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_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. //
  485. // Load the picture
  486. //
  487. PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);
  488. //
  489. // Draw the picture to the surface.
  490. //
  491. PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
  492. }
  493. static VOID
  494. PAL_BattleWon(
  495. VOID
  496. )
  497. /*++
  498. Purpose:
  499. Show the "you win" message and add the experience points for players.
  500. Parameters:
  501. None.
  502. Return value:
  503. None.
  504. --*/
  505. {
  506. const SDL_Rect rect = {65, 60, 200, 100};
  507. const SDL_Rect rect1 = {80, 0, 180, 200};
  508. int i, j, iTotalCount;
  509. DWORD dwExp;
  510. WORD w;
  511. BOOL fLevelUp;
  512. PLAYERROLES OrigPlayerRoles;
  513. //
  514. // Backup the initial player stats
  515. //
  516. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  517. if (g_Battle.iExpGained > 0)
  518. {
  519. //
  520. // Play the "battle win" music
  521. //
  522. PAL_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
  523. //
  524. // Show the message about the total number of exp. and cash gained
  525. //
  526. PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);
  527. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  528. PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95, 70), 0, FALSE, FALSE);
  529. PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE);
  530. PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE);
  531. PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182, 74), kNumColorYellow, kNumAlignRight);
  532. PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
  533. VIDEO_UpdateScreen(&rect);
  534. PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
  535. }
  536. //
  537. // Add the cash value
  538. //
  539. gpGlobals->dwCash += g_Battle.iCashGained;
  540. //
  541. // Add the experience points for each players
  542. //
  543. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  544. {
  545. fLevelUp = FALSE;
  546. w = gpGlobals->rgParty[i].wPlayerRole;
  547. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  548. {
  549. continue; // don't care about dead players
  550. }
  551. dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
  552. dwExp += g_Battle.iExpGained;
  553. if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
  554. {
  555. gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
  556. }
  557. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
  558. {
  559. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
  560. if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
  561. {
  562. fLevelUp = TRUE;
  563. PAL_PlayerLevelUp(w, 1);
  564. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  565. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  566. }
  567. }
  568. gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
  569. if (fLevelUp)
  570. {
  571. //
  572. // Player has gained a level. Show the message
  573. //
  574. PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);
  575. PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);
  576. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0,
  577. FALSE, FALSE);
  578. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE);
  579. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE);
  580. for (j = 0; j < 8; j++)
  581. {
  582. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
  583. gpScreen, PAL_XY(183, 48 + 18 * j));
  584. }
  585. PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR,
  586. TRUE, FALSE);
  587. PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR,
  588. TRUE, FALSE);
  589. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR,
  590. TRUE, FALSE);
  591. PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR,
  592. TRUE, FALSE);
  593. PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR,
  594. TRUE, FALSE);
  595. PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR,
  596. TRUE, FALSE);
  597. PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR,
  598. TRUE, FALSE);
  599. PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR,
  600. TRUE, FALSE);
  601. //
  602. // Draw the original stats and stats after level up
  603. //
  604. PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),
  605. kNumColorYellow, kNumAlignRight);
  606. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),
  607. kNumColorYellow, kNumAlignRight);
  608. PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),
  609. kNumColorYellow, kNumAlignRight);
  610. PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),
  611. kNumColorBlue, kNumAlignRight);
  612. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  613. PAL_XY(156, 66));
  614. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),
  615. kNumColorYellow, kNumAlignRight);
  616. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),
  617. kNumColorBlue, kNumAlignRight);
  618. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  619. PAL_XY(218, 66));
  620. PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),
  621. kNumColorYellow, kNumAlignRight);
  622. PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),
  623. kNumColorBlue, kNumAlignRight);
  624. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  625. PAL_XY(156, 84));
  626. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),
  627. kNumColorYellow, kNumAlignRight);
  628. PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),
  629. kNumColorBlue, kNumAlignRight);
  630. PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
  631. PAL_XY(218, 84));
  632. PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
  633. gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
  634. 4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);
  635. PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),
  636. kNumColorYellow, kNumAlignRight);
  637. PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
