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tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- *///// Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.// All rights reserved.//// This file is part of SDLPAL.//// SDLPAL is free software: you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation, either version 3 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program.  If not, see <http://www.gnu.org/licenses/>.//#include "main.h"BATTLE          g_Battle;WORDg_rgPlayerPos[3][3][2] = {   {{240, 170}},                         // one player   {{200, 176}, {256, 152}},             // two players   {{180, 180}, {234, 170}, {270, 146}}  // three players};VOIDPAL_BattleMakeScene(   VOID)/*++  Purpose:    Generate the battle scene into the scene buffer.  Parameters:    None.  Return value:    None.--*/{   int          i;   PAL_POS      pos;   LPBYTE       pSrc, pDst;   BYTE         b;   //   // Draw the background   //   pSrc = g_Battle.lpBackground->pixels;   pDst = g_Battle.lpSceneBuf->pixels;   for (i = 0; i < g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h; i++)   {      b = (*pSrc & 0x0F);      b += g_Battle.sBackgroundColorShift;      if (b & 0x80)      {         b = 0;      }      else if (b & 0x70)      {         b = 0x0F;      }      *pDst = (b | (*pSrc & 0xF0));      ++pSrc;      ++pDst;   }   PAL_ApplyWave(g_Battle.lpSceneBuf);   //   // Draw the enemies   //   for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)   {      pos = g_Battle.rgEnemy[i].pos;      if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&         g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&         g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)      {         //         // Enemy is confused         //         pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));      }      pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,         PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));      if (g_Battle.rgEnemy[i].wObjectID != 0)      {         if (g_Battle.rgEnemy[i].iColorShift)         {            PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),               g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);         }         else         {            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),               g_Battle.lpSceneBuf, pos);         }      }   }   if (g_Battle.lpSummonSprite != NULL)   {      //      // Draw the summoned god      //      pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,         PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),         g_Battle.lpSceneBuf, pos);   }   else   {      //      // Draw the players      //      for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)      {         pos = g_Battle.rgPlayer[i].pos;         if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&            gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)         {            //            // Player is confused            //            continue;         }         pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,            PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));         if (g_Battle.rgPlayer[i].iColorShift != 0)         {            PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),               g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);         }         else if (g_Battle.iHidingTime == 0)         {            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),               g_Battle.lpSceneBuf, pos);         }      }      //      // Confused players should be drawn on top of normal players      //      for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)      {         if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&            gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)         {            //            // Player is confused            //            pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));            pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,               PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));            if (g_Battle.rgPlayer[i].iColorShift != 0)            {               PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),                  g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);            }            else if (g_Battle.iHidingTime == 0)            {               PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),                  g_Battle.lpSceneBuf, pos);            }         }      }   }}VOIDPAL_BattleBackupScene(   VOID)/*++  Purpose:    Backup the scene buffer.  Parameters:    None.  Return value:    None.--*/{   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreenBak, NULL);}VOIDPAL_BattleFadeScene(   VOID)/*++  Purpose:    Fade in the scene of battle.  Parameters:    None.  Return value:    None.--*/{   int               i, j, k;   DWORD             time;   BYTE              a, b;   const int         rgIndex[6] = {0, 3, 1, 5, 2, 4};      time = SDL_GetTicks();   for (i = 0; i < 12; i++)   {      for (j = 0; j < 6; j++)      {         PAL_ProcessEvent();         while (SDL_GetTicks() <= time)         {            PAL_ProcessEvent();            SDL_Delay(1);         }         time = SDL_GetTicks() + 16;         //         // Blend the pixels in the 2 buffers, and put the result into the         // backup buffer         //         for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6)         {            a = ((LPBYTE)(g_Battle.lpSceneBuf->pixels))[k];            b = ((LPBYTE)(gpScreenBak->pixels))[k];            if (i > 0)            {               if ((a & 0x0F) > (b & 0x0F))               {                  b++;               }               else if ((a & 0x0F) < (b & 0x0F))               {                  b--;               }            }            ((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F));         }         //         // Draw the backup buffer to the screen         //         SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);         PAL_BattleUIUpdate();         VIDEO_UpdateScreen(NULL);      }   }   //   // Draw the result buffer to the screen as the final step   //   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);   PAL_BattleUIUpdate();   VIDEO_UpdateScreen(NULL);}static BATTLERESULTPAL_BattleMain(   VOID)/*++  Purpose:    The main battle routine.  