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Menu ITEMS Solution

____________________

U meniju u toku igre, kada igrac kombinuje iteme i koristi, uzimam sledece resenje kao odgovarajuce.Svako prazno mesto u inv ima broj 0. - Napraviti index svih itema koji mogu da se nadju u igri. - Svaki item ima id (int), ime (string), id-efekta (int -na sta utice), kolicina uticanja (int -koliko utice), i slika itm_pic (naziv texture) zatim array integera sa kojim moze da se kombinuje zatim array sta se dobija kad se kombinuje npr. int cmbn_abil[25]={0,1,2,3,4,5,6,7,8} int cmbn_eff={1,4,5,6,5,5,7,8,8}.

I npr jos jedan array, da li item nestaje posle kombinovanja, npr ammo ne nestaje ako je shotgun napunjen sa samo dva metka...Ostaje 5 u boxu...int itm_kld_aft_cmbn...

To znaci sledece (tabela za lakse snalayenje):

id+sta se komb id+sa cim se komb novi_id+sta se dobija

----------------------------------------------------------------------

1-green herb 0-prazan inventar 1-green herb

1-green herb 1-green herb 4-mixed herbs half dose

1-green herb 2-red herb 5-mixed herbs full dose

1-green herb 3-blue herb 6-single dose+antidote

1-green herb 4-mixed herbs half dose 5-mixed herbs full dose

1-green herb 5-mixed herb full dose 5-mixed herbs full dose

1-green herb 6-single dose+antidote 7-half dose+antidote

1-green herb 7-half dose+antidote 8-full dose+antidote

1-green herb 8-full dose+antidote 8-full dose+antidote

- Kada igrac iskoristi item iz npr. drugog polja iz inventara...

itm_id=1,itm_name="green herb",eff_id=1,eff_sum=20,itm_tex=grnherb

int cmbn_abil[25]={0,1,2,3,4,5,6,7,8}, int cmbn_eff[25]={1,4,5,6,5,5,7,8,8},

int item_killed_after_combn[25]={1,1,1,1,1,1,1,1,1}...itd.

sledece se desava: potrazi se switch (eff_id) pa onda case 1: dopuni_atribut

(eff_sum),

onda sledi uticaj na sam meni animacije i sl...pa onda provera da li je bilo u mestima

ispod njega itema kako bi se pomerili ka gore u inventaru.Ako ima (provera je npr.)

for (i=idmestaupotrebljenogitema;i<=ukupnomestauinv;i++) ... if (mesto[i]<>0) pomeraj...

LEGENDA za int item_killed_after_combn varijablu:

vrednost efekat na prvi item efekat na drugi item

-----------------------------------------------------------

1 nestaje nestaje

2 ne nestaje ne nestaje

3 nestaje ne nestaje

4 ne nestaje nestaje

5 bilo kako bilo kako

Dakle ako prvi item ima brojku 3 vezanu za drugi u vezi nestajanja, onda

drugi item mora imati brojku 4 vezanu za tu varijablu i prvi item.

U slucaju 1 i 2 vrednosti varijable moraju biti iste (ili oba nest ili ne nestaju),

a u slucaju 3 i 4 moraju biti razlicite...(ali ne 1 i 2) nego izmedju 3 i 4.

U slucaju 5 to zavisi od necega (broj ammoa pri reloadu i sl...)

- Za npr. 'combine' case u switchu ce biti komplikovan zbog testa da li moze

da se kombinuje sa drugim itemom. Npr: item[inv_mesto.curr_item_id].cmbn_abil[i]==127.

Dakle treba da sa 127 - shotgun shells, kombinujemo item sa mesta inv_mesto uzimajuci id

preko mesta u inventaru.Dakle prvo ide for i=... pa onda upit da li se moze komb sa zeljenim predmetom 2 - 127 -> a 127 se dobija tako sto se uzme iz drugog izabranog mesta za kombn...Ako je npr kombinovan ammo sa puskom, a nije sav ammo upotrebljen samo se smanjuje broj ammo-a u inventaru a povecava na pusci. Dakle ne nestaju itemi. - U slucaju da kombinujemo artifakte, kay iteme, kako god ih nazvali, ako je uspesno oni su kombinovani u jedan item a ta dva nestaju dok se na mestu prvog izabranog pojavljuje novonastali item. - VAZNO: Zbog komplikacija u vezi provere da li u item meniju nastaje prazan prostor kada se upotrebi ili kombinuje item(i), posle izvrsavanja naredbe (use ili cmbn) ici ce funkcija item_menu_sort() koja ce izvrsiti sve provere u vezi itema, i sortirati kako je potrebno, bez menjanja mesta itemima. Dakle najbolje je tako, univerzalna funkcija koja je pozvana svaki put kada je potrebno. A i lepsi sors kod i mnogo toga. Enemy SYSTEM _____________ -Svaka soba na igri sadrži dve vrednosti koje se tiču neprijatelja. -1. vrednost je da li nisu pobijeni svi i ona se ne menja do sledećeg ključnog momenta kada se postavlja za TRUE, tj. da ih opet ima u toj sobi. -2. vrednost je koji je skup neprijatelja u sobi. To je integer koji označava npr. sledeće vrednosti: 1 - ima jedan muški zombi sa texturom 1 2 - ima 1 muški zombi sa texturom 2 3 - ima 1 muš. zombi sa tex 3 4 - ima 1 muš. tough zombi sa tex 1 5 - ima 1 muš. tough zombi sa tex 2 6 - ima jedan ženski zombi sa texturom 1 7 - ima 1 žen. zombi sa texturom 2 8 - ima 1 žen. zombi sa tex 3 9 - ima 1 žen. tough zombi sa tex 1 10- ima 1 žen. tough zombi sa tex 2 11- ima 2 muš. zomb. (tex 1 i 2) 12- ima 2 muš. zomb. (tex 1 i 3) 13- ima 2 muš. zomb. (tex 2 i 3) 14- ima 2 muš. tough zomb. (tex 1 i 1) 15- ima 2 muš. tough zomb. (tex 1 i 2) 16- ima 2 muš. tough zomb. (tex 2 i 2) 17- ima 2 žen. zomb. (tex 1 i 2) 18- ima 2 žen. zomb. (tex 1 i 3) 19- ima 2 žen. zomb. (tex 2 i 3) 20- ima 2 žen. tough zomb. (tex 1 i 1) 21- ima 2 žen. tough zomb. (tex 1 i 2) 22- ima 2 žen. tough zomb. (tex 2 i 2) 23- ima 3 muš. zomb. (tex 1,2,3) 24- ima 3 žen. zomb. (tex 1,2,3) 25- -Ključni momenat se događa max 5x u igri.Svaki sadrži listu vrednosti koje postavlja na varijable... -Kada se dođe do sledećeg ključnog momenta, ako je prva varijabla bila 0 postavlja se na 1, i postavljaju se sve druge varijable.Ako je varijabla već bila 1, onda ostaje 1 ali se menja vrednost druge varijable, tj. pojačava se snaga protivnika, postavljajući vrednost koja bi bila da su protivnici uništeni i inkrementirajući tu novu vrednost za npr. 3, 5... :) (za ovo moraju da se promene gore navedene vrednosti za varijable tako da svaka sledeća skupina protivnika bude teža)