fight.c 127 KB

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  1. /* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
  2. //
  3. // Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
  4. // All rights reserved.
  5. //
  6. // This file is part of SDLPAL.
  7. //
  8. // SDLPAL is free software: you can redistribute it and/or modify
  9. // it under the terms of the GNU General Public License as published by
  10. // the Free Software Foundation, either version 3 of the License, or
  11. // (at your option) any later version.
  12. //
  13. // This program is distributed in the hope that it will be useful,
  14. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  16. // GNU General Public License for more details.
  17. //
  18. // You should have received a copy of the GNU General Public License
  19. // along with this program. If not, see <http://www.gnu.org/licenses/>.
  20. //
  21. // Modified by Lou Yihua <louyihua@21cn.com> with Unicode support, 2015
  22. //
  23. #include "main.h"
  24. #include <math.h>
  25. //#define INVINCIBLE 1
  26. static BOOL
  27. PAL_IsPlayerDying(
  28. WORD wPlayerRole
  29. )
  30. /*++
  31. Purpose:
  32. Check if the player is dying.
  33. Parameters:
  34. [IN] wPlayerRole - the player role ID.
  35. Return value:
  36. TRUE if the player is dying, FALSE if not.
  37. --*/
  38. {
  39. return gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] < gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole] / 5;
  40. }
  41. INT
  42. PAL_BattleSelectAutoTarget(
  43. VOID
  44. )
  45. /*++
  46. Purpose:
  47. Pick an enemy target automatically.
  48. Parameters:
  49. None.
  50. Return value:
  51. The index of enemy. -1 if failed.
  52. --*/
  53. {
  54. int i;
  55. i = (int)g_Battle.UI.wPrevEnemyTarget;
  56. if (i >= 0 && i <= g_Battle.wMaxEnemyIndex &&
  57. g_Battle.rgEnemy[i].wObjectID != 0 &&
  58. g_Battle.rgEnemy[i].e.wHealth > 0)
  59. {
  60. return i;
  61. }
  62. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  63. {
  64. if (g_Battle.rgEnemy[i].wObjectID != 0 &&
  65. g_Battle.rgEnemy[i].e.wHealth > 0)
  66. {
  67. return i;
  68. }
  69. }
  70. return -1;
  71. }
  72. static SHORT
  73. PAL_CalcBaseDamage(
  74. WORD wAttackStrength,
  75. WORD wDefense
  76. )
  77. /*++
  78. Purpose:
  79. Calculate the base damage value of attacking.
  80. Parameters:
  81. [IN] wAttackStrength - attack strength of attacker.
  82. [IN] wDefense - defense value of inflictor.
  83. Return value:
  84. The base damage value of the attacking.
  85. --*/
  86. {
  87. SHORT sDamage;
  88. //
  89. // Formula courtesy of palxex and shenyanduxing
  90. //
  91. if (wAttackStrength > wDefense)
  92. {
  93. sDamage = (SHORT)(wAttackStrength * 2 - wDefense * 1.6 + 0.5);
  94. }
  95. else if (wAttackStrength > wDefense * 0.6)
  96. {
  97. sDamage = (SHORT)(wAttackStrength - wDefense * 0.6 + 0.5);
  98. }
  99. else
  100. {
  101. sDamage = 0;
  102. }
  103. return sDamage;
  104. }
  105. static SHORT
  106. PAL_CalcMagicDamage(
  107. WORD wMagicStrength,
  108. WORD wDefense,
  109. const WORD rgwElementalResistance[NUM_MAGIC_ELEMENTAL],
  110. WORD wPoisonResistance,
  111. WORD wMagicID
  112. )
  113. /*++
  114. Purpose:
  115. Calculate the damage of magic.
  116. Parameters:
  117. [IN] wMagicStrength - magic strength of attacker.
  118. [IN] wDefense - defense value of inflictor.
  119. [IN] rgwElementalResistance - inflictor's resistance to the elemental magics.
  120. [IN] wPoisonResistance - inflictor's resistance to poison.
  121. [IN] wMagicID - object ID of the magic.
  122. Return value:
  123. The damage value of the magic attack.
  124. --*/
  125. {
  126. SHORT sDamage;
  127. WORD wElem;
  128. wMagicID = gpGlobals->g.rgObject[wMagicID].magic.wMagicNumber;
  129. //
  130. // Formula courtesy of palxex and shenyanduxing
  131. //
  132. wMagicStrength *= RandomFloat(10, 11);
  133. wMagicStrength /= 10;
  134. sDamage = PAL_CalcBaseDamage(wMagicStrength, wDefense);
  135. sDamage /= 4;
  136. sDamage += gpGlobals->g.lprgMagic[wMagicID].wBaseDamage;
  137. if (gpGlobals->g.lprgMagic[wMagicID].wElemental != 0)
  138. {
  139. wElem = gpGlobals->g.lprgMagic[wMagicID].wElemental;
  140. if (wElem > NUM_MAGIC_ELEMENTAL)
  141. {
  142. sDamage *= 10 - wPoisonResistance;
  143. }
  144. else if (wElem == 0)
  145. {
  146. sDamage *= 5;
  147. }
  148. else
  149. {
  150. sDamage *= 10 - rgwElementalResistance[wElem - 1];
  151. }
  152. sDamage /= 5;
  153. if (wElem <= NUM_MAGIC_ELEMENTAL)
  154. {
  155. sDamage *= 10 + gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].rgsMagicEffect[wElem - 1];
  156. sDamage /= 10;
  157. }
  158. }
  159. return sDamage;
  160. }
  161. SHORT
  162. PAL_CalcPhysicalAttackDamage(
  163. WORD wAttackStrength,
  164. WORD wDefense,
  165. WORD wAttackResistance
  166. )
  167. /*++
  168. Purpose:
  169. Calculate the damage value of physical attacking.
  170. Parameters:
  171. [IN] wAttackStrength - attack strength of attacker.
  172. [IN] wDefense - defense value of inflictor.
  173. [IN] wAttackResistance - inflictor's resistance to physical attack.
  174. Return value:
  175. The damage value of the physical attacking.
  176. --*/
  177. {
  178. SHORT sDamage;
  179. sDamage = PAL_CalcBaseDamage(wAttackStrength, wDefense);
  180. if (wAttackResistance != 0)
  181. {
  182. sDamage /= wAttackResistance;
  183. }
  184. return sDamage;
  185. }
  186. static SHORT
  187. PAL_GetEnemyDexterity(
  188. WORD wEnemyIndex
  189. )
  190. /*++
  191. Purpose:
  192. Get the dexterity value of the enemy.
  193. Parameters:
  194. [IN] wEnemyIndex - the index of the enemy.
  195. Return value:
  196. The dexterity value of the enemy.
  197. --*/
  198. {
  199. SHORT s;
  200. assert(g_Battle.rgEnemy[wEnemyIndex].wObjectID != 0);
  201. s = (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 3;
  202. s += (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wDexterity;
  203. #ifndef PAL_CLASSIC
  204. if (s < 20)
  205. {
  206. s = 20;
  207. }
  208. if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusHaste] != 0)
  209. {
  210. s *= 6;
  211. s /= 5;
  212. }
  213. else if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSlow] != 0)
  214. {
  215. s *= 2;
  216. s /= 3;
  217. }
  218. #endif
  219. return s;
  220. }
  221. static WORD
  222. PAL_GetPlayerActualDexterity(
  223. WORD wPlayerRole
  224. )
  225. /*++
  226. Purpose:
  227. Get player's actual dexterity value in battle.
  228. Parameters:
  229. [IN] wPlayerRole - the player role ID.
  230. Return value:
  231. The player's actual dexterity value.
  232. --*/
  233. {
  234. WORD wDexterity = PAL_GetPlayerDexterity(wPlayerRole);
  235. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusHaste] != 0)
  236. {
  237. #ifdef PAL_CLASSIC
  238. wDexterity *= 3;
  239. #else
  240. wDexterity *= 6;
  241. wDexterity /= 5;
  242. #endif
  243. }
  244. #ifndef PAL_CLASSIC
  245. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] != 0)
  246. {
  247. wDexterity *= 2;
  248. wDexterity /= 3;
  249. }
  250. #endif
  251. if (PAL_IsPlayerDying(wPlayerRole))
  252. {
  253. //
  254. // player who is low of HP should be slower
  255. //
  256. #ifdef PAL_CLASSIC
  257. wDexterity /= 2;
  258. #else
  259. wDexterity *= 4;
  260. wDexterity /= 5;
  261. #endif
  262. }
  263. #ifdef PAL_CLASSIC
  264. if (wDexterity > 999)
  265. {
  266. wDexterity = 999;
  267. }
  268. #endif
  269. return wDexterity;
  270. }
  271. #ifndef PAL_CLASSIC
  272. VOID
  273. PAL_UpdateTimeChargingUnit(
  274. VOID
  275. )
  276. /*++
  277. Purpose:
  278. Update the base time unit of time-charging.
  279. Parameters:
  280. None.
  281. Return value:
  282. None.
  283. --*/
  284. {
  285. g_Battle.flTimeChargingUnit = (FLOAT)(pow(PAL_GetPlayerDexterity(0) + 5, 0.3));
  286. g_Battle.flTimeChargingUnit /= PAL_GetPlayerDexterity(0);
  287. if (gpGlobals->bBattleSpeed > 1)
  288. {
  289. g_Battle.flTimeChargingUnit /= 1 + (gpGlobals->bBattleSpeed - 1) * 0.5;
  290. }
  291. else
  292. {
  293. g_Battle.flTimeChargingUnit /= 1.2f;
  294. }
  295. }
  296. FLOAT
  297. PAL_GetTimeChargingSpeed(
  298. WORD wDexterity
  299. )
  300. /*++
  301. Purpose:
  302. Calculate the time charging speed.
  303. Parameters:
  304. [IN] wDexterity - the dexterity value of player or enemy.
  305. Return value:
  306. The time-charging speed of the player or enemy.
  307. --*/
  308. {
  309. if ((g_Battle.UI.state == kBattleUISelectMove &&
  310. g_Battle.UI.MenuState != kBattleMenuMain) ||
  311. !SDL_TICKS_PASSED(SDL_GetTicks(), g_Battle.UI.dwMsgShowTime))
  312. {
  313. //
  314. // Pause the time when there are submenus or text messages
  315. //
  316. return 0;
  317. }
  318. //
  319. // The battle should be faster when using Auto-Battle
  320. //
  321. if (gpGlobals->fAutoBattle)
  322. {
  323. wDexterity *= 3;
  324. }
  325. return g_Battle.flTimeChargingUnit * wDexterity;
  326. }
  327. #endif
  328. VOID
  329. PAL_BattleDelay(
  330. WORD wDuration,
  331. WORD wObjectID,
  332. BOOL fUpdateGesture
  333. )
  334. /*++
  335. Purpose:
  336. Delay a while during battle.
  337. Parameters:
  338. [IN] wDuration - Number of frames of the delay.
  339. [IN] wObjectID - The object ID to be displayed during the delay.
  340. [IN] fUpdateGesture - TRUE if update the gesture for enemies, FALSE if not.
  341. Return value:
  342. None.
  343. --*/
  344. {
  345. int i, j;
  346. DWORD dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  347. for (i = 0; i < wDuration; i++)
  348. {
  349. if (fUpdateGesture)
  350. {
  351. //
  352. // Update the gesture of enemies.
  353. //
  354. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  355. {
  356. if (g_Battle.rgEnemy[j].wObjectID == 0 ||
  357. g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] != 0 ||
  358. g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] != 0)
  359. {
  360. continue;
  361. }
  362. if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
  363. {
  364. g_Battle.rgEnemy[j].wCurrentFrame++;
  365. g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
  366. gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
  367. }
  368. if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
  369. {
  370. g_Battle.rgEnemy[j].wCurrentFrame = 0;
  371. }
  372. }
  373. }
  374. //
  375. // Wait for the time of one frame. Accept input here.
  376. //
  377. PAL_DelayUntil(dwTime);
  378. //
  379. // Set the time of the next frame.
  380. //
  381. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  382. PAL_BattleMakeScene();
  383. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  384. PAL_BattleUIUpdate();
  385. if (wObjectID != 0)
  386. {
  387. if (wObjectID == BATTLE_LABEL_ESCAPEFAIL) // HACKHACK
  388. {
  389. PAL_DrawText(PAL_GetWord(wObjectID), PAL_XY(130, 75), 15, TRUE, FALSE, FALSE);
  390. }
  391. else if ((SHORT)wObjectID < 0)
  392. {
  393. PAL_DrawText(PAL_GetWord(-((SHORT)wObjectID)), PAL_XY(170, 45), DESCTEXT_COLOR, TRUE, FALSE, FALSE);
  394. }
  395. else
  396. {
  397. PAL_DrawText(PAL_GetWord(wObjectID), PAL_XY(210, 50), 15, TRUE, FALSE, FALSE);
  398. }
  399. }
  400. VIDEO_UpdateScreen(NULL);
  401. }
  402. }
  403. static VOID
  404. PAL_BattleBackupStat(
  405. VOID
  406. )
  407. /*++
  408. Purpose:
  409. Backup HP and MP values of all players and enemies.
  410. Parameters:
  411. None.
  412. Return value:
  413. None.
  414. --*/
  415. {
  416. int i;
  417. WORD wPlayerRole;
  418. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  419. {
  420. if (g_Battle.rgEnemy[i].wObjectID == 0)
  421. {
  422. continue;
  423. }
  424. g_Battle.rgEnemy[i].wPrevHP = g_Battle.rgEnemy[i].e.wHealth;
  425. }
  426. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  427. {
  428. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  429. g_Battle.rgPlayer[i].wPrevHP =
  430. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
  431. g_Battle.rgPlayer[i].wPrevMP =
  432. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole];
  433. }
  434. }
  435. static BOOL
  436. PAL_BattleDisplayStatChange(
  437. VOID
  438. )
  439. /*++
  440. Purpose:
  441. Display the HP and MP changes of all players and enemies.
  442. Parameters:
  443. None.
  444. Return value:
  445. TRUE if there are any number displayed, FALSE if not.
  446. --*/
  447. {
  448. int i, x, y;
  449. SHORT sDamage;
  450. WORD wPlayerRole;
  451. BOOL f = FALSE;
  452. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  453. {
  454. if (g_Battle.rgEnemy[i].wObjectID == 0)
  455. {
  456. continue;
  457. }
  458. if (g_Battle.rgEnemy[i].wPrevHP != g_Battle.rgEnemy[i].e.wHealth)
  459. {
  460. //
  461. // Show the number of damage
  462. //
  463. sDamage = g_Battle.rgEnemy[i].e.wHealth - g_Battle.rgEnemy[i].wPrevHP;
  464. x = PAL_X(g_Battle.rgEnemy[i].pos) - 9;
  465. y = PAL_Y(g_Battle.rgEnemy[i].pos) - 115;
  466. if (y < 10)
  467. {
  468. y = 10;
  469. }
  470. if (sDamage < 0)
  471. {
  472. PAL_BattleUIShowNum((WORD)(-sDamage), PAL_XY(x, y), kNumColorBlue);
  473. }
  474. else
  475. {
  476. PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorYellow);
  477. }
  478. f = TRUE;
  479. }
  480. }
  481. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  482. {
  483. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  484. if (g_Battle.rgPlayer[i].wPrevHP != gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole])
  485. {
  486. sDamage =
  487. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] - g_Battle.rgPlayer[i].wPrevHP;
  488. x = PAL_X(g_Battle.rgPlayer[i].pos) - 9;
  489. y = PAL_Y(g_Battle.rgPlayer[i].pos) - 75;
  490. if (y < 10)
  491. {
  492. y = 10;
  493. }
  494. if (sDamage < 0)
  495. {
  496. PAL_BattleUIShowNum((WORD)(-sDamage), PAL_XY(x, y), kNumColorBlue);
  497. }
  498. else
  499. {
  500. PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorYellow);
  501. }
  502. f = TRUE;
  503. }
  504. if (g_Battle.rgPlayer[i].wPrevMP != gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole])
  505. {
  506. sDamage =
  507. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] - g_Battle.rgPlayer[i].wPrevMP;
  508. x = PAL_X(g_Battle.rgPlayer[i].pos) - 9;
  509. y = PAL_Y(g_Battle.rgPlayer[i].pos) - 67;
  510. if (y < 10)
  511. {
  512. y = 10;
  513. }
  514. //
  515. // Only show MP increasing
  516. //
  517. if (sDamage > 0)
  518. {
  519. PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorCyan);
  520. }
  521. f = TRUE;
  522. }
  523. }
  524. return f;
  525. }
  526. static VOID
  527. PAL_BattlePostActionCheck(
  528. BOOL fCheckPlayers
  529. )
  530. /*++
  531. Purpose:
  532. Essential checks after an action is executed.
  533. Parameters:
  534. [IN] fCheckPlayers - TRUE if check for players, FALSE if not.
