📄 maincanvas.java
字号:
2
}, {
2, 3, 3
}, {
2, 7, 7
}
};
int j1 = nIK;
nIK = 0;
if((j1 & 0x808000) != 0)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
byCursor[0]--;
if(byCursor[0] < 0)
byCursor[0] = abyte1[nObj_X[0]][byCursor[1]];
} else
if((j1 & 0x10200000) != 0)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
byCursor[0]++;
if(byCursor[0] > abyte1[nObj_X[0]][byCursor[1]])
byCursor[0] = 0;
} else
if((j1 & 0x1020000) != 0)
{
if(nObj_X[0] != 0)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
byCursor[0] = 0;
byCursor[1]--;
if(byCursor[1] < 0)
byCursor[1] = 2;
}
} else
if((j1 & 0x8080000) != 0)
{
if(nObj_X[0] != 0)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
byCursor[0] = 0;
byCursor[1]++;
if(byCursor[1] > 2)
byCursor[1] = 0;
}
} else
if((j1 & 0x40040000) != 0)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
switch(nObj_X[0])
{
case 0: // '\0'
switch(byCursor[0])
{
case 2: // '\002'
byGame_Chap[0] = 10;
byGame_Chap[1] = 2;
byGame_Chap[2] = 1;
nObj_Count[0] = 6;
break;
default:
nObj_X[0] = (byte)(byCursor[0] + 1);
bySKey = 2;
byCursor[0] = 0;
break;
}
break;
case 1: // '\001'
if(byCursor[1] == 0)
{
if(nMy_Yen - T_I_YEN[byCursor[0]] >= 0 && byMy_Item[byCursor[0]] - 99 < 0)
{
nGame_Timer[1] = 15;
nMy_Yen -= T_I_YEN[byCursor[0]];
byMy_Item[byCursor[0]]++;
boolean flag1 = false;
nObj_X[0] = 0;
byCursor[0] = 0;
byCursor[1] = 0;
bySKey = 1;
}
} else
if(nMy_Yen - T_W_YEN[byCursor[1] - 1][byCursor[0]] >= 0 && byMy_Weapon[byCursor[1] - 1][byCursor[0]] - 99 < 0)
{
nGame_Timer[1] = 15;
nMy_Yen -= T_W_YEN[byCursor[1] - 1][byCursor[0]];
byMy_Weapon[byCursor[1] - 1][byCursor[0]]++;
boolean flag2 = false;
nObj_X[0] = 0;
byCursor[0] = 0;
byCursor[1] = 0;
bySKey = 1;
}
break;
case 2: // '\002'
if(byCursor[1] == 0)
{
if(byMy_Item[byCursor[0]] > 0)
{
nGame_Timer[1] = 31;
nMy_Yen += T_I_YEN[byCursor[0]] >> 1;
byMy_Item[byCursor[0]]--;
boolean flag3 = true;
nObj_X[0] = 0;
byCursor[0] = 0;
byCursor[1] = 0;
bySKey = 1;
}
} else
if(byMy_Weapon[byCursor[1] - 1][byCursor[0]] > 0 && (byMy_Weapon[byCursor[1] - 1][byCursor[0]] - 1 != 0 || byMy_EW[byCursor[1] - 1] - byCursor[0] != 0))
{
nGame_Timer[1] = 31;
nMy_Yen += T_W_YEN[byCursor[1] - 1][byCursor[0]] >> 1;
byMy_Weapon[byCursor[1] - 1][byCursor[0]]--;
boolean flag4 = true;
nObj_X[0] = 0;
byCursor[0] = 0;
byCursor[1] = 0;
bySKey = 1;
}
break;
}
} else
if((j1 & 0x100) != 0)
{
nGame_Flag |= 0x100;
nObj_X[0] = 0;
byCursor[0] = 0;
byCursor[1] = 0;
bySKey = 1;
}
if(nMy_Yen - 0xf423f > 0)
nMy_Yen = 0xf423f;
if((nGame_Flag & 0x100) != 0)
{
SColor(0, 0, 0);
FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 96);
offGfx.drawImage(Img_TB[2], 0, 0, 0);
img_nodraw = true;
SColor(0, 0, 192);
FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 16);
SColor(32, 0, 128);
FRect(32 + byDraw_Zero_X, 16 + byDraw_Zero_Y, 80, 16);
SColor(255, 255, 255);
