battle.c 41 KB

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  1. /* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
  2. //
  3. // Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
  4. // All rights reserved.
  5. //
  6. // This file is part of SDLPAL.
  7. //
  8. // SDLPAL is free software: you can redistribute it and/or modify
  9. // it under the terms of the GNU General Public License as published by
  10. // the Free Software Foundation, either version 3 of the License, or
  11. // (at your option) any later version.
  12. //
  13. // This program is distributed in the hope that it will be useful,
  14. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  16. // GNU General Public License for more details.
  17. //
  18. // You should have received a copy of the GNU General Public License
  19. // along with this program. If not, see <http://www.gnu.org/licenses/>.
  20. //
  21. #include "main.h"
  22. BATTLE g_Battle;
  23. WORD
  24. g_rgPlayerPos[3][3][2] = {
  25. {{240, 170}}, // one player
  26. {{200, 176}, {256, 152}}, // two players
  27. {{180, 180}, {234, 170}, {270, 146}} // three players
  28. };
  29. VOID
  30. PAL_BattleMakeScene(
  31. VOID
  32. )
  33. /*++
  34. Purpose:
  35. Generate the battle scene into the scene buffer.
  36. Parameters:
  37. None.
  38. Return value:
  39. None.
  40. --*/
  41. {
  42. int i;
  43. PAL_POS pos;
  44. LPBYTE pSrc, pDst;
  45. BYTE b;
  46. //
  47. // Draw the background
  48. //
  49. pSrc = g_Battle.lpBackground->pixels;
  50. pDst = g_Battle.lpSceneBuf->pixels;
  51. for (i = 0; i < g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h; i++)
  52. {
  53. b = (*pSrc & 0x0F);
  54. b += g_Battle.sBackgroundColorShift;
  55. if (b & 0x80)
  56. {
  57. b = 0;
  58. }
  59. else if (b & 0x70)
  60. {
  61. b = 0x0F;
  62. }
  63. *pDst = (b | (*pSrc & 0xF0));
  64. ++pSrc;
  65. ++pDst;
  66. }
  67. PAL_ApplyWave(g_Battle.lpSceneBuf);
  68. //
  69. // Draw the enemies
  70. //
  71. for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
  72. {
  73. pos = g_Battle.rgEnemy[i].pos;
  74. if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&
  75. g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&
  76. g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)
  77. {
  78. //
  79. // Enemy is confused
  80. //
  81. pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));
  82. }
  83. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,
  84. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));
  85. if (g_Battle.rgEnemy[i].wObjectID != 0)
  86. {
  87. if (g_Battle.rgEnemy[i].iColorShift)
  88. {
  89. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
  90. g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);
  91. }
  92. else
  93. {
  94. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
  95. g_Battle.lpSceneBuf, pos);
  96. }
  97. }
  98. }
  99. if (g_Battle.lpSummonSprite != NULL)
  100. {
  101. //
  102. // Draw the summoned god
  103. //
  104. pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,
  105. PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));
  106. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),
  107. g_Battle.lpSceneBuf, pos);
  108. }
  109. else
  110. {
  111. //
  112. // Draw the players
  113. //
  114. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  115. {
  116. pos = g_Battle.rgPlayer[i].pos;
  117. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
  118. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
  119. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
  120. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  121. {
  122. //
  123. // Player is confused
  124. //
  125. continue;
  126. }
  127. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
  128. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
  129. if (g_Battle.rgPlayer[i].iColorShift != 0)
  130. {
  131. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  132. g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
  133. }
  134. else if (g_Battle.iHidingTime == 0)
  135. {
  136. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  137. g_Battle.lpSceneBuf, pos);
  138. }
  139. }
  140. //
  141. // Confused players should be drawn on top of normal players
  142. //
  143. for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
  144. {
  145. if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
  146. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
  147. gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
  148. gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
  149. {
  150. //
  151. // Player is confused
  152. //
  153. pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));
  154. pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
  155. PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
  156. if (g_Battle.rgPlayer[i].iColorShift != 0)
  157. {
  158. PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  159. g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
  160. }
  161. else if (g_Battle.iHidingTime == 0)
  162. {
  163. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
  164. g_Battle.lpSceneBuf, pos);
  165. }
  166. }
  167. }
  168. }
  169. }
  170. VOID
  171. PAL_BattleBackupScene(
  172. VOID
  173. )
