ref: 1b9c2d36629a7df8671f273c33bd68f33ddfe6e6
dir: /src/MycParam.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "MycParam.h" #include <stddef.h> #include <stdio.h> #include "WindowsWrapper.h" #include "ArmsItem.h" #include "CommonDefines.h" #include "Caret.h" #include "Draw.h" #include "Game.h" #include "Main.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "TextScr.h" #include "ValueView.h" ARMS_LEVEL gArmsLevelTable[14] = { {{0, 0, 100}}, {{30, 40, 16}}, {{10, 20, 10}}, {{10, 20, 20}}, {{30, 40, 10}}, {{10, 20, 10}}, {{10, 20, 30}}, {{10, 20, 5}}, {{10, 20, 100}}, {{30, 60, 0}}, {{30, 60, 10}}, {{10, 20, 100}}, {{1, 1, 1}}, {{40, 60, 200}} }; void AddExpMyChar(int x) { int lv = gArmsData[gSelectedArms].level - 1; int arms_code = gArmsData[gSelectedArms].code; gArmsData[gSelectedArms].exp += x; if (lv == 2) { if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[lv]) { gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv]; if (gMC.equip & EQUIP_WHIMSICAL_STAR) { if (gMC.star < 3) ++gMC.star; } } } else { for (; lv < 2; ++lv) { if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[lv]) { ++gArmsData[gSelectedArms].level; gArmsData[gSelectedArms].exp = 0; if (gArmsData[gSelectedArms].code != 13) { PlaySoundObject(27, SOUND_MODE_PLAY); SetCaret(gMC.x, gMC.y, CARET_LEVEL_UP, DIR_LEFT); } } } } if (gArmsData[gSelectedArms].code != 13) { gMC.exp_count += x; gMC.exp_wait = 30; } else { gMC.exp_wait = 10; } } void ZeroExpMyChar(void) { gArmsData[gSelectedArms].level = 1; gArmsData[gSelectedArms].exp = 0; } BOOL IsMaxExpMyChar(void) { int arms_code; if (gArmsData[gSelectedArms].level == 3) { arms_code = gArmsData[gSelectedArms].code; if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[2]) return TRUE; } return FALSE; } void DamageMyChar(int damage) { #ifdef FIX_BUGS if (!(g_GameFlags & 2)) #else // I'm preeeetty sure this is a typo. The Linux port optimised this entire check out. if (!(g_GameFlags | 2)) #endif return; if (gMC.shock) return; // Damage player PlaySoundObject(16, SOUND_MODE_PLAY); gMC.cond &= ~1; gMC.shock = 128; if (gMC.unit == 1) { // Another weird case where there *has* to be an empty 'if' here to produce the same assembly. // Chances are there used to be some commented-out code here. } else { gMC.ym = -0x400; } gMC.life -= (short)damage; // Lose a whimsical star if (gMC.equip & EQUIP_WHIMSICAL_STAR && gMC.star > 0) gMC.star = (short)gMC.star - 1; // For some reason, this does a cast to short. Might not be accurate to the original source code (possibly, Pixel was just being careful about int size/conversion, or this is from some weird macro) // Lose experience if (gMC.equip & EQUIP_ARMS_BARRIER) gArmsData[gSelectedArms].exp -= damage; else gArmsData[gSelectedArms].exp -= damage * 2; while (gArmsData[gSelectedArms].exp < 0) { if (gArmsData[gSelectedArms].level > 1) { --gArmsData[gSelectedArms].level; int lv = gArmsData[gSelectedArms].level - 1; int arms_code = gArmsData[gSelectedArms].code; gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv] + gArmsData[gSelectedArms].exp; if (gMC.life > 0 && gArmsData[gSelectedArms].code != 13) SetCaret(gMC.x, gMC.y, CARET_LEVEL_UP, DIR_RIGHT); } else { gArmsData[gSelectedArms].exp = 0; } } // Tell player how much damage was taken SetValueView(&gMC.x, &gMC.y, -damage); // Death if (gMC.life <= 0) { PlaySoundObject(17, SOUND_MODE_PLAY); gMC.cond = 0; SetDestroyNpChar(gMC.x, gMC.y, 10 * 0x200, 0x40); StartTextScript(40); } } void