mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
700 lines
21 KiB
Ruby
700 lines
21 KiB
Ruby
#===============================================================================
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# Abstraction layer for Pokemon Essentials
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#===============================================================================
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class PokemonMartAdapter
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def getMoney
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return $player.money
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end
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def getMoneyString
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return pbGetGoldString
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end
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def setMoney(value)
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$player.money = value
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end
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def getInventory
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return $bag
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end
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def getName(item)
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return GameData::Item.get(item).name
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end
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def getDisplayName(item)
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item_name = getName(item)
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if GameData::Item.get(item).is_machine?
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machine = GameData::Item.get(item).move
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item_name = _INTL("{1} {2}", item_name, GameData::Move.get(machine).name)
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end
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return item_name
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end
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def getDescription(item)
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return GameData::Item.get(item).description
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end
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def getItemIcon(item)
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return (item) ? GameData::Item.icon_filename(item) : nil
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end
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# Unused
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def getItemIconRect(_item)
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return Rect.new(0, 0, 48, 48)
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end
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def getQuantity(item)
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return $bag.quantity(item)
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end
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def showQuantity?(item)
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return !GameData::Item.get(item).is_important?
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end
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def getPrice(item, selling = false)
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if $game_temp.mart_prices && $game_temp.mart_prices[item]
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if selling
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return $game_temp.mart_prices[item][1] if $game_temp.mart_prices[item][1] >= 0
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elsif $game_temp.mart_prices[item][0] > 0
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return $game_temp.mart_prices[item][0]
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end
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end
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return GameData::Item.get(item).sell_price if selling
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return GameData::Item.get(item).price
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end
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def getDisplayPrice(item, selling = false)
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price = getPrice(item, selling).to_s_formatted
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return _INTL("$ {1}", price)
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end
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def canSell?(item)
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return getPrice(item, true) > 0 && !GameData::Item.get(item).is_important?
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end
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def addItem(item)
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return $bag.add(item)
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end
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def removeItem(item)
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return $bag.remove(item)
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end
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end
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#===============================================================================
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# Buy and Sell adapters
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#===============================================================================
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class BuyAdapter
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def initialize(adapter)
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@adapter = adapter
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end
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def getDisplayName(item)
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@adapter.getDisplayName(item)
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end
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def getDisplayPrice(item)
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@adapter.getDisplayPrice(item, false)
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end
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def isSelling?
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return false
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class SellAdapter
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def initialize(adapter)
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@adapter = adapter
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end
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def getDisplayName(item)
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@adapter.getDisplayName(item)
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end
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def getDisplayPrice(item)
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if @adapter.showQuantity?(item)
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return sprintf("x%d", @adapter.getQuantity(item))
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else
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return ""
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end
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end
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def isSelling?
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return true
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end
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end
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#===============================================================================
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# Pokémon Mart
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#===============================================================================
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class Window_PokemonMart < Window_DrawableCommand
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def initialize(stock, adapter, x, y, width, height, viewport = nil)
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@stock = stock
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@adapter = adapter
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super(x, y, width, height, viewport)
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@selarrow = AnimatedBitmap.new("Graphics/Pictures/martSel")
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@baseColor = Color.new(88, 88, 80)
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@shadowColor = Color.new(168, 184, 184)
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self.windowskin = nil
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end
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def itemCount
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return @stock.length + 1
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end
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def item
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return (self.index >= @stock.length) ? nil : @stock[self.index]
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end
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def drawItem(index, count, rect)
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textpos = []
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rect = drawCursor(index, rect)
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ypos = rect.y
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if index == count - 1
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textpos.push([_INTL("CANCEL"), rect.x, ypos - 4, false, self.baseColor, self.shadowColor])
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else
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item = @stock[index]
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itemname = @adapter.getDisplayName(item)
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qty = @adapter.getDisplayPrice(item)
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sizeQty = self.contents.text_size(qty).width
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xQty = rect.x + rect.width - sizeQty - 2 - 16
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textpos.push([itemname, rect.x, ypos - 4, false, self.baseColor, self.shadowColor])
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textpos.push([qty, xQty, ypos - 4, false, self.baseColor, self.shadowColor])
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end
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pbDrawTextPositions(self.contents, textpos)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class PokemonMart_Scene
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def update
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pbUpdateSpriteHash(@sprites)
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@subscene&.pbUpdate
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end
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def pbRefresh
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if @subscene
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@subscene.pbRefresh
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else
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itemwindow = @sprites["itemwindow"]
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@sprites["icon"].item = itemwindow.item
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@sprites["itemtextwindow"].text =
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(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.")
