DoukutsuNikki/src/MycParam.cpp

533 lines
12 KiB
C++

#include "MycParam.h"
#include <stddef.h>
#include <stdio.h>
#include <string>
#include "WindowsWrapper.h"
#include "ArmsItem.h"
#include "CommonDefines.h"
#include "Caret.h"
#include "Draw.h"
#include "File.h"
#include "Game.h"
#include "Main.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "TextScr.h"
#include "ValueView.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 SetDestroyMyChar(int x, int y, int w, int num)
{
int i;
int offset_x;
int offset_y;
// Create smoke
w /= 0x200;
for (i = 0; i < num; ++i)
{
offset_x = Random(-w, w) * 0x200;
offset_y = Random(-w, w) * 0x200;
SetNpChar(4, x + offset_x, y + offset_y, 0, 0, 1, NULL, 0x100);//SetNpChar(NPC_SMOKE, x + offset_x, y + offset_y, 0, 0, 0, NULL, 0x100);
}
// Flash effect
SetCaret(x, y, 12, 0);
}
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[arms_code].exp[lv])
{
gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv];
if (gMC.equip & EQUIP_WHIMSICAL_STAR)
{
if (gMC.star < 3)
++gMC.star;
}
}
}
else
{
for (; lv < 2; ++lv)
{
if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[lv])
{
++gArmsData[gSelectedArms].level;
gArmsData[gSelectedArms].exp = 0;
if (gArmsData[gSelectedArms].code != 13)
{
PlaySoundObject(27, SOUND_MODE_PLAY);
SetCaret(gMC.x, gMC.y, 10, 0);
}
}
}
if (gArmsData[gSelectedArms].code != 13)
{
gMC.exp_count += x;
gMC.exp_wait = 30;
}
else
{
gMC.exp_wait = 10;
gArmsData[gSelectedArms].level = 1;
gArmsData[gSelectedArms].exp = 0;
}
}*/
cion += x;
if (x == 1) {
SetCaret(gMC.x, gMC.y, 21, 0);
}
else if (x == 3) {
SetCaret(gMC.x, gMC.y, 22, 0);
}
else if (x == 8) {
SetCaret(gMC.x, gMC.y, 23, 0);
}
}
void ZeroExpMyChar(void)
{
gArmsData[gSelectedArms].level = 1;
gArmsData[gSelectedArms].exp = 0;
}
BOOL IsMaxExpMyChar(void)
{
int arms_code;
if (gArmsData[gSelectedArms].level == 3)
{
arms_code = gArmsData[gSelectedArms].code;
if (gArmsData[gSelectedArms].exp >= gArmsLevelTable[arms_code].exp[2])
return TRUE;
}
return FALSE;
}
void DamageMyChar(int damage)
{
#ifdef FIX_BUGS
if (!(g_GameFlags & 2))
#else
// I'm preeeetty sure this is a typo. The Linux port optimised it out.
if (!(g_GameFlags | 2))
#endif
return;
if (gMC.shock)
return;
// Damage player
PlaySoundObject(16, SOUND_MODE_PLAY);
gMC.cond &= ~1;
gMC.shock = 128;
if (gMC.unit == 1)
{
// Another weird case where there *has* to be an empty 'if' here to produce the same assembly.
// Chances are there used to be some commented-out code here.