  174. /*++
  175. Purpose:
  176. Backup the scene buffer.
  177. Parameters:
  178. None.
  179. Return value:
  180. None.
  181. --*/
  182. {
  183. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreenBak, NULL);
  184. }
  185. VOID
  186. PAL_BattleFadeScene(
  187. VOID
  188. )
  189. /*++
  190. Purpose:
  191. Fade in the scene of battle.
  192. Parameters:
  193. None.
  194. Return value:
  195. None.
  196. --*/
  197. {
  198. int i, j, k;
  199. DWORD time;
  200. BYTE a, b;
  201. const int rgIndex[6] = {0, 3, 1, 5, 2, 4};
  202. time = SDL_GetTicks();
  203. for (i = 0; i < 12; i++)
  204. {
  205. for (j = 0; j < 6; j++)
  206. {
  207. PAL_DelayUntil(time);
  208. time = SDL_GetTicks() + 16;
  209. //
  210. // Blend the pixels in the 2 buffers, and put the result into the
  211. // backup buffer
  212. //
  213. for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6)
  214. {
  215. a = ((LPBYTE)(g_Battle.lpSceneBuf->pixels))[k];
  216. b = ((LPBYTE)(gpScreenBak->pixels))[k];
  217. if (i > 0)
  218. {
  219. if ((a & 0x0F) > (b & 0x0F))
  220. {
  221. b++;
  222. }
  223. else if ((a & 0x0F) < (b & 0x0F))
  224. {
  225. b--;
  226. }
  227. }
  228. ((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F));
  229. }
  230. //
  231. // Draw the backup buffer to the screen
  232. //
  233. SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);
  234. PAL_BattleUIUpdate();
  235. VIDEO_UpdateScreen(NULL);
  236. }
  237. }
  238. //
  239. // Draw the result buffer to the screen as the final step
  240. //
  241. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  242. PAL_BattleUIUpdate();
  243. VIDEO_UpdateScreen(NULL);
  244. }
  245. static BATTLERESULT
  246. PAL_BattleMain(
  247. VOID
  248. )
  249. /*++
  250. Purpose:
  251. The main battle routine.
  252. Parameters:
  253. None.
  254. Return value:
  255. The result of the battle.
  256. --*/
  257. {
  258. int i;
  259. DWORD dwTime;
  260. VIDEO_BackupScreen();
  261. //
  262. // Generate the scene and draw the scene to the screen buffer
  263. //
  264. PAL_BattleMakeScene();
  265. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  266. //
  267. // Fade out the music and delay for a while
  268. //
  269. SOUND_PlayMUS(0, FALSE, 1);
  270. UTIL_Delay(200);
  271. //
  272. // Switch the screen
  273. //
  274. VIDEO_SwitchScreen(5);
  275. //
  276. // Play the battle music
  277. //
  278. SOUND_PlayMUS(gpGlobals->wNumBattleMusic, TRUE, 0);
  279. //
  280. // Fade in the screen when needed
  281. //
  282. if (gpGlobals->fNeedToFadeIn)
  283. {
  284. PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
  285. gpGlobals->fNeedToFadeIn = FALSE;
  286. }
  287. //
  288. // Run the pre-battle scripts for each enemies
  289. //
  290. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  291. {
  292. g_Battle.rgEnemy[i].wScriptOnTurnStart =
  293. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
  294. if (g_Battle.BattleResult != kBattleResultPreBattle)
  295. {
  296. break;
  297. }
  298. }
  299. if (g_Battle.BattleResult == kBattleResultPreBattle)
  300. {
  301. g_Battle.BattleResult = kBattleResultOnGoing;
  302. }
  303. if (!gConfig.fIsClassic) PAL_UpdateTimeChargingUnit();
  304. dwTime = SDL_GetTicks();
  305. PAL_ClearKeyState();
  306. //
  307. // Run the main battle loop.
  308. //
  309. while (TRUE)
  310. {
  311. //
  312. // Break out if the battle ended.
  313. //
  314. if (g_Battle.BattleResult != kBattleResultOnGoing)
  315. {
  316. break;
  317. }
  318. //
  319. // Wait for the time of one frame. Accept input here.
  320. //
  321. PAL_DelayUntil(dwTime);
  322. //
  323. // Set the time of the next frame.
  324. //
  325. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  326. //
  327. // Run the main frame routine.
  328. //
  329. PAL_BattleStartFrame();
  330. //
  331. // Update the screen.
