Beispiel #1
0
VOID
PAL_ScrollFBP(
WORD         wChunkNum,
WORD         wScrollSpeed,
BOOL         fScrollDown
)
/*++
  Purpose:

  Scroll up an FBP picture to the screen.

  Parameters:

  [IN]  wChunkNum - number of chunk in fbp.mkf file.

  [IN]  wScrollSpeed - scrolling speed of showing the picture.

  [IN]  fScrollDown - TRUE if scroll down, FALSE if scroll up.

  Return value:

  None.

  --*/
{
	SDL_Surface          *p;
	PAL_LARGE BYTE        buf[320 * 200];
	PAL_LARGE BYTE        bufSprite[320 * 200];
	int                   i, l;
	SDL_Rect              rect, dstrect;

	if (PAL_MKFDecompressChunk(buf, 320 * 200, wChunkNum, gpGlobals->f.fpFBP) <= 0)
	{
		return;
	}

	if (g_wCurEffectSprite != 0)
	{
		PAL_MKFDecompressChunk(bufSprite, 320 * 200, g_wCurEffectSprite, gpGlobals->f.fpMGO);
	}

	p = SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
		gpScreen->format->Rmask, gpScreen->format->Gmask,
		gpScreen->format->Bmask, gpScreen->format->Amask);

	if (p == NULL)
	{
		return;
	}

#if SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_SetSurfacePalette(p, gpScreen->format->palette);
#else
	SDL_SetPalette(p, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
#endif

	VIDEO_BackupScreen();
	PAL_FBPBlitToSurface(buf, p);

	if (wScrollSpeed == 0)
	{
		wScrollSpeed = 1;
	}

	rect.x = 0;
	rect.w = 320;
	dstrect.x = 0;
	dstrect.w = 320;

	for (l = 0; l < 220; l++)
	{
		i = l;
		if (i > 200)
		{
			i = 200;
		}

		if (fScrollDown)
		{
			rect.y = 0;
			dstrect.y = i;
			rect.h = 200 - i;
			dstrect.h = 200 - i;
		}
		else
		{
			rect.y = i;
			dstrect.y = 0;
			rect.h = 200 - i;
			dstrect.h = 200 - i;
		}

		SDL_BlitSurface(gpScreenBak, &rect, gpScreen, &dstrect);

		if (fScrollDown)
		{
			rect.y = 200 - i;
			dstrect.y = 0;
			rect.h = i;
			dstrect.h = i;
		}
		else
		{
			rect.y = 0;
			dstrect.y = 200 - i;
			rect.h = i;
			dstrect.h = i;
		}

		SDL_BlitSurface(p, &rect, gpScreen, &dstrect);

		PAL_ApplyWave(gpScreen);

		if (g_wCurEffectSprite != 0)
		{
			int f = SDL_GetTicks() / 150;
			PAL_RLEBlitToSurface(PAL_SpriteGetFrame(bufSprite, f % PAL_SpriteGetNumFrames(bufSprite)),
				gpScreen, PAL_XY(0, 0));
		}

		VIDEO_UpdateScreen(NULL);

		if (gpGlobals->fNeedToFadeIn)
		{
			PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
			gpGlobals->fNeedToFadeIn = FALSE;
#if SDL_VERSION_ATLEAST(2, 0, 0)
			SDL_SetSurfacePalette(p, gpScreen->format->palette);
#else
			SDL_SetPalette(p, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
#endif
		}

		UTIL_Delay(800 / wScrollSpeed);
	}

	SDL_BlitSurface(p, NULL, gpScreen, NULL);
	SDL_FreeSurface(p);
	VIDEO_UpdateScreen(NULL);
}
Beispiel #2
0
WORD
PAL_ItemSelectMenuUpdate(
   VOID
)
/*++
  Purpose:

    Initialize the item selection menu.

  Parameters:

    None.

  Return value:

    The object ID of the selected item. 0 if cancelled, 0xFFFF if not confirmed.

--*/
{
#ifndef PAL_WIN95
   int                i, j, k;
   WORD               wObject;
#else
   int                i, j, k, line;
   WORD               wObject, wScript;
#endif
   BYTE               bColor;
   static BYTE        bufImage[2048];
   static WORD        wPrevImageIndex = 0xFFFF;

   //
   // Process input
   //
   if (g_InputState.dwKeyPress & kKeyUp)
   {
      gpGlobals->iCurInvMenuItem -= 3;
   }
   else if (g_InputState.dwKeyPress & kKeyDown)
   {
      gpGlobals->iCurInvMenuItem += 3;
   }
   else if (g_InputState.dwKeyPress & kKeyLeft)
   {
      gpGlobals->iCurInvMenuItem--;
   }
   else if (g_InputState.dwKeyPress & kKeyRight)
   {
      gpGlobals->iCurInvMenuItem++;
   }
   else if (g_InputState.dwKeyPress & kKeyPgUp)
   {
      gpGlobals->iCurInvMenuItem -= 3 * 7;
   }
   else if (g_InputState.dwKeyPress & kKeyPgDn)
   {
      gpGlobals->iCurInvMenuItem += 3 * 7;
   }
   else if (g_InputState.dwKeyPress & kKeyMenu)
   {
      return 0;
   }

   //
   // Make sure the current menu item index is in bound
   //
   if (gpGlobals->iCurInvMenuItem < 0)
   {
      gpGlobals->iCurInvMenuItem = 0;
   }
   else if (gpGlobals->iCurInvMenuItem >= g_iNumInventory)
   {
      gpGlobals->iCurInvMenuItem = g_iNumInventory - 1;
   }

   //
   // Redraw the box
   //
   PAL_CreateBox(PAL_XY(2, 0), 6, 17, 1, FALSE);

   //
   // Draw the texts in the current page
   //
   i = gpGlobals->iCurInvMenuItem / 3 * 3 - 3 * 4;
   if (i < 0)
   {
      i = 0;
   }

   for (j = 0; j < 7; j++)
   {
      for (k = 0; k < 3; k++)
      {
         wObject = gpGlobals->rgInventory[i].wItem;
         bColor = MENUITEM_COLOR;

         if (i >= MAX_INVENTORY || wObject == 0)
         {
            //
            // End of the list reached
            //
            j = 7;
            break;
         }

         if (i == gpGlobals->iCurInvMenuItem)
         {
            if (!(gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) ||
               (SHORT)gpGlobals->rgInventory[i].nAmount <= (SHORT)gpGlobals->rgInventory[i].nAmountInUse)
            {
               //
               // This item is not selectable
               //
               bColor = MENUITEM_COLOR_SELECTED_INACTIVE;
            }
            else
            {
               //
               // This item is selectable
               //
               if (gpGlobals->rgInventory[i].nAmount == 0)
               {
                  bColor = MENUITEM_COLOR_EQUIPPEDITEM;
               }
               else
               {
                  bColor = MENUITEM_COLOR_SELECTED;
               }
            }
         }
         else if (!(gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) ||
            (SHORT)gpGlobals->rgInventory[i].nAmount <= (SHORT)gpGlobals->rgInventory[i].nAmountInUse)
         {
            //
            // This item is not selectable
            //
            bColor = MENUITEM_COLOR_INACTIVE;
         }
         else if (gpGlobals->rgInventory[i].nAmount == 0)
         {
            bColor = MENUITEM_COLOR_EQUIPPEDITEM;
         }

         //
         // Draw the text
         //
         PAL_DrawText(PAL_GetWord(wObject), PAL_XY(15 + k * 100, 12 + j * 18),
            bColor, TRUE, FALSE);

         //
         // Draw the cursor on the current selected item
         //
         if (i == gpGlobals->iCurInvMenuItem)
         {
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_CURSOR),
               gpScreen, PAL_XY(40 + k * 100, 22 + j * 18));
         }

         //
         // Draw the amount of this item
         //
		 if ((SHORT)gpGlobals->rgInventory[i].nAmount - (SHORT)gpGlobals->rgInventory[i].nAmountInUse > 1)
		 {
            PAL_DrawNumber(gpGlobals->rgInventory[i].nAmount - gpGlobals->rgInventory[i].nAmountInUse,
               2, PAL_XY(96 + k * 100, 17 + j * 18), kNumColorCyan, kNumAlignRight);
		 }

         i++;
      }
   }

   //
   // Draw the picture of current selected item
   //
   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ITEMBOX), gpScreen,
      PAL_XY(5, 140));

   wObject = gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].wItem;

   if (gpGlobals->g.rgObject[wObject].item.wBitmap != wPrevImageIndex)
   {
      if (PAL_MKFReadChunk(bufImage, 2048,
         gpGlobals->g.rgObject[wObject].item.wBitmap, gpGlobals->f.fpBALL) > 0)
      {
         wPrevImageIndex = gpGlobals->g.rgObject[wObject].item.wBitmap;
      }
      else
      {
         wPrevImageIndex = 0xFFFF;
      }
   }

   if (wPrevImageIndex != 0xFFFF)
   {
      PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(12, 148));
   }

   //
   // Draw the description of the selected item
   //
#ifndef PAL_WIN95
   if (!g_fNoDesc && gpGlobals->lpObjectDesc != NULL)
   {
      char szDesc[512], *next;
      const char *d = PAL_GetObjectDesc(gpGlobals->lpObjectDesc, wObject);

      if (d != NULL)
      {
         k = 150;
         strcpy(szDesc, d);
         d = szDesc;

         while (TRUE)
         {
            next = strchr(d, '*');
            if (next != NULL)
            {
               *next = '\0';
               next++;
            }