  535. Return value:
  536. None.
  537. --*/
  538. {
  539. int i, j;
  540. BOOL fFade = FALSE;
  541. BOOL fEnemyRemaining = FALSE;
  542. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  543. {
  544. if (g_Battle.rgEnemy[i].wObjectID == 0)
  545. {
  546. continue;
  547. }
  548. if ((SHORT)(g_Battle.rgEnemy[i].e.wHealth) <= 0)
  549. {
  550. //
  551. // This enemy is KO'ed
  552. //
  553. g_Battle.iExpGained += g_Battle.rgEnemy[i].e.wExp;
  554. g_Battle.iCashGained += g_Battle.rgEnemy[i].e.wCash;
  555. SOUND_Play(g_Battle.rgEnemy[i].e.wDeathSound);
  556. g_Battle.rgEnemy[i].wObjectID = 0;
  557. fFade = TRUE;
  558. continue;
  559. }
  560. fEnemyRemaining = TRUE;
  561. }
  562. if (!fEnemyRemaining)
  563. {
  564. g_Battle.fEnemyCleared = TRUE;
  565. g_Battle.UI.state = kBattleUIWait;
  566. }
  567. if (fCheckPlayers && !gpGlobals->fAutoBattle)
  568. {
  569. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  570. {
  571. WORD w = gpGlobals->rgParty[i].wPlayerRole, wName;
  572. if (gpGlobals->g.PlayerRoles.rgwHP[w] < g_Battle.rgPlayer[i].wPrevHP &&
  573. gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  574. {
  575. w = gpGlobals->g.PlayerRoles.rgwCoveredBy[w];
  576. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  577. {
  578. if (gpGlobals->rgParty[j].wPlayerRole == w)
  579. {
  580. break;
  581. }
  582. }
  583. if (gpGlobals->g.PlayerRoles.rgwHP[w] > 0 &&
  584. gpGlobals->rgPlayerStatus[w][kStatusSleep] == 0 &&
  585. gpGlobals->rgPlayerStatus[w][kStatusParalyzed] == 0 &&
  586. gpGlobals->rgPlayerStatus[w][kStatusConfused] == 0 &&
  587. j <= gpGlobals->wMaxPartyMemberIndex)
  588. {
  589. wName = gpGlobals->g.PlayerRoles.rgwName[w];
  590. if (gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath != 0)
  591. {
  592. PAL_BattleDelay(10, 0, TRUE);
  593. PAL_BattleMakeScene();
  594. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  595. VIDEO_UpdateScreen(NULL);
  596. g_Battle.BattleResult = kBattleResultPause;
  597. gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath =
  598. PAL_RunTriggerScript(gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath, w);
  599. g_Battle.BattleResult = kBattleResultOnGoing;
  600. PAL_ClearKeyState();
  601. goto end;
  602. }
  603. }
  604. }
  605. }
  606. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  607. {
  608. WORD w = gpGlobals->rgParty[i].wPlayerRole, wName;
  609. if (gpGlobals->rgPlayerStatus[w][kStatusSleep] != 0 ||
  610. gpGlobals->rgPlayerStatus[w][kStatusConfused] != 0)
  611. {
  612. continue;
  613. }
  614. if (gpGlobals->g.PlayerRoles.rgwHP[w] < g_Battle.rgPlayer[i].wPrevHP)
  615. {
  616. if (gpGlobals->g.PlayerRoles.rgwHP[w] > 0 && PAL_IsPlayerDying(w) &&
  617. g_Battle.rgPlayer[i].wPrevHP >= gpGlobals->g.PlayerRoles.rgwMaxHP[w] / 5)
  618. {
  619. WORD wCover = gpGlobals->g.PlayerRoles.rgwCoveredBy[w];
  620. if (gpGlobals->rgPlayerStatus[wCover][kStatusSleep] != 0 ||
  621. gpGlobals->rgPlayerStatus[wCover][kStatusParalyzed] != 0 ||
  622. gpGlobals->rgPlayerStatus[wCover][kStatusConfused] != 0)
  623. {
  624. continue;
  625. }
  626. wName = gpGlobals->g.PlayerRoles.rgwName[w];
  627. SOUND_Play(gpGlobals->g.PlayerRoles.rgwDyingSound[w]);
  628. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  629. {
  630. if (gpGlobals->rgParty[j].wPlayerRole == wCover)
  631. {
  632. break;
  633. }
  634. }
  635. if (j > gpGlobals->wMaxPartyMemberIndex || gpGlobals->g.PlayerRoles.rgwHP[wCover] == 0)
  636. {
  637. continue;
  638. }
  639. if (gpGlobals->g.rgObject[wName].player.wScriptOnDying != 0)
  640. {
  641. PAL_BattleDelay(10, 0, TRUE);
  642. PAL_BattleMakeScene();
  643. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  644. VIDEO_UpdateScreen(NULL);
  645. g_Battle.BattleResult = kBattleResultPause;
  646. gpGlobals->g.rgObject[wName].player.wScriptOnDying =
  647. PAL_RunTriggerScript(gpGlobals->g.rgObject[wName].player.wScriptOnDying, w);
  648. g_Battle.BattleResult = kBattleResultOnGoing;
  649. PAL_ClearKeyState();
  650. }
  651. goto end;
  652. }
  653. }
  654. }
  655. }
  656. end:
  657. if (fFade)
  658. {
  659. PAL_BattleBackupScene();
  660. PAL_BattleMakeScene();
  661. PAL_BattleFadeScene();
  662. }
  663. //
  664. // Fade out the summoned god
  665. //
  666. if (g_Battle.lpSummonSprite != NULL)
  667. {
  668. PAL_BattleUpdateFighters();
  669. PAL_BattleDelay(1, 0, FALSE);
  670. free(g_Battle.lpSummonSprite);
  671. g_Battle.lpSummonSprite = NULL;
  672. g_Battle.sBackgroundColorShift = 0;
  673. PAL_BattleBackupScene();
  674. PAL_BattleMakeScene();
  675. PAL_BattleFadeScene();
  676. }
  677. }
  678. VOID
  679. PAL_BattleUpdateFighters(
  680. VOID
  681. )
  682. /*++
  683. Purpose:
  684. Update players' and enemies' gestures and locations in battle.
  685. Parameters:
  686. None.
  687. Return value:
  688. None.
  689. --*/
  690. {
  691. int i;
  692. WORD wPlayerRole;
  693. //
  694. // Update the gesture for all players
  695. //
  696. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  697. {
  698. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  699. g_Battle.rgPlayer[i].pos = g_Battle.rgPlayer[i].posOriginal;
  700. g_Battle.rgPlayer[i].iColorShift = 0;
  701. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  702. {
  703. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
  704. {
  705. g_Battle.rgPlayer[i].wCurrentFrame = 2; // dead
  706. }
  707. else
  708. {
  709. g_Battle.rgPlayer[i].wCurrentFrame = 0; // puppet
  710. }
  711. }
  712. else
  713. {
  714. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] != 0 ||
  715. PAL_IsPlayerDying(wPlayerRole))
  716. {
  717. g_Battle.rgPlayer[i].wCurrentFrame = 1;
  718. }
  719. #ifndef PAL_CLASSIC
  720. else if (g_Battle.rgPlayer[i].state == kFighterAct &&
  721. g_Battle.rgPlayer[i].action.ActionType == kBattleActionMagic &&
  722. !g_Battle.fEnemyCleared)
  723. {
  724. //
  725. // Player is using a magic
  726. //
  727. g_Battle.rgPlayer[i].wCurrentFrame = 5;
  728. }
  729. #endif
  730. else if (g_Battle.rgPlayer[i].fDefending && !g_Battle.fEnemyCleared)
  731. {
  732. g_Battle.rgPlayer[i].wCurrentFrame = 3;
  733. }
  734. else
  735. {
  736. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  737. }
  738. }
  739. }
  740. //
  741. // Update the gesture for all enemies
  742. //
  743. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  744. {
  745. if (g_Battle.rgEnemy[i].wObjectID == 0)
  746. {
  747. continue;
  748. }
  749. g_Battle.rgEnemy[i].pos = g_Battle.rgEnemy[i].posOriginal;
  750. g_Battle.rgEnemy[i].iColorShift = 0;
  751. if (g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] > 0 ||
  752. g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] > 0)
  753. {
  754. g_Battle.rgEnemy[i].wCurrentFrame = 0;
  755. continue;
  756. }
  757. if (--g_Battle.rgEnemy[i].e.wIdleAnimSpeed == 0)
  758. {
  759. g_Battle.rgEnemy[i].wCurrentFrame++;
  760. g_Battle.rgEnemy[i].e.wIdleAnimSpeed =
  761. gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
  762. }
  763. if (g_Battle.rgEnemy[i].wCurrentFrame >= g_Battle.rgEnemy[i].e.wIdleFrames)
  764. {
  765. g_Battle.rgEnemy[i].wCurrentFrame = 0;
  766. }
  767. }
  768. }
  769. VOID
  770. PAL_BattlePlayerCheckReady(
  771. VOID
  772. )
  773. /*++
  774. Purpose:
  775. Check if there are player who is ready.
  776. Parameters:
  777. None.
  778. Return value:
  779. None.
  780. --*/
  781. {
  782. float flMax = 0;
  783. int iMax = 0, i;
  784. //
  785. // Start the UI for the fastest and ready player
  786. //
  787. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  788. {
  789. if (g_Battle.rgPlayer[i].state == kFighterCom ||
  790. (g_Battle.rgPlayer[i].state == kFighterAct && g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic))
  791. {
  792. flMax = 0;
  793. break;
  794. }
  795. else if (g_Battle.rgPlayer[i].state == kFighterWait)
  796. {
  797. if (g_Battle.rgPlayer[i].flTimeMeter > flMax)
  798. {
  799. iMax = i;
  800. flMax = g_Battle.rgPlayer[i].flTimeMeter;
  801. }
  802. }
  803. }
  804. if (flMax >= 100.0f)
  805. {
  806. g_Battle.rgPlayer[iMax].state = kFighterCom;
  807. g_Battle.rgPlayer[iMax].fDefending = FALSE;
  808. }
  809. }
  810. VOID
  811. PAL_BattleStartFrame(
  812. VOID
  813. )
  814. /*++
  815. Purpose:
  816. Called once per video frame in battle.
  817. Parameters:
  818. None.
  819. Return value:
  820. None.
  821. --*/
  822. {
  823. int i, j;
  824. WORD wPlayerRole;
  825. WORD wDexterity;
  826. BOOL fOnlyPuppet = TRUE;
  827. #ifndef PAL_CLASSIC
  828. FLOAT flMax;
  829. BOOL fMoved = FALSE;
  830. SHORT sMax, sMaxIndex;
  831. #endif
  832. if (!g_Battle.fEnemyCleared)
  833. {
  834. PAL_BattleUpdateFighters();
  835. }
  836. //
  837. // Update the scene
  838. //
  839. PAL_BattleMakeScene();
  840. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  841. //
  842. // Check if the battle is over
  843. //
  844. if (g_Battle.fEnemyCleared)
  845. {
  846. //
  847. // All enemies are cleared. Won the battle.
  848. //
  849. g_Battle.BattleResult = kBattleResultWon;
  850. SOUND_Play(0);
  851. return;
  852. }
  853. else
  854. {
  855. BOOL fEnded = TRUE;
  856. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  857. {
  858. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  859. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] != 0)
  860. {
  861. fOnlyPuppet = FALSE;
  862. fEnded = FALSE;
  863. break;
  864. }
  865. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] != 0)
  866. {
  867. fEnded = FALSE;
  868. }
  869. }
  870. if (fEnded)
  871. {
  872. //
  873. // All players are dead. Lost the battle.
  874. //
  875. g_Battle.BattleResult = kBattleResultLost;
  876. return;
  877. }
  878. }
  879. #ifndef PAL_CLASSIC
  880. //
  881. // Check for hiding status
  882. //
  883. if (g_Battle.iHidingTime > 0)
  884. {
  885. if (PAL_GetTimeChargingSpeed(9999) > 0)
  886. {
  887. g_Battle.iHidingTime--;
  888. }
  889. if (g_Battle.iHidingTime == 0)
  890. {
  891. PAL_BattleBackupScene();
  892. PAL_BattleMakeScene();
  893. PAL_BattleFadeScene();
  894. }
  895. }
  896. //
  897. // Run the logic for all enemies
  898. //
  899. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  900. {
  901. if (g_Battle.rgEnemy[i].wObjectID == 0)
  902. {
  903. continue;
  904. }
  905. if (g_Battle.rgEnemy[i].fTurnStart)
  906. {
  907. g_Battle.rgEnemy[i].wScriptOnTurnStart =
  908. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
  909. g_Battle.rgEnemy[i].fTurnStart = FALSE;
  910. fMoved = TRUE;
  911. }
  912. }
  913. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  914. {
  915. if (g_Battle.rgEnemy[i].wObjectID == 0)
  916. {
  917. continue;
  918. }
  919. switch (g_Battle.rgEnemy[i].state)
  920. {
  921. case kFighterWait:
  922. flMax = PAL_GetTimeChargingSpeed(PAL_GetEnemyDexterity(i));
  923. flMax /= (gpGlobals->fAutoBattle ? 2 : 1);
  924. if (flMax != 0)
  925. {
  926. g_Battle.rgEnemy[i].flTimeMeter += flMax;
  927. if (g_Battle.rgEnemy[i].flTimeMeter > 100 && flMax > 0)
  928. {
  929. if (g_Battle.iHidingTime == 0)
  930. {
  931. g_Battle.rgEnemy[i].state = kFighterCom;
  932. }
  933. else
  934. {
  935. g_Battle.rgEnemy[i].flTimeMeter = 0;
  936. }
  937. }
  938. }
  939. break;
  940. case kFighterCom:
  941. g_Battle.rgEnemy[i].wScriptOnReady =
  942. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnReady, i);
  943. g_Battle.rgEnemy[i].state = kFighterAct;
  944. fMoved = TRUE;
  945. break;
  946. case kFighterAct:
  947. if (!fMoved && (PAL_GetTimeChargingSpeed(9999) > 0 || g_Battle.rgEnemy[i].fDualMove) && !fOnlyPuppet)
  948. {
  949. fMoved = TRUE;
  950. g_Battle.fEnemyMoving = TRUE;
  951. g_Battle.rgEnemy[i].fDualMove =
  952. (!g_Battle.rgEnemy[i].fFirstMoveDone &&
  953. (g_Battle.rgEnemy[i].e.wDualMove >= 2 ||
  954. (g_Battle.rgEnemy[i].e.wDualMove != 0 && RandomLong(0, 1))));
  955. PAL_BattleEnemyPerformAction(i);
  956. g_Battle.rgEnemy[i].flTimeMeter = 0;
  957. g_Battle.rgEnemy[i].state = kFighterWait;
  958. g_Battle.fEnemyMoving = FALSE;
  959. if (g_Battle.rgEnemy[i].fDualMove)
  960. {
  961. g_Battle.rgEnemy[i].flTimeMeter = 100;
  962. g_Battle.rgEnemy[i].state = kFighterCom;
  963. g_Battle.rgEnemy[i].fFirstMoveDone = TRUE;
  964. }
  965. else
  966. {
  967. g_Battle.rgEnemy[i].fFirstMoveDone = FALSE;
  968. g_Battle.rgEnemy[i].fTurnStart = TRUE;
  969. }
  970. }
  971. break;
  972. }
  973. }
  974. //
  975. // Update the battle UI
  976. //
  977. PAL_BattleUIUpdate();
  978. //
  979. // Run the logic for all players
  980. //
  981. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  982. {
  983. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  984. //
  985. // Skip dead players
  986. //
  987. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
  988. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
  989. {
  990. g_Battle.rgPlayer[i].state = kFighterWait;
  991. g_Battle.rgPlayer[i].flTimeMeter = 0;
  992. g_Battle.rgPlayer[i].flTimeSpeedModifier = 1.0f;
  993. g_Battle.rgPlayer[i].sTurnOrder = -1;
  994. continue;
  995. }
  996. switch (g_Battle.rgPlayer[i].state)
  997. {
  998. case kFighterWait:
  999. wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
  1000. g_Battle.rgPlayer[i].flTimeMeter +=
  1001. PAL_GetTimeChargingSpeed(wDexterity) * g_Battle.rgPlayer[i].flTimeSpeedModifier;
  1002. break;
  1003. case kFighterCom:
  1004. break;
  1005. case kFighterAct:
  1006. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0)
  1007. {
  1008. g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
  1009. g_Battle.rgPlayer[i].action.flRemainingTime = 0;
  1010. }
  1011. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
  1012. {
  1013. g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttackMate;
  1014. g_Battle.rgPlayer[i].action.flRemainingTime = 0;
  1015. }
  1016. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSilence] > 0 &&
  1017. g_Battle.rgPlayer[i].action.ActionType == kBattleActionMagic)
  1018. {
  1019. g_Battle.rgPlayer[i].action.flRemainingTime = 0;
  1020. }
  1021. wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
  1022. g_Battle.rgPlayer[i].action.flRemainingTime -= PAL_GetTimeChargingSpeed(wDexterity);
  1023. if (g_Battle.rgPlayer[i].action.flRemainingTime <= 0 &&
  1024. g_Battle.rgPlayer[i].sTurnOrder == -1)
  1025. {
  1026. sMax = -1;
  1027. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  1028. {
  1029. if (g_Battle.rgPlayer[j].sTurnOrder > sMax)
  1030. {
  1031. sMax = g_Battle.rgPlayer[j].sTurnOrder;
  1032. }
  1033. }
  1034. g_Battle.rgPlayer[i].sTurnOrder = sMax + 1;
  1035. }
  1036. break;
  1037. }
  1038. }
  1039. //
  1040. // Preform action for player
  1041. //
  1042. if (!fMoved)
  1043. {
  1044. sMax = 9999;
  1045. sMaxIndex = -1;
  1046. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1047. {
  1048. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  1049. //
  1050. // Skip dead players
  1051. //
  1052. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
  1053. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
  1054. {
  1055. continue;
  1056. }
  1057. if (g_Battle.rgPlayer[i].state == kFighterAct &&
  1058. g_Battle.rgPlayer[i].sTurnOrder != -1 &&
  1059. g_Battle.rgPlayer[i].sTurnOrder < sMax)
  1060. {
  1061. sMax = g_Battle.rgPlayer[i].sTurnOrder;
  1062. sMaxIndex = i;
  1063. }
  1064. }
  1065. if (sMaxIndex != -1)
  1066. {
  1067. //
  1068. // Perform the action for this player.
