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- /* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
- //
- // Copyright (c) 2008, Wei Mingzhi <whistler_wmz@users.sf.net>.
- // All rights reserved.
- //
- // Portions based on PALx Project by palxex.
- // Copyright (c) 2006, Pal Lockheart <palxex@gmail.com>.
- //
- // This file is part of SDLPAL.
- //
- // SDLPAL is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- //
- #include "main.h"
- VOID
- PAL_GameUpdate(
- BOOL fTrigger
- )
- /*++
- Purpose:
- The main game logic routine. Update the status of everything.
- Parameters:
- [IN] fTrigger - whether to process trigger events or not.
- Return value:
- None.
- --*/
- {
- WORD wEventObjectID, wDir;
- int i;
- LPEVENTOBJECT p;
- //
- // Check for trigger events
- //
- if (fTrigger)
- {
- //
- // Check if we are entering a new scene
- //
- if (gpGlobals->fEnteringScene)
- {
- //
- // Run the script for entering the scene
- //
- gpGlobals->fEnteringScene = FALSE;
- i = gpGlobals->wNumScene - 1;
- gpGlobals->g.rgScene[i].wScriptOnEnter =
- PAL_RunTriggerScript(gpGlobals->g.rgScene[i].wScriptOnEnter, 0xFFFF);
- if (gpGlobals->fEnteringScene || gpGlobals->fGameStart)
- {
- //
- // Don't go further as we're switching to another scene
- //
- return;
- }
- PAL_ClearKeyState();
- PAL_MakeScene();
- }
- //
- // Update the vanish time for all event objects
- //
- for (wEventObjectID = 0; wEventObjectID < gpGlobals->g.nEventObject; wEventObjectID++)
- {
- p = &gpGlobals->g.lprgEventObject[wEventObjectID];
- if (p->sVanishTime != 0)
- {
- p->sVanishTime += ((p->sVanishTime < 0) ? 1 : -1);
- }
- }
- //
- // Loop through all event objects in the current scene
- //
- for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1;
- wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex;
- wEventObjectID++)
- {
- p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1];
- if (p->sVanishTime != 0)
- {
- continue;
- }
- if (p->sState < 0)
- {
- if (p->x < PAL_X(gpGlobals->viewport) ||
- p->x > PAL_X(gpGlobals->viewport) + 320 ||
- p->y < PAL_Y(gpGlobals->viewport) ||
- p->y > PAL_Y(gpGlobals->viewport) + 320)
- {
- p->sState = abs(p->sState);
- p->wCurrentFrameNum = 0;
- }
- }
- else if (p->sState > 0 && p->wTriggerMode >= kTriggerTouchNear)
- {
- //
- // This event object can be triggered without manually exploring
- //
- if (abs(PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x) +
- abs(PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y) * 2 <
- (p->wTriggerMode - kTriggerTouchNear) * 32 + 16)
- {
- //
- // Player is in the trigger zone.
- //
- if (p->nSpriteFrames)
- {
- //
- // The sprite has multiple frames. Try to adjust the direction.
- //
- int xOffset, yOffset;
- p->wCurrentFrameNum = 0;
- xOffset = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x;
- yOffset = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y;
- if (xOffset > 0)
- {
- p->wDirection = ((yOffset > 0) ? kDirEast : kDirNorth);
- }
- else
- {
- p->wDirection = ((yOffset > 0) ? kDirSouth : kDirWest);
- }
- //
- // Redraw the scene
- //
- PAL_UpdatePartyGestures(FALSE);
- PAL_MakeScene();
- VIDEO_UpdateScreen(NULL);
- }
- //
- // Execute the script.
