Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Improved trade menu
New feature: Improved trade menu[message #349019]
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Sun, 26 February 2017 18:44
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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While my previous ideas to improve the trade menu were well received, as usual nobody was willing to implement them, so I did. This is pretty much exactly what proposed - the trade menu is now resolution-dependent. Observe:
1600x1024
640x480
This of course works in any resolution. As a result, this is not optional. I've altered huge parts of that code and have no intention to go the usual 'we make things optional for no reason' route.
I've also added the colouring of items that can't be sold, stacking of additional items and the display of the merchant budget.
The only thing not implemented in the afore-mentioned post is the sector inventory access. As usual, the strategic inventory is not wrapped at all, which means I'd have to recreate that entire thing, which I'd loathe to. Additionally, accessing sector inventory in tactical would cause quite a few internal problems I have no motivation to solve right now.
This has been added to the trunk in r8389 and is fully savegame compatible.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New feature: Improved trade menu[message #349251 is a reply to message #349021]
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Sun, 12 March 2017 20:09
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Xafloz |
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Messages:98
Registered:December 2016 |
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Observation: unfortunately the feature freezes the game in 1920x1080 (when you click BUY in any merchant dialogue). This resolution is very useful for 4k monitors and so far I have been play countless hours using this one on 4k monitor. In smaller resolutions the feature works as intended, but visual effect of the game as a whole is not so good.
[Updated on: Sun, 12 March 2017 20:10] Report message to a moderator
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Corporal 1st Class
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Re: New feature: Improved trade menu[message #350519 is a reply to message #349255]
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Wed, 09 August 2017 23:27
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Because some people are not happy with a simple clean grey background, and I strongly dislike the Sirtech way of creating backgrounds for huge panels of unknown size - using a smaller image over and over again as if tiling a roof - I've decided to simply generate something different (r8444).
The background is now a texture generated via random noise. The texture is generated anew once every use of an exe. I could also generate it constantly (so we would have a moving, swirling background), but this shall suffice.
If anybody is still unhappy about these colours, let me point out that I can still change my mind and have it simply be neon-pink.
[Updated on: Wed, 09 August 2017 23:29]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New feature: Improved trade menu[message #350755 is a reply to message #350544]
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Sat, 26 August 2017 18:52
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Due to the considerable slowdown mentioned in this thread, as of r8457 & GameDir r2385, the trade menu background is no longer generated by random noise, but by cutting out a section of a much bigger picture.
This should remove any speed issues. The picture used has a size of 3088x2056. This should suffice for resolutions up to ~5544x3540. If you have a screen with a bigger resolution, you need to add a picture with higher dimensions. You are also spending waaaay to much money on monitors.
Keep in mind that you will need the new picture that comes with GameDir r2385 when using the new exe.
[Updated on: Sat, 26 August 2017 18:55]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New feature: Improved trade menu[message #358698 is a reply to message #349019]
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Sat, 21 December 2019 16:10
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bfant |
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Messages:6
Registered:December 2019 |
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Hi,
I modified your trade menu slightly to also show the names of the items, since there are too many (near) identical looking items (e.g. AK variants, some types of ammo boxes, etc.). I increased the height of the inventory boxes slightly (4 pixels) in order to better fit the text. The item text is also slightly overlapping with the item graphic to save space.
