Merge pull request #55 from GabrielRavier/commentArmsItem

Comment ArmsItem
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Clownacy 2019-09-25 16:45:10 +01:00 committed by GitHub
commit d2df9d9104
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4 changed files with 210 additions and 65 deletions

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@ -16,15 +16,21 @@
int gArmsEnergyX = 16; int gArmsEnergyX = 16;
ARMS gArmsData[ARMS_MAX];
ITEM gItemData[ITEM_MAX];
int gSelectedArms; int gSelectedArms;
int gSelectedItem; int gSelectedItem;
int gCampTitleY;
BOOL gCampActive; 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() 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; gArmsEnergyX = 32;
memset(gArmsData, 0, sizeof(gArmsData)); memset(gArmsData, 0, sizeof(gArmsData));
} }
@ -36,23 +42,25 @@ void ClearItemData()
BOOL AddArmsData(long code, long max_num) BOOL AddArmsData(long code, long max_num)
{ {
// Search for code
int i = 0; int i = 0;
while (i < ARMS_MAX) while (i < ARMS_MAX)
{ {
if (gArmsData[i].code == code) if (gArmsData[i].code == code)
break; break; // Found identical
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
break; break; // Found free slot
++i; ++i;
} }
if (i == ARMS_MAX) if (i == ARMS_MAX)
return FALSE; return FALSE; // No space left
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
{ {
// Initialize new weapon
memset(&gArmsData[i], 0, sizeof(ARMS)); memset(&gArmsData[i], 0, sizeof(ARMS));
gArmsData[i].level = 1; gArmsData[i].level = 1;
} }
@ -62,6 +70,7 @@ BOOL AddArmsData(long code, long max_num)
gArmsData[i].max_num += max_num; gArmsData[i].max_num += max_num;
gArmsData[i].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) if (gArmsData[i].num > gArmsData[i].max_num)
gArmsData[i].num = gArmsData[i].max_num; gArmsData[i].num = gArmsData[i].max_num;
@ -70,17 +79,18 @@ BOOL AddArmsData(long code, long max_num)
BOOL SubArmsData(long code) BOOL SubArmsData(long code)
{ {
// Search for code
int i; int i;
for (i = 0; i < ARMS_MAX; ++i) for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code) if (gArmsData[i].code == code)
break; break; // Found
#ifdef FIX_BUGS #ifdef FIX_BUGS
if (i == ARMS_MAX) if (i == ARMS_MAX)
#else #else
if (i == ITEM_MAX) // Oops if (i == ITEM_MAX) // Wrong
#endif #endif
return FALSE; return FALSE; // Not found
// Shift all arms from the right to the left // Shift all arms from the right to the left
for (++i; i < ARMS_MAX; ++i) for (++i; i < ARMS_MAX; ++i)
@ -95,18 +105,20 @@ BOOL SubArmsData(long code)
BOOL TradeArms(long code1, long code2, long max_num) BOOL TradeArms(long code1, long code2, long max_num)
{ {
// Search for code1
int i = 0; int i = 0;
while (i < ARMS_MAX) while (i < ARMS_MAX)
{ {
if (gArmsData[i].code == code1) if (gArmsData[i].code == code1)
break; break; // Found identical
++i; ++i;
} }
if (i == ARMS_MAX) if (i == ARMS_MAX)
return FALSE; 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].level = 1;
gArmsData[i].code = code2; gArmsData[i].code = code2;
gArmsData[i].max_num += max_num; gArmsData[i].max_num += max_num;
@ -118,20 +130,21 @@ BOOL TradeArms(long code1, long code2, long max_num)
BOOL AddItemData(long code) BOOL AddItemData(long code)
{ {
// Search for code
int i = 0; int i = 0;
while (i < ITEM_MAX) while (i < ITEM_MAX)
{ {
if (gItemData[i].code == code) if (gItemData[i].code == code)
break; break; // Found identical
