fight.c 128 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. AUDIO_PlaySound(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. AUDIO_PlaySound(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. AUDIO_PlaySound(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. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwAttackSound[wPlayerRole]);
  1603. }
  1604. else
  1605. {
  1606. AUDIO_PlaySound(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. AUDIO_PlaySound(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. AUDIO_PlaySound(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. AUDIO_PlaySound(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. AUDIO_PlaySound(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 == (gConfig.fIsWIN95 ? 0 : gpGlobals->g.lprgMagic[iMagicNum].wFireDelay))
  1902. {
  1903. AUDIO_PlaySound(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. (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].wFireDelay;
  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. AUDIO_PlaySound(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].wFireDelay && 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].wFireDelay;
  2066. k %= n - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2067. k += gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2068. }
  2069. b = PAL_SpriteGetFrame(lpSpriteEffect, k);
  2070. if (!gConfig.fIsWIN95 && (i - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay) % n == 0)
  2071. {
  2072. AUDIO_PlaySound(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. (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 wEnemyIndex,
  2167. WORD wObjectID,
  2168. SHORT sTarget
  2169. )
  2170. /*++
  2171. Purpose:
  2172. Show the offensive magic animation for enemy.
  2173. Parameters:
  2174. [IN] wObjectID - the object ID of the magic to be used.
  2175. [IN] sTarget - the target player index of the action.
  2176. Return value:
  2177. None.
  2178. --*/
  2179. {
  2180. LPSPRITE lpSpriteEffect;
  2181. int l, iMagicNum, iEffectNum, n, i, k, x, y, wave, blow;
  2182. DWORD dwTime = SDL_GetTicks();
  2183. iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2184. iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
  2185. l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
  2186. if (l <= 0)
  2187. {
  2188. return;
  2189. }
  2190. lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
  2191. PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
  2192. n = PAL_SpriteGetNumFrames(lpSpriteEffect);
  2193. l = n - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2194. l *= (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wEffectTimes;
  2195. l += n;
  2196. l += gpGlobals->g.lprgMagic[iMagicNum].wShake;
  2197. wave = gpGlobals->wScreenWave;
  2198. gpGlobals->wScreenWave += gpGlobals->g.lprgMagic[iMagicNum].wWave;
  2199. for (i = 0; i < l; i++)
  2200. {
  2201. LPCBITMAPRLE b;
  2202. blow = ((g_Battle.iBlow > 0) ? RandomLong(0, g_Battle.iBlow) : RandomLong(g_Battle.iBlow, 0));
  2203. for (k = 0; k <= gpGlobals->wMaxPartyMemberIndex; k++)
  2204. {
  2205. x = PAL_X(g_Battle.rgPlayer[k].pos) + blow;
  2206. y = PAL_Y(g_Battle.rgPlayer[k].pos) + blow / 2;
  2207. g_Battle.rgPlayer[k].pos = PAL_XY(x, y);
  2208. }
  2209. if (l - i > gpGlobals->g.lprgMagic[iMagicNum].wShake)
  2210. {
  2211. if (i < n)
  2212. {
  2213. k = i;
  2214. }
  2215. else
  2216. {
  2217. k = i - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2218. k %= n - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2219. k += gpGlobals->g.lprgMagic[iMagicNum].wFireDelay;
  2220. }
  2221. b = PAL_SpriteGetFrame(lpSpriteEffect, k);
  2222. if (i == (gConfig.fIsWIN95 ? 0 : gpGlobals->g.lprgMagic[iMagicNum].wFireDelay))
  2223. {
  2224. AUDIO_PlaySound(gpGlobals->g.lprgMagic[iMagicNum].wSound);
  2225. }
  2226. if (gpGlobals->g.lprgMagic[iMagicNum].wFireDelay > 0 &&
  2227. i >= gpGlobals->g.lprgMagic[iMagicNum].wFireDelay &&
  2228. i < gpGlobals->g.lprgMagic[iMagicNum].wFireDelay + g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames)
  2229. {
  2230. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  2231. i - gpGlobals->g.lprgMagic[iMagicNum].wFireDelay + g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames;
  2232. }
  2233. }
  2234. else
  2235. {
  2236. VIDEO_ShakeScreen(i, 3);
  2237. b = PAL_SpriteGetFrame(lpSpriteEffect, (l - gpGlobals->g.lprgMagic[iMagicNum].wShake - 1) % n);
  2238. }
  2239. //
  2240. // Wait for the time of one frame. Accept input here.
  2241. //
  2242. PAL_DelayUntil(dwTime);
  2243. //
  2244. // Set the time of the next frame.
  2245. //
  2246. dwTime = SDL_GetTicks() +
  2247. (gpGlobals->g.lprgMagic[iMagicNum].wSpeed + 5) * 10;
  2248. PAL_BattleMakeScene();
  2249. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  2250. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeNormal)
  2251. {
  2252. assert(sTarget != -1);
  2253. x = PAL_X(g_Battle.rgPlayer[sTarget].pos);
  2254. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos);
  2255. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2256. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2257. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2258. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2259. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2260. {
  2261. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2262. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2263. }
  2264. }
  2265. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackAll)
  2266. {
  2267. const int effectpos[3][2] = {{180, 180}, {234, 170}, {270, 146}};
  2268. assert(sTarget == -1);
  2269. for (k = 0; k < 3; k++)
  2270. {
  2271. x = effectpos[k][0];
  2272. y = effectpos[k][1];
  2273. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2274. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2275. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2276. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2277. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2278. {
  2279. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2280. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2281. }
  2282. }
  2283. }
  2284. else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole ||
  2285. gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackField)
  2286. {
  2287. assert(sTarget == -1);
  2288. if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole)
  2289. {
  2290. x = 240;
  2291. y = 150;
  2292. }
  2293. else
  2294. {
  2295. x = 160;
  2296. y = 200;
  2297. }
  2298. x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
  2299. y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
  2300. PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2301. if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
  2302. gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
  2303. {
  2304. PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
  2305. PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
  2306. }
  2307. }
  2308. else
  2309. {
  2310. assert(FALSE);
  2311. }
  2312. PAL_BattleUIUpdate();
  2313. VIDEO_UpdateScreen(NULL);
  2314. }
  2315. gpGlobals->wScreenWave = wave;
  2316. VIDEO_ShakeScreen(0, 0);
  2317. free(lpSpriteEffect);
  2318. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2319. {
  2320. g_Battle.rgPlayer[i].pos = g_Battle.rgPlayer[i].posOriginal;
  2321. }
  2322. }
  2323. static VOID
  2324. PAL_BattleShowPlayerSummonMagicAnim(
  2325. WORD wPlayerIndex,
  2326. WORD wObjectID
  2327. )
  2328. /*++
  2329. Purpose:
  2330. Show the summon magic animation for player.
  2331. Parameters:
  2332. [IN] wPlayerIndex - the index of the player.
  2333. [IN] wObjectID - the object ID of the magic to be used.