}
else
{
gMC.ym = -0x400;
}
gMC.life -= (short)damage;
// Lose a whimsical star
if (gMC.equip & EQUIP_WHIMSICAL_STAR && gMC.star > 0)
gMC.star = (short)gMC.star - 1; // For some reason, this does a cast to short. Might not be accurate to the original source code (possibly, Pixel was just being careful about int size/conversion, or this is from some weird macro)
// Lose experience
if (gMC.equip & EQUIP_ARMS_BARRIER)
gArmsData[gSelectedArms].exp -= damage;
else
gArmsData[gSelectedArms].exp -= damage * 2;
while (gArmsData[gSelectedArms].exp < 0)
{
if (gArmsData[gSelectedArms].level > 1)
{
--gArmsData[gSelectedArms].level;
int lv = gArmsData[gSelectedArms].level - 1;
int arms_code = gArmsData[gSelectedArms].code;
gArmsData[gSelectedArms].exp = gArmsLevelTable[arms_code].exp[lv] + gArmsData[gSelectedArms].exp;
if (gMC.life > 0 && gArmsData[gSelectedArms].code != 13)
SetCaret(gMC.x, gMC.y, 10, 2);
}
else
{
gArmsData[gSelectedArms].exp = 0;
}
}
// Tell player how much damage was taken
SetValueView(&gMC.x, &gMC.y, -damage);
// Death
if (gMC.life <= 0)
{
PlaySoundObject(17, SOUND_MODE_PLAY);
gMC.cond = 0;
SetDestroyMyChar(gMC.x, gMC.y, 0x1400, 0x40);
StartTextScript(40);
}
}
void ZeroArmsEnergy_All(void)
{
int a;
for (a = 0; a < ARMS_MAX; a++)
{
gArmsData[a].level = 1;
gArmsData[a].exp = 0;
}
}
void AddBulletMyChar(int no, int val)
{
int a;
// Missile Launcher
a = 0;
while (a < ARMS_MAX && gArmsData[a].code != 5)
++a;
if (a == ARMS_MAX)
{
// Super Missile Launcher
a = 0;
while (a < ARMS_MAX && gArmsData[a].code != 10)
++a;
if (a == ARMS_MAX)
return;
}
gArmsData[a].num += val;
if (gArmsData[a].num > gArmsData[a].max_num)
gArmsData[a].num = gArmsData[a].max_num;
}
void AddLifeMyChar(int x)
{
gMC.life += (short)x;
if (gMC.life > gMC.max_life)
gMC.life = gMC.max_life;
gMC.lifeBr = gMC.life;
}
void AddMaxLifeMyChar(int val)
{
gMC.max_life += (short)val;
if (gMC.max_life > 232)
gMC.max_life = 232;
gMC.life += (short)val;
gMC.lifeBr = gMC.life;
}
void PutActiveArmsList(void)
{
RECT rect = {0, 0, 0, 16};
// Draw icon
rect.left = gArmsData[gSelectedArms].code * 32;
rect.right = rect.left + 32;
// Put your X and Y values here
PutBitmap3(&grcGame, PixelToScreenCoord(16), PixelToScreenCoord(16), &rect, SURFACE_ID_ARMS_IMAGE);
}
void PutArmsEnergy(BOOL flash)
{
static unsigned char add_flash;
RECT rcPer = { 72, 48, 80, 56 };
RECT rcView = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };
RECT rcNone = { 80, 48, 96, 56 };
// Draw max ammo
if (gArmsData[gSelectedArms].max_num)
{
PutNumber4(32, 24, gArmsData[gSelectedArms].num, FALSE);
}
else
{
PutBitmap3(&rcView, PixelToScreenCoord(gArmsEnergyX + 48), PixelToScreenCoord(16), &rcNone, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, PixelToScreenCoord(gArmsEnergyX + 48), PixelToScreenCoord(24), &rcNone, SURFACE_ID_TEXT_BOX);
}
// Draw experience and ammo
if (flash == TRUE && (gMC.shock / 2) % 2)
return;
int lv = gArmsData[gSelectedArms].level - 1;
#ifdef FIX_BUGS
// When the player has no weapons, the default level is 0, which becomes -1.