if (gItemData[i].code == 0) if (gItemData[i].code == 0)
break; break; // Found free slot
++i; ++i;
} }
if (i == ITEM_MAX) if (i == ITEM_MAX)
return FALSE; return FALSE; // Not found
gItemData[i].code = code; gItemData[i].code = code;
@ -140,13 +153,14 @@ BOOL AddItemData(long code)
BOOL SubItemData(long code) BOOL SubItemData(long code)
{ {
// Search for code
int i; int i;
for (i = 0; i < ITEM_MAX; ++i) for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == code) if (gItemData[i].code == code)
break; break; // Found
if (i == ITEM_MAX) if (i == ITEM_MAX)
return FALSE; return FALSE; // Not found
// Shift all items from the right to the left // Shift all items from the right to the left
for (++i; i < ITEM_MAX; ++i) for (++i; i < ITEM_MAX; ++i)
@ -158,8 +172,10 @@ BOOL SubItemData(long code)
return TRUE; return TRUE;
} }
/// Update the inventory cursor
void MoveCampCursor() void MoveCampCursor()
{ {
// Compute the current amount of weapons and items
int arms_num = 0; int arms_num = 0;
int item_num = 0; int item_num = 0;
while (gArmsData[arms_num].code != 0) while (gArmsData[arms_num].code != 0)
@ -168,37 +184,45 @@ void MoveCampCursor()
++item_num; ++item_num;
if (arms_num == 0 && item_num == 0) if (arms_num == 0 && item_num == 0)
return; return; // Empty inventory
/// True if we're currently changing cursor position
BOOL bChange = FALSE; BOOL bChange = FALSE;
if (gCampActive == FALSE) if (gCampActive == FALSE)
{ {
// Handle selected weapon
if (gKeyTrg & gKeyLeft) if (gKeyTrg & gKeyLeft)
{ {
--gSelectedArms; --gSelectedArms;
bChange = TRUE; bChange = TRUE;
} }
if (gKeyTrg & gKeyRight) if (gKeyTrg & gKeyRight)
{ {
++gSelectedArms; ++gSelectedArms;
bChange = TRUE; bChange = TRUE;
} }
if (gKeyTrg & (gKeyUp | gKeyDown)) 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) if (item_num)
gCampActive = TRUE; gCampActive = TRUE;
bChange = TRUE; bChange = TRUE;
} }
// Loop around gSelectedArms if needed
if (gSelectedArms < 0) if (gSelectedArms < 0)
gSelectedArms = arms_num - 1; gSelectedArms = arms_num - 1;
if (gSelectedArms > arms_num - 1) if (gSelectedArms > arms_num - 1)
gSelectedArms = 0; gSelectedArms = 0;
} }
else else
{ {
// Handle selected item
if (gKeyTrg & gKeyLeft) if (gKeyTrg & gKeyLeft)
{ {
if (gSelectedItem % 6 == 0) if (gSelectedItem % 6 == 0)
@ -212,9 +236,9 @@ void MoveCampCursor()
if (gKeyTrg & gKeyRight) if (gKeyTrg & gKeyRight)
{ {
if (gSelectedItem == item_num - 1) if (gSelectedItem == item_num - 1)
gSelectedItem = 6 * (gSelectedItem / 6); gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
else if (gSelectedItem % 6 == 5) else if (gSelectedItem % 6 == 5)
gSelectedItem -= 5; gSelectedItem -= 5; // Loop around row
else else
++gSelectedItem; ++gSelectedItem;
@ -224,7 +248,7 @@ void MoveCampCursor()
if (gKeyTrg & gKeyUp) if (gKeyTrg & gKeyUp)
{ {
if (gSelectedItem / 6 == 0) if (gSelectedItem / 6 == 0)
gCampActive = FALSE; gCampActive = FALSE; // We're on the first row, transition to weapons
else else
gSelectedItem -= 6; gSelectedItem -= 6;
@ -234,7 +258,7 @@ void MoveCampCursor()
if (gKeyTrg & gKeyDown) if (gKeyTrg & gKeyDown)
{ {
if (gSelectedItem / 6 == (item_num - 1) / 6) if (gSelectedItem / 6 == (item_num - 1) / 6)
gCampActive = FALSE; gCampActive = FALSE; // We're on the last row, transition to weapons
else else
gSelectedItem += 6; gSelectedItem += 6;
@ -242,7 +266,7 @@ void MoveCampCursor()
} }
if (gSelectedItem >= item_num) if (gSelectedItem >= item_num)
