battle.c 43 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. #include "main.h"
  22. BATTLE g_Battle;
  23. WORD
  24. g_rgPlayerPos[3][3][2] = {
  25. {{240, 170}}, // one player
  26. {{200, 176}, {256, 152}}, // two players
  27. {{180, 180}, {234, 170}, {270, 146}} // three players
  28. };
  29. VOID
  30. PAL_BattleMakeScene(
  31. VOID
  32. )
  33. /*++
  34. Purpose:
  35. Generate the battle scene into the scene buffer.
  36. Parameters:
  37. None.
  38. Return value:
  39. None.
  40. --*/
  41. {
  42. int i;
  43. PAL_POS pos;
  44. LPBYTE pSrc, pDst;
  45. BYTE b;
  46. //
  47. // Draw the background
  48. //
  49. pSrc = g_Battle.lpBackground->pixels;
  50. pDst = g_Battle.lpSceneBuf->pixels;
  51. for (i = 0; i < g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h; i++)
  52. {
  53. b = (*pSrc & 0x0F);
  54. b += g_Battle.sBackgroundColorShift;
  55. if (b & 0x80)
  56. {
  57. b = 0;
  58. }
  59. else if (b & 0x70)
  60. {
  61. b = 0x0F;
  62. }
  63. *pDst = (b | (*pSrc & 0xF0));
  64. ++pSrc;
  65. ++pDst;
  66. }
  67. PAL_ApplyWave(g_Battle.lpSceneBuf);
  68. //
  69. // Draw the enemies
  70. //
  71. for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
  72. {
  73. pos = g_Battle.rgEnemy[i].pos;
  74. if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&
  75. g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&
  76. g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)
  77. {
  78. //
  79. // Enemy is confused
  80. //
  81. pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));
  82. }
  83. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,
  84. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));
  85. if (g_Battle.rgEnemy[i].wObjectID != 0)
  86. {
  87. if (g_Battle.rgEnemy[i].iColorShift)
  88. {
  89. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
  90. g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);
  91. }
  92. else
  93. {
  94. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
  95. g_Battle.lpSceneBuf, pos);
  96. }
  97. }
  98. }
  99. if (g_Battle.lpSummonSprite != NULL)
  100. {
  101. //
  102. // Draw the summoned god
  103. //
  104. pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,
  105. PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));
  106. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),
  107. g_Battle.lpSceneBuf, pos);
  108. }
  109. else
  110. {
  111. //
  112. // Draw the players
  113. //
  114. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  115. {
  116. pos = g_Battle.rgPlayer[i].pos;
  117. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
  118. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
  119. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
  120. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  121. {
  122. //
  123. // Player is confused
  124. //
  125. continue;
  126. }
  127. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
  128. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
  129. if (g_Battle.rgPlayer[i].iColorShift != 0)
  130. {
  131. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  132. g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
  133. }
  134. else if (g_Battle.iHidingTime == 0)
  135. {
  136. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  137. g_Battle.lpSceneBuf, pos);
  138. }
  139. }
  140. //
  141. // Confused players should be drawn on top of normal players
  142. //
  143. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  144. {
  145. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
  146. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
  147. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
  148. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  149. {
  150. //
  151. // Player is confused
  152. //
  153. pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));
  154. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
  155. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
  156. if (g_Battle.rgPlayer[i].iColorShift != 0)
  157. {
  158. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  159. g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
  160. }
  161. else if (g_Battle.iHidingTime == 0)
  162. {
  163. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  164. g_Battle.lpSceneBuf, pos);
  165. }
  166. }
  167. }
  168. }
  169. }
  170. VOID
  171. PAL_BattleBackupScene(
  172. VOID
  173. )
  174. /*++
  175. Purpose:
  176. Backup the scene buffer.
  177. Parameters:
  178. None.
  179. Return value:
  180. None.
  181. --*/
  182. {
  183. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreenBak, NULL);
  184. }
  185. VOID
  186. PAL_BattleFadeScene(
  187. VOID
  188. )
