forked from EXL/NXEngine
-
Notifications
You must be signed in to change notification settings - Fork 0
/
playerstats.cpp
233 lines (193 loc) · 4.56 KB
/
playerstats.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
#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;
}
}