  332. //
  333. VIDEO_UpdateScreen(NULL);
  334. }
  335. //
  336. // Return the battle result
  337. //
  338. return g_Battle.BattleResult;
  339. }
  340. static VOID
  341. PAL_FreeBattleSprites(
  342. VOID
  343. )
  344. /*++
  345. Purpose:
  346. Free all the loaded sprites.
  347. Parameters:
  348. None.
  349. Return value:
  350. None.
  351. --*/
  352. {
  353. int i;
  354. //
  355. // Free all the loaded sprites
  356. //
  357. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  358. {
  359. if (g_Battle.rgPlayer[i].lpSprite != NULL)
  360. {
  361. free(g_Battle.rgPlayer[i].lpSprite);
  362. }
  363. g_Battle.rgPlayer[i].lpSprite = NULL;
  364. }
  365. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  366. {
  367. if (g_Battle.rgEnemy[i].lpSprite != NULL)
  368. {
  369. free(g_Battle.rgEnemy[i].lpSprite);
  370. }
  371. g_Battle.rgEnemy[i].lpSprite = NULL;
  372. }
  373. if (g_Battle.lpSummonSprite != NULL)
  374. {
  375. free(g_Battle.lpSummonSprite);
  376. }
  377. g_Battle.lpSummonSprite = NULL;
  378. }
  379. VOID
  380. PAL_LoadBattleSprites(
  381. VOID
  382. )
  383. /*++
  384. Purpose:
  385. Load all the loaded sprites.
  386. Parameters:
  387. None.
  388. Return value:
  389. None.
  390. --*/
  391. {
  392. int i, l, x, y, s;
  393. FILE *fp;
  394. PAL_FreeBattleSprites();
  395. fp = UTIL_OpenRequiredFile("abc.mkf");
  396. //
  397. // Load battle sprites for players
  398. //
  399. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  400. {
  401. s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);
  402. l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);
  403. if (l <= 0)
  404. {
  405. continue;
  406. }
  407. g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);
  408. PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,
  409. s, gpGlobals->f.fpF);
  410. //
  411. // Set the default position for this player
  412. //
  413. x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];
  414. y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];
  415. g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);
  416. g_Battle.rgPlayer[i].pos = PAL_XY(x, y);
  417. }
  418. //
  419. // Load battle sprites for enemies
  420. //
  421. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  422. {
  423. if (g_Battle.rgEnemy[i].wObjectID == 0)
  424. {
  425. continue;
  426. }
  427. l = PAL_MKFGetDecompressedSize(
  428. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  429. if (l <= 0)
  430. {
  431. continue;
  432. }
  433. g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);
  434. PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,
  435. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  436. //
  437. // Set the default position for this enemy
  438. //
  439. x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;
  440. y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;
  441. y += g_Battle.rgEnemy[i].e.wYPosOffset;
  442. g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);
  443. g_Battle.rgEnemy[i].pos = PAL_XY(x, y);
  444. }
  445. fclose(fp);
  446. }
  447. static VOID
  448. PAL_LoadBattleBackground(
  449. VOID
  450. )
  451. /*++
  452. Purpose:
  453. Load the screen background picture of the battle.
  454. Parameters:
  455. None.
  456. Return value:
  457. None.
  458. --*/
  459. {
  460. PAL_LARGE BYTE buf[320 * 200];
  461. //
  462. // Create the surface
  463. //
  464. g_Battle.lpBackground =
  465. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  466. gpScreen->format->Rmask, gpScreen->format->Gmask,
  467. gpScreen->format->Bmask, gpScreen->format->Amask);
  468. if (g_Battle.lpBackground == NULL)
  469. {
  470. TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");
  471. }
  472. #if SDL_VERSION_ATLEAST(2, 0, 0)
  473. SDL_SetSurfacePalette(g_Battle.lpBackground, gpScreen->format->palette);
  474. #else
  475. SDL_SetPalette(g_Battle.lpBackground, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  476. #endif
  477. //
  478. // Load the picture
  479. //
  480. PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);
  481. //
  482. // Draw the picture to the surface.