            PAL_DrawText(d, PAL_XY(75, k), DESCTEXT_COLOR, TRUE, FALSE);
            k += 16;

            if (next == NULL)
            {
               break;
            }

            d = next;
         }
      }
   }
#else
   if (!g_fNoDesc)
   {
      wScript = gpGlobals->g.rgObject[wObject].item.wScriptDesc;
      line = 0;
      while (wScript && gpGlobals->g.lprgScriptEntry[wScript].wOperation != 0)
      {
         if (gpGlobals->g.lprgScriptEntry[wScript].wOperation == 0xFFFF)
         {
            wScript = PAL_RunAutoScript(wScript, (1 << 15) | line);
            line++;
         }
         else
         {
            wScript = PAL_RunAutoScript(wScript, 0);
         }
      }
   }
#endif

   if (g_InputState.dwKeyPress & kKeySearch)
   {
      if ((gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) &&
         (SHORT)gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmount >
         (SHORT)gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmountInUse)
      {
         if (gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmount > 0)
         {
            j = (gpGlobals->iCurInvMenuItem < 3 * 4) ? (gpGlobals->iCurInvMenuItem / 3) : 4;
            k = gpGlobals->iCurInvMenuItem % 3;

            PAL_DrawText(PAL_GetWord(wObject), PAL_XY(15 + k * 100, 12 + j * 18),
               MENUITEM_COLOR_CONFIRMED, FALSE, FALSE);
         }

         return wObject;
      }
   }

   return 0xFFFF;
}
Beispiel #3
0
static VOID
PAL_SceneDrawSprites(
   VOID
)
/*++
   Purpose:

     Draw all the sprites to scene.

   Parameters:

     None.

   Return value:

     None.

--*/
{
   int i, x, y, vy;

   g_nSpriteToDraw = 0;

   //
   // Put all the sprites to be drawn into our array.
   //

   //
   // Players
   //
   for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; i++)
   {
      LPCBITMAPRLE lpBitmap =
         PAL_SpriteGetFrame(PAL_GetPlayerSprite((BYTE)i), gpGlobals->rgParty[i].wFrame);

      if (lpBitmap == NULL)
      {
         continue;
      }

      //
      // Add it to our array
      //
      PAL_AddSpriteToDraw(lpBitmap,
         gpGlobals->rgParty[i].x - PAL_RLEGetWidth(lpBitmap) / 2,
         gpGlobals->rgParty[i].y + gpGlobals->wLayer + 10,
         gpGlobals->wLayer + 6);

      //
      // Calculate covering tiles on the map
      //
      PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
   }

   //
   // Event Objects (Monsters/NPCs/others)
   //
   for (i = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex;
      i < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; i++)
   {
      LPCBITMAPRLE     lpFrame;
      LPCSPRITE        lpSprite;

      LPEVENTOBJECT    lpEvtObj = &(gpGlobals->g.lprgEventObject[i]);

      int              iFrame;

      if (lpEvtObj->sState == kObjStateHidden || lpEvtObj->sVanishTime > 0 ||
         lpEvtObj->sState < 0)
      {
         continue;
      }

      //
      // Get the sprite
      //
      lpSprite = PAL_GetEventObjectSprite((WORD)i + 1);
      if (lpSprite == NULL)
      {
         continue;
      }

      iFrame = lpEvtObj->wCurrentFrameNum;
      if (lpEvtObj->nSpriteFrames == 3)
      {
         //
         // walking character
         //
         if (iFrame == 2)
         {
            iFrame = 0;
         }

         if (iFrame == 3)
         {
            iFrame = 2;
         }
      }

      lpFrame = PAL_SpriteGetFrame(lpSprite,
         lpEvtObj->wDirection * lpEvtObj->nSpriteFrames + iFrame);

      if (lpFrame == NULL)
      {
         continue;
      }

      //
      // Calculate the coordinate and check if outside the screen
      //
      x = (SHORT)lpEvtObj->x - PAL_X(gpGlobals->viewport);
      x -= PAL_RLEGetWidth(lpFrame) / 2;

      if (x >= 320 || x < -(int)PAL_RLEGetWidth(lpFrame))
      {
         //
         // outside the screen; skip it
         //
         continue;
      }

      y = (SHORT)lpEvtObj->y - PAL_Y(gpGlobals->viewport);
      y += lpEvtObj->sLayer * 8 + 9;

      vy = y - PAL_RLEGetHeight(lpFrame) - lpEvtObj->sLayer * 8 + 2;
      if (vy >= 200 || vy < -(int)PAL_RLEGetHeight(lpFrame))
      {
         //
         // outside the screen; skip it
         //
         continue;
      }

      //
      // Add it into the array
      //
      PAL_AddSpriteToDraw(lpFrame, x, y, lpEvtObj->sLayer * 8 + 2);

      //
      // Calculate covering map tiles
      //
      PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
   }

   //
   // All sprites are now in our array; sort them by their vertical positions.
   //
   for (x = 0; x < g_nSpriteToDraw - 1; x++)
   {
      SPRITE_TO_DRAW           tmp;
      BOOL                     fSwap = FALSE;

      for (y = 0; y < g_nSpriteToDraw - 1 - x; y++)
      {
         if (PAL_Y(g_rgSpriteToDraw[y].pos) > PAL_Y(g_rgSpriteToDraw[y + 1].pos))
         {
            fSwap = TRUE;

            tmp = g_rgSpriteToDraw[y];
            g_rgSpriteToDraw[y] = g_rgSpriteToDraw[y + 1];
            g_rgSpriteToDraw[y + 1] = tmp;
         }
      }

      if (!fSwap)
      {
         break;
      }
   }

   //
   // Draw all the sprites to the screen.
   //
   for (i = 0; i < g_nSpriteToDraw; i++)
   {
      SPRITE_TO_DRAW *p = &g_rgSpriteToDraw[i];

      x = PAL_X(p->pos);
      y = PAL_Y(p->pos) - PAL_RLEGetHeight(p->lpSpriteFrame) - p->iLayer;

      PAL_RLEBlitToSurface(p->lpSpriteFrame, gpScreen, PAL_XY(x, y));
   }
}
Beispiel #4
0
VOID
PAL_PlayerInfoBox(
   PAL_POS         pos,
   WORD            wPlayerRole,
   INT             iTimeMeter,
   BYTE            bTimeMeterColor,
   BOOL            fUpdate
)
/*++
  Purpose:

    Show the player info box.

  Parameters:

    [IN]  pos - the top-left corner position of the box.

    [IN]  wPlayerRole - the player role ID to be shown.

    [IN]  iTimeMeter - the value of time meter. 0 = empty, 100 = full.

    [IN]  bTimeMeterColor - the color of time meter.

    [IN]  fUpdate - whether to update the screen area or not.

  Return value:

    None.

--*/
{
   SDL_Rect        rect;
   BYTE            bPoisonColor;
   int             i, iPartyIndex;
   WORD            wMaxLevel, w;

   const BYTE      rgStatusPos[kStatusAll][2] =
   {
      {35, 19},  // confused
      {0, 0},    // slow
      {54, 1},   // sleep
      {55, 20},  // silence
      {0, 0},    // puppet
      {0, 0},    // bravery
      {0, 0},    // protect
      {0, 0},    // haste
      {0, 0},    // dualattack
   };

   const WORD      rgwStatusWord[kStatusAll] =
   {
      0x1D,  // confused
      0x00,  // slow
      0x1C,  // sleep
      0x1A,  // silence
      0x00,  // puppet
      0x00,  // bravery
      0x00,  // protect
      0x00,  // haste
      0x00,  // dualattack
   };

   const BYTE      rgbStatusColor[kStatusAll] =
   {
      0x5F,  // confused
      0x00,  // slow
      0x0E,  // sleep
      0x3C,  // silence
      0x00,  // puppet
      0x00,  // bravery
      0x00,  // protect
      0x00,  // haste
      0x00,  // dualattack
   };

   //
   // Draw the box
   //
   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_PLAYERINFOBOX),
      gpScreen, pos);

   //
   // Draw the player face
   //
   wMaxLevel = 0;
   bPoisonColor = 0xFF;

   for (iPartyIndex = 0; iPartyIndex <= gpGlobals->wMaxPartyMemberIndex; iPartyIndex++)
   {
      if (gpGlobals->rgParty[iPartyIndex].wPlayerRole == wPlayerRole)
      {
         break;
      }
   }

   if (iPartyIndex <= gpGlobals->wMaxPartyMemberIndex)
   {
      for (i = 0; i < MAX_POISONS; i++)
      {
         w = gpGlobals->rgPoisonStatus[i][iPartyIndex].wPoisonID;

         if (w != 0 &&
            gpGlobals->g.rgObject[w].poison.wPoisonLevel <= 3)
         {
            if (gpGlobals->g.rgObject[w].poison.wPoisonLevel >= wMaxLevel)
            {
               wMaxLevel = gpGlobals->g.rgObject[w].poison.wPoisonLevel;
               bPoisonColor = (BYTE)(gpGlobals->g.rgObject[w].poison.wColor);
            }
         }
      }
   }

   if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0)
   {
      //
      // Always use the black/white color for dead players
      // and do not use the time meter
      //
      bPoisonColor = 0;
      iTimeMeter = 0;
   }

   if (bPoisonColor == 0xFF)
   {
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_PLAYERFACE_FIRST + wPlayerRole),
         gpScreen, PAL_XY(PAL_X(pos) - 2, PAL_Y(pos) - 4));
   }
   else
   {
      PAL_RLEBlitMonoColor(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_PLAYERFACE_FIRST + wPlayerRole),
         gpScreen, PAL_XY(PAL_X(pos) - 2, PAL_Y(pos) - 4), bPoisonColor, 0);
   }