Parameters:    None.  Return value:    The result of the battle.--*/{   int         i;   DWORD       dwTime;      VIDEO_BackupScreen();   //   // Generate the scene and draw the scene to the screen buffer   //   PAL_BattleMakeScene();   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);   //   // Fade out the music and delay for a while   //   PAL_PlayMUS(0, FALSE, 1);   UTIL_Delay(200);   //   // Switch the screen   //   VIDEO_SwitchScreen(5);   //   // Play the battle music   //   PAL_PlayMUS(gpGlobals->wNumBattleMusic, TRUE, 0);   //   // Fade in the screen when needed   //   if (gpGlobals->fNeedToFadeIn)   {      PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);      gpGlobals->fNeedToFadeIn = FALSE;   }   //   // Run the pre-battle scripts for each enemies   //   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)   {      g_Battle.rgEnemy[i].wScriptOnTurnStart =         PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);      if (g_Battle.BattleResult != kBattleResultPreBattle)      {         break;      }   }   if (g_Battle.BattleResult == kBattleResultPreBattle)   {      g_Battle.BattleResult = kBattleResultOnGoing;   }#ifndef PAL_CLASSIC   PAL_UpdateTimeChargingUnit();#endif   dwTime = SDL_GetTicks();   PAL_ClearKeyState();   //   // Run the main battle loop.   //   while (TRUE)   {      //      // Break out if the battle ended.      //      if (g_Battle.BattleResult != kBattleResultOnGoing)      {         break;      }      //      // Wait for the time of one frame. Accept input here.      //      PAL_ProcessEvent();      while (SDL_GetTicks() <= dwTime)      {         PAL_ProcessEvent();         SDL_Delay(1);      }      //      // Set the time of the next frame.      //      dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;      //      // Run the main frame routine.      //      PAL_BattleStartFrame();      //      // Update the screen.      //      VIDEO_UpdateScreen(NULL);   }   //   // Return the battle result   //   return g_Battle.BattleResult;}static VOIDPAL_FreeBattleSprites(   VOID)/*++  Purpose:    Free all the loaded sprites.  Parameters:    None.  Return value:    None.--*/{   int         i;   //   // Free all the loaded sprites   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      if (g_Battle.rgPlayer[i].lpSprite != NULL)      {         free(g_Battle.rgPlayer[i].lpSprite);      }      g_Battle.rgPlayer[i].lpSprite = NULL;   }   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)   {      if (g_Battle.rgEnemy[i].lpSprite != NULL)      {         free(g_Battle.rgEnemy[i].lpSprite);      }      g_Battle.rgEnemy[i].lpSprite = NULL;   }   if (g_Battle.lpSummonSprite != NULL)   {      free(g_Battle.lpSummonSprite);   }   g_Battle.lpSummonSprite = NULL;}VOIDPAL_LoadBattleSprites(   VOID)/*++  Purpose:    Load all the loaded sprites.  Parameters:    None.  Return value:    None.--*/{   int           i, l, x, y, s;   FILE         *fp;   PAL_FreeBattleSprites();   fp = UTIL_OpenRequiredFile("abc.mkf");   //   // Load battle sprites for players   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);      l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);      if (l <= 0)      {         continue;      }      g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);      PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,         s, gpGlobals->f.fpF);      //      // Set the default position for this player      //      x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];      y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];      g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);      g_Battle.rgPlayer[i].pos = PAL_XY(x, y);   }   //   // Load battle sprites for enemies   //   for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)   {      if (g_Battle.rgEnemy[i].wObjectID == 0)      {         continue;      }      l = PAL_MKFGetDecompressedSize(         gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);      if (l <= 0)      {         continue;      }      g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);      PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,         gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);      //      // Set the default position for this enemy      //      x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;      y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;      y += g_Battle.rgEnemy[i].e.wYPosOffset;      g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);      g_Battle.rgEnemy[i].pos = PAL_XY(x, y);   }   fclose(fp);}static VOIDPAL_LoadBattleBackground(   VOID)/*++  Purpose:    Load the screen background picture of the battle.  Parameters:    None.  Return value:    None.