Tweak some proportions so that costs and info strings won't overlap in shops
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -139,8 +139,8 @@ void init_screen_locs() {
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shopping_rects[0][SHOPRECT_ITEM_NAME].top += 4;
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shopping_rects[0][SHOPRECT_ITEM_NAME].left += 28;
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shopping_rects[0][SHOPRECT_ITEM_COST].top += 20;
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// TODO: Might need to put this back to what it was (I was trying to make more room for alchemy info)
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shopping_rects[0][SHOPRECT_ITEM_COST].left += 170;//154;
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shopping_rects[0][SHOPRECT_ITEM_COST].left += 154;
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shopping_rects[0][SHOPRECT_ITEM_COST].right -= 20;
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shopping_rects[0][SHOPRECT_ITEM_EXTRA].top += 20;
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shopping_rects[0][SHOPRECT_ITEM_EXTRA].left += 34;
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shopping_rects[0][SHOPRECT_ITEM_HELP].top += 3;
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@@ -792,8 +792,14 @@ void draw_shop_graphics(bool pressed,rectangle clip_area_rect) {
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style.pointSize = 12;
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style.lineHeight = 12;
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win_draw_string(talk_gworld,shopping_rects[i][SHOPRECT_ITEM_NAME],cur_name,eTextMode::WRAP,style);
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cur_name = "Cost: " + std::to_string(cur_cost);
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win_draw_string(talk_gworld,shopping_rects[i][SHOPRECT_ITEM_COST],cur_name,eTextMode::WRAP,style);
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cur_name = std::to_string(cur_cost);
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rectangle cost_rect = shopping_rects[i][SHOPRECT_ITEM_COST];
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cost_rect.left = cost_rect.right - string_length(cur_name, style) - 10;
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win_draw_string(talk_gworld,cost_rect,cur_name,eTextMode::WRAP,style);
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cost_rect.left = cost_rect.right - 7;
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cost_rect.top += 3;
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cost_rect.height() = 7;
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rect_draw_some_item(invenbtn_gworld, {0, 29, 7, 36}, talk_gworld, cost_rect, sf::BlendAlpha);
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style.pointSize = 10;
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win_draw_string(talk_gworld,shopping_rects[i][SHOPRECT_ITEM_EXTRA],cur_info_str,eTextMode::WRAP,style);
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rect_draw_some_item(invenbtn_gworld,item_info_from,talk_gworld,shopping_rects[i][SHOPRECT_ITEM_HELP],pressed ? sf::BlendNone : sf::BlendAlpha);
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@@ -886,8 +892,8 @@ std::string get_item_interesting_string(cItem item) {
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case eItemType::BOLTS:
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case eItemType::MISSILE_NO_AMMO:
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if(item.bonus != 0)
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sout << "Damage: 1-" << item.item_level << " + " << item.bonus << '.';
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else sout << "Damage: 1-" << item.item_level << '.';
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sout << "Damage: 1-" << item.item_level << " + " << item.bonus;
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else sout << "Damage: 1-" << item.item_level;
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break;
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case eItemType::SHIELD:
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case eItemType::ARMOR:
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@@ -895,31 +901,32 @@ std::string get_item_interesting_string(cItem item) {
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case eItemType::GLOVES:
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case eItemType::SHIELD_2:
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case eItemType::BOOTS: // TODO: Verify that this is displayed correctly
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sout << "Blocks " << item.item_level + ((item.protection > 0) ? 1 : 0) << '-' << item.item_level + item.protection << " damage.";
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sout << "Blocks " << item.item_level + ((item.protection > 0) ? 1 : 0) << '-' << item.item_level + item.protection << " damage";
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break;
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case eItemType::BOW:
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case eItemType::CROSSBOW:
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sout << "Bonus: +" << item.bonus << " to hit.";
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sout << "Bonus: +" << item.bonus << " to hit";
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break;
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case eItemType::GOLD:
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sout << item.item_level << " gold pieces.";
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sout << item.item_level << " gold pieces";
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break;
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case eItemType::SPECIAL:
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sout << "Special";
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break;
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case eItemType::FOOD:
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sout << item.item_level << " food.";
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sout << item.item_level << " food";
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break;
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case eItemType::WEAPON_POISON:
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sout << "Poison: Does " << item.item_level << '-' << item.item_level * 6 << " damage.";
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sout << "Poison: " << item.item_level << '-' << item.item_level * 6 << " damage";
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break;
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default:
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if(item.charges > 0)
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sout << "Uses: " << item.charges;
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sout << "Uses: " << item.charges << '.';
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return sout.str();
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}
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if(item.charges > 0)
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sout << "; Uses: " << item.charges;
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sout << '.';
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return sout.str();
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}
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