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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/>.
 
- //
 
- // Modified by Lou Yihua <louyihua@21cn.com> with Unicode support, 2015
 
- //
 
- #include "main.h"
 
- #include <math.h>
 
- //#define INVINCIBLE 1
 
- static BOOL
 
- PAL_IsPlayerDying(
 
-    WORD        wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Check if the player is dying.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     TRUE if the player is dying, FALSE if not.
 
- --*/
 
- {
 
-    return gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] < gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole] / 5;
 
- }
 
- INT
 
- PAL_BattleSelectAutoTarget(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Pick an enemy target automatically.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     The index of enemy. -1 if failed.
 
- --*/
 
- {
 
-    int          i;
 
-    i = (int)g_Battle.UI.wPrevEnemyTarget;
 
-    if (i >= 0 && i <= g_Battle.wMaxEnemyIndex &&
 
-       g_Battle.rgEnemy[i].wObjectID != 0 &&
 
-       g_Battle.rgEnemy[i].e.wHealth > 0)
 
-    {
 
-       return i;
 
-    }
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID != 0 &&
 
-          g_Battle.rgEnemy[i].e.wHealth > 0)
 
-       {
 
-          return i;
 
-       }
 
-    }
 
-    return -1;
 
- }
 
- static SHORT
 
- PAL_CalcBaseDamage(
 
-    WORD        wAttackStrength,
 
-    WORD        wDefense
 
- )
 
- /*++
 
-   Purpose:
 
-     Calculate the base damage value of attacking.
 
-   Parameters:
 
-     [IN]  wAttackStrength - attack strength of attacker.
 
-     [IN]  wDefense - defense value of inflictor.
 
-   Return value:
 
-     The base damage value of the attacking.
 
- --*/
 
- {
 
-    SHORT            sDamage;
 
-    //
 
-    // Formula courtesy of palxex and shenyanduxing
 
-    //
 
-    if (wAttackStrength > wDefense)
 
-    {
 
-       sDamage = (SHORT)(wAttackStrength * 2 - wDefense * 1.6 + 0.5);
 
-    }
 
-    else if (wAttackStrength > wDefense * 0.6)
 
-    {
 
-       sDamage = (SHORT)(wAttackStrength - wDefense * 0.6 + 0.5);
 
-    }
 
-    else
 
-    {
 
-       sDamage = 0;
 
-    }
 
-    return sDamage;
 
- }
 
- static SHORT
 
- PAL_CalcMagicDamage(
 
-    WORD             wMagicStrength,
 
-    WORD             wDefense,
 
-    const WORD       rgwElementalResistance[NUM_MAGIC_ELEMENTAL],
 
-    WORD             wPoisonResistance,
 
-    WORD             wMagicID
 
- )
 
- /*++
 
-    Purpose:
 
-      Calculate the damage of magic.
 
-    Parameters:
 
-      [IN]  wMagicStrength - magic strength of attacker.
 
-      [IN]  wDefense - defense value of inflictor.
 
-      [IN]  rgwElementalResistance - inflictor's resistance to the elemental magics.
 
-      [IN]  wPoisonResistance - inflictor's resistance to poison.
 
-      [IN]  wMagicID - object ID of the magic.
 
-    Return value:
 
-      The damage value of the magic attack.
 
- --*/
 
- {
 
-    SHORT           sDamage;
 
-    WORD            wElem;
 
-    wMagicID = gpGlobals->g.rgObject[wMagicID].magic.wMagicNumber;
 
-    //
 
-    // Formula courtesy of palxex and shenyanduxing
 
-    //
 
-    wMagicStrength *= RandomFloat(10, 11);
 
-    wMagicStrength /= 10;
 
-    sDamage = PAL_CalcBaseDamage(wMagicStrength, wDefense);
 
-    sDamage /= 4;
 
-    sDamage += gpGlobals->g.lprgMagic[wMagicID].wBaseDamage;
 
-    if (gpGlobals->g.lprgMagic[wMagicID].wElemental != 0)
 
-    {
 
-       wElem = gpGlobals->g.lprgMagic[wMagicID].wElemental;
 
-       if (wElem > NUM_MAGIC_ELEMENTAL)
 
-       {
 
-          sDamage *= 10 - wPoisonResistance;
 
-       }
 
-       else if (wElem == 0)
 
-       {
 
-          sDamage *= 5;
 
-       }
 
-       else
 
-       {
 
-          sDamage *= 10 - rgwElementalResistance[wElem - 1];
 
-       }
 
-       sDamage /= 5;
 
-       if (wElem <= NUM_MAGIC_ELEMENTAL)
 
-       {
 
-          sDamage *= 10 + gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].rgsMagicEffect[wElem - 1];
 
-          sDamage /= 10;
 
-       }
 
-    }
 
-    return sDamage;
 
- }
 
- SHORT
 
- PAL_CalcPhysicalAttackDamage(
 
-    WORD           wAttackStrength,
 
-    WORD           wDefense,
 
-    WORD           wAttackResistance
 
- )
 
- /*++
 
-   Purpose:
 
-     Calculate the damage value of physical attacking.
 
-   Parameters:
 
-     [IN]  wAttackStrength - attack strength of attacker.
 
-     [IN]  wDefense - defense value of inflictor.
 
-     [IN]  wAttackResistance - inflictor's resistance to physical attack.
 
-   Return value:
 
-     The damage value of the physical attacking.
 
- --*/
 
- {
 
-    SHORT             sDamage;
 
-    sDamage = PAL_CalcBaseDamage(wAttackStrength, wDefense);
 
-    if (wAttackResistance != 0)
 
-    {
 
-       sDamage /= wAttackResistance;
 
-    }
 
-    return sDamage;
 
- }
 
- static SHORT
 
- PAL_GetEnemyDexterity(
 
-    WORD          wEnemyIndex
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the dexterity value of the enemy.
 
-   Parameters:
 
-     [IN]  wEnemyIndex - the index of the enemy.
 
-   Return value:
 
-     The dexterity value of the enemy.
 
- --*/
 
- {
 
-    SHORT      s;
 
-    assert(g_Battle.rgEnemy[wEnemyIndex].wObjectID != 0);
 
-    s = (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 3;
 
-    s += (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wDexterity;
 
- #ifndef PAL_CLASSIC
 
-    if (s < 20)
 
-    {
 
-       s = 20;
 
-    }
 
-    if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusHaste] != 0)
 
-    {
 
-       s *= 6;
 
-       s /= 5;
 
-    }
 
-    else if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSlow] != 0)
 
-    {
 
-       s *= 2;
 
-       s /= 3;
 
-    }
 
- #endif
 
-    return s;
 
- }
 
- static WORD
 
- PAL_GetPlayerActualDexterity(
 
-    WORD            wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get player's actual dexterity value in battle.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The player's actual dexterity value.
 
- --*/
 
- {
 
-    WORD wDexterity = PAL_GetPlayerDexterity(wPlayerRole);
 
-    if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusHaste] != 0)
 
-    {
 
- #ifdef PAL_CLASSIC
 
-       wDexterity *= 3;
 
- #else
 
-       wDexterity *= 6;
 
-       wDexterity /= 5;
 
- #endif
 
-    }
 
- #ifndef PAL_CLASSIC
 
-    else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] != 0)
 
-    {
 
-       wDexterity *= 2;
 
-       wDexterity /= 3;
 
-    }
 
- #endif
 
-    if (PAL_IsPlayerDying(wPlayerRole))
 
-    {
 
-       //
 
-       // player who is low of HP should be slower
 
-       //
 
- #ifdef PAL_CLASSIC
 
-       wDexterity /= 2;
 
- #else
 
-       wDexterity *= 4;
 
-       wDexterity /= 5;
 
- #endif
 
-    }
 
- #ifdef PAL_CLASSIC
 
-    if (wDexterity > 999)
 
-    {
 
-       wDexterity = 999;
 
-    }
 
- #endif
 
-    return wDexterity;
 
- }
 
- #ifndef PAL_CLASSIC
 
- VOID
 
- PAL_UpdateTimeChargingUnit(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Update the base time unit of time-charging.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    g_Battle.flTimeChargingUnit = (FLOAT)(pow(PAL_GetPlayerDexterity(0) + 5, 0.3));
 
-    g_Battle.flTimeChargingUnit /= PAL_GetPlayerDexterity(0);
 
-    if (gpGlobals->bBattleSpeed > 1)
 
-    {
 
-       g_Battle.flTimeChargingUnit /= 1 + (gpGlobals->bBattleSpeed - 1) * 0.5;
 
-    }
 
-    else
 
-    {
 
-       g_Battle.flTimeChargingUnit /= 1.2f;
 
-    }
 
- }
 
- FLOAT
 
- PAL_GetTimeChargingSpeed(
 
-    WORD           wDexterity
 
- )
 
- /*++
 
-   Purpose:
 
-     Calculate the time charging speed.
 
-   Parameters:
 
-     [IN]  wDexterity - the dexterity value of player or enemy.
 
-   Return value:
 
-     The time-charging speed of the player or enemy.
 
- --*/
 
- {
 
-    if ((g_Battle.UI.state == kBattleUISelectMove &&
 
-       g_Battle.UI.MenuState != kBattleMenuMain) ||
 
-       !SDL_TICKS_PASSED(SDL_GetTicks(), g_Battle.UI.dwMsgShowTime))
 
-    {
 
-       //
 
-       // Pause the time when there are submenus or text messages
 
-       //
 
-       return 0;
 
-    }
 
-    //
 
-    // The battle should be faster when using Auto-Battle
 
-    //
 
-    if (gpGlobals->fAutoBattle)
 
-    {
 
-       wDexterity *= 3;
 
-    }
 
-    return g_Battle.flTimeChargingUnit * wDexterity;
 
- }
 
- #endif
 
- VOID
 
- PAL_BattleDelay(
 
-    WORD       wDuration,
 
-    WORD       wObjectID,
 
-    BOOL       fUpdateGesture
 
- )
 
- /*++
 
-   Purpose:
 
-     Delay a while during battle.
 
-   Parameters:
 
-     [IN]  wDuration - Number of frames of the delay.
 
-     [IN]  wObjectID - The object ID to be displayed during the delay.
 
-     [IN]  fUpdateGesture - TRUE if update the gesture for enemies, FALSE if not.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int    i, j;
 
-    DWORD  dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
 
-    for (i = 0; i < wDuration; i++)
 
-    {
 
-       if (fUpdateGesture)
 
-       {
 
-          //
 
-          // Update the gesture of enemies.
 
-          //
 
-          for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-          {
 
-             if (g_Battle.rgEnemy[j].wObjectID == 0 ||
 
-                g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] != 0 ||
 
-                g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] != 0)
 
-             {
 
-                continue;
 
-             }
 
-             if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
 
-             {
 
-                g_Battle.rgEnemy[j].wCurrentFrame++;
 
-                g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
 
-                   gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
 
-             }
 
-             if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
 
-             {
 
-                g_Battle.rgEnemy[j].wCurrentFrame = 0;
 
-             }
 
-          }
 
-       }
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       PAL_BattleUIUpdate();
 
-       if (wObjectID != 0)
 
-       {
 
-          if (wObjectID == BATTLE_LABEL_ESCAPEFAIL) // HACKHACK
 
-          {
 
-             PAL_DrawText(PAL_GetWord(wObjectID), PAL_XY(130, 75), 15, TRUE, FALSE, FALSE);
 
-          }
 
-          else if ((SHORT)wObjectID < 0)
 
-          {
 
-             PAL_DrawText(PAL_GetWord(-((SHORT)wObjectID)), PAL_XY(170, 45), DESCTEXT_COLOR, TRUE, FALSE, FALSE);
 
-          }
 
-          else
 
-          {
 
-             PAL_DrawText(PAL_GetWord(wObjectID), PAL_XY(210, 50), 15, TRUE, FALSE, FALSE);
 
-          }
 
-       }
 
-       VIDEO_UpdateScreen(NULL);
 
-    }
 
- }
 
- static VOID
 
- PAL_BattleBackupStat(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Backup HP and MP values of all players and enemies.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int          i;
 
-    WORD         wPlayerRole;
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       g_Battle.rgEnemy[i].wPrevHP = g_Battle.rgEnemy[i].e.wHealth;
 
-    }
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-       g_Battle.rgPlayer[i].wPrevHP =
 
-          gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
 
-       g_Battle.rgPlayer[i].wPrevMP =
 
-          gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole];
 
-    }
 
- }
 
- static BOOL
 
- PAL_BattleDisplayStatChange(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Display the HP and MP changes of all players and enemies.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     TRUE if there are any number displayed, FALSE if not.
 
- --*/
 
- {
 
-    int      i, x, y;
 
-    SHORT    sDamage;
 
-    WORD     wPlayerRole;
 
-    BOOL     f = FALSE;
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       if (g_Battle.rgEnemy[i].wPrevHP != g_Battle.rgEnemy[i].e.wHealth)
 
-       {
 
-          //
 
-          // Show the number of damage
 
-          //
 
-          sDamage = g_Battle.rgEnemy[i].e.wHealth - g_Battle.rgEnemy[i].wPrevHP;
 
-          x = PAL_X(g_Battle.rgEnemy[i].pos) - 9;
 
-          y = PAL_Y(g_Battle.rgEnemy[i].pos) - 115;
 
-          if (y < 10)
 
-          {
 
-             y = 10;
 
-          }
 
-          if (sDamage < 0)
 
-          {
 
-             PAL_BattleUIShowNum((WORD)(-sDamage), PAL_XY(x, y), kNumColorBlue);
 
-          }
 
-          else
 
-          {
 
-             PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorYellow);
 
-          }
 
-          f = TRUE;
 
-       }
 
-    }
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-       if (g_Battle.rgPlayer[i].wPrevHP != gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole])
 
-       {
 
-          sDamage =
 
-             gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] - g_Battle.rgPlayer[i].wPrevHP;
 
-          x = PAL_X(g_Battle.rgPlayer[i].pos) - 9;
 
-          y = PAL_Y(g_Battle.rgPlayer[i].pos) - 75;
 
-          if (y < 10)
 
-          {
 
-             y = 10;
 
-          }
 
-          if (sDamage < 0)
 
-          {
 
-             PAL_BattleUIShowNum((WORD)(-sDamage), PAL_XY(x, y), kNumColorBlue);
 
-          }
 
-          else
 
-          {
 
-             PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorYellow);
 
-          }
 
-          f = TRUE;
 
-       }
 
-       if (g_Battle.rgPlayer[i].wPrevMP != gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole])
 
-       {
 
-          sDamage =
 
-             gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] - g_Battle.rgPlayer[i].wPrevMP;
 
-          x = PAL_X(g_Battle.rgPlayer[i].pos) - 9;
 
-          y = PAL_Y(g_Battle.rgPlayer[i].pos) - 67;
 
-          if (y < 10)
 
-          {
 
-             y = 10;
 
-          }
 
-          //
 
-          // Only show MP increasing
 
-          //
 
-          if (sDamage > 0)
 
-          {
 
-             PAL_BattleUIShowNum((WORD)(sDamage), PAL_XY(x, y), kNumColorCyan);
 
-          }
 
-          f = TRUE;
 
-       }
 
-    }
 
-    return f;
 
- }
 
- static VOID
 
- PAL_BattlePostActionCheck(
 
-    BOOL      fCheckPlayers
 
- )
 
- /*++
 
-   Purpose:
 
-     Essential checks after an action is executed.
 