  483. //
  484. PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
  485. }
  486. static VOID
  487. PAL_BattleWon(
  488. VOID
  489. )
  490. /*++
  491. Purpose:
  492. Show the "you win" message and add the experience points for players.
  493. Parameters:
  494. None.
  495. Return value:
  496. None.
  497. --*/
  498. {
  499. const SDL_Rect rect = {0, 60, 320, 100};
  500. const SDL_Rect rect1 = {80, 0, 180, 200};
  501. int i, j, iTotalCount;
  502. DWORD dwExp;
  503. WORD w;
  504. BOOL fLevelUp;
  505. PLAYERROLES OrigPlayerRoles;
  506. //
  507. // Backup the initial player stats
  508. //
  509. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  510. if (g_Battle.iExpGained > 0)
  511. {
  512. int w1 = PAL_WordWidth(BATTLEWIN_GETEXP_LABEL) + 3;
  513. int ww1 = (w1 - 8) << 3;
  514. //
  515. // Play the "battle win" music
  516. //
  517. SOUND_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
  518. //
  519. // Show the message about the total number of exp. and cash gained
  520. //
  521. PAL_CreateSingleLineBox(PAL_XY(83 - ww1, 60), w1, FALSE);
  522. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  523. PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95 - ww1, 70), 0, FALSE, FALSE, FALSE);
  524. PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE, FALSE);
  525. PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE, FALSE);
  526. PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182 + ww1, 74), kNumColorYellow, kNumAlignRight);
  527. PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
  528. VIDEO_UpdateScreen(&rect);
  529. PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
  530. }
  531. //
  532. // Add the cash value
  533. //
  534. gpGlobals->dwCash += g_Battle.iCashGained;
  535. //
  536. // Add the experience points for each players
  537. //
  538. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  539. {
  540. fLevelUp = FALSE;
  541. w = gpGlobals->rgParty[i].wPlayerRole;
  542. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  543. {
  544. continue; // don't care about dead players
  545. }
  546. dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
  547. dwExp += g_Battle.iExpGained;
  548. if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
  549. {
  550. gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
  551. }
  552. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
  553. {
  554. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
  555. if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
  556. {
  557. fLevelUp = TRUE;
  558. PAL_PlayerLevelUp(w, 1);
  559. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  560. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  561. }
  562. }
  563. gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
  564. if (fLevelUp)
  565. {
  566. //
  567. // Player has gained a level. Show the message
  568. //
  569. PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);
  570. PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);
  571. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0, FALSE, FALSE, FALSE);
  572. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE, FALSE);
  573. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE, FALSE);
  574. for (j = 0; j < 8; j++)
  575. {
  576. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
  577. gpScreen, PAL_XY(183, 48 + 18 * j));
  578. }
  579. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  580. PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  581. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  582. PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  583. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  584. PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  585. PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  586. PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR, TRUE, FALSE, FALSE);
  587. //
  588. // Draw the original stats and stats after level up
  589. //
  590. PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),
  591. kNumColorYellow, kNumAlignRight);
  592. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),
  593. kNumColorYellow, kNumAlignRight);
  594. PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),
  595. kNumColorYellow, kNumAlignRight);
  596. PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),
  597. kNumColorBlue, kNumAlignRight);
  598. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  599. PAL_XY(156, 66));
  600. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),
  601. kNumColorYellow, kNumAlignRight);
  602. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),
  603. kNumColorBlue, kNumAlignRight);
  604. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  605. PAL_XY(218, 66));
  606. PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),
  607. kNumColorYellow, kNumAlignRight);
  608. PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),
  609. kNumColorBlue, kNumAlignRight);
  610. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  611. PAL_XY(156, 84));
  612. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),
  613. kNumColorYellow, kNumAlignRight);
  614. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),
  615. kNumColorBlue, kNumAlignRight);
  616. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  617. PAL_XY(218, 84));
  618. PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
  619. gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
  620. 4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);
  621. PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),
  622. kNumColorYellow, kNumAlignRight);
  623. PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
  624. gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
  625. 4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);
  626. PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),
  627. kNumColorYellow, kNumAlignRight);
  628. PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
  629. gpGlobals->g.PlayerRoles.rgwDefense[w],