gSelectedItem = item_num - 1; gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
if (gCampActive && gKeyTrg & gKeyOk) if (gCampActive && gKeyTrg & gKeyOk)
StartTextScript(gItemData[gSelectedItem].code + 6000); StartTextScript(gItemData[gSelectedItem].code + 6000);
@ -252,7 +276,8 @@ void MoveCampCursor()
{ {
if (gCampActive == FALSE) if (gCampActive == FALSE)
{ {
PlaySoundObject(4, 1); // Switch to a weapon
PlaySoundObject(SND_SWITCH_WEAPON, 1);
if (arms_num) if (arms_num)
StartTextScript(gArmsData[gSelectedArms].code + 1000); StartTextScript(gArmsData[gSelectedArms].code + 1000);
@ -261,7 +286,8 @@ void MoveCampCursor()
} }
else else
{ {
PlaySoundObject(1, 1); // Switch to an item
PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, 1);
if (item_num) if (item_num)
StartTextScript(gItemData[gSelectedItem].code + 5000); StartTextScript(gItemData[gSelectedItem].code + 5000);
@ -271,19 +297,35 @@ void MoveCampCursor()
} }
} }
/// Draw the inventory
void PutCampObject() void PutCampObject()
{ {
int i; int i;
/// Rect for the current weapon
RECT rcArms; RECT rcArms;
/// Rect for the current item
RECT rcItem; RECT rcItem;
// Get rects /// Probably the rect for the slash
RECT rcPer = {72, 48, 80, 56}; RECT rcPer = {72, 48, 80, 56};
/// Rect for when there is no ammo (double dashes)
RECT rcNone = {80, 48, 96, 56}; RECT rcNone = {80, 48, 96, 56};
/// Rect for the "Lv" text!
RECT rcLv = {80, 80, 96, 88}; RECT rcLv = {80, 80, 96, 88};
/// Final rect drawn on the screen
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; 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}}; 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 rcCur2[2] = {{80, 88, 112, 104}, {80, 104, 112, 120}};
RECT rcTitle1 = {80, 48, 144, 56}; RECT rcTitle1 = {80, 48, 144, 56};
RECT rcTitle2 = {80, 56, 144, 64}; RECT rcTitle2 = {80, 56, 144, 64};
RECT rcBoxTop = {0, 0, 244, 8}; RECT rcBoxTop = {0, 0, 244, 8};
@ -313,17 +355,19 @@ void PutCampObject()
else else
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX);
// Draw arms // Draw weapons
for (i = 0; i < ARMS_MAX; ++i) for (i = 0; i < ARMS_MAX; ++i)
{ {
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
break; break; // Invalid weapon
rcArms.left = 16 * (gArmsData[i].code % 16); // Get icon rect for next weapon
rcArms.left = (gArmsData[i].code % 16) * 16;
rcArms.right = rcArms.left + 16; rcArms.right = rcArms.left + 16;
rcArms.top = 16 * (gArmsData[i].code / 16); rcArms.top = ((gArmsData[i].code) / 16) * 16;
rcArms.bottom = rcArms.top + 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 - 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 - 128) / 2, &rcPer, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX);
@ -337,6 +381,7 @@ void PutCampObject()
} }
else 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 - 144) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
} }
@ -351,8 +396,9 @@ void PutCampObject()
for (i = 0; i < ITEM_MAX; ++i) for (i = 0; i < ITEM_MAX; ++i)
{ {
if (gItemData[i].code == 0) if (gItemData[i].code == 0)
break; break; // Invalid item
// Get rect for next item
rcItem.left = 32 * (gItemData[i].code % 8); rcItem.left = 32 * (gItemData[i].code % 8);
rcItem.right = rcItem.left + 32; rcItem.right = rcItem.left + 32;
rcItem.top = 16 * (gItemData[i].code / 8); rcItem.top = 16 * (gItemData[i].code / 8);
@ -369,16 +415,19 @@ int CampLoop()
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
