/* * 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); 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->xx && node->path->y>old->y)direction = SW; else if(node->path->x>old->x && node->path->yy)direction = NE; else if(node->path->xx && node->path->yy)direction = NW; else if(node->path->x>old->x)direction = EAST; else if(node->path->xx)direction = WEST; else if(node->path->y>old->y)direction = SOUTH; else if(node->path->yy)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); }