  638. gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
  639. 4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);
  640. PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),
  641. kNumColorYellow, kNumAlignRight);
  642. PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
  643. gpGlobals->g.PlayerRoles.rgwDefense[w],
  644. 4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);
  645. PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),
  646. kNumColorYellow, kNumAlignRight);
  647. PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
  648. gpGlobals->g.PlayerRoles.rgwDexterity[w],
  649. 4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);
  650. PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),
  651. kNumColorYellow, kNumAlignRight);
  652. PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
  653. gpGlobals->g.PlayerRoles.rgwFleeRate[w],
  654. 4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);
  655. PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),
  656. kNumColorYellow, kNumAlignRight);
  657. //
  658. // Update the screen and wait for key
  659. //
  660. VIDEO_UpdateScreen(&rect1);
  661. PAL_WaitForKey(3000);
  662. OrigPlayerRoles = gpGlobals->g.PlayerRoles;
  663. }
  664. //
  665. // Increasing of other hidden levels
  666. //
  667. iTotalCount = 0;
  668. iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
  669. iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
  670. iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
  671. iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
  672. iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
  673. iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
  674. iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
  675. if (iTotalCount > 0)
  676. {
  677. #define CHECK_HIDDEN_EXP(expname, statname, label) \
  678. { \
  679. dwExp = g_Battle.iExpGained; \
  680. dwExp *= gpGlobals->Exp.expname[w].wCount; \
  681. dwExp /= iTotalCount; \
  682. dwExp *= 2; \
  683. \
  684. dwExp += gpGlobals->Exp.expname[w].wExp; \
  685. \
  686. if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS) \
  687. { \
  688. gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS; \
  689. } \
  690. \
  691. while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
  692. { \
  693. dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
  694. gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
  695. if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS) \
  696. { \
  697. gpGlobals->Exp.expname[w].wLevel++; \
  698. } \
  699. } \
  700. \
  701. gpGlobals->Exp.expname[w].wExp = (WORD)dwExp; \
  702. \
  703. if (gpGlobals->g.PlayerRoles.statname[w] != \
  704. OrigPlayerRoles.statname[w]) \
  705. { \
  706. PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE); \
  707. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), \
  708. 0, FALSE, FALSE); \
  709. PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70), \
  710. 0, FALSE, FALSE); \
  711. PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70), \
  712. 0, FALSE, FALSE); \
  713. PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - \
  714. OrigPlayerRoles.statname[w], \
  715. 5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \
  716. VIDEO_UpdateScreen(&rect); \
  717. PAL_WaitForKey(3000); \
  718. } \
  719. }
  720. CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
  721. CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
  722. CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
  723. CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
  724. CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
  725. CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
  726. CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
  727. #undef CHECK_HIDDEN_EXP
  728. }
  729. //
  730. // Learn all magics at the current level
  731. //
  732. j = 0;
  733. while (j < gpGlobals->g.nLevelUpMagic)
  734. {
  735. if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
  736. gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
  737. {
  738. j++;
  739. continue;
  740. }
  741. if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
  742. {
  743. PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
  744. PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
  745. PAL_XY(75, 115), 0, FALSE, FALSE);
  746. PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * 3, 115),
  747. 0, FALSE, FALSE);
  748. PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic),
  749. PAL_XY(75 + 16 * 5, 115), 0x1B, FALSE, FALSE);
  750. VIDEO_UpdateScreen(&rect);
  751. PAL_WaitForKey(3000);
  752. }
  753. j++;
  754. }
  755. }
  756. //
  757. // Run the post-battle scripts
  758. //
  759. for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
  760. {
  761. PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
  762. }
  763. //
  764. // Recover automatically after each battle
  765. //
  766. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  767. {
  768. w = gpGlobals->rgParty[i].wPlayerRole;
  769. #if 1//def PAL_CLASSIC
  770. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  771. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
  772. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  773. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
  774. #else
  775. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  776. {
  777. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  778. }
  779. else if (g_Battle.iExpGained > 0)
  780. {
  781. FLOAT f =
  782. (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
  783. if (f < 2)
  784. {
  785. f = 2;
  786. }
  787. gpGlobals->g.PlayerRoles.rgwHP[w] +=
  788. (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
  789. gpGlobals->g.PlayerRoles.rgwMP[w] +=
  790. (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
  791. }
  792. #endif
  793. }
  794. }
  795. VOID
  796. PAL_BattleEnemyEscape(
  797. VOID
  798. )