#ifndef PAL_CLASSIC
   //
   // Draw a border for the Time Meter
   //
   rect.x = PAL_X(pos) + 31;
   rect.y = PAL_Y(pos) + 4;
   rect.w = 1;
   rect.h = 6;
   SDL_FillRect(gpScreen, &rect, 0xBD);

   rect.x += 39;
   SDL_FillRect(gpScreen, &rect, 0xBD);

   rect.x = PAL_X(pos) + 32;
   rect.y = PAL_Y(pos) + 3;
   rect.w = 38;
   rect.h = 1;
   SDL_FillRect(gpScreen, &rect, 0xBD);

   rect.y += 7;
   SDL_FillRect(gpScreen, &rect, 0xBD);

   //
   // Draw the Time meter bar
   //
   if (iTimeMeter >= 100)
   {
      rect.x = PAL_X(pos) + 33;
      rect.y = PAL_Y(pos) + 6;
      rect.w = 36;
      rect.h = 2;
      SDL_FillRect(gpScreen, &rect, 0x2C);
   }
   else if (iTimeMeter > 0)
   {
      rect.x = PAL_X(pos) + 33;
      rect.y = PAL_Y(pos) + 5;
      rect.w = iTimeMeter * 36 / 100;
      rect.h = 4;
      SDL_FillRect(gpScreen, &rect, bTimeMeterColor);
   }
#endif

   //
   // Draw the HP and MP value
   //
#ifdef PAL_CLASSIC
   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
      PAL_XY(PAL_X(pos) + 49, PAL_Y(pos) + 6));
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 47, PAL_Y(pos) + 8), kNumColorYellow, kNumAlignRight);
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 26, PAL_Y(pos) + 5), kNumColorYellow, kNumAlignRight);

   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
      PAL_XY(PAL_X(pos) + 49, PAL_Y(pos) + 22));
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 47, PAL_Y(pos) + 24), kNumColorCyan, kNumAlignRight);
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 26, PAL_Y(pos) + 21), kNumColorCyan, kNumAlignRight);
#else
   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
      PAL_XY(PAL_X(pos) + 49, PAL_Y(pos) + 14));
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 47, PAL_Y(pos) + 16), kNumColorYellow, kNumAlignRight);
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 26, PAL_Y(pos) + 13), kNumColorYellow, kNumAlignRight);

   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
      PAL_XY(PAL_X(pos) + 49, PAL_Y(pos) + 24));
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 47, PAL_Y(pos) + 26), kNumColorCyan, kNumAlignRight);
   PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole], 4,
      PAL_XY(PAL_X(pos) + 26, PAL_Y(pos) + 23), kNumColorCyan, kNumAlignRight);
#endif

   //
   // Draw Statuses
   //
   if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
   {
      for (i = 0; i < kStatusAll; i++)
      {
         if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0 &&
            rgwStatusWord[i] != 0)
         {
            PAL_DrawText(PAL_GetWord(rgwStatusWord[i]),
               PAL_XY(PAL_X(pos) + rgStatusPos[i][0], PAL_Y(pos) + rgStatusPos[i][1]),
               rgbStatusColor[i], TRUE, FALSE);
         }
      }
   }

   //
   // Update the screen area if needed
   //
   if (fUpdate)
   {
      rect.x = PAL_X(pos) - 2;
      rect.y = PAL_Y(pos) - 4;
      rect.w = 77;
      rect.h = 39;

      VIDEO_UpdateScreen(&rect);
   }
}
Beispiel #5
0
WORD
PAL_MagicSelectionMenuUpdate(
   VOID
)
/*++
  Purpose:

    Update the magic selection menu.

  Parameters:

    None.

  Return value:

    The selected magic. 0 if cancelled, 0xFFFF if not confirmed.

--*/
{
   int         i, j, k;
   BYTE        bColor;

   //
   // Check for inputs
   //
   if (g_InputState.dwKeyPress & kKeyUp)
   {
      g_iCurrentItem -= 3;
   }
   else if (g_InputState.dwKeyPress & kKeyDown)
   {
      g_iCurrentItem += 3;
   }
   else if (g_InputState.dwKeyPress & kKeyLeft)
   {
      g_iCurrentItem--;
   }
   else if (g_InputState.dwKeyPress & kKeyRight)
   {
      g_iCurrentItem++;
   }
   else if (g_InputState.dwKeyPress & kKeyPgUp)
   {
      g_iCurrentItem -= 3 * 5;
   }
   else if (g_InputState.dwKeyPress & kKeyPgDn)
   {
      g_iCurrentItem += 3 * 5;
   }
   else if (g_InputState.dwKeyPress & kKeyMenu)
   {
      return 0;
   }

   //
   // Make sure the current menu item index is in bound
   //
   if (g_iCurrentItem < 0)
   {
      g_iCurrentItem = 0;
   }
   else if (g_iCurrentItem >= g_iNumMagic)
   {
      g_iCurrentItem = g_iNumMagic - 1;
   }

   //
   // Create the box.
   //
   PAL_CreateBox(PAL_XY(10, 42), 4, 16, 1, FALSE);

   if (gpGlobals->lpObjectDesc == NULL)
   {
      //
      // Draw the cash amount.
      //
      PAL_CreateSingleLineBox(PAL_XY(0, 0), 5, FALSE);
      PAL_DrawText(PAL_GetWord(CASH_LABEL), PAL_XY(10, 10), 0, FALSE, FALSE);
      PAL_DrawNumber(gpGlobals->dwCash, 6, PAL_XY(49, 14), kNumColorYellow, kNumAlignRight);

      //
      // Draw the MP of the selected magic.
      //
      PAL_CreateSingleLineBox(PAL_XY(215, 0), 5, FALSE);
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH),
         gpScreen, PAL_XY(260, 14));
      PAL_DrawNumber(rgMagicItem[g_iCurrentItem].wMP, 4, PAL_XY(230, 14),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(g_wPlayerMP, 4, PAL_XY(265, 14), kNumColorCyan, kNumAlignRight);
   }
   else
   {
      char szDesc[512], *next;
      const char *d = PAL_GetObjectDesc(gpGlobals->lpObjectDesc, rgMagicItem[g_iCurrentItem].wMagic);

      //
      // Draw the magic description.
      //
      if (d != NULL)
      {
         k = 3;
         strcpy(szDesc, d);
         d = szDesc;

         while (TRUE)
         {
            next = strchr(d, '*');
            if (next != NULL)
            {
               *next = '\0';
               next++;
            }

            PAL_DrawText(d, PAL_XY(100, k), DESCTEXT_COLOR, TRUE, FALSE);
            k += 16;

            if (next == NULL)
            {
               break;
            }

            d = next;
         }
      }

      //
      // Draw the MP of the selected magic.
      //
      PAL_CreateSingleLineBox(PAL_XY(0, 0), 5, FALSE);
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH),
         gpScreen, PAL_XY(45, 14));
      PAL_DrawNumber(rgMagicItem[g_iCurrentItem].wMP, 4, PAL_XY(15, 14),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(g_wPlayerMP, 4, PAL_XY(50, 14), kNumColorCyan, kNumAlignRight);
   }

   //
   // Draw the texts of the current page
   //
   i = g_iCurrentItem / 3 * 3 - 3 * 2;
   if (i < 0)
   {
      i = 0;
   }

   for (j = 0; j < 5; j++)
   {
      for (k = 0; k < 3; k++)
      {
         bColor = MENUITEM_COLOR;

         if (i >= g_iNumMagic)
         {
            //
            // End of the list reached
            //
            j = 5;
            break;
         }

         if (i == g_iCurrentItem)
         {
            if (rgMagicItem[i].fEnabled)
            {
               bColor = MENUITEM_COLOR_SELECTED;
            }
            else
            {
               bColor = MENUITEM_COLOR_SELECTED_INACTIVE;
            }
         }
         else if (!rgMagicItem[i].fEnabled)
         {
            bColor = MENUITEM_COLOR_INACTIVE;
         }

         //
         // Draw the text
         //
         PAL_DrawText(PAL_GetWord(rgMagicItem[i].wMagic),
            PAL_XY(35 + k * 87, 54 + j * 18), bColor, TRUE, FALSE);

         //
         // Draw the cursor on the current selected item
         //
         if (i == g_iCurrentItem)
         {
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_CURSOR),
               gpScreen, PAL_XY(60 + k * 87, 64 + j * 18));
         }

         i++;
      }
   }

   if (g_InputState.dwKeyPress & kKeySearch)
   {
      if (rgMagicItem[g_iCurrentItem].fEnabled)
      {
         j = g_iCurrentItem % 3;
         k = (g_iCurrentItem < 3 * 2) ? (g_iCurrentItem / 3) : 2;

         j = 35 + j * 87;
         k = 54 + k * 18;