  1069. //
  1070. PAL_BattlePlayerPerformAction(sMaxIndex);
  1071. g_Battle.rgPlayer[sMaxIndex].flTimeMeter = 0;
  1072. g_Battle.rgPlayer[sMaxIndex].flTimeSpeedModifier = 1.0f;
  1073. g_Battle.rgPlayer[sMaxIndex].sTurnOrder = -1;
  1074. }
  1075. }
  1076. #else
  1077. if (g_Battle.Phase == kBattlePhaseSelectAction)
  1078. {
  1079. if (g_Battle.UI.state == kBattleUIWait)
  1080. {
  1081. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1082. {
  1083. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  1084. //
  1085. // Don't select action for this player if player is KO'ed,
  1086. // sleeped, confused or paralyzed
  1087. //
  1088. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 ||
  1089. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] ||
  1090. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] ||
  1091. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed])
  1092. {
  1093. continue;
  1094. }
  1095. //
  1096. // Start the menu for the first player whose action is not
  1097. // yet selected
  1098. //
  1099. if (g_Battle.rgPlayer[i].state == kFighterWait)
  1100. {
  1101. g_Battle.wMovingPlayerIndex = i;
  1102. g_Battle.rgPlayer[i].state = kFighterCom;
  1103. PAL_BattleUIPlayerReady(i);
  1104. break;
  1105. }
  1106. else if (g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic)
  1107. {
  1108. //
  1109. // Skip other players if someone selected coopmagic
  1110. //
  1111. i = gpGlobals->wMaxPartyMemberIndex + 1;
  1112. break;
  1113. }
  1114. }
  1115. if (i > gpGlobals->wMaxPartyMemberIndex)
  1116. {
  1117. //
  1118. // actions for all players are decided. fill in the action queue.
  1119. //
  1120. g_Battle.fRepeat = FALSE;
  1121. g_Battle.fForce = FALSE;
  1122. g_Battle.fFlee = FALSE;
  1123. g_Battle.iCurAction = 0;
  1124. for (i = 0; i < MAX_ACTIONQUEUE_ITEMS; i++)
  1125. {
  1126. g_Battle.ActionQueue[i].wIndex = 0xFFFF;
  1127. g_Battle.ActionQueue[i].wDexterity = 0xFFFF;
  1128. }
  1129. j = 0;
  1130. //
  1131. // Put all enemies into action queue
  1132. //
  1133. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  1134. {
  1135. if (g_Battle.rgEnemy[i].wObjectID == 0)
  1136. {
  1137. continue;
  1138. }
  1139. g_Battle.ActionQueue[j].fIsEnemy = TRUE;
  1140. g_Battle.ActionQueue[j].wIndex = i;
  1141. g_Battle.ActionQueue[j].wDexterity = PAL_GetEnemyDexterity(i);
  1142. g_Battle.ActionQueue[j].wDexterity *= RandomFloat(0.9f, 1.1f);
  1143. j++;
  1144. if (g_Battle.rgEnemy[i].e.wDualMove * 50 + RandomLong(0, 100) > 100)
  1145. {
  1146. g_Battle.ActionQueue[j].fIsEnemy = TRUE;
  1147. g_Battle.ActionQueue[j].wIndex = i;
  1148. g_Battle.ActionQueue[j].wDexterity = PAL_GetEnemyDexterity(i);
  1149. g_Battle.ActionQueue[j].wDexterity *= RandomFloat(0.9f, 1.1f);
  1150. j++;
  1151. }
  1152. }
  1153. //
  1154. // Put all players into action queue
  1155. //
  1156. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1157. {
  1158. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  1159. g_Battle.ActionQueue[j].fIsEnemy = FALSE;
  1160. g_Battle.ActionQueue[j].wIndex = i;
  1161. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 ||
  1162. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  1163. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0)
  1164. {
  1165. //
  1166. // players who are unable to move should attack physically if recovered
  1167. // in the same turn
  1168. //
  1169. g_Battle.ActionQueue[j].wDexterity = 0;
  1170. g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttack;
  1171. g_Battle.rgPlayer[i].state = kFighterAct;
  1172. }
  1173. else
  1174. {
  1175. wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
  1176. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
  1177. {
  1178. g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttack;
  1179. g_Battle.rgPlayer[i].state = kFighterAct;
  1180. }
  1181. switch (g_Battle.rgPlayer[i].action.ActionType)
  1182. {
  1183. case kBattleActionCoopMagic:
  1184. wDexterity *= 10;
  1185. break;
  1186. case kBattleActionDefend:
  1187. wDexterity *= 5;
  1188. break;
  1189. case kBattleActionMagic:
  1190. if ((gpGlobals->g.rgObject[g_Battle.rgPlayer[i].action.wActionID].magic.wFlags & kMagicFlagUsableToEnemy) == 0)
  1191. {
  1192. wDexterity *= 3;
  1193. }
  1194. break;
  1195. case kBattleActionFlee:
  1196. wDexterity /= 2;
  1197. break;
  1198. case kBattleActionUseItem:
  1199. wDexterity *= 3;
  1200. break;
  1201. default:
  1202. break;
  1203. }
  1204. if (PAL_IsPlayerDying(wPlayerRole))
  1205. {
  1206. wDexterity /= 2;
  1207. }
  1208. wDexterity *= RandomFloat(0.9f, 1.1f);
  1209. g_Battle.ActionQueue[j].wDexterity = wDexterity;
  1210. }
  1211. j++;
  1212. }
  1213. //
  1214. // Sort the action queue by dexterity value
  1215. //
  1216. for (i = 0; i < MAX_ACTIONQUEUE_ITEMS; i++)
  1217. {
  1218. for (j = i; j < MAX_ACTIONQUEUE_ITEMS; j++)
  1219. {
  1220. if ((SHORT)g_Battle.ActionQueue[i].wDexterity < (SHORT)g_Battle.ActionQueue[j].wDexterity)
  1221. {
  1222. ACTIONQUEUE t = g_Battle.ActionQueue[i];
  1223. g_Battle.ActionQueue[i] = g_Battle.ActionQueue[j];
  1224. g_Battle.ActionQueue[j] = t;
  1225. }
  1226. }
  1227. }
  1228. //
  1229. // Perform the actions
  1230. //
  1231. g_Battle.Phase = kBattlePhasePerformAction;
  1232. }
  1233. }
  1234. }
  1235. else
  1236. {
  1237. //
  1238. // Are all actions finished?
  1239. //
  1240. if (g_Battle.iCurAction >= MAX_ACTIONQUEUE_ITEMS ||
  1241. g_Battle.ActionQueue[g_Battle.iCurAction].wDexterity == 0xFFFF)
  1242. {
  1243. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1244. {
  1245. g_Battle.rgPlayer[i].fDefending = FALSE;
  1246. }
  1247. //
  1248. // Run poison scripts
  1249. //
  1250. PAL_BattleBackupStat();
  1251. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1252. {
  1253. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  1254. for (j = 0; j < MAX_POISONS; j++)
  1255. {
  1256. if (gpGlobals->rgPoisonStatus[j][i].wPoisonID != 0)
  1257. {
  1258. gpGlobals->rgPoisonStatus[j][i].wPoisonScript =
  1259. PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[j][i].wPoisonScript, wPlayerRole);
  1260. }
  1261. }
  1262. //
  1263. // Update statuses
  1264. //
  1265. for (j = 0; j < kStatusAll; j++)
  1266. {
  1267. if (gpGlobals->rgPlayerStatus[wPlayerRole][j] > 0)
  1268. {
  1269. gpGlobals->rgPlayerStatus[wPlayerRole][j]--;
  1270. }
  1271. }
  1272. }
  1273. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  1274. {
  1275. for (j = 0; j < MAX_POISONS; j++)
  1276. {
  1277. if (g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID != 0)
  1278. {
  1279. g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript =
  1280. PAL_RunTriggerScript(g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript, (WORD)i);
  1281. }
  1282. }
  1283. //
  1284. // Update statuses
  1285. //
  1286. for (j = 0; j < kStatusAll; j++)
  1287. {
  1288. if (g_Battle.rgEnemy[i].rgwStatus[j] > 0)
  1289. {
  1290. g_Battle.rgEnemy[i].rgwStatus[j]--;
  1291. }
  1292. }
  1293. }
  1294. PAL_BattlePostActionCheck(FALSE);
  1295. if (PAL_BattleDisplayStatChange())
  1296. {
  1297. PAL_BattleDelay(8, 0, TRUE);
  1298. }
  1299. if (g_Battle.iHidingTime > 0)
  1300. {
  1301. if (--g_Battle.iHidingTime == 0)
  1302. {
  1303. PAL_BattleBackupScene();
  1304. PAL_BattleMakeScene();
  1305. PAL_BattleFadeScene();
  1306. }
  1307. }
  1308. if (g_Battle.iHidingTime == 0)
  1309. {
  1310. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  1311. {
  1312. if (g_Battle.rgEnemy[i].wObjectID == 0)
  1313. {
  1314. continue;
  1315. }
  1316. g_Battle.rgEnemy[i].wScriptOnTurnStart =
  1317. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
  1318. }
  1319. }
  1320. //
  1321. // Clear all item-using records
  1322. //
  1323. for (i = 0; i < MAX_INVENTORY; i++)
  1324. {
  1325. gpGlobals->rgInventory[i].nAmountInUse = 0;
  1326. }
  1327. //
  1328. // Proceed to next turn...
  1329. //
  1330. g_Battle.Phase = kBattlePhaseSelectAction;
  1331. }
  1332. else
  1333. {
  1334. i = g_Battle.ActionQueue[g_Battle.iCurAction].wIndex;
  1335. if (g_Battle.ActionQueue[g_Battle.iCurAction].fIsEnemy)
  1336. {
  1337. if (g_Battle.iHidingTime == 0 && !fOnlyPuppet &&
  1338. g_Battle.rgEnemy[i].wObjectID != 0)
  1339. {
  1340. g_Battle.rgEnemy[i].wScriptOnReady =
  1341. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnReady, i);
  1342. g_Battle.fEnemyMoving = TRUE;
  1343. PAL_BattleEnemyPerformAction(i);
  1344. g_Battle.fEnemyMoving = FALSE;
  1345. }
  1346. }
  1347. else if (g_Battle.rgPlayer[i].state == kFighterAct)
  1348. {
  1349. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  1350. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  1351. {
  1352. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
  1353. {
  1354. g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
  1355. }
  1356. }
  1357. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  1358. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0)
  1359. {
  1360. g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
  1361. }
  1362. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
  1363. {
  1364. g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttackMate;
  1365. }
  1366. //
  1367. // Perform the action for this player.
  1368. //
  1369. g_Battle.wMovingPlayerIndex = i;
  1370. PAL_BattlePlayerPerformAction(i);
  1371. }
  1372. g_Battle.iCurAction++;
  1373. }
  1374. }
  1375. //
  1376. // The R and F keys and Fleeing should affect all players
  1377. //
  1378. if (g_Battle.UI.MenuState == kBattleMenuMain &&
  1379. g_Battle.UI.state == kBattleUISelectMove)
  1380. {
  1381. if (g_InputState.dwKeyPress & kKeyRepeat)
  1382. {
  1383. g_Battle.fRepeat = TRUE;
  1384. }
  1385. else if (g_InputState.dwKeyPress & kKeyForce)
  1386. {
  1387. g_Battle.fForce = TRUE;
  1388. }
  1389. }
  1390. if (g_Battle.fRepeat)
  1391. {
  1392. g_InputState.dwKeyPress = kKeyRepeat;
  1393. }
  1394. else if (g_Battle.fForce)
  1395. {
  1396. g_InputState.dwKeyPress = kKeyForce;
  1397. }
  1398. else if (g_Battle.fFlee)
  1399. {
  1400. g_InputState.dwKeyPress = kKeyFlee;
  1401. }
  1402. //
  1403. // Update the battle UI
  1404. //
  1405. PAL_BattleUIUpdate();
  1406. #endif
  1407. }
  1408. VOID
  1409. PAL_BattleCommitAction(
  1410. BOOL fRepeat
  1411. )
  1412. /*++
  1413. Purpose:
  1414. Commit the action which the player decided.
  1415. Parameters:
  1416. [IN] fRepeat - TRUE if repeat the last action.
