ref: e48b3897e956e2bc0f284d0e2fc23e5ebcc01bbb
dir: /src/MycParam.cpp/
#include "MycParam.h" #include "SDL.h" #include "WindowsWrapper.h" #include "ArmsItem.h" #include "CommonDefines.h" #include "Caret.h" #include "Draw.h" #include "Game.h" #include "File.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Tags.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}} }; int time_count; 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 & 0x80) { 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, 1); SetCaret(gMC.x, gMC.y, 10, 0); } } } } if (gArmsData[gSelectedArms].code != 13) { gMC.exp_count += x; gMC.exp_wait = 30; } else { gMC.exp_wait = 10; } } void ZeroExpMyChar() { gArmsData[gSelectedArms].level = 1; gArmsData[gSelectedArms].exp = 0; } BOOL IsMaxExpMyChar() { if (gArmsData[gSelectedArms].level == 3) { int 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) == 0) #else // I'm preeeetty sure this is a typo. The Linux port optimised it out. if ((g_GameFlags | 2) == 0) #endif return; if (gMC.shock) return; // Damage player PlaySoundObject(16, 1); 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 } else { gMC.ym = -0x400; } gMC.life -= (short)damage; // Lose a whimsical star if (gMC.equip & 0x80 && gMC.star > 0) gMC.star = (short)gMC.star - 1; // Why the hell is it written this way? // Lose experience if (gMC.equip & 4) gArmsData[gSelectedArms].exp -= damage; else gArmsData[gSelectedArms].exp -= 2 * damage; 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, 10, 2); } 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, 1); gMC.cond = 0; SetDestroyNpChar(gMC.x, gMC.y, 0x1400, 0x40); StartTextScript(40); } } void ZeroArmsEnergy_All() { for (int a = 0; a < ARMS_MAX; a++) { gArmsData[a].level = 1; gArmsData[a].exp = 0; } } void AddBulletMyChar(int no, int val) { int a = 0; // Missile Launcher 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) { RECT rcExpBox; RECT rcExpVal; RECT rcExpMax; RECT rcExpFlash; int lv; int arms_code; int exp_now; int exp_next; 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, 0); PutNumber4(gArmsEnergyX + 32, 24, gArmsData[gSelectedArms].max_num, 0); } 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, 0); SET_RECT(rcExpBox, 0, 72, 40, 80) SET_RECT(rcExpVal, 0, 80, 0, 88) SET_RECT(rcExpMax, 40, 72, 80, 80) SET_RECT(rcExpFlash, 40, 80, 80, 88) lv = gArmsData[gSelectedArms].level - 1; arms_code = gArmsData[gSelectedArms].code; exp_now = gArmsData[gSelectedArms].exp; 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) rcExpVal.right += 40 * exp_now / exp_next; else rcExpVal.right = 0; PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpVal, SURFACE_ID_TEXT_BOX); } static unsigned char add_flash; if (gMC.exp_wait && ((add_flash++ / 2) % 2)) PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpFlash, SURFACE_ID_TEXT_BOX); } void PutActiveArmsList() { int x; int a; int arms_num; RECT rect = {0, 0, 0, 16}; 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 = 16 * (a - gSelectedArms) + gArmsEnergyX; if (x < 8) x += 48 + (16 * arms_num); else if (x >= 24) x += 48; if (x >= 72 + (16 * (arms_num - 1))) x -= 48 + (16 * arms_num); if (x < 72 && x >= 24) x -= 48; // Draw icon rect.left = 16 * gArmsData[a].code; 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 = 40 * gMC.life / gMC.max_life - 1; rcBr.right = 40 * gMC.lifeBr / 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, 0); } void PutMyAir(int x, int y) { RECT