         PAL_DrawText(PAL_GetWord(rgMagicItem[g_iCurrentItem].wMagic), PAL_XY(j, k),
            MENUITEM_COLOR_CONFIRMED, FALSE, TRUE);

         return rgMagicItem[g_iCurrentItem].wMagic;
      }
   }

   return 0xFFFF;
}
Beispiel #6
0
/*++
 Generate the battle scene into the scene buffer.
 --*/
VOID PAL_BattleMakeScene(void)
{
    int          i;
    PAL_POS      pos;
    LPBYTE       pSrc, pDst;
    BYTE         b;
    
    //
    // Draw the background
    //
    pSrc = g_Battle.lpBackground->pixels;
    pDst = g_Battle.lpSceneBuf->pixels;
    
    for (i = 0; i < g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h; i++)
    {
        b = (*pSrc & 0x0F);
        b += g_Battle.sBackgroundColorShift;
        
        if (b & 0x80)
        {
            b = 0;
        }
        else if (b & 0x70)
        {
            b = 0x0F;
        }
        
        *pDst = (b | (*pSrc & 0xF0));
        
        ++pSrc;
        ++pDst;
    }
    
    PAL_ApplyWave(g_Battle.lpSceneBuf);
    
    //
    // Draw the enemies
    //
    for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
    {
        pos = g_Battle.rgEnemy[i].pos;
        
        if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&
            g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&
            g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)
        {
            //
            // Enemy is confused
            //
            pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));
        }
        
        pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,
                     PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));
        
        if (g_Battle.rgEnemy[i].wObjectID != 0)
        {
            if (g_Battle.rgEnemy[i].iColorShift)
            {
                PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
                                          g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);
            }
            else
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
                                     g_Battle.lpSceneBuf, pos);
            }
        }
    }
    
    if (g_Battle.lpSummonSprite != NULL)
    {
        //
        // Draw the summoned god
        //
        pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,
                     PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));
        
        PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),
                             g_Battle.lpSceneBuf, pos);
    }
    else
    {
        //
        // Draw the players
        //
        for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
        {
            pos = g_Battle.rgPlayer[i].pos;
            
            if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
                gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
            {
                //
                // Player is confused
                //
                continue;
            }
            
            pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
                         PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
            
            if (g_Battle.rgPlayer[i].iColorShift != 0)
            {
                PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                          g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
            }
            else if (g_Battle.iHidingTime == 0)
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                     g_Battle.lpSceneBuf, pos);
            }
        }
        
        //
        // Confused players should be drawn on top of normal players
        //
        for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
        {
            if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
                gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
            {
                //
                // Player is confused
                //
                pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));
                pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
                             PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
                
                if (g_Battle.rgPlayer[i].iColorShift != 0)
                {
                    PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                              g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
                }
                else if (g_Battle.iHidingTime == 0)
                {
                    PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                         g_Battle.lpSceneBuf, pos);
                }
            }
        }
    }
}
Beispiel #7
0
VOID
PAL_StartDialog(
   BYTE         bDialogLocation,
   BYTE         bFontColor,
   INT          iNumCharFace,
   BOOL         fPlayingRNG
)
/*++
  Purpose:

    Start a new dialog.

  Parameters:

    [IN]  bDialogLocation - the location of the text on the screen.

    [IN]  bFontColor - the font color of the text.

    [IN]  iNumCharFace - number of the character face in RGM.MKF.

    [IN]  fPlayingRNG - whether we are playing a RNG video or not.

  Return value:

    None.

--*/
{
   PAL_LARGE BYTE buf[16384];
   SDL_Rect       rect;

   if (gpGlobals->fInBattle && !g_fUpdatedInBattle)
   {
      //
      // Update the screen in battle, or the graphics may seem messed up
      //
      VIDEO_UpdateScreen(NULL);
      g_fUpdatedInBattle = TRUE;
   }

   g_TextLib.bIcon = 0;
   g_TextLib.posIcon = 0;
   g_TextLib.nCurrentDialogLine = 0;
   g_TextLib.posDialogTitle = PAL_XY(12, 8);
   g_TextLib.fUserSkip = FALSE;

   if (bFontColor != 0)
   {
      g_TextLib.bCurrentFontColor = bFontColor;
   }

   if (fPlayingRNG && iNumCharFace)
   {
      VIDEO_BackupScreen();
      g_TextLib.fPlayingRNG = TRUE;
   }

   switch (bDialogLocation)
   {
   case kDialogUpper:
      if (iNumCharFace > 0)
      {
         //
         // Display the character face at the upper part of the screen
         //
         if (PAL_MKFReadChunk(buf, 16384, iNumCharFace, gpGlobals->f.fpRGM) > 0)
         {
            rect.w = PAL_RLEGetWidth((LPCBITMAPRLE)buf);
            rect.h = PAL_RLEGetHeight((LPCBITMAPRLE)buf);
            rect.x = 48 - rect.w / 2;
            rect.y = 55 - rect.h / 2;

            if (rect.x < 0)
            {
               rect.x = 0;
            }

            if (rect.y < 0)
            {
               rect.y = 0;
            }

            PAL_RLEBlitToSurface((LPCBITMAPRLE)buf, gpScreen, PAL_XY(rect.x, rect.y));

            if (rect.x < 0)
            {
               rect.x = 0;
            }
            if (rect.y < 0)
            {
               rect.y = 0;
            }

            VIDEO_UpdateScreen(&rect);
         }
      }
      g_TextLib.posDialogTitle = PAL_XY(iNumCharFace > 0 ? 80 : 12, 8);
      g_TextLib.posDialogText = PAL_XY(iNumCharFace > 0 ? 96 : 44, 26);
      break;

   case kDialogCenter:
      g_TextLib.posDialogText = PAL_XY(80, 40);
      break;

   case kDialogLower:
      if (iNumCharFace > 0)
      {
         //
         // Display the character face at the lower part of the screen
         //
         if (PAL_MKFReadChunk(buf, 16384, iNumCharFace, gpGlobals->f.fpRGM) > 0)
         {
            rect.x = 270 - PAL_RLEGetWidth((LPCBITMAPRLE)buf) / 2;
            rect.y = 144 - PAL_RLEGetHeight((LPCBITMAPRLE)buf) / 2;

            PAL_RLEBlitToSurface((LPCBITMAPRLE)buf, gpScreen, PAL_XY(rect.x, rect.y));

            VIDEO_UpdateScreen(NULL);
         }
      }
      g_TextLib.posDialogTitle = PAL_XY(iNumCharFace > 0 ? 4 : 12, 108);
      g_TextLib.posDialogText = PAL_XY(iNumCharFace > 0 ? 20 : 44, 126);
      break;

   case kDialogCenterWindow:
      g_TextLib.posDialogText = PAL_XY(160, 40);
      break;
   }

   g_TextLib.bDialogPosition = bDialogLocation;
}
Beispiel #8
0
VOID
PAL_PlayerStatus(
   VOID
)
/*++
  Purpose:

    Show the player status.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   PAL_LARGE BYTE   bufBackground[320 * 200];
   PAL_LARGE BYTE   bufImage[16384];
   int              iCurrent;
   int              iPlayerRole;
   int              i, y;
   WORD             w;

   const int        rgEquipPos[MAX_PLAYER_EQUIPMENTS][2] = {
      {190, 0}, {248, 40}, {252, 102}, {202, 134}, {142, 142}, {82, 126}
   };

   PAL_MKFDecompressChunk(bufBackground, 320 * 200, STATUS_BACKGROUND_FBPNUM,
      gpGlobals->f.fpFBP);
   iCurrent = 0;

   while (iCurrent >= 0 && iCurrent <= gpGlobals->wMaxPartyMemberIndex)
   {
      iPlayerRole = gpGlobals->rgParty[iCurrent].wPlayerRole;

      //
      // Draw the background image
      //
      PAL_FBPBlitToSurface(bufBackground, gpScreen);

      //
      // Draw the text labels
      //
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_EXP), PAL_XY(6, 6), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(6, 32), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(6, 54), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(6, 76), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(6, 98), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(6, 118), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(6, 138), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(6, 158), MENUITEM_COLOR, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(6, 178), MENUITEM_COLOR, TRUE, FALSE);

      PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[iPlayerRole]),
         PAL_XY(110, 8), MENUITEM_COLOR_CONFIRMED, TRUE, FALSE);

      //
      // Draw the stats
      //
      PAL_DrawNumber(gpGlobals->Exp.rgPrimaryExp[iPlayerRole].wExp, 5,
         PAL_XY(58, 6), kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[iPlayerRole]],
         5, PAL_XY(58, 15), kNumColorCyan, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[iPlayerRole], 2,
         PAL_XY(54, 35), kNumColorYellow, kNumAlignRight);
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
         PAL_XY(65, 58));
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
         PAL_XY(65, 80));
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[iPlayerRole], 4, PAL_XY(42, 56),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[iPlayerRole], 4, PAL_XY(63, 61),
         kNumColorBlue, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[iPlayerRole], 4, PAL_XY(42, 78),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[iPlayerRole], 4, PAL_XY(63, 83),
         kNumColorBlue, kNumAlignRight);