Here's a screenshot:
Patch against SVN version 8718:
Index: Tactical/ShopKeeper Interface.cpp
===================================================================
--- Tactical/ShopKeeper Interface.cpp (revision 8718)
+++ Tactical/ShopKeeper Interface.cpp (working copy)
@@ -102,14 +102,14 @@
//Inventory Slots size and offsets
#define SKI_INV_SLOT_WIDTH 67
-#define SKI_INV_SLOT_HEIGHT 31
+#define SKI_INV_SLOT_HEIGHT 35 // bfant: increased from 31 to fit item name text
#define SKI_INV_HEIGHT (SKI_INV_SLOT_HEIGHT - 7)
#define SKI_INV_WIDTH 60
#define SKI_INV_OFFSET_X 74
-#define SKI_INV_OFFSET_Y 36
+#define SKI_INV_OFFSET_Y 40 // bfant: increased from 36
#define SKI_INV_PRICE_OFFSET_X 1
-#define SKI_INV_PRICE_OFFSET_Y 24
+#define SKI_INV_PRICE_OFFSET_Y 28 // bfant: increased from 24 to fit item name text
// the delay for glow cycling in glow areas, in millisecs
#define SKI_GLOW_DELAY 70
@@ -129,7 +129,7 @@
#define SKI_DEALER_OFFER_AREA_Y (SCREEN_Y_OFFSET + 148)
#define SKI_ITEM_NUMBER_TEXT_OFFSET_X 50
-#define SKI_ITEM_NUMBER_TEXT_OFFSET_Y 15
+#define SKI_ITEM_NUMBER_TEXT_OFFSET_Y 19 // bfant: increased from 15 to fit item name text
#define SKI_ITEM_NUMBER_TEXT_WIDTH 15
#define SKI_SUBTITLE_TEXT_SIZE 512
@@ -220,7 +220,7 @@
#define SKI_TRADER_OFFER_BEGIN_X SKI_TOTAL_BEGIN_X
#define SKI_TRADER_OFFER_BEGIN_Y SKI_TRADER_INVENTORY_END_Y
#define SKI_TRADER_OFFER_END_X SKI_TOTAL_END_X
-#define SKI_TRADER_OFFER_END_Y (82 + SKI_TRADER_INVENTORY_END_Y)
+#define SKI_TRADER_OFFER_END_Y (90 + SKI_TRADER_INVENTORY_END_Y) // bfant: adjusted so 2 rows fit again after item text modification
// trader offer area item boxes
#define SKI_TRADER_OFFER_BOXES_BEGIN_X (SKI_TRADER_OFFER_BEGIN_X + 91)
@@ -1310,6 +1310,32 @@
#endif
}
+// Internal function to draw shop keeper inventory boxes
+void DrawShopKeeperInventoryBox(INT32 usPosX, INT32 usPosY)
+{
+ static const UINT16 col_itembox = Get16BPPColor(FROMRGB(74, 65, 49));
+ static const UINT16 col_itemdescription = Get16BPPColor(FROMRGB(181, 150, 74));
+ static const UINT16 col_itemstatusbar = Get16BPPColor(FROMRGB(57, 56, 41));
+
+ // draw background for status bar
+ ColorFillVideoSurfaceArea(FRAME_BUFFER,
+ usPosX, usPosY,
+ usPosX + 4, usPosY + 28,
+ col_itemstatusbar);
+
+ // draw background for picture of item, etc.
+ ColorFillVideoSurfaceArea(FRAME_BUFFER,
+ usPosX + 4, usPosY,
+ usPosX + SKI_INV_SLOT_WIDTH, usPosY + 28,
+ col_itembox);
+
+ // draw background for money area
+ ColorFillVideoSurfaceArea(FRAME_BUFFER,
+ usPosX, usPosY + 28,
+ usPosX + SKI_INV_SLOT_WIDTH, usPosY + SKI_INV_SLOT_HEIGHT,
+ col_itemdescription);
+}
+
BOOLEAN RenderShopKeeperInterface()
{
CHAR16 zMoney[128];
@@ -1420,18 +1446,8 @@
for ( int x = 0; x<SKI_TRADER_INVENTORY_BOXES_PER_ROW; ++x )
{
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, usPosY,
- (INT16)(usPosX + 4), (INT16)(usPosY + 24),
- col_itemstatusbar );
+ DrawShopKeeperInventoryBox(usPosX, usPosY);
- ColorFillVideoSurfaceArea( FRAME_BUFFER, (INT16)(usPosX + 4), usPosY,
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + 24),
- col_itembox );
-
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, (INT16)(usPosY + 24),
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + SKI_INV_SLOT_HEIGHT),
- col_itemdescription );
-
usPosX += SKI_INV_OFFSET_X;
}
usPosY += SKI_INV_OFFSET_Y;
@@ -1446,18 +1462,8 @@
for ( int x = 0; x<SKI_TRADER_OFFER_BOXES_PER_ROW; ++x )
{
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, usPosY,
- (INT16)(usPosX + 4), (INT16)(usPosY + 24),
- col_itemstatusbar );
+ DrawShopKeeperInventoryBox(usPosX, usPosY);
- ColorFillVideoSurfaceArea( FRAME_BUFFER, (INT16)(usPosX + 4), usPosY,
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + 24),
- col_itembox );
-
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, (INT16)(usPosY + 24),
