battle.c 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473
  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_ProcessEvent();
  208. while (SDL_GetTicks() <= time)
  209. {
  210. PAL_ProcessEvent();
  211. SDL_Delay(1);
  212. }
  213. time = SDL_GetTicks() + 16;
  214. //
  215. // Blend the pixels in the 2 buffers, and put the result into the
  216. // backup buffer
  217. //
  218. for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6)
  219. {
  220. a = ((LPBYTE)(g_Battle.lpSceneBuf->pixels))[k];
  221. b = ((LPBYTE)(gpScreenBak->pixels))[k];
  222. if (i > 0)
  223. {
  224. if ((a & 0x0F) > (b & 0x0F))
  225. {
  226. b++;
  227. }
  228. else if ((a & 0x0F) < (b & 0x0F))
  229. {
  230. b--;
  231. }
  232. }
  233. ((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F));
  234. }
  235. //
  236. // Draw the backup buffer to the screen
  237. //
  238. SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);
  239. PAL_BattleUIUpdate();
  240. VIDEO_UpdateScreen(NULL);
  241. }
  242. }
  243. //
  244. // Draw the result buffer to the screen as the final step
  245. //
  246. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  247. PAL_BattleUIUpdate();
  248. VIDEO_UpdateScreen(NULL);
  249. }
  250. static BATTLERESULT
  251. PAL_BattleMain(
  252. VOID
  253. )
  254. /*++
  255. Purpose:
  256. The main battle routine.
  257. Parameters:
  258. None.
  259. Return value:
  260. The result of the battle.
  261. --*/
  262. {
  263. int i;
  264. DWORD dwTime;
  265. VIDEO_BackupScreen();
  266. //
  267. // Generate the scene and draw the scene to the screen buffer
  268. //
  269. PAL_BattleMakeScene();
  270. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  271. //
  272. // Fade out the music and delay for a while
  273. //
  274. PAL_PlayMUS(0, FALSE, 1);
  275. UTIL_Delay(200);
  276. //
  277. // Switch the screen
  278. //
  279. VIDEO_SwitchScreen(5);
  280. //
  281. // Play the battle music
  282. //
  283. PAL_PlayMUS(gpGlobals->wNumBattleMusic, TRUE, 0);
  284. //
  285. // Fade in the screen when needed
  286. //
  287. if (gpGlobals->fNeedToFadeIn)
  288. {
  289. PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
  290. gpGlobals->fNeedToFadeIn = FALSE;
  291. }
  292. //
  293. // Run the pre-battle scripts for each enemies
  294. //
  295. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  296. {
  297. g_Battle.rgEnemy[i].wScriptOnTurnStart =
  298. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);
  299. if (g_Battle.BattleResult != kBattleResultPreBattle)
  300. {
  301. break;
  302. }
  303. }
  304. if (g_Battle.BattleResult == kBattleResultPreBattle)
  305. {
  306. g_Battle.BattleResult = kBattleResultOnGoing;
  307. }
  308. #ifndef PAL_CLASSIC
  309. PAL_UpdateTimeChargingUnit();
  310. #endif
  311. dwTime = SDL_GetTicks();
  312. PAL_ClearKeyState();
  313. //
  314. // Run the main battle loop.
  315. //
  316. while (TRUE)
  317. {
  318. //
  319. // Break out if the battle ended.
  320. //
  321. if (g_Battle.BattleResult != kBattleResultOnGoing)
  322. {
  323. break;
  324. }
  325. //
  326. // Wait for the time of one frame. Accept input here.
  327. //
  328. PAL_ProcessEvent();
  329. while (SDL_GetTicks() <= dwTime)
  330. {
  331. PAL_ProcessEvent();
  332. SDL_Delay(1);
  333. }
  334. //
  335. // Set the time of the next frame.
  336. //
  337. dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;
  338. //
  339. // Run the main frame routine.
  340. //
  341. PAL_BattleStartFrame();
  342. //
  343. // Update the screen.