DStr("\u91D1\u5E01 " + nMy_Yen, 32 + byDraw_Zero_X, 16 + byDraw_Zero_Y, 0);
if(nObj_X[0] == 0)
{
SColor(32, 0, 128);
FRect(byDraw_Zero_X, 16 + byDraw_Zero_Y, 32, 48);
SColor(255, 160, 0);
FRect(byDraw_Zero_X, (byCursor[0] << 4) + 16 + byDraw_Zero_Y, 32, 16);
SColor(255, 255, 255);
DChars(T_MES[0][2][byCursor[0]], 0, T_MES[0][2][byCursor[0]].length, byDraw_Zero_X, byDraw_Zero_Y, 0);
for(int i = 2; i >= 0; i--)
DChars(T_MES[1][2][i], 0, T_MES[1][2][i].length, byDraw_Zero_X + 10, 16 + (i << 4) + byDraw_Zero_Y, 0);
} else
{
if(nObj_Y[0] - byCursor[0] > 0)
nObj_Y[0] = byCursor[0];
else
if((nObj_Y[0] + 2) - byCursor[0] < 0)
nObj_Y[0] = byCursor[0] - 2;
SColor(T_WIN_C[abyte0[byCursor[1]]][0], T_WIN_C[abyte0[byCursor[1]]][1], T_WIN_C[abyte0[byCursor[1]]][2]);
FRect(byDraw_Zero_X, 32 + byDraw_Zero_Y, 112, 48);
SColor(255, 160, 0);
FRect(byDraw_Zero_X, (byCursor[0] - nObj_Y[0] << 4) + 32 + byDraw_Zero_Y, 112, 16);
SColor(255, 255, 255);
if(byCursor[1] == 0)
{
if(nObj_X[0] - 1 == 0)
{
DChars(T_SHM[2][0][byCursor[0]], 0, T_SHM[2][0][byCursor[0]].length, byDraw_Zero_X, byDraw_Zero_Y, 0);
for(int j = 2; j >= 0; j--)
{
DChars(T_SIM[2][0][j + nObj_Y[0]], 0, T_SIM[2][0][j + nObj_Y[0]].length, byDraw_Zero_X + 12, 32 + (j << 4) + byDraw_Zero_Y, 0);
DStr("" + T_I_YEN[j + nObj_Y[0]], 112 + byDraw_Zero_X, 32 + (j << 4) + byDraw_Zero_Y, 0x10 | 8);
}
} else
{
if(byMy_Item[byCursor[0]] > 0)
DChars(T_SHM[2][0][byCursor[0]], 0, T_SHM[2][0][byCursor[0]].length, byDraw_Zero_X, byDraw_Zero_Y, 0);
for(int k = 2; k >= 0; k--)
if(byMy_Item[k] > 0)
{
DChars(T_SIM[2][0][k + nObj_Y[0]], 0, T_SIM[2][0][k + nObj_Y[0]].length, byDraw_Zero_X + 12, 32 + (k << 4) + byDraw_Zero_Y, 0);
DStr("" + (T_I_YEN[k + nObj_Y[0]] >> 1), 112 + byDraw_Zero_X, 32 + (k << 4) + byDraw_Zero_Y, 0x10 | 8);
}
}
} else
{
FArc(-4 + byDraw_Zero_X, 18 + byDraw_Zero_Y, 24, 24, 60, 60);
FArc(12 + byDraw_Zero_X, 6 + byDraw_Zero_Y, 24, 24, 240, 60);
if(nObj_X[0] - 1 == 0)
{
DStr("\u653B\u51FB\u529B+" + T_W_AT[byCursor[1] - 1][byCursor[0]], byDraw_Zero_X, byDraw_Zero_Y, 0);
for(int l = 2; l >= 0; l--)
{
DChars(T_SIM[3][byCursor[1] - 1][l + nObj_Y[0]], 0, T_SIM[3][byCursor[1] - 1][l + nObj_Y[0]].length, byDraw_Zero_X + 12, 32 + (l << 4) + byDraw_Zero_Y, 0);
DStr("" + T_W_YEN[byCursor[1] - 1][l + nObj_Y[0]], 112 + byDraw_Zero_X, 32 + (l << 4) + byDraw_Zero_Y, 0x10 | 8);
}
} else
{
if(byMy_Weapon[byCursor[1] - 1][byCursor[0]] > 0)
DStr("\u653B\u51FB\u529B+" + T_W_AT[byCursor[1] - 1][byCursor[0]], byDraw_Zero_X, byDraw_Zero_Y, 0);
for(int i1 = 2; i1 >= 0; i1--)
if(byMy_Weapon[byCursor[1] - 1][i1 + nObj_Y[0]] > 0)
{
DChars(T_SIM[3][byCursor[1] - 1][i1 + nObj_Y[0]], 0, T_SIM[3][byCursor[1] - 1][i1 + nObj_Y[0]].length, 16 + byDraw_Zero_X + 12, 32 + (i1 << 4) + byDraw_Zero_Y, 0);
DStr("" + (T_W_YEN[byCursor[1] - 1][i1 + nObj_Y[0]] >> 1), 112 + byDraw_Zero_X, 32 + (i1 << 4) + byDraw_Zero_Y, 0x10 | 8);
