Beispiel #1
0
VOID
PAL_BattleStartFrame(
   VOID
)
/*++
  Purpose:

    Called once per video frame in battle.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int                      i;
   int                      iMax;
   BOOL                     fEnded;
   WORD                     wPlayerRole;
   WORD                     wDexterity;
   FLOAT                    flMax;

   PAL_BattleUpdateFighters();

   //
   // Update the scene
   //
   PAL_BattleMakeScene();
   SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);

   //
   // Check if the battle is over
   //
   fEnded = TRUE;

   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
   {
      if (g_Battle.rgEnemy[i].wObjectID != 0)
      {
         fEnded = FALSE;
         break;
      }
   }

   if (fEnded)
   {
      //
      // All enemies are cleared. Won the battle.
      //
      g_Battle.BattleResult = kBattleResultWon;
      SOUND_Play(-1);
      return;
   }
   else
   {
      fEnded = TRUE;

      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
         if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] != 0 ||
            gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] != 0)
         {
            fEnded = FALSE;
            break;
         }
      }

      if (fEnded)
      {
         //
         // All players are dead. Lost the battle.
         //
         g_Battle.BattleResult = kBattleResultLost;
         return;
      }
   }

   //
   // Run the logic for all enemies
   //
   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
   {
      if (g_Battle.rgEnemy[i].wObjectID == 0)
      {
         continue;
      }

      if (g_Battle.rgEnemy[i].fTurnStart)
      {
         g_Battle.rgEnemy[i].wScriptOnTurnStart =
            PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i);

         g_Battle.rgEnemy[i].fTurnStart = FALSE;
      }
   }

   for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
   {
      if (g_Battle.rgEnemy[i].wObjectID == 0)
      {
         continue;
      }

      switch (g_Battle.rgEnemy[i].state)
      {
      case kFighterWait:
         flMax = PAL_GetTimeChargingSpeed(PAL_GetEnemyDexterity(i));

         if (flMax != 0)
         {
            g_Battle.rgEnemy[i].flTimeMeter += flMax;

            if (g_Battle.rgEnemy[i].flTimeMeter > 100 && flMax > 0)
            {
               g_Battle.rgEnemy[i].state = kFighterCom;
            }
         }
         break;

      case kFighterCom:
         g_Battle.rgEnemy[i].wScriptOnReady =
            PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnReady, i);
         g_Battle.rgEnemy[i].state = kFighterAct;
         break;

      case kFighterAct:
////TEST///////////////////////////////////////////////////////////
SOUND_Play(g_Battle.rgEnemy[i].e.wAttackSound);
if (g_Battle.rgEnemy[i].fFirstMoveDone)
PAL_BattleUIShowText(va("enemy %d attack (2nd)",i), 500);
else PAL_BattleUIShowText(va("enemy %d attack",i), 500);
g_Battle.rgEnemy[i].flTimeMeter =0;
g_Battle.rgEnemy[i].state = kFighterWait;
////////////////////////////////////////////////////////////////////
         if (!g_Battle.rgEnemy[i].fFirstMoveDone)
         {
            if (g_Battle.rgEnemy[i].e.wDualMove >= 2 ||
               (g_Battle.rgEnemy[i].e.wDualMove != 0 && RandomLong(0, 1)))
            {
               g_Battle.rgEnemy[i].flTimeMeter = 100;
               g_Battle.rgEnemy[i].state = kFighterWait;
               g_Battle.rgEnemy[i].fFirstMoveDone = TRUE;
               break;
            }
         }

         g_Battle.rgEnemy[i].fFirstMoveDone = FALSE;
         g_Battle.rgEnemy[i].fTurnStart = TRUE;
         break;
      }
   }

   //
   // Update the battle UI
   //
   PAL_BattleUIUpdate();

   //
   // Run the logic for all players
   //
   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;