-   Parameters:
 
-     [IN]  fCheckPlayers - TRUE if check for players, FALSE if not.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int      i, j;
 
-    BOOL     fFade = FALSE;
 
-    BOOL     fEnemyRemaining = FALSE;
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       if ((SHORT)(g_Battle.rgEnemy[i].e.wHealth) <= 0)
 
-       {
 
-          //
 
-          // This enemy is KO'ed
 
-          //
 
-          g_Battle.iExpGained += g_Battle.rgEnemy[i].e.wExp;
 
-          g_Battle.iCashGained += g_Battle.rgEnemy[i].e.wCash;
 
-          SOUND_Play(g_Battle.rgEnemy[i].e.wDeathSound);
 
-          g_Battle.rgEnemy[i].wObjectID = 0;
 
-          fFade = TRUE;
 
-          continue;
 
-       }
 
-       fEnemyRemaining = TRUE;
 
-    }
 
-    if (!fEnemyRemaining)
 
-    {
 
-       g_Battle.fEnemyCleared = TRUE;
 
-       g_Battle.UI.state = kBattleUIWait;
 
-    }
 
-    if (fCheckPlayers && !gpGlobals->fAutoBattle)
 
-    {
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          WORD w = gpGlobals->rgParty[i].wPlayerRole, wName;
 
-          if (gpGlobals->g.PlayerRoles.rgwHP[w] < g_Battle.rgPlayer[i].wPrevHP &&
 
-             gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
 
-          {
 
-             w = gpGlobals->g.PlayerRoles.rgwCoveredBy[w];
 
-             for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-             {
 
-                if (gpGlobals->rgParty[j].wPlayerRole == w)
 
-                {
 
-                   break;
 
-                }
 
-             }
 
-             if (gpGlobals->g.PlayerRoles.rgwHP[w] > 0 &&
 
-                gpGlobals->rgPlayerStatus[w][kStatusSleep] == 0 &&
 
-                gpGlobals->rgPlayerStatus[w][kStatusParalyzed] == 0 &&
 
-                gpGlobals->rgPlayerStatus[w][kStatusConfused] == 0 &&
 
-                j <= gpGlobals->wMaxPartyMemberIndex)
 
-             {
 
-                wName = gpGlobals->g.PlayerRoles.rgwName[w];
 
-                if (gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath != 0)
 
-                {
 
-                   PAL_BattleDelay(10, 0, TRUE);
 
-                   PAL_BattleMakeScene();
 
-                   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-                   VIDEO_UpdateScreen(NULL);
 
-                   g_Battle.BattleResult = kBattleResultPause;
 
-                   gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath =
 
-                      PAL_RunTriggerScript(gpGlobals->g.rgObject[wName].player.wScriptOnFriendDeath, w);
 
-                   g_Battle.BattleResult = kBattleResultOnGoing;
 
-                   PAL_ClearKeyState();
 
-                   goto end;
 
-                }
 
-             }
 
-          }
 
-       }
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          WORD w = gpGlobals->rgParty[i].wPlayerRole, wName;
 
-          if (gpGlobals->rgPlayerStatus[w][kStatusSleep] != 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusConfused] != 0)
 
-          {
 
-             continue;
 
-          }
 
-          if (gpGlobals->g.PlayerRoles.rgwHP[w] < g_Battle.rgPlayer[i].wPrevHP)
 
-          {
 
-             if (gpGlobals->g.PlayerRoles.rgwHP[w] > 0 && PAL_IsPlayerDying(w) &&
 
-                g_Battle.rgPlayer[i].wPrevHP >= gpGlobals->g.PlayerRoles.rgwMaxHP[w] / 5)
 
-             {
 
-                WORD wCover = gpGlobals->g.PlayerRoles.rgwCoveredBy[w];
 
-                if (gpGlobals->rgPlayerStatus[wCover][kStatusSleep] != 0 ||
 
-                   gpGlobals->rgPlayerStatus[wCover][kStatusParalyzed] != 0 ||
 
-                   gpGlobals->rgPlayerStatus[wCover][kStatusConfused] != 0)
 
-                {
 
-                   continue;
 
-                }
 
-                wName = gpGlobals->g.PlayerRoles.rgwName[w];
 
-                SOUND_Play(gpGlobals->g.PlayerRoles.rgwDyingSound[w]);
 
-                for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-                {
 
-                   if (gpGlobals->rgParty[j].wPlayerRole == wCover)
 
-                   {
 
-                      break;
 
-                   }
 
-                }
 
-                if (j > gpGlobals->wMaxPartyMemberIndex || gpGlobals->g.PlayerRoles.rgwHP[wCover] == 0)
 
-                {
 
-                   continue;
 
-                }
 
-                if (gpGlobals->g.rgObject[wName].player.wScriptOnDying != 0)
 
-                {
 
-                   PAL_BattleDelay(10, 0, TRUE);
 
-                   PAL_BattleMakeScene();
 
-                   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-                   VIDEO_UpdateScreen(NULL);
 
-                   g_Battle.BattleResult = kBattleResultPause;
 
-                   gpGlobals->g.rgObject[wName].player.wScriptOnDying =
 
-                      PAL_RunTriggerScript(gpGlobals->g.rgObject[wName].player.wScriptOnDying, w);
 
-                   g_Battle.BattleResult = kBattleResultOnGoing;
 
-                   PAL_ClearKeyState();
 
-                }
 
-                goto end;
 
-             }
 
-          }
 
-       }
 
-    }
 
- end:
 
-    if (fFade)
 
-    {
 
-       PAL_BattleBackupScene();
 
-       PAL_BattleMakeScene();
 
-       PAL_BattleFadeScene();
 
-    }
 
-    //
 
-    // Fade out the summoned god
 
-    //
 
-    if (g_Battle.lpSummonSprite != NULL)
 
-    {
 
-       PAL_BattleUpdateFighters();
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       free(g_Battle.lpSummonSprite);
 
-       g_Battle.lpSummonSprite = NULL;
 
-       g_Battle.sBackgroundColorShift = 0;
 
-       PAL_BattleBackupScene();
 
-       PAL_BattleMakeScene();
 
-       PAL_BattleFadeScene();
 
-    }
 
- }
 
- VOID
 
- PAL_BattleUpdateFighters(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Update players' and enemies' gestures and locations in battle.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int        i;
 
-    WORD       wPlayerRole;
 
-    //
 
-    // Update the gesture for all players
 
-    //
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-       g_Battle.rgPlayer[i].pos = g_Battle.rgPlayer[i].posOriginal;
 
-       g_Battle.rgPlayer[i].iColorShift = 0;
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
 
-       {
 
-          if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
 
-          {
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 2; // dead
 
-          }
 
-          else
 
-          {
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 0; // puppet
 
-          }
 
-       }
 
-       else
 
-       {
 
-          if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] != 0 ||
 
-             PAL_IsPlayerDying(wPlayerRole))
 
-          {
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 1;
 
-          }
 
- #ifndef PAL_CLASSIC
 
-          else if (g_Battle.rgPlayer[i].state == kFighterAct &&
 
-             g_Battle.rgPlayer[i].action.ActionType == kBattleActionMagic &&
 
-             !g_Battle.fEnemyCleared)
 
-          {
 
-             //
 
-             // Player is using a magic
 
-             //
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 5;
 
-          }
 
- #endif
 
-          else if (g_Battle.rgPlayer[i].fDefending && !g_Battle.fEnemyCleared)
 
-          {
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 3;
 
-          }
 
-          else
 
-          {
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 0;
 
-          }
 
-       }
 
-    }
 
-    //
 
-    // Update the gesture for all enemies
 
-    //
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       g_Battle.rgEnemy[i].pos = g_Battle.rgEnemy[i].posOriginal;
 
-       g_Battle.rgEnemy[i].iColorShift = 0;
 
-       if (g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] > 0 ||
 
-          g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] > 0)
 
-       {
 
-          g_Battle.rgEnemy[i].wCurrentFrame = 0;
 
-          continue;
 
-       }
 
-       if (--g_Battle.rgEnemy[i].e.wIdleAnimSpeed == 0)
 
-       {
 
-          g_Battle.rgEnemy[i].wCurrentFrame++;
 
-          g_Battle.rgEnemy[i].e.wIdleAnimSpeed =
 
-             gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
 
-       }
 
-       if (g_Battle.rgEnemy[i].wCurrentFrame >= g_Battle.rgEnemy[i].e.wIdleFrames)
 
-       {
 
-          g_Battle.rgEnemy[i].wCurrentFrame = 0;
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_BattlePlayerCheckReady(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Check if there are player who is ready.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    float   flMax = 0;
 
-    int     iMax = 0, i;
 
-    //
 
-    // Start the UI for the fastest and ready player
 
-    //
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       if (g_Battle.rgPlayer[i].state == kFighterCom ||
 
-          (g_Battle.rgPlayer[i].state == kFighterAct && g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic))
 
-       {
 
-          flMax = 0;
 
-          break;
 
-       }
 
-       else if (g_Battle.rgPlayer[i].state == kFighterWait)
 
-       {
 
-          if (g_Battle.rgPlayer[i].flTimeMeter > flMax)
 
-          {
 
-             iMax = i;
 
-             flMax = g_Battle.rgPlayer[i].flTimeMeter;
 
-          }
 
-       }
 
-    }
 
-    if (flMax >= 100.0f)
 
-    {
 
-       g_Battle.rgPlayer[iMax].state = kFighterCom;
 
-       g_Battle.rgPlayer[iMax].fDefending = FALSE;
 
-    }
 
- }
 
- VOID
 
- PAL_BattleStartFrame(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Called once per video frame in battle.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int                      i, j;
 
-    WORD                     wPlayerRole;
 
-    WORD                     wDexterity;
 
-    BOOL                     fOnlyPuppet = TRUE;
 
- #ifndef PAL_CLASSIC
 
-    FLOAT                    flMax;
 
-    BOOL                     fMoved = FALSE;
 
-    SHORT                    sMax, sMaxIndex;
 
- #endif
 
-    if (!g_Battle.fEnemyCleared)
 
-    {
 
-       PAL_BattleUpdateFighters();
 
-    }
 
-    //
 
-    // Update the scene
 
-    //
 
-    PAL_BattleMakeScene();
 
-    SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-    //
 
-    // Check if the battle is over
 
-    //
 
-    if (g_Battle.fEnemyCleared)
 
-    {
 
-       //
 
-       // All enemies are cleared. Won the battle.
 
-       //
 
-       g_Battle.BattleResult = kBattleResultWon;
 
-       SOUND_Play(-1);
 
-       return;
 
-    }
 
-    else
 
-    {
 
-       BOOL fEnded = TRUE;
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-          if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] != 0)
 
-          {
 
-             fOnlyPuppet = FALSE;
 
-             fEnded = FALSE;
 
-             break;
 
-          }
 
-          else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] != 0)
 
-          {
 
-             fEnded = FALSE;
 
-          }
 
-       }
 
-       if (fEnded)
 
-       {
 
-          //
 
-          // All players are dead. Lost the battle.
 
-          //
 
-          g_Battle.BattleResult = kBattleResultLost;
 
-          return;
 
-       }
 
-    }
 
- #ifndef PAL_CLASSIC
 
-    //
 
-    // Check for hiding status
 
-    //
 
-    if (g_Battle.iHidingTime > 0)
 
-    {
 
-       if (PAL_GetTimeChargingSpeed(9999) > 0)
 
-       {
 
-          g_Battle.iHidingTime--;
 
-       }
 
-       if (g_Battle.iHidingTime == 0)
 
-       {
 
-          PAL_BattleBackupScene();
 
-          PAL_BattleMakeScene();
 
-          PAL_BattleFadeScene();
 
-       }
 
-    }
 
-    //
 
-    // Run the logic for all enemies
 
-    //
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       if (g_Battle.rgEnemy[i].fTurnStart)
 
-       {
 
-          g_Battle.rgEnemy[i].wScriptOnTurnStart =
 
-             PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
 
-          g_Battle.rgEnemy[i].fTurnStart = FALSE;
 
-          fMoved = TRUE;
 
-       }
 
-    }
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-       {
 
-          continue;
 
-       }
 
-       switch (g_Battle.rgEnemy[i].state)
 
-       {
 
-       case kFighterWait:
 
-          flMax = PAL_GetTimeChargingSpeed(PAL_GetEnemyDexterity(i));
 
-          flMax /= (gpGlobals->fAutoBattle ? 2 : 1);
 
-          if (flMax != 0)
 
-          {
 
-             g_Battle.rgEnemy[i].flTimeMeter += flMax;
 
-             if (g_Battle.rgEnemy[i].flTimeMeter > 100 && flMax > 0)
 
-             {
 
-                if (g_Battle.iHidingTime == 0)
 
-                {
 
-                   g_Battle.rgEnemy[i].state = kFighterCom;
 
-                }
 
-                else
 
-                {
 
-                   g_Battle.rgEnemy[i].flTimeMeter = 0;
 
-                }
 
-             }
 
-          }
 
-          break;
 
-       case kFighterCom:
 
-          g_Battle.rgEnemy[i].wScriptOnReady =
 
-             PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnReady, i);
 
-          g_Battle.rgEnemy[i].state = kFighterAct;
 
-          fMoved = TRUE;
 
-          break;
 
-       case kFighterAct:
 
-          if (!fMoved && (PAL_GetTimeChargingSpeed(9999) > 0 || g_Battle.rgEnemy[i].fDualMove) && !fOnlyPuppet)
 
-          {
 
-             fMoved = TRUE;
 
-             g_Battle.fEnemyMoving = TRUE;
 
-             g_Battle.rgEnemy[i].fDualMove =
 
-                (!g_Battle.rgEnemy[i].fFirstMoveDone &&
 
-                   (g_Battle.rgEnemy[i].e.wDualMove >= 2 ||
 
-                      (g_Battle.rgEnemy[i].e.wDualMove != 0 && RandomLong(0, 1))));
 
-             PAL_BattleEnemyPerformAction(i);
 
-             g_Battle.rgEnemy[i].flTimeMeter = 0;
 
-             g_Battle.rgEnemy[i].state = kFighterWait;
 
-             g_Battle.fEnemyMoving = FALSE;
 
-             if (g_Battle.rgEnemy[i].fDualMove)
 
-             {
 
-                g_Battle.rgEnemy[i].flTimeMeter = 100;
 
-                g_Battle.rgEnemy[i].state = kFighterCom;
 
-                g_Battle.rgEnemy[i].fFirstMoveDone = TRUE;
 
-             }
 
-             else
 
-             {
 
-                g_Battle.rgEnemy[i].fFirstMoveDone = FALSE;
 
-                g_Battle.rgEnemy[i].fTurnStart = TRUE;
 
-             }
 
-          }
 
-          break;
 
-       }
 
-    }
 
-    //
 
-    // Update the battle UI
 
-    //
 
-    PAL_BattleUIUpdate();
 
-    //
 
-    // Run the logic for all players
 
-    //
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-       //
 
-       // Skip dead players
 
-       //
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
 
-       {
 
-          g_Battle.rgPlayer[i].state = kFighterWait;
 
-          g_Battle.rgPlayer[i].flTimeMeter = 0;
 
-          g_Battle.rgPlayer[i].flTimeSpeedModifier = 1.0f;
 
-          g_Battle.rgPlayer[i].sTurnOrder = -1;
 
-          continue;
 
-       }
 
-       switch (g_Battle.rgPlayer[i].state)
 
-       {
 
-       case kFighterWait:
 
-          wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
 
-          g_Battle.rgPlayer[i].flTimeMeter +=
 
-             PAL_GetTimeChargingSpeed(wDexterity) * g_Battle.rgPlayer[i].flTimeSpeedModifier;
 
-          break;
 
-       case kFighterCom:
 
-          break;
 
-       case kFighterAct:
 
-          if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0)
 
-          {
 
-             g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
 
-             g_Battle.rgPlayer[i].action.flRemainingTime = 0;
 
-          }
 
-          else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
 
-          {
 
-             g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttackMate;
 
-             g_Battle.rgPlayer[i].action.flRemainingTime = 0;
 
-          }
 
-          else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSilence] > 0 &&
 
-             g_Battle.rgPlayer[i].action.ActionType == kBattleActionMagic)
 
-          {
 
-             g_Battle.rgPlayer[i].action.flRemainingTime = 0;
 
-          }
 
-          wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
 
-          g_Battle.rgPlayer[i].action.flRemainingTime -= PAL_GetTimeChargingSpeed(wDexterity);
 
-          if (g_Battle.rgPlayer[i].action.flRemainingTime <= 0 &&
 
-             g_Battle.rgPlayer[i].sTurnOrder == -1)
 
-          {
 
- 	        sMax = -1;
 
- 	        for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
- 	        {
 
- 		       if (g_Battle.rgPlayer[j].sTurnOrder > sMax)
 
- 		       {
 
- 			      sMax = g_Battle.rgPlayer[j].sTurnOrder;
 
- 		       }
 
- 	        }
 
- 	        g_Battle.rgPlayer[i].sTurnOrder = sMax + 1;
 
-          }
 
-          break;
 
-       }
 
-    }
 
-    //
 
-    // Preform action for player
 
-    //
 
-    if (!fMoved)
 
-    {
 
-       sMax = 9999;
 
-       sMaxIndex = -1;
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-          //
 
-          // Skip dead players
 
-          //
 
-          if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
 
-             gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
 
-          {
 
-             continue;
 
-          }
 
-          if (g_Battle.rgPlayer[i].state == kFighterAct &&
 
-             g_Battle.rgPlayer[i].sTurnOrder != -1 &&
 
-             g_Battle.rgPlayer[i].sTurnOrder < sMax)
 
-          {
 
- 	        sMax = g_Battle.rgPlayer[i].sTurnOrder;
 
- 	        sMaxIndex = i;
 
-          }
 
-       }
 
-       if (sMaxIndex != -1)
 
-       {
 
-          //
 
-          // Perform the action for this player.
 