--*/{   PAL_LARGE BYTE           buf[320 * 200];   //   // Create the surface   //   g_Battle.lpBackground =      SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,      gpScreen->format->Rmask, gpScreen->format->Gmask,      gpScreen->format->Bmask, gpScreen->format->Amask);   if (g_Battle.lpBackground == NULL)   {      TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");   }#if SDL_VERSION_ATLEAST(2, 0, 0)   SDL_SetSurfacePalette(g_Battle.lpBackground, gpScreen->format->palette);#else   SDL_SetPalette(g_Battle.lpBackground, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);#endif   //   // Load the picture   //   PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);   //   // Draw the picture to the surface.   //   PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);}static VOIDPAL_BattleWon(   VOID)/*++  Purpose:    Show the "you win" message and add the experience points for players.  Parameters:    None.  Return value:    None.--*/{   const SDL_Rect   rect = {65, 60, 200, 100};   const SDL_Rect   rect1 = {80, 0, 180, 200};   int              i, j, iTotalCount;   DWORD            dwExp;   WORD             w;   BOOL             fLevelUp;   PLAYERROLES      OrigPlayerRoles;   //   // Backup the initial player stats   //   OrigPlayerRoles = gpGlobals->g.PlayerRoles;   if (g_Battle.iExpGained > 0)   {      //      // Play the "battle win" music      //      PAL_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);      //      // Show the message about the total number of exp. and cash gained      //      PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);      PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);      PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95, 70), 0, FALSE, FALSE);      PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE);      PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE);      PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182, 74), kNumColorYellow, kNumAlignRight);      PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);      VIDEO_UpdateScreen(&rect);      PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);   }   //   // Add the cash value   //   gpGlobals->dwCash += g_Battle.iCashGained;   //   // Add the experience points for each players   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      fLevelUp = FALSE;      w = gpGlobals->rgParty[i].wPlayerRole;      if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)      {         continue; // don't care about dead players      }      dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;      dwExp += g_Battle.iExpGained;      if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)      {         gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;      }      while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])      {         dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];         if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)         {            fLevelUp = TRUE;            PAL_PlayerLevelUp(w, 1);            gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];            gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];         }      }      gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;      if (fLevelUp)      {         //         // Player has gained a level. Show the message         //         PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);         PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);         PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0,            FALSE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE);         PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE);         for (j = 0; j < 8; j++)         {            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),               gpScreen, PAL_XY(183, 48 + 18 * j));         }         PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR,            TRUE, FALSE);         //         // Draw the original stats and stats after level up         //         PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),            kNumColorBlue, kNumAlignRight);         PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,            PAL_XY(156, 66));         PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),            kNumColorBlue, kNumAlignRight);         PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,            PAL_XY(218, 66));         PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),            kNumColorBlue, kNumAlignRight);         PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,            PAL_XY(156, 84));         PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),            kNumColorBlue, kNumAlignRight);         PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,            PAL_XY(218, 84));         PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -            gpGlobals->g.PlayerRoles.rgwAttackStrength[w],            4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -            gpGlobals->g.PlayerRoles.rgwMagicStrength[w],            4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -            gpGlobals->g.PlayerRoles.rgwDefense[w],            4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -            gpGlobals->g.PlayerRoles.rgwDexterity[w],            4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),            kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -            gpGlobals->g.PlayerRoles.rgwFleeRate[w],            4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);         PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),            kNumColorYellow, kNumAlignRight);         //         // Update the screen and wait for key         //         VIDEO_UpdateScreen(&rect1);         PAL_WaitForKey(3000);         OrigPlayerRoles = gpGlobals->g.PlayerRoles;      }      //      // Increasing of other hidden levels      //      iTotalCount = 0;      iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;      iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;      if (iTotalCount > 0)      {#define CHECK_HIDDEN_EXP(expname, statname, label)          \{                                                           \   dwExp = g_Battle.iExpGained;                             \   dwExp *= gpGlobals->Exp.expname[w].wCount;               \   dwExp /= iTotalCount;                                    \   dwExp *= 2;                                              \                                                            \   dwExp += gpGlobals->Exp.expname[w].wExp;                 \                                                            \   if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS)       \   {                                                        \      gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS;        \   }                                                        \                                                            \   while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \   {                                                        \      dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \      gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \      if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS)    \      {                                                     \         gpGlobals->Exp.expname[w].wLevel++;                \      }                                                     \   }                                                        \                                                            \   gpGlobals->Exp.expname[w].wExp = (WORD)dwExp;            \                                                            \   if (gpGlobals->g.PlayerRoles.statname[w] !=              \      OrigPlayerRoles.statname[w])                          \   {                                                        \      PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);    \      PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), \         0, FALSE, FALSE);                                  \      PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70),     \         0, FALSE, FALSE);                                  \      PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70),  \         0, FALSE, FALSE);                                  \      PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - \         OrigPlayerRoles.statname[w],                       \         5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \      VIDEO_UpdateScreen(&rect);                            \      PAL_WaitForKey(3000);                                 \   }                                                        \}         CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);         CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);         CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);         CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);         CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);         CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);         CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);#undef CHECK_HIDDEN_EXP      }      //      // Learn all magics at the current level      //      j = 0;      while (j < gpGlobals->g.nLevelUpMagic)      {         if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||            gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])         {            j++;            continue;         }         if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))         {            PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);            PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),               PAL_XY(75, 115), 0, FALSE, FALSE);            PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * 3, 115),               0, FALSE, FALSE);            PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic),               PAL_XY(75 + 16 * 5, 115), 0x1B, FALSE, FALSE);            VIDEO_UpdateScreen(&rect);            PAL_WaitForKey(3000);         }         j++;      }   }   //   // Run the post-battle scripts   //   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)   {      PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);   }   //   // Recover automatically after each battle   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      w = gpGlobals->rgParty[i].wPlayerRole;#if 1//def PAL_CLASSIC      gpGlobals->g.PlayerRoles.rgwHP[w] +=         (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;      gpGlobals->g.PlayerRoles.rgwMP[w] +=         (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;#else      if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)      {         gpGlobals->g.PlayerRoles.rgwHP[w] = 1;      }      else if (g_Battle.iExpGained > 0)      {         FLOAT f =            (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;         if (f < 2)         {            f = 2;         }         gpGlobals->g.PlayerRoles.rgwHP[w] +=            (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;         gpGlobals->g.PlayerRoles.rgwMP[w] +=            (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;      }#endif   }}VOIDPAL_BattleEnemyEscape(   VOID)/*++  Purpose:    Enemy flee the battle.  Parameters:    None.  Return value:    None.