623 lines
14 KiB
C++
623 lines
14 KiB
C++
#include "ArmsItem.h"
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#include <string.h>
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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#include "Draw.h"
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#include "Escape.h"
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#include "Game.h"
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#include "KeyControl.h"
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#include "Main.h"
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#include "Shoot.h"
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#include "Sound.h"
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#include "TextScr.h"
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int gArmsEnergyX = 16;
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int gSelectedArms;
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int gSelectedItem;
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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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void ClearItemData()
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{
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memset(gItemData, 0, sizeof(gItemData));
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}
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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; // Found identical
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if (gArmsData[i].code == 0)
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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; // 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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// Set weapon and ammo
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gArmsData[i].code = code;
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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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return TRUE;
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}
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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; // 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) // Wrong
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#endif
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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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gArmsData[i - 1] = gArmsData[i];
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// Clear farthest weapon and select first
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gArmsData[i - 1].code = 0;
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gSelectedArms = 0;
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return TRUE;
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}
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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; // 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; // 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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gArmsData[i].num += max_num;
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gArmsData[i].exp = 0;
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return TRUE;
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}
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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; // Found identical
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if (gItemData[i].code == 0)
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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; // Not found
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gItemData[i].code = code;
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return TRUE;
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}
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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; // Found
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if (i == ITEM_MAX)
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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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gItemData[i - 1] = gItemData[i];
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gItemData[i - 1].code = 0;
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gSelectedItem = 0;
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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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++arms_num;
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while (gItemData[item_num].code != 0)
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++item_num;
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if (arms_num == 0 && item_num == 0)
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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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gSelectedItem += 5;
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else
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--gSelectedItem;
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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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if (gSelectedItem == item_num - 1)
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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; // Loop around row
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else
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++gSelectedItem;
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bChange = TRUE;
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}
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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; // We're on the first row, transition to weapons
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else
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gSelectedItem -= 6;
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bChange = TRUE;
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}
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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; // We're on the last row, transition to weapons
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else
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gSelectedItem += 6;
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bChange = TRUE;
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}
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if (gSelectedItem >= item_num)
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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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}
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if (bChange)
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{
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if (gCampActive == FALSE)
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{
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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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else
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StartTextScript(1000);
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}
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else
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{
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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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else
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StartTextScript(5000);
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}
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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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/// 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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RECT rcBoxBody = {0, 8, 244, 16};
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RECT rcBoxBottom = {0, 16, 244, 24};
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// Draw box
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, SURFACE_ID_TEXT_BOX);
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for (i = 1; i < 18; ++i)
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 1)), &rcBoxBody, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 1)), &rcBoxBottom, SURFACE_ID_TEXT_BOX);
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// Move titles
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if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2)
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--gCampTitleY;
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// Draw titles
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PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, SURFACE_ID_TEXT_BOX);
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// Draw arms cursor
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static unsigned int flash;
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++flash;
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if (gCampActive == FALSE)
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PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
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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 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; // Invalid weapon
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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 = ((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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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, gArmsData[i].level, FALSE);
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// Draw ammo
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if (gArmsData[i].max_num)
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{
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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 144) / 2, gArmsData[i].num, FALSE);
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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, gArmsData[i].max_num, FALSE);
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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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}
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// Draw items cursor
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if (gCampActive == TRUE)
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PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
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else
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PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], SURFACE_ID_TEXT_BOX);
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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; // 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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rcItem.bottom = rcItem.top + 16;
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PutBitmap3(&rcView, 32 * (i % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (i / 6) + (WINDOW_HEIGHT - 88) / 2, &rcItem, SURFACE_ID_ITEM_IMAGE);
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}
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}
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int CampLoop()
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{
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int arms_num;
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char old_script_path[MAX_PATH];
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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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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// 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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if (arms_num)
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StartTextScript(gArmsData[gSelectedArms].code + 1000);
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else
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StartTextScript(gItemData[gSelectedItem].code + 5000);
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for (;;)
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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())
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{
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case 0:
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return 0; // Quit game
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case 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 & 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; // Quit game
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case 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 & 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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}
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}
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else
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{
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if (gKeyTrg & (gKeyOk | gKeyCancel | gKeyItem))
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{
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StopTextScript();
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break;
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}
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}
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if (!Flip_SystemTask())
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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; // 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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if (gItemData[i].code == a)
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return TRUE; // Found
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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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if (gArmsData[i].code == a)
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return TRUE; // Found
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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; // No ammo needed
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if (gArmsData[gSelectedArms].num == 0)
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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; // 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
|
|
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
|
|
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
|
|
|
|
return TRUE; // Always successfull
|
|
}
|
|
|
|
void FullArmsEnergy()
|
|
{
|
|
for (int a = 0; a < ARMS_MAX; a++)
|
|
{
|
|
if (gArmsData[a].code == 0)
|
|
continue; // Don't change empty weapons
|
|
|
|
gArmsData[a].num = gArmsData[a].max_num;
|
|
}
|
|
}
|
|
|
|
int RotationArms()
|
|
{
|
|
// Get amount of weapons
|
|
int arms_num = 0;
|
|
while (gArmsData[arms_num].code != 0)
|
|
++arms_num;
|
|
|
|
if (arms_num == 0)
|
|
return 0;
|
|
|
|
ResetSpurCharge();
|
|
|
|
// Select next valid weapon
|
|
++gSelectedArms;
|
|
|
|
while (gSelectedArms < arms_num)
|
|
{
|
|
if (gArmsData[gSelectedArms].code)
|
|
break;
|
|
|
|
++gSelectedArms;
|
|
}
|
|
|
|
if (gSelectedArms == arms_num)
|
|
gSelectedArms = 0;
|
|
|
|
gArmsEnergyX = 32;
|
|
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;
|
|
|
|
if (arms_num == 0)
|
|
return 0;
|
|
|
|
ResetSpurCharge();
|
|
|
|
// Select previous valid weapon
|
|
if (--gSelectedArms < 0)
|
|
gSelectedArms = arms_num - 1;
|
|
|
|
while (gSelectedArms < arms_num)
|
|
{
|
|
if (gArmsData[gSelectedArms].code)
|
|
break;
|
|
|
|
--gSelectedArms;
|
|
}
|
|
|
|
gArmsEnergyX = 0;
|
|
PlaySoundObject(SND_SWITCH_WEAPON, 1);
|
|
|
|
return gArmsData[gSelectedArms].code;
|
|
}
|
|
|
|
void ChangeToFirstArms()
|
|
{
|
|
gSelectedArms = 0;
|
|
gArmsEnergyX = 32;
|
|
PlaySoundObject(SND_SWITCH_WEAPON, 1);
|
|
}
|