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

343 lines
7 KiB
C++

#include "Sound.h"
#include "MyChar.h"
#include "MycParam.h"
#include "NpChar.h"
#include "CommonDefines.h"
#include "ArmsItem.h"
#include "ValueView.h"
#include "TextScr.h"
#include "Game.h"
#include "Draw.h"
#include "Caret.h"
ARMS_LEVEL gArmsLevelTable[14] =
{
{{0, 0, 100}},
{{30, 40, 16}},
{{10, 20, 10}},
{{10, 20, 20}},
{{30, 40, 10}},
{{10, 20, 10}},
{{10, 20, 30}},
{{10, 20, 5}},
{{10, 20, 100}},
{{30, 60, 0}},
{{30, 60, 10}},
{{10, 20, 100}},
{{1, 1, 1}},
{{40, 60, 200}}
};
void AddExpMyChar(int x)
{
int lv = gArmsData[gSelectedArms].level - 1;
int arms_code = gArmsData[gSelectedArms].code;
gArmsData[gSelectedArms].exp += x;
if (lv == 2)
{
if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[0].exp[3 * arms_code + 2])
{
gArmsData[gSelectedArms].exp = gArmsLevelTable[0].exp[3 * arms_code + 2];
if (gMC.equip & 0x80)
{
if (gMC.star < 3)
++gMC.star;
}
}
}
else
{
while (lv <= 1)
{
if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[0].exp[lv + 3 * arms_code])
{
++gArmsData[gSelectedArms].level;
gArmsData[gSelectedArms].exp = 0;
if (gArmsData[gSelectedArms].code != 13)
{
PlaySoundObject(27, 1);
SetCaret(gMC.x, gMC.y, 10, 0);
}
}
++lv;
}
}
if (gArmsData[gSelectedArms].code == 13)
{
gMC.exp_wait = 10;
}
else
{
gMC.exp_count += x;
gMC.exp_wait = 30;
}
}
void ZeroExpMyChar()
{
gArmsData[gSelectedArms].level = 1;
gArmsData[gSelectedArms].exp = 0;
}
bool IsMaxExpMyChar()
{
return gArmsData[gSelectedArms].level == 3
&& gArmsData[gSelectedArms].exp >= gArmsLevelTable[gArmsData[gSelectedArms].code].exp[2];
}
void DamageMyChar(int damage)
{
if (!gMC.shock)
{
//Damage player
PlaySoundObject(16, 1);
gMC.cond &= ~1;
gMC.shock = 128;
if (gMC.unit != 1)
gMC.ym = -0x400;
gMC.life -= damage;
//Lose a whimsical star
if (gMC.equip & 0x80 && gMC.star > 0)
--gMC.star;
//Lose experience
if (gMC.equip & 4)
gArmsData[gSelectedArms].exp -= damage;
else
gArmsData[gSelectedArms].exp -= 2 * damage;
while (gArmsData[gSelectedArms].exp < 0)
{
if (gArmsData[gSelectedArms].level <= 1)
{
gArmsData[gSelectedArms].exp = 0;
}
else
{
gArmsData[gSelectedArms].exp += gArmsLevelTable[0].exp[--gArmsData[gSelectedArms].level - 1 + 3 * gArmsData[gSelectedArms].code];
if (gMC.life > 0 && gArmsData[gSelectedArms].code != 13)
SetCaret(gMC.x, gMC.y, 10, 2);
}
}
//Tell player how much damage was taken
SetValueView(&gMC.x, &gMC.y, -damage);
//Death
if (gMC.life <= 0)
{
PlaySoundObject(17, 1);
gMC.cond = 0;
SetDestroyNpChar(gMC.x, gMC.y, 0x1400, 0x40);
StartTextScript(40);
}
}
}
void ZeroArmsEnergy_All()
{
for (int a = 0; a < ARMS_MAX; a++)
{
gArmsData[a].level = 1;
gArmsData[a].exp = 0;
}
}
void AddBulletMyChar(int no, int val)
{
//Missile Launcher
for (int a = 0; a < ARMS_MAX; a++)
{
if (gArmsData[a].code == 5)
{
gArmsData[a].num += val;
if (gArmsData[a].num > gArmsData[a].max_num)
gArmsData[a].num = gArmsData[a].max_num;
break;
}
}
//Super Missile Launcher
for (int a = 0; a < ARMS_MAX; a++)
{
if (gArmsData[a].code == 10)
{
gArmsData[a].num += val;
if (gArmsData[a].num > gArmsData[a].max_num)
gArmsData[a].num = gArmsData[a].max_num;
break;
}
}
}
void AddLifeMyChar(int x)
{
gMC.life += x;
if (gMC.life > gMC.max_life)
gMC.life = gMC.max_life;
gMC.lifeBr = gMC.life;
}
void AddMaxLifeMyChar(int val)
{
gMC.max_life += val;
