ref: b59aaabb2d77c46b8080cfb703ce7a1d3a3f0d6c
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; int gSelectedArms; int gSelectedItem; ARMS gArmsData[ARMS_MAX]; ITEM gItemData[ITEM_MAX]; /// True if we're in the items section of the inventory (not in the weapons section) (only relevant when the inventory is open) static BOOL gCampActive; static int gCampTitleY; void ClearArmsData() { #ifdef FIX_BUGS gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData) #endif gArmsEnergyX = 32; memset(gArmsData, 0, sizeof(gArmsData)); } void ClearItemData() { memset(gItemData, 0, sizeof(gItemData)); } BOOL AddArmsData(long code, long max_num) { // Search for code int i = 0; while (i < ARMS_MAX) { if (gArmsData[i].code == code) break; // Found identical if (gArmsData[i].code == 0) break; // Found free slot ++i; } if (i == ARMS_MAX) return FALSE; // No space left if (gArmsData[i].code == 0) { // Initialize new weapon 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; // Cap the amount of current ammo to the maximum amount of ammo if (gArmsData[i].num > gArmsData[i].max_num) gArmsData[i].num = gArmsData[i].max_num; return TRUE; } BOOL SubArmsData(long code) { // Search for code int i; for (i = 0; i < ARMS_MAX; ++i) if (gArmsData[i].code == code) break; // Found #ifdef FIX_BUGS if (i == ARMS_MAX) #else if (i == ITEM_MAX) // Wrong #endif return FALSE; // Not found // Shift all arms from the right to the left for (++i; 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) { // Search for code1 int i = 0; while (i < ARMS_MAX) { if (gArmsData[i].code == code1) break; // Found identical ++i; } if (i == ARMS_MAX) return FALSE; // Not found // Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon. 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) { // Search for code int i = 0; while (i < ITEM_MAX) { if (gItemData[i].code == code) break; // Found identical if (gItemData[i].code == 0) break; // Found free slot ++i; } if (i == ITEM_MAX) return FALSE; // Not found gItemData[i].code = code; return TRUE; } BOOL SubItemData(long code) { // Search for code int i; for (i = 0; i < ITEM_MAX; ++i) if (gItemData[i].code == code) break; // Found if (i == ITEM_MAX) return FALSE; // Not found // Shift all items from the right to the left for (++i; i < ITEM_MAX; ++i) gItemData[i - 1] = gItemData[i]; gItemData[i - 1].code = 0; gSelectedItem = 0; return TRUE; } /// Update the inventory cursor void MoveCampCursor() { // Compute the current amount of weapons and items 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; // Empty inventory /// True if we're currently changing cursor position BOOL bChange = FALSE; if (gCampActive == FALSE) { // Handle selected weapon if (gKeyTrg & gKeyLeft) { --gSelectedArms; bChange = TRUE; } if (gKeyTrg & gKeyRight) { ++gSelectedArms; bChange = TRUE; } if (gKeyTrg & (gKeyUp | gKeyDown)) { // If there are any items, we're changing to the items section, since the weapons section has only 1 row if (item_num) gCampActive = TRUE; bChange = TRUE; } // Loop around gSelectedArms if needed if (gSelectedArms < 0) gSelectedArms = arms_num - 1; if (gSelectedArms > arms_num - 1) gSelectedArms = 0; } else { // Handle selected item 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); // Round down to multiple of 6 else if (gSelectedItem % 6 == 5) gSelectedItem -= 5; // Loop around row else ++gSelectedItem; bChange = TRUE; } if (gKeyTrg & gKeyUp) { if (gSelectedItem / 6 == 0) gCampActive = FALSE; // We're on the first row, transition to weapons else gSelectedItem -= 6; bChange = TRUE; } if (gKeyTrg & gKeyDown) { if (gSelectedItem / 6 == (item_num - 1) / 6) gCampActive = FALSE; // We're on the last row, transition to weapons else gSelectedItem += 6; bChange = TRUE; } if (gSelectedItem >= item_num) gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item if (gCampActive && gKeyTrg & gKeyOk) StartTextScript(gItemData[gSelectedItem].code + 6000); } if (bChange) { if (gCampActive == FALSE) { // Switch to a weapon PlaySoundObject(SND_SWITCH_WEAPON, 1); if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(1000); } else { // Switch to an item PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, 1); if (item_num) StartTextScript(gItemData[gSelectedItem].code + 5000); else StartTextScript(5000); } } } /// Draw the inventory void PutCampObject() { int i; /// Rect for the current weapon RECT rcArms; /// Rect for the current item RECT rcItem; /// Probably the rect for the slash RECT rcPer = {72, 48, 80, 56}; /// Rect for when there is no ammo (double dashes) RECT rcNone = {80, 48, 96, 56}; /// Rect for the "Lv" text! RECT rcLv = {80, 80, 96, 88}; /// Final rect drawn on the screen RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; /// Cursor rect array for weapons, element [1] being for when the cursor is flashing RECT rcCur1[2] = {{0, 88, 40, 128}, {40, 88, 80, 128}}; /// Cursor rect array for items, element [1] being for when the cursor is flashing 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 PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, SURFACE_ID_TEXT_BOX); for (i = 1; i < 18; ++i) PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 1)), &rcBoxBody, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 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 weapons for (i = 0; i < ARMS_MAX; ++i) { if (gArmsData[i].code == 0) break; // Invalid weapon // Get icon rect for next weapon rcArms.left = (gArmsData[i].code % 16) * 16; rcArms.right = rcArms.left + 16; rcArms.top = ((gArmsData[i].code) / 16) * 16; rcArms.bottom = rcArms.top + 16; // Draw the icon, slash and "Lv" 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, FALSE); // Draw ammo if (gArmsData[i].max_num) { PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 144) / 2, gArmsData[i].num, FALSE); PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, gArmsData[i].max_num, FALSE); } else { // Weapon doesn't use ammunition 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 (i = 0; i < ITEM_MAX; ++i) { if (gItemData[i].code == 0) break; // Invalid item // Get rect for next item 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() { int arms_num; char old_script_path[MAX_PATH]; RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; // Save the current script path (to restore it when we get out of the inventory) GetTextScriptPath(old_script_path); // Load the inventory script LoadTextScript2("ArmsItem.tsc"); gCampTitleY = (WINDOW_HEIGHT - 192) / 2; // Put the cursor on the first weapon gCampActive = FALSE; gSelectedItem = 0; // Compute current amount of weapons arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); else StartTextScript(gItemData[gSelectedItem].code + 5000); for (;;) { GetTrg(); // Handle ESC if (gKeyTrg & KEY_ESCAPE) { switch (Call_Escape(ghWnd)) { case 0: return 0; // Quit game case 2: return 2; // Go to game intro } } if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED) MoveCampCursor(); switch (TextScriptProc()) { case 0: return 0; // Quit game case 2: return 2; // Go to game intro } // Get currently displayed image PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB); PutCampObject(); PutTextScript(); PutFramePerSecound(); // Check whether we're getting out of the loop if (gCampActive) { if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem)) { StopTextScript(); break; } } else { if (gKeyTrg & (gKeyOk | gKeyCancel | gKeyItem)) { StopTextScript(); break; } } if (!Flip_SystemTask(ghWnd)) return 0; // Quit game } // Resume original script LoadTextScript_Stage(old_script_path); gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed return 1; // Go to game } BOOL CheckItem(long a) { for (int i = 0; i < ITEM_MAX; ++i) if (gItemData[i].code == a) return TRUE; // Found return FALSE; // Not found } BOOL CheckArms(long a) { for (int i = 0; i < ARMS_MAX; ++i) if (gArmsData[i].code == a) return TRUE; // Found return FALSE; // Not found } BOOL UseArmsEnergy(long num) { if (gArmsData[gSelectedArms].max_num == 0) return TRUE; // No ammo needed if (gArmsData[gSelectedArms].num == 0) return FALSE; // No ammo left gArmsData[gSelectedArms].num -= num; if (gArmsData[gSelectedArms].num < 0) gArmsData[gSelectedArms].num = 0; return TRUE; // Was able to spend ammo } BOOL ChargeArmsEnergy(long num) { gArmsData[gSelectedArms].num += num; // Cap the ammo to the maximum ammunition if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num) gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num; return TRUE; // Always successfull } void FullArmsEnergy() { for (int a = 0; a < ARMS_MAX; a++) { if (gArmsData[a].code == 0) continue; // Don't change empty weapons gArmsData[a].num = gArmsData[a].max_num; } } int RotationArms() { // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; if (arms_num == 0) return 0; ResetSpurCharge(); // Select next valid weapon ++gSelectedArms; while (gSelectedArms < arms_num) { if (gArmsData[gSelectedArms].code) break; ++gSelectedArms; } if (gSelectedArms == arms_num) gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } int RotationArmsRev() { // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; if (arms_num == 0) return 0; ResetSpurCharge(); // Select previous valid weapon if (--gSelectedArms < 0) gSelectedArms = arms_num - 1; while (gSelectedArms < arms_num) { if (gArmsData[gSelectedArms].code) break; --gSelectedArms; } gArmsEnergyX = 0; PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } void ChangeToFirstArms() { gSelectedArms = 0; gArmsEnergyX = 32; PlaySoundObject(SND_SWITCH_WEAPON, 1); }