  344. //
  345. VIDEO_UpdateScreen(NULL);
  346. }
  347. //
  348. // Return the battle result
  349. //
  350. return g_Battle.BattleResult;
  351. }
  352. static VOID
  353. PAL_FreeBattleSprites(
  354. VOID
  355. )
  356. /*++
  357. Purpose:
  358. Free all the loaded sprites.
  359. Parameters:
  360. None.
  361. Return value:
  362. None.
  363. --*/
  364. {
  365. int i;
  366. //
  367. // Free all the loaded sprites
  368. //
  369. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  370. {
  371. if (g_Battle.rgPlayer[i].lpSprite != NULL)
  372. {
  373. free(g_Battle.rgPlayer[i].lpSprite);
  374. }
  375. g_Battle.rgPlayer[i].lpSprite = NULL;
  376. }
  377. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  378. {
  379. if (g_Battle.rgEnemy[i].lpSprite != NULL)
  380. {
  381. free(g_Battle.rgEnemy[i].lpSprite);
  382. }
  383. g_Battle.rgEnemy[i].lpSprite = NULL;
  384. }
  385. if (g_Battle.lpSummonSprite != NULL)
  386. {
  387. free(g_Battle.lpSummonSprite);
  388. }
  389. g_Battle.lpSummonSprite = NULL;
  390. }
  391. VOID
  392. PAL_LoadBattleSprites(
  393. VOID
  394. )
  395. /*++
  396. Purpose:
  397. Load all the loaded sprites.
  398. Parameters:
  399. None.
  400. Return value:
  401. None.
  402. --*/
  403. {
  404. int i, l, x, y, s;
  405. FILE *fp;
  406. PAL_FreeBattleSprites();
  407. fp = UTIL_OpenRequiredFile("abc.mkf");
  408. //
  409. // Load battle sprites for players
  410. //
  411. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  412. {
  413. s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);
  414. l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);
  415. if (l <= 0)
  416. {
  417. continue;
  418. }
  419. g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);
  420. PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,
  421. s, gpGlobals->f.fpF);
  422. //
  423. // Set the default position for this player
  424. //
  425. x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];
  426. y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];
  427. g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);
  428. g_Battle.rgPlayer[i].pos = PAL_XY(x, y);
  429. }
  430. //
  431. // Load battle sprites for enemies
  432. //
  433. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  434. {
  435. if (g_Battle.rgEnemy[i].wObjectID == 0)
  436. {
  437. continue;
  438. }
  439. l = PAL_MKFGetDecompressedSize(
  440. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  441. if (l <= 0)
  442. {
  443. continue;
  444. }
  445. g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);
  446. PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,
  447. gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
  448. //
  449. // Set the default position for this enemy
  450. //
  451. x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;
  452. y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;
  453. y += g_Battle.rgEnemy[i].e.wYPosOffset;
  454. g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);
  455. g_Battle.rgEnemy[i].pos = PAL_XY(x, y);
  456. }
  457. fclose(fp);
  458. }
  459. static VOID
  460. PAL_LoadBattleBackground(
  461. VOID
  462. )
  463. /*++
  464. Purpose:
  465. Load the screen background picture of the battle.
  466. Parameters:
  467. None.
  468. Return value:
  469. None.
  470. --*/
  471. {
  472. PAL_LARGE BYTE buf[320 * 200];
  473. //
  474. // Create the surface
  475. //
  476. g_Battle.lpBackground =
  477. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  478. gpScreen->format->Rmask, gpScreen->format->Gmask,
  479. gpScreen->format->Bmask, gpScreen->format->Amask);
  480. if (g_Battle.lpBackground == NULL)
  481. {
  482. TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");
  483. }
  484. #if SDL_VERSION_ATLEAST(2, 0, 0)
  485. SDL_SetSurfacePalette(g_Battle.lpBackground, gpScreen->format->palette);
  486. #else
  487. SDL_SetPalette(g_Battle.lpBackground, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  488. #endif
  489. //
  490. // Load the picture
  491. //
  492. PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);
  493. //
  494. // Draw the picture to the surface.