--*/{   int j, x, y, w;   BOOL f = TRUE;   SOUND_Play(45);   //   // Show the animation   //   while (f)   {   	  f = FALSE;   	  for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)   	  {   	  	 if (g_Battle.rgEnemy[j].wObjectID == 0)   	  	 {   	  	 	continue;   	  	 }   	  	 x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;   	  	 y = PAL_Y(g_Battle.rgEnemy[j].pos);   	  	 g_Battle.rgEnemy[j].pos = PAL_XY(x, y);   	  	 w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));   	  	 if (x + w > 0)   	  	 {   	  	 	f = TRUE;   	  	 }   	  }   	  PAL_BattleMakeScene();      SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);      VIDEO_UpdateScreen(NULL);      UTIL_Delay(10);   }   UTIL_Delay(500);   g_Battle.BattleResult = kBattleResultTerminated;}VOIDPAL_BattlePlayerEscape(   VOID)/*++  Purpose:    Player flee the battle.  Parameters:    None.  Return value:    None.--*/{   int         i, j;   WORD        wPlayerRole;   SOUND_Play(45);   PAL_BattleUpdateFighters();   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;      if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)      {         g_Battle.rgPlayer[i].wCurrentFrame = 0;      }   }   for (i = 0; i < 16; i++)   {      for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)      {         wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;         if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)         {            //            // TODO: This is still not the same as the original game            //            switch (j)            {            case 0:               if (gpGlobals->wMaxPartyMemberIndex > 0)               {                  g_Battle.rgPlayer[j].pos =                     PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,                            PAL_Y(g_Battle.rgPlayer[j].pos) + 6);                  break;               }            case 1:               g_Battle.rgPlayer[j].pos =                  PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,                         PAL_Y(g_Battle.rgPlayer[j].pos) + 4);               break;            case 2:               g_Battle.rgPlayer[j].pos =                  PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,                         PAL_Y(g_Battle.rgPlayer[j].pos) + 3);               break;            default:               assert(FALSE); // Not possible               break;            }         }      }      PAL_BattleDelay(1, 0, FALSE);   }   //   // Remove all players from the screen   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);   }   PAL_BattleDelay(1, 0, FALSE);   g_Battle.BattleResult = kBattleResultFleed;}BATTLERESULTPAL_StartBattle(   WORD        wEnemyTeam,   BOOL        fIsBoss)/*++  Purpose:    Start a battle.  Parameters:    [IN]  wEnemyTeam - the number of the enemy team.    [IN]  fIsBoss - TRUE for boss fight (not allowed to flee).  Return value:    The result of the battle.--*/{   int            i;   WORD           w, wPrevWaveLevel;   SHORT          sPrevWaveProgression;   //   // Set the screen waving effects   //   wPrevWaveLevel = gpGlobals->wScreenWave;   sPrevWaveProgression = gpGlobals->sWaveProgression;   gpGlobals->sWaveProgression = 0;   gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave;   //   // Make sure everyone in the party is alive, also clear all hidden   // EXP count records   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      w = gpGlobals->rgParty[i].wPlayerRole;      if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)      {         gpGlobals->g.PlayerRoles.rgwHP[w] = 1;         gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0;      }      gpGlobals->Exp.rgHealthExp[w].wCount = 0;      gpGlobals->Exp.rgMagicExp[w].wCount = 0;      gpGlobals->Exp.rgAttackExp[w].wCount = 0;      gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0;      gpGlobals->Exp.rgDefenseExp[w].wCount = 0;      gpGlobals->Exp.rgDexterityExp[w].wCount = 0;      gpGlobals->Exp.rgFleeExp[w].wCount = 0;   }   //   // Clear all item-using records   //   for (i = 0; i < MAX_INVENTORY; i++)   {      gpGlobals->rgInventory[i].nAmountInUse = 0;   }   //   // Store all enemies   //   for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)   {      memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));      w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i];      if (w == 0xFFFF)      {         break;      }      if (w != 0)      {         g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];         g_Battle.rgEnemy[i].wObjectID = w;         g_Battle.rgEnemy[i].state = kFighterWait;         g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;         g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;         g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;         g_Battle.rgEnemy[i].iColorShift = 0;#ifndef PAL_CLASSIC         g_Battle.rgEnemy[i].flTimeMeter = 50;         //         // HACK: Otherwise the black thief lady will be too hard to beat         //         if (g_Battle.rgEnemy[i].e.wDexterity == 164)         {            g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3);         }         //         // HACK: Heal up automatically for final boss         //         if (g_Battle.rgEnemy[i].e.wHealth == 32760)         {            for (w = 0; w < MAX_PLAYER_ROLES; w++)            {               gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];               gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];            }         }         //         // Yet another HACKs         //         if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32)         {            g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife         }         else if (g_Battle.rgEnemy[i].e.wDexterity == 20)         {            //            // for Fox Demon            //            if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15)            {               g_Battle.rgEnemy[i].e.wDexterity = 8;            }            else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 ||               gpGlobals->Exp.rgPrimaryExp[4].wExp > 0)            {               