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menu_economy.cpp
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menu_economy.cpp
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/*
MENU_ECONOMY.CPP v0.01
Economy menu.
Copyright (c) 2004 Francesco Orsenigo <francesco.orsenigo@gmail.com>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
version 2 as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to
the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#include <GL/gl.h>
#include "colors.h"
#include "counters.h"
#include "spell.h"
#include "main.h"
#include "boxgui.h"
#include "cmd.h"
#include "game.h"
#include "city.h"
#include "race.h"
#include "map.h"
#include "fnt.h"
/*=============================================================================
* LOCALS
*/
/*=============================================================================
* GENERICS
*/
static void MENUdraw(boxC& b)
{
bwinDisplay(b);
glPushMatrix();
bTColor();
glTranslated(.1, b.H -.05, 0);
fntS(0, .03, 0);
fntT(.8,
"This is the Economy menu; it shall handle:\n"
"?>alchemy: transform gold to magic power and viceversa, per turn option?<\n"
"?>magic power allocation bars: power, research skill ?<\n"
"?>gold balance: armies (army list), cities (city list), taxes ?<\n");
glTranslated(0, -.1, 0);
int t = self->DeltaRawMana();
fntL("\nCollected mp: %d?M1", t);
fntL("\nAllocated for Skill: %d?M1 (%d%%)", self->DeltaSkill(), self->AllocateToSkill);
fntL("\nAllocated for Research: %d?M1 (%d%%)", (t*self->AllocateToResearch)/100, self->AllocateToResearch);
fntL("\nStored %d?M1", self->DeltaMana());
fntL("\n\nAlchemy: %d", self->AlchemyManaToGold);
fntL("\nTotal Research: %d?K1", self->DeltaKnow());
fntL("\nGold Income: %d?G1", self->DeltaGold());
fntL("\n\n(use the ?Hallocate?/ console command to adjust).");
glPopMatrix();
}
static bool MENUinput(boxC& b)
{
void countersF();
switch(inputK()) {
case 27: bOpen("land"); break;
// case ' ': cmd("ready"); break;
default: break;
}
return false;
}
static char* MENUcheck()
{
if(!gameIsAvailable()) return "no game";
// city menu ok! =)
return 0;
}
static char* MENUstart()
{
if(char* e = MENUcheck()) return e;
return 0;
}
/*=============================================================================
* MENU
*/
static spellTypeC* st[] = {
// &spellTypeCity,
0
};
static bmenuDECLARE( economy ) {
StartF = MENUstart;
CheckF = MENUcheck;
InputF = MENUinput;
DisplayF = MENUdraw;
Fallback = "main";
ProvidedSpellTargets = (void**)st;
boxC* b;
float y, s;
} bmenuINSTANCE;
//EOF =========================================================================