Files
infinitefusion-e18/Data/Scripts/017_UI/025_PScreen_Mart.rb

684 lines
20 KiB
Ruby

#===============================================================================
# Abstraction layer for Pokemon Essentials
#===============================================================================
class PokemonMartAdapter
def getMoney
return $Trainer.money
end
def getMoneyString
return pbGetGoldString
end
def setMoney(value)
$Trainer.money=value
end
def getInventory
return $PokemonBag
end
def getName(item)
return GameData::Item.get(item).name
end
def getDisplayName(item)
item_name = getName(item)
if GameData::Item.get(item).is_machine?
machine = GameData::Item.get(item).move
item_name = _INTL("{1} {2}", item_name, GameData::Move.get(machine).name)
end
return item_name
end
def getDescription(item)
return GameData::Item.get(item).description
end
def getItemIcon(item)
return (item) ? GameData::Item.icon_filename(item) : nil
end
# Unused
def getItemIconRect(_item)
return Rect.new(0, 0, 48, 48)
end
def getQuantity(item)
return $PokemonBag.pbQuantity(item)
end
def showQuantity?(item)
return !GameData::Item.get(item).is_important?
end
def getPrice(item, selling = false)
if $game_temp.mart_prices && $game_temp.mart_prices[item]
if selling
return $game_temp.mart_prices[item][1] if $game_temp.mart_prices[item][1] >= 0
else
return $game_temp.mart_prices[item][0] if $game_temp.mart_prices[item][0] > 0
end
end
return GameData::Item.get(item).price
end
def getDisplayPrice(item, selling = false)
price = getPrice(item, selling).to_s_formatted
return _INTL("$ {1}", price)
end
def canSell?(item)
return getPrice(item, true) > 0 && !GameData::Item.get(item).is_important?
end
def addItem(item)
return $PokemonBag.pbStoreItem(item)
end
def removeItem(item)
return $PokemonBag.pbDeleteItem(item)
end
end
#===============================================================================
# Buy and Sell adapters
#===============================================================================
class BuyAdapter
def initialize(adapter)
@adapter = adapter
end
def getDisplayName(item)
@adapter.getDisplayName(item)
end
def getDisplayPrice(item)
@adapter.getDisplayPrice(item, false)
end
def isSelling?
return false
end
end
#===============================================================================
#
#===============================================================================
class SellAdapter
def initialize(adapter)
@adapter = adapter
end
def getDisplayName(item)
@adapter.getDisplayName(item)
end
def getDisplayPrice(item)
if @adapter.showQuantity?(item)
return sprintf("x%d", @adapter.getQuantity(item))
else
return ""
end
end
def isSelling?
return true
end
end
#===============================================================================
# Pokémon Mart
#===============================================================================
class Window_PokemonMart < Window_DrawableCommand
def initialize(stock, adapter, x, y, width, height, viewport = nil)
@stock = stock
@adapter = adapter
super(x, y, width, height, viewport)
@selarrow = AnimatedBitmap.new("Graphics/Pictures/martSel")
@baseColor = Color.new(88,88,80)
@shadowColor = Color.new(168,184,184)
self.windowskin = nil
end
def itemCount
return @stock.length + 1
end
def item
return (self.index >= @stock.length) ? nil : @stock[self.index]
end
def drawItem(index, count, rect)
textpos = []
rect = drawCursor(index, rect)
ypos = rect.y
if index == count-1
textpos.push([_INTL("CANCEL"), rect.x, ypos - 4, false, self.baseColor, self.shadowColor])
else
item = @stock[index]
itemname = @adapter.getDisplayName(item)
qty = @adapter.getDisplayPrice(item)
sizeQty = self.contents.text_size(qty).width
xQty = rect.x + rect.width - sizeQty - 2 - 16
textpos.push([itemname, rect.x, ypos - 4, false, self.baseColor, self.shadowColor])
textpos.push([qty, xQty, ypos - 4, false, self.baseColor, self.shadowColor])
end
pbDrawTextPositions(self.contents, textpos)
end
end
#===============================================================================
#
#===============================================================================
class PokemonMart_Scene
def update
pbUpdateSpriteHash(@sprites)
@subscene.pbUpdate if @subscene
end
def pbRefresh
if @subscene
@subscene.pbRefresh
else
itemwindow = @sprites["itemwindow"]
@sprites["icon"].item = itemwindow.item
@sprites["itemtextwindow"].text =
(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.")