-          //
 
-          PAL_BattlePlayerPerformAction(sMaxIndex);
 
-          g_Battle.rgPlayer[sMaxIndex].flTimeMeter = 0;
 
-          g_Battle.rgPlayer[sMaxIndex].flTimeSpeedModifier = 1.0f;
 
-          g_Battle.rgPlayer[sMaxIndex].sTurnOrder = -1;
 
-       }
 
-    }
 
- #else
 
-    if (g_Battle.Phase == kBattlePhaseSelectAction)
 
-    {
 
-       if (g_Battle.UI.state == kBattleUIWait)
 
-       {
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-             //
 
-             // Don't select action for this player if player is KO'ed,
 
-             // sleeped, confused or paralyzed
 
-             //
 
-             if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 ||
 
-                gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] ||
 
-                gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] ||
 
-                gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed])
 
-             {
 
-                continue;
 
-             }
 
-             //
 
-             // Start the menu for the first player whose action is not
 
-             // yet selected
 
-             //
 
-             if (g_Battle.rgPlayer[i].state == kFighterWait)
 
-             {
 
-                g_Battle.wMovingPlayerIndex = i;
 
-                g_Battle.rgPlayer[i].state = kFighterCom;
 
-                PAL_BattleUIPlayerReady(i);
 
-                break;
 
-             }
 
-             else if (g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic)
 
-             {
 
-                //
 
-                // Skip other players if someone selected coopmagic
 
-                //
 
-                i = gpGlobals->wMaxPartyMemberIndex + 1;
 
-                break;
 
-             }
 
-          }
 
-          if (i > gpGlobals->wMaxPartyMemberIndex)
 
-          {
 
-             //
 
-             // actions for all players are decided. fill in the action queue.
 
-             //
 
-             g_Battle.fRepeat = FALSE;
 
-             g_Battle.fForce = FALSE;
 
-             g_Battle.fFlee = FALSE;
 
-             g_Battle.iCurAction = 0;
 
-             for (i = 0; i < MAX_ACTIONQUEUE_ITEMS; i++)
 
-             {
 
-                g_Battle.ActionQueue[i].wIndex = 0xFFFF;
 
-                g_Battle.ActionQueue[i].wDexterity = 0xFFFF;
 
-             }
 
-             j = 0;
 
-             //
 
-             // Put all enemies into action queue
 
-             //
 
-             for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-             {
 
-                if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-                {
 
-                   continue;
 
-                }
 
-                g_Battle.ActionQueue[j].fIsEnemy = TRUE;
 
-                g_Battle.ActionQueue[j].wIndex = i;
 
-                g_Battle.ActionQueue[j].wDexterity = PAL_GetEnemyDexterity(i);
 
-                g_Battle.ActionQueue[j].wDexterity *= RandomFloat(0.9f, 1.1f);
 
-                j++;
 
-                if (g_Battle.rgEnemy[i].e.wDualMove * 50 + RandomLong(0, 100) > 100)
 
-                {
 
-                   g_Battle.ActionQueue[j].fIsEnemy = TRUE;
 
-                   g_Battle.ActionQueue[j].wIndex = i;
 
-                   g_Battle.ActionQueue[j].wDexterity = PAL_GetEnemyDexterity(i);
 
-                   g_Battle.ActionQueue[j].wDexterity *= RandomFloat(0.9f, 1.1f);
 
-                   j++;
 
-                }
 
-             }
 
-             //
 
-             // Put all players into action queue
 
-             //
 
-             for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-             {
 
-                wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-                g_Battle.ActionQueue[j].fIsEnemy = FALSE;
 
-                g_Battle.ActionQueue[j].wIndex = i;
 
-                if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 ||
 
-                   gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
 
-                   gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0)
 
-                {
 
-                   //
 
-                   // players who are unable to move should attack physically if recovered
 
-                   // in the same turn
 
-                   //
 
-                   g_Battle.ActionQueue[j].wDexterity = 0;
 
-                   g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttack;
 
-                   g_Battle.rgPlayer[i].state = kFighterAct;
 
-                }
 
-                else
 
-                {
 
-                   wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
 
-                   if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
 
-                   {
 
-                      g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttack;
 
-                      g_Battle.rgPlayer[i].state = kFighterAct;
 
-                   }
 
-                   switch (g_Battle.rgPlayer[i].action.ActionType)
 
-                   {
 
-                   case kBattleActionCoopMagic:
 
-                      wDexterity *= 10;
 
-                      break;
 
-                   case kBattleActionDefend:
 
-                      wDexterity *= 5;
 
-                      break;
 
-                   case kBattleActionMagic:
 
-                      if ((gpGlobals->g.rgObject[g_Battle.rgPlayer[i].action.wActionID].magic.wFlags & kMagicFlagUsableToEnemy) == 0)
 
-                      {
 
-                         wDexterity *= 3;
 
-                      }
 
-                      break;
 
-                   case kBattleActionFlee:
 
-                      wDexterity /= 2;
 
-                      break;
 
-                   case kBattleActionUseItem:
 
-                      wDexterity *= 3;
 
-                      break;
 
-                   default:
 
-                      break;
 
-                   }
 
-                   if (PAL_IsPlayerDying(wPlayerRole))
 
-                   {
 
-                      wDexterity /= 2;
 
-                   }
 
-                   wDexterity *= RandomFloat(0.9f, 1.1f);
 
-                   g_Battle.ActionQueue[j].wDexterity = wDexterity;
 
-                }
 
-                j++;
 
-             }
 
-             //
 
-             // Sort the action queue by dexterity value
 
-             //
 
-             for (i = 0; i < MAX_ACTIONQUEUE_ITEMS; i++)
 
-             {
 
-                for (j = i; j < MAX_ACTIONQUEUE_ITEMS; j++)
 
-                {
 
-                   if ((SHORT)g_Battle.ActionQueue[i].wDexterity < (SHORT)g_Battle.ActionQueue[j].wDexterity)
 
-                   {
 
-                      ACTIONQUEUE t = g_Battle.ActionQueue[i];
 
-                      g_Battle.ActionQueue[i] = g_Battle.ActionQueue[j];
 
-                      g_Battle.ActionQueue[j] = t;
 
-                   }
 
-                }
 
-             }
 
-             //
 
-             // Perform the actions
 
-             //
 
-             g_Battle.Phase = kBattlePhasePerformAction;
 
-          }
 
-       }
 
-    }
 
-    else
 
-    {
 
-       //
 
-       // Are all actions finished?
 
-       //
 
-       if (g_Battle.iCurAction >= MAX_ACTIONQUEUE_ITEMS ||
 
-          g_Battle.ActionQueue[g_Battle.iCurAction].wDexterity == 0xFFFF)
 
-       {
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             g_Battle.rgPlayer[i].fDefending = FALSE;
 
-          }
 
-          //
 
-          // Run poison scripts
 
-          //
 
-          PAL_BattleBackupStat();
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-             for (j = 0; j < MAX_POISONS; j++)
 
-             {
 
-                if (gpGlobals->rgPoisonStatus[j][i].wPoisonID != 0)
 
-                {
 
-                   gpGlobals->rgPoisonStatus[j][i].wPoisonScript =
 
-                      PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[j][i].wPoisonScript, wPlayerRole);
 
-                }
 
-             }
 
-             //
 
-             // Update statuses
 
-             //
 
-             for (j = 0; j < kStatusAll; j++)
 
-             {
 
-                if (gpGlobals->rgPlayerStatus[wPlayerRole][j] > 0)
 
-                {
 
-                   gpGlobals->rgPlayerStatus[wPlayerRole][j]--;
 
-                }
 
-             }
 
-          }
 
-          for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-          {
 
-             for (j = 0; j < MAX_POISONS; j++)
 
-             {
 
-                if (g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID != 0)
 
-                {
 
-                   g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript =
 
-                      PAL_RunTriggerScript(g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript, (WORD)i);
 
-                }
 
-             }
 
-             //
 
-             // Update statuses
 
-             //
 
-             for (j = 0; j < kStatusAll; j++)
 
-             {
 
-                if (g_Battle.rgEnemy[i].rgwStatus[j] > 0)
 
-                {
 
-                   g_Battle.rgEnemy[i].rgwStatus[j]--;
 
-                }
 
-             }
 
-          }
 
-          PAL_BattlePostActionCheck(FALSE);
 
-          if (PAL_BattleDisplayStatChange())
 
-          {
 
-             PAL_BattleDelay(8, 0, TRUE);
 
-          }
 
-          if (g_Battle.iHidingTime > 0)
 
-          {
 
-             if (--g_Battle.iHidingTime == 0)
 
-             {
 
-                PAL_BattleBackupScene();
 
-                PAL_BattleMakeScene();
 
-                PAL_BattleFadeScene();
 
-             }
 
-          }
 
-          if (g_Battle.iHidingTime == 0)
 
-          {
 
-             for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-             {
 
-                if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-                {
 
-                   continue;
 
-                }
 
-                g_Battle.rgEnemy[i].wScriptOnTurnStart =
 
-                   PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
 
-             }
 
-          }
 
-          //
 
-          // Clear all item-using records
 
-          //
 
-          for (i = 0; i < MAX_INVENTORY; i++)
 
-          {
 
-             gpGlobals->rgInventory[i].nAmountInUse = 0;
 
-          }
 
-          //
 
-          // Proceed to next turn...
 
-          //
 
-          g_Battle.Phase = kBattlePhaseSelectAction;
 
-       }
 
-       else
 
-       {
 
-          i = g_Battle.ActionQueue[g_Battle.iCurAction].wIndex;
 
-          if (g_Battle.ActionQueue[g_Battle.iCurAction].fIsEnemy)
 
-          {
 
-             if (g_Battle.iHidingTime == 0 && !fOnlyPuppet &&
 
-                g_Battle.rgEnemy[i].wObjectID != 0)
 
-             {
 
-                g_Battle.rgEnemy[i].wScriptOnReady =
 
-                   PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnReady, i);
 
-                g_Battle.fEnemyMoving = TRUE;
 
-                PAL_BattleEnemyPerformAction(i);
 
-                g_Battle.fEnemyMoving = FALSE;
 
-             }
 
-          }
 
-          else if (g_Battle.rgPlayer[i].state == kFighterAct)
 
-          {
 
-             wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
 
-             if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
 
-             {
 
-                if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
 
-                {
 
-                   g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
 
-                }
 
-             }
 
-             else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
 
-                gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0)
 
-             {
 
-                g_Battle.rgPlayer[i].action.ActionType = kBattleActionPass;
 
-             }
 
-             else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0)
 
-             {
 
-                g_Battle.rgPlayer[i].action.ActionType = kBattleActionAttackMate;
 
-             }
 
-             //
 
-             // Perform the action for this player.
 
-             //
 
-             g_Battle.wMovingPlayerIndex = i;
 
-             PAL_BattlePlayerPerformAction(i);
 
-          }
 
-          g_Battle.iCurAction++;
 
-       }
 
-    }
 
-    //
 
-    // The R and F keys and Fleeing should affect all players
 
-    //
 
-    if (g_Battle.UI.MenuState == kBattleMenuMain &&
 
-       g_Battle.UI.state == kBattleUISelectMove)
 
-    {
 
-       if (g_InputState.dwKeyPress & kKeyRepeat)
 
-       {
 
-          g_Battle.fRepeat = TRUE;
 
-       }
 
-       else if (g_InputState.dwKeyPress & kKeyForce)
 
-       {
 
-          g_Battle.fForce = TRUE;
 
-       }
 
-    }
 
-    if (g_Battle.fRepeat)
 
-    {
 
-       g_InputState.dwKeyPress = kKeyRepeat;
 
-    }
 
-    else if (g_Battle.fForce)
 
-    {
 
-       g_InputState.dwKeyPress = kKeyForce;
 
-    }
 
-    else if (g_Battle.fFlee)
 
-    {
 
-       g_InputState.dwKeyPress = kKeyFlee;
 
-    }
 
-    //
 
-    // Update the battle UI
 
-    //
 
-    PAL_BattleUIUpdate();
 
- #endif
 
- }
 
- VOID
 
- PAL_BattleCommitAction(
 
-    BOOL           fRepeat
 
- )
 
- /*++
 
-   Purpose:
 
-     Commit the action which the player decided.
 
-   Parameters:
 
-     [IN]  fRepeat - TRUE if repeat the last action.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    WORD      w;
 
-    if (!fRepeat)
 
-    {
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType =
 
-          g_Battle.UI.wActionType;
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget =
 
-          (SHORT)g_Battle.UI.wSelectedIndex;
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID =
 
-          g_Battle.UI.wObjectID;
 
-    }
 
-    else if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType == kBattleActionPass)
 
-    {
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionAttack;
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget = -1;
 
-    }
 
-    //
 
-    // Check if the action is valid
 
-    //
 
-    switch (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType)
 
-    {
 
-    case kBattleActionMagic:
 
-       w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
 
-       w = gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber].wCostMP;
 
-       if (gpGlobals->g.PlayerRoles.rgwMP[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole] < w)
 
-       {
 
-          w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
 
-          w = gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber].wType;
 
-          if (w == kMagicTypeApplyToPlayer || w == kMagicTypeApplyToParty ||
 
-             w == kMagicTypeTrance)
 
-          {
 
-             g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionDefend;
 
-          }
 
-          else
 
-          {
 
-             g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType = kBattleActionAttack;
 
-             if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget == -1)
 
-             {
 
-                g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.sTarget = 0;
 
-             }
 
-          }
 
-       }
 
-       break;
 
- #ifdef PAL_CLASSIC
 
-    case kBattleActionUseItem:
 
-       if ((gpGlobals->g.rgObject[g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID].item.wFlags & kItemFlagConsuming) == 0)
 
-       {
 
-          break;
 
-       }
 
-    case kBattleActionThrowItem:
 
-       for (w = 0; w < MAX_INVENTORY; w++)
 
-       {
 
-          if (gpGlobals->rgInventory[w].wItem == g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID)
 
-          {
 
-             gpGlobals->rgInventory[w].nAmountInUse++;
 
-             break;
 
-          }
 
-       }
 
-       break;
 
- #endif
 
-    default:
 
-       break;
 
-    }
 
- #ifndef PAL_CLASSIC
 
-    //
 
-    // Calculate the waiting time for the action
 
-    //
 
-    switch (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType)
 
-    {
 
-    case kBattleActionMagic:
 
-       {
 
-          LPMAGIC      p;
 
-          WORD         wCostMP;
 
-          //
 
-          // The base casting time of magic is set to the MP costed
 
-          //
 
-          w = g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID;
 
-          p = &(gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[w].magic.wMagicNumber]);
 
-          wCostMP = p->wCostMP;
 
-          if (wCostMP == 1)
 
-          {
 
-             if (p->wType == kMagicTypeSummon)
 
-             {
 
-                //
 
-                // The Wine God is an ultimate move which should take long
 
-                //
 
-                wCostMP = 175;
 
-             }
 
-          }
 
-          else if (p->wType == kMagicTypeApplyToPlayer || p->wType == kMagicTypeApplyToParty ||
 
-             p->wType == kMagicTypeTrance)
 
-          {
 
-             //
 
-             // Healing magics should take shorter
 
-             //
 
-             wCostMP /= 3;
 
-          }
 
-          g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime = wCostMP + 5;
 
-       }
 
-       break;
 
-    case kBattleActionAttack:
 
-    case kBattleActionFlee:
 
-    case kBattleActionUseItem:
 
-    case kBattleActionThrowItem:
 
-    default:
 
-       //
 
-       // Other actions take no time
 
-       //
 
-       g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime = 0;
 
-       break;
 
-    }
 
- #else
 
-    if (g_Battle.UI.wActionType == kBattleActionFlee)
 
-    {
 
-       g_Battle.fFlee = TRUE;
 
-    }
 
- #endif
 
-    g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].state = kFighterAct;
 
