Some nice commenting and reordering of stuff and staticing of stuff

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-16 15:30:38 +02:00
parent 602315fa39
commit 358423aa38
No known key found for this signature in database
GPG key ID: 1E75F156884F3DCE
2 changed files with 45 additions and 17 deletions

View file

@ -14,18 +14,20 @@
#include "Sound.h"
#include "TextScr.h"
int gArmsEnergyX = 16;
int gArmsEnergyX = 0x10;
int gSelectedArms;
int gSelectedItem;
ARMS gArmsData[ARMS_MAX];
ITEM gItemData[ITEM_MAX];
int gSelectedArms;
int gSelectedItem;
int gCampTitleY;
BOOL gCampActive;
static BOOL gCampActive;
static int gCampTitleY;
void ClearArmsData()
{
gArmsEnergyX = 32;
gArmsEnergyX = 0x20;
memset(gArmsData, 0, sizeof(gArmsData));
}
@ -49,7 +51,7 @@ BOOL AddArmsData(long code, long max_num)
}
if (i == ARMS_MAX)
return FALSE;
return FALSE; // No space left
if (gArmsData[i].code == 0)
{
@ -62,6 +64,7 @@ BOOL AddArmsData(long code, long max_num)
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;
@ -70,6 +73,7 @@ BOOL AddArmsData(long code, long max_num)
BOOL SubArmsData(long code)
{
// Find weapon index
int i;
for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code)
@ -80,7 +84,7 @@ BOOL SubArmsData(long code)
#else
if (i == ITEM_MAX) // Oops
#endif
return FALSE;
return FALSE; // Not found
// Shift all arms from the right to the left
for (++i; i < ARMS_MAX; ++i)
@ -122,7 +126,7 @@ BOOL AddItemData(long code)
while (i < ITEM_MAX)
{
if (gItemData[i].code == code)
break;
break; // Really, this could just return as the following code won't do anything meaningful in this case
if (gItemData[i].code == 0)
break;
@ -158,7 +162,7 @@ BOOL SubItemData(long code)
return TRUE;
}
void MoveCampCursor()
static void MoveCampCursor()
{
int arms_num = 0;
int item_num = 0;
@ -442,7 +446,7 @@ int CampLoop()
// Resume original script
LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 32;
gArmsEnergyX = 0x20;
return 1;
}
@ -528,7 +532,7 @@ int RotationArms()
if (gSelectedArms == arms_num)
gSelectedArms = 0;
gArmsEnergyX = 32;
gArmsEnergyX = 0x20;
PlaySoundObject(4, 1);
return gArmsData[gSelectedArms].code;

View file

@ -2,22 +2,35 @@
#include "WindowsWrapper.h"
// "Arms" is a synonym of "weapon" here
// "Code" means "ID" here
// "Num" often means "ammo" here
/// Weapon struct
struct ARMS
{
/// ID of the weapon
int code;
int level;
int exp;
/// Maximum ammunition
int max_num;
/// Current ammunition
int num;
};
struct ITEM
{
/// ID of the item
int code;
};
// Limits for the amount of weapons and items
#define ARMS_MAX 8
#define ITEM_MAX 32
#define ITEM_MAX 0x20
extern int gArmsEnergyX;
@ -26,18 +39,29 @@ extern int gSelectedItem;
extern ARMS gArmsData[ARMS_MAX];
extern ITEM gItemData[ITEM_MAX];
extern int gSelectedArms;
extern int gSelectedItem;
extern int gCampTitleY;
extern BOOL gCampActive;
/// Clear the gArmsData array, reverting it to the default state (no weapons)
void ClearArmsData();
/// Clear the gItemData array, reverting it to the default state (no items)
void ClearItemData();
/// Add code to the weapon array, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present
BOOL AddArmsData(long code, long max_num);
/// Remove code from the weapon array. Fails if code is not found.
BOOL SubArmsData(long code);
/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found.
BOOL TradeArms(long code1, long code2, long max_num);
/// Add code to the item array. Fails if no space is left
BOOL AddItemData(long code);
/// Remove code from the item array. Fails if code was not found.
BOOL SubItemData(long code);
// Inventory loop
int CampLoop();
BOOL CheckItem(long a);
BOOL CheckArms(long a);