  799. /*++
  800. Purpose:
  801. Enemy flee the battle.
  802. Parameters:
  803. None.
  804. Return value:
  805. None.
  806. --*/
  807. {
  808. int j, x, y, w;
  809. BOOL f = TRUE;
  810. SOUND_Play(45);
  811. //
  812. // Show the animation
  813. //
  814. while (f)
  815. {
  816. f = FALSE;
  817. for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
  818. {
  819. if (g_Battle.rgEnemy[j].wObjectID == 0)
  820. {
  821. continue;
  822. }
  823. x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
  824. y = PAL_Y(g_Battle.rgEnemy[j].pos);
  825. g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
  826. w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));
  827. if (x + w > 0)
  828. {
  829. f = TRUE;
  830. }
  831. }
  832. PAL_BattleMakeScene();
  833. SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
  834. VIDEO_UpdateScreen(NULL);
  835. UTIL_Delay(10);
  836. }
  837. UTIL_Delay(500);
  838. g_Battle.BattleResult = kBattleResultTerminated;
  839. }
  840. VOID
  841. PAL_BattlePlayerEscape(
  842. VOID
  843. )
  844. /*++
  845. Purpose:
  846. Player flee the battle.
  847. Parameters:
  848. None.
  849. Return value:
  850. None.
  851. --*/
  852. {
  853. int i, j;
  854. WORD wPlayerRole;
  855. SOUND_Play(45);
  856. PAL_BattleUpdateFighters();
  857. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  858. {
  859. wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
  860. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  861. {
  862. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  863. }
  864. }
  865. for (i = 0; i < 16; i++)
  866. {
  867. for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
  868. {
  869. wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
  870. if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
  871. {
  872. //
  873. // TODO: This is still not the same as the original game
  874. //
  875. switch (j)
  876. {
  877. case 0:
  878. if (gpGlobals->wMaxPartyMemberIndex > 0)
  879. {
  880. g_Battle.rgPlayer[j].pos =
  881. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  882. PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
  883. break;
  884. }
  885. case 1:
  886. g_Battle.rgPlayer[j].pos =
  887. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
  888. PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
  889. break;
  890. case 2:
  891. g_Battle.rgPlayer[j].pos =
  892. PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
  893. PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
  894. break;
  895. default:
  896. assert(FALSE); // Not possible
  897. break;
  898. }
  899. }
  900. }
  901. PAL_BattleDelay(1, 0, FALSE);
  902. }
  903. //
  904. // Remove all players from the screen
  905. //
  906. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  907. {
  908. g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
  909. }
  910. PAL_BattleDelay(1, 0, FALSE);
  911. g_Battle.BattleResult = kBattleResultFleed;
  912. }
  913. BATTLERESULT
  914. PAL_StartBattle(
  915. WORD wEnemyTeam,
  916. BOOL fIsBoss
  917. )
  918. /*++
  919. Purpose:
  920. Start a battle.
  921. Parameters:
  922. [IN] wEnemyTeam - the number of the enemy team.
  923. [IN] fIsBoss - TRUE for boss fight (not allowed to flee).
  924. Return value:
  925. The result of the battle.
  926. --*/
  927. {
  928. int i;
  929. WORD w, wPrevWaveLevel;
  930. SHORT sPrevWaveProgression;
  931. //
  932. // Set the screen waving effects
  933. //
  934. wPrevWaveLevel = gpGlobals->wScreenWave;
  935. sPrevWaveProgression = gpGlobals->sWaveProgression;
  936. gpGlobals->sWaveProgression = 0;
  937. gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave;
  938. //
  939. // Make sure everyone in the party is alive, also clear all hidden
  940. // EXP count records
  941. //
  942. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  943. {
  944. w = gpGlobals->rgParty[i].wPlayerRole;
  945. if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
  946. {
  947. gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
  948. gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0;
  949. }
  950. gpGlobals->Exp.rgHealthExp[w].wCount = 0;
  951. gpGlobals->Exp.rgMagicExp[w].wCount = 0;