      //
      // Skip dead players
      //
      if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
         gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] == 0)
      {
         g_Battle.rgPlayer[i].state = kFighterWait;
         g_Battle.rgPlayer[i].flTimeMeter = 0;
         continue;
      }

      switch (g_Battle.rgPlayer[i].state)
      {
      case kFighterWait:
         wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
         g_Battle.rgPlayer[i].flTimeMeter +=
            PAL_GetTimeChargingSpeed(wDexterity) * g_Battle.rgPlayer[i].flTimeSpeedModifier;
         break;

      case kFighterCom:
         if (g_Battle.UI.state == kBattleUIWait)
         {
            PAL_BattleUIPlayerReady(i);
         }
         break;

      case kFighterAct:
         wDexterity = PAL_GetPlayerActualDexterity(wPlayerRole);
         g_Battle.rgPlayer[i].action.flRemainingTime -= PAL_GetTimeChargingSpeed(wDexterity);

         if (g_Battle.rgPlayer[i].action.flRemainingTime < 0)
         {
            //
            // Perform the action for this player.
            //
            PAL_BattlePlayerPerformAction(i);

            //
            // Reduce the time for other players when uses coopmagic
            //
            if (g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic)
            {
               for (iMax = 0; iMax <= gpGlobals->wMaxPartyMemberIndex; iMax++)
               {
                  g_Battle.rgPlayer[iMax].flTimeMeter = 0;
                  g_Battle.rgPlayer[iMax].flTimeSpeedModifier = 2.0f;
               }
            }
            else
            {
               g_Battle.rgPlayer[i].flTimeMeter = 0;
            }

            //
            // Revert this player back to waiting state.
            //
            g_Battle.rgPlayer[i].state = kFighterWait;
            g_Battle.rgPlayer[i].flTimeSpeedModifier = 1.0f;
         }
         break;
      }
   }

   //
   // Start the UI for the fastest and ready player
   //
   flMax = 0;
   iMax = 0;

   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      if (g_Battle.rgPlayer[i].state == kFighterCom ||
         (g_Battle.rgPlayer[i].state == kFighterAct && g_Battle.rgPlayer[i].action.ActionType == kBattleActionCoopMagic))
      {
         flMax = 0;
         break;
      }
      else if (g_Battle.rgPlayer[i].state == kFighterWait)
      {
         if (g_Battle.rgPlayer[i].flTimeMeter > flMax)
         {
            iMax = i;
            flMax = g_Battle.rgPlayer[i].flTimeMeter;
         }
      }
   }

   if (flMax > 100.0f)
   {
      g_Battle.rgPlayer[iMax].state = kFighterCom;
      g_Battle.rgPlayer[iMax].fDefending = FALSE;
   }

////TEST/////////////////////////////////////////////////////////-START
if (g_InputState.dwKeyPress & kKeyFlee){
    for (i = 0; i < 5; i++){
        gpGlobals->g.PlayerRoles.rgwHP[i] = 0;
    }
   return;
}
////TEST/////////////////////////////////////////////////////////-END
}
Beispiel #2
0
VOID
PAL_BattleUIUpdate(
   VOID
)
/*++
  Purpose:

    Update the status of battle UI.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int              i, j, x, y;
   WORD             wPlayerRole, w;
   static int       s_iFrame = 0;

   s_iFrame++;

   if (g_Battle.UI.fAutoAttack && !gpGlobals->fAutoBattle)
   {
      //
      // Draw the "auto attack" message if in the autoattack mode.
      //
      if (g_InputState.dwKeyPress & kKeyMenu)
      {
         g_Battle.UI.fAutoAttack = FALSE;
      }
      else
      {
         PAL_DrawText(PAL_GetWord(BATTLEUI_LABEL_AUTO), PAL_XY(280, 10),
            MENUITEM_COLOR_CONFIRMED, TRUE, FALSE);
      }
   }

   if (gpGlobals->fAutoBattle)
   {
      PAL_BattlePlayerCheckReady();

      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         if (g_Battle.rgPlayer[i].state == kFighterCom)
         {
            PAL_BattleUIPlayerReady(i);
            break;
         }
      }

      if (g_Battle.UI.state != kBattleUIWait)
      {
         w = PAL_BattleUIPickAutoMagic(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole, 9999);

         if (w == 0)
         {
            g_Battle.UI.wActionType = kBattleActionAttack;
            g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
         }
         else
         {
            g_Battle.UI.wActionType = kBattleActionMagic;
            g_Battle.UI.wObjectID = w;

            if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
            {
               g_Battle.UI.wSelectedIndex = -1;
            }
            else
            {
               g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
            }
         }

         PAL_BattleCommitAction(FALSE);
      }

      goto end;
   }

   if (g_InputState.dwKeyPress & kKeyAuto)
   {
      g_Battle.UI.fAutoAttack = !g_Battle.UI.fAutoAttack;
      g_Battle.UI.MenuState = kBattleMenuMain;
   }