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@sprites["qtywindow"].visible = !itemwindow.item.nil?
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@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(itemwindow.item))
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@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
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itemwindow.refresh
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end
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@sprites["moneywindow"].text = _INTL("Money:\r\n<r>{1}", @adapter.getMoneyString)
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end
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def pbStartBuyOrSellScene(buying, stock, adapter)
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# Scroll right before showing screen
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pbScrollMap(6, 5, 5)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@stock = stock
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@adapter = adapter
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@sprites = {}
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@sprites["background"] = IconSprite.new(0, 0, @viewport)
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@sprites["background"].setBitmap("Graphics/Pictures/martScreen")
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@sprites["icon"] = ItemIconSprite.new(36, Graphics.height - 50, nil, @viewport)
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winAdapter = buying ? BuyAdapter.new(adapter) : SellAdapter.new(adapter)
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@sprites["itemwindow"] = Window_PokemonMart.new(
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stock, winAdapter, Graphics.width - 316 - 16, 12, 330 + 16, Graphics.height - 126
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)
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@sprites["itemwindow"].viewport = @viewport
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@sprites["itemwindow"].index = 0
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@sprites["itemwindow"].refresh
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@sprites["itemtextwindow"] = Window_UnformattedTextPokemon.newWithSize(
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"", 64, Graphics.height - 96 - 16, Graphics.width - 64, 128, @viewport
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)
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pbPrepareWindow(@sprites["itemtextwindow"])
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@sprites["itemtextwindow"].baseColor = Color.new(248, 248, 248)
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@sprites["itemtextwindow"].shadowColor = Color.new(0, 0, 0)
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@sprites["itemtextwindow"].windowskin = nil
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@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["helpwindow"])
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@sprites["helpwindow"].visible = false
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@sprites["helpwindow"].viewport = @viewport
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pbBottomLeftLines(@sprites["helpwindow"], 1)
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@sprites["moneywindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["moneywindow"])
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@sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin")
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@sprites["moneywindow"].visible = true
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@sprites["moneywindow"].viewport = @viewport
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@sprites["moneywindow"].x = 0
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@sprites["moneywindow"].y = 0
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@sprites["moneywindow"].width = 190
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@sprites["moneywindow"].height = 96
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@sprites["moneywindow"].baseColor = Color.new(88, 88, 80)
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@sprites["moneywindow"].shadowColor = Color.new(168, 184, 184)
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@sprites["qtywindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["qtywindow"])
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@sprites["qtywindow"].setSkin("Graphics/Windowskins/goldskin")
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@sprites["qtywindow"].viewport = @viewport
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@sprites["qtywindow"].width = 190
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@sprites["qtywindow"].height = 64
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@sprites["qtywindow"].baseColor = Color.new(88, 88, 80)
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@sprites["qtywindow"].shadowColor = Color.new(168, 184, 184)
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@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(@sprites["itemwindow"].item))
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@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
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pbDeactivateWindows(@sprites)
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@buying = buying
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pbRefresh
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Graphics.frame_reset
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end
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def pbStartBuyScene(stock, adapter)
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pbStartBuyOrSellScene(true, stock, adapter)
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end
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def pbStartSellScene(bag, adapter)
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if $bag
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pbStartSellScene2(bag, adapter)
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else
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pbStartBuyOrSellScene(false, bag, adapter)
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end
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end
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def pbStartSellScene2(bag, adapter)
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@subscene = PokemonBag_Scene.new
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@adapter = adapter
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@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport2.z = 99999
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numFrames = Graphics.frame_rate * 4 / 10
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alphaDiff = (255.0 / numFrames).ceil
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(0..numFrames).each do |j|
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col = Color.new(0, 0, 0, j * alphaDiff)
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@viewport2.color = col
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Graphics.update
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Input.update
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end
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@subscene.pbStartScene(bag)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@sprites = {}
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@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["helpwindow"])
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@sprites["helpwindow"].visible = false
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@sprites["helpwindow"].viewport = @viewport
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pbBottomLeftLines(@sprites["helpwindow"], 1)
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@sprites["moneywindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["moneywindow"])
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@sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin")
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@sprites["moneywindow"].visible = false
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@sprites["moneywindow"].viewport = @viewport
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@sprites["moneywindow"].x = 0
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@sprites["moneywindow"].y = 0
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@sprites["moneywindow"].width = 186
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@sprites["moneywindow"].height = 96
