Merge pull request #55 from GabrielRavier/commentArmsItem
Comment ArmsItem
This commit is contained in:
commit
d2df9d9104
4 changed files with 210 additions and 65 deletions
169
src/ArmsItem.cpp
169
src/ArmsItem.cpp
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@ -16,15 +16,21 @@
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int gArmsEnergyX = 16;
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ARMS gArmsData[ARMS_MAX];
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ITEM gItemData[ITEM_MAX];
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int gSelectedArms;
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int gSelectedItem;
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int gCampTitleY;
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BOOL gCampActive;
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ARMS gArmsData[ARMS_MAX];
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ITEM gItemData[ITEM_MAX];
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/// True if we're in the items section of the inventory (not in the weapons section) (only relevant when the inventory is open)
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static BOOL gCampActive;
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static int gCampTitleY;
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void ClearArmsData()
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{
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#ifdef FIX_BUGS
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gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData)
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#endif
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gArmsEnergyX = 32;
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memset(gArmsData, 0, sizeof(gArmsData));
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}
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@ -36,23 +42,25 @@ void ClearItemData()
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BOOL AddArmsData(long code, long max_num)
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{
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// Search for code
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int i = 0;
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while (i < ARMS_MAX)
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{
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if (gArmsData[i].code == code)
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break;
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break; // Found identical
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if (gArmsData[i].code == 0)
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break;
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break; // Found free slot
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++i;
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}
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if (i == ARMS_MAX)
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return FALSE;
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return FALSE; // No space left
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if (gArmsData[i].code == 0)
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{
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// Initialize new weapon
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memset(&gArmsData[i], 0, sizeof(ARMS));
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gArmsData[i].level = 1;
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}
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@ -62,6 +70,7 @@ BOOL AddArmsData(long code, long max_num)
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gArmsData[i].max_num += max_num;
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gArmsData[i].num += max_num;
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// Cap the amount of current ammo to the maximum amount of ammo
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if (gArmsData[i].num > gArmsData[i].max_num)
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gArmsData[i].num = gArmsData[i].max_num;
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@ -70,17 +79,18 @@ BOOL AddArmsData(long code, long max_num)
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BOOL SubArmsData(long code)
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{
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// Search for code
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int i;
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for (i = 0; i < ARMS_MAX; ++i)
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if (gArmsData[i].code == code)
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break;
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break; // Found
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#ifdef FIX_BUGS
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if (i == ARMS_MAX)
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#else
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if (i == ITEM_MAX) // Oops
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if (i == ITEM_MAX) // Wrong
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#endif
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return FALSE;
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return FALSE; // Not found
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// Shift all arms from the right to the left
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for (++i; i < ARMS_MAX; ++i)
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@ -95,18 +105,20 @@ BOOL SubArmsData(long code)
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BOOL TradeArms(long code1, long code2, long max_num)
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{
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// Search for code1
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int i = 0;
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while (i < ARMS_MAX)
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{
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if (gArmsData[i].code == code1)
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break;
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break; // Found identical
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++i;
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}
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if (i == ARMS_MAX)
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return FALSE;
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return FALSE; // Not found
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// Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
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gArmsData[i].level = 1;
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gArmsData[i].code = code2;
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gArmsData[i].max_num += max_num;
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@ -118,20 +130,21 @@ BOOL TradeArms(long code1, long code2, long max_num)
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BOOL AddItemData(long code)
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{
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// Search for code
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int i = 0;
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while (i < ITEM_MAX)
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{
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if (gItemData[i].code == code)
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break;
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break; // Found identical
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if (gItemData[i].code == 0)
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break;
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break; // Found free slot
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++i;
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}
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if (i == ITEM_MAX)
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return FALSE;
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return FALSE; // Not found
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gItemData[i].code = code;
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@ -140,13 +153,14 @@ BOOL AddItemData(long code)
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BOOL SubItemData(long code)
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{
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// Search for code
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int i;
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for (i = 0; i < ITEM_MAX; ++i)
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if (gItemData[i].code == code)
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break;
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break; // Found
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if (i == ITEM_MAX)
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return FALSE;