  630. 4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);
  631. PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),
  632. kNumColorYellow, kNumAlignRight);
  633. PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
  634. gpGlobals->g.PlayerRoles.rgwDexterity[w],
  635. 4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);
  636. PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),
  637. kNumColorYellow, kNumAlignRight);
  638. PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
  639. gpGlobals->g.PlayerRoles.rgwFleeRate[w],
  640. 4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);
  641. PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),
  642. kNumColorYellow, kNumAlignRight);
  643. //
  644. // Update the screen and wait for key
  645. //
  646. VIDEO_UpdateScreen(&rect1);
  647. PAL_WaitForKey(3000);
  648. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  649. }
  650. //
  651. // Increasing of other hidden levels
  652. //
  653. iTotalCount = 0;
  654. iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
  655. iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
  656. iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
  657. iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
  658. iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
  659. iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
  660. iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
  661. if (iTotalCount > 0)
  662. {
  663. #define CHECK_HIDDEN_EXP(expname, statname, label) \
  664. { \
  665. dwExp = g_Battle.iExpGained; \
  666. dwExp *= gpGlobals->Exp.expname[w].wCount; \
  667. dwExp /= iTotalCount; \
  668. dwExp *= 2; \
  669. \
  670. dwExp += gpGlobals->Exp.expname[w].wExp; \
  671. \
  672. if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS) \
  673. { \
  674. gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS; \
  675. } \
  676. \
  677. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
  678. { \
  679. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
  680. gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
  681. if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS) \
  682. { \
  683. gpGlobals->Exp.expname[w].wLevel++; \
  684. } \
  685. } \
  686. \
  687. gpGlobals->Exp.expname[w].wExp = (WORD)dwExp; \
  688. \
  689. if (gpGlobals->g.PlayerRoles.statname[w] != OrigPlayerRoles.statname[w]) \
  690. { \
  691. PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE); \
  692. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), 0, FALSE, FALSE, FALSE); \
  693. PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70), 0, FALSE, FALSE, FALSE); \
  694. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70), 0, FALSE, FALSE, FALSE); \
  695. PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - OrigPlayerRoles.statname[w], 5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \
  696. VIDEO_UpdateScreen(&rect); \
  697. PAL_WaitForKey(3000); \
  698. } \
  699. }
  700. CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
  701. CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
  702. CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
  703. CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
  704. CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
  705. CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
  706. CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
  707. #undef CHECK_HIDDEN_EXP
  708. }
  709. //
  710. // Learn all magics at the current level
  711. //
  712. j = 0;
  713. while (j < gpGlobals->g.nLevelUpMagic)
  714. {
  715. if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
  716. gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
  717. {
  718. j++;
  719. continue;
  720. }
  721. if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
  722. {
  723. int ww;
  724. int w1 = (ww = PAL_WordWidth(gpGlobals->g.PlayerRoles.rgwName[w])) > 3 ? ww : 3;
  725. int w2 = (ww = PAL_WordWidth(BATTLEWIN_ADDMAGIC_LABEL)) > 2 ? ww : 2;
  726. int w3 = (ww = PAL_WordWidth(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic)) > 5 ? ww : 5;
  727. ww = (w1 + w2 + w3 - 10) << 3;
  728. PAL_CreateSingleLineBox(PAL_XY(65 - ww, 105), w1 + w2 + w3, FALSE);
  729. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(75 - ww, 115), 0, FALSE, FALSE, FALSE);
  730. PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * w1 - ww, 115), 0, FALSE, FALSE, FALSE);
  731. PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic), PAL_XY(75 + 16 * (w1 + w2) - ww, 115), 0x1B, FALSE, FALSE, FALSE);
  732. VIDEO_UpdateScreen(&rect);
  733. PAL_WaitForKey(3000);
  734. }
  735. j++;
  736. }
  737. }
  738. //
  739. // Run the post-battle scripts
  740. //
  741. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  742. {
  743. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
  744. }
  745. //
  746. // Recover automatically after each battle
  747. //
  748. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  749. {
  750. w = gpGlobals->rgParty[i].wPlayerRole;
  751. if (gConfig.fIsClassic)
  752. {
  753. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  754. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
  755. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  756. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
  757. }
  758. else
  759. {
  760. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  761. {
  762. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  763. }
  764. else if (g_Battle.iExpGained > 0)
  765. {
  766. FLOAT f = (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
  767. if (f < 2.0f)
  768. {
  769. f = 2.0f;
  770. }
  771. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  772. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
  773. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  774. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
  775. }
  776. }
  777. }
  778. }
  779. VOID
  780. PAL_BattleEnemyEscape(
  781. VOID
  782. )
