ref: eb46198635fde10abd14ec48b5241fe97ff38c94
dir: /src/ArmsItem.h/
#pragma once #include "WindowsWrapper.h" // "Arms" is a synonym of "weapon" here // "Code" means "ID" here // "Num" often means "ammo" here /// Weapon struct struct ARMS { /// ID of the weapon int code; int level; int exp; /// Maximum ammunition int max_num; /// Current ammunition int num; }; struct ITEM { /// ID of the item int code; }; // Limits for the amount of weapons and items #define ARMS_MAX 8 #define ITEM_MAX 0x20 /// X coordinate for the weapons energy extern int gArmsEnergyX; extern int gSelectedArms; extern int gSelectedItem; extern ARMS gArmsData[ARMS_MAX]; extern ITEM gItemData[ITEM_MAX]; /// Clear the weapons array, reverting it to the default state (no weapons) and adjust variables (initialize weapons basically) void ClearArmsData(); /// Clear the item array, reverting it to the default state (no items) (initialize items basically) void ClearItemData(); /// Add code to the weapons, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't /// already present BOOL AddArmsData(long code, long max_num); /// Remove code from the weapons. Fails if code is not found BOOL SubArmsData(long code); /// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found BOOL TradeArms(long code1, long code2, long max_num); /// Add code to the items. Fails if no space is left BOOL AddItemData(long code); /// Remove code from the items. Fails if code is not found BOOL SubItemData(long code); /// Inventory loop. Returns mode. int CampLoop(); /// Search for a in the items. Returns whether a was found BOOL CheckItem(long a); /// Search for a in the weapons. Returns whether a was found BOOL CheckArms(long a); /// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire BOOL UseArmsEnergy(long num); /// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true BOOL ChargeArmsEnergy(long num); /// Set every weapons ammunition to its maximum ammunition void FullArmsEnergy(); // "Rotation" means "Weapons currently owned by the player (present in the weapons array)" /// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon int RotationArms(); /// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon int RotationArmsRev(); /// Change the current weapon to be the first one and play the usual rotation animation void ChangeToFirstArms();