#ifdef PAL_CLASSIC
   if (g_Battle.Phase == kBattlePhasePerformAction)
   {
      goto end;
   }

   if (!g_Battle.UI.fAutoAttack)
#endif
   {
      //
      // Draw the player info boxes.
      //
      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
         w = F2int(g_Battle.rgPlayer[i].flTimeMeter);

         j = TIMEMETER_COLOR_DEFAULT;

#ifndef PAL_CLASSIC
         if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusHaste] > 0)
         {
            j = TIMEMETER_COLOR_HASTE;
         }
         else if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] > 0)
         {
            j = TIMEMETER_COLOR_SLOW;
         }
#endif

         if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] != 0 ||
            gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] != 0 ||
            gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet] != 0)
         {
            w = 0;
         }

         PAL_PlayerInfoBox(PAL_XY(91 + 77 * i, 165), wPlayerRole,
            w, j, FALSE);
      }
   }

   if (g_InputState.dwKeyPress & kKeyStatus)
   {
      PAL_PlayerStatus();
      goto end;
   }

   if (g_Battle.UI.state != kBattleUIWait)
   {
      wPlayerRole = gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole;

      if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
         gpGlobals->rgPlayerStatus[wPlayerRole][kStatusPuppet])
      {
         g_Battle.UI.wActionType = kBattleActionAttack;

         if (PAL_PlayerCanAttackAll(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole))
         {
            g_Battle.UI.wSelectedIndex = -1;
         }
         else
         {
            g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
         }

         PAL_BattleCommitAction(FALSE);
         goto end; // don't go further
      }

      //
      // Cancel any actions if player is dead or sleeping.
      //
      if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 ||
         gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSleep] != 0 ||
         gpGlobals->rgPlayerStatus[wPlayerRole][kStatusParalyzed] != 0)
      {
         g_Battle.UI.wActionType = kBattleActionPass;
         PAL_BattleCommitAction(FALSE);
         goto end; // don't go further
      }

      if (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusConfused] != 0)
      {
         g_Battle.UI.wActionType = kBattleActionAttackMate;
         PAL_BattleCommitAction(FALSE);
         goto end; // don't go further
      }

      if (g_Battle.UI.fAutoAttack)
      {
         g_Battle.UI.wActionType = kBattleActionAttack;

         if (PAL_PlayerCanAttackAll(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole))
         {
            g_Battle.UI.wSelectedIndex = -1;
         }
         else
         {
            g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
         }

         PAL_BattleCommitAction(FALSE);
         goto end; // don't go further
      }

      //
      // Draw the arrow on the player's head.
      //
      i = SPRITENUM_BATTLE_ARROW_CURRENTPLAYER_RED;
      if (s_iFrame & 1)
      {
         i = SPRITENUM_BATTLE_ARROW_CURRENTPLAYER;
      }

      x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][g_Battle.UI.wCurPlayerIndex][0] - 8;
      y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][g_Battle.UI.wCurPlayerIndex][1] - 74;

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, i), gpScreen, PAL_XY(x, y));
   }

   switch (g_Battle.UI.state)
   {
   case kBattleUIWait:
      if (!g_Battle.fEnemyCleared)
      {
         PAL_BattlePlayerCheckReady();

         for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
         {
            if (g_Battle.rgPlayer[i].state == kFighterCom)
            {
               PAL_BattleUIPlayerReady(i);
               break;
            }
         }
      }
      break;

   case kBattleUISelectMove:
      //
      // Draw the icons
      //
      {
         struct {
            int               iSpriteNum;
            PAL_POS           pos;
            BATTLEUIACTION    action;
         } rgItems[] =
         {
            {SPRITENUM_BATTLEICON_ATTACK,    PAL_XY(27, 140), kBattleUIActionAttack},
            {SPRITENUM_BATTLEICON_MAGIC,     PAL_XY(0, 155),  kBattleUIActionMagic},
            {SPRITENUM_BATTLEICON_COOPMAGIC, PAL_XY(54, 155), kBattleUIActionCoopMagic},
            {SPRITENUM_BATTLEICON_MISCMENU,  PAL_XY(27, 170), kBattleUIActionMisc}
         };