  189. /*++
  190. Purpose:
  191. Fade in the scene of battle.
  192. Parameters:
  193. None.
  194. Return value:
  195. None.
  196. --*/
  197. {
  198. int i, j, k;
  199. DWORD time;
  200. BYTE a, b;
  201. const int rgIndex[6] = {0, 3, 1, 5, 2, 4};
  202. time = SDL_GetTicks();
  203. for (i = 0; i < 12; i++)
  204. {
  205. for (j = 0; j < 6; j++)
  206. {
  207. PAL_DelayUntil(time);
  208. time = SDL_GetTicks() + 16;
  209. //
  210. // Blend the pixels in the 2 buffers, and put the result into the
  211. // backup buffer
  212. //
  213. for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6)
  214. {
  215. a = ((LPBYTE)(g_Battle.lpSceneBuf->pixels))[k];
  216. b = ((LPBYTE)(gpScreenBak->pixels))[k];
  217. if (i > 0)
  218. {
  219. if ((a & 0x0F) > (b & 0x0F))
  220. {
  221. b++;
  222. }
  223. else if ((a & 0x0F) < (b & 0x0F))
  224. {
  225. b--;
  226. }
  227. }
  228. ((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F));
  229. }
  230. //
  231. // Draw the backup buffer to the screen
  232. //
  233. SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);
  234. PAL_BattleUIUpdate();
  235. VIDEO_UpdateScreen(NULL);
  236. }
  237. }
  238. //
  239. // Draw the result buffer to the screen as the final step
  240. //
  241. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  242. PAL_BattleUIUpdate();
  243. VIDEO_UpdateScreen(NULL);
  244. }
  245. static BATTLERESULT
  246. PAL_BattleMain(
  247. VOID
  248. )
  249. /*++
  250. Purpose:
  251. The main battle routine.
  252. Parameters:
  253. None.
  254. Return value:
  255. The result of the battle.
  256. --*/
  257. {
  258. int i;
  259. DWORD dwTime;
  260. VIDEO_BackupScreen();
  261. //
  262. // Generate the scene and draw the scene to the screen buffer
  263. //
  264. PAL_BattleMakeScene();
  265. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  266. //
  267. // Fade out the music and delay for a while
  268. //
  269. AUDIO_PlayMusic(0, FALSE, 1);
  270. UTIL_Delay(200);
  271. //
  272. // Switch the screen
  273. //
  274. VIDEO_SwitchScreen(5);
  275. //
  276. // Play the battle music
  277. //
  278. AUDIO_PlayMusic(gpGlobals->wNumBattleMusic, TRUE, 0);
  279. //
  280. // Fade in the screen when needed
  281. //
  282. if (gpGlobals->fNeedToFadeIn)
  283. {
  284. PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
  285. gpGlobals->fNeedToFadeIn = FALSE;
  286. }
  287. //
  288. // Run the pre-battle scripts for each enemies
  289. //
  290. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  291. {
  292. g_Battle.rgEnemy[i].wScriptOnTurnStart =
  293. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
  294. if (g_Battle.BattleResult != kBattleResultPreBattle)
  295. {
  296. break;
  297. }
  298. }
  299. if (g_Battle.BattleResult == kBattleResultPreBattle)
  300. {
  301. g_Battle.BattleResult = kBattleResultOnGoing;
  302. }
  303. #ifndef PAL_CLASSIC
  304. PAL_UpdateTimeChargingUnit();
  305. #endif
  306. dwTime = SDL_GetTicks();
  307. PAL_ClearKeyState();
  308. //
  309. // Run the main battle loop.
  310. //
  311. while (TRUE)
  312. {
  313. //
  314. // Break out if the battle ended.
  315. //
  316. if (g_Battle.BattleResult != kBattleResultOnGoing)
  317. {
  318. break;
  319. }
  320. //
  321. // Wait for the time of one frame. Accept input here.
  322. //
  323. PAL_DelayUntil(dwTime);
  324. //
  325. // Set the time of the next frame.
  326. //
  327. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  328. //
  329. // Run the main frame routine.
  330. //
  331. PAL_BattleStartFrame();
  332. //
  333. // Update the screen.
  334. //
  335. VIDEO_UpdateScreen(NULL);
  336. }
  337. //
  338. // Return the battle result
  339. //
  340. return g_Battle.BattleResult;
  341. }
  342. static VOID
  343. PAL_FreeBattleSprites(
  344. VOID
  345. )
  346. /*++
  347. Purpose:
  348. Free all the loaded sprites.
  349. Parameters:
  350. None.
  351. Return value:
  352. None.
  353. --*/
  354. {
  355. int i;
  356. //
  357. // Free all the loaded sprites
  358. //
  359. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  360. {
  361. if (g_Battle.rgPlayer[i].lpSprite != NULL)
  362. {
  363. free(g_Battle.rgPlayer[i].lpSprite);
  364. }
  365. g_Battle.rgPlayer[i].lpSprite = NULL;
  366. }
  367. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  368. {
  369. if (g_Battle.rgEnemy[i].lpSprite != NULL)
  370. {
  371. free(g_Battle.rgEnemy[i].lpSprite);
  372. }
  373. g_Battle.rgEnemy[i].lpSprite = NULL;
  374. }
  375. if (g_Battle.lpSummonSprite != NULL)
  376. {
  377. free(g_Battle.lpSummonSprite);
  378. }
  379. g_Battle.lpSummonSprite = NULL;
  380. }
  381. VOID
  382. PAL_LoadBattleSprites(
  383. VOID
  384. )