  2334. Return value:
  2335. None.
  2336. --*/
  2337. {
  2338. int i, j;
  2339. WORD wMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2340. WORD wEffectMagicID = 0;
  2341. DWORD dwTime = SDL_GetTicks();
  2342. for (wEffectMagicID = 0; wEffectMagicID < MAX_OBJECTS; wEffectMagicID++)
  2343. {
  2344. if (gpGlobals->g.rgObject[wEffectMagicID].magic.wMagicNumber ==
  2345. gpGlobals->g.lprgMagic[wMagicNum].wEffect)
  2346. {
  2347. break;
  2348. }
  2349. }
  2350. assert(wEffectMagicID < MAX_OBJECTS);
  2351. //
  2352. // Sound should be played before magic begins
  2353. //
  2354. if (gConfig.fIsWIN95)
  2355. {
  2356. AUDIO_PlaySound(gpGlobals->g.lprgMagic[wMagicNum].wSound);
  2357. }
  2358. //
  2359. // Brighten the players
  2360. //
  2361. for (i = 1; i <= 10; i++)
  2362. {
  2363. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  2364. {
  2365. g_Battle.rgPlayer[j].iColorShift = i;
  2366. }
  2367. PAL_BattleDelay(1, wObjectID, TRUE);
  2368. }
  2369. PAL_BattleBackupScene();
  2370. //
  2371. // Load the sprite of the summoned god
  2372. //
  2373. j = gpGlobals->g.lprgMagic[wMagicNum].wSummonEffect + 10;
  2374. i = PAL_MKFGetDecompressedSize(j, gpGlobals->f.fpF);
  2375. g_Battle.lpSummonSprite = UTIL_malloc(i);
  2376. PAL_MKFDecompressChunk(g_Battle.lpSummonSprite, i, j, gpGlobals->f.fpF);
  2377. g_Battle.iSummonFrame = 0;
  2378. g_Battle.posSummon = PAL_XY(230 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wXOffset),
  2379. 155 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wYOffset));
  2380. g_Battle.sBackgroundColorShift = (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wEffectTimes);
  2381. //
  2382. // Fade in the summoned god
  2383. //
  2384. PAL_BattleMakeScene();
  2385. PAL_BattleFadeScene();
  2386. //
  2387. // Show the animation of the summoned god
  2388. // TODO: There is still something missing here compared to the original game.
  2389. //
  2390. while (g_Battle.iSummonFrame < PAL_SpriteGetNumFrames(g_Battle.lpSummonSprite) - 1)
  2391. {
  2392. //
  2393. // Wait for the time of one frame. Accept input here.
  2394. //
  2395. PAL_DelayUntil(dwTime);
  2396. //
  2397. // Set the time of the next frame.
  2398. //
  2399. dwTime = SDL_GetTicks() +
  2400. (gpGlobals->g.lprgMagic[wMagicNum].wSpeed + 5) * 10;
  2401. PAL_BattleMakeScene();
  2402. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  2403. PAL_BattleUIUpdate();
  2404. VIDEO_UpdateScreen(NULL);
  2405. g_Battle.iSummonFrame++;
  2406. }
  2407. //
  2408. // Show the actual magic effect
  2409. //
  2410. PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wEffectMagicID, -1, TRUE);
  2411. }
  2412. static VOID
  2413. PAL_BattleShowPostMagicAnim(
  2414. VOID
  2415. )
  2416. /*++
  2417. Purpose:
  2418. Show the post-magic animation.
  2419. Parameters:
  2420. None
  2421. Return value:
  2422. None.
  2423. --*/
  2424. {
  2425. int i, j, x, y, dist = 8;
  2426. PAL_POS rgEnemyPosBak[MAX_ENEMIES_IN_TEAM];
  2427. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2428. {
  2429. rgEnemyPosBak[i] = g_Battle.rgEnemy[i].pos;
  2430. }
  2431. for (i = 0; i < 3; i++)
  2432. {
  2433. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  2434. {
  2435. if (g_Battle.rgEnemy[j].e.wHealth == g_Battle.rgEnemy[j].wPrevHP)
  2436. {
  2437. continue;
  2438. }
  2439. x = PAL_X(g_Battle.rgEnemy[j].pos);
  2440. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  2441. x -= dist;
  2442. y -= dist / 2;
  2443. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  2444. g_Battle.rgEnemy[j].iColorShift = ((i == 1) ? 6 : 0);
  2445. }
  2446. PAL_BattleDelay(1, 0, TRUE);
  2447. dist /= -2;
  2448. }
  2449. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2450. {
  2451. g_Battle.rgEnemy[i].pos = rgEnemyPosBak[i];
  2452. }
  2453. PAL_BattleDelay(1, 0, TRUE);
  2454. }
  2455. static VOID
  2456. PAL_BattlePlayerValidateAction(
  2457. WORD wPlayerIndex
  2458. )
  2459. /*++
  2460. Purpose:
  2461. Validate player's action, fallback to other action when needed.
  2462. Parameters:
  2463. [IN] wPlayerIndex - the index of the player.
  2464. Return value:
  2465. None.
  2466. --*/
  2467. {
  2468. const WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  2469. const WORD wObjectID = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  2470. const SHORT sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
  2471. BOOL fValid = TRUE, fToEnemy = FALSE;
  2472. WORD w;
  2473. int i;
  2474. switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
  2475. {
  2476. case kBattleActionAttack:
  2477. fToEnemy = TRUE;
  2478. break;
  2479. case kBattleActionPass:
  2480. break;
  2481. case kBattleActionDefend:
  2482. break;
  2483. case kBattleActionMagic:
  2484. //
  2485. // Make sure player actually has the magic to be used
  2486. //
  2487. for (i = 0; i < MAX_PLAYER_MAGICS; i++)
  2488. {
  2489. if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == wObjectID)
  2490. {
  2491. break; // player has this magic
  2492. }
  2493. }
  2494. if (i >= MAX_PLAYER_MAGICS)
  2495. {
  2496. fValid = FALSE;
  2497. }
  2498. w = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
  2499. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSilence] > 0)
  2500. {
  2501. //
  2502. // Player is silenced
  2503. //
  2504. fValid = FALSE;
  2505. }
  2506. if (gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] <
  2507. gpGlobals->g.lprgMagic[w].wCostMP)
  2508. {
  2509. //
  2510. // No enough MP
  2511. //
  2512. fValid = FALSE;
  2513. }
  2514. //
  2515. // Fallback to physical attack if player is using an offensive magic,
  2516. // defend if player is using a defensive or healing magic
  2517. //
  2518. if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagUsableToEnemy)
  2519. {
  2520. if (!fValid)
  2521. {
  2522. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2523. }
  2524. else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2525. {
  2526. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2527. }
  2528. else if (sTarget == -1)
  2529. {
  2530. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2531. }
  2532. fToEnemy = TRUE;
  2533. }
  2534. else
  2535. {
  2536. if (!fValid)
  2537. {
  2538. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
  2539. }
  2540. else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2541. {
  2542. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2543. }
  2544. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2545. {
  2546. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
  2547. }
  2548. }
  2549. break;
  2550. case kBattleActionCoopMagic:
  2551. fToEnemy = TRUE;
  2552. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2553. {
  2554. w = gpGlobals->rgParty[i].wPlayerRole;
  2555. #ifdef PAL_CLASSIC
  2556. if (PAL_IsPlayerDying(w) ||
  2557. gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
  2558. gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
  2559. gpGlobals->rgPlayerStatus[w][kStatusParalyzed] > 0 ||
  2560. gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0)
  2561. #else
  2562. if (PAL_IsPlayerDying(w) ||
  2563. gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
  2564. gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
  2565. gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0 ||
  2566. g_Battle.rgPlayer[i].flTimeMeter < 100 ||
  2567. (g_Battle.rgPlayer[i].state == kFighterAct && i != wPlayerIndex))
  2568. #endif
  2569. {
  2570. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2571. break;
  2572. }
  2573. }
  2574. if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionCoopMagic)
  2575. {
  2576. if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
  2577. {
  2578. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2579. }
  2580. else if (sTarget == -1)
  2581. {
  2582. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2583. }
  2584. }
  2585. break;
  2586. case kBattleActionFlee:
  2587. break;
  2588. case kBattleActionThrowItem:
  2589. fToEnemy = TRUE;
  2590. if (PAL_GetItemAmount(wObjectID) == 0)
  2591. {
  2592. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2593. }
  2594. else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
  2595. {
  2596. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2597. }
  2598. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2599. {
  2600. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2601. }
  2602. break;
  2603. case kBattleActionUseItem:
  2604. if (PAL_GetItemAmount(wObjectID) == 0)
  2605. {
  2606. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
  2607. }
  2608. else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
  2609. {
  2610. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2611. }
  2612. else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
  2613. {
  2614. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
  2615. }
  2616. break;
  2617. case kBattleActionAttackMate:
  2618. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0)
  2619. {
  2620. //
  2621. // Attack enemies instead if player is not confused
  2622. //
  2623. fToEnemy = TRUE;
  2624. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2625. }
  2626. else
  2627. {
  2628. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2629. {
  2630. if (i != wPlayerIndex &&
  2631. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] != 0)
  2632. {
  2633. break;
  2634. }
  2635. }
  2636. if (i > gpGlobals->wMaxPartyMemberIndex)
  2637. {
  2638. //
  2639. // Attack enemies if no one else is alive
  2640. //
  2641. fToEnemy = TRUE;
  2642. g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
  2643. }
  2644. }
  2645. break;
  2646. }
  2647. //
  2648. // Check if player can attack all enemies at once, or attack one enemy
  2649. //
  2650. if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionAttack)
  2651. {
  2652. if (sTarget == -1)
  2653. {
  2654. if (!PAL_PlayerCanAttackAll(wPlayerRole))
  2655. {
  2656. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2657. }
  2658. }
  2659. else if (PAL_PlayerCanAttackAll(wPlayerRole))
  2660. {
  2661. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
  2662. }
  2663. }
  2664. if (fToEnemy && g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0)
  2665. {
  2666. if (g_Battle.rgEnemy[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wObjectID == 0)
  2667. {
  2668. g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
  2669. assert(g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0);
  2670. }
  2671. }
  2672. }
  2673. VOID
  2674. PAL_BattlePlayerPerformAction(
  2675. WORD wPlayerIndex
  2676. )