-    g_Battle.UI.state = kBattleUIWait;
 
- #ifndef PAL_CLASSIC
 
-    if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.flRemainingTime <= 0)
 
-    {
 
- 	  SHORT sMax = -1;
 
- 	  for (w = 0; w <= gpGlobals->wMaxPartyMemberIndex; w++)
 
- 	  {
 
- 		 if (g_Battle.rgPlayer[w].sTurnOrder > sMax)
 
- 		 {
 
- 			sMax = g_Battle.rgPlayer[w].sTurnOrder;
 
- 		 }
 
- 	  }
 
- 	  g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].sTurnOrder = sMax + 1;
 
-    }
 
-    else
 
-    {
 
- 	  g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].sTurnOrder = -1;
 
-    }
 
- #endif
 
- }
 
- static VOID
 
- PAL_BattleShowPlayerAttackAnim(
 
-    WORD        wPlayerIndex,
 
-    BOOL        fCritical
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the physical attack effect for player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  fCritical - TRUE if this is a critical hit.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
 
-    SHORT sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
 
-    int index, i, j;
 
-    int enemy_x = 0, enemy_y = 0, enemy_h = 0, x, y, dist = 0;
 
-    DWORD dwTime;
 
-    if (sTarget != -1)
 
-    {
 
-       enemy_x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
 
-       enemy_y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
 
-       enemy_h = PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[sTarget].lpSprite, g_Battle.rgEnemy[sTarget].wCurrentFrame));
 
-       if (sTarget >= 3)
 
-       {
 
-          dist = (sTarget - wPlayerIndex) * 8;
 
-       }
 
-    }
 
-    else
 
-    {
 
-       enemy_x = 150;
 
-       enemy_y = 100;
 
-    }
 
-    index = gpGlobals->g.rgwBattleEffectIndex[PAL_GetPlayerBattleSprite(wPlayerRole)][1];
 
-    index *= 3;
 
-    //
 
-    // Play the attack voice
 
-    //
 
-    if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
 
-    {
 
-       if (!fCritical)
 
-       {
 
-          SOUND_Play(gpGlobals->g.PlayerRoles.rgwAttackSound[wPlayerRole]);
 
-       }
 
-       else
 
-       {
 
-          SOUND_Play(gpGlobals->g.PlayerRoles.rgwCriticalSound[wPlayerRole]);
 
-       }
 
-    }
 
-    //
 
-    // Show the animation
 
-    //
 
-    x = enemy_x - dist + 64;
 
-    y = enemy_y + dist + 20;
 
-    g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
 
-    g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-    PAL_BattleDelay(2, 0, TRUE);
 
-    x -= 10;
 
-    y -= 2;
 
-    g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-    PAL_BattleDelay(1, 0, TRUE);
 
-    g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
 
-    x -= 16;
 
-    y -= 4;
 
-    SOUND_Play(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);
 
-    x = enemy_x;
 
-    y = enemy_y - enemy_h / 3 + 10;
 
-    dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
 
-    for (i = 0; i < 3; i++)
 
-    {
 
-       LPCBITMAPRLE b = PAL_SpriteGetFrame(g_Battle.lpEffectSprite, index++);
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
 
-       //
 
-       // Update the gesture of enemies.
 
-       //
 
-       for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-       {
 
-          if (g_Battle.rgEnemy[j].wObjectID == 0 ||
 
-             g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] > 0 ||
 
-             g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] > 0)
 
-          {
 
-             continue;
 
-          }
 
-          if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
 
-          {
 
-             g_Battle.rgEnemy[j].wCurrentFrame++;
 
-             g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
 
-                gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
 
-          }
 
-          if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
 
-          {
 
-             g_Battle.rgEnemy[j].wCurrentFrame = 0;
 
-          }
 
-       }
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-       x -= 16;
 
-       y += 16;
 
-       PAL_BattleUIUpdate();
 
-       if (i == 0)
 
-       {
 
-          if (sTarget == -1)
 
-          {
 
-             for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-             {
 
-                g_Battle.rgEnemy[j].iColorShift = 6;
 
-             }
 
-          }
 
-          else
 
-          {
 
-             g_Battle.rgEnemy[sTarget].iColorShift = 6;
 
-          }
 
-          PAL_BattleDisplayStatChange();
 
-          PAL_BattleBackupStat();
 
-       }
 
-       VIDEO_UpdateScreen(NULL);
 
-       if (i == 1)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 2,
 
-                    PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 1);
 
-       }
 
-    }
 
-    dist = 8;
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       g_Battle.rgEnemy[i].iColorShift = 0;
 
-    }
 
-    if (sTarget == -1)
 
-    {
 
-       for (i = 0; i < 3; i++)
 
-       {
 
-          for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-          {
 
-             x = PAL_X(g_Battle.rgEnemy[j].pos);
 
-             y = PAL_Y(g_Battle.rgEnemy[j].pos);
 
-             x -= dist;
 
-             y -= dist / 2;
 
-             g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
 
-          }
 
-          PAL_BattleDelay(1, 0, TRUE);
 
-          dist /= -2;
 
-       }
 
-    }
 
-    else
 
-    {
 
-       x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
 
-       y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
 
-       for (i = 0; i < 3; i++)
 
-       {
 
-          x -= dist;
 
-          dist /= -2;
 
-          y += dist;
 
-          g_Battle.rgEnemy[sTarget].pos = PAL_XY(x, y);
 
-          PAL_BattleDelay(1, 0, TRUE);
 
-       }
 
-    }
 
- }
 
- static VOID
 
- PAL_BattleShowPlayerUseItemAnim(
 
-    WORD         wPlayerIndex,
 
-    WORD         wObjectID,
 
-    SHORT        sTarget
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the "use item" effect for player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  wObjectID - the object ID of the item to be used.
 
-     [IN]  sTarget - the target player of the action.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int i, j;
 
-    PAL_BattleDelay(4, 0, TRUE);
 
-    g_Battle.rgPlayer[wPlayerIndex].pos =
 
-       PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - 15,
 
-              PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - 7);
 
-    g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
 
-    SOUND_Play(28);
 
-    for (i = 0; i <= 6; i++)
 
-    {
 
-       if (sTarget == -1)
 
-       {
 
-          for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-          {
 
-             g_Battle.rgPlayer[j].iColorShift = i;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          g_Battle.rgPlayer[sTarget].iColorShift = i;
 
-       }
 
-       PAL_BattleDelay(1, wObjectID, TRUE);
 
-    }
 
-    for (i = 5; i >= 0; i--)
 
-    {
 
-       if (sTarget == -1)
 
-       {
 
-          for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-          {
 
-             g_Battle.rgPlayer[j].iColorShift = i;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          g_Battle.rgPlayer[sTarget].iColorShift = i;
 
-       }
 
-       PAL_BattleDelay(1, wObjectID, TRUE);
 
-    }
 
- }
 
- VOID
 
- PAL_BattleShowPlayerPreMagicAnim(
 
-    WORD         wPlayerIndex,
 
-    BOOL         fSummon
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the effect for player before using a magic.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  fSummon - TRUE if player is using a summon magic.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int   i, j;
 
-    DWORD dwTime = SDL_GetTicks();
 
-    WORD  wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
 
-    for (i = 0; i < 4; i++)
 
-    {
 
-       g_Battle.rgPlayer[wPlayerIndex].pos =
 
-          PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i),
 
-                 PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i) / 2);
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-    }
 
-    PAL_BattleDelay(2, 0, TRUE);
 
-    g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
 
-    if (!gConfig.fIsWIN95)
 
-    {
 
-       SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
 
-    }
 
-    if (!fSummon)
 
-    {
 
-       int x, y, index;
 
-       x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos);
 
-       y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos);
 
-       index = gpGlobals->g.rgwBattleEffectIndex[PAL_GetPlayerBattleSprite(wPlayerRole)][0];
 
-       index *= 10;
 
-       index += 15;
 
- 	  if (gConfig.fIsWIN95)
 
- 	  {
 
- 		  SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
 
- 	  }
 
- 	  for (i = 0; i < 10; i++)
 
-       {
 
-          LPCBITMAPRLE b = PAL_SpriteGetFrame(g_Battle.lpEffectSprite, index++);
 
-          //
 
-          // Wait for the time of one frame. Accept input here.
 
-          //
 
- 		 PAL_DelayUntil(dwTime);
 
-          //
 
-          // Set the time of the next frame.
 
-          //
 
-          dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
 
-          //
 
-          // Update the gesture of enemies.
 
-          //
 
-          for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-          {
 
-             if (g_Battle.rgEnemy[j].wObjectID == 0 ||
 
-                g_Battle.rgEnemy[j].rgwStatus[kStatusSleep] != 0 ||
 
-                g_Battle.rgEnemy[j].rgwStatus[kStatusParalyzed] != 0)
 
-             {
 
-                continue;
 
-             }
 
-             if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
 
-             {
 
-                g_Battle.rgEnemy[j].wCurrentFrame++;
 
-                g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
 
-                   gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
 
-             }
 
-             if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
 
-             {
 
-                g_Battle.rgEnemy[j].wCurrentFrame = 0;
 
-             }
 
-          }
 
-          PAL_BattleMakeScene();
 
-          SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-          PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          PAL_BattleUIUpdate();
 
-          VIDEO_UpdateScreen(NULL);
 
-       }
 
-    }
 
-    PAL_BattleDelay(1, 0, TRUE);
 
- }
 
- static VOID
 
- PAL_BattleShowPlayerDefMagicAnim(
 
-    WORD         wPlayerIndex,
 
-    WORD         wObjectID,
 
-    SHORT        sTarget
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the defensive magic effect for player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  wObjectID - the object ID of the magic to be used.
 
-     [IN]  sTarget - the target player of the action.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    LPSPRITE   lpSpriteEffect;
 
-    int        l, iMagicNum, iEffectNum, n, i, j, x, y;
 
-    DWORD      dwTime = SDL_GetTicks();
 
-    iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
 
-    iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
 
-    l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
 
-    if (l <= 0)
 
-    {
 
-       return;
 
-    }
 
-    lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
 
-    PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
 
-    n = PAL_SpriteGetNumFrames(lpSpriteEffect);
 
-    g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
 
-    PAL_BattleDelay(1, 0, TRUE);
 
-    for (i = 0; i < n; i++)
 
-    {
 
-       LPCBITMAPRLE b = PAL_SpriteGetFrame(lpSpriteEffect, i);
 
-       if (i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay)
 
-       {
 
-          SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
 
-       }
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() +
 
-          ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
 
-       {
 
-          assert(sTarget == -1);
 
-          for (l = 0; l <= gpGlobals->wMaxPartyMemberIndex; l++)
 
-          {
 
-             x = PAL_X(g_Battle.rgPlayer[l].pos);
 
-             y = PAL_Y(g_Battle.rgPlayer[l].pos);
 
-             x += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-             y += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-             PAL_RLEBlitToSurface(b, gpScreen,
 
-                PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          }
 
-       }
 
-       else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToPlayer)
 
-       {
 
-          assert(sTarget != -1);
 
-          x = PAL_X(g_Battle.rgPlayer[sTarget].pos);
 
-          y = PAL_Y(g_Battle.rgPlayer[sTarget].pos);
 
-          x += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-          y += (SHORT) gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-          PAL_RLEBlitToSurface(b, gpScreen,
 
-             PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          //
 
-          // Repaint the previous player
 
-          //
 
-          if (sTarget > 0 && g_Battle.iHidingTime == 0)
 
-          {
 
-             if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[sTarget - 1].wPlayerRole][kStatusConfused] == 0)
 
-             {
 
-                LPCBITMAPRLE p = PAL_SpriteGetFrame(g_Battle.rgPlayer[sTarget - 1].lpSprite, g_Battle.rgPlayer[sTarget - 1].wCurrentFrame);
 
-                x = PAL_X(g_Battle.rgPlayer[sTarget - 1].pos);
 
-                y = PAL_Y(g_Battle.rgPlayer[sTarget - 1].pos);
 
-                x -= PAL_RLEGetWidth(p) / 2;
 
-                y -= PAL_RLEGetHeight(p);
 
-                PAL_RLEBlitToSurface(p, gpScreen, PAL_XY(x, y));
 
-             }
 
-          }
 
-       }
 
-       else
 
-       {
 
-          assert(FALSE);
 
-       }
 
-       PAL_BattleUIUpdate();
 
-       VIDEO_UpdateScreen(NULL);
 
-    }
 
-    free(lpSpriteEffect);
 
-    for (i = 0; i < 6; i++)
 
-    {
 
-       if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
 
-       {
 
-          for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-          {
 
-             g_Battle.rgPlayer[j].iColorShift = i;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          g_Battle.rgPlayer[sTarget].iColorShift = i;
 
-       }
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-    }
 
-    for (i = 6; i >= 0; i--)
 
-    {
 
-       if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeApplyToParty)
 
-       {
 
-          for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-          {
 
-             g_Battle.rgPlayer[j].iColorShift = i;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          g_Battle.rgPlayer[sTarget].iColorShift = i;
 
-       }
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-    }
 
- }
 
- static VOID
 
- PAL_BattleShowPlayerOffMagicAnim(
 
-    WORD         wPlayerIndex,
 
-    WORD         wObjectID,
 
-    SHORT        sTarget,
 
-    BOOL         fSummon
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the offensive magic animation for player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  wObjectID - the object ID of the magic to be used.
 
-     [IN]  sTarget - the target enemy of the action.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    LPSPRITE   lpSpriteEffect;
 
-    int        l, iMagicNum, iEffectNum, n, i, k, x, y, wave, blow;
 
-    DWORD      dwTime = SDL_GetTicks();
 
-    iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
 
-    iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
 
-    l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
 
-    if (l <= 0)
 
-    {
 
-       return;
 
-    }
 
-    lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
 
-    PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
 
-    n = PAL_SpriteGetNumFrames(lpSpriteEffect);
 
-    if (gConfig.fIsWIN95 && wPlayerIndex != (WORD)-1)
 
-    {
 
-       g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
 
-    }
 
-    PAL_BattleDelay(1, 0, TRUE);
 
-    l = n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-    l *= (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wEffectTimes;
 
-    l += n;
 
-    l += gpGlobals->g.lprgMagic[iMagicNum].wShake;
 
-    wave = gpGlobals->wScreenWave;
 
-    gpGlobals->wScreenWave += gpGlobals->g.lprgMagic[iMagicNum].wWave;
 
-    if (gConfig.fIsWIN95 && !fSummon && gpGlobals->g.lprgMagic[iMagicNum].wSound != 0)
 
-    {
 
-       SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
 
-    }
 
-    for (i = 0; i < l; i++)
 
-    {
 
-       LPCBITMAPRLE b;
 
- 	  if (!gConfig.fIsWIN95 && i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay && wPlayerIndex != (WORD)-1)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
 
-       }
 
-       blow = ((g_Battle.iBlow > 0) ? RandomLong(0, g_Battle.iBlow) : RandomLong(g_Battle.iBlow, 0));
 
-       for (k = 0; k <= g_Battle.wMaxEnemyIndex; k++)
 
-       {
 
-          if (g_Battle.rgEnemy[k].wObjectID == 0)
 
-          {
 
-             continue;
 
-          }
 
-          x = PAL_X(g_Battle.rgEnemy[k].pos) + blow;
 
-          y = PAL_Y(g_Battle.rgEnemy[k].pos) + blow / 2;
 
-          g_Battle.rgEnemy[k].pos = PAL_XY(x, y);
 
-       }
 
-       if (l - i > gpGlobals->g.lprgMagic[iMagicNum].wShake)
 
-       {
 
-          if (i < n)
 
-          {
 
-             k = i;
 
-          }
 
-          else
 
-          {
 
-             k = i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-             k %= n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-             k += gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-          }
 
-          b = PAL_SpriteGetFrame(lpSpriteEffect, k);
 
- 		 if (!gConfig.fIsWIN95 && (i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay) % n == 0)
 
-          {
 
-             SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
 
-          }
 
-       }
 
-       else
 
-       {
 
-          VIDEO_ShakeScreen(i, 3);
 
-          b = PAL_SpriteGetFrame(lpSpriteEffect, (l - gpGlobals->g.lprgMagic[iMagicNum].wShake - 1) % n);
 
-       }
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() +
 
-          ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeNormal)
 
-       {
 
-          assert(sTarget != -1);
 
-          x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
 
-          y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);
 
-          x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-          y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-          PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-             gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-          {
 
-             PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          }
 
-       }
 
-       else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackAll)
 
-       {
 
-          const int effectpos[3][2] = {{70, 140}, {100, 110}, {160, 100}};
 
-          assert(sTarget == -1);
 
-          for (k = 0; k < 3; k++)
 
-          {
 
-             x = effectpos[k][0];
 
-             y = effectpos[k][1];
 
-             x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-             y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-             PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-             if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-                gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-             {
 
-                PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                   PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-             }
 
-          }
 
-       }
 
-       else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole ||
 
-          gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackField)
 
-       {
 
-          assert(sTarget == -1);
 
-          if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole)
 
-          {
 
-             x = 120;
 
-             y = 100;
 
-          }
 
-          else
 
-          {
 
-             x = 160;
 
-             y = 200;
 
-          }
 
-          x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-          y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-          PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-             gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-          {
 
-             PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          }
 
-       }
 
-       else
 
-       {
 
-          assert(FALSE);
 
-       }
 
-       PAL_BattleUIUpdate();
 
-       VIDEO_UpdateScreen(NULL);
 
-    }
 
-    gpGlobals->wScreenWave = wave;
 
-    VIDEO_ShakeScreen(0, 0);
 
-    free(lpSpriteEffect);
 
-    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-    {
 
-       g_Battle.rgEnemy[i].pos = g_Battle.rgEnemy[i].posOriginal;
 
-    }
 
- }
 
- static VOID
 
- PAL_BattleShowEnemyMagicAnim(
 
-    WORD         wObjectID,
 
-    SHORT        sTarget
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the offensive magic animation for enemy.
 