itemwindow.refresh
end
@sprites["moneywindow"].text = _INTL("Money:\r\n<r>{1}", @adapter.getMoneyString)
end
def pbStartBuyOrSellScene(buying, stock, adapter)
# Scroll right before showing screen
pbScrollMap(6, 5, 5)
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@stock = stock
@adapter = adapter
@sprites = {}
@sprites["background"] = IconSprite.new(0, 0, @viewport)
@sprites["background"].setBitmap("Graphics/Pictures/martScreen")
@sprites["icon"] = ItemIconSprite.new(36, Graphics.height - 50, nil, @viewport)
winAdapter = buying ? BuyAdapter.new(adapter) : SellAdapter.new(adapter)
@sprites["itemwindow"] = Window_PokemonMart.new(stock, winAdapter,
Graphics.width - 316 - 16, 12, 330 + 16, Graphics.height - 126)
@sprites["itemwindow"].viewport = @viewport
@sprites["itemwindow"].index = 0
@sprites["itemwindow"].refresh
@sprites["itemtextwindow"] = Window_UnformattedTextPokemon.newWithSize("",
64, Graphics.height - 96 - 16, Graphics.width - 64, 128, @viewport)
pbPrepareWindow(@sprites["itemtextwindow"])
@sprites["itemtextwindow"].baseColor = Color.new(248, 248, 248)
@sprites["itemtextwindow"].shadowColor = Color.new(0, 0, 0)
@sprites["itemtextwindow"].windowskin = nil
@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["helpwindow"])
@sprites["helpwindow"].visible = false
@sprites["helpwindow"].viewport = @viewport
pbBottomLeftLines(@sprites["helpwindow"], 1)
@sprites["moneywindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["moneywindow"])
@sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin")
@sprites["moneywindow"].visible = true
@sprites["moneywindow"].viewport = @viewport
@sprites["moneywindow"].x = 0
@sprites["moneywindow"].y = 0
@sprites["moneywindow"].width = 190
@sprites["moneywindow"].height = 96
@sprites["moneywindow"].baseColor = Color.new(88, 88, 80)
@sprites["moneywindow"].shadowColor = Color.new(168, 184, 184)
pbDeactivateWindows(@sprites)
@buying = buying
pbRefresh
Graphics.frame_reset
end
def pbStartBuyScene(stock, adapter)
pbStartBuyOrSellScene(true, stock, adapter)
end
def pbStartSellScene(bag, adapter)
if $PokemonBag
pbStartSellScene2(bag, adapter)
else
pbStartBuyOrSellScene(false, bag, adapter)
end
end
def pbStartSellScene2(bag, adapter)
@subscene = PokemonBag_Scene.new
@adapter = adapter
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport2.z = 99999
numFrames = Graphics.frame_rate * 4 / 10
alphaDiff = (255.0 / numFrames).ceil
for j in 0..numFrames
col = Color.new(0, 0, 0, j * alphaDiff)
@viewport2.color = col
Graphics.update
Input.update
end
@subscene.pbStartScene(bag)
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites = {}
@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["helpwindow"])
@sprites["helpwindow"].visible = false
@sprites["helpwindow"].viewport = @viewport
pbBottomLeftLines(@sprites["helpwindow"], 1)
@sprites["moneywindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["moneywindow"])
@sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin")
@sprites["moneywindow"].visible = false
@sprites["moneywindow"].viewport = @viewport
@sprites["moneywindow"].x = 0
@sprites["moneywindow"].y = 0
@sprites["moneywindow"].width = 186
@sprites["moneywindow"].height = 96
@sprites["moneywindow"].baseColor = Color.new(88, 88, 80)
@sprites["moneywindow"].shadowColor = Color.new(168, 184, 184)
pbDeactivateWindows(@sprites)
@buying = false
pbRefresh
end
def pbEndBuyScene
pbDisposeSpriteHash(@sprites)
@viewport.dispose
# Scroll left after showing screen
pbScrollMap(4, 5, 5)
end
def pbEndSellScene
@subscene.pbEndScene if @subscene
pbDisposeSpriteHash(@sprites)
if @viewport2
numFrames = Graphics.frame_rate * 4 / 10
alphaDiff = (255.0 / numFrames).ceil
for j in 0..numFrames
col = Color.new(0, 0, 0, (numFrames - j) * alphaDiff)
@viewport2.color = col
Graphics.update
Input.update
end
@viewport2.dispose
end
@viewport.dispose
pbScrollMap(4, 5, 5) if !@subscene
end
def pbPrepareWindow(window)
window.visible = true
window.letterbyletter = false
end
def pbShowMoney
pbRefresh
@sprites["moneywindow"].visible = true
end
def pbHideMoney
pbRefresh
@sprites["moneywindow"].visible = false
end
def pbDisplay(msg, brief = false)
cw = @sprites["helpwindow"]
cw.letterbyletter = true
cw.text = msg
pbBottomLeftLines(cw, 2)
cw.visible = true
i = 0
pbPlayDecisionSE
loop do
Graphics.update
Input.update
self.update
if !cw.busy?