ZeroArmsEnergy_All(void) { int a; for (a = 0; a < ARMS_MAX; a++) { gArmsData[a].level = 1; gArmsData[a].exp = 0; } } void AddBulletMyChar(int no, int val) { int a; // Missile Launcher a = 0; while (a < ARMS_MAX && gArmsData[a].code != 5) ++a; if (a == ARMS_MAX) { // Super Missile Launcher a = 0; while (a < ARMS_MAX && gArmsData[a].code != 10) ++a; if (a == ARMS_MAX) return; } gArmsData[a].num += val; if (gArmsData[a].num > gArmsData[a].max_num) gArmsData[a].num = gArmsData[a].max_num; } void AddLifeMyChar(int x) { gMC.life += (short)x; if (gMC.life > gMC.max_life) gMC.life = gMC.max_life; gMC.lifeBr = gMC.life; } void AddMaxLifeMyChar(int val) { gMC.max_life += (short)val; if (gMC.max_life > 232) gMC.max_life = 232; gMC.life += (short)val; gMC.lifeBr = gMC.life; } void PutArmsEnergy(BOOL flash) { static unsigned char add_flash; RECT rcPer = {72, 48, 80, 56}; RECT rcLv = {80, 80, 96, 88}; RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; RECT rcNone = {80, 48, 96, 56}; if (gArmsEnergyX > 16) gArmsEnergyX -= 2; if (gArmsEnergyX < 16) gArmsEnergyX += 2; // Draw max ammo if (gArmsData[gSelectedArms].max_num) { PutNumber4(gArmsEnergyX + 32, 16, gArmsData[gSelectedArms].num, FALSE); PutNumber4(gArmsEnergyX + 32, 24, gArmsData[gSelectedArms].max_num, FALSE); } else { PutBitmap3(&rcView, gArmsEnergyX + 48, 16, &rcNone, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, gArmsEnergyX + 48, 24, &rcNone, SURFACE_ID_TEXT_BOX); } // Draw experience and ammo if (flash == TRUE && (gMC.shock / 2) % 2) return; PutBitmap3(&rcView, gArmsEnergyX + 32, 24, &rcPer, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, gArmsEnergyX, 32, &rcLv, SURFACE_ID_TEXT_BOX); PutNumber4(gArmsEnergyX - 8, 32, gArmsData[gSelectedArms].level, FALSE); RECT rcExpBox = {0, 72, 40, 80}; RECT rcExpVal = {0, 80, 0, 88}; RECT rcExpMax = {40, 72, 80, 80}; RECT rcExpFlash = {40, 80, 80, 88}; int lv = gArmsData[gSelectedArms].level - 1; #ifdef FIX_MAJOR_BUGS // When the player has no weapons, the default level is 0, which becomes -1. // Catch it, and set it to 0 instead, so the following array-accesses aren't // out-of-bounds. if (lv < 0) lv = 0; #endif int arms_code = gArmsData[gSelectedArms].code; int exp_now = gArmsData[gSelectedArms].exp; int exp_next = gArmsLevelTable[arms_code].exp[lv]; PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpBox, SURFACE_ID_TEXT_BOX); if (lv == 2 && gArmsData[gSelectedArms].exp == gArmsLevelTable[arms_code].exp[lv]) { PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpMax, SURFACE_ID_TEXT_BOX); } else { if (exp_next != 0) rcExpVal.right += (exp_now * 40) / exp_next; else rcExpVal.right = 0; PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpVal, SURFACE_ID_TEXT_BOX); } if (gMC.exp_wait && ((add_flash++ / 2) % 2)) PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpFlash, SURFACE_ID_TEXT_BOX); } void PutActiveArmsList(void) { int x; int a; RECT rect = {0, 0, 0, 16}; int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; if (arms_num == 0) return; for (a = 0; a < arms_num; ++a) { // Get X position to draw at x = ((a - gSelectedArms) * 16) + gArmsEnergyX; if (x < 8) x += 48 + (arms_num * 16); else if (x >= 24) x += 48; if (x >= 72 + ((arms_num - 1) * 16)) x -= 48 + (arms_num * 16); if (x < 72 && x >= 24) x -= 48; // Draw icon rect.left = gArmsData[a].code * 16; rect.right = rect.left + 16; PutBitmap3(&grcGame, x, 16, &rect, SURFACE_ID_ARMS_IMAGE); } } void PutMyLife(BOOL