  952. gpGlobals->Exp.rgAttackExp[w].wCount = 0;
  953. gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0;
  954. gpGlobals->Exp.rgDefenseExp[w].wCount = 0;
  955. gpGlobals->Exp.rgDexterityExp[w].wCount = 0;
  956. gpGlobals->Exp.rgFleeExp[w].wCount = 0;
  957. }
  958. //
  959. // Clear all item-using records
  960. //
  961. for (i = 0; i < MAX_INVENTORY; i++)
  962. {
  963. gpGlobals->rgInventory[i].nAmountInUse = 0;
  964. }
  965. //
  966. // Store all enemies
  967. //
  968. for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
  969. {
  970. memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
  971. w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i];
  972. if (w == 0xFFFF)
  973. {
  974. break;
  975. }
  976. if (w != 0)
  977. {
  978. g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];
  979. g_Battle.rgEnemy[i].wObjectID = w;
  980. g_Battle.rgEnemy[i].state = kFighterWait;
  981. g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;
  982. g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;
  983. g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;
  984. g_Battle.rgEnemy[i].iColorShift = 0;
  985. #ifndef PAL_CLASSIC
  986. g_Battle.rgEnemy[i].flTimeMeter = 50;
  987. //
  988. // HACK: Otherwise the black thief lady will be too hard to beat
  989. //
  990. if (g_Battle.rgEnemy[i].e.wDexterity == 164)
  991. {
  992. g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3);
  993. }
  994. //
  995. // HACK: Heal up automatically for final boss
  996. //
  997. if (g_Battle.rgEnemy[i].e.wHealth == 32760)
  998. {
  999. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1000. {
  1001. gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
  1002. gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
  1003. }
  1004. }
  1005. //
  1006. // Yet another HACKs
  1007. //
  1008. if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32)
  1009. {
  1010. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife
  1011. }
  1012. else if (g_Battle.rgEnemy[i].e.wDexterity == 20)
  1013. {
  1014. //
  1015. // for Fox Demon
  1016. //
  1017. if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15)
  1018. {
  1019. g_Battle.rgEnemy[i].e.wDexterity = 8;
  1020. }
  1021. else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 ||
  1022. gpGlobals->Exp.rgPrimaryExp[4].wExp > 0)
  1023. {
  1024. g_Battle.rgEnemy[i].e.wDexterity = 60;
  1025. }
  1026. }
  1027. else if (g_Battle.rgEnemy[i].e.wExp == 250 &&
  1028. g_Battle.rgEnemy[i].e.wCash == 1100)
  1029. {
  1030. g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon
  1031. }
  1032. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60)
  1033. {
  1034. g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider
  1035. }
  1036. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30)
  1037. {
  1038. g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head
  1039. }
  1040. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16)
  1041. {
  1042. g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie
  1043. }
  1044. else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20)
  1045. {
  1046. g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon
  1047. }
  1048. else if (g_Battle.rgEnemy[i].e.wLevel < 20 &&
  1049. gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2)
  1050. {
  1051. //
  1052. // for low-level monsters in the Cave of Trial
  1053. //
  1054. g_Battle.rgEnemy[i].e.wLevel += 15;
  1055. g_Battle.rgEnemy[i].e.wDexterity += 25;
  1056. }
  1057. else if (gpGlobals->wNumScene == 0x90)
  1058. {
  1059. g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons
  1060. }
  1061. else if (g_Battle.rgEnemy[i].e.wLevel == 2 &&
  1062. g_Battle.rgEnemy[i].e.wCash == 48)
  1063. {
  1064. g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists
  1065. }
  1066. else if (g_Battle.rgEnemy[i].e.wLevel == 4 &&
  1067. g_Battle.rgEnemy[i].e.wCash == 240)
  1068. {
  1069. g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao
  1070. }
  1071. else if (g_Battle.rgEnemy[i].e.wLevel == 16 &&
  1072. g_Battle.rgEnemy[i].e.wMagicRate == 4 &&
  1073. g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4)
  1074. {