  385. /*++
  386. Purpose:
  387. Load all the loaded sprites.
  388. Parameters:
  389. None.
  390. Return value:
  391. None.
  392. --*/
  393. {
  394. int i, l, x, y, s;
  395. FILE *fp;
  396. PAL_FreeBattleSprites();
  397. fp = UTIL_OpenRequiredFile("abc.mkf");
  398. //
  399. // Load battle sprites for players
  400. //
  401. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  402. {
  403. s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);
  404. l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);
  405. if (l <= 0)
  406. {
  407. continue;
  408. }
  409. g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);
  410. PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,
  411. s, gpGlobals->f.fpF);
  412. //
  413. // Set the default position for this player
  414. //
  415. x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];
  416. y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];
  417. g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);
  418. g_Battle.rgPlayer[i].pos = PAL_XY(x, y);
  419. }
  420. //
  421. // Load battle sprites for enemies
  422. //
  423. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  424. {
  425. if (g_Battle.rgEnemy[i].wObjectID == 0)
  426. {
  427. continue;
  428. }
  429. l = PAL_MKFGetDecompressedSize(
  430. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  431. if (l <= 0)
  432. {
  433. continue;
  434. }
  435. g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);
  436. PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,
  437. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  438. //
  439. // Set the default position for this enemy
  440. //
  441. x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;
  442. y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;
  443. y += g_Battle.rgEnemy[i].e.wYPosOffset;
  444. g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);
  445. g_Battle.rgEnemy[i].pos = PAL_XY(x, y);
  446. }
  447. fclose(fp);
  448. }
  449. static VOID
  450. PAL_LoadBattleBackground(
  451. VOID
  452. )
  453. /*++
  454. Purpose:
  455. Load the screen background picture of the battle.
  456. Parameters:
  457. None.
  458. Return value:
  459. None.
  460. --*/
  461. {
  462. PAL_LARGE BYTE buf[320 * 200];
  463. //
  464. // Create the surface
  465. //
  466. g_Battle.lpBackground =
  467. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  468. gpScreen->format->Rmask, gpScreen->format->Gmask,
  469. gpScreen->format->Bmask, gpScreen->format->Amask);
  470. if (g_Battle.lpBackground == NULL)
  471. {
  472. TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");
  473. }
  474. #if SDL_VERSION_ATLEAST(2, 0, 0)
  475. SDL_SetSurfacePalette(g_Battle.lpBackground, gpScreen->format->palette);
  476. #else
  477. SDL_SetPalette(g_Battle.lpBackground, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  478. #endif
  479. //
  480. // Load the picture
  481. //
  482. PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);
  483. //
  484. // Draw the picture to the surface.
  485. //
  486. PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
  487. }
  488. static VOID
  489. PAL_BattleWon(
  490. VOID
  491. )
  492. /*++
  493. Purpose:
  494. Show the "you win" message and add the experience points for players.
  495. Parameters:
  496. None.
  497. Return value:
  498. None.
  499. --*/
  500. {
  501. const SDL_Rect rect = {0, 60, 320, 100};
  502. SDL_Rect rect1 = {80, 0, 180, 200};
  503. int i, j, iTotalCount;
  504. DWORD dwExp;
  505. WORD w;
  506. BOOL fLevelUp;
  507. PLAYERROLES OrigPlayerRoles;
  508. //
  509. // Backup the initial player stats
  510. //
  511. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  512. VIDEO_BackupScreen();
  513. if (g_Battle.iExpGained > 0)
  514. {
  515. int w1 = PAL_WordWidth(BATTLEWIN_GETEXP_LABEL) + 3;
  516. int ww1 = (w1 - 8) << 3;
  517. //
  518. // Play the "battle win" music
  519. //
  520. AUDIO_PlayMusic(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
  521. //
  522. // Show the message about the total number of exp. and cash gained
  523. //
  524. PAL_CreateSingleLineBox(PAL_XY(83 - ww1, 60), w1, FALSE);
  525. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  526. PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95 - ww1, 70), 0, FALSE, FALSE, FALSE);
  527. PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE, FALSE);
  528. PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE, FALSE);
  529. PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182 + ww1, 74), kNumColorYellow, kNumAlignRight);
  530. PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
  531. VIDEO_UpdateScreen(&rect);
  532. PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
  533. }
  534. //
  535. // Add the cash value
  536. //
  537. gpGlobals->dwCash += g_Battle.iCashGained;
  538. const MENUITEM rgFakeMenuItem[] =
  539. {
  540. // value label enabled pos
  541. { 1, gpGlobals->g.PlayerRoles.rgwName[0], TRUE, PAL_XY(0, 0) },
  542. { 2, gpGlobals->g.PlayerRoles.rgwName[1], TRUE, PAL_XY(0, 0) },
  543. { 3, gpGlobals->g.PlayerRoles.rgwName[2], TRUE, PAL_XY(0, 0) },
  544. { 4, gpGlobals->g.PlayerRoles.rgwName[3], TRUE, PAL_XY(0, 0) },
  545. { 5, gpGlobals->g.PlayerRoles.rgwName[4], TRUE, PAL_XY(0, 0) },
  546. { 6, gpGlobals->g.PlayerRoles.rgwName[5], TRUE, PAL_XY(0, 0) },
  547. };
  548. int maxNameWidth = PAL_MenuTextMaxWidth(rgFakeMenuItem, sizeof(rgFakeMenuItem) / sizeof(MENUITEM));
  549. const MENUITEM rgFakeMenuItem2[] =
  550. {
  551. // value label enabled pos
  552. { 1, STATUS_LABEL_LEVEL, TRUE, PAL_XY(0, 0) },
  553. { 2, STATUS_LABEL_HP, TRUE, PAL_XY(0, 0) },
  554. { 3, STATUS_LABEL_MP, TRUE, PAL_XY(0, 0) },
  555. { 4, STATUS_LABEL_ATTACKPOWER, TRUE, PAL_XY(0, 0) },
  556. { 5, STATUS_LABEL_MAGICPOWER, TRUE, PAL_XY(0, 0) },
  557. { 6, STATUS_LABEL_RESISTANCE, TRUE, PAL_XY(0, 0) },
  558. { 7, STATUS_LABEL_DEXTERITY, TRUE, PAL_XY(0, 0) },
