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