         if (g_Battle.UI.MenuState == kBattleMenuMain)
         {
            if (g_InputState.dir == kDirNorth)
            {
               g_Battle.UI.wSelectedAction = 0;
            }
            else if (g_InputState.dir == kDirSouth)
            {
               g_Battle.UI.wSelectedAction = 3;
            }
            else if (g_InputState.dir == kDirWest)
            {
               if (PAL_BattleUIIsActionValid(kBattleUIActionMagic))
               {
                  g_Battle.UI.wSelectedAction = 1;
               }
            }
            else if (g_InputState.dir == kDirEast)
            {
               if (PAL_BattleUIIsActionValid(kBattleUIActionCoopMagic))
               {
                  g_Battle.UI.wSelectedAction = 2;
               }
            }
         }

         if (!PAL_BattleUIIsActionValid(rgItems[g_Battle.UI.wSelectedAction].action))
         {
            g_Battle.UI.wSelectedAction = 0;
         }

         for (i = 0; i < 4; i++)
         {
            if (g_Battle.UI.wSelectedAction == i)
            {
               PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, rgItems[i].iSpriteNum),
                  gpScreen, rgItems[i].pos);
            }
            else if (PAL_BattleUIIsActionValid(rgItems[i].action))
            {
               PAL_RLEBlitMonoColor(PAL_SpriteGetFrame(gpSpriteUI, rgItems[i].iSpriteNum),
                  gpScreen, rgItems[i].pos, 0, -4);
            }
            else
            {
               PAL_RLEBlitMonoColor(PAL_SpriteGetFrame(gpSpriteUI, rgItems[i].iSpriteNum),
                  gpScreen, rgItems[i].pos, 0x10, -4);
            }
         }

         switch (g_Battle.UI.MenuState)
         {
         case kBattleMenuMain:
            if (g_InputState.dwKeyPress & kKeySearch)
            {
               switch (g_Battle.UI.wSelectedAction)
               {
               case 0:
                  //
                  // Attack
                  //
                  g_Battle.UI.wActionType = kBattleActionAttack;
                  if (PAL_PlayerCanAttackAll(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole))
                  {
                     g_Battle.UI.state = kBattleUISelectTargetEnemyAll;
                  }
                  else
                  {
                     g_Battle.UI.wSelectedIndex = g_Battle.UI.wPrevEnemyTarget;
                     g_Battle.UI.state = kBattleUISelectTargetEnemy;
                  }
                  break;

               case 1:
                  //
                  // Magic
                  //
                  g_Battle.UI.MenuState = kBattleMenuMagicSelect;
                  PAL_MagicSelectionMenuInit(wPlayerRole, TRUE, 0);
                  break;

               case 2:
                  //
                  // Cooperative magic
                  //
                  w = gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole;
                  w = PAL_GetPlayerCooperativeMagic(w);

                  g_Battle.UI.wActionType = kBattleActionCoopMagic;
                  g_Battle.UI.wObjectID = w;

                  if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagUsableToEnemy)
                  {
                     if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
                     {
                        g_Battle.UI.state = kBattleUISelectTargetEnemyAll;
                     }
                     else
                     {
                        g_Battle.UI.wSelectedIndex = g_Battle.UI.wPrevEnemyTarget;
                        g_Battle.UI.state = kBattleUISelectTargetEnemy;
                     }
                  }
                  else
                  {
                     if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
                     {
                        g_Battle.UI.state = kBattleUISelectTargetPlayerAll;
                     }
                     else
                     {
#ifdef PAL_CLASSIC
                        g_Battle.UI.wSelectedIndex = 0;
#else
                        g_Battle.UI.wSelectedIndex = g_Battle.UI.wCurPlayerIndex;
#endif
                        g_Battle.UI.state = kBattleUISelectTargetPlayer;
                     }
                  }
                  break;

               case 3:
                  //
                  // Misc menu
                  //
                  g_Battle.UI.MenuState = kBattleMenuMisc;
                  g_iCurMiscMenuItem = 0;
                  break;
               }
            }
            else if (g_InputState.dwKeyPress & kKeyDefend)
            {
               g_Battle.UI.wActionType = kBattleActionDefend;
               PAL_BattleCommitAction(FALSE);
            }
            else if (g_InputState.dwKeyPress & kKeyForce)
            {
               w = PAL_BattleUIPickAutoMagic(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole, 60);