g_Battle.rgEnemy[i].e.wDexterity = 60;            }         }         else if (g_Battle.rgEnemy[i].e.wExp == 250 &&            g_Battle.rgEnemy[i].e.wCash == 1100)         {            g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon         }         else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60)         {            g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider         }         else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30)         {            g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head         }         else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16)         {            g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie         }         else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20)         {            g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon         }         else if (g_Battle.rgEnemy[i].e.wLevel < 20 &&            gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2)         {            //            // for low-level monsters in the Cave of Trial            //            g_Battle.rgEnemy[i].e.wLevel += 15;            g_Battle.rgEnemy[i].e.wDexterity += 25;         }         else if (gpGlobals->wNumScene == 0x90)         {            g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons         }         else if (g_Battle.rgEnemy[i].e.wLevel == 2 &&            g_Battle.rgEnemy[i].e.wCash == 48)         {            g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists         }         else if (g_Battle.rgEnemy[i].e.wLevel == 4 &&            g_Battle.rgEnemy[i].e.wCash == 240)         {            g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao         }         else if (g_Battle.rgEnemy[i].e.wLevel == 16 &&            g_Battle.rgEnemy[i].e.wMagicRate == 4 &&            g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4)         {            g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider         }#endif      }   }   g_Battle.wMaxEnemyIndex = i - 1;   //   // Store all players   //   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)   {      g_Battle.rgPlayer[i].flTimeMeter = 15.0f;#ifndef PAL_CLASSIC      g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f;      g_Battle.rgPlayer[i].sTurnOrder = -1;#endif      g_Battle.rgPlayer[i].wHidingTime = 0;      g_Battle.rgPlayer[i].state = kFighterWait;      g_Battle.rgPlayer[i].action.sTarget = -1;      g_Battle.rgPlayer[i].fDefending = FALSE;      g_Battle.rgPlayer[i].wCurrentFrame = 0;      g_Battle.rgPlayer[i].iColorShift = FALSE;   }   //   // Load sprites and background   //   PAL_LoadBattleSprites();   PAL_LoadBattleBackground();   //   // Create the surface for scene buffer   //   g_Battle.lpSceneBuf =      SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,      gpScreen->format->Rmask, gpScreen->format->Gmask,      gpScreen->format->Bmask, gpScreen->format->Amask);   if (g_Battle.lpSceneBuf == NULL)   {      TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!");   }#if SDL_VERSION_ATLEAST(2, 0, 0)   SDL_SetSurfacePalette(g_Battle.lpSceneBuf, gpScreen->format->palette);#else   SDL_SetPalette(g_Battle.lpSceneBuf, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);#endif   PAL_UpdateEquipments();   g_Battle.iExpGained = 0;   g_Battle.iCashGained = 0;   g_Battle.fIsBoss = fIsBoss;   g_Battle.fEnemyCleared = FALSE;   g_Battle.fEnemyMoving = FALSE;   g_Battle.iHidingTime = 0;   g_Battle.wMovingPlayerIndex = 0;   g_Battle.UI.szMsg[0] = '\0';   g_Battle.UI.szNextMsg[0] = '\0';   g_Battle.UI.dwMsgShowTime = 0;   g_Battle.UI.state = kBattleUIWait;   g_Battle.UI.fAutoAttack = FALSE;   g_Battle.UI.wSelectedIndex = 0;   g_Battle.UI.wPrevEnemyTarget = 0;   memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum));   g_Battle.lpSummonSprite = NULL;   g_Battle.sBackgroundColorShift = 0;   gpGlobals->fInBattle = TRUE;   g_Battle.BattleResult = kBattleResultPreBattle;   PAL_BattleUpdateFighters();   //   // Load the battle effect sprite.   //   i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA);   g_Battle.lpEffectSprite = UTIL_malloc(i);   PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA);#ifdef PAL_CLASSIC   g_Battle.Phase = kBattlePhaseSelectAction;   g_Battle.fRepeat = FALSE;   g_Battle.fForce = FALSE;   g_Battle.fFlee = FALSE;#endif#ifdef PAL_ALLOW_KEYREPEAT   SDL_EnableKeyRepeat(120, 75);#endif   //   // Run the main battle routine.   //   i = PAL_BattleMain();#ifdef PAL_ALLOW_KEYREPEAT   SDL_EnableKeyRepeat(0, 0);   PAL_ClearKeyState();   g_InputState.prevdir = kDirUnknown;#endif   if (i == kBattleResultWon)   {      //      // Player won the battle. Add the Experience points.      //      PAL_BattleWon();   }   //   // Clear all item-using records   //   for (w = 0; w < MAX_INVENTORY; w++)   {      gpGlobals->rgInventory[w].nAmountInUse = 0;   }   //   // Clear all player status, poisons and temporary effects   //   PAL_ClearAllPlayerStatus();   for (w = 0; w < MAX_PLAYER_ROLES; w++)   {      PAL_CurePoisonByLevel(w, 3);      PAL_RemoveEquipmentEffect(w, kBodyPartExtra);   }   //   // Free all the battle sprites   //   PAL_FreeBattleSprites();   free(g_Battle.lpEffectSprite);   //   // Free the surfaces for the background picture and scene buffer   //   SDL_FreeSurface(g_Battle.lpBackground);   SDL_FreeSurface(g_Battle.lpSceneBuf);   g_Battle.lpBackground = NULL;   g_Battle.lpSceneBuf = NULL;   gpGlobals->fInBattle = FALSE;   PAL_PlayMUS(gpGlobals->wNumMusic, TRUE, 1);   //   // Restore the screen waving effects   //   gpGlobals->sWaveProgression = sPrevWaveProgression;   gpGlobals->wScreenWave = wPrevWaveLevel;   return i;}
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