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@sprites["moneywindow"].baseColor = Color.new(88, 88, 80)
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@sprites["moneywindow"].shadowColor = Color.new(168, 184, 184)
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pbDeactivateWindows(@sprites)
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@buying = false
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pbRefresh
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end
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def pbEndBuyScene
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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# Scroll left after showing screen
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pbScrollMap(4, 5, 5)
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end
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def pbEndSellScene
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@subscene&.pbEndScene
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pbDisposeSpriteHash(@sprites)
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if @viewport2
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numFrames = Graphics.frame_rate * 4 / 10
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alphaDiff = (255.0 / numFrames).ceil
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(0..numFrames).each do |j|
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col = Color.new(0, 0, 0, (numFrames - j) * alphaDiff)
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@viewport2.color = col
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Graphics.update
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Input.update
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end
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@viewport2.dispose
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end
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@viewport.dispose
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pbScrollMap(4, 5, 5) if !@subscene
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end
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def pbPrepareWindow(window)
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window.visible = true
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window.letterbyletter = false
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end
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def pbShowMoney
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pbRefresh
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@sprites["moneywindow"].visible = true
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end
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def pbHideMoney
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pbRefresh
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@sprites["moneywindow"].visible = false
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end
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def pbShowQuantity
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pbRefresh
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@sprites["qtywindow"].visible = true
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end
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def pbHideQuantity
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pbRefresh
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@sprites["qtywindow"].visible = false
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end
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def pbDisplay(msg, brief = false)
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cw = @sprites["helpwindow"]
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cw.letterbyletter = true
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cw.text = msg
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pbBottomLeftLines(cw, 2)
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cw.visible = true
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i = 0
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pbPlayDecisionSE
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loop do
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Graphics.update
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Input.update
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self.update
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if !cw.busy?
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return if brief
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pbRefresh if i == 0
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end
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if Input.trigger?(Input::USE) && cw.busy?
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cw.resume
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end
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return if i >= Graphics.frame_rate * 3 / 2
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i += 1 if !cw.busy?
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end
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end
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def pbDisplayPaused(msg)
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cw = @sprites["helpwindow"]
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cw.letterbyletter = true
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cw.text = msg
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pbBottomLeftLines(cw, 2)
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cw.visible = true
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yielded = false
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pbPlayDecisionSE
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loop do
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Graphics.update
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Input.update
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wasbusy = cw.busy?
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self.update
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if !cw.busy? && !yielded
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yield if block_given? # For playing SE as soon as the message is all shown
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yielded = true
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end
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pbRefresh if !cw.busy? && wasbusy
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if Input.trigger?(Input::USE) && cw.resume && !cw.busy?
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@sprites["helpwindow"].visible = false
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return
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end
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end
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end
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def pbConfirm(msg)
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dw = @sprites["helpwindow"]
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dw.letterbyletter = true
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dw.text = msg
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dw.visible = true
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pbBottomLeftLines(dw, 2)
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commands = [_INTL("Yes"), _INTL("No")]
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cw = Window_CommandPokemon.new(commands)
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cw.viewport = @viewport
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pbBottomRight(cw)
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cw.y -= dw.height
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cw.index = 0
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pbPlayDecisionSE
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loop do
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cw.visible = !dw.busy?
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Graphics.update
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Input.update
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cw.update
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self.update
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if Input.trigger?(Input::BACK) && dw.resume && !dw.busy?
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cw.dispose
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@sprites["helpwindow"].visible = false
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return false
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end
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if Input.trigger?(Input::USE) && dw.resume && !dw.busy?