  783. /*++
  784. Purpose:
  785. Enemy flee the battle.
  786. Parameters:
  787. None.
  788. Return value:
  789. None.
  790. --*/
  791. {
  792. int j, x, y, w;
  793. BOOL f = TRUE;
  794. SOUND_Play(45);
  795. //
  796. // Show the animation
  797. //
  798. while (f)
  799. {
  800. f = FALSE;
  801. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  802. {
  803. if (g_Battle.rgEnemy[j].wObjectID == 0)
  804. {
  805. continue;
  806. }
  807. x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
  808. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  809. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  810. w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));
  811. if (x + w > 0)
  812. {
  813. f = TRUE;
  814. }
  815. }
  816. PAL_BattleMakeScene();
  817. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  818. VIDEO_UpdateScreen(NULL);
  819. UTIL_Delay(10);
  820. }
  821. UTIL_Delay(500);
  822. g_Battle.BattleResult = kBattleResultTerminated;
  823. }
  824. VOID
  825. PAL_BattlePlayerEscape(
  826. VOID
  827. )
  828. /*++
  829. Purpose:
  830. Player flee the battle.
  831. Parameters:
  832. None.
  833. Return value:
  834. None.
  835. --*/
  836. {
  837. int i, j;
  838. WORD wPlayerRole;
  839. SOUND_Play(45);
  840. PAL_BattleUpdateFighters();
  841. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  842. {
  843. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  844. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  845. {
  846. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  847. }
  848. }
  849. for (i = 0; i < 16; i++)
  850. {
  851. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  852. {
  853. wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
  854. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  855. {
  856. //
  857. // TODO: This is still not the same as the original game
  858. //
  859. switch (j)
  860. {
  861. case 0:
  862. if (gpGlobals->wMaxPartyMemberIndex > 0)
  863. {
  864. g_Battle.rgPlayer[j].pos =
  865. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  866. PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
  867. break;
  868. }
  869. case 1:
  870. g_Battle.rgPlayer[j].pos =
  871. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  872. PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
  873. break;
  874. case 2:
  875. g_Battle.rgPlayer[j].pos =
  876. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
  877. PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
  878. break;
  879. default:
  880. assert(FALSE); // Not possible
  881. break;
  882. }
  883. }
  884. }
  885. PAL_BattleDelay(1, 0, FALSE);
  886. }
  887. //
  888. // Remove all players from the screen
  889. //
  890. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  891. {
  892. g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
  893. }
  894. PAL_BattleDelay(1, 0, FALSE);
  895. g_Battle.BattleResult = kBattleResultFleed;
  896. }
  897. BATTLERESULT
  898. PAL_StartBattle(
  899. WORD wEnemyTeam,
  900. BOOL fIsBoss
  901. )
  902. /*++
  903. Purpose:
  904. Start a battle.
  905. Parameters:
  906. [IN] wEnemyTeam - the number of the enemy team.
  907. [IN] fIsBoss - TRUE for boss fight (not allowed to flee).
  908. Return value:
  909. The result of the battle.
  910. --*/
  911. {
  912. int i;
  913. WORD w, wPrevWaveLevel;
  914. SHORT sPrevWaveProgression;
  915. //
  916. // Set the screen waving effects
  917. //
  918. wPrevWaveLevel = gpGlobals->wScreenWave;
  919. sPrevWaveProgression = gpGlobals->sWaveProgression;
  920. gpGlobals->sWaveProgression = 0;
  921. gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave;
  922. //
  923. // Make sure everyone in the party is alive, also clear all hidden
  924. // EXP count records
  925. //
  926. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  927. {
  928. w = gpGlobals->rgParty[i].wPlayerRole;
  929. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  930. {
  931. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  932. gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0;
  933. }
  934. gpGlobals->Exp.rgHealthExp[w].wCount = 0;
  935. gpGlobals->Exp.rgMagicExp[w].wCount = 0;
  936. gpGlobals->Exp.rgAttackExp[w].wCount = 0;
  937. gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0;