-   Parameters:
 
-     [IN]  wObjectID - the object ID of the magic to be used.
 
-     [IN]  sTarget - the target player index of the action.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    LPSPRITE   lpSpriteEffect;
 
-    int        l, iMagicNum, iEffectNum, n, i, k, x, y, wave, blow;
 
-    DWORD      dwTime = SDL_GetTicks();
 
-    iMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
 
-    iEffectNum = gpGlobals->g.lprgMagic[iMagicNum].wEffect;
 
-    l = PAL_MKFGetDecompressedSize(iEffectNum, gpGlobals->f.fpFIRE);
 
-    if (l <= 0)
 
-    {
 
-       return;
 
-    }
 
-    lpSpriteEffect = (LPSPRITE)UTIL_malloc(l);
 
-    PAL_MKFDecompressChunk((LPBYTE)lpSpriteEffect, l, iEffectNum, gpGlobals->f.fpFIRE);
 
-    n = PAL_SpriteGetNumFrames(lpSpriteEffect);
 
-    l = n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-    l *= (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wEffectTimes;
 
-    l += n;
 
-    l += gpGlobals->g.lprgMagic[iMagicNum].wShake;
 
-    wave = gpGlobals->wScreenWave;
 
-    gpGlobals->wScreenWave += gpGlobals->g.lprgMagic[iMagicNum].wWave;
 
-    for (i = 0; i < l; i++)
 
-    {
 
-       LPCBITMAPRLE b;
 
-       blow = ((g_Battle.iBlow > 0) ? RandomLong(0, g_Battle.iBlow) : RandomLong(g_Battle.iBlow, 0));
 
-       for (k = 0; k <= gpGlobals->wMaxPartyMemberIndex; k++)
 
-       {
 
-          x = PAL_X(g_Battle.rgPlayer[k].pos) + blow;
 
-          y = PAL_Y(g_Battle.rgPlayer[k].pos) + blow / 2;
 
-          g_Battle.rgPlayer[k].pos = PAL_XY(x, y);
 
-       }
 
-       if (l - i > gpGlobals->g.lprgMagic[iMagicNum].wShake)
 
-       {
 
-          if (i < n)
 
-          {
 
-             k = i;
 
-          }
 
-          else
 
-          {
 
-             k = i - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-             k %= n - gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-             k += gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay;
 
-          }
 
-          b = PAL_SpriteGetFrame(lpSpriteEffect, k);
 
-          if (i == gpGlobals->g.lprgMagic[iMagicNum].wSoundDelay)
 
-          {
 
-             SOUND_Play(gpGlobals->g.lprgMagic[iMagicNum].wSound);
 
-          }
 
-       }
 
-       else
 
-       {
 
-          VIDEO_ShakeScreen(i, 3);
 
-          b = PAL_SpriteGetFrame(lpSpriteEffect, (l - gpGlobals->g.lprgMagic[iMagicNum].wShake - 1) % n);
 
-       }
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() +
 
-          ((SHORT)(gpGlobals->g.lprgMagic[iMagicNum].wSpeed) + 5) * 10;
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeNormal)
 
-       {
 
-          assert(sTarget != -1);
 
-          x = PAL_X(g_Battle.rgPlayer[sTarget].pos);
 
-          y = PAL_Y(g_Battle.rgPlayer[sTarget].pos);
 
-          x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-          y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-          PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-             gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-          {
 
-             PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          }
 
-       }
 
-       else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackAll)
 
-       {
 
-          const int effectpos[3][2] = {{180, 180}, {234, 170}, {270, 146}};
 
-          assert(sTarget == -1);
 
-          for (k = 0; k < 3; k++)
 
-          {
 
-             x = effectpos[k][0];
 
-             y = effectpos[k][1];
 
-             x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-             y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-             PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-             if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-                gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-             {
 
-                PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                   PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-             }
 
-          }
 
-       }
 
-       else if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole ||
 
-          gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackField)
 
-       {
 
-          assert(sTarget == -1);
 
-          if (gpGlobals->g.lprgMagic[iMagicNum].wType == kMagicTypeAttackWhole)
 
-          {
 
-             x = 240;
 
-             y = 150;
 
-          }
 
-          else
 
-          {
 
-             x = 160;
 
-             y = 200;
 
-          }
 
-          x += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wXOffset;
 
-          y += (SHORT)gpGlobals->g.lprgMagic[iMagicNum].wYOffset;
 
-          PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          if (i == l - 1 && gpGlobals->wScreenWave < 9 &&
 
-             gpGlobals->g.lprgMagic[iMagicNum].wKeepEffect == 0xFFFF)
 
-          {
 
-             PAL_RLEBlitToSurface(b, g_Battle.lpBackground,
 
-                PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
 
-          }
 
-       }
 
-       else
 
-       {
 
-          assert(FALSE);
 
-       }
 
-       PAL_BattleUIUpdate();
 
-       VIDEO_UpdateScreen(NULL);
 
-    }
 
-    gpGlobals->wScreenWave = wave;
 
-    VIDEO_ShakeScreen(0, 0);
 
-    free(lpSpriteEffect);
 
-    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-    {
 
-       g_Battle.rgPlayer[i].pos = g_Battle.rgPlayer[i].posOriginal;
 
-    }
 
- }
 
- static VOID
 
- PAL_BattleShowPlayerSummonMagicAnim(
 
-    WORD         wPlayerIndex,
 
-    WORD         wObjectID
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the summon magic animation for player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-     [IN]  wObjectID - the object ID of the magic to be used.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int           i, j;
 
-    WORD          wMagicNum = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
 
-    WORD          wEffectMagicID = 0;
 
-    DWORD         dwTime = SDL_GetTicks();
 
-    for (wEffectMagicID = 0; wEffectMagicID < MAX_OBJECTS; wEffectMagicID++)
 
-    {
 
-       if (gpGlobals->g.rgObject[wEffectMagicID].magic.wMagicNumber ==
 
-          gpGlobals->g.lprgMagic[wMagicNum].wEffect)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    assert(wEffectMagicID < MAX_OBJECTS);
 
-    //
 
-    // Brighten the players
 
-    //
 
-    for (i = 1; i <= 10; i++)
 
-    {
 
-       for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-       {
 
-          g_Battle.rgPlayer[j].iColorShift = i;
 
-       }
 
-       PAL_BattleDelay(1, wObjectID, TRUE);
 
-    }
 
-    PAL_BattleBackupScene();
 
-    if (gConfig.fIsWIN95)
 
-    {
 
-       SOUND_Play(gpGlobals->g.lprgMagic[wMagicNum].wSound);
 
-    }
 
-    //
 
-    // Load the sprite of the summoned god
 
-    //
 
-    j = gpGlobals->g.lprgMagic[wMagicNum].wSummonEffect + 10;
 
-    i = PAL_MKFGetDecompressedSize(j, gpGlobals->f.fpF);
 
-    g_Battle.lpSummonSprite = UTIL_malloc(i);
 
-    PAL_MKFDecompressChunk(g_Battle.lpSummonSprite, i, j, gpGlobals->f.fpF);
 
-    g_Battle.iSummonFrame = 0;
 
-    g_Battle.posSummon = PAL_XY(230 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wXOffset),
 
-       155 + (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wYOffset));
 
-    g_Battle.sBackgroundColorShift = (SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wEffectTimes);
 
-    //
 
-    // Fade in the summoned god
 
-    //
 
-    PAL_BattleMakeScene();
 
-    PAL_BattleFadeScene();
 
-    //
 
-    // Show the animation of the summoned god
 
-    // TODO: There is still something missing here compared to the original game.
 
-    //
 
-    while (g_Battle.iSummonFrame < PAL_SpriteGetNumFrames(g_Battle.lpSummonSprite) - 1)
 
-    {
 
-       //
 
-       // Wait for the time of one frame. Accept input here.
 
-       //
 
-       PAL_DelayUntil(dwTime);
 
-       //
 
-       // Set the time of the next frame.
 
-       //
 
-       dwTime = SDL_GetTicks() +
 
-          ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wSpeed) + 5) * 10;
 
-       PAL_BattleMakeScene();
 
-       SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
 
-       PAL_BattleUIUpdate();
 
-       VIDEO_UpdateScreen(NULL);
 
-       g_Battle.iSummonFrame++;
 
-    }
 
-    //
 
-    // Show the actual magic effect
 
-    //
 
-    PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wEffectMagicID, -1, TRUE);
 
- }
 
- static VOID
 
- PAL_BattleShowPostMagicAnim(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Show the post-magic animation.
 
-   Parameters:
 
-     None
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int         i, j, x, y, dist = 8;
 
-    PAL_POS     rgEnemyPosBak[MAX_ENEMIES_IN_TEAM];
 
-    for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
 
-    {
 
-       rgEnemyPosBak[i] = g_Battle.rgEnemy[i].pos;
 
-    }
 
-    for (i = 0; i < 3; i++)
 
-    {
 
-       for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
 
-       {
 
-          if (g_Battle.rgEnemy[j].e.wHealth == g_Battle.rgEnemy[j].wPrevHP)
 
-          {
 
-             continue;
 
-          }
 
-          x = PAL_X(g_Battle.rgEnemy[j].pos);
 
-          y = PAL_Y(g_Battle.rgEnemy[j].pos);
 
-          x -= dist;
 
-          y -= dist / 2;
 
-          g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
 
-          g_Battle.rgEnemy[j].iColorShift = ((i == 1) ? 6 : 0);
 
-       }
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-       dist /= -2;
 
-    }
 
-    for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
 
-    {
 
-       g_Battle.rgEnemy[i].pos = rgEnemyPosBak[i];
 
-    }
 
-    PAL_BattleDelay(1, 0, TRUE);
 
- }
 
- static VOID
 
- PAL_BattlePlayerValidateAction(
 
-    WORD         wPlayerIndex
 
- )
 
- /*++
 
-   Purpose:
 
-     Validate player's action, fallback to other action when needed.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    const WORD   wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
 
-    const WORD   wObjectID = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
 
-    const SHORT  sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
 
-    BOOL         fValid = TRUE, fToEnemy = FALSE;
 
-    WORD         w;
 
-    int          i;
 
-    switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
 
-    {
 
-    case kBattleActionAttack:
 
-       fToEnemy = TRUE;
 
-       break;
 
-    case kBattleActionPass:
 
-       break;
 
-    case kBattleActionDefend:
 
-       break;
 
-    case kBattleActionMagic:
 
-       //
 
-       // Make sure player actually has the magic to be used
 
-       //
 
-       for (i = 0; i < MAX_PLAYER_MAGICS; i++)
 
-       {
 
-          if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == wObjectID)
 
-          {
 
-             break; // player has this magic
 
-          }
 
-       }
 
-       if (i >= MAX_PLAYER_MAGICS)
 
-       {
 
-          fValid = FALSE;
 
-       }
 
-       w = gpGlobals->g.rgObject[wObjectID].magic.wMagicNumber;
 
-       if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSilence] > 0)
 
-       {
 
-          //
 
-          // Player is silenced
 
-          //
 
-          fValid = FALSE;
 
-       }
 
-       if (gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] <
 
-          gpGlobals->g.lprgMagic[w].wCostMP)
 
-       {
 
-          //
 
-          // No enough MP
 
-          //
 
-          fValid = FALSE;
 
-       }
 
-       //
 
-       // Fallback to physical attack if player is using an offensive magic,
 
-       // defend if player is using a defensive or healing magic
 
-       //
 
-       if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagUsableToEnemy)
 
-       {
 
-          if (!fValid)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
 
-          }
 
-          else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-          }
 
-          else if (sTarget == -1)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
 
-          }
 
-          fToEnemy = TRUE;
 
-       }
 
-       else
 
-       {
 
-          if (!fValid)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
 
-          }
 
-          else if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-          }
 
-          else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
 
-          }
 
-       }
 
-       break;
 
-    case kBattleActionCoopMagic:
 
-       fToEnemy = TRUE;
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          w = gpGlobals->rgParty[i].wPlayerRole;
 
- #ifdef PAL_CLASSIC
 
-          if (PAL_IsPlayerDying(w) ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusParalyzed] > 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0)
 
- #else
 
-          if (PAL_IsPlayerDying(w) ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusSilence] > 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusSleep] > 0 ||
 
-             gpGlobals->rgPlayerStatus[w][kStatusConfused] > 0 ||
 
-             g_Battle.rgPlayer[i].flTimeMeter < 100 ||
 
-             (g_Battle.rgPlayer[i].state == kFighterAct && i != wPlayerIndex))
 
- #endif
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
 
-             break;
 
-          }
 
-       }
 
-       if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionCoopMagic)
 
-       {
 
-          if (gpGlobals->g.rgObject[wObjectID].magic.wFlags & kMagicFlagApplyToAll)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-          }
 
-          else if (sTarget == -1)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
 
-          }
 
-       }
 
-       break;
 
-    case kBattleActionFlee:
 
-       break;
 
-    case kBattleActionThrowItem:
 
-       fToEnemy = TRUE;
 
-       if (PAL_GetItemAmount(wObjectID) == 0)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
 
-       }
 
-       else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-       }
 
-       else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
 
-       }
 
-       break;
 
-    case kBattleActionUseItem:
 
-       if (PAL_GetItemAmount(wObjectID) == 0)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionDefend;
 
-       }
 
-       else if (gpGlobals->g.rgObject[wObjectID].item.wFlags & kItemFlagApplyToAll)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-       }
 
-       else if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget == -1)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = wPlayerIndex;
 
-       }
 
-       break;
 
-    case kBattleActionAttackMate:
 
-       if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0)
 
-       {
 
-          //
 
-          // Attack enemies instead if player is not confused
 
-          //
 
-          fToEnemy = TRUE;
 
-          g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
 
-       }
 
-       else
 
-       {
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             if (i != wPlayerIndex &&
 
-                gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] != 0)
 
-             {
 
-                break;
 
-             }
 
-          }
 
-          if (i > gpGlobals->wMaxPartyMemberIndex)
 
-          {
 
-             //
 
-             // Attack enemies if no one else is alive
 
-             //
 
-             fToEnemy = TRUE;
 
-             g_Battle.rgPlayer[wPlayerIndex].action.ActionType = kBattleActionAttack;
 
-          }
 
-       }
 
-       break;
 
-    }
 
-    //
 
-    // Check if player can attack all enemies at once, or attack one enemy
 
-    //
 
-    if (g_Battle.rgPlayer[wPlayerIndex].action.ActionType == kBattleActionAttack)
 
-    {
 
-       if (sTarget == -1)
 
-       {
 
-          if (!PAL_PlayerCanAttackAll(wPlayerRole))
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
 
-          }
 
-       }
 
-       else if (PAL_PlayerCanAttackAll(wPlayerRole))
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = -1;
 
-       }
 
-    }
 
-    if (fToEnemy && g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0)
 
-    {
 
-       if (g_Battle.rgEnemy[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wObjectID == 0)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].action.sTarget = PAL_BattleSelectAutoTarget();
 
-          assert(g_Battle.rgPlayer[wPlayerIndex].action.sTarget >= 0);
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_BattlePlayerPerformAction(
 
-    WORD         wPlayerIndex
 
- )
 
- /*++
 
-   Purpose:
 
-     Perform the selected action for a player.
 
