ArmsItem.cpp code cleanup and accuracy improvements

This commit is contained in:
Clownacy 2019-06-29 23:29:44 +01:00
parent 2c23de27d5
commit a9940c9ca9

View file

@ -37,7 +37,7 @@ void ClearItemData()
BOOL AddArmsData(long code, long max_num)
{
int i = 0;
for (; i < ARMS_MAX;)
while (i < ARMS_MAX)
{
if (gArmsData[i].code == code)
break;
@ -70,8 +70,8 @@ BOOL AddArmsData(long code, long max_num)
BOOL SubArmsData(long code)
{
int i = 0;
for (; i < ARMS_MAX; ++i)
int i;
for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code)
break;
@ -83,19 +83,20 @@ BOOL SubArmsData(long code)
return FALSE;
// Shift all arms from the right to the left
for (i += 1; i < ARMS_MAX; ++i)
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)
{
int i = 0;
for (; i < ARMS_MAX;)
while (i < ARMS_MAX)
{
if (gArmsData[i].code == code1)
break;
@ -111,13 +112,14 @@ BOOL TradeArms(long code1, long code2, long max_num)
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;)
while (i < ITEM_MAX)
{
if (gItemData[i].code == code)
break;
@ -132,13 +134,14 @@ BOOL AddItemData(long code)
return FALSE;
gItemData[i].code = code;
return TRUE;
}
BOOL SubItemData(long code)
{
int i = 0;
for (; i < ITEM_MAX; ++i)
int i;
for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == code)
break;
@ -146,11 +149,12 @@ BOOL SubItemData(long code)
return FALSE;
// Shift all items from the right to the left
for (i += 1; i < ITEM_MAX; ++i)
for (++i; i < ITEM_MAX; ++i)
gItemData[i - 1] = gItemData[i];
gItemData[i - 1].code = 0;
gSelectedItem = 0;
return TRUE;
}
@ -167,6 +171,7 @@ void MoveCampCursor()
return;
BOOL bChange = FALSE;
if (gCampActive == FALSE)
{
if (gKeyTrg & gKeyLeft)
@ -179,10 +184,11 @@ void MoveCampCursor()
++gSelectedArms;
bChange = TRUE;
}
if ((gKeyDown | gKeyUp) & gKeyTrg)
if (gKeyTrg & (gKeyUp | gKeyDown))
{
if (item_num)
gCampActive = TRUE;
bChange = TRUE;
}
@ -207,13 +213,10 @@ void MoveCampCursor()
{
if (gSelectedItem == item_num - 1)
gSelectedItem = 6 * (gSelectedItem / 6);
else
{
if (gSelectedItem % 6 == 5)
else if (gSelectedItem % 6 == 5)
gSelectedItem -= 5;
else
++gSelectedItem;
}
bChange = TRUE;
}
@ -311,7 +314,7 @@ void PutCampObject()
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX);
// Draw arms
for (i = 0; i < ARMS_MAX; i++)
for (i = 0; i < ARMS_MAX; ++i)
{
if (gArmsData[i].code == 0)
break;
@ -345,7 +348,7 @@ void PutCampObject()
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++)
for (i = 0; i < ITEM_MAX; ++i)
{
if (gItemData[i].code == 0)
break;
@ -377,7 +380,7 @@ int CampLoop()
// Run script
arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num)
@ -418,7 +421,7 @@ int CampLoop()
if (gCampActive)
{
if (g_GameFlags & 2 && (gKeyCancel | gKeyItem) & gKeyTrg)
if (g_GameFlags & 2 && gKeyTrg & (gKeyCancel | gKeyItem))
{
StopTextScript();
break;
@ -426,7 +429,7 @@ int CampLoop()
}
else
{
if ((gKeyCancel | gKeyOk | gKeyItem) & gKeyTrg)
if (gKeyTrg & (gKeyOk | gKeyCancel | gKeyItem))
{
StopTextScript();
break;
@ -445,7 +448,7 @@ int CampLoop()
BOOL CheckItem(long a)
{
for (int i = 0; i < ITEM_MAX; i++)
for (int i = 0; i < ITEM_MAX; ++i)
{
if (gItemData[i].code == a)
return TRUE;
@ -456,7 +459,7 @@ BOOL CheckItem(long a)
BOOL CheckArms(long a)
{
for (int i = 0; i < ARMS_MAX; i++)
for (int i = 0; i < ARMS_MAX; ++i)
{
if (gArmsData[i].code == a)
return TRUE;
@ -467,21 +470,26 @@ BOOL CheckArms(long a)
BOOL UseArmsEnergy(long num)
{
if (!gArmsData[gSelectedArms].max_num)
if (gArmsData[gSelectedArms].max_num == 0)
return TRUE;
if (!gArmsData[gSelectedArms].num)
if (gArmsData[gSelectedArms].num == 0)
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;
}
@ -499,7 +507,7 @@ void FullArmsEnergy()
int RotationArms()
{
int arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num == 0)
@ -508,6 +516,7 @@ int RotationArms()
ResetSpurCharge();
++gSelectedArms;
while (gSelectedArms < arms_num)
{
if (gArmsData[gSelectedArms].code)
@ -528,7 +537,7 @@ int RotationArms()
int RotationArmsRev()
{
int arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num == 0)