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return FALSE; // Not found
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// Shift all items from the right to the left
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for (++i; i < ITEM_MAX; ++i)
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@ -158,8 +172,10 @@ BOOL SubItemData(long code)
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return TRUE;
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}
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/// Update the inventory cursor
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void MoveCampCursor()
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{
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// Compute the current amount of weapons and items
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int arms_num = 0;
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int item_num = 0;
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while (gArmsData[arms_num].code != 0)
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@ -168,37 +184,45 @@ void MoveCampCursor()
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++item_num;
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if (arms_num == 0 && item_num == 0)
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return;
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return; // Empty inventory
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/// True if we're currently changing cursor position
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BOOL bChange = FALSE;
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if (gCampActive == FALSE)
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{
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// Handle selected weapon
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if (gKeyTrg & gKeyLeft)
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{
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--gSelectedArms;
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bChange = TRUE;
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}
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if (gKeyTrg & gKeyRight)
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{
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++gSelectedArms;
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bChange = TRUE;
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}
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if (gKeyTrg & (gKeyUp | gKeyDown))
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{
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// If there are any items, we're changing to the items section, since the weapons section has only 1 row
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if (item_num)
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gCampActive = TRUE;
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bChange = TRUE;
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}
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// Loop around gSelectedArms if needed
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if (gSelectedArms < 0)
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gSelectedArms = arms_num - 1;
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if (gSelectedArms > arms_num - 1)
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gSelectedArms = 0;
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}
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else
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{
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// Handle selected item
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if (gKeyTrg & gKeyLeft)
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{
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if (gSelectedItem % 6 == 0)
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@ -212,9 +236,9 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyRight)
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{
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if (gSelectedItem == item_num - 1)
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gSelectedItem = 6 * (gSelectedItem / 6);
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gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
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else if (gSelectedItem % 6 == 5)
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gSelectedItem -= 5;
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gSelectedItem -= 5; // Loop around row
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else
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++gSelectedItem;
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@ -224,7 +248,7 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyUp)
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{
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if (gSelectedItem / 6 == 0)
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gCampActive = FALSE;
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gCampActive = FALSE; // We're on the first row, transition to weapons
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else
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gSelectedItem -= 6;
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@ -234,7 +258,7 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyDown)
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{
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if (gSelectedItem / 6 == (item_num - 1) / 6)
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gCampActive = FALSE;
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gCampActive = FALSE; // We're on the last row, transition to weapons
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else
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gSelectedItem += 6;
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@ -242,7 +266,7 @@ void MoveCampCursor()
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}
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if (gSelectedItem >= item_num)
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gSelectedItem = item_num - 1;
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gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
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if (gCampActive && gKeyTrg & gKeyOk)
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StartTextScript(gItemData[gSelectedItem].code + 6000);
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@ -252,7 +276,8 @@ void MoveCampCursor()
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{
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if (gCampActive == FALSE)
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{
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PlaySoundObject(4, 1);
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// Switch to a weapon
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PlaySoundObject(SND_SWITCH_WEAPON, 1);
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if (arms_num)
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StartTextScript(gArmsData[gSelectedArms].code + 1000);
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@ -261,7 +286,8 @@ void MoveCampCursor()
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}
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else
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{
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PlaySoundObject(1, 1);
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// Switch to an item
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PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, 1);
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if (item_num)
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StartTextScript(gItemData[gSelectedItem].code + 5000);
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@ -271,19 +297,35 @@ void MoveCampCursor()
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}
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}
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/// Draw the inventory
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void PutCampObject()
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{
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int i;
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/// Rect for the current weapon
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RECT rcArms;
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/// Rect for the current item
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RECT rcItem;
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// Get rects
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/// Probably the rect for the slash
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RECT rcPer = {72, 48, 80, 56};
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/// Rect for when there is no ammo (double dashes)
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RECT rcNone = {80, 48, 96, 56};
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/// Rect for the "Lv" text!