flash) { RECT rcCase = {0, 40, 232, 48}; RECT rcLife = {0, 24, 232, 32}; RECT rcBr = {0, 32, 232, 40}; if (flash == TRUE && gMC.shock / 2 % 2) return; if (gMC.lifeBr < gMC.life) gMC.lifeBr = gMC.life; if (gMC.lifeBr > gMC.life) { if (++gMC.lifeBr_count > 30) --gMC.lifeBr; } else { gMC.lifeBr_count = 0; } // Draw bar rcCase.right = 64; rcLife.right = ((gMC.life * 40) / gMC.max_life) - 1; rcBr.right = ((gMC.lifeBr * 40) / gMC.max_life) - 1; PutBitmap3(&grcGame, 16, 40, &rcCase, SURFACE_ID_TEXT_BOX); PutBitmap3(&grcGame, 40, 40, &rcBr, SURFACE_ID_TEXT_BOX); PutBitmap3(&grcGame, 40, 40, &rcLife, SURFACE_ID_TEXT_BOX); PutNumber4(8, 40, gMC.lifeBr, FALSE); } void PutMyAir(int x, int y) { RECT rcAir[2] = { {112, 72, 144, 80}, {112, 80, 144, 88}, }; if (gMC.equip & EQUIP_AIR_TANK) return; if (gMC.air_get != 0) { // Draw how much air is left if (gMC.air_get % 6 < 4) PutNumber4(x + 32, y, gMC.air / 10, FALSE); // Draw "AIR" text if (gMC.air % 30 > 10) PutBitmap3(&grcGame, x, y, &rcAir[0], SURFACE_ID_TEXT_BOX); else PutBitmap3(&grcGame, x, y, &rcAir[1], SURFACE_ID_TEXT_BOX); } } static int time_count; void PutTimeCounter(int x, int y) { RECT rcTime[3] = { {112, 104, 120, 112}, {120, 104, 128, 112}, {128, 104, 160, 112}, }; if (gMC.equip & EQUIP_NIKUMARU_COUNTER) { // Draw clock and increase time if (g_GameFlags & 2) { if (time_count < 100 * 60 * 50) // 100 minutes ++time_count; if (time_count % 30 > 10) PutBitmap3(&grcGame, x, y, &rcTime[0], SURFACE_ID_TEXT_BOX); else PutBitmap3(&grcGame, x, y, &rcTime[1], SURFACE_ID_TEXT_BOX); } else { PutBitmap3(&grcGame, x, y, &rcTime[0], SURFACE_ID_TEXT_BOX); } // Draw time PutNumber4(x, y, time_count / (60 * 50), FALSE); PutNumber4(x + 20, y, time_count / 50 % 60, TRUE); PutNumber4(x + 32, y, time_count / 5 % 10, FALSE); PutBitmap3(&grcGame, x + 30, y, &rcTime[2], SURFACE_ID_TEXT_BOX); } else { time_count = 0; } } BOOL SaveTimeCounter(void) { int i; unsigned char *p; REC rec; FILE *fp; char path[MAX_PATH]; // Quit if player doesn't have the Nikumaru Counter if (!(gMC.equip & EQUIP_NIKUMARU_COUNTER)) return TRUE; // Get last time sprintf(path, "%s\\290.rec", gModulePath); fp = fopen(path, "rb"); if (fp != NULL) { // Read data fread(&rec, sizeof(REC), 1, fp); fclose(fp); p = (unsigned char*)&rec.counter[0]; p[0] -= rec.random[0]; p[1] -= rec.random[0]; p[2] -= rec.random[0]; p[3] -= rec.random[0] / 2; // If this is faster than our new time, quit if (rec.counter[0] < time_count) return TRUE; } // Save new time for (i = 0; i < 4; ++i) { rec.counter[i] = time_count; rec.random[i] = Random(0, 250) + i; p = (unsigned char*)&rec.counter[i]; p[0] += rec.random[i]; p[1] += rec.random[i]; p[2] += rec.random[i]; p[3] += rec.random[i] / 2; } fp = fopen(path, "wb"); if (fp == NULL) return FALSE; fwrite(&rec, sizeof(REC), 1, fp); fclose(fp); return TRUE; } int LoadTimeCounter(void) { int i; unsigned char *p; REC rec; FILE *fp; char path[MAX_PATH]; // Open file sprintf(path, "%s\\290.rec", gModulePath); fp = fopen(path, "rb"); if (fp == NULL) return 0; // Read data fread(&rec, sizeof(REC), 1, fp); fclose(fp); // Decode from checksum for (i = 0; i < 4; ++i) { p = (unsigned char*)&rec.counter[i]; p[0] -= rec.random[i]; p[1] -= rec.random[i]; p[2] -= rec.random[i]; p[3] -= rec.random[i] / 2; } // Verify checksum's result if (rec.counter[0] != rec.counter[1] || rec.counter[0] != rec.counter[2]) { time_count = 0; return 0; } time_count = rec.counter[0]; return time_count; }