- //
- p->wTriggerScript = PAL_RunTriggerScript(p->wTriggerScript, wEventObjectID);
- PAL_ClearKeyState();
- if (gpGlobals->fEnteringScene || gpGlobals->fGameStart)
- {
- //
- // Don't go further on scene switching
- //
- return;
- }
- }
- }
- }
- }
- //
- // Run autoscript for each event objects
- //
- for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1;
- wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex;
- wEventObjectID++)
- {
- p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1];
- if (p->sState > 0 && p->sVanishTime == 0)
- {
- WORD wScriptEntry = p->wAutoScript;
- if (wScriptEntry != 0)
- {
- p->wAutoScript = PAL_RunAutoScript(wScriptEntry, wEventObjectID);
- if (gpGlobals->fEnteringScene || gpGlobals->fGameStart)
- {
- //
- // Don't go further on scene switching
- //
- return;
- }
- }
- }
- //
- // Check if the player is in the way
- //
- if (fTrigger && p->sState >= kObjStateBlocker && p->wSpriteNum != 0 &&
- abs(p->x - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset)) +
- abs(p->y - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset)) * 2 <= 12)
- {
- //
- // Player is in the way, try to move a step
- //
- wDir = (p->wDirection + 1) % 4;
- for (i = 0; i < 4; i++)
- {
- int x, y;
- PAL_POS pos;
- x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
- y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
- x += ((wDir == kDirWest || wDir == kDirSouth) ? -16 : 16);
- y += ((wDir == kDirWest || wDir == kDirNorth) ? -8 : 8);
- pos = PAL_XY(x, y);
- if (!PAL_CheckObstacle(pos, TRUE, 0))
- {
- //
- // move here
- //
- gpGlobals->viewport = PAL_XY(
- PAL_X(pos) - PAL_X(gpGlobals->partyoffset),
- PAL_Y(pos) - PAL_Y(gpGlobals->partyoffset));
- break;
- }
- wDir = (wDir + 1) % 4;
- }
- }
- }
- gpGlobals->dwFrameNum++;
- }
- VOID
- PAL_GameUseItem(
- VOID
- )
- /*++
- Purpose:
- Allow player use an item in the game.
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- WORD wObject;
- while (TRUE)
- {
- wObject = PAL_ItemSelectMenu(NULL, kItemFlagUsable);
- if (wObject == 0)
- {
- return;
- }
- if (!(gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagApplyToAll))
- {
- //
- // Select the player to use the item on
- //
- WORD wPlayer = 0;
- while (TRUE)
- {
- wPlayer = PAL_ItemUseMenu(wObject);
- if (wPlayer == MENUITEM_VALUE_CANCELLED)
- {
- break;
- }
- //
- // Run the script
- //
- gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
- PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse, wPlayer);
- //
- // Remove the item if the item is consuming and the script succeeded
- //
- if ((gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming) &&
- g_fScriptSuccess)
- {
- PAL_AddItemToInventory(wObject, -1);
- }
- }
- }
- else
- {
- //
- // Run the script
- //
- gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
- PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse, 0xFFFF);
- //
- // Remove the item if the item is consuming and the script succeeded
- //
- if ((gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming) &&
- g_fScriptSuccess)
- {
- PAL_AddItemToInventory(wObject, -1);
- }
- return;
- }
- }
- }
- VOID
- PAL_GameEquipItem(
- VOID
- )
- /*++
- Purpose:
- Allow player equip an item in the game.
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- WORD wObject;
- while (TRUE)
- {
- wObject = PAL_ItemSelectMenu(NULL, kItemFlagEquipable);
- if (wObject == 0)
- {
- return;
- }
- PAL_EquipItemMenu(wObject);
- }
- }
- VOID
- PAL_Search(
- VOID
- )
- /*++
- Purpose:
- Process searching trigger events.