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RECT rcLv = {80, 80, 96, 88};
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/// Final rect drawn on the screen
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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/// Cursor rect array for weapons, element [1] being for when the cursor is flashing
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RECT rcCur1[2] = {{0, 88, 40, 128}, {40, 88, 80, 128}};
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/// Cursor rect array for items, element [1] being for when the cursor is flashing
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RECT rcCur2[2] = {{80, 88, 112, 104}, {80, 104, 112, 120}};
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RECT rcTitle1 = {80, 48, 144, 56};
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RECT rcTitle2 = {80, 56, 144, 64};
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RECT rcBoxTop = {0, 0, 244, 8};
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@ -313,17 +355,19 @@ void PutCampObject()
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else
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PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX);
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// Draw arms
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// Draw weapons
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for (i = 0; i < ARMS_MAX; ++i)
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{
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if (gArmsData[i].code == 0)
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break;
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break; // Invalid weapon
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rcArms.left = 16 * (gArmsData[i].code % 16);
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// Get icon rect for next weapon
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rcArms.left = (gArmsData[i].code % 16) * 16;
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rcArms.right = rcArms.left + 16;
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rcArms.top = 16 * (gArmsData[i].code / 16);
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rcArms.top = ((gArmsData[i].code) / 16) * 16;
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rcArms.bottom = rcArms.top + 16;
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// Draw the icon, slash and "Lv"
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 192) / 2, &rcArms, SURFACE_ID_ARMS_IMAGE);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX);
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@ -337,6 +381,7 @@ void PutCampObject()
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}
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else
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{
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// Weapon doesn't use ammunition
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 144) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
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}
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@ -351,8 +396,9 @@ void PutCampObject()
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for (i = 0; i < ITEM_MAX; ++i)
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{
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if (gItemData[i].code == 0)
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break;
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break; // Invalid item
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// Get rect for next item
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rcItem.left = 32 * (gItemData[i].code % 8);
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rcItem.right = rcItem.left + 32;
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rcItem.top = 16 * (gItemData[i].code / 8);
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@ -369,16 +415,19 @@ int CampLoop()
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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// Load the inventory script
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// Save the current script path (to restore it when we get out of the inventory)
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GetTextScriptPath(old_script_path);
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// Load the inventory script
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LoadTextScript2("ArmsItem.tsc");
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gCampTitleY = (WINDOW_HEIGHT - 192) / 2;
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// Put the cursor on the first weapon
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gCampActive = FALSE;
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gSelectedItem = 0;
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// Run script
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// Compute current amount of weapons
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arms_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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@ -392,36 +441,39 @@ int CampLoop()
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{
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GetTrg();
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// Handle ESC
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if (gKeyTrg & KEY_ESCAPE)
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{
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switch (Call_Escape(ghWnd))
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{
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case 0:
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return 0;
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return 0; // Quit game
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case 2:
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return 2;
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return 2; // Go to game intro
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}
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}
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if (g_GameFlags & 2)
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED)
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MoveCampCursor();
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switch (TextScriptProc())
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{
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case 0:
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return 0;
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return 0; // Quit game
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case 2:
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return 2;
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return 2; // Go to game intro
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}
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// Get currently displayed image
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PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB);
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PutCampObject();
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PutTextScript();
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PutFramePerSecound();
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// Check whether we're getting out of the loop
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if (gCampActive)
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{
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if (g_GameFlags & 2 && gKeyTrg & (gKeyCancel | gKeyItem))
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if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem))
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{
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StopTextScript();
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break;
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@ -437,60 +489,57 @@ int CampLoop()
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}
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if (!Flip_SystemTask(ghWnd))
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return 0;
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return 0; // Quit game
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}