// Catch it, and set it to 0 instead, so the following array-accesses aren't
// out-of-bounds.
if (lv < 0)
lv = 0;
#endif
}
void PutMyLife(BOOL flash)
{
static unsigned int add_flash;
RECT rcLife[2] = {
{0, 151, 7, 158},
{0, 144, 7, 151},
};
if (flash == TRUE && (gMC.shock / 2) % 2 && gMC.life != 1)
return;
if (flash == TRUE && gMC.life == 1 && ((add_flash++ / 2) % 2))
return;
for (int i = 0; i < gMC.max_life - 1; i++) // For every 1 in max life, add 1 to i, and run the following code
{
// Put a heart
PutBitmap3(
&grcGame, // Target
// On the next two lines TT7 forgot PixelToScreenCoord, which is needed for the PutBitmap to work on resolutions other than 1x
PixelToScreenCoord(16 + (8 * i)), // X position, offset by 8 for every 1 in i
PixelToScreenCoord(225), // Y position,
& rcLife[gMC.life - 1 > i], // Which rect to use, 'gMC.life - 1 > i' checks if the current heart that is being drawn is full or not, returns 0 if it's not and 1 if it is
SURFACE_ID_TEXT_BOX); // Surface
}
}
void PutCion()
{
RECT rcCion = {208, 112, 226, 118};
PutBitmap3(&grcGame, PixelToScreenCoord(51), PixelToScreenCoord(218), &rcCion, SURFACE_ID_TEXT_BOX);
PutNumber4(17, 217, cion, FALSE);
}
void PutMyAir(int x, int y)
{
RECT rcAir[2] = {
{112, 72, 144, 80},
{112, 80, 144, 88},
};
if (gMC.no_splash_or_air_limit_underwater)
return;
if (gMC.equip & EQUIP_AIR_TANK)
return;
if (gMC.air_get != 0)
{
// Draw how much air is left
if (gMC.air_get % 6 < 4)
PutNumber4(x + 32, y, gMC.air / 10, FALSE);
// Draw "AIR" text
if (gMC.air % 30 > 10)
PutBitmap3(&grcGame, PixelToScreenCoord(x), PixelToScreenCoord(y), &rcAir[0], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&grcGame, PixelToScreenCoord(x), PixelToScreenCoord(y), &rcAir[1], SURFACE_ID_TEXT_BOX);
}
}
static int time_count;
void PutTimeCounter(int x, int y)
{
RECT rcTime[3] = {
{112, 104, 120, 112},
{120, 104, 128, 112},
{128, 104, 160, 112},
};
if (gMC.equip & EQUIP_NIKUMARU_COUNTER)
{
// Draw clock and increase time
if (g_GameFlags & 2)
{
if (time_count < 100 * 60 * (gb60fps ? 60 : 50)) // 100 minutes
++time_count;
if (time_count % 30 > 10)
PutBitmap3(&grcGame, PixelToScreenCoord(x), PixelToScreenCoord(y), &rcTime[0], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&grcGame, PixelToScreenCoord(x), PixelToScreenCoord(y), &rcTime[1], SURFACE_ID_TEXT_BOX);
}
else
{
PutBitmap3(&grcGame, PixelToScreenCoord(x), PixelToScreenCoord(y), &rcTime[0], SURFACE_ID_TEXT_BOX);
}
// Draw time
if (gb60fps)
{
PutNumber4(x, y, time_count / (60 * 60), FALSE);
PutNumber4(x + 20, y, time_count / 60 % 60, TRUE);
PutNumber4(x + 32, y, time_count / 6 % 10, FALSE);
}
else
{
PutNumber4(x, y, time_count / (60 * 50), FALSE);
PutNumber4(x + 20, y, time_count / 50 % 60, TRUE);
PutNumber4(x + 32, y, time_count / 5 % 10, FALSE);
}
PutBitmap3(&grcGame, PixelToScreenCoord(x + 30), PixelToScreenCoord(y), &rcTime[2], SURFACE_ID_TEXT_BOX);