  1417. Return value:
  1418. None.
  1419. --*/
  1420. {
  1421. WORD w;
  1422. if (!fRepeat)
  1423. {
  1424. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType =
  1425. g_Battle.UI.wActionType;
  1426. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget =
  1427. (SHORT)g_Battle.UI.wSelectedIndex;
  1428. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID =
  1429. g_Battle.UI.wObjectID;
  1430. }
  1431. else if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType == kBattleActionPass)
  1432. {
  1433. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionAttack;
  1434. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget = -1;
  1435. }
  1436. //
  1437. // Check if the action is valid
  1438. //
  1439. switch (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType)
  1440. {
  1441. case kBattleActionMagic:
  1442. w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
  1443. w = gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber].wCostMP;
  1444. if (gpGlobals->g.PlayerRoles.rgwMP[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole] < w)
  1445. {
  1446. w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
  1447. w = gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber].wType;
  1448. if (w == kMagicTypeApplyToPlayer || w == kMagicTypeApplyToParty ||
  1449. w == kMagicTypeTrance)
  1450. {
  1451. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionDefend;
  1452. }
  1453. else
  1454. {
  1455. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionAttack;
  1456. if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget == -1)
  1457. {
  1458. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget = 0;
  1459. }
  1460. }
  1461. }
  1462. break;
  1463. #ifdef PAL_CLASSIC
  1464. case kBattleActionUseItem:
  1465. if ((gpGlobals->g.rgObject[g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID].item.wFlags & kItemFlagConsuming) == 0)
  1466. {
  1467. break;
  1468. }
  1469. case kBattleActionThrowItem:
  1470. for (w = 0; w < MAX_INVENTORY; w++)
  1471. {
  1472. if (gpGlobals->rgInventory[w].wItem == g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID)
  1473. {
  1474. gpGlobals->rgInventory[w].nAmountInUse++;
  1475. break;
  1476. }
  1477. }
  1478. break;
  1479. #endif
  1480. default:
  1481. break;
  1482. }
  1483. #ifndef PAL_CLASSIC
  1484. //
  1485. // Calculate the waiting time for the action
  1486. //
  1487. switch (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType)
  1488. {
  1489. case kBattleActionMagic:
  1490. {
  1491. LPMAGIC p;
  1492. WORD wCostMP;
  1493. //
  1494. // The base casting time of magic is set to the MP costed
  1495. //
  1496. w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
  1497. p = &(gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber]);
  1498. wCostMP = p->wCostMP;
  1499. if (wCostMP == 1)
  1500. {
  1501. if (p->wType == kMagicTypeSummon)
  1502. {
  1503. //
  1504. // The Wine God is an ultimate move which should take long
  1505. //
  1506. wCostMP = 175;
  1507. }
  1508. }
  1509. else if (p->wType == kMagicTypeApplyToPlayer || p->wType == kMagicTypeApplyToParty ||
  1510. p->wType == kMagicTypeTrance)
  1511. {
  1512. //
  1513. // Healing magics should take shorter
  1514. //
  1515. wCostMP /= 3;
  1516. }
  1517. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime = wCostMP + 5;
  1518. }
  1519. break;
  1520. case kBattleActionAttack:
  1521. case kBattleActionFlee:
  1522. case kBattleActionUseItem:
  1523. case kBattleActionThrowItem:
  1524. default:
  1525. //
  1526. // Other actions take no time
  1527. //
  1528. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime = 0;
  1529. break;
  1530. }
  1531. #else
  1532. if (g_Battle.UI.wActionType == kBattleActionFlee)
  1533. {
  1534. g_Battle.fFlee = TRUE;
  1535. }
  1536. #endif
  1537. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].state = kFighterAct;
  1538. g_Battle.UI.state = kBattleUIWait;
  1539. #ifndef PAL_CLASSIC
  1540. if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime <= 0)
  1541. {
  1542. SHORT sMax = -1;
  1543. for (w = 0; w <= gpGlobals->wMaxPartyMemberIndex; w++)
  1544. {
  1545. if (g_Battle.rgPlayer[w].sTurnOrder > sMax)
  1546. {
  1547. sMax = g_Battle.rgPlayer[w].sTurnOrder;
  1548. }
  1549. }
  1550. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].sTurnOrder = sMax + 1;
  1551. }
  1552. else
  1553. {
  1554. g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].sTurnOrder = -1;
  1555. }
  1556. #endif
  1557. }
  1558. static VOID
  1559. PAL_BattleShowPlayerAttackAnim(
  1560. WORD wPlayerIndex,
  1561. BOOL fCritical
  1562. )
  1563. /*++
  1564. Purpose:
  1565. Show the physical attack effect for player.
  1566. Parameters:
  1567. [IN] wPlayerIndex - the index of the player.
  1568. [IN] fCritical - TRUE if this is a critical hit.
  1569. Return value:
  1570. None.
  1571. --*/
  1572. {
  1573. WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  1574. SHORT sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
  1575. int index, i, j;
  1576. int enemy_x = 0, enemy_y = 0, enemy_h = 0, x, y, dist = 0;
  1577. DWORD dwTime;
  1578. if (sTarget != -1)
  1579. {
  1580. enemy_x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
  1581. enemy_y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
  1582. enemy_h = PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[sTarget].lpSprite, g_Battle.rgEnemy[sTarget].wCurrentFrame));
  1583. if (sTarget >= 3)
  1584. {
  1585. dist = (sTarget - wPlayerIndex) * 8;
  1586. }
  1587. }
  1588. else
  1589. {
  1590. enemy_x = 150;
  1591. enemy_y = 100;
  1592. }
  1593. index = gpGlobals->g.rgwBattleEffectIndex[PAL_GetPlayerBattleSprite(wPlayerRole)][1];
  1594. index *= 3;
  1595. //
  1596. // Play the attack voice
  1597. //
  1598. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  1599. {
  1600. if (!fCritical)
  1601. {
  1602. SOUND_Play(gpGlobals->g.PlayerRoles.rgwAttackSound[wPlayerRole]);
  1603. }
  1604. else
  1605. {
  1606. SOUND_Play(gpGlobals->g.PlayerRoles.rgwCriticalSound[wPlayerRole]);
  1607. }
  1608. }
  1609. //
  1610. // Show the animation
  1611. //
  1612. x = enemy_x - dist + 64;
  1613. y = enemy_y + dist + 20;
  1614. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
  1615. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  1616. PAL_BattleDelay(2, 0, TRUE);
  1617. x -= 10;
  1618. y -= 2;
  1619. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  1620. PAL_BattleDelay(1, 0, TRUE);
  1621. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
  1622. x -= 16;
  1623. y -= 4;
  1624. SOUND_Play(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);
  1625. x = enemy_x;
  1626. y = enemy_y - enemy_h / 3 + 10;
  1627. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  1628. for (i = 0; i < 3; i++)
  1629. {
  1630. LPCBITMAPRLE b = PAL_SpriteGetFrame(g_Battle.lpEffectSprite, index++);
  1631. //
  1632. // Wait for the time of one frame. Accept input here.
  1633. //
  1634. PAL_DelayUntil(dwTime);
  1635. //
  1636. // Set the time of the next frame.
  1637. //
  1638. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  1639. //
  1640. // Update the gesture of enemies.
  1641. //
  1642. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  1643. {
  1644. if (g_Battle.rgEnemy[j].wObjectID == 0 ||
  1645. g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] > 0 ||
  1646. g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] > 0)
  1647. {
  1648. continue;
  1649. }
  1650. if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
  1651. {
  1652. g_Battle.rgEnemy[j].wCurrentFrame++;
  1653. g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
  1654. gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
  1655. }
  1656. if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
  1657. {
  1658. g_Battle.rgEnemy[j].wCurrentFrame = 0;
  1659. }
  1660. }
  1661. PAL_BattleMakeScene();
  1662. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  1663. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  1664. x -= 16;
  1665. y += 16;
  1666. PAL_BattleUIUpdate();
  1667. if (i == 0)
  1668. {
  1669. if (sTarget == -1)
  1670. {
  1671. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  1672. {
  1673. g_Battle.rgEnemy[j].iColorShift = 6;
  1674. }
  1675. }
  1676. else
  1677. {
  1678. g_Battle.rgEnemy[sTarget].iColorShift = 6;
  1679. }
  1680. PAL_BattleDisplayStatChange();
  1681. PAL_BattleBackupStat();
  1682. }
  1683. VIDEO_UpdateScreen(NULL);
  1684. if (i == 1)
  1685. {
  1686. g_Battle.rgPlayer[wPlayerIndex].pos =
  1687. PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 2,
  1688. PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 1);
  1689. }
  1690. }
  1691. dist = 8;
  1692. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  1693. {
  1694. g_Battle.rgEnemy[i].iColorShift = 0;
  1695. }
  1696. if (sTarget == -1)
  1697. {
  1698. for (i = 0; i < 3; i++)
  1699. {
  1700. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  1701. {
  1702. x = PAL_X(g_Battle.rgEnemy[j].pos);
  1703. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  1704. x -= dist;
  1705. y -= dist / 2;
  1706. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  1707. }
  1708. PAL_BattleDelay(1, 0, TRUE);
  1709. dist /= -2;
  1710. }
  1711. }
  1712. else
  1713. {
  1714. x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
  1715. y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
  1716. for (i = 0; i < 3; i++)
  1717. {
  1718. x -= dist;
  1719. dist /= -2;
  1720. y += dist;
  1721. g_Battle.rgEnemy[sTarget].pos = PAL_XY(x, y);
  1722. PAL_BattleDelay(1, 0, TRUE);
  1723. }
  1724. }
  1725. }
  1726. static VOID
  1727. PAL_BattleShowPlayerUseItemAnim(
  1728. WORD wPlayerIndex,
  1729. WORD wObjectID,
  1730. SHORT sTarget
  1731. )
  1732. /*++
  1733. Purpose:
  1734. Show the "use item" effect for player.
  1735. Parameters:
  1736. [IN] wPlayerIndex - the index of the player.
  1737. [IN] wObjectID - the object ID of the item to be used.
  1738. [IN] sTarget - the target player of the action.
  1739. Return value:
  1740. None.
  1741. --*/
  1742. {
  1743. int i, j;
  1744. PAL_BattleDelay(4, 0, TRUE);
  1745. g_Battle.rgPlayer[wPlayerIndex].pos =
  1746. PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - 15,
  1747. PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - 7);
  1748. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  1749. SOUND_Play(28);
  1750. for (i = 0; i <= 6; i++)
  1751. {
  1752. if (sTarget == -1)
  1753. {
  1754. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  1755. {
  1756. g_Battle.rgPlayer[j].iColorShift = i;
  1757. }
  1758. }
  1759. else
  1760. {
  1761. g_Battle.rgPlayer[sTarget].iColorShift = i;
  1762. }
  1763. PAL_BattleDelay(1, wObjectID, TRUE);
  1764. }
  1765. for (i = 5; i >= 0; i--)
  1766. {
  1767. if (sTarget == -1)
  1768. {
  1769. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  1770. {
  1771. g_Battle.rgPlayer[j].iColorShift = i;
  1772. }
  1773. }
  1774. else
  1775. {
  1776. g_Battle.rgPlayer[sTarget].iColorShift = i;
  1777. }
  1778. PAL_BattleDelay(1, wObjectID, TRUE);
  1779. }
  1780. }
  1781. VOID
  1782. PAL_BattleShowPlayerPreMagicAnim(
  1783. WORD wPlayerIndex,
  1784. BOOL fSummon
  1785. )
  1786. /*++
  1787. Purpose:
  1788. Show the effect for player before using a magic.
  1789. Parameters:
  1790. [IN] wPlayerIndex - the index of the player.
  1791. [IN] fSummon - TRUE if player is using a summon magic.
  1792. Return value:
  1793. None.
  1794. --*/
  1795. {
  1796. int i, j;
  1797. DWORD dwTime = SDL_GetTicks();
  1798. WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  1799. for (i = 0; i < 4; i++)
  1800. {
  1801. g_Battle.rgPlayer[wPlayerIndex].pos =
  1802. PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i),
  1803. PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i) / 2);
  1804. PAL_BattleDelay(1, 0, TRUE);
  1805. }
  1806. PAL_BattleDelay(2, 0, TRUE);
  1807. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  1808. if (!gConfig.fIsWIN95)
  1809. {
  1810. SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
  1811. }
  1812. if (!fSummon)
  1813. {
  1814. int x, y, index;
  1815. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos);
  1816. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos);
  1817. index = gpGlobals->g.rgwBattleEffectIndex[PAL_GetPlayerBattleSprite(wPlayerRole)][0];
  1818. index *= 10;
  1819. index += 15;
  1820. if (gConfig.fIsWIN95)
  1821. {
  1822. SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
  1823. }
  1824. for (i = 0; i < 10; i++)
  1825. {
  1826. LPCBITMAPRLE b = PAL_SpriteGetFrame(g_Battle.lpEffectSprite, index++);
  1827. //
  1828. // Wait for the time of one frame. Accept input here.
  1829. //
  1830. PAL_DelayUntil(dwTime);
  1831. //
  1832. // Set the time of the next frame.
  1833. //
  1834. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  1835. //
  1836. // Update the gesture of enemies.
  1837. //
  1838. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  1839. {
  1840. if (g_Battle.rgEnemy[j].wObjectID == 0 ||
  1841. g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] != 0 ||
  1842. g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] != 0)
  1843. {
  1844. continue;
  1845. }
  1846. if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
  1847. {
  1848. g_Battle.rgEnemy[j].wCurrentFrame++;
  1849. g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
  1850. gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
  1851. }
  1852. if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
  1853. {
  1854. g_Battle.rgEnemy[j].wCurrentFrame = 0;
  1855. }
  1856. }
  1857. PAL_BattleMakeScene();
  1858. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  1859. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  1860. PAL_BattleUIUpdate();
  1861. VIDEO_UpdateScreen(NULL);
  1862. }
  1863. }
  1864. PAL_BattleDelay(1, 0, TRUE);
  1865. }
  1866. static VOID
  1867. PAL_BattleShowPlayerDefMagicAnim(
  1868. WORD wPlayerIndex,
  1869. WORD wObjectID,
  1870. SHORT sTarget
  1871. )
  1872. /*++
  1873. Purpose:
  1874. Show the defensive magic effect for player.
  1875. Parameters:
  1876. [IN] wPlayerIndex - the index of the player.
  1877. [IN] wObjectID - the object ID of the magic to be used.
  1878. [IN] sTarget - the target player of the action.
  1879. Return value:
  1880. None.
  1881. --*/
  1882. {
  1883. LPSPRITE lpSpriteEffect;
  1884. int l, iMagicNum, iEffectNum, n, i, j, x, y;
  1885. DWORD dwTime = SDL_GetTicks();
  1886. iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  1887. iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
  1888. l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
  1889. if (l <= 0)
  1890. {
  1891. return;
  1892. }
  1893. lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
  1894. PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
  1895. n = PAL_SpriteGetNumFrames(lpSpriteEffect);
  1896. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  1897. PAL_BattleDelay(1, 0, TRUE);
  1898. for (i = 0; i < n; i++)
  1899. {
  1900. LPCBITMAPRLE b = PAL_SpriteGetFrame(lpSpriteEffect, i);
  1901. if (i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay)
  1902. {
  1903. SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
  1904. }
  1905. //
  1906. // Wait for the time of one frame. Accept input here.
  1907. //
  1908. PAL_DelayUntil(dwTime);
  1909. //
  1910. // Set the time of the next frame.
  1911. //
  1912. dwTime = SDL_GetTicks() +
  1913. ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
  1914. PAL_BattleMakeScene();
  1915. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  1916. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
  1917. {
  1918. assert(sTarget == -1);
  1919. for (l = 0; l <= gpGlobals->wMaxPartyMemberIndex; l++)
  1920. {
  1921. x = PAL_X(g_Battle.rgPlayer[l].pos);
  1922. y = PAL_Y(g_Battle.rgPlayer[l].pos);
  1923. x += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  1924. y += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  1925. PAL_RLEBlitToSurface(b, gpScreen,
  1926. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  1927. }
  1928. }
  1929. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToPlayer)
  1930. {
  1931. assert(sTarget != -1);
  1932. x = PAL_X(g_Battle.rgPlayer[sTarget].pos);
  1933. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos);
  1934. x += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  1935. y += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  1936. PAL_RLEBlitToSurface(b, gpScreen,
  1937. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  1938. //
  1939. // Repaint the previous player
  1940. //
  1941. if (sTarget > 0 && g_Battle.iHidingTime == 0)
  1942. {
  1943. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[sTarget - 1].wPlayerRole][kStatusConfused] == 0)
  1944. {
  1945. LPCBITMAPRLE p = PAL_SpriteGetFrame(g_Battle.rgPlayer[sTarget - 1].lpSprite, g_Battle.rgPlayer[sTarget - 1].wCurrentFrame);
  1946. x = PAL_X(g_Battle.rgPlayer[sTarget - 1].pos);
  1947. y = PAL_Y(g_Battle.rgPlayer[sTarget - 1].pos);
  1948. x -= PAL_RLEGetWidth(p) / 2;
  1949. y -= PAL_RLEGetHeight(p);
  1950. PAL_RLEBlitToSurface(p, gpScreen, PAL_XY(x, y));
  1951. }
  1952. }
  1953. }
  1954. else
  1955. {
  1956. assert(FALSE);
  1957. }
  1958. PAL_BattleUIUpdate();
  1959. VIDEO_UpdateScreen(NULL);
  1960. }
  1961. free(lpSpriteEffect);
  1962. for (i = 0; i < 6; i++)
  1963. {
  1964. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
  1965. {
  1966. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  1967. {
  1968. g_Battle.rgPlayer[j].iColorShift = i;
  1969. }
  1970. }
  1971. else
  1972. {
  1973. g_Battle.rgPlayer[sTarget].iColorShift = i;
  1974. }
  1975. PAL_BattleDelay(1, 0, TRUE);
  1976. }
  1977. for (i = 6; i >= 0; i--)
  1978. {
  1979. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
  1980. {
  1981. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  1982. {
  1983. g_Battle.rgPlayer[j].iColorShift = i;
  1984. }
  1985. }
  1986. else
  1987. {
  1988. g_Battle.rgPlayer[sTarget].iColorShift = i;
  1989. }
  1990. PAL_BattleDelay(1, 0, TRUE);
  1991. }
  1992. }
  1993. static VOID
  1994. PAL_BattleShowPlayerOffMagicAnim(
  1995. WORD wPlayerIndex,
  1996. WORD wObjectID,
  1997. SHORT sTarget,
  1998. BOOL fSummon
  1999. )
  2000. /*++
  2001. Purpose:
  2002. Show the offensive magic animation for player.
  2003. Parameters:
  2004. [IN] wPlayerIndex - the index of the player.