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// Resume original script
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LoadTextScript_Stage(old_script_path);
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gArmsEnergyX = 32;
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return 1;
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gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
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return 1; // Go to game
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}
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BOOL CheckItem(long a)
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{
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for (int i = 0; i < ITEM_MAX; ++i)
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{
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if (gItemData[i].code == a)
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return TRUE;
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}
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return TRUE; // Found
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return FALSE;
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return FALSE; // Not found
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}
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BOOL CheckArms(long a)
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{
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for (int i = 0; i < ARMS_MAX; ++i)
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{
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if (gArmsData[i].code == a)
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return TRUE;
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}
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return TRUE; // Found
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return FALSE;
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return FALSE; // Not found
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}
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BOOL UseArmsEnergy(long num)
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{
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if (gArmsData[gSelectedArms].max_num == 0)
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return TRUE;
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return TRUE; // No ammo needed
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if (gArmsData[gSelectedArms].num == 0)
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return FALSE;
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return FALSE; // No ammo left
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gArmsData[gSelectedArms].num -= num;
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if (gArmsData[gSelectedArms].num < 0)
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gArmsData[gSelectedArms].num = 0;
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return TRUE;
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return TRUE; // Was able to spend ammo
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}
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BOOL ChargeArmsEnergy(long num)
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{
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gArmsData[gSelectedArms].num += num;
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// Cap the ammo to the maximum ammunition
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if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
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gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
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return TRUE;
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return TRUE; // Always successfull
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}
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void FullArmsEnergy()
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|
@ -498,7 +547,7 @@ void FullArmsEnergy()
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for (int a = 0; a < ARMS_MAX; a++)
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{
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if (gArmsData[a].code == 0)
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continue;
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continue; // Don't change empty weapons
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||||
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gArmsData[a].num = gArmsData[a].max_num;
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}
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|
@ -506,6 +555,7 @@ void FullArmsEnergy()
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int RotationArms()
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{
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||||
// Get amount of weapons
|
||||
int arms_num = 0;
|
||||
while (gArmsData[arms_num].code != 0)
|
||||
++arms_num;
|
||||
|
@ -515,6 +565,7 @@ int RotationArms()
|
|||
|
||||
ResetSpurCharge();
|
||||
|
||||
// Select next valid weapon
|
||||
++gSelectedArms;
|
||||
|
||||
while (gSelectedArms < arms_num)
|
||||
|
@ -529,13 +580,14 @@ int RotationArms()
|
|||
gSelectedArms = 0;
|
||||
|
||||
gArmsEnergyX = 32;
|
||||
PlaySoundObject(4, 1);
|
||||
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;
|
||||
|
@ -545,6 +597,7 @@ int RotationArmsRev()
|
|||
|
||||
ResetSpurCharge();
|
||||
|
||||
// Select previous valid weapon
|
||||
if (--gSelectedArms < 0)
|
||||
gSelectedArms = arms_num - 1;
|
||||
|
||||
|
@ -557,7 +610,7 @@ int RotationArmsRev()
|
|||
}
|
||||
|
||||
gArmsEnergyX = 0;
|
||||
PlaySoundObject(4, 1);
|
||||
PlaySoundObject(SND_SWITCH_WEAPON, 1);
|
||||
|
||||
return gArmsData[gSelectedArms].code;
|
||||
}
|
||||
|
@ -566,5 +619,5 @@ void ChangeToFirstArms()
|
|||
{
|
||||
gSelectedArms = 0;
|
||||
gArmsEnergyX = 32;
|
||||
PlaySoundObject(4, 1);
|
||||
PlaySoundObject(SND_SWITCH_WEAPON, 1);
|
||||
}
|
||||
|
|
|
@ -2,48 +2,111 @@
|
|||
|
||||
#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;
|
||||
|
||||
/// Current level of the weapon
|
||||
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;
|
||||
|
||||
/// Maximum ammunition
|
||||
int max_num;
|
||||
|
||||
/// Current ammunition
|
||||
int num;
|
||||
};
|
||||
|
||||
struct ITEM
|
||||
{
|
||||
/// ID of the item
|
||||
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;
|
||||
|
||||
|
||||
/// Currently selected weapon
|
||||
extern int gSelectedArms;
|
||||
|
||||
// Currently selected item
|
||||
extern int gSelectedItem;
|
||||
|
||||
/// Contains data for all the weapons the character currently has
|
||||
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();
|
||||
|
||||
/// Clear the item array, reverting it to the default state (no items) (initialize items basically)
|
||||
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);
|
||||
|
||||
/// Remove code from the weapons. 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 items. Fails if no space is left
|
||||
BOOL AddItemData(long code);
|
||||
|
||||
/// Remove code from the items. Fails if code is not found
|
||||
BOOL SubItemData(long code);
|
||||
|
||||
|
||||
/// Inventory loop. Returns mode.
|
||||
int CampLoop();
|
||||
|
||||
|
||||
/// Search for a in the items. Returns whether a was found
|
||||
BOOL CheckItem(long a);
|
||||
|
||||
/// Search for a in the weapons. Returns whether a was found
|
||||
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);
|
||||
|
||||
/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true
|
||||
BOOL ChargeArmsEnergy(long num);
|
||||
|
||||
/// Set every weapons ammunition to its maximum ammunition
|
||||
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();
|
||||
|
||||
/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon
|
||||
int RotationArmsRev();
|
||||
|
||||
/// Change the current weapon to be the first one and play the usual rotation animation
|
||||
void ChangeToFirstArms();
|
||||
|
|
24
src/Game.h
24
src/Game.h
|
@ -2,6 +2,30 @@
|
|||
|
||||
#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 gCounter;
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
|
||||
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
|
||||
SND_SILLY_EXPLOSION = 25,
|
||||
SND_LARGE_OBJECT_HIT_GROUND = 26,
|
||||
|
|
Loading…
Add table
Reference in a new issue