      PAL_DrawNumber(PAL_GetPlayerAttackStrength(iPlayerRole), 4,
         PAL_XY(42, 102), kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerMagicStrength(iPlayerRole), 4,
         PAL_XY(42, 122), kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDefense(iPlayerRole), 4,
         PAL_XY(42, 142), kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDexterity(iPlayerRole), 4,
         PAL_XY(42, 162), kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerFleeRate(iPlayerRole), 4,
         PAL_XY(42, 182), kNumColorYellow, kNumAlignRight);

      //
      // Draw the equipments
      //
      for (i = 0; i < MAX_PLAYER_EQUIPMENTS; i++)
      {
         w = gpGlobals->g.PlayerRoles.rgwEquipment[i][iPlayerRole];

         if (w == 0)
         {
            continue;
         }

         //
         // Draw the image
         //
         if (PAL_MKFReadChunk(bufImage, 16384,
            gpGlobals->g.rgObject[w].item.wBitmap, gpGlobals->f.fpBALL) > 0)
         {
            PAL_RLEBlitToSurface(bufImage, gpScreen,
               PAL_XY(rgEquipPos[i][0], rgEquipPos[i][1]));
         }

         //
         // Draw the text label
         //
         PAL_DrawText(PAL_GetWord(w),
            PAL_XY(rgEquipPos[i][0] + 5, rgEquipPos[i][1] + 38), STATUS_COLOR_EQUIPMENT, TRUE, FALSE);
      }

      //
      // Draw the image of player role
      //
      if (PAL_MKFReadChunk(bufImage, 16384,
         gpGlobals->g.PlayerRoles.rgwAvatar[iPlayerRole], gpGlobals->f.fpRGM) > 0)
      {
         PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(110, 30));
      }

      //
      // Draw all poisons
      //
      y = 58;

      for (i = 0; i < MAX_POISONS; i++)
      {
         w = gpGlobals->rgPoisonStatus[i][iCurrent].wPoisonID;

         if (w != 0 &&
            gpGlobals->g.rgObject[w].poison.wPoisonLevel <= 3)
         {
            PAL_DrawText(PAL_GetWord(w), PAL_XY(185, y),
               (BYTE)(gpGlobals->g.rgObject[w].poison.wColor + 10), TRUE, FALSE);

            y += 18;
         }
      }

      //
      // Update the screen
      //
      VIDEO_UpdateScreen(NULL);

      //
      // Wait for input
      //
      PAL_ClearKeyState();

      while (TRUE)
      {
         UTIL_Delay(1);

         if (g_InputState.dwKeyPress & kKeyMenu)
         {
            iCurrent = -1;
            break;
         }
         else if (g_InputState.dwKeyPress & (kKeyLeft | kKeyUp))
         {
            iCurrent--;
            break;
         }
         else if (g_InputState.dwKeyPress & (kKeyRight | kKeyDown | kKeySearch))
         {
            iCurrent++;
            break;
         }
      }
   }
}
Beispiel #9
0
WORD
PAL_ItemUseMenu(
   WORD           wItemToUse
)
/*++
  Purpose:

    Show the use item menu.

  Parameters:

    [IN]  wItemToUse - the object ID of the item to use.

  Return value:

    The selected player to use the item onto.
    MENUITEM_VALUE_CANCELLED if user cancelled.

--*/
{
   BYTE           bColor, bSelectedColor;
   PAL_LARGE BYTE bufImage[2048];
   DWORD          dwColorChangeTime;
   static WORD    wSelectedPlayer = 0;
   SDL_Rect       rect = {110, 2, 200, 180};
   int            i;

   bSelectedColor = MENUITEM_COLOR_SELECTED_FIRST;
   dwColorChangeTime = 0;

   while (TRUE)
   {
      if (wSelectedPlayer > gpGlobals->wMaxPartyMemberIndex)
      {
         wSelectedPlayer = 0;
      }

      //
      // Draw the box
      //
      PAL_CreateBox(PAL_XY(110, 2), 7, 9, 0, FALSE);

      //
      // Draw the stats of the selected player
      //
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(200, 16),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(200, 34),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(200, 52),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(200, 70),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(200, 88),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(200, 106),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(200, 124),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);
      PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(200, 142),
         ITEMUSEMENU_COLOR_STATLABEL, TRUE, FALSE);

      i = gpGlobals->rgParty[wSelectedPlayer].wPlayerRole;

      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[i], 4, PAL_XY(240, 20),
         kNumColorYellow, kNumAlignRight);

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
         PAL_XY(263, 38));
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[i], 4,
         PAL_XY(261, 40), kNumColorBlue, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[i], 4,
         PAL_XY(240, 37), kNumColorYellow, kNumAlignRight);

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
         PAL_XY(263, 56));
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[i], 4,
         PAL_XY(261, 58), kNumColorBlue, kNumAlignRight);
      PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[i], 4,
         PAL_XY(240, 55), kNumColorYellow, kNumAlignRight);

      PAL_DrawNumber(PAL_GetPlayerAttackStrength(i), 4, PAL_XY(240, 74),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerMagicStrength(i), 4, PAL_XY(240, 92),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDefense(i), 4, PAL_XY(240, 110),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDexterity(i), 4, PAL_XY(240, 128),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerFleeRate(i), 4, PAL_XY(240, 146),
         kNumColorYellow, kNumAlignRight);

      //
      // Draw the names of the players in the party
      //
      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         if (i == wSelectedPlayer)
         {
            bColor = bSelectedColor;
         }
         else
         {
            bColor = MENUITEM_COLOR;
         }

         PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[gpGlobals->rgParty[i].wPlayerRole]),
            PAL_XY(125, 16 + 20 * i), bColor, TRUE, FALSE);
      }

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ITEMBOX), gpScreen,
         PAL_XY(120, 80));

      i = PAL_GetItemAmount(wItemToUse);

      if (i > 0)
      {
         //
         // Draw the picture of the item
         //
         if (PAL_MKFReadChunk(bufImage, 2048,
            gpGlobals->g.rgObject[wItemToUse].item.wBitmap, gpGlobals->f.fpBALL) > 0)
         {
            PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(127, 88));
         }

         //
         // Draw the amount and label of the item
         //
         PAL_DrawText(PAL_GetWord(wItemToUse), PAL_XY(116, 143), STATUS_COLOR_EQUIPMENT,
            TRUE, FALSE);
         PAL_DrawNumber(i, 2, PAL_XY(170, 133), kNumColorCyan, kNumAlignRight);
      }

      //
      // Update the screen area
      //
      VIDEO_UpdateScreen(&rect);

      //
      // Wait for key
      //
      PAL_ClearKeyState();

      while (TRUE)
      {
         //
         // See if we should change the highlight color
         //
         if (SDL_GetTicks() > dwColorChangeTime)
         {
            if ((WORD)bSelectedColor + 1 >=
               (WORD)MENUITEM_COLOR_SELECTED_FIRST + MENUITEM_COLOR_SELECTED_TOTALNUM)
            {
               bSelectedColor = MENUITEM_COLOR_SELECTED_FIRST;
            }
            else
            {
               bSelectedColor++;
            }

            dwColorChangeTime = SDL_GetTicks() + (600 / MENUITEM_COLOR_SELECTED_TOTALNUM);

            //
            // Redraw the selected item.
            //
            PAL_DrawText(
               PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[gpGlobals->rgParty[wSelectedPlayer].wPlayerRole]),
               PAL_XY(125, 16 + 20 * wSelectedPlayer), bSelectedColor, FALSE, TRUE);
         }

         PAL_ProcessEvent();

         if (g_InputState.dwKeyPress != 0)
         {
            break;
         }

         SDL_Delay(1);
      }

      if (i <= 0)
      {
         return MENUITEM_VALUE_CANCELLED;
      }

      if (g_InputState.dwKeyPress & (kKeyUp | kKeyLeft))
      {
         wSelectedPlayer--;
      }
      else if (g_InputState.dwKeyPress & (kKeyDown | kKeyRight))
      {
         if (wSelectedPlayer < gpGlobals->wMaxPartyMemberIndex)
         {
            wSelectedPlayer++;
         }
      }
      else if (g_InputState.dwKeyPress & kKeyMenu)
      {
         break;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         return gpGlobals->rgParty[wSelectedPlayer].wPlayerRole;
      }
   }

   return MENUITEM_VALUE_CANCELLED;
}
Beispiel #10
0
VOID
PAL_DrawNumber(
   UINT            iNum,
   UINT            nLength,
   PAL_POS         pos,
   NUMCOLOR        color,
   NUMALIGN        align
)
/*++
  Purpose:

    Draw the specified number with the bitmaps in the UI sprite.

  Parameters:

    [IN]  iNum - the number to be drawn.

    [IN]  nLength - max. length of the number.

    [IN]  pos - position on the screen.

    [IN]  color - color of the number (yellow or blue).

    [IN]  align - align mode of the number.

  Return value:

    None.