  495. //
  496. PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
  497. }
  498. static VOID
  499. PAL_BattleWon(
  500. VOID
  501. )
  502. /*++
  503. Purpose:
  504. Show the "you win" message and add the experience points for players.
  505. Parameters:
  506. None.
  507. Return value:
  508. None.
  509. --*/
  510. {
  511. const SDL_Rect rect = {65, 60, 200, 100};
  512. const SDL_Rect rect1 = {80, 0, 180, 200};
  513. int i, j, iTotalCount;
  514. DWORD dwExp;
  515. WORD w;
  516. BOOL fLevelUp;
  517. PLAYERROLES OrigPlayerRoles;
  518. //
  519. // Backup the initial player stats
  520. //
  521. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  522. if (g_Battle.iExpGained > 0)
  523. {
  524. //
  525. // Play the "battle win" music
  526. //
  527. PAL_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
  528. //
  529. // Show the message about the total number of exp. and cash gained
  530. //
  531. PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);
  532. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  533. PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95, 70), 0, FALSE, FALSE);
  534. PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE);
  535. PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE);
  536. PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182, 74), kNumColorYellow, kNumAlignRight);
  537. PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
  538. VIDEO_UpdateScreen(&rect);
  539. PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
  540. }
  541. //
  542. // Add the cash value
  543. //
  544. gpGlobals->dwCash += g_Battle.iCashGained;
  545. //
  546. // Add the experience points for each players
  547. //
  548. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  549. {
  550. fLevelUp = FALSE;
  551. w = gpGlobals->rgParty[i].wPlayerRole;
  552. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  553. {
  554. continue; // don't care about dead players
  555. }
  556. dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
  557. dwExp += g_Battle.iExpGained;
  558. if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
  559. {
  560. gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
  561. }
  562. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
  563. {
  564. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
  565. if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
  566. {
  567. fLevelUp = TRUE;
  568. PAL_PlayerLevelUp(w, 1);
  569. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  570. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  571. }
  572. }
  573. gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
  574. if (fLevelUp)
  575. {
  576. //
  577. // Player has gained a level. Show the message
  578. //
  579. PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);
  580. PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);
  581. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0,
  582. FALSE, FALSE);
  583. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE);
  584. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE);
  585. for (j = 0; j < 8; j++)
  586. {
  587. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
  588. gpScreen, PAL_XY(183, 48 + 18 * j));
  589. }
  590. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR,
  591. TRUE, FALSE);
  592. PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR,
  593. TRUE, FALSE);
  594. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR,
  595. TRUE, FALSE);
  596. PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR,
  597. TRUE, FALSE);
  598. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR,
  599. TRUE, FALSE);
  600. PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR,
  601. TRUE, FALSE);
  602. PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR,
  603. TRUE, FALSE);
  604. PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR,
  605. TRUE, FALSE);
  606. //
  607. // Draw the original stats and stats after level up
  608. //
  609. PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),
  610. kNumColorYellow, kNumAlignRight);
  611. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),
  612. kNumColorYellow, kNumAlignRight);
  613. PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),
  614. kNumColorYellow, kNumAlignRight);
  615. PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),
  616. kNumColorBlue, kNumAlignRight);
  617. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  618. PAL_XY(156, 66));
  619. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),
  620. kNumColorYellow, kNumAlignRight);
  621. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),
  622. kNumColorBlue, kNumAlignRight);
  623. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  624. PAL_XY(218, 66));
  625. PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),
  626. kNumColorYellow, kNumAlignRight);
  627. PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),
  628. kNumColorBlue, kNumAlignRight);
  629. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  630. PAL_XY(156, 84));
  631. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),
  632. kNumColorYellow, kNumAlignRight);
  633. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),
  634. kNumColorBlue, kNumAlignRight);
  635. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  636. PAL_XY(218, 84));
  637. PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
  638. gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
  639. 4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);
  640. PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),
  641. kNumColorYellow, kNumAlignRight);
  642. PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
  643. gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
  644. 4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);
  645. PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),
  646. kNumColorYellow, kNumAlignRight);
  647. PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
  648. gpGlobals->g.PlayerRoles.rgwDefense[w],
  649. 4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);
  650. PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),
  651. kNumColorYellow, kNumAlignRight);
  652. PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
  653. gpGlobals->g.PlayerRoles.rgwDexterity[w],
  654. 4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);
