ref: 02133ba1afbdf4af9b8c509faae6b3429762528c
dir: /src/ArmsItem.cpp/
#include <string.h> #include "CommonDefines.h" #include "TextScr.h" #include "ArmsItem.h" #include "Draw.h" #include "KeyControl.h" #include "Escape.h" #include "Sound.h" #include "Main.h" #include "Game.h" int gArmsEnergyX = 16; ARMS gArmsData[ARMS_MAX]; ITEM gItemData[ITEM_MAX]; int gSelectedArms; int gSelectedItem; int gCampTitleY; bool gCampActive; void ClearArmsData() { gArmsEnergyX = 32; memset(gArmsData, 0, sizeof(gArmsData)); } void ClearItemData() { memset(gItemData, 0, sizeof(gItemData)); } bool AddArmsData(int code, int max_num) { for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == code || !gArmsData[i].code) { if (!gArmsData[i].code) { memset(&gArmsData[i], 0, sizeof(ARMS)); gArmsData[i].level = 1; } gArmsData[i].code = code; gArmsData[i].max_num += max_num; gArmsData[i].num += max_num; if (gArmsData[i].num > gArmsData[i].max_num) gArmsData[i].num = gArmsData[i].max_num; return true; } } return false; } bool SubArmsData(int code) { for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == code) { //Shift all arms from the right to the left int ia; for (ia = i + 1; ia < ARMS_MAX; ++ia) { gArmsData[ia - 1].code = gArmsData[ia].code; gArmsData[ia - 1].level = gArmsData[ia].level; gArmsData[ia - 1].exp = gArmsData[ia].exp; gArmsData[ia - 1].max_num = gArmsData[ia].max_num; gArmsData[ia - 1].num = gArmsData[ia].num; } gArmsData[ia - 1].code = 0; gSelectedArms = 0; return true; } } return false; } bool TradeArms(int code1, int code2, int max_num) { for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == code1) { gArmsData[i].level = 1; gArmsData[i].code = code2; gArmsData[i].max_num += max_num; gArmsData[i].num += max_num; gArmsData[i].exp = 0; return true; } } return false; } bool AddItemData(int code) { for (int i = 0; i < ITEM_MAX; i++) { if (gItemData[i].code == code || !gItemData[i].code) { gItemData[i].code = code; return true; } } return false; } bool SubItemData(int code) { for (int i = 0; i < ITEM_MAX; i++) { if (gItemData[i].code == code) { //Shift all items from the right to the left int ia; for (ia = i + 1; ia < ITEM_MAX; ++ia) gItemData[ia - 1].code = gItemData[ia].code; gItemData[ia - 1].code = 0; gSelectedItem = 0; return true; } } return false; } void MoveCampCursor() { int arms_num = 0; int item_num = 0; while ( gArmsData[arms_num].code != 0 ) ++arms_num; while ( gItemData[item_num].code != 0 ) ++item_num; if (arms_num || item_num) { bool bChange = false; if (gCampActive) { if (gKeyTrg & gKeyLeft) { if (gSelectedItem % 6) --gSelectedItem; else gSelectedItem += 5; bChange = true; } if (gKeyTrg & gKeyRight) { if (item_num - 1 == gSelectedItem) gSelectedItem = 6 * (gSelectedItem / 6); else if (gSelectedItem % 6 == 5) gSelectedItem -= 5; else ++gSelectedItem; bChange = true; } if (gKeyTrg & gKeyUp) { if (gSelectedItem + 5 > 10) gSelectedItem -= 6; else gCampActive = false; bChange = true; } if ( gKeyTrg & gKeyDown ) { if ( gSelectedItem / 6 == (item_num - 1) / 6 ) gCampActive = false; else gSelectedItem += 6; bChange = true; } if (gSelectedItem >= item_num) gSelectedItem = item_num - 1; if (gCampActive && gKeyTrg & gKeyOk) StartTextScript(gItemData[gSelectedItem].code + 6000); } else { if (gKeyTrg & gKeyLeft) { --gSelectedArms; bChange = true; } if (gKeyTrg & gKeyRight) { ++gSelectedArms; bChange = true; } if ((gKeyDown | gKeyUp) & gKeyTrg) { if (item_num) gCampActive = true; bChange = true; } if (gSelectedArms < 0) gSelectedArms = arms_num - 1; if (arms_num - 1 < gSelectedArms) gSelectedArms = 0; } if (bChange) { if (gCampActive) { PlaySoundObject(1, 1); if (item_num) StartTextScript(gItemData[gSelectedItem].code + 5000); else StartTextScript(5000); } else { PlaySoundObject(4, 1); if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(1000); } } } } void PutCampObject() { //Get rects RECT rcPer = {72, 48, 80, 56}; RECT rcNone = {80, 48, 96, 56}; RECT rcLv = {80, 80, 96, 88}; RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; RECT rcCur1[2]; RECT rcCur2[2]; rcCur1[0] = {0, 88, 40, 128}; rcCur1[1] = {40, 88, 80, 128}; rcCur2[0] = {80, 88, 112, 104}; rcCur2[1] = {80, 104, 112, 120}; RECT rcTitle1 = {80, 48, 144, 56}; RECT rcTitle2 = {80, 56, 144, 64}; RECT rcBoxTop = {0, 0, 244, 8}; RECT rcBoxBody = {0, 8, 244, 16}; RECT rcBoxBottom = {0, 16, 244, 24}; //Draw box int y; PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, 26); for (y = 1; y < 18; y++) PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBody, 26); PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBottom, 26); //Move titles