}
else
{
time_count = 0;
}
}
BOOL SaveTimeCounter(void)
{
int i;
unsigned char p[4];
REC rec;
FILE *fp;
std::string path;
// Quit if player doesn't have the Nikumaru Counter
if (!(gMC.equip & EQUIP_NIKUMARU_COUNTER))
return TRUE;
// Get last time
path = gModulePath + "/290.rec";
fp = fopen(path.c_str(), "rb");
if (fp != NULL)
{
// Read data
rec.counter[0] = File_ReadLE32(fp);
rec.counter[1] = File_ReadLE32(fp);
rec.counter[2] = File_ReadLE32(fp);
rec.counter[3] = File_ReadLE32(fp);
rec.random[0] = fgetc(fp);
rec.random[1] = fgetc(fp);
rec.random[2] = fgetc(fp);
rec.random[3] = fgetc(fp);
fclose(fp);
p[0] = (unsigned char)(rec.counter[0] - rec.random[0]);
p[1] = (unsigned char)((rec.counter[0] >> 8) - rec.random[0]);
p[2] = (unsigned char)((rec.counter[0] >> 16) - rec.random[0]);
p[3] = (unsigned char)((rec.counter[0] >> 24) - rec.random[0] / 2);
rec.counter[0] = p[0] | (p[1] << 8) | (p[2] << 16) | (p[3] << 24);
// If this is faster than our new time, quit
if (rec.counter[0] < time_count)
return TRUE;
}
// Save new time
for (i = 0; i < 4; ++i)
{
rec.counter[i] = time_count;
rec.random[i] = Random(0, 250) + i;
p[0] = (unsigned char)(rec.counter[i] + rec.random[i]);
p[1] = (unsigned char)((rec.counter[i] >> 8) + rec.random[i]);
p[2] = (unsigned char)((rec.counter[i] >> 16) + rec.random[i]);
p[3] = (unsigned char)((rec.counter[i] >> 24) + rec.random[i] / 2);
rec.counter[i] = p[0] | (p[1] << 8) | (p[2] << 16) | (p[3] << 24);
}
fp = fopen(path.c_str(), "wb");
if (fp == NULL)
return FALSE;
File_WriteLE32(rec.counter[0], fp);
File_WriteLE32(rec.counter[1], fp);
File_WriteLE32(rec.counter[2], fp);
File_WriteLE32(rec.counter[3], fp);
fputc(rec.random[0], fp);
fputc(rec.random[1], fp);
fputc(rec.random[2], fp);
fputc(rec.random[3], fp);
fclose(fp);
return TRUE;
}
int LoadTimeCounter(void)
{
int i;
unsigned char p[4];
REC rec;
FILE *fp;
std::string path;
// Open file
path = gModulePath + "/290.rec";
fp = fopen(path.c_str(), "rb");
if (fp == NULL)
return 0;
// Read data
rec.counter[0] = File_ReadLE32(fp);
rec.counter[1] = File_ReadLE32(fp);
rec.counter[2] = File_ReadLE32(fp);
rec.counter[3] = File_ReadLE32(fp);
rec.random[0] = fgetc(fp);
rec.random[1] = fgetc(fp);
rec.random[2] = fgetc(fp);
rec.random[3] = fgetc(fp);
fclose(fp);
// Decode from checksum
for (i = 0; i < 4; ++i)
{
p[0] = (unsigned char)(rec.counter[i] - rec.random[i]);
p[1] = (unsigned char)((rec.counter[i] >> 8) - rec.random[i]);
p[2] = (unsigned char)((rec.counter[i] >> 16) - rec.random[i]);
p[3] = (unsigned char)((rec.counter[i] >> 24) - rec.random[i] / 2);
rec.counter[i] = p[0] | (p[1] << 8) | (p[2] << 16) | (p[3] << 24);
}
// Verify checksum's result
if (rec.counter[0] != rec.counter[1] || rec.counter[0] != rec.counter[2])
{
time_count = 0;
return 0;
}
time_count = rec.counter[0];
return time_count;
}