ref: 2cd6692a00c2af3644183b362ffc6dcaddc77981
dir: /src/ArmsItem.cpp/
#include "ArmsItem.h" #include <string.h> #include "WindowsWrapper.h" #include "CommonDefines.h" #include "Draw.h" #include "Escape.h" #include "Game.h" #include "KeyControl.h" #include "Main.h" #include "Shoot.h" #include "Sound.h" #include "TextScr.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(long code, long max_num) { int i = 0; for (; i < ARMS_MAX;) { if (gArmsData[i].code == code) break; if (gArmsData[i].code == 0) break; ++i; } if (i == ARMS_MAX) return FALSE; if (gArmsData[i].code == 0) { memset(&gArmsData[i], 0, sizeof(ARMS)); gArmsData[i].level = 1; } // Set weapon and ammo 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; } BOOL SubArmsData(long code) { int i = 0; for (; i < ARMS_MAX; ++i) if (gArmsData[i].code == code) break; #ifdef FIX_BUGS if (i == ARMS_MAX) #else if (i == ITEM_MAX) // Oops #endif return FALSE; // Shift all arms from the right to the left for (i += 1; i < ARMS_MAX; ++i) gArmsData[i - 1] = gArmsData[i]; // Clear farthest weapon and select first gArmsData[i - 1].code = 0; gSelectedArms = 0; return TRUE; } BOOL TradeArms(long code1, long code2, long max_num) { int i = 0; for (; i < ARMS_MAX;) { if (gArmsData[i].code == code1) break; ++i; } if (i == ARMS_MAX) return FALSE; 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; } BOOL AddItemData(long code) { int i = 0; for (; i < ITEM_MAX;) { if (gItemData[i].code == code) break; if (gItemData[i].code == 0) break; ++i; } if (i == ITEM_MAX) return false; gItemData[i].code = code; return true; } BOOL SubItemData(long code) { int i = 0; for (; i < ITEM_MAX; ++i) if (gItemData[i].code == code) break; if (i == ITEM_MAX) return FALSE; // Shift all items from the right to the left for (i += 1; i < ITEM_MAX; ++i) gItemData[i - 1] = gItemData[i]; gItemData[i - 1].code = 0; gSelectedItem = 0; return TRUE; } 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 == 0 && item_num == 0) return; BOOL bChange = FALSE; if (gCampActive == FALSE) { 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 (gSelectedArms > arms_num - 1) gSelectedArms = 0; } else { if (gKeyTrg & gKeyLeft) { if (gSelectedItem % 6 == 0) gSelectedItem += 5; else --gSelectedItem; bChange = TRUE; } if (gKeyTrg & gKeyRight) { if (gSelectedItem == item_num - 1) gSelectedItem = 6 * (gSelectedItem / 6); else { if (gSelectedItem % 6 == 5) gSelectedItem -= 5; else ++gSelectedItem; } bChange = TRUE; } if (gKeyTrg & gKeyUp) { if (gSelectedItem / 6 == 0) gCampActive = FALSE; else gSelectedItem -= 6; 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); } if (bChange) { if (gCampActive == FALSE) { PlaySoundObject(4, 1); if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(1000); } else { PlaySoundObject(1, 1); if (item_num) StartTextScript(gItemData[gSelectedItem].code + 5000); else StartTextScript(5000); } } } 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] = {{0, 88, 40, 128}, {40, 88, 80, 128}}; RECT rcCur2[2] = {{80, 88, 112, 104}, {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, SURFACE_ID_TEXT_BOX); for (y = 1; y < 18; y++) PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBody, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBottom, SURFACE_ID_TEXT_BOX); // Move titles if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2) --gCampTitleY; // Draw titles PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, SURFACE_ID_TEXT_BOX); // Draw arms cursor static unsigned int flash; ++flash; if (gCampActive == FALSE) PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[(flash / 2) % 2], SURFACE_ID_TEXT_BOX); else PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX); // Draw arms for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == 0) break; 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, SURFACE_ID_ARMS_IMAGE); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX); 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, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX); } } // Draw items cursor if (gCampActive == TRUE) PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash / 2) % 2], SURFACE_ID_TEXT_BOX); else PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], SURFACE_ID_TEXT_BOX); for (int i = 0; i < ITEM_MAX; i++) { if (gItemData[i].code == 0) break; 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, SURFACE_ID_ITEM_IMAGE); } } int CampLoop() { RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; // Load the inventory script char old_script_path[PATH_LENGTH]; GetTextScriptPath(old_script_path); LoadTextScript2("ArmsItem.tsc"); gCampTitleY = (WINDOW_HEIGHT - 192) / 2; gCampActive = FALSE; gSelectedItem = 0; // Run script int arms_num = 0; for (; gArmsData[arms_num].code != 0;) ++arms_num; if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(gItemData[gSelectedItem].code + 5000); for (;;) { GetTrg(); if (gKeyTrg & KEY_ESCAPE) { switch (Call_Escape()) { case 0: return 0; case 2: return 2; } } if (g_GameFlags & 2) MoveCampCursor(); switch (TextScriptProc()) { case 0: return 0; case 2: return 2; } PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB); PutCampObject(); PutTextScript(); PutFramePerSecound(); if (gCampActive) { if (g_GameFlags & 2 && (gKeyCancel | gKeyItem) & gKeyTrg) { StopTextScript(); break; } } else { if ((gKeyCancel | gKeyOk | gKeyItem) & gKeyTrg) { StopTextScript(); break; } } if (!Flip_SystemTask()) return 0; } // Resume original script LoadTextScript_Stage(old_script_path); gArmsEnergyX = 32; return 1; } BOOL CheckItem(long a) { for (int i = 0; i < ITEM_MAX; i++) { if (gItemData[i].code == a) return TRUE; } return FALSE; } BOOL CheckArms(long a) { for (int i = 0; i < ARMS_MAX; i++) { if (gArmsData[i].code == a) return TRUE; } return FALSE; } BOOL UseArmsEnergy(long 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(long 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 == 0) continue; gArmsData[a].num = gArmsData[a].max_num; } } int RotationArms() { int arms_num = 0; for (; gArmsData[arms_num].code != 0;) ++arms_num; if (arms_num == 0) return 0; ResetSpurCharge(); ++gSelectedArms; while (gSelectedArms < arms_num) { if (gArmsData[gSelectedArms].code) break; ++gSelectedArms; } if (gSelectedArms == arms_num) gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(4, 1); return gArmsData[gSelectedArms].code; } int RotationArmsRev() { int arms_num = 0; for (; gArmsData[arms_num].code != 0;) ++arms_num; if (arms_num == 0) return 0; ResetSpurCharge(); if (--gSelectedArms < 0) gSelectedArms = arms_num - 1; while (gSelectedArms < arms_num) { if (gArmsData[gSelectedArms].code) break; --gSelectedArms; } gArmsEnergyX = 0; PlaySoundObject(4, 1); return gArmsData[gSelectedArms].code; } void ChangeToFirstArms() { gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(4, 1); }