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cw.dispose
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@sprites["helpwindow"].visible = false
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return (cw.index == 0)
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end
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end
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end
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def pbChooseNumber(helptext, item, maximum)
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curnumber = 1
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ret = 0
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helpwindow = @sprites["helpwindow"]
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itemprice = @adapter.getPrice(item, !@buying)
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itemprice /= 2 if !@buying
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pbDisplay(helptext, true)
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using(numwindow = Window_AdvancedTextPokemon.new("")) do # Showing number of items
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pbPrepareWindow(numwindow)
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numwindow.viewport = @viewport
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numwindow.width = 224
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numwindow.height = 64
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numwindow.baseColor = Color.new(88, 88, 80)
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numwindow.shadowColor = Color.new(168, 184, 184)
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numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
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pbBottomRight(numwindow)
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numwindow.y -= helpwindow.height
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loop do
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Graphics.update
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Input.update
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numwindow.update
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update
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if Input.repeat?(Input::LEFT)
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pbPlayCursorSE
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curnumber -= 10
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curnumber = 1 if curnumber < 1
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numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
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elsif Input.repeat?(Input::RIGHT)
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pbPlayCursorSE
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curnumber += 10
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curnumber = maximum if curnumber > maximum
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numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
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elsif Input.repeat?(Input::UP)
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pbPlayCursorSE
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curnumber += 1
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curnumber = 1 if curnumber > maximum
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numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
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elsif Input.repeat?(Input::DOWN)
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pbPlayCursorSE
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curnumber -= 1
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curnumber = maximum if curnumber < 1
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numwindow.text = _INTL("x{1}<r>$ {2}", curnumber, (curnumber * itemprice).to_s_formatted)
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elsif Input.trigger?(Input::USE)
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pbPlayDecisionSE
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ret = curnumber
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break
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elsif Input.trigger?(Input::BACK)
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pbPlayCancelSE
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ret = 0
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break
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end
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end
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end
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helpwindow.visible = false
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return ret
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end
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def pbChooseBuyItem
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itemwindow = @sprites["itemwindow"]
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@sprites["helpwindow"].visible = false
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pbActivateWindow(@sprites, "itemwindow") {
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pbRefresh
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loop do
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Graphics.update
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Input.update
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olditem = itemwindow.item
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self.update
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pbRefresh if itemwindow.item != olditem
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if Input.trigger?(Input::BACK)
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pbPlayCloseMenuSE
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return nil
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elsif Input.trigger?(Input::USE)
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if itemwindow.index < @stock.length
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pbRefresh
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return @stock[itemwindow.index]
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else
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return nil
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end
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end
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end
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}
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end
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def pbChooseSellItem
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if @subscene
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return @subscene.pbChooseItem
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else
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return pbChooseBuyItem
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end
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class PokemonMartScreen
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def initialize(scene, stock)
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@scene = scene
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@stock = stock
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@adapter = PokemonMartAdapter.new
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end
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def pbConfirm(msg)
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return @scene.pbConfirm(msg)
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end
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def pbDisplay(msg)
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return @scene.pbDisplay(msg)
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end
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def pbDisplayPaused(msg, &block)
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return @scene.pbDisplayPaused(msg, &block)
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end
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def pbBuyScreen
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@scene.pbStartBuyScene(@stock, @adapter)
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item = nil
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loop do
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item = @scene.pbChooseBuyItem
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break if !item
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quantity = 0
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itemname = @adapter.getDisplayName(item)
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price = @adapter.getPrice(item)
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if @adapter.getMoney < price
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pbDisplayPaused(_INTL("You don't have enough money."))
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next
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end
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if GameData::Item.get(item).is_important?
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if !pbConfirm(_INTL("Certainly. You want {1}. That will be ${2}. OK?",
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itemname, price.to_s_formatted))
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next
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end
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quantity = 1
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else
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maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getMoney / price
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maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT
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quantity = @scene.pbChooseNumber(
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_INTL("{1}? Certainly. How many would you like?", itemname), item, maxafford
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)
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next if quantity == 0
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price *= quantity
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if !pbConfirm(_INTL("{1}, and you want {2}. That will be ${3}. OK?",
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itemname, quantity, price.to_s_formatted))
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next
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end
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end
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if @adapter.getMoney < price
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pbDisplayPaused(_INTL("You don't have enough money."))