  559. { 8, STATUS_LABEL_FLEERATE, TRUE, PAL_XY(0, 0) },
  560. };
  561. int maxPropertyWidth = PAL_MenuTextMaxWidth(rgFakeMenuItem2, sizeof(rgFakeMenuItem2) / sizeof(MENUITEM)) - 1;
  562. int propertyLength = maxPropertyWidth - 1;
  563. int offsetX = -8*propertyLength;
  564. rect1.x += offsetX;
  565. rect1.w -= 2*offsetX;
  566. //
  567. // Add the experience points for each players
  568. //
  569. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  570. {
  571. fLevelUp = FALSE;
  572. w = gpGlobals->rgParty[i].wPlayerRole;
  573. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  574. {
  575. continue; // don't care about dead players
  576. }
  577. dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
  578. dwExp += g_Battle.iExpGained;
  579. if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
  580. {
  581. gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
  582. }
  583. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
  584. {
  585. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
  586. if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
  587. {
  588. fLevelUp = TRUE;
  589. PAL_PlayerLevelUp(w, 1);
  590. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  591. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  592. }
  593. }
  594. gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
  595. if (fLevelUp)
  596. {
  597. VIDEO_RestoreScreen();
  598. //
  599. // Player has gained a level. Show the message
  600. //
  601. PAL_CreateSingleLineBox(PAL_XY(offsetX+80, 0), propertyLength+10, FALSE);
  602. PAL_CreateBox(PAL_XY(offsetX+82, 32), 7, propertyLength+8, 1, FALSE);
  603. WCHAR buffer[256] = L"";
  604. #ifndef __WIN32__
  605. wcscpy(buffer, PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]));
  606. wcscat(buffer, PAL_GetWord(STATUS_LABEL_LEVEL));
  607. wcscat(buffer, PAL_GetWord(BATTLEWIN_LEVELUP_LABEL));
  608. #else
  609. swprintf(buffer, 256, L"%ls%ls%ls", PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_GetWord(STATUS_LABEL_LEVEL), PAL_GetWord(BATTLEWIN_LEVELUP_LABEL));
  610. #endif
  611. PAL_DrawText(buffer, PAL_XY(110, 10), 0, FALSE, FALSE, FALSE);
  612. for (j = 0; j < 8; j++)
  613. {
  614. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
  615. gpScreen, PAL_XY(-offsetX+180, 48 + 18 * j));
  616. }
  617. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(offsetX+100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  618. PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(offsetX+100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  619. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(offsetX+100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  620. PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(offsetX+100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  621. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(offsetX+100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  622. PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(offsetX+100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  623. PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(offsetX+100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  624. PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(offsetX+100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  625. //
  626. // Draw the original stats and stats after level up
  627. //
  628. PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(-offsetX+133, 47),
  629. kNumColorYellow, kNumAlignRight);
  630. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(-offsetX+195, 47),
  631. kNumColorYellow, kNumAlignRight);
  632. PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(-offsetX+133, 64),
  633. kNumColorYellow, kNumAlignRight);
  634. PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(-offsetX+154, 68),
  635. kNumColorBlue, kNumAlignRight);
  636. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  637. PAL_XY(-offsetX+156, 66));
  638. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(-offsetX+195, 64),
  639. kNumColorYellow, kNumAlignRight);
  640. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(-offsetX+216, 68),
  641. kNumColorBlue, kNumAlignRight);
  642. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  643. PAL_XY(-offsetX+218, 66));
  644. PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(-offsetX+133, 82),
  645. kNumColorYellow, kNumAlignRight);
  646. PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(-offsetX+154, 86),
  647. kNumColorBlue, kNumAlignRight);
  648. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  649. PAL_XY(-offsetX+156, 84));
  650. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(-offsetX+195, 82),
  651. kNumColorYellow, kNumAlignRight);
  652. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(-offsetX+216, 86),
  653. kNumColorBlue, kNumAlignRight);
  654. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  655. PAL_XY(-offsetX+218, 84));
  656. PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
  657. gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
  658. 4, PAL_XY(-offsetX+133, 101), kNumColorYellow, kNumAlignRight);
  659. PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(-offsetX+195, 101),
  660. kNumColorYellow, kNumAlignRight);
  661. PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
  662. gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
  663. 4, PAL_XY(-offsetX+133, 119), kNumColorYellow, kNumAlignRight);
  664. PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(-offsetX+195, 119),
  665. kNumColorYellow, kNumAlignRight);
  666. PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
  667. gpGlobals->g.PlayerRoles.rgwDefense[w],
  668. 4, PAL_XY(-offsetX+133, 137), kNumColorYellow, kNumAlignRight);
  669. PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(-offsetX+195, 137),
  670. kNumColorYellow, kNumAlignRight);
  671. PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