-   Parameters:
 
-     [IN]  wPlayerIndex - the index of the player.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    SHORT    sDamage;
 
-    WORD     wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
 
-    SHORT    sTarget;
 
-    int      x, y;
 
-    int      i, j, t;
 
-    WORD     str, def, res, wObject, wMagicNum;
 
-    BOOL     fCritical;
 
-    WORD     rgwCoopPos[3][2] = {{208, 157}, {234, 170}, {260, 183}};
 
- #ifndef PAL_CLASSIC
 
-    BOOL     fPoisoned, fCheckPoison;
 
- #endif
 
-    g_Battle.wMovingPlayerIndex = wPlayerIndex;
 
-    g_Battle.iBlow = 0;
 
-    PAL_BattlePlayerValidateAction(wPlayerIndex);
 
-    PAL_BattleBackupStat();
 
-    sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
 
-    switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
 
-    {
 
-    case kBattleActionAttack:
 
-       if (sTarget != -1)
 
-       {
 
-          //
 
-          // Attack one enemy
 
-          //
 
-          for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
 
-          {
 
-             str = PAL_GetPlayerAttackStrength(wPlayerRole);
 
-             def = g_Battle.rgEnemy[sTarget].e.wDefense;
 
-             def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
 
-             res = g_Battle.rgEnemy[sTarget].e.wPhysicalResistance;
 
-             fCritical = FALSE;
 
-             sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
 
-             sDamage += RandomLong(1, 2);
 
-             if (RandomLong(0, 5) == 0 ||
 
-                gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0)
 
-             {
 
-                //
 
-                // Critical Hit
 
-                //
 
-                sDamage *= 3;
 
-                fCritical = TRUE;
 
-             }
 
-             if (wPlayerRole == 0 && RandomLong(0, 11) == 0)
 
-             {
 
-                //
 
-                // Bonus hit for Li Xiaoyao
 
-                //
 
-                sDamage *= 2;
 
-                fCritical = TRUE;
 
-             }
 
-             sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
 
-             if (sDamage <= 0)
 
-             {
 
-                sDamage = 1;
 
-             }
 
-             g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
 
-             if (t == 0)
 
-             {
 
-                g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
 
-                PAL_BattleDelay(4, 0, TRUE);
 
-             }
 
-             PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
 
-          }
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // Attack all enemies
 
-          //
 
-          for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
 
-          {
 
-             int division = 1;
 
-             const int index[MAX_ENEMIES_IN_TEAM] = {2, 1, 0, 4, 3};
 
-             fCritical =
 
-                (RandomLong(0, 5) == 0 || gpGlobals->rgPlayerStatus[wPlayerRole][kStatusBravery] > 0);
 
-             if (t == 0)
 
-             {
 
-                g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
 
-                PAL_BattleDelay(4, 0, TRUE);
 
-             }
 
-             for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
 
-             {
 
-                if (g_Battle.rgEnemy[index[i]].wObjectID == 0 ||
 
-                   index[i] > g_Battle.wMaxEnemyIndex)
 
-                {
 
-                   continue;
 
-                }
 
-                str = PAL_GetPlayerAttackStrength(wPlayerRole);
 
-                def = g_Battle.rgEnemy[index[i]].e.wDefense;
 
-                def += (g_Battle.rgEnemy[index[i]].e.wLevel + 6) * 4;
 
-                res = g_Battle.rgEnemy[index[i]].e.wPhysicalResistance;
 
-                sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
 
-                sDamage += RandomLong(1, 2);
 
-                if (fCritical)
 
-                {
 
-                   //
 
-                   // Critical Hit
 
-                   //
 
-                   sDamage *= 3;
 
-                }
 
-                sDamage /= division;
 
-                sDamage = (SHORT)(sDamage * RandomFloat(1, 1.125));
 
-                if (sDamage <= 0)
 
-                {
 
-                   sDamage = 1;
 
-                }
 
-                g_Battle.rgEnemy[index[i]].e.wHealth -= sDamage;
 
-                division++;
 
-                if (division > 3)
 
-                {
 
-                   division = 3;
 
-                }
 
-             }
 
-             PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);
 
-          }
 
-       }
 
-       PAL_BattleUpdateFighters();
 
-       PAL_BattleMakeScene();
 
-       PAL_BattleDelay(3, 0, TRUE);
 
-       gpGlobals->Exp.rgAttackExp[wPlayerRole].wCount++;
 
-       gpGlobals->Exp.rgHealthExp[wPlayerRole].wCount += RandomLong(2, 3);
 
-       break;
 
-    case kBattleActionAttackMate:
 
-       //
 
-       // Check if there is someone else who is alive
 
-       //
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          if (i == wPlayerIndex)
 
-          {
 
-             continue;
 
-          }
 
-          if (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
 
-          {
 
-             break;
 
-          }
 
-       }
 
-       if (i <= gpGlobals->wMaxPartyMemberIndex)
 
-       {
 
-          //
 
-          // Pick a target randomly
 
-          //
 
-          do
 
-          {
 
-             sTarget = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
 
-          } while (sTarget == wPlayerIndex || gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] == 0);
 
-          for (j = 0; j < 2; j++)
 
-          {
 
-             g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
 
-             PAL_BattleDelay(1, 0, TRUE);
 
-             g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
 
-             PAL_BattleDelay(1, 0, TRUE);
 
-          }
 
-          PAL_BattleDelay(2, 0, TRUE);
 
-          x = PAL_X(g_Battle.rgPlayer[sTarget].pos) + 30;
 
-          y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 12;
 
-          g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
 
-          PAL_BattleDelay(5, 0, TRUE);
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
 
-          SOUND_Play(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);
 
-          str = PAL_GetPlayerAttackStrength(wPlayerRole);
 
-          def = PAL_GetPlayerDefense(gpGlobals->rgParty[sTarget].wPlayerRole);
 
-          if (g_Battle.rgPlayer[sTarget].fDefending)
 
-          {
 
-             def *= 2;
 
-          }
 
-          sDamage = PAL_CalcPhysicalAttackDamage(str, def, 2);
 
-          if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[sTarget].wPlayerRole][kStatusProtect] > 0)
 
-          {
 
-             sDamage /= 2;
 
-          }
 
-          if (sDamage <= 0)
 
-          {
 
-             sDamage = 1;
 
-          }
 
-          if (sDamage > (SHORT)gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole])
 
-          {
 
-             sDamage = gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole];
 
-          }
 
-          gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[sTarget].wPlayerRole] -= sDamage;
 
-          g_Battle.rgPlayer[sTarget].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) - 12,
 
-                    PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 6);
 
-          PAL_BattleDelay(1, 0, TRUE);
 
-          g_Battle.rgPlayer[sTarget].iColorShift = 6;
 
-          PAL_BattleDelay(1, 0, TRUE);
 
-          PAL_BattleDisplayStatChange();
 
-          g_Battle.rgPlayer[sTarget].iColorShift = 0;
 
-          PAL_BattleDelay(4, 0, TRUE);
 
-          PAL_BattleUpdateFighters();
 
-          PAL_BattleDelay(4, 0, TRUE);
 
-       }
 
-       break;
 
-    case kBattleActionCoopMagic:
 
-       wObject = PAL_GetPlayerCooperativeMagic(gpGlobals->rgParty[wPlayerIndex].wPlayerRole);
 
-       wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
 
-       if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
 
-       {
 
-          PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex, TRUE);
 
-          PAL_BattleShowPlayerSummonMagicAnim((WORD)-1, wObject);
 
-       }
 
-       else
 
-       {
 
-          for (i = 1; i <= 6; i++)
 
-          {
 
-             //
 
-             // Update the position for the player who invoked the action
 
-             //
 
-             x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
 
-             y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * (6 - i);
 
-             x += rgwCoopPos[0][0] * i;
 
-             y += rgwCoopPos[0][1] * i;
 
-             x /= 6;
 
-             y /= 6;
 
-             g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-             //
 
-             // Update the position for other players
 
-             //
 
-             t = 0;
 
-             for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-             {
 
-                if ((WORD)j == wPlayerIndex)
 
-                {
 
-                   continue;
 
-                }
 
-                t++;
 
-                x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
 
-                y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * (6 - i);
 
-                x += rgwCoopPos[t][0] * i;
 
-                y += rgwCoopPos[t][1] * i;
 
-                x /= 6;
 
-                y /= 6;
 
-                g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
 
-             }
 
-             PAL_BattleDelay(1, 0, TRUE);
 
-          }
 
-          for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
 
-          {
 
-             if ((WORD)i == wPlayerIndex)
 
-             {
 
-                continue;
 
-             }
 
-             g_Battle.rgPlayer[i].wCurrentFrame = 5;
 
-             PAL_BattleDelay(3, 0, TRUE);
 
-          }
 
-          g_Battle.rgPlayer[wPlayerIndex].iColorShift = 6;
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
 
-          SOUND_Play(157);
 
-          PAL_BattleDelay(5, 0, TRUE);
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
 
-          g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
 
-          PAL_BattleDelay(3, 0, TRUE);
 
-          PAL_BattleShowPlayerOffMagicAnim((WORD)-1, wObject, sTarget, FALSE);
 
-       }
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] -=
 
-             gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
 
-          if ((SHORT)(gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole]) <= 0)
 
-          {
 
-             gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] = 1;
 
-          }
 
-          //
 
-          // Reset the time meter for everyone when using coopmagic
 
-          //
 
- #ifdef PAL_CLASSIC
 
-          g_Battle.rgPlayer[i].state = kFighterWait;
 
- #else
 
-          g_Battle.rgPlayer[i].flTimeMeter = 0;
 
-          g_Battle.rgPlayer[i].flTimeSpeedModifier = 2;
 
- #endif
 
-       }
 
-       PAL_BattleBackupStat(); // so that "damages" to players won't be shown
 
-       str = 0;
 
-       for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          str += PAL_GetPlayerAttackStrength(gpGlobals->rgParty[i].wPlayerRole);
 
-          str += PAL_GetPlayerMagicStrength(gpGlobals->rgParty[i].wPlayerRole);
 
-       }
 
-       str /= 4;
 
-       //
 
-       // Inflict damage to enemies
 
-       //
 
-       if (sTarget == -1)
 
-       {
 
-          //
 
-          // Attack all enemies
 
-          //
 
-          for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-          {
 
-             if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-             {
 
-                continue;
 
-             }
 
-             def = g_Battle.rgEnemy[i].e.wDefense;
 
-             def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
 
-             sDamage = PAL_CalcMagicDamage(str, def,
 
-                g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
 
-             if (sDamage <= 0)
 
-             {
 
-                sDamage = 1;
 
-             }
 
-             g_Battle.rgEnemy[i].e.wHealth -= sDamage;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // Attack one enemy
 
-          //
 
-          def = g_Battle.rgEnemy[sTarget].e.wDefense;
 
-          def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
 
-          sDamage = PAL_CalcMagicDamage(str, def,
 
-             g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
 
-          if (sDamage <= 0)
 
-          {
 
-             sDamage = 1;
 
-          }
 
-          g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
 
-       }
 
-       PAL_BattleDisplayStatChange();
 
-       PAL_BattleShowPostMagicAnim();
 
-       PAL_BattleDelay(5, 0, TRUE);
 
-       if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeSummon)
 
-       {
 
-          PAL_BattlePostActionCheck(FALSE);
 
-          //
 
-          // Move all players back to the original position
 
-          //
 
-          for (i = 1; i <= 6; i++)
 
-          {
 
-             //
 
-             // Update the position for the player who invoked the action
 
-             //
 
-             x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
 
-             y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].posOriginal) * i;
 
-             x += rgwCoopPos[0][0] * (6 - i);
 
-             y += rgwCoopPos[0][1] * (6 - i);
 
-             x /= 6;
 
-             y /= 6;
 
-             g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-             //
 
-             // Update the position for other players
 
-             //
 
-             t = 0;
 
-             for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
 
-             {
 
-                g_Battle.rgPlayer[j].wCurrentFrame = 0;
 
-                if ((WORD)j == wPlayerIndex)
 
-                {
 
-                   continue;
 
-                }
 
-                t++;
 
-                x = PAL_X(g_Battle.rgPlayer[j].posOriginal) * i;
 
-                y = PAL_Y(g_Battle.rgPlayer[j].posOriginal) * i;
 
-                x += rgwCoopPos[t][0] * (6 - i);
 
-                y += rgwCoopPos[t][1] * (6 - i);
 
-                x /= 6;
 
-                y /= 6;
 
-                g_Battle.rgPlayer[j].pos = PAL_XY(x, y);
 
-             }
 
-             PAL_BattleDelay(1, 0, TRUE);
 
-          }
 
-       }
 
-       break;
 
-    case kBattleActionDefend:
 
-       g_Battle.rgPlayer[wPlayerIndex].fDefending = TRUE;
 
-       gpGlobals->Exp.rgDefenseExp[wPlayerRole].wCount += 2;
 
-       break;
 
-    case kBattleActionFlee:
 
-       str = PAL_GetPlayerFleeRate(wPlayerRole);
 
-       def = 0;
 
-       for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-       {
 
-          if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-          {
 
-             continue;
 
-          }
 
-          def += (SHORT)(g_Battle.rgEnemy[i].e.wFleeRate);
 
-          def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 2;
 
-       }
 
-       if ((SHORT)def < 0)
 
-       {
 
-          def = 0;
 
-       }
 
-       if (RandomLong(0, str) >= RandomLong(0, def) && !g_Battle.fIsBoss)
 
-       {
 
-          //
 
-          // Successful escape
 
-          //
 
-          PAL_BattlePlayerEscape();
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // Failed escape
 
-          //
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 0;
 
-          for (i = 0; i < 3; i++)
 
-          {
 
-             x = PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 4;
 
-             y = PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 2;
 
-             g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x, y);
 
-             PAL_BattleDelay(1, 0, TRUE);
 
-          }
 
-          g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 1;
 
-          PAL_BattleDelay(8, BATTLE_LABEL_ESCAPEFAIL, TRUE);
 
-          gpGlobals->Exp.rgFleeExp[wPlayerRole].wCount += 2;
 
-       }
 
-       break;
 
-    case kBattleActionMagic:
 
-       wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
 
-       wMagicNum = gpGlobals->g.rgObject[wObject].magic.wMagicNumber;
 
-       PAL_BattleShowPlayerPreMagicAnim(wPlayerIndex,
 
-          (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon));
 
-       if (!gpGlobals->fAutoBattle)
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] -= gpGlobals->g.lprgMagic[wMagicNum].wCostMP;
 
-          if ((SHORT)(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole]) < 0)
 
-          {
 
-             gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] = 0;
 
-          }
 
-       }
 
-       if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToPlayer ||
 
-          gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeApplyToParty ||
 
-          gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
 
-       {
 
-          //
 
-          // Using a defensive magic
 
-          //
 
-          WORD w = 0;
 
-          if (g_Battle.rgPlayer[wPlayerIndex].action.sTarget != -1)
 
-          {
 
-             w = gpGlobals->rgParty[g_Battle.rgPlayer[wPlayerIndex].action.sTarget].wPlayerRole;
 
-          }
 
-          else if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
 
-          {
 
-             w = wPlayerRole;
 
-          }
 
-          gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
 
-             PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
 
-          if (g_fScriptSuccess)
 
-          {
 
-             PAL_BattleShowPlayerDefMagicAnim(wPlayerIndex, wObject, sTarget);
 
-             gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
 
-                PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, w);
 
-             if (g_fScriptSuccess)
 
-             {
 
-                if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeTrance)
 
-                {
 
-                   for (i = 0; i < 6; i++)
 
-                   {
 
-                      g_Battle.rgPlayer[wPlayerIndex].iColorShift = i * 2;
 
-                      PAL_BattleDelay(1, 0, TRUE);
 
-                   }
 
-                   PAL_BattleBackupScene();
 
-                   PAL_LoadBattleSprites();
 
-                   g_Battle.rgPlayer[wPlayerIndex].iColorShift = 0;
 