  2005. [IN] wObjectID - the object ID of the magic to be used.
  2006. [IN] sTarget - the target enemy of the action.
  2007. Return value:
  2008. None.
  2009. --*/
  2010. {
  2011. LPSPRITE lpSpriteEffect;
  2012. int l, iMagicNum, iEffectNum, n, i, k, x, y, wave, blow;
  2013. DWORD dwTime = SDL_GetTicks();
  2014. iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2015. iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
  2016. l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
  2017. if (l <= 0)
  2018. {
  2019. return;
  2020. }
  2021. lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
  2022. PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
  2023. n = PAL_SpriteGetNumFrames(lpSpriteEffect);
  2024. if (gConfig.fIsWIN95 && wPlayerIndex != (WORD)-1)
  2025. {
  2026. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  2027. }
  2028. PAL_BattleDelay(1, 0, TRUE);
  2029. l = n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2030. l *= (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wEffectTimes;
  2031. l += n;
  2032. l += gpGlobals->g.lprgMagic[iMagicNum].wShake;
  2033. wave = gpGlobals->wScreenWave;
  2034. gpGlobals->wScreenWave += gpGlobals->g.lprgMagic[iMagicNum].wWave;
  2035. if (gConfig.fIsWIN95 && !fSummon && gpGlobals->g.lprgMagic[iMagicNum].wSound != 0)
  2036. {
  2037. SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
  2038. }
  2039. for (i = 0; i < l; i++)
  2040. {
  2041. LPCBITMAPRLE b;
  2042. if (!gConfig.fIsWIN95 && i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay && wPlayerIndex != (WORD)-1)
  2043. {
  2044. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  2045. }
  2046. blow = ((g_Battle.iBlow > 0) ? RandomLong(0, g_Battle.iBlow) : RandomLong(g_Battle.iBlow, 0));
  2047. for (k = 0; k <= g_Battle.wMaxEnemyIndex; k++)
  2048. {
  2049. if (g_Battle.rgEnemy[k].wObjectID == 0)
  2050. {
  2051. continue;
  2052. }
  2053. x = PAL_X(g_Battle.rgEnemy[k].pos) + blow;
  2054. y = PAL_Y(g_Battle.rgEnemy[k].pos) + blow / 2;
  2055. g_Battle.rgEnemy[k].pos = PAL_XY(x, y);
  2056. }
  2057. if (l - i > gpGlobals->g.lprgMagic[iMagicNum].wShake)
  2058. {
  2059. if (i < n)
  2060. {
  2061. k = i;
  2062. }
  2063. else
  2064. {
  2065. k = i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2066. k %= n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2067. k += gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2068. }
  2069. b = PAL_SpriteGetFrame(lpSpriteEffect, k);
  2070. if (!gConfig.fIsWIN95 && (i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay) % n == 0)
  2071. {
  2072. SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
  2073. }
  2074. }
  2075. else
  2076. {
  2077. VIDEO_ShakeScreen(i, 3);
  2078. b = PAL_SpriteGetFrame(lpSpriteEffect, (l - gpGlobals->g.lprgMagic[iMagicNum].wShake - 1) % n);
  2079. }
  2080. //
  2081. // Wait for the time of one frame. Accept input here.
  2082. //
  2083. PAL_DelayUntil(dwTime);
  2084. //
  2085. // Set the time of the next frame.
  2086. //
  2087. dwTime = SDL_GetTicks() +
  2088. ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
  2089. PAL_BattleMakeScene();
  2090. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  2091. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeNormal)
  2092. {
  2093. assert(sTarget != -1);
  2094. x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
  2095. y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
  2096. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2097. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2098. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2099. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2100. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2101. {
  2102. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2103. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2104. }
  2105. }
  2106. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackAll)
  2107. {
  2108. const int effectpos[3][2] = {{70, 140}, {100, 110}, {160, 100}};
  2109. assert(sTarget == -1);
  2110. for (k = 0; k < 3; k++)
  2111. {
  2112. x = effectpos[k][0];
  2113. y = effectpos[k][1];
  2114. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2115. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2116. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2117. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2118. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2119. {
  2120. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2121. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2122. }
  2123. }
  2124. }
  2125. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole ||
  2126. gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackField)
  2127. {
  2128. assert(sTarget == -1);
  2129. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole)
  2130. {
  2131. x = 120;
  2132. y = 100;
  2133. }
  2134. else
  2135. {
  2136. x = 160;
  2137. y = 200;
  2138. }
  2139. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2140. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2141. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2142. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2143. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2144. {
  2145. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2146. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2147. }
  2148. }
  2149. else
  2150. {
  2151. assert(FALSE);
  2152. }
  2153. PAL_BattleUIUpdate();
  2154. VIDEO_UpdateScreen(NULL);
  2155. }
  2156. gpGlobals->wScreenWave = wave;
  2157. VIDEO_ShakeScreen(0, 0);
  2158. free(lpSpriteEffect);
  2159. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  2160. {
  2161. g_Battle.rgEnemy[i].pos = g_Battle.rgEnemy[i].posOriginal;
  2162. }
  2163. }
  2164. static VOID
  2165. PAL_BattleShowEnemyMagicAnim(
  2166. WORD wObjectID,
  2167. SHORT sTarget
  2168. )
  2169. /*++
  2170. Purpose:
  2171. Show the offensive magic animation for enemy.
  2172. Parameters:
  2173. [IN] wObjectID - the object ID of the magic to be used.
  2174. [IN] sTarget - the target player index of the action.
  2175. Return value:
  2176. None.
  2177. --*/
  2178. {
  2179. LPSPRITE lpSpriteEffect;
  2180. int l, iMagicNum, iEffectNum, n, i, k, x, y, wave, blow;
  2181. DWORD dwTime = SDL_GetTicks();
  2182. iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2183. iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
  2184. l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
  2185. if (l <= 0)
  2186. {
  2187. return;
  2188. }
  2189. lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
  2190. PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
  2191. n = PAL_SpriteGetNumFrames(lpSpriteEffect);
  2192. l = n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2193. l *= (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wEffectTimes;
  2194. l += n;
  2195. l += gpGlobals->g.lprgMagic[iMagicNum].wShake;
  2196. wave = gpGlobals->wScreenWave;
  2197. gpGlobals->wScreenWave += gpGlobals->g.lprgMagic[iMagicNum].wWave;
  2198. for (i = 0; i < l; i++)
  2199. {
  2200. LPCBITMAPRLE b;
  2201. blow = ((g_Battle.iBlow > 0) ? RandomLong(0, g_Battle.iBlow) : RandomLong(g_Battle.iBlow, 0));
  2202. for (k = 0; k <= gpGlobals->wMaxPartyMemberIndex; k++)
  2203. {
  2204. x = PAL_X(g_Battle.rgPlayer[k].pos) + blow;
  2205. y = PAL_Y(g_Battle.rgPlayer[k].pos) + blow / 2;
  2206. g_Battle.rgPlayer[k].pos = PAL_XY(x, y);
  2207. }
  2208. if (l - i > gpGlobals->g.lprgMagic[iMagicNum].wShake)
  2209. {
  2210. if (i < n)
  2211. {
  2212. k = i;
  2213. }
  2214. else
  2215. {
  2216. k = i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2217. k %= n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2218. k += gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
  2219. }
  2220. b = PAL_SpriteGetFrame(lpSpriteEffect, k);
  2221. if (i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay)
  2222. {
  2223. SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
  2224. }
  2225. }
  2226. else
  2227. {
  2228. VIDEO_ShakeScreen(i, 3);
  2229. b = PAL_SpriteGetFrame(lpSpriteEffect, (l - gpGlobals->g.lprgMagic[iMagicNum].wShake - 1) % n);
  2230. }
  2231. //
  2232. // Wait for the time of one frame. Accept input here.
  2233. //
  2234. PAL_DelayUntil(dwTime);
  2235. //
  2236. // Set the time of the next frame.
  2237. //
  2238. dwTime = SDL_GetTicks() +
  2239. ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
  2240. PAL_BattleMakeScene();
  2241. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  2242. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeNormal)
  2243. {
  2244. assert(sTarget != -1);
  2245. x = PAL_X(g_Battle.rgPlayer[sTarget].pos);
  2246. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos);
  2247. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2248. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2249. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2250. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2251. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2252. {
  2253. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2254. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2255. }
  2256. }
  2257. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackAll)
  2258. {
  2259. const int effectpos[3][2] = {{180, 180}, {234, 170}, {270, 146}};
  2260. assert(sTarget == -1);
  2261. for (k = 0; k < 3; k++)
  2262. {
  2263. x = effectpos[k][0];
  2264. y = effectpos[k][1];
  2265. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2266. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2267. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2268. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2269. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2270. {
  2271. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2272. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2273. }
  2274. }
  2275. }
  2276. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole ||
  2277. gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackField)
  2278. {
  2279. assert(sTarget == -1);
  2280. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole)
  2281. {
  2282. x = 240;
  2283. y = 150;
  2284. }
  2285. else
  2286. {
  2287. x = 160;
  2288. y = 200;
  2289. }
  2290. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2291. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2292. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2293. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2294. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2295. {
  2296. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2297. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2298. }
  2299. }
  2300. else
  2301. {
  2302. assert(FALSE);
  2303. }
  2304. PAL_BattleUIUpdate();
  2305. VIDEO_UpdateScreen(NULL);
  2306. }
  2307. gpGlobals->wScreenWave = wave;
  2308. VIDEO_ShakeScreen(0, 0);
  2309. free(lpSpriteEffect);
  2310. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2311. {
  2312. g_Battle.rgPlayer[i].pos = g_Battle.rgPlayer[i].posOriginal;
  2313. }
  2314. }
  2315. static VOID
  2316. PAL_BattleShowPlayerSummonMagicAnim(
  2317. WORD wPlayerIndex,
  2318. WORD wObjectID
  2319. )
  2320. /*++
  2321. Purpose:
  2322. Show the summon magic animation for player.
  2323. Parameters:
  2324. [IN] wPlayerIndex - the index of the player.
  2325. [IN] wObjectID - the object ID of the magic to be used.
  2326. Return value:
  2327. None.
  2328. --*/
  2329. {
  2330. int i, j;
  2331. WORD wMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2332. WORD wEffectMagicID = 0;
  2333. DWORD dwTime = SDL_GetTicks();
  2334. for (wEffectMagicID = 0; wEffectMagicID < MAX_OBJECTS; wEffectMagicID++)
  2335. {
  2336. if (gpGlobals->g.rgObject[wEffectMagicID].magic.wMagicNumber ==
  2337. gpGlobals->g.lprgMagic[wMagicNum].wEffect)
  2338. {
  2339. break;
  2340. }
  2341. }
  2342. assert(wEffectMagicID < MAX_OBJECTS);
  2343. //
  2344. // Brighten the players
  2345. //
  2346. for (i = 1; i <= 10; i++)
  2347. {
  2348. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  2349. {
  2350. g_Battle.rgPlayer[j].iColorShift = i;
  2351. }
  2352. PAL_BattleDelay(1, wObjectID, TRUE);
  2353. }
  2354. PAL_BattleBackupScene();
  2355. if (gConfig.fIsWIN95)
  2356. {
  2357. SOUND_Play(gpGlobals->g.lprgMagic[wMagicNum].wSound);
  2358. }
  2359. //
  2360. // Load the sprite of the summoned god
  2361. //
  2362. j = gpGlobals->g.lprgMagic[wMagicNum].wSummonEffect + 10;
  2363. i = PAL_MKFGetDecompressedSize(j, gpGlobals->f.fpF);
  2364. g_Battle.lpSummonSprite = UTIL_malloc(i);
  2365. PAL_MKFDecompressChunk(g_Battle.lpSummonSprite, i, j, gpGlobals->f.fpF);
  2366. g_Battle.iSummonFrame = 0;
  2367. g_Battle.posSummon = PAL_XY(230 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wXOffset),
  2368. 155 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wYOffset));
  2369. g_Battle.sBackgroundColorShift = (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wEffectTimes);
  2370. //
  2371. // Fade in the summoned god
  2372. //
  2373. PAL_BattleMakeScene();
  2374. PAL_BattleFadeScene();
  2375. //
  2376. // Show the animation of the summoned god
  2377. // TODO: There is still something missing here compared to the original game.
  2378. //
  2379. while (g_Battle.iSummonFrame < PAL_SpriteGetNumFrames(g_Battle.lpSummonSprite) - 1)
  2380. {
  2381. //
  2382. // Wait for the time of one frame. Accept input here.
  2383. //
  2384. PAL_DelayUntil(dwTime);
  2385. //
  2386. // Set the time of the next frame.
  2387. //
  2388. dwTime = SDL_GetTicks() +
  2389. ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wSpeed) + 5) * 10;
  2390. PAL_BattleMakeScene();
  2391. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  2392. PAL_BattleUIUpdate();
  2393. VIDEO_UpdateScreen(NULL);
  2394. g_Battle.iSummonFrame++;
  2395. }
  2396. //
  2397. // Show the actual magic effect
  2398. //
  2399. PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wEffectMagicID, -1, TRUE);
  2400. }
  2401. static VOID
  2402. PAL_BattleShowPostMagicAnim(
  2403. VOID
  2404. )
  2405. /*++
  2406. Purpose:
  2407. Show the post-magic animation.
  2408. Parameters:
  2409. None
  2410. Return value:
  2411. None.
  2412. --*/
  2413. {
  2414. int i, j, x, y, dist = 8;
  2415. PAL_POS rgEnemyPosBak[MAX_ENEMIES_IN_TEAM];
  2416. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2417. {
  2418. rgEnemyPosBak[i] = g_Battle.rgEnemy[i].pos;
  2419. }
  2420. for (i = 0; i < 3; i++)
  2421. {
  2422. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  2423. {
  2424. if (g_Battle.rgEnemy[j].e.wHealth == g_Battle.rgEnemy[j].wPrevHP)
  2425. {
  2426. continue;
  2427. }
  2428. x = PAL_X(g_Battle.rgEnemy[j].pos);
  2429. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  2430. x -= dist;
  2431. y -= dist / 2;
  2432. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  2433. g_Battle.rgEnemy[j].iColorShift = ((i == 1) ? 6 : 0);
  2434. }
  2435. PAL_BattleDelay(1, 0, TRUE);
  2436. dist /= -2;
  2437. }
  2438. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2439. {
  2440. g_Battle.rgEnemy[i].pos = rgEnemyPosBak[i];
  2441. }
  2442. PAL_BattleDelay(1, 0, TRUE);
  2443. }
  2444. static VOID
  2445. PAL_BattlePlayerValidateAction(
  2446. WORD wPlayerIndex
  2447. )
  2448. /*++
  2449. Purpose:
  2450. Validate player's action, fallback to other action when needed.
  2451. Parameters:
  2452. [IN] wPlayerIndex - the index of the player.