// Load the inventory script // Save the current script path (to restore it when we get out of the inventory)
GetTextScriptPath(old_script_path); GetTextScriptPath(old_script_path);
// Load the inventory script
LoadTextScript2("ArmsItem.tsc"); LoadTextScript2("ArmsItem.tsc");
gCampTitleY = (WINDOW_HEIGHT - 192) / 2; gCampTitleY = (WINDOW_HEIGHT - 192) / 2;
// Put the cursor on the first weapon
gCampActive = FALSE; gCampActive = FALSE;
gSelectedItem = 0; gSelectedItem = 0;
// Run script // Compute current amount of weapons
arms_num = 0; arms_num = 0;
while (gArmsData[arms_num].code != 0) while (gArmsData[arms_num].code != 0)
++arms_num; ++arms_num;
@ -392,36 +441,39 @@ int CampLoop()
{ {
GetTrg(); GetTrg();
// Handle ESC
if (gKeyTrg & KEY_ESCAPE) if (gKeyTrg & KEY_ESCAPE)
{ {
switch (Call_Escape(ghWnd)) switch (Call_Escape(ghWnd))
{ {
case 0: case 0:
return 0; return 0; // Quit game
case 2: case 2:
return 2; return 2; // Go to game intro
} }
} }
if (g_GameFlags & 2) if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED)
MoveCampCursor(); MoveCampCursor();
switch (TextScriptProc()) switch (TextScriptProc())
{ {
case 0: case 0:
return 0; return 0; // Quit game
case 2: case 2:
return 2; return 2; // Go to game intro
} }
// Get currently displayed image
PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB); PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB);
PutCampObject(); PutCampObject();
PutTextScript(); PutTextScript();
PutFramePerSecound(); PutFramePerSecound();
// Check whether we're getting out of the loop
if (gCampActive) if (gCampActive)
{ {
if (g_GameFlags & 2 && gKeyTrg & (gKeyCancel | gKeyItem)) if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem))
{ {
StopTextScript(); StopTextScript();
break; break;
@ -437,60 +489,57 @@ int CampLoop()
} }
if (!Flip_SystemTask(ghWnd)) if (!Flip_SystemTask(ghWnd))
return 0; return 0; // Quit game
} }
// Resume original script // Resume original script
LoadTextScript_Stage(old_script_path); LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 32; gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
return 1; return 1; // Go to game
} }
BOOL CheckItem(long a) 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) if (gItemData[i].code == a)
return TRUE; return TRUE; // Found
}
return FALSE; return FALSE; // Not found
} }
BOOL CheckArms(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) if (gArmsData[i].code == a)
return TRUE; return TRUE; // Found
}
return FALSE; return FALSE; // Not found
} }
BOOL UseArmsEnergy(long num) BOOL UseArmsEnergy(long num)
{ {
if (gArmsData[gSelectedArms].max_num == 0) if (gArmsData[gSelectedArms].max_num == 0)
return TRUE; return TRUE; // No ammo needed
if (gArmsData[gSelectedArms].num == 0) if (gArmsData[gSelectedArms].num == 0)
return FALSE; return FALSE; // No ammo left
gArmsData[gSelectedArms].num -= num; gArmsData[gSelectedArms].num -= num;
if (gArmsData[gSelectedArms].num < 0) if (gArmsData[gSelectedArms].num < 0)
gArmsData[gSelectedArms].num = 0; gArmsData[gSelectedArms].num = 0;
return TRUE; return TRUE; // Was able to spend ammo
} }
BOOL ChargeArmsEnergy(long num) BOOL ChargeArmsEnergy(long num)
{ {
gArmsData[gSelectedArms].num += num; gArmsData[gSelectedArms].num += num;
// Cap the ammo to the maximum ammunition
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num) if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num; gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
