret = shutdown_dialog(skill_list_player);
if(ret==1) {
if(char_info->skill_point>0) {
WFIFOW(0) = net_w_value(0x0112);
WFIFOW(2) = net_w_value(get_skill_id(skill_list_dialog[3].d1));
WFIFOSET(4);
}
} else if(ret==2) {
show_skill_list_dialog = false;
}
skill_list_player = init_dialog(skill_list_dialog, -1);
}
}
// character status display
update_stats_dialog();
gui_update(stats_player);
draw_sprite(vpage[page_num], mouse_sprite, mouse_x, mouse_y);
#ifdef WIN32
if(stretch_mode==0) {
release_bitmap(vpage[page_num]);
show_video_bitmap(vpage[page_num]);
} else
#endif
blit(vpage[page_num], screen, 0, 0, 0, 0, 800, 600);
page_num = 1-page_num;
gui_bitmap = vpage[page_num];
}
void exit_graphic() {
shutdown_dialog(npc_player);
shutdown_dialog(skill_player);
}