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inventory.cpp
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inventory.cpp
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// the in-game inventory screen
#include "nx.h"
#include "inventory.h"
#include "inventory.fdh"
#define ARMS_X 10
#define ARMS_Y 8
#define ITEMS_X 10
#define ITEMS_Y 60
static stInventory inv;
// can't enter Inven if
// * script is running
// * fade is in progress
// * player is dead
// param is passed as 1 when returning from Map System.
bool inventory_init(int param)
{
memset(&inv, 0, sizeof(inv));
inv.curselector = &inv.armssel;
inv.armssel.cursel = RefreshInventoryScreen();
inv.curselector->lastsel = -9999; // run the script first time
// returning from map system?
if (param == 1)
{
inv.curselector = &inv.itemsel;
// highlight Map System
for(int i=0;i<inv.itemsel.nitems;i++)
{
if (inv.itemsel.items[i] == 2)
{
inv.curselector->cursel = i;
// textbox NOT up until they move the selector
inv.curselector->lastsel = i;
break;
}
}
}
return 0;
}
void inventory_tick(void)
{
// run the selectors
RunSelector(inv.curselector);
// draw
DrawScene();
DrawInventory();
textbox.Draw();
}
/*
void c------------------------------() {}
*/
// reload which items & guns are available.
// reset the cursor for the current selector.
// return the slot corresponding to the current weapon.
int RefreshInventoryScreen(void)
{
int i;
int curwpn = 0;
if (game.mode != GM_INVENTORY)
return 0;
inv.w = 244;
inv.h = 152;
inv.x = (SCREEN_WIDTH / 2) - (inv.w / 2);
inv.y = 8;
// find current weapon and count # items for armssel selector
inv.armssel.items[0] = 0; // show "no weapon" in case of no weapon
inv.armssel.nitems = 0;
for(i=1;i<WPN_COUNT;i++)
{
if (!player->weapons[i].hasWeapon) continue;
if (player->curWeapon == i) curwpn = inv.armssel.nitems;
inv.armssel.items[inv.armssel.nitems++] = i;
}
inv.armssel.spacing_x = 40;
inv.armssel.spacing_y = 0;
inv.armssel.sprite = SPR_SELECTOR_ARMS;
inv.armssel.sound = SND_SWITCH_WEAPON;
inv.armssel.scriptbase = 1000;
inv.armssel.rowlen = inv.armssel.nitems;
// setup itemsel...
inv.itemsel.nitems = player->ninventory;
inv.itemsel.items[0] = 0; // show "no item" in case of no items
for(i=0;i<player->ninventory;i++)
inv.itemsel.items[i] = player->inventory[i];
inv.itemsel.spacing_x = sprites[SPR_ITEMIMAGE].w;
inv.itemsel.spacing_y = sprites[SPR_ITEMIMAGE].h + 2;
inv.itemsel.sprite = SPR_SELECTOR_ITEMS;
inv.itemsel.sound = SND_MENU_MOVE;
inv.itemsel.rowlen = 6;
inv.itemsel.scriptbase = 5000;
inv.curselector->cursel = 0;
// after an item has been used don't bring up the script of whatever item
// the selector is moved to
inv.curselector->lastsel = inv.curselector->cursel;
return curwpn;
}
void UnlockInventoryInput(void)
{
if (inv.lockinput)
inv.lockinput = false;
}
/*
void c------------------------------() {}
*/
static void DrawInventory(void)
{
int x, y, w, i, c;
// draw the box
TextBox::DrawFrame(inv.x, inv.y, inv.w, inv.h);
// - draw the weapons ----
x = inv.x + ARMS_X;
y = inv.y + ARMS_Y;
draw_sprite(x, y, SPR_TEXT_ARMS, 0, 0);
y += sprites[SPR_TEXT_ARMS].h;
DrawSelector(&inv.armssel, x, y);
// draw the arms
for(w=1;w<WPN_COUNT;w++)
{
if (!player->weapons[w].hasWeapon) continue;
draw_sprite(x+1, y+1, SPR_ARMSICONS, w, 0);
DrawWeaponLevel(x+1, y+16, w);
DrawWeaponAmmo(x+1, y+16+8, w);
x += inv.armssel.spacing_x;
}
// - draw the items ----
x = inv.x + ITEMS_X;
y = inv.y + ITEMS_Y;
draw_sprite(x, y, SPR_TEXT_ITEMS, 0, 0);
y += sprites[SPR_TEXT_ITEMS].h;
DrawSelector(&inv.itemsel, x, y);
c = 0;
for(i=0;i<inv.itemsel.nitems;i++)
{
draw_sprite(x, y, SPR_ITEMIMAGE, inv.itemsel.items[i], 0);
x += inv.itemsel.spacing_x;
if (++c >= inv.itemsel.rowlen)
{
x = inv.x + ITEMS_X;
y += inv.itemsel.spacing_y;
c = 0;
}
}
}
static void RunSelector(stSelector *selector)
{
int nrows;
int currow, curcol;
char toggle = 0;
if (inv.lockinput)
{
if (GetCurrentScript()==-1) inv.lockinput = 0;
else return;
}
if (selector->nitems)
{
nrows = (selector->nitems - 1) / selector->rowlen;
currow = (selector->cursel / selector->rowlen);
curcol = (selector->cursel % selector->rowlen);
}
else
{
nrows = currow = curcol = 0;
}
if (justpushed(LEFTKEY))
{
sound(selector->sound);
// at beginning of row?