  2453. Return value:
  2454. None.
  2455. --*/
  2456. {
  2457. const WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  2458. const WORD wObjectID = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  2459. const SHORT sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
  2460. BOOL fValid = TRUE, fToEnemy = FALSE;
  2461. WORD w;
  2462. int i;
  2463. switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
  2464. {
  2465. case kBattleActionAttack:
  2466. fToEnemy = TRUE;
  2467. break;
  2468. case kBattleActionPass:
  2469. break;
  2470. case kBattleActionDefend:
  2471. break;
  2472. case kBattleActionMagic:
  2473. //
  2474. // Make sure player actually has the magic to be used
  2475. //
  2476. for (i = 0; i < MAX_PLAYER_MAGICS; i++)
  2477. {
  2478. if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == wObjectID)
  2479. {
  2480. break; // player has this magic
  2481. }
  2482. }
  2483. if (i >= MAX_PLAYER_MAGICS)
  2484. {
  2485. fValid = FALSE;
  2486. }
  2487. w = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2488. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSilence] > 0)
  2489. {
  2490. //
  2491. // Player is silenced
  2492. //
  2493. fValid = FALSE;
  2494. }
  2495. if (gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] <
  2496. gpGlobals->g.lprgMagic[w].wCostMP)
  2497. {
  2498. //
  2499. // No enough MP
  2500. //
  2501. fValid = FALSE;
  2502. }
  2503. //
  2504. // Fallback to physical attack if player is using an offensive magic,
  2505. // defend if player is using a defensive or healing magic
  2506. //
  2507. if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagUsableToEnemy)
  2508. {
  2509. if (!fValid)
  2510. {
  2511. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2512. }
  2513. else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2514. {
  2515. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2516. }
  2517. else if (sTarget == -1)
  2518. {
  2519. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2520. }
  2521. fToEnemy = TRUE;
  2522. }
  2523. else
  2524. {
  2525. if (!fValid)
  2526. {
  2527. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
  2528. }
  2529. else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2530. {
  2531. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2532. }
  2533. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2534. {
  2535. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
  2536. }
  2537. }
  2538. break;
  2539. case kBattleActionCoopMagic:
  2540. fToEnemy = TRUE;
  2541. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2542. {
  2543. w = gpGlobals->rgParty[i].wPlayerRole;
  2544. #ifdef PAL_CLASSIC
  2545. if (PAL_IsPlayerDying(w) ||
  2546. gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
  2547. gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
  2548. gpGlobals->rgPlayerStatus[w][kStatusParalyzed] > 0 ||
  2549. gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0)
  2550. #else
  2551. if (PAL_IsPlayerDying(w) ||
  2552. gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
  2553. gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
  2554. gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0 ||
  2555. g_Battle.rgPlayer[i].flTimeMeter < 100 ||
  2556. (g_Battle.rgPlayer[i].state == kFighterAct && i != wPlayerIndex))
  2557. #endif
  2558. {
  2559. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2560. break;
  2561. }
  2562. }
  2563. if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionCoopMagic)
  2564. {
  2565. if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2566. {
  2567. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2568. }
  2569. else if (sTarget == -1)
  2570. {
  2571. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2572. }
  2573. }
  2574. break;
  2575. case kBattleActionFlee:
  2576. break;
  2577. case kBattleActionThrowItem:
  2578. fToEnemy = TRUE;
  2579. if (PAL_GetItemAmount(wObjectID) == 0)
  2580. {
  2581. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2582. }
  2583. else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
  2584. {
  2585. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2586. }
  2587. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2588. {
  2589. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2590. }
  2591. break;
  2592. case kBattleActionUseItem:
  2593. if (PAL_GetItemAmount(wObjectID) == 0)
  2594. {
  2595. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
  2596. }
  2597. else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
  2598. {
  2599. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2600. }
  2601. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2602. {
  2603. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
  2604. }
  2605. break;
  2606. case kBattleActionAttackMate:
  2607. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0)
  2608. {
  2609. //
  2610. // Attack enemies instead if player is not confused
  2611. //
  2612. fToEnemy = TRUE;
  2613. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2614. }
  2615. else
  2616. {
  2617. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2618. {
  2619. if (i != wPlayerIndex &&
  2620. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] != 0)
  2621. {
  2622. break;
  2623. }
  2624. }
  2625. if (i > gpGlobals->wMaxPartyMemberIndex)
  2626. {
  2627. //
  2628. // Attack enemies if no one else is alive
  2629. //
  2630. fToEnemy = TRUE;
  2631. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2632. }
  2633. }
  2634. break;
  2635. }
  2636. //
  2637. // Check if player can attack all enemies at once, or attack one enemy
  2638. //
  2639. if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionAttack)
  2640. {
  2641. if (sTarget == -1)
  2642. {
  2643. if (!PAL_PlayerCanAttackAll(wPlayerRole))
  2644. {
  2645. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2646. }
  2647. }
  2648. else if (PAL_PlayerCanAttackAll(wPlayerRole))
  2649. {
  2650. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2651. }
  2652. }
  2653. if (fToEnemy && g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0)
  2654. {
  2655. if (g_Battle.rgEnemy[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wObjectID == 0)
  2656. {
  2657. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2658. assert(g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0);
  2659. }
  2660. }
  2661. }
  2662. VOID
  2663. PAL_BattlePlayerPerformAction(
  2664. WORD wPlayerIndex
  2665. )
  2666. /*++
  2667. Purpose:
  2668. Perform the selected action for a player.
  2669. Parameters:
  2670. [IN] wPlayerIndex - the index of the player.
  2671. Return value:
  2672. None.
  2673. --*/
  2674. {
  2675. SHORT sDamage;
  2676. WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  2677. SHORT sTarget;
  2678. int x, y;
  2679. int i, j, t;
  2680. WORD str, def, res, wObject, wMagicNum;
  2681. BOOL fCritical;
  2682. WORD rgwCoopPos[3][2] = {{208, 157}, {234, 170}, {260, 183}};
  2683. #ifndef PAL_CLASSIC
  2684. BOOL fPoisoned, fCheckPoison;
  2685. #endif
  2686. g_Battle.wMovingPlayerIndex = wPlayerIndex;
  2687. g_Battle.iBlow = 0;
  2688. PAL_BattlePlayerValidateAction(wPlayerIndex);
  2689. PAL_BattleBackupStat();
  2690. sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
  2691. switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
  2692. {
  2693. case kBattleActionAttack:
  2694. if (sTarget != -1)
  2695. {
  2696. //
  2697. // Attack one enemy
  2698. //
  2699. for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
  2700. {
  2701. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2702. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  2703. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  2704. res = g_Battle.rgEnemy[sTarget].e.wPhysicalResistance;
  2705. fCritical = FALSE;
  2706. sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
  2707. sDamage += RandomLong(1, 2);
  2708. if (RandomLong(0, 5) == 0 ||
  2709. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0)
  2710. {
  2711. //
  2712. // Critical Hit
  2713. //
  2714. sDamage *= 3;
  2715. fCritical = TRUE;
  2716. }
  2717. if (wPlayerRole == 0 && RandomLong(0, 11) == 0)
  2718. {
  2719. //
  2720. // Bonus hit for Li Xiaoyao
  2721. //
  2722. sDamage *= 2;
  2723. fCritical = TRUE;
  2724. }
  2725. sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
  2726. if (sDamage <= 0)
  2727. {
  2728. sDamage = 1;
  2729. }
  2730. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  2731. if (t == 0)
  2732. {
  2733. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
  2734. PAL_BattleDelay(4, 0, TRUE);
  2735. }
  2736. PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
  2737. }
  2738. }
  2739. else
  2740. {
  2741. //
  2742. // Attack all enemies
  2743. //
  2744. for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
  2745. {
  2746. int division = 1;
  2747. const int index[MAX_ENEMIES_IN_TEAM] = {2, 1, 0, 4, 3};
  2748. fCritical =
  2749. (RandomLong(0, 5) == 0 || gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0);
  2750. if (t == 0)
  2751. {
  2752. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
  2753. PAL_BattleDelay(4, 0, TRUE);
  2754. }
  2755. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2756. {
  2757. if (g_Battle.rgEnemy[index[i]].wObjectID == 0 ||
  2758. index[i] > g_Battle.wMaxEnemyIndex)
  2759. {
  2760. continue;
  2761. }
  2762. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2763. def = g_Battle.rgEnemy[index[i]].e.wDefense;
  2764. def += (g_Battle.rgEnemy[index[i]].e.wLevel + 6) * 4;
  2765. res = g_Battle.rgEnemy[index[i]].e.wPhysicalResistance;
  2766. sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
  2767. sDamage += RandomLong(1, 2);
  2768. if (fCritical)
  2769. {
  2770. //
  2771. // Critical Hit
  2772. //
  2773. sDamage *= 3;
  2774. }
  2775. sDamage /= division;
  2776. sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
  2777. if (sDamage <= 0)
  2778. {
  2779. sDamage = 1;
  2780. }
  2781. g_Battle.rgEnemy[index[i]].e.wHealth -= sDamage;
  2782. division++;
  2783. if (division > 3)
  2784. {
  2785. division = 3;
  2786. }
  2787. }
  2788. PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
  2789. }
  2790. }
  2791. PAL_BattleUpdateFighters();
  2792. PAL_BattleMakeScene();
  2793. PAL_BattleDelay(3, 0, TRUE);
  2794. gpGlobals->Exp.rgAttackExp[wPlayerRole].wCount++;
  2795. gpGlobals->Exp.rgHealthExp[wPlayerRole].wCount += RandomLong(2, 3);
  2796. break;
  2797. case kBattleActionAttackMate:
  2798. //
  2799. // Check if there is someone else who is alive
  2800. //
  2801. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2802. {
  2803. if (i == wPlayerIndex)
  2804. {
  2805. continue;
  2806. }
  2807. if (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  2808. {
  2809. break;
  2810. }
  2811. }
  2812. if (i <= gpGlobals->wMaxPartyMemberIndex)
  2813. {
  2814. //
  2815. // Pick a target randomly
  2816. //
  2817. do
  2818. {
  2819. sTarget = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  2820. } while (sTarget == wPlayerIndex || gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] == 0);
  2821. for (j = 0; j < 2; j++)
  2822. {
  2823. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
  2824. PAL_BattleDelay(1, 0, TRUE);
  2825. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
  2826. PAL_BattleDelay(1, 0, TRUE);
  2827. }
  2828. PAL_BattleDelay(2, 0, TRUE);
  2829. x = PAL_X(g_Battle.rgPlayer[sTarget].pos) + 30;
  2830. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 12;
  2831. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  2832. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
  2833. PAL_BattleDelay(5, 0, TRUE);
  2834. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
  2835. SOUND_Play(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);
  2836. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2837. def = PAL_GetPlayerDefense(gpGlobals->rgParty[sTarget].wPlayerRole);
  2838. if (g_Battle.rgPlayer[sTarget].fDefending)
  2839. {
  2840. def *= 2;
  2841. }
  2842. sDamage = PAL_CalcPhysicalAttackDamage(str, def, 2);
  2843. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[sTarget].wPlayerRole][kStatusProtect] > 0)
  2844. {
  2845. sDamage /= 2;
  2846. }
  2847. if (sDamage <= 0)
  2848. {
  2849. sDamage = 1;
  2850. }
  2851. if (sDamage > (SHORT)gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole])
  2852. {
  2853. sDamage = gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole];
  2854. }
  2855. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] -= sDamage;
  2856. g_Battle.rgPlayer[sTarget].pos =
  2857. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) - 12,
  2858. PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 6);
  2859. PAL_BattleDelay(1, 0, TRUE);
  2860. g_Battle.rgPlayer[sTarget].iColorShift = 6;
  2861. PAL_BattleDelay(1, 0, TRUE);
  2862. PAL_BattleDisplayStatChange();
  2863. g_Battle.rgPlayer[sTarget].iColorShift = 0;
  2864. PAL_BattleDelay(4, 0, TRUE);
  2865. PAL_BattleUpdateFighters();
  2866. PAL_BattleDelay(4, 0, TRUE);
  2867. }
  2868. break;
  2869. case kBattleActionCoopMagic:
  2870. wObject = PAL_GetPlayerCooperativeMagic(gpGlobals->rgParty[wPlayerIndex].wPlayerRole);
  2871. wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
  2872. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
  2873. {
  2874. PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex, TRUE);
  2875. PAL_BattleShowPlayerSummonMagicAnim((WORD)-1, wObject);
  2876. }
  2877. else
  2878. {
  2879. for (i = 1; i <= 6; i++)
  2880. {
  2881. //
  2882. // Update the position for the player who invoked the action
  2883. //
  2884. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
  2885. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
  2886. x += rgwCoopPos[0][0] * i;
  2887. y += rgwCoopPos[0][1] * i;
  2888. x /= 6;
  2889. y /= 6;
  2890. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  2891. //
  2892. // Update the position for other players
  2893. //
  2894. t = 0;
  2895. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  2896. {
  2897. if ((WORD)j == wPlayerIndex)
  2898. {
  2899. continue;
  2900. }
  2901. t++;
  2902. x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
  2903. y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
  2904. x += rgwCoopPos[t][0] * i;
  2905. y += rgwCoopPos[t][1] * i;
  2906. x /= 6;
  2907. y /= 6;
  2908. g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
  2909. }
  2910. PAL_BattleDelay(1, 0, TRUE);
  2911. }
  2912. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  2913. {
  2914. if ((WORD)i == wPlayerIndex)
  2915. {
  2916. continue;
  2917. }
  2918. g_Battle.rgPlayer[i].wCurrentFrame = 5;
  2919. PAL_BattleDelay(3, 0, TRUE);
  2920. }
  2921. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 6;
  2922. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  2923. SOUND_Play(29);
  2924. PAL_BattleDelay(5, 0, TRUE);
  2925. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  2926. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
  2927. PAL_BattleDelay(3, 0, TRUE);
  2928. PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wObject, sTarget, FALSE);
  2929. }
  2930. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2931. {
  2932. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] -=
  2933. gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
  2934. if ((SHORT)(gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole]) <= 0)
  2935. {
  2936. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] = 1;
  2937. }
  2938. //
  2939. // Reset the time meter for everyone when using coopmagic
  2940. //
  2941. #ifdef PAL_CLASSIC
  2942. g_Battle.rgPlayer[i].state = kFighterWait;
  2943. #else
  2944. g_Battle.rgPlayer[i].flTimeMeter = 0;
  2945. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2;
  2946. #endif
  2947. }
  2948. PAL_BattleBackupStat(); // so that "damages" to players won't be shown
  2949. str = 0;
  2950. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2951. {
  2952. str += PAL_GetPlayerAttackStrength(gpGlobals->rgParty[i].wPlayerRole);
  2953. str += PAL_GetPlayerMagicStrength(gpGlobals->rgParty[i].wPlayerRole);
  2954. }
  2955. str /= 4;
  2956. //
  2957. // Inflict damage to enemies
  2958. //
  2959. if (sTarget == -1)
  2960. {
  2961. //
  2962. // Attack all enemies
  2963. //
  2964. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  2965. {
  2966. if (g_Battle.rgEnemy[i].wObjectID == 0)
  2967. {
  2968. continue;
  2969. }
  2970. def = g_Battle.rgEnemy[i].e.wDefense;
  2971. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  2972. sDamage = PAL_CalcMagicDamage(str, def,
  2973. g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
  2974. if (sDamage <= 0)
  2975. {
  2976. sDamage = 1;
  2977. }
  2978. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  2979. }
  2980. }
  2981. else
  2982. {
  2983. //