--*/
{
   UINT          nActualLength, i;
   int           x, y;
   LPCBITMAPRLE  rglpBitmap[10];

   //
   // Get the bitmaps. Blue starts from 29, Cyan from 56, Yellow from 19.
   //
   x = (color == kNumColorBlue) ? 29 : ((color == kNumColorCyan) ? 56 : 19);

   for (i = 0; i < 10; i++)
   {
      rglpBitmap[i] = PAL_SpriteGetFrame(gpSpriteUI, (UINT)x + i);
   }

   i = iNum;
   nActualLength = 0;

   //
   // Calculate the actual length of the number.
   //
   while (i > 0)
   {
      i /= 10;
      nActualLength++;
   }

   if (nActualLength > nLength)
   {
      nActualLength = nLength;
   }
   else if (nActualLength == 0)
   {
      nActualLength = 1;
   }

   x = PAL_X(pos) - 6;
   y = PAL_Y(pos);

   switch (align)
   {
   case kNumAlignLeft:
      x += 6 * nActualLength;
      break;

   case kNumAlignMid:
      x += 3 * (nLength + nActualLength);
      break;

   case kNumAlignRight:
      x += 6 * nLength;
      break;
   }

   //
   // Draw the number.
   //
   while (nActualLength-- > 0)
   {
      PAL_RLEBlitToSurface(rglpBitmap[iNum % 10], gpScreen, PAL_XY(x, y));
      x -= 6;
      iNum /= 10;
   }
}
Beispiel #11
0
LPBOX
PAL_CreateBox(
   PAL_POS        pos,
   INT            nRows,
   INT            nColumns,
   INT            iStyle,
   BOOL           fSaveScreen
)
/*++
  Purpose:

    Create a box on the screen.

  Parameters:

    [IN]  pos - position of the box.

    [IN]  nRows - number of rows of the box.

    [IN]  nColumns - number of columns of the box.

    [IN]  iStyle - style of the box (0 or 1).

    [IN]  fSaveScreen - whether save the used screen area or not.

  Return value:

    Pointer to a BOX structure. NULL if failed.
    If fSaveScreen is false, then always returns NULL.

--*/
{
   int              i, j, x, m, n;
   LPCBITMAPRLE     rglpBorderBitmap[3][3];
   LPBOX            lpBox = NULL;
   SDL_Surface     *save;
   SDL_Rect         rect;

   //
   // Get the bitmaps
   //
   for (i = 0; i < 3; i++)
   {
      for (j = 0; j < 3; j++)
      {
         rglpBorderBitmap[i][j] = PAL_SpriteGetFrame(gpSpriteUI, i * 3 + j + iStyle * 9);
      }
   }

   rect.x = PAL_X(pos);
   rect.y = PAL_Y(pos);
   rect.w = 0;
   rect.h = 0;

   //
   // Get the total width and total height of the box
   //
   for (i = 0; i < 3; i++)
   {
      if (i == 1)
      {
         rect.w += PAL_RLEGetWidth(rglpBorderBitmap[0][i]) * nColumns;
         rect.h += PAL_RLEGetHeight(rglpBorderBitmap[i][0]) * nRows;
      }
      else
      {
         rect.w += PAL_RLEGetWidth(rglpBorderBitmap[0][i]);
         rect.h += PAL_RLEGetHeight(rglpBorderBitmap[i][0]);
      }
   }

   if (fSaveScreen)
   {
      //
      // Save the used part of the screen
      //
      save = SDL_CreateRGBSurface(gpScreen->flags, rect.w, rect.h, 8,
         gpScreen->format->Rmask, gpScreen->format->Gmask,
         gpScreen->format->Bmask, gpScreen->format->Amask);

      if (save == NULL)
      {
         return NULL;
      }

      lpBox = (LPBOX)calloc(1, sizeof(BOX));
      if (lpBox == NULL)
      {
         SDL_FreeSurface(save);
         return NULL;
      }

      SDL_BlitSurface(gpScreen, &rect, save, NULL);

      lpBox->lpSavedArea = save;
      lpBox->pos = pos;
      lpBox->wWidth = rect.w;
      lpBox->wHeight = rect.h;
   }

   //
   // Border takes 2 additional rows and columns...
   //
   nRows += 2;
   nColumns += 2;

   //
   // Draw the box
   //
   for (i = 0; i < nRows; i++)
   {
      x = rect.x;
      m = (i == 0) ? 0 : ((i == nRows - 1) ? 2 : 1);

      for (j = 0; j < nColumns; j++)
      {
         n = (j == 0) ? 0 : ((j == nColumns - 1) ? 2 : 1);
         PAL_RLEBlitToSurface(rglpBorderBitmap[m][n], gpScreen, PAL_XY(x, rect.y));
         x += PAL_RLEGetWidth(rglpBorderBitmap[m][n]);
      }

      rect.y += PAL_RLEGetHeight(rglpBorderBitmap[m][0]);
   }

   return lpBox;
}
Beispiel #12
0
LPBOX
PAL_CreateSingleLineBox(
   PAL_POS        pos,
   INT            nLen,
   BOOL           fSaveScreen
)
/*++
  Purpose:

    Create a single-line box on the screen.

  Parameters:

    [IN]  pos - position of the box.

    [IN]  nLen - length of the box.

    [IN]  fSaveScreen - whether save the used screen area or not.

  Return value:

    Pointer to a BOX structure. NULL if failed.
    If fSaveScreen is false, then always returns NULL.

--*/
{
   static const int      iNumLeftSprite   = 44;
   static const int      iNumMidSprite    = 45;
   static const int      iNumRightSprite  = 46;

   LPCBITMAPRLE          lpBitmapLeft;
   LPCBITMAPRLE          lpBitmapMid;
   LPCBITMAPRLE          lpBitmapRight;
   SDL_Surface          *save;
   SDL_Rect              rect;
   LPBOX                 lpBox = NULL;
   int                   i;

   //
   // Get the bitmaps
   //
   lpBitmapLeft = PAL_SpriteGetFrame(gpSpriteUI, iNumLeftSprite);
   lpBitmapMid = PAL_SpriteGetFrame(gpSpriteUI, iNumMidSprite);
   lpBitmapRight = PAL_SpriteGetFrame(gpSpriteUI, iNumRightSprite);

   rect.x = PAL_X(pos);
   rect.y = PAL_Y(pos);

   //
   // Get the total width and total height of the box
   //
   rect.w = PAL_RLEGetWidth(lpBitmapLeft) + PAL_RLEGetWidth(lpBitmapRight);
   rect.w += PAL_RLEGetWidth(lpBitmapMid) * nLen;
   rect.h = PAL_RLEGetHeight(lpBitmapLeft);

   if (fSaveScreen)
   {
      //
      // Save the used part of the screen
      //
      save = SDL_CreateRGBSurface(gpScreen->flags, rect.w, rect.h, 8,
         gpScreen->format->Rmask, gpScreen->format->Gmask,
         gpScreen->format->Bmask, gpScreen->format->Amask);

      if (save == NULL)
      {
         return NULL;
      }

      lpBox = (LPBOX)calloc(1, sizeof(BOX));
      if (lpBox == NULL)
      {
         SDL_FreeSurface(gpScreen);
         return NULL;
      }

      SDL_BlitSurface(gpScreen, &rect, save, NULL);

      lpBox->pos = pos;
      lpBox->lpSavedArea = save;
      lpBox->wHeight = (WORD)rect.w;
      lpBox->wWidth = (WORD)rect.h;
   }

   //
   // Draw the box
   //
   PAL_RLEBlitToSurface(lpBitmapLeft, gpScreen, pos);

   rect.x += PAL_RLEGetWidth(lpBitmapLeft);

   for (i = 0; i < nLen; i++)
   {
      PAL_RLEBlitToSurface(lpBitmapMid, gpScreen, PAL_XY(rect.x, rect.y));
      rect.x += PAL_RLEGetWidth(lpBitmapMid);
   }

   PAL_RLEBlitToSurface(lpBitmapRight, gpScreen, PAL_XY(rect.x, rect.y));

   return lpBox;
}
Beispiel #13
0
static VOID
PAL_BattleShowPlayerAttackAnim(
   WORD        wPlayerIndex,
   BOOL        fCritical
)
/*++
  Purpose:

    Show the physical attack effect for player.

  Parameters:

    [IN]  wPlayerIndex - the index of the player.

    [IN]  fCritical - TRUE if this is a critical hit.

  Return value:

    None.

--*/
{
   WORD wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
   SHORT sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;

   int index, i, j;
   int enemy_x = 0, enemy_y = 0, enemy_h = 0, x, y, dist = 0;
   int w, h;

   DWORD dwTime;

   if (sTarget != -1)
   {
      enemy_x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
      enemy_y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);

      enemy_x += PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[sTarget].lpSprite, g_Battle.rgEnemy[sTarget].wCurrentFrame)) / 2;
      enemy_h = PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[sTarget].lpSprite, g_Battle.rgEnemy[sTarget].wCurrentFrame));
      enemy_y += enemy_h;

      if (sTarget >= 3)
      {
         dist = (sTarget - wPlayerIndex) * 8;
      }
   }
   else
   {
      enemy_x = 150;
      enemy_y = 100;
   }

   index = gpGlobals->g.rgwBattleEffectIndex[gpGlobals->g.PlayerRoles.rgwSpriteNumInBattle[wPlayerRole]][1];
   index *= 3;

   //
   // Play the attack voice
   //
   if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
   {
      if (!fCritical)
      {
         SOUND_Play(gpGlobals->g.PlayerRoles.rgwAttackSound[wPlayerRole]);
      }
      else
      {
         SOUND_Play(gpGlobals->g.PlayerRoles.rgwCriticalSound[wPlayerRole]);
      }
   }

   //
   // Show the animation
   //
   x = enemy_x - dist + 64;
   y = enemy_y + dist + 20;

   g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 8;
   w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[wPlayerIndex].lpSprite, 8));
   h = PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[wPlayerIndex].lpSprite, 8));
   g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x - w / 2, y - h);