-                   PAL_BattleMakeScene();
 
-                   PAL_BattleFadeScene();
 
-                }
 
-             }
 
-          }
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // Using an offensive magic
 
-          //
 
-          gpGlobals->g.rgObject[wObject].magic.wScriptOnUse =
 
-             PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnUse, wPlayerRole);
 
-          if (g_fScriptSuccess)
 
-          {
 
-             if (gpGlobals->g.lprgMagic[wMagicNum].wType == kMagicTypeSummon)
 
-             {
 
-                PAL_BattleShowPlayerSummonMagicAnim(wPlayerIndex, wObject);
 
-             }
 
-             else
 
-             {
 
-                PAL_BattleShowPlayerOffMagicAnim(wPlayerIndex, wObject, sTarget, FALSE);
 
-             }
 
-             gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess =
 
-                PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].magic.wScriptOnSuccess, (WORD)sTarget);
 
-             //
 
-             // Inflict damage to enemies
 
-             //
 
-             if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
 
-             {
 
-                if (sTarget == -1)
 
-                {
 
-                   //
 
-                   // Attack all enemies
 
-                   //
 
-                   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-                   {
 
-                      if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-                      {
 
-                         continue;
 
-                      }
 
-                      str = PAL_GetPlayerMagicStrength(wPlayerRole);
 
-                      def = g_Battle.rgEnemy[i].e.wDefense;
 
-                      def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
 
-                      sDamage = PAL_CalcMagicDamage(str, def,
 
-                         g_Battle.rgEnemy[i].e.wElemResistance, g_Battle.rgEnemy[i].e.wPoisonResistance, wObject);
 
-                      if (sDamage <= 0)
 
-                      {
 
-                         sDamage = 1;
 
-                      }
 
-                      g_Battle.rgEnemy[i].e.wHealth -= sDamage;
 
-                   }
 
-                }
 
-                else
 
-                {
 
-                   //
 
-                   // Attack one enemy
 
-                   //
 
-                   str = PAL_GetPlayerMagicStrength(wPlayerRole);
 
-                   def = g_Battle.rgEnemy[sTarget].e.wDefense;
 
-                   def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
 
-                   sDamage = PAL_CalcMagicDamage(str, def,
 
-                      g_Battle.rgEnemy[sTarget].e.wElemResistance, g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wObject);
 
-                   if (sDamage <= 0)
 
-                   {
 
-                      sDamage = 1;
 
-                   }
 
-                   g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
 
-                }
 
-             }
 
-          }
 
-       }
 
-       PAL_BattleDisplayStatChange();
 
-       PAL_BattleShowPostMagicAnim();
 
-       PAL_BattleDelay(5, 0, TRUE);
 
-       gpGlobals->Exp.rgMagicExp[wPlayerRole].wCount += RandomLong(2, 3);
 
-       gpGlobals->Exp.rgMagicPowerExp[wPlayerRole].wCount++;
 
-       break;
 
-    case kBattleActionThrowItem:
 
-       wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
 
-       for (i = 0; i < 4; i++)
 
-       {
 
-          g_Battle.rgPlayer[wPlayerIndex].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i),
 
-                    PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) - (4 - i) / 2);
 
-          PAL_BattleDelay(1, 0, TRUE);
 
-       }
 
-       PAL_BattleDelay(2, wObject, TRUE);
 
-       g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 5;
 
-       SOUND_Play(gpGlobals->g.PlayerRoles.rgwMagicSound[wPlayerRole]);
 
-       PAL_BattleDelay(8, wObject, TRUE);
 
-       g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 6;
 
-       PAL_BattleDelay(2, wObject, TRUE);
 
-       //
 
-       // Run the script
 
-       //
 
-       gpGlobals->g.rgObject[wObject].item.wScriptOnThrow =
 
-          PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnThrow, (WORD)sTarget);
 
-       //
 
-       // Remove the thrown item from inventory
 
-       //
 
-       PAL_AddItemToInventory(wObject, -1);
 
-       PAL_BattleDisplayStatChange();
 
-       PAL_BattleDelay(4, 0, TRUE);
 
-       PAL_BattleUpdateFighters();
 
-       PAL_BattleDelay(4, 0, TRUE);
 
-       break;
 
-    case kBattleActionUseItem:
 
-       wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;
 
-       PAL_BattleShowPlayerUseItemAnim(wPlayerIndex, wObject, sTarget);
 
-       //
 
-       // Run the script
 
-       //
 
-       gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
 
-          PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse,
 
-             (sTarget == -1) ? 0xFFFF : gpGlobals->rgParty[sTarget].wPlayerRole);
 
-       //
 
-       // Remove the item if the item is consuming
 
-       //
 
-       if (gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming)
 
-       {
 
-          PAL_AddItemToInventory(wObject, -1);
 
-       }
 
-       if (g_Battle.iHidingTime < 0)
 
-       {
 
- #ifdef PAL_CLASSIC
 
-          g_Battle.iHidingTime = -g_Battle.iHidingTime;
 
- #else
 
-          g_Battle.iHidingTime = -g_Battle.iHidingTime * 20;
 
-          if (gpGlobals->bBattleSpeed > 1)
 
-          {
 
-             g_Battle.iHidingTime *= 1 + (gpGlobals->bBattleSpeed - 1) * 0.5;
 
-          }
 
-          else
 
-          {
 
-             g_Battle.iHidingTime *= 1.2;
 
-          }
 
- #endif
 
-          PAL_BattleBackupScene();
 
-          PAL_BattleMakeScene();
 
-          PAL_BattleFadeScene();
 
-       }
 
-       PAL_BattleUpdateFighters();
 
-       PAL_BattleDisplayStatChange();
 
-       PAL_BattleDelay(8, 0, TRUE);
 
-       break;
 
-    case kBattleActionPass:
 
-       break;
 
-    }
 
-    //
 
-    // Revert this player back to waiting state.
 
-    //
 
-    g_Battle.rgPlayer[wPlayerIndex].state = kFighterWait;
 
-    g_Battle.rgPlayer[wPlayerIndex].flTimeMeter = 0;
 
-    PAL_BattlePostActionCheck(FALSE);
 
- #ifndef PAL_CLASSIC
 
-    //
 
-    // Only check for poisons when the battle is not ended
 
-    //
 
-    fCheckPoison = FALSE;
 
-    if (g_Battle.BattleResult == kBattleResultOnGoing)
 
-    {
 
-       for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-       {
 
-          if (g_Battle.rgEnemy[i].wObjectID != 0)
 
-          {
 
-             fCheckPoison = TRUE;
 
-             break;
 
-          }
 
-       }
 
-    }
 
-    //
 
-    // Check for poisons
 
-    //
 
-    if (fCheckPoison)
 
-    {
 
-       fPoisoned = FALSE;
 
-       PAL_BattleBackupStat();
 
-       for (i = 0; i < MAX_POISONS; i++)
 
-       {
 
-          wObject = gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonID;
 
-          if (wObject != 0)
 
-          {
 
-             fPoisoned = TRUE;
 
-             gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript =
 
-                PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript, wPlayerRole);
 
-          }
 
-       }
 
-       if (fPoisoned)
 
-       {
 
-          PAL_BattleDelay(3, 0, TRUE);
 
-          PAL_BattleUpdateFighters();
 
-          if (PAL_BattleDisplayStatChange())
 
-          {
 
-             PAL_BattleDelay(6, 0, TRUE);
 
-          }
 
-       }
 
-    }
 
-    //
 
-    // Update statuses
 
-    //
 
-    for (i = 0; i < kStatusAll; i++)
 
-    {
 
-       if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0)
 
-       {
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][i]--;
 
-       }
 
-    }
 
- #endif
 
- }
 
- static INT
 
- PAL_BattleEnemySelectTargetIndex(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Select a attackable player randomly.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int i;
 
-    i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
 
-    while (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] == 0)
 
-    {
 
-       i = RandomLong(0, gpGlobals->wMaxPartyMemberIndex);
 
-    }
 
-    return i;
 
- }
 
- VOID
 
- PAL_BattleEnemyPerformAction(
 
-    WORD         wEnemyIndex
 
- )
 
- /*++
 
-   Purpose:
 
-     Perform the selected action for a player.
 
-   Parameters:
 
-     [IN]  wEnemyIndex - the index of the player.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int        str, def, iCoverIndex, i, x, y, ex, ey, iSound;
 
-    WORD       rgwElementalResistance[NUM_MAGIC_ELEMENTAL];
 
-    WORD       wPlayerRole, w, wMagic, wMagicNum;
 
-    SHORT      sTarget, sDamage;
 
-    BOOL       fAutoDefend = FALSE, rgfMagAutoDefend[MAX_PLAYERS_IN_PARTY];
 
-    PAL_BattleBackupStat();
 
-    g_Battle.iBlow = 0;
 
-    sTarget = PAL_BattleEnemySelectTargetIndex();
 
-    wPlayerRole = gpGlobals->rgParty[sTarget].wPlayerRole;
 
-    wMagic = g_Battle.rgEnemy[wEnemyIndex].e.wMagic;
 
-    if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSleep] > 0 ||
 
-       g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusParalyzed] > 0 ||
 
-       g_Battle.iHidingTime > 0)
 
-    {
 
-       //
 
-       // Do nothing
 
-       //
 
-       goto end;
 
-    }
 
-    else if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusConfused] > 0)
 
-    {
 
-       // TODO
 
-    }
 
-    else if (wMagic != 0 &&
 
-       RandomLong(0, 9) < g_Battle.rgEnemy[wEnemyIndex].e.wMagicRate &&
 
-       g_Battle.rgEnemy[wEnemyIndex].rgwStatus[kStatusSilence] == 0)
 
-    {
 
-       //
 
-       // Magical attack
 
-       //
 
-       if (wMagic == 0xFFFF)
 
-       {
 
-          //
 
-          // Do nothing
 
-          //
 
-          goto end;
 
-       }
 
-       wMagicNum = gpGlobals->g.rgObject[wMagic].magic.wMagicNumber;
 
-       str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wMagicStrength;
 
-       str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
 
-       if (str < 0)
 
-       {
 
-          str = 0;
 
-       }
 
-       ex = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos);
 
-       ey = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos);
 
-       ex += 12;
 
-       ey += 6;
 
-       g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       ex += 4;
 
-       ey += 2;
 
-       g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wMagicSound);
 
-       for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
 
-       {
 
-          g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
 
-             g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
 
-          PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
 
-       }
 
-       if (g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames == 0)
 
-       {
 
-          PAL_BattleDelay(1, 0, FALSE);
 
-       }
 
-       if (gpGlobals->g.lprgMagic[wMagicNum].wSoundDelay == 0)
 
-       {
 
-          for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
 
-          {
 
-             g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
 
-                i - 1 + g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames;
 
-             PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
 
-          }
 
-       }
 
-       if (gpGlobals->g.lprgMagic[wMagicNum].wType != kMagicTypeNormal)
 
-       {
 
-          sTarget = -1;
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             w = gpGlobals->rgParty[i].wPlayerRole;
 
-             if (gpGlobals->rgPlayerStatus[w][kStatusSleep] == 0 &&
 
- #ifdef PAL_CLASSIC
 
-                gpGlobals->rgPlayerStatus[w][kStatusParalyzed] == 0 &&
 
- #else
 
-                gpGlobals->rgPlayerStatus[w][kStatusSlow] == 0 &&
 
- #endif
 
-                gpGlobals->rgPlayerStatus[w][kStatusConfused] == 0 &&
 
-                RandomLong(0, 2) == 0 &&
 
-                gpGlobals->g.PlayerRoles.rgwHP[w] != 0)
 
-             {
 
-                rgfMagAutoDefend[i] = TRUE;
 
-                g_Battle.rgPlayer[i].wCurrentFrame = 3;
 
-             }
 
-             else
 
-             {
 
-                rgfMagAutoDefend[i] = FALSE;
 
-             }
 
-          }
 
-       }
 
-       else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] == 0 &&
 
- #ifdef PAL_CLASSIC
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] == 0 &&
 
- #else
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] == 0 &&
 
- #endif
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] == 0 &&
 
-          RandomLong(0, 2) == 0)
 
-       {
 
-          fAutoDefend = TRUE;
 
-          g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
 
-       }
 
- //      PAL_BattleDelay(12, (WORD)(-((SHORT)wMagic)), FALSE);
 
-       gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse =
 
-          PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse, wPlayerRole);
 
-       if (g_fScriptSuccess)
 
-       {
 
-          PAL_BattleShowEnemyMagicAnim(wMagic, sTarget);
 
-          gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess =
 
-             PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess, wPlayerRole);
 
-       }
 
-       if ((SHORT)(gpGlobals->g.lprgMagic[wMagicNum].wBaseDamage) > 0)
 
-       {
 
-          if (sTarget == -1)
 
-          {
 
-             //
 
-             // damage all players
 
-             //
 
-             for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-             {
 
-                w = gpGlobals->rgParty[i].wPlayerRole;
 
-                if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
 
-                {
 
-                   //
 
-                   // skip dead players
 
-                   //
 
-                   continue;
 
-                }
 
-                def = PAL_GetPlayerDefense(w);
 
-                for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
 
-                {
 
-                   rgwElementalResistance[x] =
 
-                      5 + PAL_GetPlayerElementalResistance(w, x) / 20;
 
-                }
 
-                sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
 
-                   5 + PAL_GetPlayerPoisonResistance(w) / 20, wMagic);
 
-                sDamage /= ((g_Battle.rgPlayer[i].fDefending ? 2 : 1) *
 
-                   ((gpGlobals->rgPlayerStatus[w][kStatusProtect] > 0) ? 2 : 1)) +
 
-                   (rgfMagAutoDefend[i] ? 1 : 0);
 
-                if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[w])
 
-                {
 
-                   sDamage = gpGlobals->g.PlayerRoles.rgwHP[w];
 
-                }
 
- #ifndef INVINCIBLE
 
-                gpGlobals->g.PlayerRoles.rgwHP[w] -= sDamage;
 
- #endif
 
-                if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
 
-                {
 
-                   SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[w]);
 
-                }
 
-             }
 
-          }
 
-          else
 
-          {
 
-             //
 
-             // damage one player
 
-             //
 
-             def = PAL_GetPlayerDefense(wPlayerRole);
 
-             for (x = 0; x < NUM_MAGIC_ELEMENTAL; x++)
 
-             {
 
-                rgwElementalResistance[x] =
 
-                   5 + PAL_GetPlayerElementalResistance(wPlayerRole, x) / 20;
 
-             }
 
-             sDamage = PAL_CalcMagicDamage(str, def, rgwElementalResistance,
 
-                5 + PAL_GetPlayerPoisonResistance(wPlayerRole) / 20, wMagic);
 
-             sDamage /= ((g_Battle.rgPlayer[sTarget].fDefending ? 2 : 1) *
 
-                ((gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect] > 0) ? 2 : 1)) +
 
-                (fAutoDefend ? 1 : 0);
 
-             if (sDamage > gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole])
 
-             {
 
-                sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
 
-             }
 
- #ifndef INVINCIBLE
 
-             gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
 
- #endif
 
-             if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
 
-             {
 
-                SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
 
-             }
 
-          }
 
-       }
 
-       if (!gpGlobals->fAutoBattle)
 
-       {
 
-          PAL_BattleDisplayStatChange();
 
-       }
 
-       for (i = 0; i < 5; i++)
 
-       {
 
-          if (sTarget == -1)
 
-          {
 
-             for (x = 0; x <= gpGlobals->wMaxPartyMemberIndex; x++)
 
-             {
 
-                if (g_Battle.rgPlayer[x].wPrevHP ==
 
-                   gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[x].wPlayerRole])
 
-                {
 
-                   //
 
-                   // Skip unaffected players
 
-                   //
 
-                   continue;
 
-                }
 
-                g_Battle.rgPlayer[x].wCurrentFrame = 4;
 
-                if (i > 0)
 
-                {
 
-                   g_Battle.rgPlayer[x].pos =
 
-                      PAL_XY(PAL_X(g_Battle.rgPlayer[x].pos) + (8 >> i),
 
-                             PAL_Y(g_Battle.rgPlayer[x].pos) + (4 >> i));
 
-                }
 
-                g_Battle.rgPlayer[x].iColorShift = ((i < 3) ? 6 : 0);
 
-             }
 
-          }
 
-          else
 
-          {
 
-             g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
 
-             if (i > 0)
 