  938. gpGlobals->Exp.rgDefenseExp[w].wCount = 0;
  939. gpGlobals->Exp.rgDexterityExp[w].wCount = 0;
  940. gpGlobals->Exp.rgFleeExp[w].wCount = 0;
  941. }
  942. //
  943. // Clear all item-using records
  944. //
  945. for (i = 0; i < MAX_INVENTORY; i++)
  946. {
  947. gpGlobals->rgInventory[i].nAmountInUse = 0;
  948. }
  949. //
  950. // Store all enemies
  951. //
  952. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  953. {
  954. memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
  955. w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i];
  956. if (w == 0xFFFF)
  957. {
  958. break;
  959. }
  960. if (w != 0)
  961. {
  962. g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];
  963. g_Battle.rgEnemy[i].wObjectID = w;
  964. g_Battle.rgEnemy[i].state = kFighterWait;
  965. g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;
  966. g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;
  967. g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;
  968. g_Battle.rgEnemy[i].iColorShift = 0;
  969. if (!gConfig.fIsClassic)
  970. {
  971. g_Battle.rgEnemy[i].flTimeMeter = 50;
  972. //
  973. // HACK: Otherwise the black thief lady will be too hard to beat
  974. //
  975. if (g_Battle.rgEnemy[i].e.wDexterity == 164)
  976. {
  977. g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3);
  978. }
  979. //
  980. // HACK: Heal up automatically for final boss
  981. //
  982. if (g_Battle.rgEnemy[i].e.wHealth == 32760)
  983. {
  984. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  985. {
  986. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  987. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  988. }
  989. }
  990. //
  991. // Yet another HACKs
  992. //
  993. if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32)
  994. {
  995. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife
  996. }
  997. else if (g_Battle.rgEnemy[i].e.wDexterity == 20)
  998. {
  999. //
  1000. // for Fox Demon
  1001. //
  1002. if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15)
  1003. {
  1004. g_Battle.rgEnemy[i].e.wDexterity = 8;
  1005. }
  1006. else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 ||
  1007. gpGlobals->Exp.rgPrimaryExp[4].wExp > 0)
  1008. {
  1009. g_Battle.rgEnemy[i].e.wDexterity = 60;
  1010. }
  1011. }
  1012. else if (g_Battle.rgEnemy[i].e.wExp == 250 &&
  1013. g_Battle.rgEnemy[i].e.wCash == 1100)
  1014. {
  1015. g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon
  1016. }
  1017. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60)
  1018. {
  1019. g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider
  1020. }
  1021. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30)
  1022. {
  1023. g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head
  1024. }
  1025. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16)
  1026. {
  1027. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie
  1028. }
  1029. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20)
  1030. {
  1031. g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon
  1032. }
  1033. else if (g_Battle.rgEnemy[i].e.wLevel < 20 &&
  1034. gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2)
  1035. {
  1036. //
  1037. // for low-level monsters in the Cave of Trial
  1038. //
  1039. g_Battle.rgEnemy[i].e.wLevel += 15;
  1040. g_Battle.rgEnemy[i].e.wDexterity += 25;
  1041. }
  1042. else if (gpGlobals->wNumScene == 0x90)
  1043. {
  1044. g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons
  1045. }
  1046. else if (g_Battle.rgEnemy[i].e.wLevel == 2 &&
  1047. g_Battle.rgEnemy[i].e.wCash == 48)
  1048. {
  1049. g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists
  1050. }
  1051. else if (g_Battle.rgEnemy[i].e.wLevel == 4 &&
  1052. g_Battle.rgEnemy[i].e.wCash == 240)
  1053. {
  1054. g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao
  1055. }
  1056. else if (g_Battle.rgEnemy[i].e.wLevel == 16 &&
  1057. g_Battle.rgEnemy[i].e.wMagicRate == 4 &&
  1058. g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4)
  1059. {
  1060. g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider
  1061. }
  1062. }
  1063. }
  1064. }
  1065. g_Battle.wMaxEnemyIndex = i - 1;
  1066. //
  1067. // Store all players
  1068. //
