cave-story-solaris/src/ArmsItem.cpp
2019-01-29 09:17:13 -05:00

500 lines
No EOL
10 KiB
C++

#include <string.h>
#include "CommonDefines.h"
#include "TextScr.h"
#include "ArmsItem.h"
#include "Draw.h"
#include "KeyControl.h"
#include "Escape.h"
#include "Sound.h"
#include "Main.h"
#include "Game.h"
int gArmsEnergyX = 16;
ARMS gArmsData[ARMS_MAX];
ITEM gItemData[ITEM_MAX];
int gSelectedArms;
int gSelectedItem;
int gCampTitleY;
bool gCampActive;
void ClearArmsData()
{
gArmsEnergyX = 32;
memset(gArmsData, 0, sizeof(gArmsData));
}
void ClearItemData()
{
memset(gItemData, 0, sizeof(gItemData));
}
bool AddArmsData(int code, int max_num)
{
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == code || !gArmsData[i].code)
{
if (!gArmsData[i].code)
{
memset(&gArmsData[i], 0, sizeof(ARMS));
gArmsData[i].level = 1;
}
gArmsData[i].code = code;
gArmsData[i].max_num += max_num;
gArmsData[i].num += max_num;
if (gArmsData[i].num > gArmsData[i].max_num)
gArmsData[i].num = gArmsData[i].max_num;
return true;
}
}
return false;
}
bool SubArmsData(int code)
{
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == code)
{
//Shift all arms from the right to the left
int ia;
for (ia = i + 1; ia < ARMS_MAX; ++ia)
{
gArmsData[ia - 1].code = gArmsData[ia].code;
gArmsData[ia - 1].level = gArmsData[ia].level;
gArmsData[ia - 1].exp = gArmsData[ia].exp;
gArmsData[ia - 1].max_num = gArmsData[ia].max_num;
gArmsData[ia - 1].num = gArmsData[ia].num;
}
gArmsData[ia - 1].code = 0;
gSelectedArms = 0;
return true;
}
}
return false;
}
bool TradeArms(int code1, int code2, int max_num)
{
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == code1)
{
gArmsData[i].level = 1;
gArmsData[i].code = code2;
gArmsData[i].max_num += max_num;
gArmsData[i].num += max_num;
gArmsData[i].exp = 0;
return true;
}
}
return false;
}
bool AddItemData(int code)
{
for (int i = 0; i < ITEM_MAX; i++)
{
if (gItemData[i].code == code || !gItemData[i].code)
{
gItemData[i].code = code;
return true;
}
}
return false;
}
bool SubItemData(int code)
{
for (int i = 0; i < ITEM_MAX; i++)
{
if (gItemData[i].code == code)
{
//Shift all items from the right to the left
int ia;
for (ia = i + 1; ia < ITEM_MAX; ++ia)
gItemData[ia - 1].code = gItemData[ia].code;
gItemData[ia - 1].code = 0;
gSelectedItem = 0;
return true;
}
}
return false;
}
void MoveCampCursor()
{
int arms_num = 0;
int item_num = 0;
while ( gArmsData[arms_num].code != 0 )
++arms_num;
while ( gItemData[item_num].code != 0 )
++item_num;
if (arms_num || item_num)
{
bool bChange = false;
if (gCampActive)
{
if (gKeyTrg & gKeyLeft)
{
if (gSelectedItem % 6)
--gSelectedItem;
else
gSelectedItem += 5;
bChange = true;
}
if (gKeyTrg & gKeyRight)
{
if (item_num - 1 == gSelectedItem)
gSelectedItem = 6 * (gSelectedItem / 6);
else if (gSelectedItem % 6 == 5)
gSelectedItem -= 5;
else
++gSelectedItem;
bChange = true;
}
if (gKeyTrg & gKeyUp)
{
if (gSelectedItem + 5 > 10)
gSelectedItem -= 6;
else
gCampActive = false;
bChange = true;
}
if ( gKeyTrg & gKeyDown )
{
if ( gSelectedItem / 6 == (item_num - 1) / 6 )
gCampActive = false;
else
gSelectedItem += 6;
bChange = true;
}
if (gSelectedItem >= item_num)
gSelectedItem = item_num - 1;
if (gCampActive && gKeyTrg & gKeyOk)
StartTextScript(gItemData[gSelectedItem].code + 6000);
}
else
{
if (gKeyTrg & gKeyLeft)
{
--gSelectedArms;
bChange = true;
}
if (gKeyTrg & gKeyRight)
{
++gSelectedArms;
bChange = true;
}
if ((gKeyDown | gKeyUp) & gKeyTrg)
{
if (item_num)
gCampActive = true;
bChange = true;
}
if (gSelectedArms < 0)
gSelectedArms = arms_num - 1;
if (arms_num - 1 < gSelectedArms)
gSelectedArms = 0;
}
if (bChange)
{
if (gCampActive)
{
PlaySoundObject(1, 1);
if (item_num)
StartTextScript(gItemData[gSelectedItem].code + 5000);
else
StartTextScript(5000);
}
else
{
PlaySoundObject(4, 1);
if (arms_num)
StartTextScript(gArmsData[gSelectedArms].code + 1000);
else
StartTextScript(1000);
}
}
}
}
void PutCampObject()
{
//Get rects
RECT rcPer = {72, 48, 80, 56};
RECT rcNone = {80, 48, 96, 56};
RECT rcLv = {80, 80, 96, 88};
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
RECT rcCur1[2];
RECT rcCur2[2];
rcCur1[0] = {0, 88, 40, 128};
rcCur1[1] = {40, 88, 80, 128};
rcCur2[0] = {80, 88, 112, 104};
rcCur2[1] = {80, 104, 112, 120};
RECT rcTitle1 = {80, 48, 144, 56};
RECT rcTitle2 = {80, 56, 144, 64};
RECT rcBoxTop = {0, 0, 244, 8};
RECT rcBoxBody = {0, 8, 244, 16};
RECT rcBoxBottom = {0, 16, 244, 24};
//Draw box
int y;
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, 26);
for (y = 1; y < 18; y++)
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBody, 26);
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBottom, 26);