  672. gpGlobals->g.PlayerRoles.rgwDexterity[w],
  673. 4, PAL_XY(-offsetX+133, 155), kNumColorYellow, kNumAlignRight);
  674. PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(-offsetX+195, 155),
  675. kNumColorYellow, kNumAlignRight);
  676. PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
  677. gpGlobals->g.PlayerRoles.rgwFleeRate[w],
  678. 4, PAL_XY(-offsetX+133, 173), kNumColorYellow, kNumAlignRight);
  679. PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(-offsetX+195, 173),
  680. kNumColorYellow, kNumAlignRight);
  681. //
  682. // Update the screen and wait for key
  683. //
  684. VIDEO_UpdateScreen(&rect1);
  685. PAL_WaitForKey(3000);
  686. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  687. }
  688. //
  689. // Increasing of other hidden levels
  690. //
  691. iTotalCount = 0;
  692. iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
  693. iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
  694. iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
  695. iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
  696. iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
  697. iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
  698. iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
  699. if (iTotalCount > 0)
  700. {
  701. #define CHECK_HIDDEN_EXP(expname, statname, label) \
  702. { \
  703. dwExp = g_Battle.iExpGained; \
  704. dwExp *= gpGlobals->Exp.expname[w].wCount; \
  705. dwExp /= iTotalCount; \
  706. dwExp *= 2; \
  707. \
  708. dwExp += gpGlobals->Exp.expname[w].wExp; \
  709. \
  710. if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS) \
  711. { \
  712. gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS; \
  713. } \
  714. \
  715. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
  716. { \
  717. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
  718. gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
  719. if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS) \
  720. { \
  721. gpGlobals->Exp.expname[w].wLevel++; \
  722. } \
  723. } \
  724. \
  725. gpGlobals->Exp.expname[w].wExp = (WORD)dwExp; \
  726. \
  727. if (gpGlobals->g.PlayerRoles.statname[w] != OrigPlayerRoles.statname[w]) \
  728. { \
  729. WCHAR buffer[256] = L""; \
  730. wcscpy(buffer, PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w])); \
  731. wcscat(buffer, PAL_GetWord(label)); \
  732. wcscat(buffer, PAL_GetWord(BATTLEWIN_LEVELUP_LABEL)); \
  733. PAL_CreateSingleLineBox(PAL_XY(offsetX+78, 60), maxNameWidth+maxPropertyWidth+PAL_TextWidth(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL))/32+4, FALSE); \
  734. PAL_DrawText(buffer, PAL_XY(offsetX+90, 70), 0, FALSE, FALSE, FALSE); \
  735. PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - OrigPlayerRoles.statname[w], 5, PAL_XY(183+(maxNameWidth+maxPropertyWidth-3)*8, 74), kNumColorYellow, kNumAlignRight); \
  736. VIDEO_UpdateScreen(&rect); \
  737. PAL_WaitForKey(3000); \
  738. } \
  739. }
  740. CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
  741. CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
  742. CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
  743. CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
  744. CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
  745. CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
  746. CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
  747. #undef CHECK_HIDDEN_EXP
  748. }
  749. //
  750. // Learn all magics at the current level
  751. //
  752. j = 0;
  753. while (j < gpGlobals->g.nLevelUpMagic)
  754. {
  755. if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
  756. gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
  757. {
  758. j++;
  759. continue;
  760. }
  761. if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
  762. {
  763. int ww;
  764. int w1 = (ww = PAL_WordWidth(gpGlobals->g.PlayerRoles.rgwName[w])) > 3 ? ww : 3;
  765. int w2 = (ww = PAL_WordWidth(BATTLEWIN_ADDMAGIC_LABEL)) > 2 ? ww : 2;
  766. int w3 = (ww = PAL_WordWidth(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic)) > 5 ? ww : 5;
  767. ww = (w1 + w2 + w3 - 10) << 3;
  768. PAL_CreateSingleLineBox(PAL_XY(65 - ww, 105), w1 + w2 + w3, FALSE);
  769. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(75 - ww, 115), 0, FALSE, FALSE, FALSE);
  770. PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * w1 - ww, 115), 0, FALSE, FALSE, FALSE);
  771. PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic), PAL_XY(75 + 16 * (w1 + w2) - ww, 115), 0x1B, FALSE, FALSE, FALSE);
  772. VIDEO_UpdateScreen(&rect);
  773. PAL_WaitForKey(3000);
  774. }
  775. j++;
  776. }
  777. }
  778. //
  779. // Run the post-battle scripts
  780. //
  781. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  782. {
  783. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
  784. }
  785. //
  786. // Recover automatically after each battle
  787. //
  788. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  789. {
  790. w = gpGlobals->rgParty[i].wPlayerRole;
  791. #if 1//def PAL_CLASSIC
  792. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  793. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
  794. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  795. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
  796. #else
  797. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  798. {
  799. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  800. }
  801. else if (g_Battle.iExpGained > 0)
  802. {
  803. FLOAT f =
  804. (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
  805. if (f < 2)
  806. {
  807. f = 2;
  808. }
  809. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  810. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
  811. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  812. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
  813. }
  814. #endif
  815. }
  816. }
  817. VOID
  818. PAL_BattleEnemyEscape(
  819. VOID
  820. )