return if brief
pbRefresh if i == 0
end
if Input.trigger?(Input::USE) && cw.busy?
cw.resume
end
return if i >= Graphics.frame_rate * 3 / 2
i += 1 if !cw.busy?
end
end
def pbDisplayPaused(msg)
cw = @sprites["helpwindow"]
cw.letterbyletter = true
cw.text = msg
pbBottomLeftLines(cw, 2)
cw.visible = true
yielded = false
pbPlayDecisionSE
loop do
Graphics.update
Input.update
wasbusy = cw.busy?
self.update
if !cw.busy? && !yielded
yield if block_given? # For playing SE as soon as the message is all shown
yielded = true
end
pbRefresh if !cw.busy? && wasbusy
if Input.trigger?(Input::USE) && cw.resume && !cw.busy?
@sprites["helpwindow"].visible = false
return
end
end
end
def pbConfirm(msg)
dw = @sprites["helpwindow"]
dw.letterbyletter = true
dw.text = msg
dw.visible = true
pbBottomLeftLines(dw, 2)
commands = [_INTL("Yes"), _INTL("No")]
cw = Window_CommandPokemon.new(commands)
cw.viewport = @viewport
pbBottomRight(cw)
cw.y -= dw.height
cw.index = 0
pbPlayDecisionSE
loop do
cw.visible = !dw.busy?
Graphics.update
Input.update
cw.update
self.update
if Input.trigger?(Input::BACK) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible = false
return false
end
if Input.trigger?(Input::USE) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible = false
return (cw.index == 0)
end
end
end
def pbChooseNumber(helptext,item,maximum)
curnumber = 1
ret = 0
helpwindow = @sprites["helpwindow"]
itemprice = @adapter.getPrice(item, !@buying)
itemprice /= 2 if !@buying
pbDisplay(helptext, true)
using (numwindow = Window_AdvancedTextPokemon.new("")) { # Showing number of items
qty = @adapter.getQuantity(item)
using (inbagwindow = Window_AdvancedTextPokemon.new("")) { # Showing quantity in bag
pbPrepareWindow(numwindow)
pbPrepareWindow(inbagwindow)
numwindow.viewport = @viewport
numwindow.width = 224
numwindow.height = 64
numwindow.baseColor = Color.new(88, 88, 80)
numwindow.shadowColor = Color.new(168, 184, 184)
inbagwindow.visible = @buying
inbagwindow.viewport = @viewport
inbagwindow.width = 190
inbagwindow.height = 64
inbagwindow.baseColor = Color.new(88, 88, 80)
inbagwindow.shadowColor = Color.new(168, 184, 184)
inbagwindow.text = _INTL("In Bag:<r>{1} ", qty)
numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
pbBottomRight(numwindow)
numwindow.y -= helpwindow.height
pbBottomLeft(inbagwindow)
inbagwindow.y -= helpwindow.height
loop do
Graphics.update
Input.update
numwindow.update
inbagwindow.update
self.update
if Input.repeat?(Input::LEFT)
pbPlayCursorSE
curnumber -= 10
curnumber = 1 if curnumber < 1
numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
elsif Input.repeat?(Input::RIGHT)
pbPlayCursorSE
curnumber += 10
curnumber = maximum if curnumber > maximum
numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
elsif Input.repeat?(Input::UP)
pbPlayCursorSE
curnumber += 1
curnumber = 1 if curnumber > maximum
numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
elsif Input.repeat?(Input::DOWN)
pbPlayCursorSE
curnumber -= 1
curnumber = maximum if curnumber < 1
numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
elsif Input.trigger?(Input::USE)
pbPlayDecisionSE
ret = curnumber
break
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE
ret = 0
break
end
end
}
}
helpwindow.visible = false
return ret
end
def pbChooseBuyItem
itemwindow = @sprites["itemwindow"]
@sprites["helpwindow"].visible = false
pbActivateWindow(@sprites, "itemwindow") {
pbRefresh
loop do
Graphics.update
Input.update
olditem = itemwindow.item
self.update
if itemwindow.item != olditem
@sprites["icon"].item = itemwindow.item
@sprites["itemtextwindow"].text =
(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.")
end
if Input.trigger?(Input::BACK)
pbPlayCloseMenuSE
return nil
elsif Input.trigger?(Input::USE)
if itemwindow.index < @stock.length
pbRefresh
return @stock[itemwindow.index]
else
return nil
end
end
end
}
end
def pbChooseSellItem
if @subscene
return @subscene.pbChooseItem
else
return pbChooseBuyItem
end
end
end
#===============================================================================
#
#===============================================================================
class PokemonMartScreen
def initialize(scene,stock)
@scene=scene
@stock=stock
@adapter=PokemonMartAdapter.new
end
def pbConfirm(msg)
return @scene.pbConfirm(msg)
end
def pbDisplay(msg)
return @scene.pbDisplay(msg)
end
def pbDisplayPaused(msg,&block)
return @scene.pbDisplayPaused(msg,&block)
end
def pbBuyScreen
@scene.pbStartBuyScene(@stock,@adapter)
item=nil
loop do
item=@scene.pbChooseBuyItem
break if !item
quantity=0
itemname=@adapter.getDisplayName(item)
price=@adapter.getPrice(item)
if @adapter.getMoney<price
pbDisplayPaused(_INTL("You don't have enough money."))