  655. PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),
  656. kNumColorYellow, kNumAlignRight);
  657. PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
  658. gpGlobals->g.PlayerRoles.rgwFleeRate[w],
  659. 4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);
  660. PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),
  661. kNumColorYellow, kNumAlignRight);
  662. //
  663. // Update the screen and wait for key
  664. //
  665. VIDEO_UpdateScreen(&rect1);
  666. PAL_WaitForKey(3000);
  667. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  668. }
  669. //
  670. // Increasing of other hidden levels
  671. //
  672. iTotalCount = 0;
  673. iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
  674. iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
  675. iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
  676. iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
  677. iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
  678. iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
  679. iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
  680. if (iTotalCount > 0)
  681. {
  682. #define CHECK_HIDDEN_EXP(expname, statname, label) \
  683. { \
  684. dwExp = g_Battle.iExpGained; \
  685. dwExp *= gpGlobals->Exp.expname[w].wCount; \
  686. dwExp /= iTotalCount; \
  687. dwExp *= 2; \
  688. \
  689. dwExp += gpGlobals->Exp.expname[w].wExp; \
  690. \
  691. if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS) \
  692. { \
  693. gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS; \
  694. } \
  695. \
  696. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
  697. { \
  698. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
  699. gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
  700. if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS) \
  701. { \
  702. gpGlobals->Exp.expname[w].wLevel++; \
  703. } \
  704. } \
  705. \
  706. gpGlobals->Exp.expname[w].wExp = (WORD)dwExp; \
  707. \
  708. if (gpGlobals->g.PlayerRoles.statname[w] != \
  709. OrigPlayerRoles.statname[w]) \
  710. { \
  711. PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE); \
  712. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), \
  713. 0, FALSE, FALSE); \
  714. PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70), \
  715. 0, FALSE, FALSE); \
  716. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70), \
  717. 0, FALSE, FALSE); \
  718. PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - \
  719. OrigPlayerRoles.statname[w], \
  720. 5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \
  721. VIDEO_UpdateScreen(&rect); \
  722. PAL_WaitForKey(3000); \
  723. } \
  724. }
  725. CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
  726. CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
  727. CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
  728. CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
  729. CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
  730. CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
  731. CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
  732. #undef CHECK_HIDDEN_EXP
  733. }
  734. //
  735. // Learn all magics at the current level
  736. //
  737. j = 0;
  738. while (j < gpGlobals->g.nLevelUpMagic)
  739. {
  740. if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
  741. gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
  742. {
  743. j++;
  744. continue;
  745. }
  746. if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
  747. {
  748. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  749. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
  750. PAL_XY(75, 115), 0, FALSE, FALSE);
  751. PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * 3, 115),
  752. 0, FALSE, FALSE);
  753. PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic),
  754. PAL_XY(75 + 16 * 5, 115), 0x1B, FALSE, FALSE);
  755. VIDEO_UpdateScreen(&rect);
  756. PAL_WaitForKey(3000);
  757. }
  758. j++;
  759. }
  760. }
  761. //
  762. // Run the post-battle scripts
  763. //
  764. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  765. {
  766. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
  767. }
  768. //
  769. // Recover automatically after each battle
  770. //
  771. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  772. {
  773. w = gpGlobals->rgParty[i].wPlayerRole;
  774. #if 1//def PAL_CLASSIC
  775. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  776. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
  777. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  778. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
  779. #else
  780. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  781. {
  782. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  783. }
  784. else if (g_Battle.iExpGained > 0)
  785. {
  786. FLOAT f =
  787. (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
  788. if (f < 2)
  789. {
  790. f = 2;
  791. }
  792. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  793. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
  794. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  795. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
  796. }
  797. #endif
  798. }
  799. }
  800. VOID
  801. PAL_BattleEnemyEscape(
  802. VOID
  803. )
  804. /*++
  805. Purpose:
  806. Enemy flee the battle.
  807. Parameters:
  808. None.
  809. Return value:
  810. None.
  811. --*/
  812. {
  813. int j, x, y, w;
  814. BOOL f = TRUE;
  815. SOUND_Play(45);
  816. //
  817. // Show the animation
  818. //
  819. while (f)
  820. {
  821. f = FALSE;
  822. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  823. {
  824. if (g_Battle.rgEnemy[j].wObjectID == 0)
  825. {
  826. continue;
  827. }
  828. x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
  829. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  830. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  831. w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));
  832. if (x + w > 0)
  833. {
  834. f = TRUE;
  835. }
  836. }
  837. PAL_BattleMakeScene();
  838. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  839. VIDEO_UpdateScreen(NULL);
  840. UTIL_Delay(10);
  841. }
  842. UTIL_Delay(500);
  843. g_Battle.BattleResult = kBattleResultTerminated;
  844. }
  845. VOID
  846. PAL_BattlePlayerEscape(
  847. VOID
  848. )