if (curcol == 0)
{ // wrap to end of row
if (currow < nrows)
selector->cursel += (selector->rowlen - 1);
else if (selector->nitems > 0)
selector->cursel = selector->nitems - 1;
}
else selector->cursel--;
}
if (justpushed(RIGHTKEY))
{
sound(selector->sound);
// at end of row?
if (curcol==selector->rowlen-1 || selector->cursel+1 >= selector->nitems)
{ // wrap to beginning of row
selector->cursel = (currow * selector->rowlen);
}
else selector->cursel++;
}
if (justpushed(DOWNKEY))
{
// on last row?
if (currow >= nrows) toggle = 1;
else
{
selector->cursel += selector->rowlen;
// don't go past last item
if (selector->cursel >= selector->nitems)
selector->cursel = (selector->nitems - 1);
sound(selector->sound);
}
}
if (justpushed(UPKEY))
{
// on top row?
if (currow == 0) toggle = 1;
else
{
selector->cursel -= selector->rowlen;
sound(selector->sound);
}
}
// switch to other selector
if (toggle)
{
if (selector == &inv.itemsel)
{
selector = &inv.armssel;
}
else
{
selector = &inv.itemsel;
}
inv.curselector = selector;
sound(selector->sound);
selector->lastsel = -9999;
}
// bring up scripts
if (selector->cursel != selector->lastsel)
{
selector->lastsel = selector->cursel;
StartScript(selector->items[selector->cursel] + selector->scriptbase, SP_ARMSITEM);
}
if (selector == &inv.armssel) // selecting a weapon
{
if (buttonjustpushed())
{ // select the new weapon
weapon_slide(LEFT, selector->items[selector->cursel]);
ExitInventory();
}
}
else // selecting an item
{
if (justpushed(JUMPKEY))
{ // bring up "more info" or "equip" script for this item
StartScript(selector->items[selector->cursel] + selector->scriptbase + 1000, SP_ARMSITEM);
inv.lockinput = 1;
}
if (justpushed(INVENTORYKEY) || justpushed(FIREKEY))
ExitInventory();
}
}
static void ExitInventory(void)
{
StopScripts();
game.setmode(GM_NORMAL);
memset(inputs, 0, sizeof(inputs));
}
static void DrawSelector(stSelector *selector, int x, int y)
{
int selx, sely;
int xsel, ysel;
if (selector == inv.curselector)
{
// flash the box
if (++selector->animtimer > 1)
{
selector->animtimer = 0;
selector->flashstate ^= 1;
}
}
else
{ // permanently dim
selector->flashstate = 1;
selector->animtimer = 99; // light up immediately upon becoming active
}
if (selector->rowlen)
{
xsel = (selector->cursel % selector->rowlen);
ysel = (selector->cursel / selector->rowlen);
}
else xsel = ysel = 0;
selx = x + (xsel * selector->spacing_x);
sely = y + (ysel * selector->spacing_y);
draw_sprite(selx, sely, selector->sprite, selector->flashstate, 0);
}