  821. /*++
  822. Purpose:
  823. Enemy flee the battle.
  824. Parameters:
  825. None.
  826. Return value:
  827. None.
  828. --*/
  829. {
  830. int j, x, y, w;
  831. BOOL f = TRUE;
  832. AUDIO_PlaySound(45);
  833. //
  834. // Show the animation
  835. //
  836. while (f)
  837. {
  838. f = FALSE;
  839. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  840. {
  841. if (g_Battle.rgEnemy[j].wObjectID == 0)
  842. {
  843. continue;
  844. }
  845. x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
  846. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  847. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  848. w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));
  849. if (x + w > 0)
  850. {
  851. f = TRUE;
  852. }
  853. }
  854. PAL_BattleMakeScene();
  855. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  856. VIDEO_UpdateScreen(NULL);
  857. UTIL_Delay(10);
  858. }
  859. UTIL_Delay(500);
  860. g_Battle.BattleResult = kBattleResultTerminated;
  861. }
  862. VOID
  863. PAL_BattlePlayerEscape(
  864. VOID
  865. )
  866. /*++
  867. Purpose:
  868. Player flee the battle.
  869. Parameters:
  870. None.
  871. Return value:
  872. None.
  873. --*/
  874. {
  875. int i, j;
  876. WORD wPlayerRole;
  877. AUDIO_PlaySound(45);
  878. PAL_BattleUpdateFighters();
  879. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  880. {
  881. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  882. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  883. {
  884. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  885. }
  886. }
  887. for (i = 0; i < 16; i++)
  888. {
  889. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  890. {
  891. wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
  892. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  893. {
  894. //
  895. // TODO: This is still not the same as the original game
  896. //
  897. switch (j)
  898. {
  899. case 0:
  900. if (gpGlobals->wMaxPartyMemberIndex > 0)
  901. {
  902. g_Battle.rgPlayer[j].pos =
  903. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  904. PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
  905. break;
  906. }
  907. case 1:
  908. g_Battle.rgPlayer[j].pos =
  909. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  910. PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
  911. break;
  912. case 2:
  913. g_Battle.rgPlayer[j].pos =
  914. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
  915. PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
  916. break;
  917. default:
  918. assert(FALSE); // Not possible
  919. break;
  920. }
  921. }
  922. }
  923. PAL_BattleDelay(1, 0, FALSE);
  924. }
  925. //
  926. // Remove all players from the screen
  927. //
  928. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  929. {
  930. g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
  931. }
  932. PAL_BattleDelay(1, 0, FALSE);
  933. g_Battle.BattleResult = kBattleResultFleed;
  934. }
  935. BATTLERESULT
  936. PAL_StartBattle(
  937. WORD wEnemyTeam,
  938. BOOL fIsBoss
  939. )
  940. /*++
  941. Purpose:
  942. Start a battle.
  943. Parameters:
  944. [IN] wEnemyTeam - the number of the enemy team.
  945. [IN] fIsBoss - TRUE for boss fight (not allowed to flee).
