ref: daa858f09cac0319b6699c3d55780bb2d8a3c001
dir: /src/ArmsItem.cpp/
#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; int 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; } 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 = 24; 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; 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); }