  2677. /*++
  2678. Purpose:
  2679. Perform the selected action for a player.
  2680. Parameters:
  2681. [IN] wPlayerIndex - the index of the player.
  2682. Return value:
  2683. None.
  2684. --*/
  2685. {
  2686. SHORT sDamage;
  2687. WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
  2688. SHORT sTarget;
  2689. int x, y;
  2690. int i, j, t;
  2691. WORD str, def, res, wObject, wMagicNum;
  2692. BOOL fCritical;
  2693. WORD rgwCoopPos[3][2] = {{208, 157}, {234, 170}, {260, 183}};
  2694. #ifndef PAL_CLASSIC
  2695. BOOL fPoisoned, fCheckPoison;
  2696. #endif
  2697. g_Battle.wMovingPlayerIndex = wPlayerIndex;
  2698. g_Battle.iBlow = 0;
  2699. PAL_BattlePlayerValidateAction(wPlayerIndex);
  2700. PAL_BattleBackupStat();
  2701. sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
  2702. switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
  2703. {
  2704. case kBattleActionAttack:
  2705. if (sTarget != -1)
  2706. {
  2707. //
  2708. // Attack one enemy
  2709. //
  2710. for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
  2711. {
  2712. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2713. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  2714. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  2715. res = g_Battle.rgEnemy[sTarget].e.wPhysicalResistance;
  2716. fCritical = FALSE;
  2717. sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
  2718. sDamage += RandomLong(1, 2);
  2719. if (RandomLong(0, 5) == 0 ||
  2720. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0)
  2721. {
  2722. //
  2723. // Critical Hit
  2724. //
  2725. sDamage *= 3;
  2726. fCritical = TRUE;
  2727. }
  2728. if (wPlayerRole == 0 && RandomLong(0, 11) == 0)
  2729. {
  2730. //
  2731. // Bonus hit for Li Xiaoyao
  2732. //
  2733. sDamage *= 2;
  2734. fCritical = TRUE;
  2735. }
  2736. sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
  2737. if (sDamage <= 0)
  2738. {
  2739. sDamage = 1;
  2740. }
  2741. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  2742. if (t == 0)
  2743. {
  2744. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
  2745. PAL_BattleDelay(4, 0, TRUE);
  2746. }
  2747. PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
  2748. }
  2749. }
  2750. else
  2751. {
  2752. //
  2753. // Attack all enemies
  2754. //
  2755. for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
  2756. {
  2757. int division = 1;
  2758. const int index[MAX_ENEMIES_IN_TEAM] = {2, 1, 0, 4, 3};
  2759. fCritical =
  2760. (RandomLong(0, 5) == 0 || gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0);
  2761. if (t == 0)
  2762. {
  2763. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
  2764. PAL_BattleDelay(4, 0, TRUE);
  2765. }
  2766. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  2767. {
  2768. if (g_Battle.rgEnemy[index[i]].wObjectID == 0 ||
  2769. index[i] > g_Battle.wMaxEnemyIndex)
  2770. {
  2771. continue;
  2772. }
  2773. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2774. def = g_Battle.rgEnemy[index[i]].e.wDefense;
  2775. def += (g_Battle.rgEnemy[index[i]].e.wLevel + 6) * 4;
  2776. res = g_Battle.rgEnemy[index[i]].e.wPhysicalResistance;
  2777. sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
  2778. sDamage += RandomLong(1, 2);
  2779. if (fCritical)
  2780. {
  2781. //
  2782. // Critical Hit
  2783. //
  2784. sDamage *= 3;
  2785. }
  2786. sDamage /= division;
  2787. sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
  2788. if (sDamage <= 0)
  2789. {
  2790. sDamage = 1;
  2791. }
  2792. g_Battle.rgEnemy[index[i]].e.wHealth -= sDamage;
  2793. division++;
  2794. if (division > 3)
  2795. {
  2796. division = 3;
  2797. }
  2798. }
  2799. PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
  2800. }
  2801. }
  2802. PAL_BattleUpdateFighters();
  2803. PAL_BattleMakeScene();
  2804. PAL_BattleDelay(3, 0, TRUE);
  2805. gpGlobals->Exp.rgAttackExp[wPlayerRole].wCount++;
  2806. gpGlobals->Exp.rgHealthExp[wPlayerRole].wCount += RandomLong(2, 3);
  2807. break;
  2808. case kBattleActionAttackMate:
  2809. //
  2810. // Check if there is someone else who is alive
  2811. //
  2812. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2813. {
  2814. if (i == wPlayerIndex)
  2815. {
  2816. continue;
  2817. }
  2818. if (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  2819. {
  2820. break;
  2821. }
  2822. }
  2823. if (i <= gpGlobals->wMaxPartyMemberIndex)
  2824. {
  2825. //
  2826. // Pick a target randomly
  2827. //
  2828. do
  2829. {
  2830. sTarget = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  2831. } while (sTarget == wPlayerIndex || gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] == 0);
  2832. for (j = 0; j < 2; j++)
  2833. {
  2834. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
  2835. PAL_BattleDelay(1, 0, TRUE);
  2836. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
  2837. PAL_BattleDelay(1, 0, TRUE);
  2838. }
  2839. PAL_BattleDelay(2, 0, TRUE);
  2840. x = PAL_X(g_Battle.rgPlayer[sTarget].pos) + 30;
  2841. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 12;
  2842. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  2843. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
  2844. PAL_BattleDelay(5, 0, TRUE);
  2845. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
  2846. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);
  2847. str = PAL_GetPlayerAttackStrength(wPlayerRole);
  2848. def = PAL_GetPlayerDefense(gpGlobals->rgParty[sTarget].wPlayerRole);
  2849. if (g_Battle.rgPlayer[sTarget].fDefending)
  2850. {
  2851. def *= 2;
  2852. }
  2853. sDamage = PAL_CalcPhysicalAttackDamage(str, def, 2);
  2854. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[sTarget].wPlayerRole][kStatusProtect] > 0)
  2855. {
  2856. sDamage /= 2;
  2857. }
  2858. if (sDamage <= 0)
  2859. {
  2860. sDamage = 1;
  2861. }
  2862. if (sDamage > (SHORT)gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole])
  2863. {
  2864. sDamage = gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole];
  2865. }
  2866. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] -= sDamage;
  2867. g_Battle.rgPlayer[sTarget].pos =
  2868. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) - 12,
  2869. PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 6);
  2870. PAL_BattleDelay(1, 0, TRUE);
  2871. g_Battle.rgPlayer[sTarget].iColorShift = 6;
  2872. PAL_BattleDelay(1, 0, TRUE);
  2873. PAL_BattleDisplayStatChange();
  2874. g_Battle.rgPlayer[sTarget].iColorShift = 0;
  2875. PAL_BattleDelay(4, 0, TRUE);
  2876. PAL_BattleUpdateFighters();
  2877. PAL_BattleDelay(4, 0, TRUE);
  2878. }
  2879. break;
  2880. case kBattleActionCoopMagic:
  2881. wObject = PAL_GetPlayerCooperativeMagic(gpGlobals->rgParty[wPlayerIndex].wPlayerRole);
  2882. wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
  2883. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
  2884. {
  2885. PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex, TRUE);
  2886. PAL_BattleShowPlayerSummonMagicAnim((WORD)-1, wObject);
  2887. }
  2888. else
  2889. {
  2890. //
  2891. // Sound should be played before action begins
  2892. //
  2893. AUDIO_PlaySound(29);
  2894. for (i = 1; i <= 6; i++)
  2895. {
  2896. //
  2897. // Update the position for the player who invoked the action
  2898. //
  2899. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
  2900. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
  2901. x += rgwCoopPos[0][0] * i;
  2902. y += rgwCoopPos[0][1] * i;
  2903. x /= 6;
  2904. y /= 6;
  2905. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  2906. //
  2907. // Update the position for other players