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + SKI_INV_SLOT_HEIGHT),
- col_itemdescription );
-
usPosX += SKI_INV_OFFSET_X;
}
usPosY += SKI_INV_OFFSET_Y;
@@ -1472,18 +1478,8 @@
for ( int x = 0; x<SKI_PLAYER_OFFER_BOXES_PER_ROW; ++x )
{
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, usPosY,
- (INT16)(usPosX + 4), (INT16)(usPosY + 24),
- col_itemstatusbar );
+ DrawShopKeeperInventoryBox(usPosX, usPosY);
- ColorFillVideoSurfaceArea( FRAME_BUFFER, (INT16)(usPosX + 4), usPosY,
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + 24),
- col_itembox );
-
- ColorFillVideoSurfaceArea( FRAME_BUFFER, usPosX, (INT16)(usPosY + 24),
- (INT16)(usPosX + SKI_INV_SLOT_WIDTH), (INT16)(usPosY + SKI_INV_SLOT_HEIGHT),
- col_itemdescription );
-
usPosX += SKI_INV_OFFSET_X;
}
usPosY += SKI_INV_OFFSET_Y;
@@ -2739,7 +2735,8 @@
#endif
//Display the status of the item
- DrawItemUIBarEx( pItemObject, 0, (INT16)(usPosX+2), (INT16)(usPosY+2+20), 2, 20, Get16BPPColor( FROMRGB( 140, 136, 119 ) ), Get16BPPColor( FROMRGB( 140, 136, 119 ) ), TRUE, guiRENDERBUFFER );//guiSAVEBUFFER
+ //bfant: adjusted size of status bar for item text
+ DrawItemUIBarEx( pItemObject, 0, (INT16)(usPosX+2), (INT16)(usPosY+2+24), 2, 24, Get16BPPColor( FROMRGB( 140, 136, 119 ) ), Get16BPPColor( FROMRGB( 140, 136, 119 ) ), TRUE, guiRENDERBUFFER );//guiSAVEBUFFER
//Display the Items Cost
if( ubItemArea == PLAYERS_OFFER_AREA )
@@ -2825,6 +2822,16 @@
DrawTextToScreen( zTemp2, (UINT16)(usPosX+SKI_INV_PRICE_OFFSET_X), (UINT16)(usPosY+SKI_INV_PRICE_OFFSET_Y), SKI_INV_SLOT_WIDTH, SKI_ITEM_DESC_FONT, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
+ /////////////////////
+ // bfant: Display item name, limited to displayable characters (space constraints)
+ if (pItem->szItemName != 0)
+ {
+ wcsncpy(zTemp, pItem->szItemName, sizeof(zTemp) / 2);
+ zTemp[63] = '\0'; // make sure it is null-terminated
+ ReduceStringLength(zTemp, SKI_INV_SLOT_WIDTH - 2, BLOCKFONTNARROW);
+ DrawTextToScreen(zTemp, usPosX, usPosY + 1, SKI_INV_SLOT_WIDTH, BLOCKFONTNARROW, SKI_ITEM_PRICE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
+ }
+
//if the there is more then 1 or if the item is stackable and some of it has been bought and only 1 remains
if( ( pItemObject->ubNumberOfObjects > 1 ) ||
( ( pItemObject->ubNumberOfObjects == 1 ) &&
@@ -3895,7 +3902,7 @@
{
INT32 balance = LaptopSaveInfo.iCurrentBalance;
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
- balance = GetIntel();
+ balance = (INT32)GetIntel();
//if the player doesn't have enough money in his account to pay the rest
if( uiArmsDealersItemsCost > uiPlayersTotalMoneyValue + balance )
@@ -5416,7 +5423,7 @@
INT32 balance = LaptopSaveInfo.iCurrentBalance;
if ( armsDealerInfo[gbSelectedArmsDealerID].uiFlags & ARMS_DEALER_DEALWITHINTEL )
- balance = GetIntel();
+ balance = (INT32)GetIntel();
if( uiArmsDealerTotalCost > uiPlayersOfferAreaTotalCost + balance )
{
@@ -5951,7 +5958,7 @@
//Perform the transaction with the extra money from the players account
PerformTransaction( iMoneyToDeduct );
- AddIntel( -iMoneyToDeduct, TRUE );
+ AddIntel( (FLOAT)-iMoneyToDeduct, TRUE );
}
// done, re-enable calls to PerformTransaction()
[Updated on: Wed, 25 December 2019 13:30] by Moderator Report message to a moderator
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Private
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Re: New feature: Improved trade menu[message #360501 is a reply to message #358698]
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Sun, 05 July 2020 15:48
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I... have no idea why I missed the above post. It's a very neat addition, good work. Added in r8844.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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