  946. Return value:
  947. The result of the battle.
  948. --*/
  949. {
  950. int i;
  951. WORD w, wPrevWaveLevel;
  952. SHORT sPrevWaveProgression;
  953. //
  954. // Set the screen waving effects
  955. //
  956. wPrevWaveLevel = gpGlobals->wScreenWave;
  957. sPrevWaveProgression = gpGlobals->sWaveProgression;
  958. gpGlobals->sWaveProgression = 0;
  959. gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave;
  960. //
  961. // Make sure everyone in the party is alive, also clear all hidden
  962. // EXP count records
  963. //
  964. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  965. {
  966. w = gpGlobals->rgParty[i].wPlayerRole;
  967. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  968. {
  969. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  970. gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0;
  971. }
  972. gpGlobals->Exp.rgHealthExp[w].wCount = 0;
  973. gpGlobals->Exp.rgMagicExp[w].wCount = 0;
  974. gpGlobals->Exp.rgAttackExp[w].wCount = 0;
  975. gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0;
  976. gpGlobals->Exp.rgDefenseExp[w].wCount = 0;
  977. gpGlobals->Exp.rgDexterityExp[w].wCount = 0;
  978. gpGlobals->Exp.rgFleeExp[w].wCount = 0;
  979. }
  980. //
  981. // Clear all item-using records
  982. //
  983. for (i = 0; i < MAX_INVENTORY; i++)
  984. {
  985. gpGlobals->rgInventory[i].nAmountInUse = 0;
  986. }
  987. //
  988. // Store all enemies
  989. //
  990. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  991. {
  992. memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
  993. w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i];
  994. if (w == 0xFFFF)
  995. {
  996. break;
  997. }
  998. if (w != 0)
  999. {
  1000. g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];
  1001. g_Battle.rgEnemy[i].wObjectID = w;
  1002. g_Battle.rgEnemy[i].state = kFighterWait;
  1003. g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;
  1004. g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;
  1005. g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;
  1006. g_Battle.rgEnemy[i].iColorShift = 0;
  1007. #ifndef PAL_CLASSIC
  1008. g_Battle.rgEnemy[i].flTimeMeter = 50;
  1009. //
  1010. // HACK: Otherwise the black thief lady will be too hard to beat
  1011. //
  1012. if (g_Battle.rgEnemy[i].e.wDexterity == 164)
  1013. {
  1014. g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3);
  1015. }
  1016. //
  1017. // HACK: Heal up automatically for final boss
  1018. //
  1019. if (g_Battle.rgEnemy[i].e.wHealth == 32760)
  1020. {
  1021. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1022. {
  1023. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  1024. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  1025. }
  1026. }
  1027. //
  1028. // Yet another HACKs
  1029. //
  1030. if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32)
  1031. {
  1032. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife
  1033. }
  1034. else if (g_Battle.rgEnemy[i].e.wDexterity == 20)
  1035. {
  1036. //
  1037. // for Fox Demon
  1038. //
  1039. if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15)
  1040. {
  1041. g_Battle.rgEnemy[i].e.wDexterity = 8;
  1042. }
  1043. else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 ||
  1044. gpGlobals->Exp.rgPrimaryExp[4].wExp > 0)
  1045. {
  1046. g_Battle.rgEnemy[i].e.wDexterity = 60;
  1047. }
  1048. }
  1049. else if (g_Battle.rgEnemy[i].e.wExp == 250 &&
  1050. g_Battle.rgEnemy[i].e.wCash == 1100)
  1051. {
  1052. g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon
  1053. }
  1054. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60)
  1055. {
  1056. g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider
  1057. }
  1058. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30)
  1059. {
  1060. g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head
  1061. }
  1062. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16)
  1063. {
  1064. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie
  1065. }
  1066. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20)
  1067. {
  1068. g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon
  1069. }
  1070. else if (g_Battle.rgEnemy[i].e.wLevel < 20 &&
  1071. gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2)
  1072. {
  1073. //
  1074. // for low-level monsters in the Cave of Trial
  1075. //
  1076. g_Battle.rgEnemy[i].e.wLevel += 15;
  1077. g_Battle.rgEnemy[i].e.wDexterity += 25;
  1078. }
  1079. else if (gpGlobals->wNumScene == 0x90)
  1080. {
  1081. g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons
  1082. }
  1083. else if (g_Battle.rgEnemy[i].e.wLevel == 2 &&
  1084. g_Battle.rgEnemy[i].e.wCash == 48)
  1085. {
  1086. g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists
  1087. }
  1088. else if (g_Battle.rgEnemy[i].e.wLevel == 4 &&