  2908. //
  2909. t = 0;
  2910. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  2911. {
  2912. if ((WORD)j == wPlayerIndex)
  2913. {
  2914. continue;
  2915. }
  2916. t++;
  2917. x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
  2918. y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
  2919. x += rgwCoopPos[t][0] * i;
  2920. y += rgwCoopPos[t][1] * i;
  2921. x /= 6;
  2922. y /= 6;
  2923. g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
  2924. }
  2925. PAL_BattleDelay(1, 0, TRUE);
  2926. }
  2927. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  2928. {
  2929. if ((WORD)i == wPlayerIndex)
  2930. {
  2931. continue;
  2932. }
  2933. g_Battle.rgPlayer[i].wCurrentFrame = 5;
  2934. PAL_BattleDelay(3, 0, TRUE);
  2935. }
  2936. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 6;
  2937. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  2938. PAL_BattleDelay(5, 0, TRUE);
  2939. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  2940. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
  2941. PAL_BattleDelay(3, 0, TRUE);
  2942. PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wObject, sTarget, FALSE);
  2943. }
  2944. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2945. {
  2946. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] -=
  2947. gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
  2948. if ((SHORT)(gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole]) <= 0)
  2949. {
  2950. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] = 1;
  2951. }
  2952. //
  2953. // Reset the time meter for everyone when using coopmagic
  2954. //
  2955. #ifdef PAL_CLASSIC
  2956. g_Battle.rgPlayer[i].state = kFighterWait;
  2957. #else
  2958. g_Battle.rgPlayer[i].flTimeMeter = 0;
  2959. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2;
  2960. #endif
  2961. }
  2962. PAL_BattleBackupStat(); // so that "damages" to players won't be shown
  2963. str = 0;
  2964. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  2965. {
  2966. str += PAL_GetPlayerAttackStrength(gpGlobals->rgParty[i].wPlayerRole);
  2967. str += PAL_GetPlayerMagicStrength(gpGlobals->rgParty[i].wPlayerRole);
  2968. }
  2969. str /= 4;
  2970. //
  2971. // Inflict damage to enemies
  2972. //
  2973. if (sTarget == -1)
  2974. {
  2975. //
  2976. // Attack all enemies
  2977. //
  2978. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  2979. {
  2980. if (g_Battle.rgEnemy[i].wObjectID == 0)
  2981. {
  2982. continue;
  2983. }
  2984. def = g_Battle.rgEnemy[i].e.wDefense;
  2985. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  2986. sDamage = PAL_CalcMagicDamage(str, def,
  2987. g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
  2988. if (sDamage <= 0)
  2989. {
  2990. sDamage = 1;
  2991. }
  2992. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  2993. }
  2994. }
  2995. else
  2996. {
  2997. //
  2998. // Attack one enemy
  2999. //
  3000. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  3001. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  3002. sDamage = PAL_CalcMagicDamage(str, def,
  3003. g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
  3004. if (sDamage <= 0)
  3005. {
  3006. sDamage = 1;
  3007. }
  3008. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  3009. }
  3010. PAL_BattleDisplayStatChange();
  3011. PAL_BattleShowPostMagicAnim();
  3012. PAL_BattleDelay(5, 0, TRUE);
  3013. if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeSummon)
  3014. {
  3015. PAL_BattlePostActionCheck(FALSE);
  3016. //
  3017. // Move all players back to the original position
  3018. //
  3019. for (i = 1; i <= 6; i++)
  3020. {
  3021. //
  3022. // Update the position for the player who invoked the action
  3023. //
  3024. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
  3025. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
  3026. x += rgwCoopPos[0][0] * (6 - i);
  3027. y += rgwCoopPos[0][1] * (6 - i);
  3028. x /= 6;
  3029. y /= 6;
  3030. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  3031. //
  3032. // Update the position for other players
  3033. //
  3034. t = 0;
  3035. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  3036. {
  3037. g_Battle.rgPlayer[j].wCurrentFrame = 0;
  3038. if ((WORD)j == wPlayerIndex)
  3039. {
  3040. continue;
  3041. }
  3042. t++;
  3043. x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * i;
  3044. y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * i;
  3045. x += rgwCoopPos[t][0] * (6 - i);
  3046. y += rgwCoopPos[t][1] * (6 - i);
  3047. x /= 6;
  3048. y /= 6;
  3049. g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
  3050. }
  3051. PAL_BattleDelay(1, 0, TRUE);
  3052. }
  3053. }
  3054. break;
  3055. case kBattleActionDefend:
  3056. g_Battle.rgPlayer[wPlayerIndex].fDefending = TRUE;
  3057. gpGlobals->Exp.rgDefenseExp[wPlayerRole].wCount += 2;
  3058. break;
  3059. case kBattleActionFlee:
  3060. str = PAL_GetPlayerFleeRate(wPlayerRole);
  3061. def = 0;
  3062. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3063. {
  3064. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3065. {
  3066. continue;
  3067. }
  3068. def += (SHORT)(g_Battle.rgEnemy[i].e.wFleeRate);
  3069. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 2;
  3070. }
  3071. if ((SHORT)def < 0)
  3072. {
  3073. def = 0;
  3074. }
  3075. if (RandomLong(0, str) >= RandomLong(0, def) && !g_Battle.fIsBoss)
  3076. {
  3077. //
  3078. // Successful escape
  3079. //
  3080. PAL_BattlePlayerEscape();
  3081. }
  3082. else
  3083. {
  3084. //
  3085. // Failed escape
  3086. //
  3087. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
  3088. for (i = 0; i < 3; i++)
  3089. {
  3090. x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 4;
  3091. y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 2;
  3092. g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
  3093. PAL_BattleDelay(1, 0, TRUE);
  3094. }
  3095. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 1;
  3096. PAL_BattleDelay(8, BATTLE_LABEL_ESCAPEFAIL, TRUE);
  3097. gpGlobals->Exp.rgFleeExp[wPlayerRole].wCount += 2;
  3098. }
  3099. break;
  3100. case kBattleActionMagic:
  3101. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3102. wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
  3103. PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex,
  3104. (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon));
  3105. if (!gpGlobals->fAutoBattle)
  3106. {
  3107. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] -= gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
  3108. if ((SHORT)(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole]) < 0)
  3109. {
  3110. gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] = 0;
  3111. }
  3112. }
  3113. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToPlayer ||
  3114. gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToParty ||
  3115. gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3116. {
  3117. //
  3118. // Using a defensive magic
  3119. //
  3120. WORD w = 0;
  3121. if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget != -1)
  3122. {
  3123. w = gpGlobals->rgParty[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wPlayerRole;
  3124. }
  3125. else if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3126. {
  3127. w = wPlayerRole;
  3128. }
  3129. gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
  3130. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
  3131. if (g_fScriptSuccess)
  3132. {
  3133. PAL_BattleShowPlayerDefMagicAnim(wPlayerIndex, wObject, sTarget);
  3134. gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