if(byMy_EW[byCursor[1] - 1] - (i1 + nObj_Y[0]) == 0)
DChar('\u25CF', byDraw_Zero_X + 12, 32 + (i1 << 4) + byDraw_Zero_Y, 0);
}
}
}
}
nGame_Flag &= 0xfffffeff;
}
if(nGame_Timer[1] > 0)
{
nGame_Timer[1]--;
SColor(0, 0, 192);
FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 16);
SColor(255, 255, 255);
DChars(T_MES[2][1][nGame_Timer[1] >> 4], 0, T_MES[2][1][nGame_Timer[1] >> 4].length, 56 + byDraw_Zero_X, byDraw_Zero_Y, 1 | 0x10);
if((nGame_Timer[1] & 0xf) == 1)
{
nGame_Flag |= 0x100;
nGame_Timer[1] = 0;
}
}
}
public void CMInit()
{
byCursor[0] = 0;
nObj_Count[0] = 0;
nGame_Flag |= 8;
if((nGame_Flag & 0x40) != 0)
{
nE_Flag[(nE_Flag[0] >> 1) + 1] |= 0xff000000;
nE_Flag[0]++;
nGame_Flag &= 0xffffffbf;
}
for(int i = 42; i >= 23; i--)
Img_Obj[i] = null;
Img_Bak = null;
Img_Chip = null;
Img_TB = null;
cTalkH = null;
byD_Map = null;
Run.gc();
bySKey = 5;
byGame_Chap[0] = 13;
byGame_Chap[1] = 0;
nIK = 0;
}
public void CM()
{
byte abyte0[][] = {
{
69, 52
}, {
92, 62
}, {
80, 46
}, {
37, 57
}, {
85, 40
}
};
String as[] = {
"\u6751\u843D", "\u8700\u5C71\u540E\u5C71", "\u8700\u5C71\u68A6\u77F3", "\u7981\u5730", "\u8700\u5C71\u4FA7\u5CF0"
};
byte abyte1[] = {
1, 1, 1, 2, 2, 3, 3, 4
};
int j = nIK;
nIK = 0;
if((j & 0x1828000) != 0)
{
byCursor[0]--;
if(byCursor[0] < 0)
byCursor[0] = abyte1[nE_Flag[0]];
} else
if((j & 0x18280000) != 0)
{
byCursor[0]++;
if(byCursor[0] > abyte1[nE_Flag[0]])
byCursor[0] = 0;
} else
if((j & 0x40040000) != 0)
{
byMap_No = (byte)(byCursor[0] - 1);
byGame_Chap[0] = 8;
if(byCursor[0] == 0)
byGame_Chap[0] = 9;
} else
if((j & 0x100) != 0)
{
byGame_Chap[3] = 12;
byGame_Chap[0] = 14;
}
nObj_Count[0] = nObj_Count[0] + 1 & 0xf;
j = (T_COS[nObj_Count[0] << 2] + 0x10000 >> 13) + 3;
SColor(0, 0, 0);
FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 96);
offGfx.drawImage(Img_Map, 0, 0, 0);
img_nodraw = true;
SColor(255, 64, 32);
for(int i = abyte1[nE_Flag[0]]; i >= 1; i--)
FRect((abyte0[i][0] - 2) + byDraw_Zero_X, (abyte0[i][1] - 2) + byDraw_Zero_Y, 5, 5);
SColor(0, 0, 192);
FRect((abyte0[0][0] - 2) + byDraw_Zero_X, (abyte0[0][1] - 2) + byDraw_Zero_Y, 5, 5);
FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 16);
FArc((abyte0[byCursor[0]][0] - (j >> 1)) + byDraw_Zero_X, (abyte0[byCursor[0]][1] - 16) + byDraw_Zero_Y, j, 32, 60, 60);
SColor(255, 255, 255);
DStr(as[byCursor[0]], 56 + byDraw_Zero_X, byDraw_Zero_Y + 2, 1 | 0x10);
}
public void CDLoad()
{
byte abyte0[] = {
4, 16, 15, 16
};
byte abyte1[] = {
3, 2, 14, 12
};
byte abyte2[] = {
0, 0, 0, 0
};
byte abyte3[] = {
1, 2, 3, 2
};
byte abyte5[][] = {
{
0, 1, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 1, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 1, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 1
}
};
LVImage((byte)0);
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