return TRUE; return TRUE; // Always successfull
} }
void FullArmsEnergy() void FullArmsEnergy()
@ -498,7 +547,7 @@ void FullArmsEnergy()
for (int a = 0; a < ARMS_MAX; a++) for (int a = 0; a < ARMS_MAX; a++)
{ {
if (gArmsData[a].code == 0) if (gArmsData[a].code == 0)
continue; continue; // Don't change empty weapons
gArmsData[a].num = gArmsData[a].max_num; gArmsData[a].num = gArmsData[a].max_num;
} }
@ -506,6 +555,7 @@ void FullArmsEnergy()
int RotationArms() int RotationArms()
{ {
// Get amount of weapons
int arms_num = 0; int arms_num = 0;
while (gArmsData[arms_num].code != 0) while (gArmsData[arms_num].code != 0)
++arms_num; ++arms_num;
@ -515,6 +565,7 @@ int RotationArms()
ResetSpurCharge(); ResetSpurCharge();
// Select next valid weapon
++gSelectedArms; ++gSelectedArms;
while (gSelectedArms < arms_num) while (gSelectedArms < arms_num)
@ -529,13 +580,14 @@ int RotationArms()
gSelectedArms = 0; gSelectedArms = 0;
gArmsEnergyX = 32; gArmsEnergyX = 32;
PlaySoundObject(4, 1); PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code; return gArmsData[gSelectedArms].code;
} }
int RotationArmsRev() int RotationArmsRev()
{ {
// Get amount of weapons
int arms_num = 0; int arms_num = 0;
while (gArmsData[arms_num].code != 0) while (gArmsData[arms_num].code != 0)
++arms_num; ++arms_num;
@ -545,6 +597,7 @@ int RotationArmsRev()
ResetSpurCharge(); ResetSpurCharge();
// Select previous valid weapon
if (--gSelectedArms < 0) if (--gSelectedArms < 0)
gSelectedArms = arms_num - 1; gSelectedArms = arms_num - 1;
@ -557,7 +610,7 @@ int RotationArmsRev()
} }
gArmsEnergyX = 0; gArmsEnergyX = 0;
PlaySoundObject(4, 1); PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code; return gArmsData[gSelectedArms].code;
} }
@ -566,5 +619,5 @@ void ChangeToFirstArms()
{ {
gSelectedArms = 0; gSelectedArms = 0;
gArmsEnergyX = 32; gArmsEnergyX = 32;
PlaySoundObject(4, 1); PlaySoundObject(SND_SWITCH_WEAPON, 1);
} }

View file

@ -2,48 +2,111 @@
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
// "Arms" is a synonym of "weapon" here
// "Code" means "ID" here
// "Num" often means "ammo" here
/// Weapon struct
struct ARMS struct ARMS
{ {
/// ID of the weapon
int code; int code;
/// Current level of the weapon
int level; int level;
/// Current EXP of the weapon. It is counted from the current level (it's reset to 0 at each level up)
int exp; int exp;
/// Maximum ammunition
int max_num; int max_num;
/// Current ammunition
int num; int num;
}; };
struct ITEM struct ITEM
{ {
/// ID of the item
int code; int code;
}; };
#define ARMS_MAX 8
#define ITEM_MAX 32
// Limits for the amount of weapons and items
#define ARMS_MAX 8
#define ITEM_MAX 0x20
/// X coordinate for the weapons HUD section. Set it to 32 for the forward weapon rotation "animation", 0 for the reverse weapon rotation "animation" and 16 to immobilise it
extern int gArmsEnergyX; extern int gArmsEnergyX;
/// Currently selected weapon
extern int gSelectedArms; extern int gSelectedArms;
// Currently selected item
extern int gSelectedItem; extern int gSelectedItem;
/// Contains data for all the weapons the character currently has
extern ARMS gArmsData[ARMS_MAX]; extern ARMS gArmsData[ARMS_MAX];
extern ITEM gItemData[ITEM_MAX];
extern int gSelectedArms;
extern int gSelectedItem;
extern int gCampTitleY;
extern BOOL gCampActive;
/// Contains data for all the items the character currently has