  3135. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, w);
  3136. if (g_fScriptSuccess)
  3137. {
  3138. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
  3139. {
  3140. for (i = 0; i < 6; i++)
  3141. {
  3142. g_Battle.rgPlayer[wPlayerIndex].iColorShift = i * 2;
  3143. PAL_BattleDelay(1, 0, TRUE);
  3144. }
  3145. PAL_BattleBackupScene();
  3146. PAL_LoadBattleSprites();
  3147. g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
  3148. PAL_BattleMakeScene();
  3149. PAL_BattleFadeScene();
  3150. }
  3151. }
  3152. }
  3153. }
  3154. else
  3155. {
  3156. //
  3157. // Using an offensive magic
  3158. //
  3159. gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
  3160. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
  3161. if (g_fScriptSuccess)
  3162. {
  3163. if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
  3164. {
  3165. PAL_BattleShowPlayerSummonMagicAnim(wPlayerIndex, wObject);
  3166. }
  3167. else
  3168. {
  3169. PAL_BattleShowPlayerOffMagicAnim(wPlayerIndex, wObject, sTarget, FALSE);
  3170. }
  3171. gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
  3172. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, (WORD)sTarget);
  3173. //
  3174. // Inflict damage to enemies
  3175. //
  3176. if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
  3177. {
  3178. if (sTarget == -1)
  3179. {
  3180. //
  3181. // Attack all enemies
  3182. //
  3183. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3184. {
  3185. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3186. {
  3187. continue;
  3188. }
  3189. str = PAL_GetPlayerMagicStrength(wPlayerRole);
  3190. def = g_Battle.rgEnemy[i].e.wDefense;
  3191. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  3192. sDamage = PAL_CalcMagicDamage(str, def,
  3193. g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
  3194. if (sDamage <= 0)
  3195. {
  3196. sDamage = 1;
  3197. }
  3198. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  3199. }
  3200. }
  3201. else
  3202. {
  3203. //
  3204. // Attack one enemy
  3205. //
  3206. str = PAL_GetPlayerMagicStrength(wPlayerRole);
  3207. def = g_Battle.rgEnemy[sTarget].e.wDefense;
  3208. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  3209. sDamage = PAL_CalcMagicDamage(str, def,
  3210. g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
  3211. if (sDamage <= 0)
  3212. {
  3213. sDamage = 1;
  3214. }
  3215. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  3216. }
  3217. }
  3218. }
  3219. }
  3220. PAL_BattleDisplayStatChange();
  3221. PAL_BattleShowPostMagicAnim();
  3222. PAL_BattleDelay(5, 0, TRUE);
  3223. gpGlobals->Exp.rgMagicExp[wPlayerRole].wCount += RandomLong(2, 3);
  3224. gpGlobals->Exp.rgMagicPowerExp[wPlayerRole].wCount++;
  3225. break;
  3226. case kBattleActionThrowItem:
  3227. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3228. for (i = 0; i < 4; i++)
  3229. {
  3230. g_Battle.rgPlayer[wPlayerIndex].pos =
  3231. PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i),
  3232. PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i) / 2);
  3233. PAL_BattleDelay(1, 0, TRUE);
  3234. }
  3235. PAL_BattleDelay(2, wObject, TRUE);
  3236. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
  3237. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
  3238. PAL_BattleDelay(8, wObject, TRUE);
  3239. g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
  3240. PAL_BattleDelay(2, wObject, TRUE);
  3241. //
  3242. // Run the script
  3243. //
  3244. gpGlobals->g.rgObject[wObject].item.wScriptOnThrow =
  3245. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnThrow, (WORD)sTarget);
  3246. //
  3247. // Remove the thrown item from inventory
  3248. //
  3249. PAL_AddItemToInventory(wObject, -1);
  3250. PAL_BattleDisplayStatChange();
  3251. PAL_BattleDelay(4, 0, TRUE);
  3252. PAL_BattleUpdateFighters();
  3253. PAL_BattleDelay(4, 0, TRUE);
  3254. break;
  3255. case kBattleActionUseItem:
  3256. wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
  3257. PAL_BattleShowPlayerUseItemAnim(wPlayerIndex, wObject, sTarget);
  3258. //
  3259. // Run the script
  3260. //
  3261. gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
  3262. PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse,
  3263. (sTarget == -1) ? 0xFFFF : gpGlobals->rgParty[sTarget].wPlayerRole);
  3264. //
  3265. // Remove the item if the item is consuming
  3266. //
  3267. if (gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming)
  3268. {
  3269. PAL_AddItemToInventory(wObject, -1);
  3270. }
  3271. if (g_Battle.iHidingTime < 0)
  3272. {
  3273. #ifdef PAL_CLASSIC
  3274. g_Battle.iHidingTime = -g_Battle.iHidingTime;
  3275. #else
  3276. g_Battle.iHidingTime = -g_Battle.iHidingTime * 20;
  3277. if (gpGlobals->bBattleSpeed > 1)
  3278. {
  3279. g_Battle.iHidingTime *= 1 + (gpGlobals->bBattleSpeed - 1) * 0.5;
  3280. }
  3281. else
  3282. {
  3283. g_Battle.iHidingTime *= 1.2;
  3284. }
  3285. #endif
  3286. PAL_BattleBackupScene();
  3287. PAL_BattleMakeScene();
  3288. PAL_BattleFadeScene();
  3289. }
  3290. PAL_BattleUpdateFighters();
  3291. PAL_BattleDisplayStatChange();
  3292. PAL_BattleDelay(8, 0, TRUE);
  3293. break;
  3294. case kBattleActionPass:
  3295. break;
  3296. }
  3297. //
  3298. // Revert this player back to waiting state.
  3299. //
  3300. g_Battle.rgPlayer[wPlayerIndex].state = kFighterWait;
  3301. g_Battle.rgPlayer[wPlayerIndex].flTimeMeter = 0;
  3302. PAL_BattlePostActionCheck(FALSE);
  3303. #ifndef PAL_CLASSIC
  3304. //
  3305. // Only check for poisons when the battle is not ended
  3306. //
  3307. fCheckPoison = FALSE;
  3308. if (g_Battle.BattleResult == kBattleResultOnGoing)
  3309. {
  3310. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3311. {
  3312. if (g_Battle.rgEnemy[i].wObjectID != 0)
  3313. {
  3314. fCheckPoison = TRUE;
  3315. break;
  3316. }
  3317. }
  3318. }
  3319. //
  3320. // Check for poisons
  3321. //
  3322. if (fCheckPoison)
  3323. {
  3324. fPoisoned = FALSE;
  3325. PAL_BattleBackupStat();
  3326. for (i = 0; i < MAX_POISONS; i++)
  3327. {
  3328. wObject = gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonID;
  3329. if (wObject != 0)
  3330. {
  3331. fPoisoned = TRUE;
  3332. gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript =
  3333. PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript, wPlayerRole);
  3334. }
  3335. }
  3336. if (fPoisoned)
  3337. {
  3338. PAL_BattleDelay(3, 0, TRUE);
  3339. PAL_BattleUpdateFighters();
  3340. if (PAL_BattleDisplayStatChange())
  3341. {
  3342. PAL_BattleDelay(6, 0, TRUE);
  3343. }
  3344. }
  3345. }
  3346. //
  3347. // Update statuses
  3348. //
  3349. for (i = 0; i < kStatusAll; i++)
  3350. {
  3351. if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0)
  3352. {
  3353. gpGlobals->rgPlayerStatus[wPlayerRole][i]--;
  3354. }
  3355. }
  3356. #endif
  3357. }
  3358. static INT
  3359. PAL_BattleEnemySelectTargetIndex(
  3360. VOID
  3361. )
  3362. /*++
  3363. Purpose:
  3364. Select a attackable player randomly.
  3365. Parameters:
  3366. None.
  3367. Return value:
  3368. None.
  3369. --*/
  3370. {
  3371. int i;
  3372. i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  3373. while (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] == 0)
  3374. {
  3375. i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
  3376. }
  3377. return i;
  3378. }
  3379. VOID
  3380. PAL_BattleEnemyPerformAction(
  3381. WORD wEnemyIndex
  3382. )
  3383. /*++
  3384. Purpose:
  3385. Perform the selected action for a player.
  3386. Parameters:
  3387. [IN] wEnemyIndex - the index of the player.