  1075. g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider
  1076. }
  1077. #endif
  1078. }
  1079. }
  1080. g_Battle.wMaxEnemyIndex = i - 1;
  1081. //
  1082. // Store all players
  1083. //
  1084. for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
  1085. {
  1086. g_Battle.rgPlayer[i].flTimeMeter = 15.0f;
  1087. #ifndef PAL_CLASSIC
  1088. g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f;
  1089. g_Battle.rgPlayer[i].sTurnOrder = -1;
  1090. #endif
  1091. g_Battle.rgPlayer[i].wHidingTime = 0;
  1092. g_Battle.rgPlayer[i].state = kFighterWait;
  1093. g_Battle.rgPlayer[i].action.sTarget = -1;
  1094. g_Battle.rgPlayer[i].fDefending = FALSE;
  1095. g_Battle.rgPlayer[i].wCurrentFrame = 0;
  1096. g_Battle.rgPlayer[i].iColorShift = FALSE;
  1097. }
  1098. //
  1099. // Load sprites and background
  1100. //
  1101. PAL_LoadBattleSprites();
  1102. PAL_LoadBattleBackground();
  1103. //
  1104. // Create the surface for scene buffer
  1105. //
  1106. g_Battle.lpSceneBuf =
  1107. SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
  1108. gpScreen->format->Rmask, gpScreen->format->Gmask,
  1109. gpScreen->format->Bmask, gpScreen->format->Amask);
  1110. if (g_Battle.lpSceneBuf == NULL)
  1111. {
  1112. TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!");
  1113. }
  1114. PAL_UpdateEquipments();
  1115. g_Battle.iExpGained = 0;
  1116. g_Battle.iCashGained = 0;
  1117. g_Battle.fIsBoss = fIsBoss;
  1118. g_Battle.fEnemyCleared = FALSE;
  1119. g_Battle.fEnemyMoving = FALSE;
  1120. g_Battle.iHidingTime = 0;
  1121. g_Battle.wMovingPlayerIndex = 0;
  1122. g_Battle.UI.szMsg[0] = '\0';
  1123. g_Battle.UI.szNextMsg[0] = '\0';
  1124. g_Battle.UI.dwMsgShowTime = 0;
  1125. g_Battle.UI.state = kBattleUIWait;
  1126. g_Battle.UI.fAutoAttack = FALSE;
  1127. g_Battle.UI.wSelectedIndex = 0;
  1128. g_Battle.UI.wPrevEnemyTarget = 0;
  1129. memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum));
  1130. g_Battle.lpSummonSprite = NULL;
  1131. g_Battle.sBackgroundColorShift = 0;
  1132. gpGlobals->fInBattle = TRUE;
  1133. g_Battle.BattleResult = kBattleResultPreBattle;
  1134. PAL_BattleUpdateFighters();
  1135. //
  1136. // Load the battle effect sprite.
  1137. //
  1138. i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA);
  1139. g_Battle.lpEffectSprite = UTIL_malloc(i);
  1140. PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA);
  1141. #ifdef PAL_CLASSIC
  1142. g_Battle.Phase = kBattlePhaseSelectAction;
  1143. g_Battle.fRepeat = FALSE;
  1144. g_Battle.fForce = FALSE;
  1145. g_Battle.fFlee = FALSE;
  1146. #endif
  1147. #ifdef PAL_ALLOW_KEYREPEAT
  1148. SDL_EnableKeyRepeat(120, 75);
  1149. #endif
  1150. //
  1151. // Run the main battle routine.
  1152. //
  1153. i = PAL_BattleMain();
  1154. #ifdef PAL_ALLOW_KEYREPEAT
  1155. SDL_EnableKeyRepeat(0, 0);
  1156. PAL_ClearKeyState();
  1157. g_InputState.prevdir = kDirUnknown;
  1158. #endif
  1159. if (i == kBattleResultWon)
  1160. {
  1161. //
  1162. // Player won the battle. Add the Experience points.
  1163. //
  1164. PAL_BattleWon();
  1165. }
  1166. //
  1167. // Clear all item-using records
  1168. //
  1169. for (w = 0; w < MAX_INVENTORY; w++)
  1170. {
  1171. gpGlobals->rgInventory[w].nAmountInUse = 0;
  1172. }
  1173. //
  1174. // Clear all player status, poisons and temporary effects
  1175. //
  1176. PAL_ClearAllPlayerStatus();
  1177. for (w = 0; w < MAX_PLAYER_ROLES; w++)
  1178. {
  1179. PAL_CurePoisonByLevel(w, 3);
  1180. PAL_RemoveEquipmentEffect(w, kBodyPartExtra);
  1181. }
  1182. //
  1183. // Free all the battle sprites
  1184. //
  1185. PAL_FreeBattleSprites();
  1186. free(g_Battle.lpEffectSprite);
  1187. //
  1188. // Free the surfaces for the background picture and scene buffer
  1189. //
  1190. SDL_FreeSurface(g_Battle.lpBackground);
  1191. SDL_FreeSurface(g_Battle.lpSceneBuf);
  1192. g_Battle.lpBackground = NULL;
  1193. g_Battle.lpSceneBuf = NULL;
  1194. gpGlobals->fInBattle = FALSE;
  1195. PAL_PlayMUS(gpGlobals->wNumMusic, TRUE, 1);
  1196. //
  1197. // Restore the screen waving effects
  1198. //
  1199. gpGlobals->sWaveProgression = sPrevWaveProgression;
  1200. gpGlobals->wScreenWave = wPrevWaveLevel;
  1201. return i;
  1202. }