  849. /*++
  850. Purpose:
  851. Player flee the battle.
  852. Parameters:
  853. None.
  854. Return value:
  855. None.
  856. --*/
  857. {
  858. int i, j;
  859. WORD wPlayerRole;
  860. SOUND_Play(45);
  861. PAL_BattleUpdateFighters();
  862. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  863. {
  864. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  865. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  866. {
  867. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  868. }
  869. }
  870. for (i = 0; i < 16; i++)
  871. {
  872. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  873. {
  874. wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
  875. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  876. {
  877. //
  878. // TODO: This is still not the same as the original game
  879. //
  880. switch (j)
  881. {
  882. case 0:
  883. if (gpGlobals->wMaxPartyMemberIndex > 0)
  884. {
  885. g_Battle.rgPlayer[j].pos =
  886. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  887. PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
  888. break;
  889. }
  890. case 1:
  891. g_Battle.rgPlayer[j].pos =
  892. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  893. PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
  894. break;
  895. case 2:
  896. g_Battle.rgPlayer[j].pos =
  897. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
  898. PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
  899. break;
  900. default:
  901. assert(FALSE); // Not possible
  902. break;
  903. }
  904. }
  905. }
  906. PAL_BattleDelay(1, 0, FALSE);
  907. }
  908. //
  909. // Remove all players from the screen
  910. //
  911. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  912. {
  913. g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
  914. }
  915. PAL_BattleDelay(1, 0, FALSE);
  916. g_Battle.BattleResult = kBattleResultFleed;
  917. }
  918. BATTLERESULT
  919. PAL_StartBattle(
  920. WORD wEnemyTeam,
  921. BOOL fIsBoss
  922. )
  923. /*++
  924. Purpose:
  925. Start a battle.
  926. Parameters:
  927. [IN] wEnemyTeam - the number of the enemy team.
  928. [IN] fIsBoss - TRUE for boss fight (not allowed to flee).
  929. Return value:
  930. The result of the battle.
  931. --*/
  932. {
  933. int i;
  934. WORD w, wPrevWaveLevel;
  935. SHORT sPrevWaveProgression;
  936. //
  937. // Set the screen waving effects
  938. //
  939. wPrevWaveLevel = gpGlobals->wScreenWave;
  940. sPrevWaveProgression = gpGlobals->sWaveProgression;
  941. gpGlobals->sWaveProgression = 0;
  942. gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave;
  943. //
  944. // Make sure everyone in the party is alive, also clear all hidden
  945. // EXP count records
  946. //
  947. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  948. {
  949. w = gpGlobals->rgParty[i].wPlayerRole;
  950. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  951. {
  952. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  953. gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0;
  954. }
  955. gpGlobals->Exp.rgHealthExp[w].wCount = 0;
  956. gpGlobals->Exp.rgMagicExp[w].wCount = 0;
  957. gpGlobals->Exp.rgAttackExp[w].wCount = 0;
  958. gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0;
  959. gpGlobals->Exp.rgDefenseExp[w].wCount = 0;
  960. gpGlobals->Exp.rgDexterityExp[w].wCount = 0;
  961. gpGlobals->Exp.rgFleeExp[w].wCount = 0;
  962. }
  963. //
  964. // Clear all item-using records
  965. //
  966. for (i = 0; i < MAX_INVENTORY; i++)
  967. {
  968. gpGlobals->rgInventory[i].nAmountInUse = 0;
  969. }
  970. //
  971. // Store all enemies
  972. //
  973. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  974. {
  975. memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
  976. w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i];
  977. if (w == 0xFFFF)
  978. {
  979. break;
  980. }
  981. if (w != 0)
  982. {
