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playerstats.cpp
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playerstats.cpp
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#include "nx.h"
#include "playerstats.fdh"
void AddHealth(int hp)
{
player->hp += hp;
if (player->hp > player->maxHealth) player->hp = player->maxHealth;
}
void AddXP(int xp, bool quiet)
{
Weapon *weapon = &player->weapons[player->curWeapon];
bool leveled_up = false;
weapon->xp += xp;
// leveling up...
while(weapon->xp > weapon->max_xp[weapon->level])
{
if (weapon->level < 2)
{
weapon->xp -= weapon->max_xp[weapon->level];
weapon->level++;
leveled_up = true;
}
else
{
weapon->xp = weapon->max_xp[weapon->level];
break;
}
}
statusbar.xpflashcount = 30;
if (player->curWeapon == WPN_SPUR)
leveled_up = false;
if (!quiet)
{
if (!player->hide)
{
if (leveled_up)
{
sound(SND_LEVEL_UP);
effect(player->CenterX(), player->CenterY(), EFFECT_LEVELUP);
}
else
{
sound(SND_GET_XP);
}
}
player->XPText->AddQty(xp);
}
}
void SubXP(int xp, bool quiet)
{
Weapon *weapon = &player->weapons[player->curWeapon];
bool leveled_down = false;
weapon->xp -= xp;
// leveling down...
while(weapon->xp < 0)
{
if (weapon->level > 0)
{
weapon->level--;
weapon->xp += weapon->max_xp[weapon->level];
leveled_down = true;
}
else
{
weapon->xp = 0;
break;
}
}
if (player->curWeapon == WPN_SPUR)
leveled_down = false;
if (leveled_down && !quiet && !player->hide)
{
effect(player->CenterX(), player->CenterY(), EFFECT_LEVELDOWN);
}
}
/*
void c------------------------------() {}
*/
// add an item to the inventory list (generates an error msg if inventory is full)
void AddInventory(int item)
{
if (player->ninventory+1 >= MAX_INVENTORY)
{ staterr("<<<AddInventory: inventory is full>>"); game.running = 0; return; }
player->inventory[player->ninventory++] = item;
sound(SND_GET_ITEM);
RefreshInventoryScreen();
}
// remove an item from the inventory list (does nothing if it's not in there)
void DelInventory(int item)
{
int slot;
int i;
for(;;)
{
slot = FindInventory(item);
if (slot == -1) break;
for(i=slot;i<player->ninventory-1;i++)
{
player->inventory[i] = player->inventory[i+1];
}
player->ninventory--;
}
RefreshInventoryScreen();
}
// find which slot an item is in (returns -1 if player does not have it)
int FindInventory(int item)
{
return CheckInventoryList(item, player->inventory, player->ninventory);
}
// checks if the inventory list given contains the given item.
// if so, returns the index of the item. if not, returns -1.
int CheckInventoryList(int item, int *list, int nitems)
{
int i;
for(i=0;i<nitems;i++)
if (list[i] == item) return i;
return -1;
}
/*
void c------------------------------() {}
*/
// AM+ command.
// adds "ammo" ammo to the specified weapons ammo and maxammo,
// and if you don't have it already, gives it to you.
void GetWeapon(int wpn, int ammo)
{
if (!player->weapons[wpn].hasWeapon)
{
player->weapons[wpn].ammo = 0; // will be filled to full by AddAmmo below
player->weapons[wpn].maxammo = ammo;
player->weapons[wpn].level = 0;
player->weapons[wpn].xp = 0;
player->weapons[wpn].hasWeapon = true;
player->curWeapon = wpn;
}
else
{ // missile capacity powerups
player->weapons[wpn].maxammo += ammo;
}
AddAmmo(wpn, ammo);
sound(SND_GET_ITEM);
}
// AM- command. Drops specified weapon.
void LoseWeapon(int wpn)
{
player->weapons[wpn].hasWeapon = false;
// lost current weapon?
if (wpn == player->curWeapon)
{
// in case he has no weapons left at all
player->curWeapon = WPN_NONE;
// find a new weapon for him
for(int i=0;i<WPN_COUNT;i++)
{
if (player->weapons[i].hasWeapon)
{
player->curWeapon = i;
break;
}
}
}
}
// TAM command.
void TradeWeapon(int oldwpn, int newwpn, int ammo)
{
int oldcurwpn = player->curWeapon;
// ammo 0 = no change; used when you get missiles are upgraded to Super Missiles
if (ammo == 0)
ammo = player->weapons[oldwpn].maxammo;
GetWeapon(newwpn, ammo);
LoseWeapon(oldwpn);
// switch to new weapon if the weapon traded was the
// one we were using. Otherwise, don't change current weapon.
if (oldwpn == oldcurwpn)
player->curWeapon = newwpn;
else
player->curWeapon = oldcurwpn;
}
// adds "ammo" ammo to the specified weapon, but doesn't go over the limit.
void AddAmmo(int wpn, int ammo)
{
player->weapons[wpn].ammo += ammo;
if (player->weapons[wpn].ammo > player->weapons[wpn].maxammo)
player->weapons[wpn].ammo = player->weapons[wpn].maxammo;
}
// sets all weapons to max ammo. AE+ command.
void RefillAllAmmo(void)
{
for(int i=0;i<WPN_COUNT;i++)
{
if (player->weapons[i].hasWeapon)
player->weapons[i].ammo = player->weapons[i].maxammo;
}
}