               if (w == 0)
               {
                  g_Battle.UI.wActionType = kBattleActionAttack;

                  if (PAL_PlayerCanAttackAll(gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole))
                  {
                     g_Battle.UI.wSelectedIndex = -1;
                  }
                  else
                  {
                     g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
                  }
               }
               else
               {
                  g_Battle.UI.wActionType = kBattleActionMagic;
                  g_Battle.UI.wObjectID = w;

                  if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
                  {
                     g_Battle.UI.wSelectedIndex = -1;
                  }
                  else
                  {
                     g_Battle.UI.wSelectedIndex = PAL_BattleSelectAutoTarget();
                  }
               }

               PAL_BattleCommitAction(FALSE);
            }
            else if (g_InputState.dwKeyPress & kKeyFlee)
            {
               g_Battle.UI.wActionType = kBattleActionFlee;
               PAL_BattleCommitAction(FALSE);
            }
            else if (g_InputState.dwKeyPress & kKeyUseItem)
            {
               g_Battle.UI.MenuState = kBattleMenuUseItemSelect;
               PAL_ItemSelectMenuInit(kItemFlagUsable);
            }
            else if (g_InputState.dwKeyPress & kKeyThrowItem)
            {
               g_Battle.UI.MenuState = kBattleMenuThrowItemSelect;
               PAL_ItemSelectMenuInit(kItemFlagThrowable);
            }
            else if (g_InputState.dwKeyPress & kKeyRepeat)
            {
               PAL_BattleCommitAction(TRUE);
            }
#ifdef PAL_CLASSIC
            else if (g_InputState.dwKeyPress & kKeyMenu)
            {
               g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].state = kFighterWait;
               g_Battle.UI.state = kBattleUIWait;

               if (g_Battle.UI.wCurPlayerIndex > 0)
               {
                  //
                  // Revert to the previous player
                  //
                  do
                  {
                     g_Battle.rgPlayer[--g_Battle.UI.wCurPlayerIndex].state = kFighterWait;

                     if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType == kBattleActionThrowItem)
                     {
                        for (i = 0; i < MAX_INVENTORY; i++)
                        {
                           if (gpGlobals->rgInventory[i].wItem ==
                              g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID)
                           {
                              gpGlobals->rgInventory[i].nAmountInUse--;
                              break;
                           }
                        }
                     }
                     else if (g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.ActionType == kBattleActionUseItem)
                     {
                        if (gpGlobals->g.rgObject[g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID].item.wFlags & kItemFlagConsuming)
                        {
                           for (i = 0; i < MAX_INVENTORY; i++)
                           {
                              if (gpGlobals->rgInventory[i].wItem ==
                                 g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].action.wActionID)
                              {
                                 gpGlobals->rgInventory[i].nAmountInUse--;
                                 break;
                              }
                           }
                        }
                     }
                  } while (g_Battle.UI.wCurPlayerIndex > 0 &&
                     (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole] == 0 ||
                      gpGlobals->rgPlayerStatus[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole][kStatusConfused] > 0 ||
                      gpGlobals->rgPlayerStatus[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole][kStatusSleep] > 0 ||
                      gpGlobals->rgPlayerStatus[gpGlobals->rgParty[g_Battle.UI.wCurPlayerIndex].wPlayerRole][kStatusParalyzed] > 0));
               }
            }
#else
            else if (g_InputState.dwKeyPress & kKeyMenu)
            {
               FLOAT flMin = int2F(-1);
               j = -1;

               for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
               {
                  if (g_Battle.rgPlayer[i].flTimeMeter >= 100)
                  {
                     g_Battle.rgPlayer[i].flTimeMeter += 100; // HACKHACK: Prevent the time meter from going below 100

                     if ((g_Battle.rgPlayer[i].flTimeMeter < flMin || flMin < 0) &&
                        i != (int)g_Battle.UI.wCurPlayerIndex &&
                        g_Battle.rgPlayer[i].state == kFighterWait)
                     {
                        flMin = g_Battle.rgPlayer[i].flTimeMeter;
                        j = i;
                     }
                  }
               }

               if (j != -1)
               {
                  g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].flTimeMeter = flMin - int2F(99);
                  g_Battle.rgPlayer[g_Battle.UI.wCurPlayerIndex].state = kFighterWait;
                  g_Battle.UI.state = kBattleUIWait;
               }
            }
#endif
            break;