//Move titles
if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2)
--gCampTitleY;
//Draw titles
PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, 26);
PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, 26);
//Draw arms cursor
static int flash;
++flash;
if (gCampActive)
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[1], 26);
else
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[(flash >> 1) & 1], 26);
//Draw arms
for (int i = 0; i < ARMS_MAX && gArmsData[i].code; i++)
{
RECT rcArms;
rcArms.left = 16 * (gArmsData[i].code % 16);
rcArms.right = rcArms.left + 16;
rcArms.top = 16 * (gArmsData[i].code / 16);
rcArms.bottom = rcArms.top + 16;
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 192) / 2, &rcArms, 12);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, 26);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, 26);
PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, gArmsData[i].level, 0);
//Draw ammo
if ( gArmsData[i].max_num )
{
PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 144) / 2, gArmsData[i].num, 0);
PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, gArmsData[i].max_num, 0);
}
else
{
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 144) / 2, &rcNone, 26);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, 26);
}
}
//Draw items cursor
if (gCampActive)
PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash >> 1) & 1], 26);
else
PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], 26);
for (int i = 0; i < ITEM_MAX && gItemData[i].code; i++)
{
RECT rcItem;
rcItem.left = 32 * (gItemData[i].code % 8);
rcItem.right = rcItem.left + 32;
rcItem.top = 16 * (gItemData[i].code / 8);
rcItem.bottom = rcItem.top + 16;
PutBitmap3(&rcView, 32 * (i % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (i / 6) + (WINDOW_HEIGHT - 88) / 2, &rcItem, 8);
}
}
int CampLoop()
{
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
//Load the inventory script
char old_script_path[PATH_LENGTH];
GetTextScriptPath(old_script_path);
char name[13];
strcpy(name, "ArmsItem.tsc");
LoadTextScript2(name);
gCampTitleY = (WINDOW_HEIGHT - 192) / 2;
gCampActive = 0;
gSelectedItem = 0;
//Run script
int arms_num;
for (arms_num = 0; gArmsData[arms_num].code != 0; arms_num++);
if (arms_num)
StartTextScript(gArmsData[gSelectedArms].code + 1000);
else
StartTextScript(gItemData[gSelectedItem].code + 5000);
while (true)
{
GetTrg();
if (gKeyTrg & KEY_ESCAPE)
{
int escRet = Call_Escape();
if (escRet == 0)
return 0;
if (escRet == 2)
return 1;
}
if (g_GameFlags & 2)
MoveCampCursor();
int tscRet = TextScriptProc();
if (tscRet == 0)
return 0;
if (tscRet == 2)
return 2;
PutBitmap4(&rcView, 0, 0, &rcView, 10);
PutCampObject();
PutTextScript();
PutFramePerSecound();
if (!gCampActive && (gKeyItem | gKeyCancel | gKeyOk) & gKeyTrg)
break;
else if (g_GameFlags & 2 && (gKeyItem | gKeyCancel) & gKeyTrg)
break;
if (!Flip_SystemTask())
return 0;
}
//Resume original script
StopTextScript();
LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 32;
return 1;
}
bool CheckItem(int a)
{
for (int i = 0; i < ITEM_MAX; i++)
{
if (gItemData[i].code == a)
return true;
}
return false;
}
bool CheckArms(int a)
{
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == a)
return true;
}
return false;
}
bool UseArmsEnergy(int num)
{
if (!gArmsData[gSelectedArms].max_num)
return true;
if (!gArmsData[gSelectedArms].num)
return false;
gArmsData[gSelectedArms].num -= num;
if (gArmsData[gSelectedArms].num < 0)
gArmsData[gSelectedArms].num = 0;
return true;
}
bool ChargeArmsEnergy(int num)
{
gArmsData[gSelectedArms].num += num;
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
return true;
}
void FullArmsEnergy()
{
for (int a = 0; a < ARMS_MAX; a++)
{
if (gArmsData[a].code)
gArmsData[a].num = gArmsData[a].max_num;
}
}
int RotationArms()
{
int arms_num;
for ( arms_num = 0; gArmsData[arms_num].code != 0; arms_num++);
if (!arms_num)
return 0;
//ResetSpurCharge();
++gSelectedArms;
while (gSelectedArms < arms_num && !gArmsData[gSelectedArms].code)
++gSelectedArms;
if (gSelectedArms == arms_num)
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(4, 1);
return gArmsData[gSelectedArms].code;
}
int RotationArmsRev()
{
int arms_num;
for (arms_num = 0; gArmsData[arms_num].code != 0; arms_num++);
if (!arms_num)
return 0;
//ResetSpurCharge();
if (--gSelectedArms < 0)
gSelectedArms = arms_num - 1;
while (gSelectedArms < arms_num && !gArmsData[gSelectedArms].code)
--gSelectedArms;
gArmsEnergyX = 0;
PlaySoundObject(4, 1);
return gArmsData[gSelectedArms].code;
}
void ChangeToFirstArms()
{
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(4, 1);
}