extern ITEM gItemData[ITEM_MAX];
/// Clear the weapons array, reverting it to the default state (no weapons) and adjust variables (initialize weapons basically)
void ClearArmsData(); void ClearArmsData();
/// Clear the item array, reverting it to the default state (no items) (initialize items basically)
void ClearItemData(); void ClearItemData();
/// Add code to the weapons, 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); BOOL AddArmsData(long code, long max_num);
/// Remove code from the weapons. Fails if code is not found
BOOL SubArmsData(long code); 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); BOOL TradeArms(long code1, long code2, long max_num);
/// Add code to the items. Fails if no space is left
BOOL AddItemData(long code); BOOL AddItemData(long code);
/// Remove code from the items. Fails if code is not found
BOOL SubItemData(long code); BOOL SubItemData(long code);
/// Inventory loop. Returns mode.
int CampLoop(); int CampLoop();
/// Search for a in the items. Returns whether a was found
BOOL CheckItem(long a); BOOL CheckItem(long a);
/// Search for a in the weapons. Returns whether a was found
BOOL CheckArms(long a); BOOL CheckArms(long a);
/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire
BOOL UseArmsEnergy(long num); BOOL UseArmsEnergy(long num);
/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true
BOOL ChargeArmsEnergy(long num); BOOL ChargeArmsEnergy(long num);
/// Set every weapons ammunition to its maximum ammunition
void FullArmsEnergy(); void FullArmsEnergy();
// "Rotation" means "Weapons currently owned by the player (present in the weapons array)"
/// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon
int RotationArms(); int RotationArms();
/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon
int RotationArmsRev(); int RotationArmsRev();
/// Change the current weapon to be the first one and play the usual rotation animation
void ChangeToFirstArms(); void ChangeToFirstArms();

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@ -2,6 +2,30 @@
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
enum GameFlagsValues
{
// To be continued
/**
* While this bit is NOT set, the game will :
* - Disable manual movement of the character
* - Disable shooting bullets
* - Disable shooting Curly's nemesis
* - Disable changing weapons
* - Disable speeding up the display of text in TSC scripts
* - Disable damage of the character
* - Not display the HUD (Life, EXP, air, weapons)
* - Disable animation of the character
* - Disable movement of the inventory cursor
* - Disable getting out of the inventory while on the item section
* - Create a bullet if some other conditions are fullfilled while iterating over the stars in ActStar (If you have any idea of how that actually works, you may
* want to replace this line with a better explanation)
*/
GAME_FLAG_IS_CONTROL_ENABLED = 2,
// To be continued
};
extern int g_GameFlags; extern int g_GameFlags;
extern int gCounter; extern int gCounter;

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@ -15,6 +15,11 @@
enum SoundEffectNames enum SoundEffectNames
{ {
SND_YES_NO_CHANGE_CHOICE = 1,
SND_MESSAGE_TYPING = 2,
SND_QUOTE_BUMP_HEAD = 3,
SND_SWITCH_WEAPON = 4,
SND_YES_NO_PROMPT = 5,
// To be continued // To be continued
SND_SILLY_EXPLOSION = 25, SND_SILLY_EXPLOSION = 25,
SND_LARGE_OBJECT_HIT_GROUND = 26, SND_LARGE_OBJECT_HIT_GROUND = 26,