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next
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end
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added = 0
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quantity.times do
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break if !@adapter.addItem(item)
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added += 1
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end
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if added == quantity
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$stats.money_spent_at_marts += price
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$stats.mart_items_bought += quantity
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@adapter.setMoney(@adapter.getMoney - price)
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@stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
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pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
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if quantity >= 10 && $bag && GameData::Item.exists?(:PREMIERBALL)
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if Settings::MORE_BONUS_PREMIER_BALLS && GameData::Item.get(item).is_poke_ball?
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premier_balls_added = 0
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(quantity / 10).times do
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break if !@adapter.addItem(:PREMIERBALL)
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premier_balls_added += 1
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end
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$stats.premier_balls_earned += premier_balls_added
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if premier_balls_added > 1
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pbDisplayPaused(_INTL("I'll throw in some {1}, too.", GameData::Item.get(:PREMIERBALL).name_plural))
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elsif premier_balls_added > 0
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pbDisplayPaused(_INTL("I'll throw in a {1}, too.", GameData::Item.get(:PREMIERBALL).name))
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end
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elsif !Settings::MORE_BONUS_PREMIER_BALLS && GameData::Item.get(item) == :POKEBALL
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if @adapter.addItem(GameData::Item.get(:PREMIERBALL))
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$stats.premier_balls_earned += 1
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pbDisplayPaused(_INTL("I'll throw in a Premier Ball, too."))
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end
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end
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end
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else
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added.times do
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if !@adapter.removeItem(item)
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raise _INTL("Failed to delete stored items")
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end
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end
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pbDisplayPaused(_INTL("You have no more room in the Bag."))
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end
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end
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@scene.pbEndBuyScene
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end
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def pbSellScreen
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item = @scene.pbStartSellScene(@adapter.getInventory, @adapter)
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loop do
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item = @scene.pbChooseSellItem
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break if !item
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itemname = @adapter.getDisplayName(item)
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if !@adapter.canSell?(item)
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pbDisplayPaused(_INTL("{1}? Oh, no. I can't buy that.", itemname))
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next
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end
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price = @adapter.getPrice(item, true)
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qty = @adapter.getQuantity(item)
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next if qty == 0
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@scene.pbShowMoney
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if qty > 1
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qty = @scene.pbChooseNumber(
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_INTL("{1}? How many would you like to sell?", itemname), item, qty
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)
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end
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if qty == 0
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@scene.pbHideMoney
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next
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end
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price /= 2
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price *= qty
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if pbConfirm(_INTL("I can pay ${1}. Would that be OK?", price.to_s_formatted))
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old_money = @adapter.getMoney
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@adapter.setMoney(@adapter.getMoney + price)
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$stats.money_earned_at_marts += @adapter.getMoney - old_money
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qty.times do
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@adapter.removeItem(item)
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end
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pbDisplayPaused(_INTL("Turned over the {1} and received ${2}.",
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itemname, price.to_s_formatted)) { pbSEPlay("Mart buy item") }
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@scene.pbRefresh
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end
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@scene.pbHideMoney
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end
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@scene.pbEndSellScene
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end
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end
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#===============================================================================
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#
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#===============================================================================
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def pbPokemonMart(stock, speech = nil, cantsell = false)
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stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
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commands = []
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|
cmdBuy = -1
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cmdSell = -1
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cmdQuit = -1
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commands[cmdBuy = commands.length] = _INTL("Buy")
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commands[cmdSell = commands.length] = _INTL("Sell") if !cantsell
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commands[cmdQuit = commands.length] = _INTL("Quit")
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cmd = pbMessage(speech || _INTL("Welcome! How may I serve you?"), commands, cmdQuit + 1)
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loop do
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if cmdBuy >= 0 && cmd == cmdBuy
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scene = PokemonMart_Scene.new
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screen = PokemonMartScreen.new(scene, stock)
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screen.pbBuyScreen
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elsif cmdSell >= 0 && cmd == cmdSell
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scene = PokemonMart_Scene.new
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screen = PokemonMartScreen.new(scene, stock)
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screen.pbSellScreen
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else
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pbMessage(_INTL("Please come again!"))
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break
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end
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|
cmd = pbMessage(_INTL("Is there anything else I can help you with?"), commands, cmdQuit + 1)
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|
end
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|
$game_temp.clear_mart_prices
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|
end
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