         case kBattleMenuMagicSelect:
            w = PAL_MagicSelectionMenuUpdate();

            if (w != 0xFFFF)
            {
               g_Battle.UI.MenuState = kBattleMenuMain;

               if (w != 0)
               {
                  g_Battle.UI.wActionType = kBattleActionMagic;
                  g_Battle.UI.wObjectID = w;

                  if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagUsableToEnemy)
                  {
                     if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
                     {
                        g_Battle.UI.state = kBattleUISelectTargetEnemyAll;
                     }
                     else
                     {
                        g_Battle.UI.wSelectedIndex = g_Battle.UI.wPrevEnemyTarget;
                        g_Battle.UI.state = kBattleUISelectTargetEnemy;
                     }
                  }
                  else
                  {
                     if (gpGlobals->g.rgObject[w].magic.wFlags & kMagicFlagApplyToAll)
                     {
                        g_Battle.UI.state = kBattleUISelectTargetPlayerAll;
                     }
                     else
                     {
#ifdef PAL_CLASSIC
                        g_Battle.UI.wSelectedIndex = 0;
#else
                        g_Battle.UI.wSelectedIndex = g_Battle.UI.wCurPlayerIndex;
#endif
                        g_Battle.UI.state = kBattleUISelectTargetPlayer;
                     }
                  }
               }
            }
            break;

         case kBattleMenuUseItemSelect:
            PAL_BattleUIUseItem();
            break;

         case kBattleMenuThrowItemSelect:
            PAL_BattleUIThrowItem();
            break;

         case kBattleMenuMisc:
            w = PAL_BattleUIMiscMenuUpdate();

            if (w != 0xFFFF)
            {
               g_Battle.UI.MenuState = kBattleMenuMain;

               switch (w)
               {
#ifdef PAL_CLASSIC
               case 2: // item
#else
               case 1: // item
#endif
                  g_Battle.UI.MenuState = kBattleMenuMiscItemSubMenu;
                  g_iCurSubMenuItem = 0;
                  break;

#ifdef PAL_CLASSIC
               case 3: // defend
#else
               case 2: // defend
#endif
                  g_Battle.UI.wActionType = kBattleActionDefend;
                  PAL_BattleCommitAction(FALSE);
                  break;

#ifdef PAL_CLASSIC
               case 1: // auto
#else
               case 3: // auto
#endif
                  g_Battle.UI.fAutoAttack = TRUE;
                  break;

               case 4: // flee
                  g_Battle.UI.wActionType = kBattleActionFlee;
                  PAL_BattleCommitAction(FALSE);
                  break;

               case 5: // status
                  PAL_PlayerStatus();
                  break;
               }
            }
            break;

         case kBattleMenuMiscItemSubMenu:
            w = PAL_BattleUIMiscItemSubMenuUpdate();

            if (w != 0xFFFF)
            {
               g_Battle.UI.MenuState = kBattleMenuMain;

               switch (w)
               {
               case 1: // use
                  g_Battle.UI.MenuState = kBattleMenuUseItemSelect;
                  PAL_ItemSelectMenuInit(kItemFlagUsable);
                  break;

               case 2: // throw
                  g_Battle.UI.MenuState = kBattleMenuThrowItemSelect;
                  PAL_ItemSelectMenuInit(kItemFlagThrowable);
                  break;
               }
            }
            break;
         }
      }
      break;

   case kBattleUISelectTargetEnemy:
      x = -1;
      y = 0;

      for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
      {
         if (g_Battle.rgEnemy[i].wObjectID != 0)
         {
            x = i;
            y++;
         }
      }

      if (x == -1)
      {
         g_Battle.UI.state = kBattleUISelectMove;
         break;
      }

      if (g_Battle.UI.wActionType == kBattleActionCoopMagic)
      {
         if (!PAL_BattleUIIsActionValid(kBattleActionCoopMagic))
         {
            g_Battle.UI.state = kBattleUISelectMove;
            break;
         }
      }