rcAir[2] = { {112, 72, 144, 80}, {112, 80, 144, 88}, }; if (gMC.equip & 0x10) return; if (gMC.air_get) { // Draw how much air is left if (gMC.air_get % 6 < 4) PutNumber4(x + 32, y, gMC.air / 10, 0); // 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); } } void PutTimeCounter(int x, int y) { RECT rcTime[3] = { {112, 104, 120, 112}, {120, 104, 128, 112}, {128, 104, 160, 112}, }; if (gMC.equip & 0x100) { // 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() { unsigned char *p; int i; REC rec; // Quit if player doesn't have the Nikumaru Counter if (!(gMC.equip & 0x100)) return TRUE; // Get last time char path[PATH_LENGTH]; sprintf(path, "%s/290.rec", gModulePath); FILE *fp = fopen(path, "rb"); if (fp) { // Read data #ifdef NONPORTABLE fread(&rec, sizeof(REC), 1, fp); #else rec.counter[0] = File_ReadLE32(fp); rec.counter[1] = File_ReadLE32(fp); rec.counter[2] = File_ReadLE32(fp); rec.counter[3] = File_ReadLE32(fp); rec.random[0] = fgetc(fp); rec.random[1] = fgetc(fp); rec.random[2] = fgetc(fp); rec.random[3] = fgetc(fp); #endif fclose(fp); p = (unsigned char*)&rec.counter[0]; #ifdef NONPORTABLE p[0] -= rec.random[0]; p[1] -= rec.random[0]; p[2] -= rec.random[0]; p[3] -= rec.random[0] / 2; #else p[0] -= (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[0]) : (rec.random[0] / 2); p[1] -= rec.random[0]; p[2] -= rec.random[0]; p[3] -= (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[0] / 2) : (rec.random[0]); #endif // 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]; #ifdef NONPORTABLE p[0] += rec.random[i]; p[1] += rec.random[i]; p[2] += rec.random[i]; p[3] += rec.random[i] / 2; #else p[0] += (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[i]) : (rec.random[i] / 2); p[1] += rec.random[i]; p[2] += rec.random[i]; p[3] += (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[i] / 2) : (rec.random[i]); #endif } fp = fopen(path, "wb"); if (fp == NULL) return FALSE; #ifdef NONPORTABLE fwrite(&rec, sizeof(REC), 1, fp); #else File_WriteLE32(rec.counter[0], fp); File_WriteLE32(rec.counter[1], fp); File_WriteLE32(rec.counter[2], fp); File_WriteLE32(rec.counter[3], fp); fputc(rec.random[0], fp); fputc(rec.random[1], fp); fputc(rec.random[2], fp); fputc(rec.random[3], fp); #endif fclose(fp); return TRUE; } int LoadTimeCounter() { unsigned char *p; int i; // Open file char path[PATH_LENGTH]; sprintf(path, "%s/290.rec", gModulePath); FILE *fp = fopen(path, "rb"); if (!fp) return 0; REC rec; // Read data #ifdef NONPORTABLE fread(&rec, sizeof(REC), 1, fp); #else rec.counter[0] = File_ReadLE32(fp); rec.counter[1] = File_ReadLE32(fp); rec.counter[2] = File_ReadLE32(fp); rec.counter[3] = File_ReadLE32(fp); rec.random[0] = fgetc(fp); rec.random[1] = fgetc(fp); rec.random[2] = fgetc(fp); rec.random[3] = fgetc(fp); #endif fclose(fp); // Decode from checksum for (i = 0; i < 4; i++) { p = (unsigned char*)&rec.counter[i]; #ifdef NONPORTABLE p[0] -= rec.random[i]; p[1] -= rec.random[i]; p[2] -= rec.random[i]; p[3] -= rec.random[i] / 2; #else p[0] -= (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[i]) : (rec.random[i] / 2); p[1] -= rec.random[i]; p[2] -= rec.random[i]; p[3] -= (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? (rec.random[i] / 2) : (rec.random[i]); #endif } // Verify checksum's result if (rec.counter[0] != rec.counter[1] || rec.counter[0] != rec.counter[2]) { time_count = 0; return 0; } else { time_count = rec.counter[0]; return time_count; } }