  2984. // Attack one enemy
  2985. //
  2986. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  2987. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  2988. sDamage = PAL_CalcMagicDamage(str, def,
  2989. g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
  2990. if (sDamage <= 0)
  2991. {
  2992. sDamage = 1;
  2993. }
  2994. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  2995. }
  2996. PAL_BattleDisplayStatChange();
  2997. PAL_BattleShowPostMagicAnim();
  2998. PAL_BattleDelay(5, 0, TRUE);
  2999. if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeSummon)
  3000. {
  3001. PAL_BattlePostActionCheck(FALSE);
  3002. //
  3003. // Move all players back to the original position
  3004. //
  3005. for (i = 1; i <= 6; i++)
  3006. {
  3007. //
  3008. // Update the position for the player who invoked the action
  3009. //
  3010. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
  3011. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
  3012. x += rgwCoopPos[0][0] * (6 - i);
  3013. y += rgwCoopPos[0][1] * (6 - i);
  3014. x /= 6;
  3015. y /= 6;
  3016. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  3017. //
  3018. // Update the position for other players
  3019. //
  3020. t = 0;
  3021. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  3022. {
  3023. g_Battle.rgPlayer[j].wCurrentFrame = 0;
  3024. if ((WORD)j == wPlayerIndex)
  3025. {
  3026. continue;
  3027. }
  3028. t++;
  3029. x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * i;
  3030. y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * i;
  3031. x += rgwCoopPos[t][0] * (6 - i);
  3032. y += rgwCoopPos[t][1] * (6 - i);
  3033. x /= 6;
  3034. y /= 6;
  3035. g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
  3036. }
  3037. PAL_BattleDelay(1, 0, TRUE);
  3038. }
  3039. }
  3040. break;
  3041. case kBattleActionDefend:
  3042. g_Battle.rgPlayer[wPlayerIndex].fDefending = TRUE;
  3043. gpGlobals->Exp.rgDefenseExp[wPlayerRole].wCount += 2;
  3044. break;
  3045. case kBattleActionFlee:
  3046. str = PAL_GetPlayerFleeRate(wPlayerRole);
  3047. def = 0;
  3048. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3049. {
  3050. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3051. {
  3052. continue;
  3053. }
  3054. def += (SHORT)(g_Battle.rgEnemy[i].e.wFleeRate);
  3055. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 2;
  3056. }
  3057. if ((SHORT)def < 0)
  3058. {
  3059. def = 0;
  3060. }
  3061. if (RandomLong(0, str) >= RandomLong(0, def) && !g_Battle.fIsBoss)
  3062. {
  3063. //
  3064. // Successful escape
  3065. //
  3066. PAL_BattlePlayerEscape();
  3067. }
  3068. else
  3069. {
  3070. //
  3071. // Failed escape
  3072. //
  3073. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
  3074. for (i = 0; i < 3; i++)
  3075. {
  3076. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 4;
  3077. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 2;
  3078. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  3079. PAL_BattleDelay(1, 0, TRUE);
  3080. }
  3081. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 1;
  3082. PAL_BattleDelay(8, BATTLE_LABEL_ESCAPEFAIL, TRUE);
  3083. gpGlobals->Exp.rgFleeExp[wPlayerRole].wCount += 2;
  3084. }
  3085. break;
  3086. case kBattleActionMagic:
  3087. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3088. wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
  3089. PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex,
  3090. (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon));
  3091. if (!gpGlobals->fAutoBattle)
  3092. {
  3093. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] -= gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
  3094. if ((SHORT)(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole]) < 0)
  3095. {
  3096. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] = 0;
  3097. }
  3098. }
  3099. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToPlayer ||
  3100. gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToParty ||
  3101. gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3102. {
  3103. //
  3104. // Using a defensive magic
  3105. //
  3106. WORD w = 0;
  3107. if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget != -1)
  3108. {
  3109. w = gpGlobals->rgParty[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wPlayerRole;
  3110. }
  3111. else if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3112. {
  3113. w = wPlayerRole;
  3114. }
  3115. gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
  3116. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
  3117. if (g_fScriptSuccess)
  3118. {
  3119. PAL_BattleShowPlayerDefMagicAnim(wPlayerIndex, wObject, sTarget);
  3120. gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
  3121. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, w);
  3122. if (g_fScriptSuccess)
  3123. {
  3124. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3125. {
  3126. for (i = 0; i < 6; i++)
  3127. {
  3128. g_Battle.rgPlayer[wPlayerIndex].iColorShift = i * 2;
  3129. PAL_BattleDelay(1, 0, TRUE);
  3130. }
  3131. PAL_BattleBackupScene();
  3132. PAL_LoadBattleSprites();
  3133. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
  3134. PAL_BattleMakeScene();
  3135. PAL_BattleFadeScene();
  3136. }
  3137. }
  3138. }
  3139. }
  3140. else
  3141. {
  3142. //
  3143. // Using an offensive magic
  3144. //
  3145. gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
  3146. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
  3147. if (g_fScriptSuccess)
  3148. {
  3149. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
  3150. {
  3151. PAL_BattleShowPlayerSummonMagicAnim(wPlayerIndex, wObject);
  3152. }
  3153. else
  3154. {
  3155. PAL_BattleShowPlayerOffMagicAnim(wPlayerIndex, wObject, sTarget, FALSE);
  3156. }
  3157. gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
  3158. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, (WORD)sTarget);
  3159. //
  3160. // Inflict damage to enemies
  3161. //
  3162. if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
  3163. {
  3164. if (sTarget == -1)
  3165. {
  3166. //
  3167. // Attack all enemies
  3168. //
  3169. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3170. {
  3171. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3172. {
  3173. continue;
  3174. }
  3175. str = PAL_GetPlayerMagicStrength(wPlayerRole);
  3176. def = g_Battle.rgEnemy[i].e.wDefense;
  3177. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  3178. sDamage = PAL_CalcMagicDamage(str, def,
  3179. g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
  3180. if (sDamage <= 0)
  3181. {
  3182. sDamage = 1;
  3183. }
  3184. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  3185. }
  3186. }
  3187. else
  3188. {
  3189. //
  3190. // Attack one enemy
  3191. //
  3192. str = PAL_GetPlayerMagicStrength(wPlayerRole);
  3193. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  3194. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  3195. sDamage = PAL_CalcMagicDamage(str, def,
  3196. g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
  3197. if (sDamage <= 0)
  3198. {
  3199. sDamage = 1;
  3200. }
  3201. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  3202. }
  3203. }
  3204. }
  3205. }
  3206. PAL_BattleDisplayStatChange();
  3207. PAL_BattleShowPostMagicAnim();
  3208. PAL_BattleDelay(5, 0, TRUE);
  3209. gpGlobals->Exp.rgMagicExp[wPlayerRole].wCount += RandomLong(2, 3);
  3210. gpGlobals->Exp.rgMagicPowerExp[wPlayerRole].wCount++;
  3211. break;
  3212. case kBattleActionThrowItem:
  3213. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3214. for (i = 0; i < 4; i++)
  3215. {
  3216. g_Battle.rgPlayer[wPlayerIndex].pos =
  3217. PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i),
  3218. PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i) / 2);
  3219. PAL_BattleDelay(1, 0, TRUE);
  3220. }
  3221. PAL_BattleDelay(2, wObject, TRUE);
  3222. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  3223. SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
  3224. PAL_BattleDelay(8, wObject, TRUE);
  3225. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  3226. PAL_BattleDelay(2, wObject, TRUE);
  3227. //
  3228. // Run the script
  3229. //
  3230. gpGlobals->g.rgObject[wObject].item.wScriptOnThrow =
  3231. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnThrow, (WORD)sTarget);
  3232. //
  3233. // Remove the thrown item from inventory
  3234. //
  3235. PAL_AddItemToInventory(wObject, -1);
  3236. PAL_BattleDisplayStatChange();
  3237. PAL_BattleDelay(4, 0, TRUE);
  3238. PAL_BattleUpdateFighters();
  3239. PAL_BattleDelay(4, 0, TRUE);
  3240. break;
  3241. case kBattleActionUseItem:
  3242. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3243. PAL_BattleShowPlayerUseItemAnim(wPlayerIndex, wObject, sTarget);
  3244. //
  3245. // Run the script
  3246. //
  3247. gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
  3248. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse,
  3249. (sTarget == -1) ? 0xFFFF : gpGlobals->rgParty[sTarget].wPlayerRole);
  3250. //
  3251. // Remove the item if the item is consuming
  3252. //
  3253. if (gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming)
  3254. {
  3255. PAL_AddItemToInventory(wObject, -1);
  3256. }
  3257. if (g_Battle.iHidingTime < 0)
  3258. {
  3259. #ifdef PAL_CLASSIC
  3260. g_Battle.iHidingTime = -g_Battle.iHidingTime;
  3261. #else
  3262. g_Battle.iHidingTime = -g_Battle.iHidingTime * 20;
  3263. if (gpGlobals->bBattleSpeed > 1)
  3264. {
  3265. g_Battle.iHidingTime *= 1 + (gpGlobals->bBattleSpeed - 1) * 0.5;
  3266. }
  3267. else
  3268. {
  3269. g_Battle.iHidingTime *= 1.2;
  3270. }
  3271. #endif
  3272. PAL_BattleBackupScene();
  3273. PAL_BattleMakeScene();
  3274. PAL_BattleFadeScene();
  3275. }
  3276. PAL_BattleUpdateFighters();
  3277. PAL_BattleDisplayStatChange();
  3278. PAL_BattleDelay(8, 0, TRUE);
  3279. break;
  3280. case kBattleActionPass:
  3281. break;
  3282. }
  3283. //
  3284. // Revert this player back to waiting state.
  3285. //
  3286. g_Battle.rgPlayer[wPlayerIndex].state = kFighterWait;
  3287. g_Battle.rgPlayer[wPlayerIndex].flTimeMeter = 0;
  3288. PAL_BattlePostActionCheck(FALSE);
  3289. #ifndef PAL_CLASSIC
  3290. //
  3291. // Only check for poisons when the battle is not ended
  3292. //
  3293. fCheckPoison = FALSE;
  3294. if (g_Battle.BattleResult == kBattleResultOnGoing)
  3295. {
  3296. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3297. {
  3298. if (g_Battle.rgEnemy[i].wObjectID != 0)
  3299. {
  3300. fCheckPoison = TRUE;
  3301. break;
  3302. }
  3303. }
  3304. }
  3305. //
  3306. // Check for poisons
  3307. //
  3308. if (fCheckPoison)
  3309. {
  3310. fPoisoned = FALSE;
  3311. PAL_BattleBackupStat();
  3312. for (i = 0; i < MAX_POISONS; i++)
  3313. {
  3314. wObject = gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonID;
  3315. if (wObject != 0)
  3316. {
  3317. fPoisoned = TRUE;
  3318. gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript =
  3319. PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript, wPlayerRole);
  3320. }
  3321. }
  3322. if (fPoisoned)
  3323. {
  3324. PAL_BattleDelay(3, 0, TRUE);
  3325. PAL_BattleUpdateFighters();
  3326. if (PAL_BattleDisplayStatChange())
  3327. {
  3328. PAL_BattleDelay(6, 0, TRUE);
  3329. }
  3330. }
  3331. }
  3332. //
  3333. // Update statuses
  3334. //
  3335. for (i = 0; i < kStatusAll; i++)
  3336. {
  3337. if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0)
  3338. {
  3339. gpGlobals->rgPlayerStatus[wPlayerRole][i]--;
  3340. }
  3341. }
  3342. #endif
  3343. }
  3344. static INT
  3345. PAL_BattleEnemySelectTargetIndex(
  3346. VOID
  3347. )
  3348. /*++
  3349. Purpose:
  3350. Select a attackable player randomly.
  3351. Parameters:
  3352. None.
  3353. Return value:
  3354. None.
  3355. --*/
  3356. {
  3357. int i;
  3358. i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  3359. while (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] == 0)
  3360. {
  3361. i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  3362. }
  3363. return i;
  3364. }
  3365. VOID
  3366. PAL_BattleEnemyPerformAction(
  3367. WORD wEnemyIndex
  3368. )
  3369. /*++
  3370. Purpose:
  3371. Perform the selected action for a player.
  3372. Parameters:
  3373. [IN] wEnemyIndex - the index of the player.
  3374. Return value:
  3375. None.
  3376. --*/
  3377. {
  3378. int str, def, iCoverIndex, i, x, y, ex, ey, iSound;
  3379. WORD rgwElementalResistance[NUM_MAGIC_ELEMENTAL];
  3380. WORD wPlayerRole, w, wMagic, wMagicNum;
  3381. SHORT sTarget, sDamage;
  3382. BOOL fAutoDefend = FALSE, rgfMagAutoDefend[MAX_PLAYERS_IN_PARTY];
  3383. PAL_BattleBackupStat();
  3384. g_Battle.iBlow = 0;
  3385. sTarget = PAL_BattleEnemySelectTargetIndex();
  3386. wPlayerRole = gpGlobals->rgParty[sTarget].wPlayerRole;
  3387. wMagic = g_Battle.rgEnemy[wEnemyIndex].e.wMagic;
  3388. if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSleep] > 0 ||
  3389. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusParalyzed] > 0 ||
  3390. g_Battle.iHidingTime > 0)
  3391. {
  3392. //
  3393. // Do nothing
  3394. //
  3395. goto end;
  3396. }
  3397. else if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusConfused] > 0)
  3398. {
  3399. // TODO
  3400. }
  3401. else if (wMagic != 0 &&
  3402. RandomLong(0, 9) < g_Battle.rgEnemy[wEnemyIndex].e.wMagicRate &&
  3403. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSilence] == 0)
  3404. {
  3405. //
  3406. // Magical attack
  3407. //
  3408. if (wMagic == 0xFFFF)
  3409. {
  3410. //
  3411. // Do nothing
  3412. //
  3413. goto end;
  3414. }
  3415. wMagicNum = gpGlobals->g.rgObject[wMagic].magic.wMagicNumber;
  3416. str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wMagicStrength;
  3417. str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
  3418. if (str < 0)
  3419. {
  3420. str = 0;
  3421. }
  3422. ex = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos);
  3423. ey = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos);
  3424. ex += 12;
  3425. ey += 6;
  3426. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3427. PAL_BattleDelay(1, 0, FALSE);
  3428. ex += 4;
  3429. ey += 2;
  3430. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3431. PAL_BattleDelay(1, 0, FALSE);
  3432. SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wMagicSound);
  3433. for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3434. {
  3435. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3436. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
  3437. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3438. }
  3439. if (g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames == 0)
  3440. {
  3441. PAL_BattleDelay(1, 0, FALSE);
  3442. }
  3443. if (gpGlobals->g.lprgMagic[wMagicNum].wSoundDelay == 0)
  3444. {
  3445. for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
  3446. {
  3447. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3448. i - 1 + g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames;
  3449. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3450. }
  3451. }
  3452. if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeNormal)
  3453. {
  3454. sTarget = -1;
  3455. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3456. {
  3457. w = gpGlobals->rgParty[i].wPlayerRole;
  3458. if (gpGlobals->rgPlayerStatus[w][kStatusSleep] == 0 &&
  3459. #ifdef PAL_CLASSIC
  3460. gpGlobals->rgPlayerStatus[w][kStatusParalyzed] == 0 &&
  3461. #else
  3462. gpGlobals->rgPlayerStatus[w][kStatusSlow] == 0 &&
  3463. #endif
  3464. gpGlobals->rgPlayerStatus[w][kStatusConfused] == 0 &&
  3465. RandomLong(0, 2) == 0 &&
  3466. gpGlobals->g.PlayerRoles.rgwHP[w] != 0)
  3467. {
  3468. rgfMagAutoDefend[i] = TRUE;
  3469. g_Battle.rgPlayer[i].wCurrentFrame = 3;
  3470. }
  3471. else
  3472. {
  3473. rgfMagAutoDefend[i] = FALSE;
  3474. }
  3475. }
  3476. }
  3477. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] == 0 &&
  3478. #ifdef PAL_CLASSIC
  3479. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] == 0 &&
  3480. #else
  3481. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] == 0 &&
  3482. #endif
  3483. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0 &&
  3484. RandomLong(0, 2) == 0)
  3485. {
  3486. fAutoDefend = TRUE;
  3487. g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
  3488. }
  3489. // PAL_BattleDelay(12, (WORD)(-((SHORT)wMagic)), FALSE);
  3490. gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse =
  3491. PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse, wPlayerRole);
  3492. if (g_fScriptSuccess)
  3493. {
  3494. PAL_BattleShowEnemyMagicAnim(wMagic, sTarget);
  3495. gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess =
  3496. PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess, wPlayerRole);
  3497. }
  3498. if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
  3499. {
  3500. if (sTarget == -1)