next
end
if GameData::Item.get(item).is_important?
if !pbConfirm(_INTL("Certainly. You want {1}. That will be ${2}. OK?",
itemname,price.to_s_formatted))
next
end
quantity=1
else
maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getMoney / price
maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT
quantity=@scene.pbChooseNumber(
_INTL("{1}? Certainly. How many would you like?",itemname),item,maxafford)
next if quantity==0
price*=quantity
if !pbConfirm(_INTL("{1}, and you want {2}. That will be ${3}. OK?",
itemname,quantity,price.to_s_formatted))
next
end
end
if @adapter.getMoney<price
pbDisplayPaused(_INTL("You don't have enough money."))
next
end
added=0
quantity.times do
break if !@adapter.addItem(item)
added+=1
end
if added!=quantity
added.times do
if !@adapter.removeItem(item)
raise _INTL("Failed to delete stored items")
end
end
pbDisplayPaused(_INTL("You have no more room in the Bag."))
else
@adapter.setMoney(@adapter.getMoney-price)
for i in 0...@stock.length
if GameData::Item.get(@stock[i]).is_important? && $PokemonBag.pbHasItem?(@stock[i])
@stock[i]=nil
end
end
@stock.compact!
pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
if $PokemonBag
if quantity>=10 && GameData::Item.get(item).is_poke_ball? && GameData::Item.exists?(:PREMIERBALL)
if @adapter.addItem(GameData::Item.get(:PREMIERBALL))
pbDisplayPaused(_INTL("I'll throw in a Premier Ball, too."))
end
end
end
end
end
@scene.pbEndBuyScene
end
def pbSellScreen
item=@scene.pbStartSellScene(@adapter.getInventory,@adapter)
loop do
item=@scene.pbChooseSellItem
break if !item
itemname=@adapter.getDisplayName(item)
price=@adapter.getPrice(item,true)
if !@adapter.canSell?(item)
pbDisplayPaused(_INTL("{1}? Oh, no. I can't buy that.",itemname))
next
end
qty=@adapter.getQuantity(item)
next if qty==0
@scene.pbShowMoney
if qty>1
qty=@scene.pbChooseNumber(
_INTL("{1}? How many would you like to sell?",itemname),item,qty)
end
if qty==0
@scene.pbHideMoney
next
end
price/=2
price*=qty
if pbConfirm(_INTL("I can pay ${1}. Would that be OK?",price.to_s_formatted))
@adapter.setMoney(@adapter.getMoney+price)
qty.times do
@adapter.removeItem(item)
end
pbDisplayPaused(_INTL("Turned over the {1} and received ${2}.",itemname,price.to_s_formatted)) { pbSEPlay("Mart buy item") }
@scene.pbRefresh
end
@scene.pbHideMoney
end
@scene.pbEndSellScene
end
end
#===============================================================================
#
#===============================================================================
def pbPokemonMart(stock,speech=nil,cantsell=false)
for i in 0...stock.length
stock[i] = GameData::Item.get(stock[i]).id
stock[i] = nil if GameData::Item.get(stock[i]).is_important? && $PokemonBag.pbHasItem?(stock[i])
end
stock.compact!
commands = []
cmdBuy = -1
cmdSell = -1
cmdQuit = -1
commands[cmdBuy = commands.length] = _INTL("Buy")
commands[cmdSell = commands.length] = _INTL("Sell") if !cantsell
commands[cmdQuit = commands.length] = _INTL("Quit")
cmd = pbMessage(
speech ? speech : _INTL("Welcome! How may I serve you?"),
commands,cmdQuit+1)
loop do
if cmdBuy>=0 && cmd==cmdBuy
scene = PokemonMart_Scene.new
screen = PokemonMartScreen.new(scene,stock)
screen.pbBuyScreen
elsif cmdSell>=0 && cmd==cmdSell
scene = PokemonMart_Scene.new
screen = PokemonMartScreen.new(scene,stock)
screen.pbSellScreen
else
pbMessage(_INTL("Please come again!"))
break
end
cmd = pbMessage(_INTL("Is there anything else I can help you with?"),
commands,cmdQuit+1)
end
$game_temp.clear_mart_prices
end