#ifdef PAL_CLASSIC
      //
      // Don't bother selecting when only 1 enemy left
      //
      if (y == 1)
      {
         g_Battle.UI.wPrevEnemyTarget = (WORD)x;
         PAL_BattleCommitAction(FALSE);
         break;
      }
#endif
      if (g_Battle.UI.wSelectedIndex > x)
      {
         g_Battle.UI.wSelectedIndex = x;
      }

      for (i = 0; i <= x; i++)
      {
         if (g_Battle.rgEnemy[g_Battle.UI.wSelectedIndex].wObjectID != 0)
         {
            break;
         }
         g_Battle.UI.wSelectedIndex++;
         g_Battle.UI.wSelectedIndex %= x + 1;
      }

      //
      // Highlight the selected enemy
      //
      if (s_iFrame & 1)
      {
         i = g_Battle.UI.wSelectedIndex;

         x = PAL_X(g_Battle.rgEnemy[i].pos);
         y = PAL_Y(g_Battle.rgEnemy[i].pos);

         x -= PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2;
         y -= PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame));

         PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
            gpScreen, PAL_XY(x, y), 7);
      }

      if (g_InputState.dwKeyPress & kKeyMenu)
      {
         g_Battle.UI.state = kBattleUISelectMove;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         g_Battle.UI.wPrevEnemyTarget = g_Battle.UI.wSelectedIndex;
         PAL_BattleCommitAction(FALSE);
      }
      else if (g_InputState.dwKeyPress & (kKeyLeft | kKeyDown))
      {
         if (g_Battle.UI.wSelectedIndex != 0)
         {
            g_Battle.UI.wSelectedIndex--;
            while (g_Battle.UI.wSelectedIndex != 0 &&
               g_Battle.rgEnemy[g_Battle.UI.wSelectedIndex].wObjectID == 0)
            {
               g_Battle.UI.wSelectedIndex--;
            }
         }
      }
      else if (g_InputState.dwKeyPress & (kKeyRight | kKeyUp))
      {
         if (g_Battle.UI.wSelectedIndex < x)
         {
            g_Battle.UI.wSelectedIndex++;
            while (g_Battle.UI.wSelectedIndex < x &&
               g_Battle.rgEnemy[g_Battle.UI.wSelectedIndex].wObjectID == 0)
            {
               g_Battle.UI.wSelectedIndex++;
            }
         }
      }
      break;

   case kBattleUISelectTargetPlayer:
#ifdef PAL_CLASSIC
      //
      // Don't bother selecting when only 1 player is in the party
      //
      if (gpGlobals->wMaxPartyMemberIndex == 0)
      {
         g_Battle.UI.wSelectedIndex = 0;
         PAL_BattleCommitAction(FALSE);
      }
#endif

      j = SPRITENUM_BATTLE_ARROW_SELECTEDPLAYER;
      if (s_iFrame & 1)
      {
         j = SPRITENUM_BATTLE_ARROW_SELECTEDPLAYER_RED;
      }

      //
      // Draw arrows on the selected player
      //
      x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][g_Battle.UI.wSelectedIndex][0] - 8;
      y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][g_Battle.UI.wSelectedIndex][1] - 67;

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, j), gpScreen, PAL_XY(x, y));

      if (g_InputState.dwKeyPress & kKeyMenu)
      {
         g_Battle.UI.state = kBattleUISelectMove;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         PAL_BattleCommitAction(FALSE);
      }
      else if (g_InputState.dwKeyPress & (kKeyLeft | kKeyDown))
      {
         if (g_Battle.UI.wSelectedIndex != 0)
         {
            g_Battle.UI.wSelectedIndex--;
         }
         else
         {
            g_Battle.UI.wSelectedIndex = gpGlobals->wMaxPartyMemberIndex;
         }
      }
      else if (g_InputState.dwKeyPress & (kKeyRight | kKeyUp))
      {
         if (g_Battle.UI.wSelectedIndex < gpGlobals->wMaxPartyMemberIndex)
         {
            g_Battle.UI.wSelectedIndex++;
         }
         else
         {
            g_Battle.UI.wSelectedIndex = 0;
         }
      }

      break;

   case kBattleUISelectTargetEnemyAll:
#ifdef PAL_CLASSIC
      //
      // Don't bother selecting
      //
      g_Battle.UI.wSelectedIndex = (WORD)-1;
      PAL_BattleCommitAction(FALSE);
#else
      if (g_Battle.UI.wActionType == kBattleActionCoopMagic)
      {
         if (!PAL_BattleUIIsActionValid(kBattleActionCoopMagic))
         {
            g_Battle.UI.state = kBattleUISelectMove;
            break;
         }
      }

      if (s_iFrame & 1)
      {
         //
         // Highlight all enemies
         //
         for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
         {
            if (g_Battle.rgEnemy[i].wObjectID == 0)
            {
               continue;
            }

            x = PAL_X(g_Battle.rgEnemy[i].pos);
            y = PAL_Y(g_Battle.rgEnemy[i].pos);

            x -= PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2;
            y -= PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame));

            PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
               gpScreen, PAL_XY(x, y), 7);
         }
      }
      if (g_InputState.dwKeyPress & kKeyMenu)
      {
         g_Battle.UI.state = kBattleUISelectMove;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         g_Battle.UI.wSelectedIndex = (WORD)-1;
         PAL_BattleCommitAction(FALSE);
      }
#endif
      break;

   case kBattleUISelectTargetPlayerAll:
#ifdef PAL_CLASSIC
      //
      // Don't bother selecting
      //
      g_Battle.UI.wSelectedIndex = (WORD)-1;
      PAL_BattleCommitAction(FALSE);
#else
      j = SPRITENUM_BATTLE_ARROW_SELECTEDPLAYER;
      if (s_iFrame & 1)
      {
         j = SPRITENUM_BATTLE_ARROW_SELECTEDPLAYER_RED;
      }
      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         if (g_Battle.UI.wActionType == kBattleActionMagic)
         {
            w = gpGlobals->g.rgObject[g_Battle.UI.wObjectID].magic.wMagicNumber;

            if (gpGlobals->g.lprgMagic[w].wType == kMagicTypeTrance)
            {
               if (i != g_Battle.UI.wCurPlayerIndex)
                  continue;
            }
         }

         //
         // Draw arrows on all players, despite of dead or not
         //
         x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0] - 8;
         y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1] - 67;

         PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, j), gpScreen, PAL_XY(x, y));
      }

      if (g_InputState.dwKeyPress & kKeyMenu)
      {
         g_Battle.UI.state = kBattleUISelectMove;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         g_Battle.UI.wSelectedIndex = (WORD)-1;
         PAL_BattleCommitAction(FALSE);
      }
#endif
      break;
   }

end:
   //
   // Show the text message if there is one.
   //
#ifndef PAL_CLASSIC
   if (SDL_GetTicks() < g_Battle.UI.dwMsgShowTime)
   {
      //
      // The text should be shown in a small window at the center of the screen
      //
      PAL_POS    pos;
      int        len = strlen(g_Battle.UI.szMsg);

      //
      // Create the window box
      //
      pos = PAL_XY(160 - len * 4, 40);
      PAL_CreateSingleLineBox(pos, (len + 1) / 2, FALSE);

      //
      // Show the text on the screen
      //
      pos = PAL_XY(PAL_X(pos) + 8 + ((len & 1) << 2), PAL_Y(pos) + 10);
      PAL_DrawText(g_Battle.UI.szMsg, pos, 0, FALSE, FALSE);
   }
   else if (g_Battle.UI.szNextMsg[0] != '\0')
   {
      strcpy(g_Battle.UI.szMsg, g_Battle.UI.szNextMsg);
      g_Battle.UI.dwMsgShowTime = SDL_GetTicks() + g_Battle.UI.wNextMsgDuration;
      g_Battle.UI.szNextMsg[0] = '\0';
   }
#endif

   //
   // Draw the numbers
   //
   for (i = 0; i < BATTLEUI_MAX_SHOWNUM; i++)
   {
      if (g_Battle.UI.rgShowNum[i].wNum > 0)
      {
         if ((SDL_GetTicks() - g_Battle.UI.rgShowNum[i].dwTime) / BATTLE_FRAME_TIME > 10)
         {
            g_Battle.UI.rgShowNum[i].wNum = 0;
         }
         else
         {
            PAL_DrawNumber(g_Battle.UI.rgShowNum[i].wNum, 5,
               PAL_XY(PAL_X(g_Battle.UI.rgShowNum[i].pos), PAL_Y(g_Battle.UI.rgShowNum[i].pos) - (SDL_GetTicks() - g_Battle.UI.rgShowNum[i].dwTime) / BATTLE_FRAME_TIME),
               g_Battle.UI.rgShowNum[i].color, kNumAlignRight);
         }
      }
   }

   PAL_ClearKeyState();
}