  983. g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];
  984. g_Battle.rgEnemy[i].wObjectID = w;
  985. g_Battle.rgEnemy[i].state = kFighterWait;
  986. g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;
  987. g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;
  988. g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;
  989. g_Battle.rgEnemy[i].iColorShift = 0;
  990. #ifndef PAL_CLASSIC
  991. g_Battle.rgEnemy[i].flTimeMeter = 50;
  992. //
  993. // HACK: Otherwise the black thief lady will be too hard to beat
  994. //
  995. if (g_Battle.rgEnemy[i].e.wDexterity == 164)
  996. {
  997. g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3);
  998. }
  999. //
  1000. // HACK: Heal up automatically for final boss
  1001. //
  1002. if (g_Battle.rgEnemy[i].e.wHealth == 32760)
  1003. {
  1004. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1005. {
  1006. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  1007. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  1008. }
  1009. }
  1010. //
  1011. // Yet another HACKs
  1012. //
  1013. if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32)
  1014. {
  1015. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife
  1016. }
  1017. else if (g_Battle.rgEnemy[i].e.wDexterity == 20)
  1018. {
  1019. //
  1020. // for Fox Demon
  1021. //
  1022. if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15)
  1023. {
  1024. g_Battle.rgEnemy[i].e.wDexterity = 8;
  1025. }
  1026. else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 ||
  1027. gpGlobals->Exp.rgPrimaryExp[4].wExp > 0)
  1028. {
  1029. g_Battle.rgEnemy[i].e.wDexterity = 60;
  1030. }
  1031. }
  1032. else if (g_Battle.rgEnemy[i].e.wExp == 250 &&
  1033. g_Battle.rgEnemy[i].e.wCash == 1100)
  1034. {
  1035. g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon
  1036. }
  1037. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60)
  1038. {
  1039. g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider
  1040. }
  1041. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30)
  1042. {
  1043. g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head
  1044. }
  1045. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16)
  1046. {
  1047. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie
  1048. }
  1049. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20)
  1050. {
  1051. g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon
  1052. }
  1053. else if (g_Battle.rgEnemy[i].e.wLevel < 20 &&
  1054. gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2)
  1055. {
  1056. //
  1057. // for low-level monsters in the Cave of Trial
  1058. //
  1059. g_Battle.rgEnemy[i].e.wLevel += 15;
  1060. g_Battle.rgEnemy[i].e.wDexterity += 25;
  1061. }
  1062. else if (gpGlobals->wNumScene == 0x90)
  1063. {
  1064. g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons
  1065. }
  1066. else if (g_Battle.rgEnemy[i].e.wLevel == 2 &&
  1067. g_Battle.rgEnemy[i].e.wCash == 48)
  1068. {
  1069. g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists
  1070. }
  1071. else if (g_Battle.rgEnemy[i].e.wLevel == 4 &&
  1072. g_Battle.rgEnemy[i].e.wCash == 240)
  1073. {
  1074. g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao
  1075. }
  1076. else if (g_Battle.rgEnemy[i].e.wLevel == 16 &&
  1077. g_Battle.rgEnemy[i].e.wMagicRate == 4 &&
  1078. g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4)
  1079. {
  1080. g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider
  1081. }
  1082. #endif
  1083. }
  1084. }
  1085. g_Battle.wMaxEnemyIndex = i - 1;
  1086. //
  1087. // Store all players
  1088. //
  1089. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1090. {
  1091. g_Battle.rgPlayer[i].flTimeMeter = 15.0f;
  1092. #ifndef PAL_CLASSIC
  1093. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f;
  1094. g_Battle.rgPlayer[i].sTurnOrder = -1;
  1095. #endif
  1096. g_Battle.rgPlayer[i].wHidingTime = 0;
  1097. g_Battle.rgPlayer[i].state = kFighterWait;
