cave-story-solaris/src/ArmsItem.cpp
Gabriel Ravier 1790f74857 Removed bad parentheses spacing
Basically for all "( expr )" I removed the spaces to be consistent with the rest
Also I used this enormous regex here : "((//|\;)[^ \t]|(for|while|if|while|do|void|int|bool)\(|(for|while|if|while|do)\ \(.*\)\;|\(\ |\ \))"

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2019-05-07 14:07:07 +02:00

558 lines
11 KiB
C++

#include "ArmsItem.h"
#include <string.h>
#include "WindowsWrapper.h"
#include "CommonDefines.h"
#include "Draw.h"
#include "Escape.h"
#include "Game.h"
#include "KeyControl.h"
#include "Main.h"
#include "Shoot.h"
#include "Sound.h"
#include "TextScr.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(long code, long max_num)
{
int i = 0;
for (; i < ARMS_MAX;)
{
if (gArmsData[i].code == code)
break;
if (gArmsData[i].code == 0)
break;
++i;
}
if (i == ARMS_MAX)
return FALSE;
if (gArmsData[i].code == 0)
{
memset(&gArmsData[i], 0, sizeof(ARMS));
gArmsData[i].level = 1;
}
// Set weapon and ammo
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;
}
BOOL SubArmsData(long code)
{
int i = 0;
for (; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code)
break;
#ifdef FIX_BUGS
if (i == ARMS_MAX)
#else
if (i == ITEM_MAX) // Oops
#endif
return FALSE;
// Shift all arms from the right to the left
for (i += 1; 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;)
{
if (gArmsData[i].code == code1)
break;
++i;
}
if (i == ARMS_MAX)
return FALSE;
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;
}
BOOL AddItemData(long code)
{
int i = 0;
for (; i < ITEM_MAX;)
{
if (gItemData[i].code == code)
break;
if (gItemData[i].code == 0)
break;
++i;
}
if (i == ITEM_MAX)
return false;
gItemData[i].code = code;
return true;
}
BOOL SubItemData(long code)
{
int i = 0;
for (; i < ITEM_MAX; ++i)
if (gItemData[i].code == code)
break;
if (i == ITEM_MAX)
return FALSE;
// Shift all items from the right to the left
for (i += 1; i < ITEM_MAX; ++i)
gItemData[i - 1] = gItemData[i];
gItemData[i - 1].code = 0;
gSelectedItem = 0;
return TRUE;
}
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 == 0 && item_num == 0)
return;
BOOL bChange = FALSE;
if (gCampActive == FALSE)
{
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 (gSelectedArms > arms_num - 1)
gSelectedArms = 0;
}
else
{
if (gKeyTrg & gKeyLeft)
{
if (gSelectedItem % 6 == 0)
gSelectedItem += 5;
else
--gSelectedItem;
bChange = TRUE;
}
if (gKeyTrg & gKeyRight)
{
if (gSelectedItem == item_num - 1)
gSelectedItem = 6 * (gSelectedItem / 6);
else
{
if (gSelectedItem % 6 == 5)
gSelectedItem -= 5;
else
++gSelectedItem;
}
bChange = TRUE;
}
if (gKeyTrg & gKeyUp)
{
if (gSelectedItem / 6 == 0)
gCampActive = FALSE;
else
gSelectedItem -= 6;
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);
}
if (bChange)
{
if (gCampActive == FALSE)
{
PlaySoundObject(4, 1);
if (arms_num)
StartTextScript(gArmsData[gSelectedArms].code + 1000);
else
StartTextScript(1000);
}
else
{
PlaySoundObject(1, 1);
if (item_num)
StartTextScript(gItemData[gSelectedItem].code + 5000);
else
StartTextScript(5000);
}
}
}
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] = {{0, 88, 40, 128}, {40, 88, 80, 128}};
RECT rcCur2[2] = {{80, 88, 112, 104}, {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, SURFACE_ID_TEXT_BOX);
for (y = 1; y < 18; y++)
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBody, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBottom, SURFACE_ID_TEXT_BOX);
// Move titles
if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2)
--gCampTitleY;
// Draw titles
PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, SURFACE_ID_TEXT_BOX);
// Draw arms cursor
static unsigned int flash;
++flash;
if (gCampActive == FALSE)
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX);
// Draw arms
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == 0)
break;
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, 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 - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX);
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, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
}
}
// Draw items cursor
if (gCampActive == TRUE)
PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], SURFACE_ID_TEXT_BOX);
for (int i = 0; i < ITEM_MAX; i++)
{
if (gItemData[i].code == 0)
break;
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, SURFACE_ID_ITEM_IMAGE);
}
}
int CampLoop()
{
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
// Load the inventory script
char old_script_path[PATH_LENGTH];
GetTextScriptPath(old_script_path);
LoadTextScript2("ArmsItem.tsc");
gCampTitleY = (WINDOW_HEIGHT - 192) / 2;
gCampActive = FALSE;
gSelectedItem = 0;
// Run script
int arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
++arms_num;
if (arms_num)
StartTextScript(gArmsData[gSelectedArms].code + 1000);
else
StartTextScript(gItemData[gSelectedItem].code + 5000);
for (;;)
{
GetTrg();
if (gKeyTrg & KEY_ESCAPE)
{
switch (Call_Escape())
{
case 0:
return 0;
case 2:
return 2;
}
}
if (g_GameFlags & 2)
MoveCampCursor();
switch (TextScriptProc())
{
case 0:
return 0;
case 2:
return 2;
}
PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB);
PutCampObject();
PutTextScript();
PutFramePerSecound();
if (gCampActive)
{
if (g_GameFlags & 2 && (gKeyCancel | gKeyItem) & gKeyTrg)
{
StopTextScript();
break;
}
}
else
{
if ((gKeyCancel | gKeyOk | gKeyItem) & gKeyTrg)
{
StopTextScript();
break;
}
}
if (!Flip_SystemTask())
return 0;
}
// Resume original script
LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 32;
return 1;
}
BOOL CheckItem(long a)
{
for (int i = 0; i < ITEM_MAX; i++)
{
if (gItemData[i].code == a)
return TRUE;
}
return FALSE;
}
BOOL CheckArms(long a)
{
for (int i = 0; i < ARMS_MAX; i++)
{
if (gArmsData[i].code == a)
return TRUE;
}
return FALSE;
}
BOOL UseArmsEnergy(long 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(long 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 == 0)
continue;
gArmsData[a].num = gArmsData[a].max_num;
}
}
int RotationArms()
{
int arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
++arms_num;
if (arms_num == 0)
return 0;
ResetSpurCharge();
++gSelectedArms;
while (gSelectedArms < arms_num)
{
if (gArmsData[gSelectedArms].code)
break;
++gSelectedArms;
}
if (gSelectedArms == arms_num)
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(4, 1);
return gArmsData[gSelectedArms].code;
}
int RotationArmsRev()
{
int arms_num = 0;
for (; gArmsData[arms_num].code != 0;)
++arms_num;
if (arms_num == 0)
return 0;
ResetSpurCharge();
if (--gSelectedArms < 0)
gSelectedArms = arms_num - 1;
while (gSelectedArms < arms_num)
{
if (gArmsData[gSelectedArms].code)
break;
--gSelectedArms;
}
gArmsEnergyX = 0;
PlaySoundObject(4, 1);
return gArmsData[gSelectedArms].code;
}
void ChangeToFirstArms()
{
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(4, 1);
}