  3388. Return value:
  3389. None.
  3390. --*/
  3391. {
  3392. int str, def, iCoverIndex, i, x, y, ex, ey, iSound;
  3393. WORD rgwElementalResistance[NUM_MAGIC_ELEMENTAL];
  3394. WORD wPlayerRole, w, wMagic, wMagicNum;
  3395. SHORT sTarget, sDamage;
  3396. BOOL fAutoDefend = FALSE, rgfMagAutoDefend[MAX_PLAYERS_IN_PARTY];
  3397. PAL_BattleBackupStat();
  3398. g_Battle.iBlow = 0;
  3399. sTarget = PAL_BattleEnemySelectTargetIndex();
  3400. wPlayerRole = gpGlobals->rgParty[sTarget].wPlayerRole;
  3401. wMagic = g_Battle.rgEnemy[wEnemyIndex].e.wMagic;
  3402. if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSleep] > 0 ||
  3403. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusParalyzed] > 0 ||
  3404. g_Battle.iHidingTime > 0)
  3405. {
  3406. //
  3407. // Do nothing
  3408. //
  3409. goto end;
  3410. }
  3411. else if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusConfused] > 0)
  3412. {
  3413. // TODO
  3414. }
  3415. else if (wMagic != 0 &&
  3416. RandomLong(0, 9) < g_Battle.rgEnemy[wEnemyIndex].e.wMagicRate &&
  3417. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSilence] == 0)
  3418. {
  3419. //
  3420. // Magical attack
  3421. //
  3422. if (wMagic == 0xFFFF)
  3423. {
  3424. //
  3425. // Do nothing
  3426. //
  3427. goto end;
  3428. }
  3429. wMagicNum = gpGlobals->g.rgObject[wMagic].magic.wMagicNumber;
  3430. str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wMagicStrength;
  3431. str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
  3432. if (str < 0)
  3433. {
  3434. str = 0;
  3435. }
  3436. ex = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos);
  3437. ey = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos);
  3438. ex += 12;
  3439. ey += 6;
  3440. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3441. PAL_BattleDelay(1, 0, FALSE);
  3442. ex += 4;
  3443. ey += 2;
  3444. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3445. PAL_BattleDelay(1, 0, FALSE);
  3446. AUDIO_PlaySound(g_Battle.rgEnemy[wEnemyIndex].e.wMagicSound);
  3447. for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3448. {
  3449. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3450. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
  3451. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3452. }
  3453. if (g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames == 0)
  3454. {
  3455. PAL_BattleDelay(1, 0, FALSE);
  3456. }
  3457. if (gpGlobals->g.lprgMagic[wMagicNum].wFireDelay == 0)
  3458. {
  3459. for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
  3460. {
  3461. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3462. i - 1 + g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames;
  3463. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3464. }
  3465. }
  3466. if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeNormal)
  3467. {
  3468. sTarget = -1;
  3469. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3470. {
  3471. w = gpGlobals->rgParty[i].wPlayerRole;
  3472. if (gpGlobals->rgPlayerStatus[w][kStatusSleep] == 0 &&
  3473. #ifdef PAL_CLASSIC
  3474. gpGlobals->rgPlayerStatus[w][kStatusParalyzed] == 0 &&
  3475. #else
  3476. gpGlobals->rgPlayerStatus[w][kStatusSlow] == 0 &&
  3477. #endif
  3478. gpGlobals->rgPlayerStatus[w][kStatusConfused] == 0 &&
  3479. RandomLong(0, 2) == 0 &&
  3480. gpGlobals->g.PlayerRoles.rgwHP[w] != 0)
  3481. {
  3482. rgfMagAutoDefend[i] = TRUE;
  3483. g_Battle.rgPlayer[i].wCurrentFrame = 3;
  3484. }
  3485. else
  3486. {
  3487. rgfMagAutoDefend[i] = FALSE;
  3488. }
  3489. }
  3490. }
  3491. else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] == 0 &&
  3492. #ifdef PAL_CLASSIC
  3493. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] == 0 &&
  3494. #else
  3495. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] == 0 &&
  3496. #endif
  3497. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0 &&
  3498. RandomLong(0, 2) == 0)
  3499. {
  3500. fAutoDefend = TRUE;
  3501. g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
  3502. }
  3503. // PAL_BattleDelay(12, (WORD)(-((SHORT)wMagic)), FALSE);
  3504. gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse =
  3505. PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse, wPlayerRole);
  3506. if (g_fScriptSuccess)
  3507. {
  3508. PAL_BattleShowEnemyMagicAnim(wEnemyIndex, wMagic, sTarget);
  3509. gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess =
  3510. PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess, wPlayerRole);
  3511. }
  3512. if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
  3513. {
  3514. if (sTarget == -1)
  3515. {
  3516. //
  3517. // damage all players
  3518. //
  3519. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3520. {
  3521. w = gpGlobals->rgParty[i].wPlayerRole;
  3522. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  3523. {
  3524. //
  3525. // skip dead players
  3526. //
  3527. continue;
  3528. }
  3529. def = PAL_GetPlayerDefense(w);
  3530. for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
  3531. {
  3532. rgwElementalResistance[x] =
  3533. 5 + PAL_GetPlayerElementalResistance(w, x) / 20;
  3534. }
  3535. sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
  3536. 5 + PAL_GetPlayerPoisonResistance(w) / 20, wMagic);
  3537. sDamage /= ((g_Battle.rgPlayer[i].fDefending ? 2 : 1) *
  3538. ((gpGlobals->rgPlayerStatus[w][kStatusProtect] > 0) ? 2 : 1)) +
  3539. (rgfMagAutoDefend[i] ? 1 : 0);
  3540. if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[w])
  3541. {
  3542. sDamage = gpGlobals->g.PlayerRoles.rgwHP[w];
  3543. }
  3544. #ifndef INVINCIBLE
  3545. gpGlobals->g.PlayerRoles.rgwHP[w] -= sDamage;
  3546. #endif
  3547. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  3548. {
  3549. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwDeathSound[w]);
  3550. }
  3551. }
  3552. }
  3553. else
  3554. {
  3555. //
  3556. // damage one player
  3557. //
  3558. def = PAL_GetPlayerDefense(wPlayerRole);
  3559. for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
  3560. {
  3561. rgwElementalResistance[x] =
  3562. 5 + PAL_GetPlayerElementalResistance(wPlayerRole, x) / 20;
  3563. }
  3564. sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
  3565. 5 + PAL_GetPlayerPoisonResistance(wPlayerRole) / 20, wMagic);
  3566. sDamage /= ((g_Battle.rgPlayer[sTarget].fDefending ? 2 : 1) *
  3567. ((gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect] > 0) ? 2 : 1)) +
  3568. (fAutoDefend ? 1 : 0);
  3569. if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole])
  3570. {
  3571. sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
  3572. }
  3573. #ifndef INVINCIBLE
  3574. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
  3575. #endif
  3576. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  3577. {
  3578. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
  3579. }
  3580. }
  3581. }
  3582. if (!gpGlobals->fAutoBattle)
  3583. {
  3584. PAL_BattleDisplayStatChange();
  3585. }
  3586. for (i = 0; i < 5; i++)
  3587. {
  3588. if (sTarget == -1)
  3589. {
  3590. for (x = 0; x <= gpGlobals->wMaxPartyMemberIndex; x++)
  3591. {
  3592. if (g_Battle.rgPlayer[x].wPrevHP ==
  3593. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[x].wPlayerRole])
  3594. {
  3595. //
  3596. // Skip unaffected players
  3597. //
  3598. continue;
  3599. }
  3600. g_Battle.rgPlayer[x].wCurrentFrame = 4;
  3601. if (i > 0)
  3602. {
  3603. g_Battle.rgPlayer[x].pos =
  3604. PAL_XY(PAL_X(g_Battle.rgPlayer[x].pos) + (8 >> i),
  3605. PAL_Y(g_Battle.rgPlayer[x].pos) + (4 >> i));
  3606. }
  3607. g_Battle.rgPlayer[x].iColorShift = ((i < 3) ? 6 : 0);
  3608. }
  3609. }
  3610. else
  3611. {
  3612. g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
  3613. if (i > 0)
  3614. {
  3615. g_Battle.rgPlayer[sTarget].pos =
  3616. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + (8 >> i),
  3617. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + (4 >> i));
  3618. }
  3619. g_Battle.rgPlayer[sTarget].iColorShift = ((i < 3) ? 6 : 0);
  3620. }
  3621. PAL_BattleDelay(1, 0, FALSE);
  3622. }
  3623. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
  3624. g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
  3625. PAL_BattleDelay(1, 0, FALSE);
  3626. PAL_BattleUpdateFighters();
  3627. PAL_BattlePostActionCheck(TRUE);
  3628. PAL_BattleDelay(8, 0, TRUE);
  3629. }
  3630. else
  3631. {
  3632. //
  3633. // Physical attack
  3634. //