   PAL_BattleDelay(2, 0);

   x -= 10;
   y -= 2;
   g_Battle.rgPlayer[wPlayerIndex].pos = PAL_XY(x - w / 2, y - h);

   PAL_BattleDelay(1, 0);

   g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 9;
   x -= 16;
   y -= 4;

   SOUND_Play(gpGlobals->g.PlayerRoles.rgwWeaponSound[wPlayerRole]);

   x = enemy_x;
   y = enemy_y - enemy_h / 3 + 10;

   dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;

   for (i = 0; i < 3; i++)
   {
      LPCBITMAPRLE b = PAL_SpriteGetFrame(g_Battle.lpEffectSprite, index++);

      //
      // Clear the input state of previous frame.
      //
      PAL_ClearKeyState();

      //
      // Wait for the time of one frame. Accept input here.
      //
      PAL_ProcessEvent();
      while (SDL_GetTicks() <= dwTime)
      {
         PAL_ProcessEvent();
         SDL_Delay(1);
      }

      //
      // Set the time of the next frame.
      //
      dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME;

      //
      // Update the gesture of enemies.
      //
      for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
      {
         if (g_Battle.rgEnemy[j].wObjectID == 0)
         {
            continue;
         }

         if (--g_Battle.rgEnemy[j].e.wIdleAnimSpeed == 0)
         {
            g_Battle.rgEnemy[j].wCurrentFrame++;
            g_Battle.rgEnemy[j].e.wIdleAnimSpeed =
               gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[g_Battle.rgEnemy[j].wObjectID].enemy.wEnemyID].wIdleAnimSpeed;
         }

         if (g_Battle.rgEnemy[j].wCurrentFrame >= g_Battle.rgEnemy[j].e.wIdleFrames)
         {
            g_Battle.rgEnemy[j].wCurrentFrame = 0;
         }
      }

      PAL_BattleMakeScene();
      SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);

      PAL_RLEBlitToSurface(b, gpScreen, PAL_XY(x - PAL_RLEGetWidth(b) / 2, y - PAL_RLEGetHeight(b)));
      x -= 16;
      y += 16;

      PAL_BattleUIUpdate();

      if (i == 0)
      {
         if (sTarget == -1)
         {
            for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
            {
               g_Battle.rgEnemy[j].iColorShift = 6;
            }
         }
         else
         {
            g_Battle.rgEnemy[sTarget].iColorShift = 6;
         }

         //
         // Flash the screen if it's a critical hit
         //
         if (fCritical)
         {
            SDL_FillRect(gpScreen, NULL, 15);
         }
      }

      VIDEO_UpdateScreen(NULL);

      if (i == 1)
      {
         g_Battle.rgPlayer[wPlayerIndex].pos =
            PAL_XY(PAL_X(g_Battle.rgPlayer[wPlayerIndex].pos) + 2,
                   PAL_Y(g_Battle.rgPlayer[wPlayerIndex].pos) + 1);
      }
   }

   dist = 8;

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

   if (sTarget == -1)
   {
      for (i = 0; i < 3; i++)
      {
         for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
         {
            x = PAL_X(g_Battle.rgEnemy[j].pos);
            y = PAL_Y(g_Battle.rgEnemy[j].pos);

            x -= dist;
            y -= dist / 2;
            g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
         }

         PAL_BattleDelay(1, 0);
         dist /= -2;
      }
   }
   else
   {
      x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
      y = PAL_Y(g_Battle.rgEnemy[sTarget].pos);

      for (i = 0; i < 3; i++)
      {
         x -= dist;
         dist /= -2;
         y += dist;
         g_Battle.rgEnemy[sTarget].pos = PAL_XY(x, y);

         PAL_BattleDelay(1, 0);
      }
   }
}
Beispiel #14
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();
}
Beispiel #15
0
VOID
PAL_EndingAnimation(
VOID
)
/*++
  Purpose:

  Show the ending animation.//就是灵儿独自面对合体水魔兽的动画

  Parameters:

  None.

  Return value:

  None.

  --*/
{
	LPBYTE            buf;
	LPBYTE            bufGirl;
	SDL_Surface      *pUpper;
	SDL_Surface      *pLower;
	SDL_Rect          srcrect, dstrect;

	int               yPosGirl = 180;
	int               i;

	buf = (LPBYTE)UTIL_calloc(1, 64000);
	bufGirl = (LPBYTE)UTIL_calloc(1, 6000);

	pUpper = SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
		gpScreen->format->Rmask, gpScreen->format->Gmask,
		gpScreen->format->Bmask, gpScreen->format->Amask);

	pLower = SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
		gpScreen->format->Rmask, gpScreen->format->Gmask,
		gpScreen->format->Bmask, gpScreen->format->Amask);

#if SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_SetSurfacePalette(pUpper, gpScreen->format->palette);
	SDL_SetSurfacePalette(pLower, gpScreen->format->palette);
#else
	SDL_SetPalette(pUpper, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
	SDL_SetPalette(pLower, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
#endif

#ifdef PAL_WIN95
	PAL_MKFDecompressChunk(buf, 64000, 69, gpGlobals->f.fpFBP);
	PAL_FBPBlitToSurface(buf, pUpper);

	PAL_MKFDecompressChunk(buf, 64000, 70, gpGlobals->f.fpFBP);
	PAL_FBPBlitToSurface(buf, pLower);
#else
	PAL_MKFDecompressChunk(buf, 64000, 61, gpGlobals->f.fpFBP);
	PAL_FBPBlitToSurface(buf, pUpper);

	PAL_MKFDecompressChunk(buf, 64000, 62, gpGlobals->f.fpFBP);
	PAL_FBPBlitToSurface(buf, pLower);
#endif

	PAL_MKFDecompressChunk(buf, 64000, 571, gpGlobals->f.fpMGO);
	PAL_MKFDecompressChunk(bufGirl, 6000, 572, gpGlobals->f.fpMGO);

	srcrect.x = 0;
	dstrect.x = 0;
	srcrect.w = 320;
	dstrect.w = 320;

	gpGlobals->wScreenWave = 2;

	for (i = 0; i < 400; i++)
	{
		//
		// Draw the background
		//
		srcrect.y = 0;
		srcrect.h = 200 - i / 2;

		dstrect.y = i / 2;
		dstrect.h = 200 - i / 2;

		SDL_BlitSurface(pLower, &srcrect, gpScreen, &dstrect);

		srcrect.y = 200 - i / 2;
		srcrect.h = i / 2;

		dstrect.y = 0;
		dstrect.h = i / 2;

		SDL_BlitSurface(pUpper, &srcrect, gpScreen, &dstrect);

		PAL_ApplyWave(gpScreen);

		//
		// Draw the beast
		//
		PAL_RLEBlitToSurface(PAL_SpriteGetFrame(buf, 0), gpScreen, PAL_XY(0, -400 + i));
		PAL_RLEBlitToSurface(PAL_SpriteGetFrame(buf, 1), gpScreen, PAL_XY(0, -200 + i));

#ifdef PAL_WIN95
		PAL_RLEBlitToSurface(buf + 0x8444, gpScreen, PAL_XY(0, -200 + i));
#else
		PAL_RLEBlitToSurface(PAL_SpriteGetFrame(buf, 1), gpScreen, PAL_XY(0, -200 + i));
#endif

		//
		// Draw the girl
		//
		yPosGirl -= i & 1;
		if (yPosGirl < 80)
		{
			yPosGirl = 80;
		}

		PAL_RLEBlitToSurface(PAL_SpriteGetFrame(bufGirl, (SDL_GetTicks() / 50) % 4),
			gpScreen, PAL_XY(220, yPosGirl));

		//
		// Update the screen
		//
		VIDEO_UpdateScreen(NULL);
		if (gpGlobals->fNeedToFadeIn)
		{
			PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
			gpGlobals->fNeedToFadeIn = FALSE;
#if SDL_VERSION_ATLEAST(2, 0, 0)
			SDL_SetSurfacePalette(pUpper, gpScreen->format->palette);
			SDL_SetSurfacePalette(pLower, gpScreen->format->palette);
#else
			SDL_SetPalette(pUpper, SDL_LOGPAL | SDL_PHYSPAL, VIDEO_GetPalette(), 0, 256);
			SDL_SetPalette(pLower, SDL_LOGPAL | SDL_PHYSPAL, VIDEO_GetPalette(), 0, 256);
#endif
		}

		UTIL_Delay(50);
	}

	gpGlobals->wScreenWave = 0;

	SDL_FreeSurface(pUpper);
	SDL_FreeSurface(pLower);

	free(buf);
	free(bufGirl);
}
Beispiel #16
0
static VOID
PAL_BuyMenu_OnItemChange(
   WORD           wCurrentItem
)
/*++
  Purpose:

    Callback function which is called when player selected another item
    in the buy menu.

  Parameters:

    [IN]  wCurrentItem - current item on the menu, indicates the object ID of
                         the currently selected item.

  Return value:

    None.