-             {
 
-                g_Battle.rgPlayer[sTarget].pos =
 
-                   PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + (8 >> i),
 
-                          PAL_Y(g_Battle.rgPlayer[sTarget].pos) + (4 >> i));
 
-             }
 
-             g_Battle.rgPlayer[sTarget].iColorShift = ((i < 3) ? 6 : 0);
 
-          }
 
-          PAL_BattleDelay(1, 0, FALSE);
 
-       }
 
-       g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
 
-       g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       PAL_BattleUpdateFighters();
 
-       PAL_BattlePostActionCheck(TRUE);
 
-       PAL_BattleDelay(8, 0, TRUE);
 
-    }
 
-    else
 
-    {
 
-       //
 
-       // Physical attack
 
-       //
 
-       WORD wFrameBak = g_Battle.rgPlayer[sTarget].wCurrentFrame;
 
-       str = (SHORT)g_Battle.rgEnemy[wEnemyIndex].e.wAttackStrength;
 
-       str += (g_Battle.rgEnemy[wEnemyIndex].e.wLevel + 6) * 6;
 
-       if (str < 0)
 
-       {
 
-          str = 0;
 
-       }
 
-       def = PAL_GetPlayerDefense(wPlayerRole);
 
-       if (g_Battle.rgPlayer[sTarget].fDefending)
 
-       {
 
-          def *= 2;
 
-       }
 
-       SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wAttackSound);
 
-       iCoverIndex = -1;
 
-       fAutoDefend = (RandomLong(0, 16) >= 10);
 
-       //
 
-       // Check if the inflictor should be protected
 
-       //
 
-       if ((PAL_IsPlayerDying(wPlayerRole) ||
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0) && fAutoDefend)
 
-       {
 
-          w = gpGlobals->g.PlayerRoles.rgwCoveredBy[wPlayerRole];
 
-          for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
 
-          {
 
-             if (gpGlobals->rgParty[i].wPlayerRole == w)
 
-             {
 
-                iCoverIndex = i;
 
-                break;
 
-             }
 
-          }
 
-          if (iCoverIndex != -1)
 
-          {
 
-             if (PAL_IsPlayerDying(gpGlobals->rgParty[iCoverIndex].wPlayerRole) ||
 
-                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusConfused] > 0 ||
 
-                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusSleep] > 0 ||
 
-                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[iCoverIndex].wPlayerRole][kStatusParalyzed] > 0)
 
-             {
 
-                iCoverIndex = -1;
 
-             }
 
-          }
 
-       }
 
-       //
 
-       // If no one can cover the inflictor and inflictor is in a
 
-       // bad status, don't evade
 
-       //
 
-       if (iCoverIndex == -1 &&
 
-          (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] > 0 ||
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] > 0 ||
 
- #ifdef PAL_CLASSIC
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] > 0))
 
- #else
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] > 0))
 
- #endif
 
-       {
 
-          fAutoDefend = FALSE;
 
-       }
 
-       for (i = 0; i < g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
 
-       {
 
-          g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
 
-             g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames + i;
 
-          PAL_BattleDelay(2, 0, FALSE);
 
-       }
 
-       for (i = 0; i < 3 - g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames; i++)
 
-       {
 
-          x = PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 2;
 
-          y = PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 1;
 
-          g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(x, y);
 
-          PAL_BattleDelay(1, 0, FALSE);
 
-       }
 
- 	  if (!gConfig.fIsWIN95 || g_Battle.rgEnemy[wEnemyIndex].e.wActionSound != 0)
 
-       {
 
-          SOUND_Play(g_Battle.rgEnemy[wEnemyIndex].e.wActionSound);
 
-       }
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       ex = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 44;
 
-       ey = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 16;
 
-       iSound = g_Battle.rgEnemy[wEnemyIndex].e.wCallSound;
 
-       if (iCoverIndex != -1)
 
-       {
 
-          iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[gpGlobals->rgParty[iCoverIndex].wPlayerRole];
 
-          g_Battle.rgPlayer[iCoverIndex].wCurrentFrame = 3;
 
-          x = PAL_X(g_Battle.rgPlayer[sTarget].pos) - 24;
 
-          y = PAL_Y(g_Battle.rgPlayer[sTarget].pos) - 12;
 
-          g_Battle.rgPlayer[iCoverIndex].pos = PAL_XY(x, y);
 
-       }
 
-       else if (fAutoDefend)
 
-       {
 
-          g_Battle.rgPlayer[sTarget].wCurrentFrame = 3;
 
-          iSound = gpGlobals->g.PlayerRoles.rgwCoverSound[wPlayerRole];
 
-       }
 
-       if (g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames == 0)
 
-       {
 
-          g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
 
-             g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames - 1;
 
-          g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
 
-          PAL_BattleDelay(2, 0, FALSE);
 
-       }
 
-       else
 
-       {
 
-          for (i = 0; i <= g_Battle.rgEnemy[wEnemyIndex].e.wAttackFrames; i++)
 
-          {
 
-             g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame =
 
-                g_Battle.rgEnemy[wEnemyIndex].e.wIdleFrames +
 
-                g_Battle.rgEnemy[wEnemyIndex].e.wMagicFrames + i - 1;
 
-             g_Battle.rgEnemy[wEnemyIndex].pos = PAL_XY(ex, ey);
 
-             PAL_BattleDelay(g_Battle.rgEnemy[wEnemyIndex].e.wActWaitFrames, 0, FALSE);
 
-          }
 
-       }
 
-       if (!fAutoDefend)
 
-       {
 
-          g_Battle.rgPlayer[sTarget].wCurrentFrame = 4;
 
-          sDamage = PAL_CalcPhysicalAttackDamage(str + RandomLong(0, 2), def, 2);
 
-          sDamage += RandomLong(0, 1);
 
-          if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusProtect])
 
-          {
 
-             sDamage /= 2;
 
-          }
 
-          if ((SHORT)gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] < sDamage)
 
-          {
 
-             sDamage = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
 
-          }
 
-          if (sDamage <= 0)
 
-          {
 
-             sDamage = 1;
 
-          }
 
- #ifndef INVINCIBLE
 
-          gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] -= sDamage;
 
- #endif
 
-          PAL_BattleDisplayStatChange();
 
-          g_Battle.rgPlayer[sTarget].iColorShift = 6;
 
-       }
 
- 	  if (!gConfig.fIsWIN95 || iSound != 0)
 
-       {
 
-          SOUND_Play(iSound);
 
-       }
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       g_Battle.rgPlayer[sTarget].iColorShift = 0;
 
-       if (iCoverIndex != -1)
 
-       {
 
-          g_Battle.rgEnemy[wEnemyIndex].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgEnemy[wEnemyIndex].pos) - 10,
 
-                    PAL_Y(g_Battle.rgEnemy[wEnemyIndex].pos) - 8);
 
-          g_Battle.rgPlayer[iCoverIndex].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[iCoverIndex].pos) + 4,
 
-                    PAL_Y(g_Battle.rgPlayer[iCoverIndex].pos) + 2);
 
-       }
 
-       else
 
-       {
 
-          g_Battle.rgPlayer[sTarget].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 8,
 
-                    PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 4);
 
-       }
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
 
-       {
 
-          SOUND_Play(gpGlobals->g.PlayerRoles.rgwDeathSound[wPlayerRole]);
 
-          wFrameBak = 2;
 
-       }
 
-       else if (PAL_IsPlayerDying(wPlayerRole))
 
-       {
 
-          wFrameBak = 1;
 
-       }
 
-       if (iCoverIndex == -1)
 
-       {
 
-          g_Battle.rgPlayer[sTarget].pos =
 
-             PAL_XY(PAL_X(g_Battle.rgPlayer[sTarget].pos) + 2,
 
-                    PAL_Y(g_Battle.rgPlayer[sTarget].pos) + 1);
 
-       }
 
-       PAL_BattleDelay(3, 0, FALSE);
 
-       g_Battle.rgEnemy[wEnemyIndex].pos = g_Battle.rgEnemy[wEnemyIndex].posOriginal;
 
-       g_Battle.rgEnemy[wEnemyIndex].wCurrentFrame = 0;
 
-       PAL_BattleDelay(1, 0, FALSE);
 
-       g_Battle.rgPlayer[sTarget].wCurrentFrame = wFrameBak;
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-       g_Battle.rgPlayer[sTarget].pos = g_Battle.rgPlayer[sTarget].posOriginal;
 
-       PAL_BattleDelay(4, 0, TRUE);
 
-       PAL_BattleUpdateFighters();
 
-       if (iCoverIndex == -1 && !fAutoDefend &&
 
-          g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItemRate >= RandomLong(1, 10))
 
-       {
 
-          i = g_Battle.rgEnemy[wEnemyIndex].e.wAttackEquivItem;
 
-          gpGlobals->g.rgObject[i].item.wScriptOnUse =
 
-             PAL_RunTriggerScript(gpGlobals->g.rgObject[i].item.wScriptOnUse, wPlayerRole);
 
-       }
 
-       PAL_BattlePostActionCheck(TRUE);
 
-    }
 
- end:
 
- #ifndef PAL_CLASSIC
 
-    //
 
-    // Check poisons
 
-    //
 
-    if (!g_Battle.rgEnemy[wEnemyIndex].fDualMove)
 
-    {
 
-       PAL_BattleBackupStat();
 
-       for (i = 0; i < MAX_POISONS; i++)
 
-       {
 
-          if (g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonID != 0)
 
-          {
 
-             g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript =
 
-                PAL_RunTriggerScript(g_Battle.rgEnemy[wEnemyIndex].rgPoisons[i].wPoisonScript, wEnemyIndex);
 
-          }
 
-       }
 
-       if (PAL_BattleDisplayStatChange())
 
-       {
 
-          PAL_BattleDelay(6, 0, FALSE);
 
-       }
 
-    }
 
-    PAL_BattlePostActionCheck(FALSE);
 
-    //
 
-    // Update statuses
 
-    //
 
-    for (i = 0; i < kStatusAll; i++)
 
-    {
 
-       if (g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i] > 0)
 
-       {
 
-          g_Battle.rgEnemy[wEnemyIndex].rgwStatus[i]--;
 
-       }
 
-    }
 
- #else
 
-    i = 0; // do nothing
 
- #endif
 
- }
 
- VOID
 
- PAL_BattleStealFromEnemy(
 
-    WORD           wTarget,
 
-    WORD           wStealRate
 
- )
 
- /*++
 
-   Purpose:
 
-     Steal from the enemy.
 
-   Parameters:
 
-     [IN]  wTarget - the target enemy index.
 
-     [IN]  wStealRate - the rate of successful theft.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int   iPlayerIndex = g_Battle.wMovingPlayerIndex;
 
-    int   offset, x, y, i;
 
-    WCHAR s[256] = L"";
 
-    g_Battle.rgPlayer[iPlayerIndex].wCurrentFrame = 10;
 
-    offset = ((INT)wTarget - iPlayerIndex) * 8;
 
-    x = PAL_X(g_Battle.rgEnemy[wTarget].pos) + 64 - offset;
 
-    y = PAL_Y(g_Battle.rgEnemy[wTarget].pos) + 20 - offset / 2;
 
-    g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
 
-    PAL_BattleDelay(1, 0, TRUE);
 
-    for (i = 0; i < 5; i++)
 
-    {
 
-       x -= i + 8;
 
-       y -= 4;
 
-       g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
 
-       if (i == 4)
 
-       {
 
-          g_Battle.rgEnemy[wTarget].iColorShift = 6;
 
-       }
 
-       PAL_BattleDelay(1, 0, TRUE);
 
-    }
 
-    g_Battle.rgEnemy[wTarget].iColorShift = 0;
 
-    x--;
 
-    g_Battle.rgPlayer[iPlayerIndex].pos = PAL_XY(x, y);
 
-    PAL_BattleDelay(3, 0, TRUE);
 
-    g_Battle.rgPlayer[iPlayerIndex].state = kFighterWait;
 
-    g_Battle.rgPlayer[iPlayerIndex].flTimeMeter = 0;
 
-    PAL_BattleUpdateFighters();
 
-    PAL_BattleDelay(1, 0, TRUE);
 
-    if (g_Battle.rgEnemy[wTarget].e.nStealItem > 0 &&
 
-       (RandomLong(0, 10) <= wStealRate || wStealRate == 0))
 
-    {
 
-       if (g_Battle.rgEnemy[wTarget].e.wStealItem == 0)
 
-       {
 
-          //
 
-          // stolen coins
 
-          //
 
-          int c = g_Battle.rgEnemy[wTarget].e.nStealItem / RandomLong(2, 3);
 
-          g_Battle.rgEnemy[wTarget].e.nStealItem -= c;
 
-          gpGlobals->dwCash += c;
 
-          if (c > 0)
 
-          {
 
-             swprintf(s, 256, L"%s %d %s", PAL_GetWord(34), c, PAL_GetWord(10));
 
-          }
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // stolen item
 
-          //
 
-          g_Battle.rgEnemy[wTarget].e.nStealItem--;
 
-          PAL_AddItemToInventory(g_Battle.rgEnemy[wTarget].e.wStealItem, 1);
 
- 		 wcscpy(s, PAL_GetWord(34));
 
-          wcscat(s, PAL_GetWord(g_Battle.rgEnemy[wTarget].e.wStealItem));
 
- 	  }
 
-       if (s[0] != '\0')
 
-       {
 
- #ifdef PAL_CLASSIC
 
-          PAL_StartDialog(kDialogCenterWindow, 0, 0, FALSE);
 
-          PAL_ShowDialogText(s);
 
- #else
 
-          PAL_BattleUIShowText(s, 800);
 
- #endif
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_BattleSimulateMagic(
 
-    SHORT      sTarget,
 
-    WORD       wMagicObjectID,
 
-    WORD       wBaseDamage
 
- )
 
- /*++
 
-   Purpose:
 
-     Simulate a magic for players. Mostly used in item throwing script.
 
-   Parameters:
 
-     [IN]  sTarget - the target enemy index. -1 = all enemies.
 
-     [IN]  wMagicObjectID - the object ID of the magic to be simulated.
 
-     [IN]  wBaseDamage - the base damage of the simulation.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    SHORT   sDamage;
 
-    int     i, def;
 
-    if (gpGlobals->g.rgObject[wMagicObjectID].magic.wFlags & kMagicFlagApplyToAll)
 
-    {
 
-       sTarget = -1;
 
-    }
 
-    else if (sTarget == -1)
 
-    {
 
-       sTarget = PAL_BattleSelectAutoTarget();
 
-    }
 
-    //
 
-    // Show the magic animation
 
-    //
 
-    PAL_BattleShowPlayerOffMagicAnim(0xFFFF, wMagicObjectID, sTarget, FALSE);
 
-    if (gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagicObjectID].magic.wMagicNumber].wBaseDamage > 0 ||
 
-       wBaseDamage > 0)
 
-    {
 
-       if (sTarget == -1)
 
-       {
 
-          //
 
-          // Apply to all enemies
 
-          //
 
-          for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
 
-          {
 
-             if (g_Battle.rgEnemy[i].wObjectID == 0)
 
-             {
 
-                continue;
 
-             }
 
-             def = (SHORT)g_Battle.rgEnemy[i].e.wDefense;
 
-             def += (g_Battle.rgEnemy[i].e.wLevel + 6) * 4;
 
-             if (def < 0)
 
-             {
 
-                def = 0;
 
-             }
 
-             sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[i].e.wElemResistance,
 
-                g_Battle.rgEnemy[i].e.wPoisonResistance, wMagicObjectID);
 
-             if (sDamage < 0)
 
-             {
 
-                sDamage = 0;
 
-             }
 
-             g_Battle.rgEnemy[i].e.wHealth -= sDamage;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          //
 
-          // Apply to one enemy
 
-          //
 
-          def = (SHORT)g_Battle.rgEnemy[sTarget].e.wDefense;
 
-          def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
 
-          if (def < 0)
 
-          {
 
-             def = 0;
 
-          }
 
-          sDamage = PAL_CalcMagicDamage(wBaseDamage, (WORD)def, g_Battle.rgEnemy[sTarget].e.wElemResistance,
 
-             g_Battle.rgEnemy[sTarget].e.wPoisonResistance, wMagicObjectID);
 
-          if (sDamage < 0)
 
-          {
 
-             sDamage = 0;
 
-          }
 
-          g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
 
-       }
 
-    }
 
- }
 
 
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