  3635. WORD wFrameBak = g_Battle.rgPlayer[sTarget].wCurrentFrame;
  3636. str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wAttackStrength;
  3637. str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
  3638. if (str < 0)
  3639. {
  3640. str = 0;
  3641. }
  3642. def = PAL_GetPlayerDefense(wPlayerRole);
  3643. if (g_Battle.rgPlayer[sTarget].fDefending)
  3644. {
  3645. def *= 2;
  3646. }
  3647. AUDIO_PlaySound(g_Battle.rgEnemy[wEnemyIndex].e.wAttackSound);
  3648. iCoverIndex = -1;
  3649. fAutoDefend = (RandomLong(0, 16) >= 10);
  3650. //
  3651. // Check if the inflictor should be protected
  3652. //
  3653. if ((PAL_IsPlayerDying(wPlayerRole) ||
  3654. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
  3655. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  3656. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0) && fAutoDefend)
  3657. {
  3658. w = gpGlobals->g.PlayerRoles.rgwCoveredBy[wPlayerRole];
  3659. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  3660. {
  3661. if (gpGlobals->rgParty[i].wPlayerRole == w)
  3662. {
  3663. iCoverIndex = i;
  3664. break;
  3665. }
  3666. }
  3667. if (iCoverIndex != -1)
  3668. {
  3669. if (PAL_IsPlayerDying(gpGlobals->rgParty[iCoverIndex].wPlayerRole) ||
  3670. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusConfused] > 0 ||
  3671. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusSleep] > 0 ||
  3672. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusParalyzed] > 0)
  3673. {
  3674. iCoverIndex = -1;
  3675. }
  3676. }
  3677. }
  3678. //
  3679. // If no one can cover the inflictor and inflictor is in a
  3680. // bad status, don't evade
  3681. //
  3682. if (iCoverIndex == -1 &&
  3683. (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
  3684. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
  3685. #ifdef PAL_CLASSIC
  3686. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0))
  3687. #else
  3688. gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] > 0))
  3689. #endif
  3690. {
  3691. fAutoDefend = FALSE;
  3692. }
  3693. for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3694. {
  3695. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3696. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
  3697. PAL_BattleDelay(2, 0, FALSE);
  3698. }
  3699. for (i = 0; i < 3 - g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
  3700. {
  3701. x = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 2;
  3702. y = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 1;
  3703. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(x, y);
  3704. PAL_BattleDelay(1, 0, FALSE);
  3705. }
  3706. if (!gConfig.fIsWIN95 || g_Battle.rgEnemy[wEnemyIndex].e.wActionSound != 0)
  3707. {
  3708. AUDIO_PlaySound(g_Battle.rgEnemy[wEnemyIndex].e.wActionSound);
  3709. }
  3710. PAL_BattleDelay(1, 0, FALSE);
  3711. ex = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 44;
  3712. ey = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 16;
  3713. iSound = g_Battle.rgEnemy[wEnemyIndex].e.wCallSound;
  3714. if (iCoverIndex != -1)
  3715. {
  3716. iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[gpGlobals->rgParty[iCoverIndex].wPlayerRole];
  3717. g_Battle.rgPlayer[iCoverIndex].wCurrentFrame = 3;
  3718. x = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 24;
  3719. y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 12;
  3720. g_Battle.rgPlayer[iCoverIndex].pos = PAL_XY(x, y);
  3721. }
  3722. else if (fAutoDefend)
  3723. {
  3724. g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
  3725. iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[wPlayerRole];
  3726. }
  3727. if (g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames == 0)
  3728. {
  3729. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3730. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames - 1;
  3731. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3732. PAL_BattleDelay(2, 0, FALSE);
  3733. }
  3734. else
  3735. {
  3736. for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
  3737. {
  3738. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
  3739. g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames +
  3740. g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames + i - 1;
  3741. g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
  3742. PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
  3743. }
  3744. }
  3745. if (!fAutoDefend)
  3746. {
  3747. g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
  3748. sDamage = PAL_CalcPhysicalAttackDamage(str + RandomLong(0, 2), def, 2);
  3749. sDamage += RandomLong(0, 1);
  3750. if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect])
  3751. {
  3752. sDamage /= 2;
  3753. }
  3754. if ((SHORT)gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] < sDamage)
  3755. {
  3756. sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
  3757. }
  3758. if (sDamage <= 0)
  3759. {
  3760. sDamage = 1;
  3761. }
  3762. #ifndef INVINCIBLE
  3763. gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
  3764. #endif
  3765. PAL_BattleDisplayStatChange();
  3766. g_Battle.rgPlayer[sTarget].iColorShift = 6;
  3767. }
  3768. if (!gConfig.fIsWIN95 || iSound != 0)
  3769. {
  3770. AUDIO_PlaySound(iSound);
  3771. }
  3772. PAL_BattleDelay(1, 0, FALSE);
  3773. g_Battle.rgPlayer[sTarget].iColorShift = 0;
  3774. if (iCoverIndex != -1)
  3775. {
  3776. g_Battle.rgEnemy[wEnemyIndex].pos =
  3777. PAL_XY(PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 10,
  3778. PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 8);
  3779. g_Battle.rgPlayer[iCoverIndex].pos =
  3780. PAL_XY(PAL_X(g_Battle.rgPlayer[iCoverIndex].pos) + 4,
  3781. PAL_Y(g_Battle.rgPlayer[iCoverIndex].pos) + 2);
  3782. }
  3783. else
  3784. {
  3785. g_Battle.rgPlayer[sTarget].pos =
  3786. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 8,
  3787. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 4);
  3788. }
  3789. PAL_BattleDelay(1, 0, FALSE);
  3790. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
  3791. {
  3792. AUDIO_PlaySound(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
  3793. wFrameBak = 2;
  3794. }
  3795. else if (PAL_IsPlayerDying(wPlayerRole))
  3796. {
  3797. wFrameBak = 1;
  3798. }
  3799. if (iCoverIndex == -1)
  3800. {
  3801. g_Battle.rgPlayer[sTarget].pos =
  3802. PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 2,
  3803. PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 1);
  3804. }
  3805. PAL_BattleDelay(3, 0, FALSE);
  3806. g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
  3807. g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
  3808. PAL_BattleDelay(1, 0, FALSE);
  3809. g_Battle.rgPlayer[sTarget].wCurrentFrame = wFrameBak;
  3810. PAL_BattleDelay(1, 0, TRUE);
  3811. g_Battle.rgPlayer[sTarget].pos = g_Battle.rgPlayer[sTarget].posOriginal;
  3812. PAL_BattleDelay(4, 0, TRUE);
  3813. PAL_BattleUpdateFighters();
  3814. if (iCoverIndex == -1 && !fAutoDefend &&
  3815. g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItemRate >= RandomLong(1, 10))
  3816. {
  3817. i = g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItem;
  3818. gpGlobals->g.rgObject[i].item.wScriptOnUse =
  3819. PAL_RunTriggerScript(gpGlobals->g.rgObject[i].item.wScriptOnUse, wPlayerRole);
  3820. }
  3821. PAL_BattlePostActionCheck(TRUE);
  3822. }
  3823. end:
  3824. #ifndef PAL_CLASSIC
  3825. //
  3826. // Check poisons
  3827. //
  3828. if (!g_Battle.rgEnemy[wEnemyIndex].fDualMove)
  3829. {
  3830. PAL_BattleBackupStat();
  3831. for (i = 0; i < MAX_POISONS; i++)
  3832. {
  3833. if (g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonID != 0)
  3834. {
  3835. g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript =
  3836. PAL_RunTriggerScript(g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript, wEnemyIndex);
  3837. }
  3838. }
  3839. if (PAL_BattleDisplayStatChange())
  3840. {
  3841. PAL_BattleDelay(6, 0, FALSE);
  3842. }
  3843. }
  3844. PAL_BattlePostActionCheck(FALSE);
  3845. //
  3846. // Update statuses
  3847. //
  3848. for (i = 0; i < kStatusAll; i++)
  3849. {
  3850. if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i] > 0)
  3851. {
  3852. g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i]--;
  3853. }
  3854. }
  3855. #else
  3856. i = 0; // do nothing
  3857. #endif
  3858. }
  3859. VOID
  3860. PAL_BattleStealFromEnemy(
  3861. WORD wTarget,
  3862. WORD wStealRate
  3863. )
