ref: a26f4b4bce273d36825a3bcf201e0c6cd904de80
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;
int 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;
}
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 = 24;
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;
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);
}