  1069. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1070. {
  1071. g_Battle.rgPlayer[i].flTimeMeter = 15.0f;
  1072. if (!gConfig.fIsClassic)
  1073. {
  1074. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f;
  1075. g_Battle.rgPlayer[i].sTurnOrder = -1;
  1076. }
  1077. g_Battle.rgPlayer[i].wHidingTime = 0;
  1078. g_Battle.rgPlayer[i].state = kFighterWait;
  1079. g_Battle.rgPlayer[i].action.sTarget = -1;
  1080. g_Battle.rgPlayer[i].fDefending = FALSE;
  1081. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  1082. g_Battle.rgPlayer[i].iColorShift = FALSE;
  1083. }
  1084. //
  1085. // Load sprites and background
  1086. //
  1087. PAL_LoadBattleSprites();
  1088. PAL_LoadBattleBackground();
  1089. //
  1090. // Create the surface for scene buffer
  1091. //
  1092. g_Battle.lpSceneBuf =
  1093. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  1094. gpScreen->format->Rmask, gpScreen->format->Gmask,
  1095. gpScreen->format->Bmask, gpScreen->format->Amask);
  1096. if (g_Battle.lpSceneBuf == NULL)
  1097. {
  1098. TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!");
  1099. }
  1100. #if SDL_VERSION_ATLEAST(2, 0, 0)
  1101. SDL_SetSurfacePalette(g_Battle.lpSceneBuf, gpScreen->format->palette);
  1102. #else
  1103. SDL_SetPalette(g_Battle.lpSceneBuf, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  1104. #endif
  1105. PAL_UpdateEquipments();
  1106. g_Battle.iExpGained = 0;
  1107. g_Battle.iCashGained = 0;
  1108. g_Battle.fIsBoss = fIsBoss;
  1109. g_Battle.fEnemyCleared = FALSE;
  1110. g_Battle.fEnemyMoving = FALSE;
  1111. g_Battle.iHidingTime = 0;
  1112. g_Battle.wMovingPlayerIndex = 0;
  1113. g_Battle.UI.szMsg[0] = '\0';
  1114. g_Battle.UI.szNextMsg[0] = '\0';
  1115. g_Battle.UI.dwMsgShowTime = 0;
  1116. g_Battle.UI.state = kBattleUIWait;
  1117. g_Battle.UI.fAutoAttack = FALSE;
  1118. g_Battle.UI.wSelectedIndex = 0;
  1119. g_Battle.UI.wPrevEnemyTarget = 0;
  1120. memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum));
  1121. g_Battle.lpSummonSprite = NULL;
  1122. g_Battle.sBackgroundColorShift = 0;
  1123. gpGlobals->fInBattle = TRUE;
  1124. g_Battle.BattleResult = kBattleResultPreBattle;
  1125. PAL_BattleUpdateFighters();
  1126. //
  1127. // Load the battle effect sprite.
  1128. //
  1129. i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA);
  1130. g_Battle.lpEffectSprite = UTIL_malloc(i);
  1131. PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA);
  1132. if (gConfig.fIsClassic)
  1133. {
  1134. g_Battle.Phase = kBattlePhaseSelectAction;
  1135. g_Battle.fRepeat = FALSE;
  1136. g_Battle.fForce = FALSE;
  1137. g_Battle.fFlee = FALSE;
  1138. }
  1139. #ifdef PAL_ALLOW_KEYREPEAT
  1140. SDL_EnableKeyRepeat(120, 75);
  1141. #endif
  1142. //
  1143. // Run the main battle routine.
  1144. //
  1145. i = PAL_BattleMain();
  1146. #ifdef PAL_ALLOW_KEYREPEAT
  1147. SDL_EnableKeyRepeat(0, 0);
  1148. PAL_ClearKeyState();
  1149. g_InputState.prevdir = kDirUnknown;
  1150. #endif
  1151. if (i == kBattleResultWon)
  1152. {
  1153. //
  1154. // Player won the battle. Add the Experience points.
  1155. //
  1156. PAL_BattleWon();
  1157. }
  1158. //
  1159. // Clear all item-using records
  1160. //
  1161. for (w = 0; w < MAX_INVENTORY; w++)
  1162. {
  1163. gpGlobals->rgInventory[w].nAmountInUse = 0;
  1164. }
  1165. //
  1166. // Clear all player status, poisons and temporary effects
  1167. //
  1168. PAL_ClearAllPlayerStatus();
  1169. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1170. {
  1171. PAL_CurePoisonByLevel(w, 3);
  1172. PAL_RemoveEquipmentEffect(w, kBodyPartExtra);
  1173. }
  1174. //
  1175. // Free all the battle sprites
  1176. //
  1177. PAL_FreeBattleSprites();
  1178. free(g_Battle.lpEffectSprite);
  1179. //
  1180. // Free the surfaces for the background picture and scene buffer
  1181. //
  1182. SDL_FreeSurface(g_Battle.lpBackground);
  1183. SDL_FreeSurface(g_Battle.lpSceneBuf);
  1184. g_Battle.lpBackground = NULL;
  1185. g_Battle.lpSceneBuf = NULL;
  1186. gpGlobals->fInBattle = FALSE;
  1187. SOUND_PlayMUS(gpGlobals->wNumMusic, TRUE, 1);
  1188. //
  1189. // Restore the screen waving effects
  1190. //
  1191. gpGlobals->sWaveProgression = sPrevWaveProgression;
  1192. gpGlobals->wScreenWave = wPrevWaveLevel;
  1193. return i;
  1194. }