  1089. g_Battle.rgEnemy[i].e.wCash == 240)
  1090. {
  1091. g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao
  1092. }
  1093. else if (g_Battle.rgEnemy[i].e.wLevel == 16 &&
  1094. g_Battle.rgEnemy[i].e.wMagicRate == 4 &&
  1095. g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4)
  1096. {
  1097. g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider
  1098. }
  1099. #endif
  1100. }
  1101. }
  1102. g_Battle.wMaxEnemyIndex = i - 1;
  1103. //
  1104. // Store all players
  1105. //
  1106. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1107. {
  1108. g_Battle.rgPlayer[i].flTimeMeter = 15.0f;
  1109. #ifndef PAL_CLASSIC
  1110. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f;
  1111. g_Battle.rgPlayer[i].sTurnOrder = -1;
  1112. #endif
  1113. g_Battle.rgPlayer[i].wHidingTime = 0;
  1114. g_Battle.rgPlayer[i].state = kFighterWait;
  1115. g_Battle.rgPlayer[i].action.sTarget = -1;
  1116. g_Battle.rgPlayer[i].fDefending = FALSE;
  1117. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  1118. g_Battle.rgPlayer[i].iColorShift = FALSE;
  1119. }
  1120. //
  1121. // Load sprites and background
  1122. //
  1123. PAL_LoadBattleSprites();
  1124. PAL_LoadBattleBackground();
  1125. //
  1126. // Create the surface for scene buffer
  1127. //
  1128. g_Battle.lpSceneBuf =
  1129. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  1130. gpScreen->format->Rmask, gpScreen->format->Gmask,
  1131. gpScreen->format->Bmask, gpScreen->format->Amask);
  1132. if (g_Battle.lpSceneBuf == NULL)
  1133. {
  1134. TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!");
  1135. }
  1136. #if SDL_VERSION_ATLEAST(2, 0, 0)
  1137. SDL_SetSurfacePalette(g_Battle.lpSceneBuf, gpScreen->format->palette);
  1138. #else
  1139. SDL_SetPalette(g_Battle.lpSceneBuf, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  1140. #endif
  1141. PAL_UpdateEquipments();
  1142. g_Battle.iExpGained = 0;
  1143. g_Battle.iCashGained = 0;
  1144. g_Battle.fIsBoss = fIsBoss;
  1145. g_Battle.fEnemyCleared = FALSE;
  1146. g_Battle.fEnemyMoving = FALSE;
  1147. g_Battle.iHidingTime = 0;
  1148. g_Battle.wMovingPlayerIndex = 0;
  1149. g_Battle.UI.szMsg[0] = '\0';
  1150. g_Battle.UI.szNextMsg[0] = '\0';
  1151. g_Battle.UI.dwMsgShowTime = 0;
  1152. g_Battle.UI.state = kBattleUIWait;
  1153. g_Battle.UI.fAutoAttack = FALSE;
  1154. g_Battle.UI.wSelectedIndex = 0;
  1155. g_Battle.UI.wPrevEnemyTarget = 0;
  1156. memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum));
  1157. g_Battle.lpSummonSprite = NULL;
  1158. g_Battle.sBackgroundColorShift = 0;
  1159. gpGlobals->fInBattle = TRUE;
  1160. g_Battle.BattleResult = kBattleResultPreBattle;
  1161. PAL_BattleUpdateFighters();
  1162. //
  1163. // Load the battle effect sprite.
  1164. //
  1165. i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA);
  1166. g_Battle.lpEffectSprite = UTIL_malloc(i);
  1167. PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA);
  1168. #ifdef PAL_CLASSIC
  1169. g_Battle.Phase = kBattlePhaseSelectAction;
  1170. g_Battle.fRepeat = FALSE;
  1171. g_Battle.fForce = FALSE;
  1172. g_Battle.fFlee = FALSE;
  1173. #endif
  1174. #ifdef PAL_ALLOW_KEYREPEAT
  1175. SDL_EnableKeyRepeat(120, 75);
  1176. #endif
  1177. //
  1178. // Run the main battle routine.
  1179. //
  1180. i = PAL_BattleMain();
  1181. #ifdef PAL_ALLOW_KEYREPEAT
  1182. SDL_EnableKeyRepeat(0, 0);
  1183. PAL_ClearKeyState();
  1184. g_InputState.prevdir = kDirUnknown;
  1185. #endif
  1186. if (i == kBattleResultWon)
  1187. {
  1188. //
  1189. // Player won the battle. Add the Experience points.
  1190. //
  1191. PAL_BattleWon();
  1192. }
  1193. //
  1194. // Clear all item-using records
  1195. //
  1196. for (w = 0; w < MAX_INVENTORY; w++)
  1197. {
  1198. gpGlobals->rgInventory[w].nAmountInUse = 0;
  1199. }
  1200. //
  1201. // Clear all player status, poisons and temporary effects
  1202. //
  1203. PAL_ClearAllPlayerStatus();
  1204. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1205. {
  1206. PAL_CurePoisonByLevel(w, 3);
  1207. PAL_RemoveEquipmentEffect(w, kBodyPartExtra);
  1208. }
  1209. //
  1210. // Free all the battle sprites
  1211. //
  1212. PAL_FreeBattleSprites();
  1213. free(g_Battle.lpEffectSprite);
  1214. //
  1215. // Free the surfaces for the background picture and scene buffer
  1216. //
  1217. SDL_FreeSurface(g_Battle.lpBackground);
  1218. SDL_FreeSurface(g_Battle.lpSceneBuf);
  1219. g_Battle.lpBackground = NULL;
  1220. g_Battle.lpSceneBuf = NULL;
  1221. gpGlobals->fInBattle = FALSE;
  1222. AUDIO_PlayMusic(gpGlobals->wNumMusic, TRUE, 1);
  1223. //
  1224. // Restore the screen waving effects
  1225. //
  1226. gpGlobals->sWaveProgression = sPrevWaveProgression;
  1227. gpGlobals->wScreenWave = wPrevWaveLevel;
  1228. return i;
  1229. }