  1098. g_Battle.rgPlayer[i].action.sTarget = -1;
  1099. g_Battle.rgPlayer[i].fDefending = FALSE;
  1100. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  1101. g_Battle.rgPlayer[i].iColorShift = FALSE;
  1102. }
  1103. //
  1104. // Load sprites and background
  1105. //
  1106. PAL_LoadBattleSprites();
  1107. PAL_LoadBattleBackground();
  1108. //
  1109. // Create the surface for scene buffer
  1110. //
  1111. g_Battle.lpSceneBuf =
  1112. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  1113. gpScreen->format->Rmask, gpScreen->format->Gmask,
  1114. gpScreen->format->Bmask, gpScreen->format->Amask);
  1115. if (g_Battle.lpSceneBuf == NULL)
  1116. {
  1117. TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!");
  1118. }
  1119. #if SDL_VERSION_ATLEAST(2, 0, 0)
  1120. SDL_SetSurfacePalette(g_Battle.lpSceneBuf, gpScreen->format->palette);
  1121. #else
  1122. SDL_SetPalette(g_Battle.lpSceneBuf, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
  1123. #endif
  1124. PAL_UpdateEquipments();
  1125. g_Battle.iExpGained = 0;
  1126. g_Battle.iCashGained = 0;
  1127. g_Battle.fIsBoss = fIsBoss;
  1128. g_Battle.fEnemyCleared = FALSE;
  1129. g_Battle.fEnemyMoving = FALSE;
  1130. g_Battle.iHidingTime = 0;
  1131. g_Battle.wMovingPlayerIndex = 0;
  1132. g_Battle.UI.szMsg[0] = '\0';
  1133. g_Battle.UI.szNextMsg[0] = '\0';
  1134. g_Battle.UI.dwMsgShowTime = 0;
  1135. g_Battle.UI.state = kBattleUIWait;
  1136. g_Battle.UI.fAutoAttack = FALSE;
  1137. g_Battle.UI.wSelectedIndex = 0;
  1138. g_Battle.UI.wPrevEnemyTarget = 0;
  1139. memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum));
  1140. g_Battle.lpSummonSprite = NULL;
  1141. g_Battle.sBackgroundColorShift = 0;
  1142. gpGlobals->fInBattle = TRUE;
  1143. g_Battle.BattleResult = kBattleResultPreBattle;
  1144. PAL_BattleUpdateFighters();
  1145. //
  1146. // Load the battle effect sprite.
  1147. //
  1148. i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA);
  1149. g_Battle.lpEffectSprite = UTIL_malloc(i);
  1150. PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA);
  1151. #ifdef PAL_CLASSIC
  1152. g_Battle.Phase = kBattlePhaseSelectAction;
  1153. g_Battle.fRepeat = FALSE;
  1154. g_Battle.fForce = FALSE;
  1155. g_Battle.fFlee = FALSE;
  1156. #endif
  1157. #ifdef PAL_ALLOW_KEYREPEAT
  1158. SDL_EnableKeyRepeat(120, 75);
  1159. #endif
  1160. //
  1161. // Run the main battle routine.
  1162. //
  1163. i = PAL_BattleMain();
  1164. #ifdef PAL_ALLOW_KEYREPEAT
  1165. SDL_EnableKeyRepeat(0, 0);
  1166. PAL_ClearKeyState();
  1167. g_InputState.prevdir = kDirUnknown;
  1168. #endif
  1169. if (i == kBattleResultWon)
  1170. {
  1171. //
  1172. // Player won the battle. Add the Experience points.
  1173. //
  1174. PAL_BattleWon();
  1175. }
  1176. //
  1177. // Clear all item-using records
  1178. //
  1179. for (w = 0; w < MAX_INVENTORY; w++)
  1180. {
  1181. gpGlobals->rgInventory[w].nAmountInUse = 0;
  1182. }
  1183. //
  1184. // Clear all player status, poisons and temporary effects
  1185. //
  1186. PAL_ClearAllPlayerStatus();
  1187. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1188. {
  1189. PAL_CurePoisonByLevel(w, 3);
  1190. PAL_RemoveEquipmentEffect(w, kBodyPartExtra);
  1191. }
  1192. //
  1193. // Free all the battle sprites
  1194. //
  1195. PAL_FreeBattleSprites();
  1196. free(g_Battle.lpEffectSprite);
  1197. //
  1198. // Free the surfaces for the background picture and scene buffer
  1199. //
  1200. SDL_FreeSurface(g_Battle.lpBackground);
  1201. SDL_FreeSurface(g_Battle.lpSceneBuf);
  1202. g_Battle.lpBackground = NULL;
  1203. g_Battle.lpSceneBuf = NULL;
  1204. gpGlobals->fInBattle = FALSE;
  1205. PAL_PlayMUS(gpGlobals->wNumMusic, TRUE, 1);
  1206. //
  1207. // Restore the screen waving effects
  1208. //
  1209. gpGlobals->sWaveProgression = sPrevWaveProgression;
  1210. gpGlobals->wScreenWave = wPrevWaveLevel;
  1211. return i;
  1212. }