if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2) --gCampTitleY; //Draw titles PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, 26); PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, 26); //Draw arms cursor static int flash; ++flash; if (gCampActive) PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[1], 26); else PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[(flash >> 1) & 1], 26); //Draw arms for (int i = 0; i < ARMS_MAX && gArmsData[i].code; i++) { RECT rcArms; rcArms.left = 16 * (gArmsData[i].code % 16); rcArms.right = rcArms.left + 16; rcArms.top = 16 * (gArmsData[i].code / 16); rcArms.bottom = rcArms.top + 16; PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 192) / 2, &rcArms, 12); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, 26); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, 26); PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, gArmsData[i].level, 0); //Draw ammo if ( gArmsData[i].max_num ) { PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 144) / 2, gArmsData[i].num, 0); PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, gArmsData[i].max_num, 0); } else { PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 144) / 2, &rcNone, 26); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, 26); } } //Draw items cursor if (gCampActive) PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash >> 1) & 1], 26); else PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], 26); for (int i = 0; i < ITEM_MAX && gItemData[i].code; i++) { RECT rcItem; rcItem.left = 32 * (gItemData[i].code % 8); rcItem.right = rcItem.left + 32; rcItem.top = 16 * (gItemData[i].code / 8); rcItem.bottom = rcItem.top + 16; PutBitmap3(&rcView, 32 * (i % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (i / 6) + (WINDOW_HEIGHT - 88) / 2, &rcItem, 8); } } int CampLoop() { RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; //Load the inventory script char old_script_path[PATH_LENGTH]; GetTextScriptPath(old_script_path); char name[13]; strcpy(name, "ArmsItem.tsc"); LoadTextScript2(name); gCampTitleY = (WINDOW_HEIGHT - 192) / 2; gCampActive = 0; gSelectedItem = 0; //Run script int arms_num; for (arms_num = 0; gArmsData[arms_num].code != 0; arms_num++); if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(gItemData[gSelectedItem].code + 5000); while (true) { GetTrg(); if (gKeyTrg & KEY_ESCAPE) { int escRet = Call_Escape(); if (escRet == 0) return 0; if (escRet == 2) return 1; } if (g_GameFlags & 2) MoveCampCursor(); int tscRet = TextScriptProc(); if (tscRet == 0) return 0; if (tscRet == 2) return 2; PutBitmap4(&rcView, 0, 0, &rcView, 10); PutCampObject(); PutTextScript(); PutFramePerSecound(); if (!gCampActive && (gKeyItem | gKeyCancel | gKeyOk) & gKeyTrg) break; else if (g_GameFlags & 2 && (gKeyItem | gKeyCancel) & gKeyTrg) break; if (!Flip_SystemTask()) return 0; } //Resume original script StopTextScript(); LoadTextScript_Stage(old_script_path); gArmsEnergyX = 32; return 1; } bool CheckItem(int a) { for (int i = 0; i < ITEM_MAX; i++) { if (gItemData[i].code == a) return true; } return false; } bool CheckArms(int a) { for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == a) return true; } return false; } bool UseArmsEnergy(int num) { if (!gArmsData[gSelectedArms].max_num) return true; if (!gArmsData[gSelectedArms].num) return false; gArmsData[gSelectedArms].num -= num; if (gArmsData[gSelectedArms].num < 0) gArmsData[gSelectedArms].num = 0; return true; } bool ChargeArmsEnergy(int num) { gArmsData[gSelectedArms].num += num; if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num) gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num; return true; } void FullArmsEnergy() { for (int a = 0; a < ARMS_MAX; a++) { if (gArmsData[a].code) gArmsData[a].num = gArmsData[a].max_num; } } int RotationArms() { int arms_num; for ( arms_num = 0; gArmsData[arms_num].code != 0; arms_num++); if (!arms_num) return 0; //ResetSpurCharge(); ++gSelectedArms; while (gSelectedArms < arms_num && !gArmsData[gSelectedArms].code) ++gSelectedArms; if (gSelectedArms == arms_num) gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(4, 1); return gArmsData[gSelectedArms].code; } int RotationArmsRev() { int arms_num; for (arms_num = 0; gArmsData[arms_num].code != 0; arms_num++); if (!arms_num) return 0; //ResetSpurCharge(); if (--gSelectedArms < 0) gSelectedArms = arms_num - 1; while (gSelectedArms < arms_num && !gArmsData[gSelectedArms].code) --gSelectedArms; gArmsEnergyX = 0; PlaySoundObject(4, 1); return gArmsData[gSelectedArms].code; } void ChangeToFirstArms() { gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(4, 1); }