if (gMC.max_life > 232)
gMC.max_life = 232;
gMC.life += val;
gMC.lifeBr = gMC.life;
}
void PutArmsEnergy(bool flash)
{
RECT rcPer = {72, 48, 80, 56};
RECT rcLv = {80, 80, 96, 88};
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
RECT rcNone = {80, 48, 96, 56};
if (gArmsEnergyX > 16)
gArmsEnergyX -= 2;
if (gArmsEnergyX < 16)
gArmsEnergyX += 2;
//Draw max ammo
if (gArmsData[gSelectedArms].max_num)
{
PutNumber4(gArmsEnergyX + 32, 16, gArmsData[gSelectedArms].num, 0);
PutNumber4(gArmsEnergyX + 32, 24, gArmsData[gSelectedArms].max_num, 0);
}
else
{
PutBitmap3(&rcView, gArmsEnergyX + 48, 16, &rcNone, 26);
PutBitmap3(&rcView, gArmsEnergyX + 48, 24, &rcNone, 26);
}
//Draw experience and ammo
if (!flash || !((gMC.shock >> 1) & 1))
{
PutBitmap3(&rcView, gArmsEnergyX + 32, 24, &rcPer, 26);
PutBitmap3(&rcView, gArmsEnergyX, 32, &rcLv, 26);
PutNumber4(gArmsEnergyX - 8, 32, gArmsData[gSelectedArms].level, 0);
RECT rcExpBox = {0, 72, 40, 80};
RECT rcExpVal = {0, 80, 0, 88};
RECT rcExpMax = {40, 72, 80, 80};
RECT rcExpFlash = {40, 80, 80, 88};
int lv = gArmsData[gSelectedArms].level - 1;
int arms_code = gArmsData[gSelectedArms].code;
int exp_now = gArmsData[gSelectedArms].exp;
int exp_next = gArmsLevelTable[0].exp[lv + 3 * arms_code];
PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpBox, 26);
if (lv != 2 || gArmsData[gSelectedArms].exp != gArmsLevelTable[0].exp[3 * arms_code + 2])
{
if (exp_next)
rcExpVal.right += 40 * exp_now / exp_next;
else
rcExpVal.right = 0;
PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpVal, 26);
}
else
{
PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpMax, 26);
}
static int add_flash = true;
if (gMC.exp_wait && ((add_flash++ >> 1) & 1))
PutBitmap3(&rcView, gArmsEnergyX + 24, 32, &rcExpFlash, 26);
}
}
void PutActiveArmsList()
{
RECT rect = {0, 0, 0, 16};
int arms_num;
for (arms_num = 0; gArmsData[arms_num].code != 0; ++arms_num);
if (arms_num)
{
for (int a = 0; a < arms_num; a++)
{
//Get X position to draw at
int x = 16 * (a - gSelectedArms) + gArmsEnergyX;
if (x >= 8)
{
if (x >= 24)
x += 48;
}
else
{
x += 16 * (arms_num + 3);
}
if (8 * (2 * (arms_num + 3) + 1) <= x)
x += 16 * (-3 - arms_num);
if (x < 72 && x >= 24)
x -= 48;
//Draw icon
rect.left = 16 * gArmsData[a].code;
rect.right = rect.left + 16;
PutBitmap3(&grcGame, x, 16, &rect, 12);
}
}
}
void PutMyLife(bool flash)
{
RECT rcCase = {0, 40, 232, 48};
RECT rcLife = {0, 24, 232, 32};
RECT rcBr = {0, 32, 232, 40};
if (!flash || !((gMC.shock >> 1) & 1))
{
if (gMC.lifeBr < gMC.life)
gMC.lifeBr = gMC.life;
if (gMC.lifeBr <= gMC.life)
gMC.lifeBr_count = 0;
else if (++gMC.lifeBr_count > 30)
--gMC.lifeBr;
//Draw bar
rcCase.right = 64;
rcLife.right = 40 * gMC.life / gMC.max_life - 1;
rcBr.right = 40 * gMC.lifeBr / gMC.max_life - 1;
PutBitmap3(&grcGame, 16, 40, &rcCase, 26);
PutBitmap3(&grcGame, 40, 40, &rcBr, 26);
PutBitmap3(&grcGame, 40, 40, &rcLife, 26);
PutNumber4(8, 40, gMC.lifeBr, 0);
}
}
void PutMyAir(int x, int y)
{
RECT rcAir[2];
rcAir[0] = {112, 72, 144, 80};
rcAir[1] = {112, 80, 144, 88};
if (!(gMC.equip & 0x10) && gMC.air_get)
{
//Draw how much air is left
if (gMC.air_get % 6 <= 3)
PutNumber4(x + 32, y, gMC.air / 10, 0);
//Draw "AIR" text
if (gMC.air % 30 <= 10)
PutBitmap3(&grcGame, x, y, &rcAir[1], 26);
else
PutBitmap3(&grcGame, x, y, &rcAir[0], 26);
}
}