  3501. {
  3502. //
  3503. // damage all players
  3504. //
  3505. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3506. {
  3507. w = gpGlobals->rgParty[i].wPlayerRole;
  3508. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  3509. {
  3510. //
  3511. // skip dead players
  3512. //
  3513. continue;
  3514. }
  3515. def = PAL_GetPlayerDefense(w);
  3516. for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
  3517. {
  3518. rgwElementalResistance[x] =
  3519. 5 + PAL_GetPlayerElementalResistance(w, x) / 20;
  3520. }
  3521. sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
  3522. 5 + PAL_GetPlayerPoisonResistance(w) / 20, wMagic);
  3523. sDamage /= ((g_Battle.rgPlayer[i].fDefending ? 2 : 1) *
  3524. ((gpGlobals->rgPlayerStatus[w][kStatusProtect] > 0) ? 2 : 1)) +
  3525. (rgfMagAutoDefend[i] ? 1 : 0);
  3526. if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[w])
  3527. {
  3528. sDamage = gpGlobals->g.PlayerRoles.rgwHP[w];
  3529. }
  3530. #ifndef INVINCIBLE
  3531. gpGlobals->g.PlayerRoles.rgwHP[w] -= sDamage;
  3532. #endif
  3533. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  3534. {
  3535. SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[w]);
  3536. }
  3537. }
  3538. }
  3539. else
  3540. {
  3541. //
  3542. // damage one player
  3543. //
  3544. def = PAL_GetPlayerDefense(wPlayerRole);
  3545. for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
  3546. {
  3547. rgwElementalResistance[x] =
  3548. 5 + PAL_GetPlayerElementalResistance(wPlayerRole, x) / 20;
  3549. }
  3550. sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
  3551. 5 + PAL_GetPlayerPoisonResistance(wPlayerRole) / 20, wMagic);
  3552. sDamage /= ((g_Battle.rgPlayer[sTarget].fDefending ? 2 : 1) *
  3553. ((gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect] > 0) ? 2 : 1)) +
  3554. (fAutoDefend ? 1 : 0);
  3555. if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole])
  3556. {
  3557. sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
  3558. }
  3559. #ifndef INVINCIBLE
  3560. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
  3561. #endif
  3562. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  3563. {
  3564. SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
  3565. }
  3566. }
  3567. }
  3568. if (!gpGlobals->fAutoBattle)
  3569. {
  3570. PAL_BattleDisplayStatChange();
  3571. }
  3572. for (i = 0; i < 5; i++)
  3573. {
  3574. if (sTarget == -1)
  3575. {
  3576. for (x = 0; x <= gpGlobals->wMaxPartyMemberIndex; x++)
  3577. {
  3578. if (g_Battle.rgPlayer[x].wPrevHP ==
  3579. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[x].wPlayerRole])
  3580. {
  3581. //
  3582. // Skip unaffected players
  3583. //
  3584. continue;
  3585. }
  3586. g_Battle.rgPlayer[x].wCurrentFrame = 4;
  3587. if (i > 0)
  3588. {
  3589. g_Battle.rgPlayer[x].pos =
  3590. PAL_XY(PAL_X(g_Battle.rgPlayer[x].pos) + (8 >> i),
  3591. PAL_Y(g_Battle.rgPlayer[x].pos) + (4 >> i));
  3592. }
  3593. g_Battle.rgPlayer[x].iColorShift = ((i < 3) ? 6 : 0);
  3594. }
  3595. }
  3596. else
  3597. {
  3598. g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
  3599. if (i > 0)
  3600. {
  3601. g_Battle.rgPlayer[sTarget].pos =
  3602. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + (8 >> i),
  3603. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + (4 >> i));
  3604. }
  3605. g_Battle.rgPlayer[sTarget].iColorShift = ((i < 3) ? 6 : 0);
  3606. }
  3607. PAL_BattleDelay(1, 0, FALSE);
  3608. }
  3609. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
  3610. g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
  3611. PAL_BattleDelay(1, 0, FALSE);
  3612. PAL_BattleUpdateFighters();
  3613. PAL_BattlePostActionCheck(TRUE);
  3614. PAL_BattleDelay(8, 0, TRUE);
  3615. }
  3616. else
  3617. {
  3618. //
  3619. // Physical attack
  3620. //
  3621. WORD wFrameBak = g_Battle.rgPlayer[sTarget].wCurrentFrame;
  3622. str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wAttackStrength;
  3623. str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
  3624. if (str < 0)
  3625. {
  3626. str = 0;
  3627. }
  3628. def = PAL_GetPlayerDefense(wPlayerRole);
  3629. if (g_Battle.rgPlayer[sTarget].fDefending)
  3630. {
  3631. def *= 2;
  3632. }
  3633. SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wAttackSound);
  3634. iCoverIndex = -1;
  3635. fAutoDefend = (RandomLong(0, 16) >= 10);
  3636. //
  3637. // Check if the inflictor should be protected
  3638. //
  3639. if ((PAL_IsPlayerDying(wPlayerRole) ||
  3640. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
  3641. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  3642. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0) && fAutoDefend)
  3643. {
  3644. w = gpGlobals->g.PlayerRoles.rgwCoveredBy[wPlayerRole];
  3645. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3646. {
  3647. if (gpGlobals->rgParty[i].wPlayerRole == w)
  3648. {
  3649. iCoverIndex = i;
  3650. break;
  3651. }
  3652. }
  3653. if (iCoverIndex != -1)
  3654. {
  3655. if (PAL_IsPlayerDying(gpGlobals->rgParty[iCoverIndex].wPlayerRole) ||
  3656. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusConfused] > 0 ||
  3657. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusSleep] > 0 ||
  3658. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusParalyzed] > 0)
  3659. {
  3660. iCoverIndex = -1;
  3661. }
  3662. }
  3663. }
  3664. //
  3665. // If no one can cover the inflictor and inflictor is in a
  3666. // bad status, don't evade
  3667. //
  3668. if (iCoverIndex == -1 &&
  3669. (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
  3670. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  3671. #ifdef PAL_CLASSIC
  3672. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0))
  3673. #else
  3674. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] > 0))
  3675. #endif
  3676. {
  3677. fAutoDefend = FALSE;
  3678. }
  3679. for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3680. {
  3681. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3682. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
  3683. PAL_BattleDelay(2, 0, FALSE);
  3684. }
  3685. for (i = 0; i < 3 - g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3686. {
  3687. x = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 2;
  3688. y = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 1;
  3689. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(x, y);
  3690. PAL_BattleDelay(1, 0, FALSE);
  3691. }
  3692. if (!gConfig.fIsWIN95 || g_Battle.rgEnemy[wEnemyIndex].e.wActionSound != 0)
  3693. {
  3694. SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wActionSound);
  3695. }
  3696. PAL_BattleDelay(1, 0, FALSE);
  3697. ex = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 44;
  3698. ey = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 16;
  3699. iSound = g_Battle.rgEnemy[wEnemyIndex].e.wCallSound;
  3700. if (iCoverIndex != -1)
  3701. {
  3702. iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[gpGlobals->rgParty[iCoverIndex].wPlayerRole];
  3703. g_Battle.rgPlayer[iCoverIndex].wCurrentFrame = 3;
  3704. x = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 24;
  3705. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 12;
  3706. g_Battle.rgPlayer[iCoverIndex].pos = PAL_XY(x, y);
  3707. }
  3708. else if (fAutoDefend)
  3709. {
  3710. g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
  3711. iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[wPlayerRole];
  3712. }
  3713. if (g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames == 0)
  3714. {
  3715. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3716. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames - 1;
  3717. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3718. PAL_BattleDelay(2, 0, FALSE);
  3719. }
  3720. else
  3721. {
  3722. for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
  3723. {
  3724. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3725. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames +
  3726. g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames + i - 1;
  3727. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3728. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3729. }
  3730. }
  3731. if (!fAutoDefend)
  3732. {
  3733. g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
  3734. sDamage = PAL_CalcPhysicalAttackDamage(str + RandomLong(0, 2), def, 2);
  3735. sDamage += RandomLong(0, 1);
  3736. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect])
  3737. {
  3738. sDamage /= 2;
  3739. }
  3740. if ((SHORT)gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] < sDamage)
  3741. {
  3742. sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
  3743. }
  3744. if (sDamage <= 0)
  3745. {
  3746. sDamage = 1;
  3747. }
  3748. #ifndef INVINCIBLE
  3749. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
  3750. #endif
  3751. PAL_BattleDisplayStatChange();
  3752. g_Battle.rgPlayer[sTarget].iColorShift = 6;
  3753. }
  3754. if (!gConfig.fIsWIN95 || iSound != 0)
  3755. {
  3756. SOUND_Play(iSound);
  3757. }
  3758. PAL_BattleDelay(1, 0, FALSE);
  3759. g_Battle.rgPlayer[sTarget].iColorShift = 0;
  3760. if (iCoverIndex != -1)
  3761. {
  3762. g_Battle.rgEnemy[wEnemyIndex].pos =
  3763. PAL_XY(PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 10,
  3764. PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 8);
  3765. g_Battle.rgPlayer[iCoverIndex].pos =
  3766. PAL_XY(PAL_X(g_Battle.rgPlayer[iCoverIndex].pos) + 4,
  3767. PAL_Y(g_Battle.rgPlayer[iCoverIndex].pos) + 2);
  3768. }
  3769. else
  3770. {
  3771. g_Battle.rgPlayer[sTarget].pos =
  3772. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 8,
  3773. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 4);
  3774. }
  3775. PAL_BattleDelay(1, 0, FALSE);
  3776. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  3777. {
  3778. SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
  3779. wFrameBak = 2;
  3780. }
  3781. else if (PAL_IsPlayerDying(wPlayerRole))
  3782. {
  3783. wFrameBak = 1;
  3784. }
  3785. if (iCoverIndex == -1)
  3786. {
  3787. g_Battle.rgPlayer[sTarget].pos =
  3788. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 2,
  3789. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 1);
  3790. }
  3791. PAL_BattleDelay(3, 0, FALSE);
  3792. g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
  3793. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
  3794. PAL_BattleDelay(1, 0, FALSE);
  3795. g_Battle.rgPlayer[sTarget].wCurrentFrame = wFrameBak;
  3796. PAL_BattleDelay(1, 0, TRUE);
  3797. g_Battle.rgPlayer[sTarget].pos = g_Battle.rgPlayer[sTarget].posOriginal;
  3798. PAL_BattleDelay(4, 0, TRUE);
  3799. PAL_BattleUpdateFighters();
  3800. if (iCoverIndex == -1 && !fAutoDefend &&
  3801. g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItemRate >= RandomLong(1, 10))
  3802. {
  3803. i = g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItem;
  3804. gpGlobals->g.rgObject[i].item.wScriptOnUse =
  3805. PAL_RunTriggerScript(gpGlobals->g.rgObject[i].item.wScriptOnUse, wPlayerRole);
  3806. }
  3807. PAL_BattlePostActionCheck(TRUE);
  3808. }
  3809. end:
  3810. #ifndef PAL_CLASSIC
  3811. //
  3812. // Check poisons
  3813. //
  3814. if (!g_Battle.rgEnemy[wEnemyIndex].fDualMove)
  3815. {
  3816. PAL_BattleBackupStat();
  3817. for (i = 0; i < MAX_POISONS; i++)
  3818. {
  3819. if (g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonID != 0)
  3820. {
  3821. g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript =
  3822. PAL_RunTriggerScript(g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript, wEnemyIndex);
  3823. }
  3824. }
  3825. if (PAL_BattleDisplayStatChange())
  3826. {
  3827. PAL_BattleDelay(6, 0, FALSE);
  3828. }
  3829. }
  3830. PAL_BattlePostActionCheck(FALSE);
  3831. //
  3832. // Update statuses
  3833. //
  3834. for (i = 0; i < kStatusAll; i++)
  3835. {
  3836. if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i] > 0)
  3837. {
  3838. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i]--;
  3839. }
  3840. }
  3841. #else
  3842. i = 0; // do nothing
  3843. #endif
  3844. }
  3845. VOID
  3846. PAL_BattleStealFromEnemy(
  3847. WORD wTarget,
  3848. WORD wStealRate
  3849. )
  3850. /*++
  3851. Purpose:
  3852. Steal from the enemy.
  3853. Parameters:
  3854. [IN] wTarget - the target enemy index.
  3855. [IN] wStealRate - the rate of successful theft.
  3856. Return value:
  3857. None.
  3858. --*/
  3859. {
  3860. int iPlayerIndex = g_Battle.wMovingPlayerIndex;
  3861. int offset, x, y, i;
  3862. WCHAR s[256] = L"";
  3863. g_Battle.rgPlayer[iPlayerIndex].wCurrentFrame = 10;
  3864. offset = ((INT)wTarget - iPlayerIndex) * 8;
  3865. x = PAL_X(g_Battle.rgEnemy[wTarget].pos) + 64 - offset;
  3866. y = PAL_Y(g_Battle.rgEnemy[wTarget].pos) + 20 - offset / 2;
  3867. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3868. PAL_BattleDelay(1, 0, TRUE);
  3869. for (i = 0; i < 5; i++)
  3870. {
  3871. x -= i + 8;
  3872. y -= 4;
  3873. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3874. if (i == 4)
  3875. {
  3876. g_Battle.rgEnemy[wTarget].iColorShift = 6;
  3877. }
  3878. PAL_BattleDelay(1, 0, TRUE);
  3879. }
  3880. g_Battle.rgEnemy[wTarget].iColorShift = 0;
  3881. x--;
  3882. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3883. PAL_BattleDelay(3, 0, TRUE);
  3884. g_Battle.rgPlayer[iPlayerIndex].state = kFighterWait;
  3885. g_Battle.rgPlayer[iPlayerIndex].flTimeMeter = 0;
  3886. PAL_BattleUpdateFighters();
  3887. PAL_BattleDelay(1, 0, TRUE);
  3888. if (g_Battle.rgEnemy[wTarget].e.nStealItem > 0 &&
  3889. (RandomLong(0, 10) <= wStealRate || wStealRate == 0))
  3890. {
  3891. if (g_Battle.rgEnemy[wTarget].e.wStealItem == 0)
  3892. {
  3893. //
  3894. // stolen coins
  3895. //
  3896. int c = g_Battle.rgEnemy[wTarget].e.nStealItem / RandomLong(2, 3);
  3897. g_Battle.rgEnemy[wTarget].e.nStealItem -= c;
  3898. gpGlobals->dwCash += c;
  3899. if (c > 0)
  3900. {
  3901. swprintf(s, 256, L"%s %d %s", PAL_GetWord(34), c, PAL_GetWord(10));
  3902. }
  3903. }
  3904. else
  3905. {
  3906. //
  3907. // stolen item
  3908. //
  3909. g_Battle.rgEnemy[wTarget].e.nStealItem--;
  3910. PAL_AddItemToInventory(g_Battle.rgEnemy[wTarget].e.wStealItem, 1);
  3911. wcscpy(s, PAL_GetWord(34));
  3912. wcscat(s, PAL_GetWord(g_Battle.rgEnemy[wTarget].e.wStealItem));
  3913. }
  3914. if (s[0] != '\0')
  3915. {
  3916. #ifdef PAL_CLASSIC
  3917. PAL_StartDialog(kDialogCenterWindow, 0, 0, FALSE);
  3918. PAL_ShowDialogText(s);
  3919. #else
  3920. PAL_BattleUIShowText(s, 800);
  3921. #endif
  3922. }
  3923. }
  3924. }
  3925. VOID
  3926. PAL_BattleSimulateMagic(
  3927. SHORT sTarget,
  3928. WORD wMagicObjectID,
  3929. WORD wBaseDamage
  3930. )
  3931. /*++
  3932. Purpose:
  3933. Simulate a magic for players. Mostly used in item throwing script.
  3934. Parameters:
  3935. [IN] sTarget - the target enemy index. -1 = all enemies.
  3936. [IN] wMagicObjectID - the object ID of the magic to be simulated.
  3937. [IN] wBaseDamage - the base damage of the simulation.
  3938. Return value:
  3939. None.
  3940. --*/
  3941. {
  3942. SHORT sDamage;
  3943. int i, def;
  3944. if (gpGlobals->g.rgObject[wMagicObjectID].magic.wFlags & kMagicFlagApplyToAll)
  3945. {
  3946. sTarget = -1;
  3947. }
  3948. else if (sTarget == -1)
  3949. {
  3950. sTarget = PAL_BattleSelectAutoTarget();
  3951. }
  3952. //
  3953. // Show the magic animation
  3954. //
  3955. PAL_BattleShowPlayerOffMagicAnim(0xFFFF, wMagicObjectID, sTarget, FALSE);
  3956. if (gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagicObjectID].magic.wMagicNumber].wBaseDamage > 0 ||
  3957. wBaseDamage > 0)
  3958. {
  3959. if (sTarget == -1)
  3960. {
  3961. //
  3962. // Apply to all enemies
  3963. //
  3964. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3965. {
  3966. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3967. {
  3968. continue;
  3969. }
  3970. def = (SHORT)g_Battle.rgEnemy[i].e.wDefense;
  3971. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  3972. if (def < 0)
  3973. {
  3974. def = 0;
  3975. }
  3976. sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[i].e.wElemResistance,
  3977. g_Battle.rgEnemy[i].e.wPoisonResistance, wMagicObjectID);
  3978. if (sDamage < 0)
  3979. {
  3980. sDamage = 0;
  3981. }
  3982. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  3983. }
  3984. }
  3985. else
  3986. {
  3987. //
  3988. // Apply to one enemy
  3989. //
  3990. def = (SHORT)g_Battle.rgEnemy[sTarget].e.wDefense;
  3991. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  3992. if (def < 0)
  3993. {
  3994. def = 0;
  3995. }
  3996. sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[sTarget].e.wElemResistance,
  3997. g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wMagicObjectID);
  3998. if (sDamage < 0)
  3999. {
  4000. sDamage = 0;
  4001. }
  4002. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  4003. }
  4004. }
  4005. }