  3864. /*++
  3865. Purpose:
  3866. Steal from the enemy.
  3867. Parameters:
  3868. [IN] wTarget - the target enemy index.
  3869. [IN] wStealRate - the rate of successful theft.
  3870. Return value:
  3871. None.
  3872. --*/
  3873. {
  3874. int iPlayerIndex = g_Battle.wMovingPlayerIndex;
  3875. int offset, x, y, i;
  3876. WCHAR s[256] = L"";
  3877. g_Battle.rgPlayer[iPlayerIndex].wCurrentFrame = 10;
  3878. offset = ((INT)wTarget - iPlayerIndex) * 8;
  3879. x = PAL_X(g_Battle.rgEnemy[wTarget].pos) + 64 - offset;
  3880. y = PAL_Y(g_Battle.rgEnemy[wTarget].pos) + 20 - offset / 2;
  3881. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3882. PAL_BattleDelay(1, 0, TRUE);
  3883. for (i = 0; i < 5; i++)
  3884. {
  3885. x -= i + 8;
  3886. y -= 4;
  3887. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3888. if (i == 4)
  3889. {
  3890. g_Battle.rgEnemy[wTarget].iColorShift = 6;
  3891. }
  3892. PAL_BattleDelay(1, 0, TRUE);
  3893. }
  3894. g_Battle.rgEnemy[wTarget].iColorShift = 0;
  3895. x--;
  3896. g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
  3897. PAL_BattleDelay(3, 0, TRUE);
  3898. g_Battle.rgPlayer[iPlayerIndex].state = kFighterWait;
  3899. g_Battle.rgPlayer[iPlayerIndex].flTimeMeter = 0;
  3900. PAL_BattleUpdateFighters();
  3901. PAL_BattleDelay(1, 0, TRUE);
  3902. if (g_Battle.rgEnemy[wTarget].e.nStealItem > 0 &&
  3903. (RandomLong(0, 10) <= wStealRate || wStealRate == 0))
  3904. {
  3905. if (g_Battle.rgEnemy[wTarget].e.wStealItem == 0)
  3906. {
  3907. //
  3908. // stolen coins
  3909. //
  3910. int c = g_Battle.rgEnemy[wTarget].e.nStealItem / RandomLong(2, 3);
  3911. g_Battle.rgEnemy[wTarget].e.nStealItem -= c;
  3912. gpGlobals->dwCash += c;
  3913. if (c > 0)
  3914. {
  3915. swprintf(s, 256, L"%s %d %s", PAL_GetWord(34), c, PAL_GetWord(10));
  3916. }
  3917. }
  3918. else
  3919. {
  3920. //
  3921. // stolen item
  3922. //
  3923. g_Battle.rgEnemy[wTarget].e.nStealItem--;
  3924. PAL_AddItemToInventory(g_Battle.rgEnemy[wTarget].e.wStealItem, 1);
  3925. wcscpy(s, PAL_GetWord(34));
  3926. wcscat(s, PAL_GetWord(g_Battle.rgEnemy[wTarget].e.wStealItem));
  3927. }
  3928. if (s[0] != '\0')
  3929. {
  3930. #ifdef PAL_CLASSIC
  3931. PAL_StartDialog(kDialogCenterWindow, 0, 0, FALSE);
  3932. PAL_ShowDialogText(s);
  3933. #else
  3934. PAL_BattleUIShowText(s, 800);
  3935. #endif
  3936. }
  3937. }
  3938. }
  3939. VOID
  3940. PAL_BattleSimulateMagic(
  3941. SHORT sTarget,
  3942. WORD wMagicObjectID,
  3943. WORD wBaseDamage
  3944. )
  3945. /*++
  3946. Purpose:
  3947. Simulate a magic for players. Mostly used in item throwing script.
  3948. Parameters:
  3949. [IN] sTarget - the target enemy index. -1 = all enemies.
  3950. [IN] wMagicObjectID - the object ID of the magic to be simulated.
  3951. [IN] wBaseDamage - the base damage of the simulation.
  3952. Return value:
  3953. None.
  3954. --*/
  3955. {
  3956. SHORT sDamage;
  3957. int i, def;
  3958. if (gpGlobals->g.rgObject[wMagicObjectID].magic.wFlags & kMagicFlagApplyToAll)
  3959. {
  3960. sTarget = -1;
  3961. }
  3962. else if (sTarget == -1)
  3963. {
  3964. sTarget = PAL_BattleSelectAutoTarget();
  3965. }
  3966. //
  3967. // Show the magic animation
  3968. //
  3969. PAL_BattleShowPlayerOffMagicAnim(0xFFFF, wMagicObjectID, sTarget, FALSE);
  3970. if (gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagicObjectID].magic.wMagicNumber].wBaseDamage > 0 ||
  3971. wBaseDamage > 0)
  3972. {
  3973. if (sTarget == -1)
  3974. {
  3975. //
  3976. // Apply to all enemies
  3977. //
  3978. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  3979. {
  3980. if (g_Battle.rgEnemy[i].wObjectID == 0)
  3981. {
  3982. continue;
  3983. }
  3984. def = (SHORT)g_Battle.rgEnemy[i].e.wDefense;
  3985. def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
  3986. if (def < 0)
  3987. {
  3988. def = 0;
  3989. }
  3990. sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[i].e.wElemResistance,
  3991. g_Battle.rgEnemy[i].e.wPoisonResistance, wMagicObjectID);
  3992. if (sDamage < 0)
  3993. {
  3994. sDamage = 0;
  3995. }
  3996. g_Battle.rgEnemy[i].e.wHealth -= sDamage;
  3997. }
  3998. }
  3999. else
  4000. {
  4001. //
  4002. // Apply to one enemy
  4003. //
  4004. def = (SHORT)g_Battle.rgEnemy[sTarget].e.wDefense;
  4005. def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
  4006. if (def < 0)
  4007. {
  4008. def = 0;
  4009. }
  4010. sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[sTarget].e.wElemResistance,
  4011. g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wMagicObjectID);
  4012. if (sDamage < 0)
  4013. {
  4014. sDamage = 0;
  4015. }
  4016. g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
  4017. }
  4018. }
  4019. }