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- int x, y, xOffset, yOffset, dx, dy, dh, ex, ey, eh, i, k, l;
- LPEVENTOBJECT p;
- PAL_POS rgPos[13];
- //
- // Get the party location
- //
- x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
- y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
- if (gpGlobals->wPartyDirection == kDirNorth || gpGlobals->wPartyDirection == kDirEast)
- {
- xOffset = 16;
- }
- else
- {
- xOffset = -16;
- }
- if (gpGlobals->wPartyDirection == kDirEast || gpGlobals->wPartyDirection == kDirSouth)
- {
- yOffset = 8;
- }
- else
- {
- yOffset = -8;
- }
- rgPos[0] = PAL_XY(x, y);
- for (i = 0; i < 4; i++)
- {
- rgPos[i * 3 + 1] = PAL_XY(x + xOffset, y + yOffset);
- rgPos[i * 3 + 2] = PAL_XY(x, y + yOffset * 2);
- rgPos[i * 3 + 3] = PAL_XY(x + xOffset, y);
- x += xOffset;
- y += yOffset;
- }
- for (i = 0; i < 13; i++)
- {
- //
- // Convert to map location
- //
- dh = ((PAL_X(rgPos[i]) % 32) ? 1 : 0);
- dx = PAL_X(rgPos[i]) / 32;
- dy = PAL_Y(rgPos[i]) / 16;
- //
- // Loop through all event objects
- //
- for (k = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex;
- k < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; k++)
- {
- p = &(gpGlobals->g.lprgEventObject[k]);
- ex = p->x / 32;
- ey = p->y / 16;
- eh = ((p->x % 32) ? 1 : 0);
- if (p->sState <= 0 || p->wTriggerMode >= kTriggerTouchNear ||
- p->wTriggerMode * 6 - 4 < i || dx != ex || dy != ey || dh != eh)
- {
- continue;
- }
- //
- // Adjust direction/gesture for party members and the event object
- //
- if (p->nSpriteFrames * 4 > p->wCurrentFrameNum)
- {
- p->wCurrentFrameNum = 0; // use standing gesture
- p->wDirection = (gpGlobals->wPartyDirection + 2) % 4; // face the party
- for (l = 0; l <= gpGlobals->wMaxPartyMemberIndex; l++)
- {
- //
- // All party members should face the event object
- //
- gpGlobals->rgParty[l].wFrame = gpGlobals->wPartyDirection * 3;
- }
- //
- // Redraw everything
- //
- PAL_MakeScene();
- VIDEO_UpdateScreen(NULL);
- }
- //
- // Execute the script
- //
- p->wTriggerScript = PAL_RunTriggerScript(p->wTriggerScript, k + 1);
- //
- // Clear inputs and delay for a short time
- //
- UTIL_Delay(50);
- PAL_ClearKeyState();
- return; // don't go further
- }
- }
- }
- VOID
- PAL_StartFrame(
- VOID
- )
- /*++
- Purpose:
- Starts a video frame. Called once per video frame.
- Parameters:
- None.
- Return value:
- None.
- --*/
- {
- //
- // Run the game logic of one frame
- //
- PAL_GameUpdate(TRUE);
- if (gpGlobals->fEnteringScene)
- {
- return;
- }
- //
- // Update the positions and gestures of party members
- //
- PAL_UpdateParty();
- //
- // Update the scene
- //
- PAL_MakeScene();
- VIDEO_UpdateScreen(NULL);
- if (g_InputState.dwKeyPress & kKeyMenu)
- {
- //
- // Show the in-game menu
- //
- PAL_InGameMenu();
- }
- else if (g_InputState.dwKeyPress & kKeyUseItem)
- {
- //
- // Show the use item menu
- //
- PAL_GameUseItem();
- }
- else if (g_InputState.dwKeyPress & kKeyThrowItem)
- {
- //
- // Show the equipment menu
- //
- PAL_GameEquipItem();
- }
- else if (g_InputState.dwKeyPress & kKeyForce)
- {
- //
- // Show the magic menu
- //
- PAL_InGameMagicMenu();
- }
- else if (g_InputState.dwKeyPress & kKeyStatus)
- {
- //
- // Show the player status
- //
- PAL_PlayerStatus();
- }
- else if (g_InputState.dwKeyPress & kKeySearch)
- {
- //
- // Process search events
- //
- PAL_Search();
- }
- else if (g_InputState.dwKeyPress & kKeyFlee)
- {
- //
- // Quit Game
- //
- if (PAL_ConfirmMenu())
- {
- SOUND_PlayMUS(0, FALSE, 2);
- PAL_FadeOut(2);
- PAL_Shutdown();
- exit(0);
- }
- }
- if (--gpGlobals->wChasespeedChangeCycles == 0)
- {
- gpGlobals->wChaseRange = 1;
- }
- }
- VOID
- PAL_WaitForKey(
- WORD wTimeOut
- )
- /*++
- Purpose:
- Wait for any key.
- Parameters:
- [IN] wTimeOut - the maximum time of the waiting. 0 = wait forever.
- Return value:
- None.
- --*/
- {
- DWORD dwTimeOut = SDL_GetTicks() + wTimeOut;
- PAL_ClearKeyState();
- while (wTimeOut == 0 || SDL_GetTicks() < dwTimeOut)
- {
- UTIL_Delay(5);
- if (g_InputState.dwKeyPress & (kKeySearch | kKeyMenu))
- {
- break;
- }
- }
- }
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