--*/
{
   const SDL_Rect      rect = {20, 8, 128, 175};
   int                 i, n;
   PAL_LARGE BYTE      bufImage[2048];

   //
   // Draw the picture of current selected item
   //
   PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ITEMBOX), gpScreen,
      PAL_XY(35, 8));

   if (PAL_MKFReadChunk(bufImage, 2048,
      gpGlobals->g.rgObject[wCurrentItem].item.wBitmap, gpGlobals->f.fpBALL) > 0)
   {
      PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(42, 16));
   }

   //
   // See how many of this item we have in the inventory
   //
   n = 0;

   for (i = 0; i < MAX_INVENTORY; i++)
   {
      if (gpGlobals->rgInventory[i].wItem == 0)
      {
         break;
      }
      else if (gpGlobals->rgInventory[i].wItem == wCurrentItem)
      {
         n = gpGlobals->rgInventory[i].nAmount;
         break;
      }
   }

   //
   // Draw the amount of this item in the inventory
   //
   PAL_CreateSingleLineBox(PAL_XY(20, 105), 5, FALSE);
   PAL_DrawText(PAL_GetWord(BUYMENU_LABEL_CURRENT), PAL_XY(30, 115), 0, FALSE, FALSE);
   PAL_DrawNumber(n, 6, PAL_XY(69, 119), kNumColorYellow, kNumAlignRight);

   //
   // Draw the cash amount
   //
   PAL_CreateSingleLineBox(PAL_XY(20, 145), 5, FALSE);
   PAL_DrawText(PAL_GetWord(CASH_LABEL), PAL_XY(30, 155), 0, FALSE, FALSE);
   PAL_DrawNumber(gpGlobals->dwCash, 6, PAL_XY(69, 159), kNumColorYellow, kNumAlignRight);

   VIDEO_UpdateScreen(&rect);
}
Beispiel #17
0
VOID
PAL_ShowFBP(
WORD         wChunkNum,
WORD         wFade
)
/*++
  Purpose:

  Draw an FBP picture to the screen.

  Parameters:

  [IN]  wChunkNum - number of chunk in fbp.mkf file.

  [IN]  wFade - fading speed of showing the picture.

  Return value:

  None.

  --*/
{
	PAL_LARGE BYTE            buf[320 * 200];
	PAL_LARGE BYTE            bufSprite[320 * 200];
	const int                 rgIndex[6] = {0, 3, 1, 5, 2, 4};
	SDL_Surface              *p;
	int                       i, j, k;
	BYTE                      a, b;

	if (PAL_MKFDecompressChunk(buf, 320 * 200, wChunkNum, gpGlobals->f.fpFBP) <= 0)
	{
		memset(buf, 0, sizeof(buf));
	}

	if (g_wCurEffectSprite != 0)
	{
		PAL_MKFDecompressChunk(bufSprite, 320 * 200, g_wCurEffectSprite, gpGlobals->f.fpMGO);
	}

	if (wFade)
	{
		wFade++;
		wFade *= 10;

		p = SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
			gpScreen->format->Rmask, gpScreen->format->Gmask,
			gpScreen->format->Bmask, gpScreen->format->Amask);
#if SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_SetSurfacePalette(p, gpScreen->format->palette);
#else
		SDL_SetPalette(p, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
#endif
		PAL_FBPBlitToSurface(buf, p);
		VIDEO_BackupScreen();

		for (i = 0; i < 16; i++)
		{
			for (j = 0; j < 6; j++)
			{
				//
				// Blend the pixels in the 2 buffers, and put the result into the
				// backup buffer
				//
				for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6)
				{
					a = ((LPBYTE)(p->pixels))[k];
					b = ((LPBYTE)(gpScreenBak->pixels))[k];

					if (i > 0)
					{
						if ((a & 0x0F) > (b & 0x0F))
						{
							b++;
						}
						else if ((a & 0x0F) < (b & 0x0F))
						{
							b--;
						}
					}

					((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F));
				}

				SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);

				if (g_wCurEffectSprite != 0)
				{
					int f = SDL_GetTicks() / 150;
					PAL_RLEBlitToSurface(PAL_SpriteGetFrame(bufSprite, f % PAL_SpriteGetNumFrames(bufSprite)),
						gpScreen, PAL_XY(0, 0));
				}

				VIDEO_UpdateScreen(NULL);
				UTIL_Delay(wFade);
			}
		}

		SDL_FreeSurface(p);
	}

	//
	// HACKHACK: to make the ending show correctly
	//
#ifdef PAL_WIN95
	if (wChunkNum != 68)
#else
	if (wChunkNum != 49)
#endif
	{
		PAL_FBPBlitToSurface(buf, gpScreen);
	}

	VIDEO_UpdateScreen(NULL);
}
Beispiel #18
0
VOID
PAL_EquipItemMenu(
   WORD        wItem
)
/*++
  Purpose:

    Show the menu which allow players to equip the specified item.

  Parameters:

    [IN]  wItem - the object ID of the item.

  Return value:

    None.

--*/
{
   PAL_LARGE BYTE   bufBackground[320 * 200];
   PAL_LARGE BYTE   bufImage[2048];
   WORD             w;
   int              iCurrentPlayer, i;
   BYTE             bColor, bSelectedColor;
   DWORD            dwColorChangeTime;

   gpGlobals->wLastUnequippedItem = wItem;

   PAL_MKFDecompressChunk(bufBackground, 320 * 200, EQUIPMENU_BACKGROUND_FBPNUM,
      gpGlobals->f.fpFBP);

   iCurrentPlayer = 0;
   bSelectedColor = MENUITEM_COLOR_SELECTED_FIRST;
   dwColorChangeTime = SDL_GetTicks() + (600 / MENUITEM_COLOR_SELECTED_TOTALNUM);

   while (TRUE)
   {
      wItem = gpGlobals->wLastUnequippedItem;

      //
      // Draw the background
      //
      PAL_FBPBlitToSurface(bufBackground, gpScreen);

      //
      // Draw the item picture
      //
      if (PAL_MKFReadChunk(bufImage, 2048,
         gpGlobals->g.rgObject[wItem].item.wBitmap, gpGlobals->f.fpBALL) > 0)
      {
         PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(16, 16));
      }

      //
      // Draw the current equipment of the selected player
      //
      w = gpGlobals->rgParty[iCurrentPlayer].wPlayerRole;
      for (i = 0; i < MAX_PLAYER_EQUIPMENTS; i++)
      {
         if (gpGlobals->g.PlayerRoles.rgwEquipment[i][w] != 0)
         {
            PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwEquipment[i][w]),
               PAL_XY(130, 11 + i * 22), MENUITEM_COLOR, TRUE, FALSE);
         }
      }

      //
      // Draw the stats of the currently selected player
      //
      PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(260, 14),
         kNumColorCyan, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(260, 36),
         kNumColorCyan, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(260, 58),
         kNumColorCyan, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(260, 80),
         kNumColorCyan, kNumAlignRight);
      PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(260, 102),
         kNumColorCyan, kNumAlignRight);

      //
      // Draw a box for player selection
      //
      PAL_CreateBox(PAL_XY(2, 95), gpGlobals->wMaxPartyMemberIndex, 2, 0, FALSE);

      //
      // Draw the label of players
      //
      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         w = gpGlobals->rgParty[i].wPlayerRole;

         if (iCurrentPlayer == i)
         {
            if (gpGlobals->g.rgObject[wItem].item.wFlags & (kItemFlagEquipableByPlayerRole_First << w))
            {
               bColor = bSelectedColor;
            }
            else
            {
               bColor = MENUITEM_COLOR_SELECTED_INACTIVE;
            }
         }
         else
         {
            if (gpGlobals->g.rgObject[wItem].item.wFlags & (kItemFlagEquipableByPlayerRole_First << w))
            {
               bColor = MENUITEM_COLOR;
            }
            else
            {
               bColor = MENUITEM_COLOR_INACTIVE;
            }
         }

         PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
            PAL_XY(15, 108 + 18 * i), bColor, TRUE, FALSE);
      }

      //
      // Draw the text label and amount of the item
      //
      if (wItem != 0)
      {
         PAL_DrawText(PAL_GetWord(wItem), PAL_XY(5, 70), MENUITEM_COLOR_CONFIRMED, TRUE, FALSE);
         PAL_DrawNumber(PAL_GetItemAmount(wItem), 2, PAL_XY(65, 73), kNumColorCyan, kNumAlignRight);
      }

      //
      // Update the screen
      //
      VIDEO_UpdateScreen(NULL);

      //
      // Accept input
      //
      PAL_ClearKeyState();

      while (TRUE)
      {
         PAL_ProcessEvent();

         //
         // See if we should change the highlight color
         //
         if (SDL_GetTicks() > dwColorChangeTime)
         {
            if ((WORD)bSelectedColor + 1 >=
               (WORD)MENUITEM_COLOR_SELECTED_FIRST + MENUITEM_COLOR_SELECTED_TOTALNUM)
            {
               bSelectedColor = MENUITEM_COLOR_SELECTED_FIRST;
            }
            else
            {
               bSelectedColor++;
            }

            dwColorChangeTime = SDL_GetTicks() + (600 / MENUITEM_COLOR_SELECTED_TOTALNUM);

            //
            // Redraw the selected item if needed.
            //
            w = gpGlobals->rgParty[iCurrentPlayer].wPlayerRole;

            if (gpGlobals->g.rgObject[wItem].item.wFlags & (kItemFlagEquipableByPlayerRole_First << w))
            {
               PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
                  PAL_XY(15, 108 + 18 * iCurrentPlayer), bSelectedColor, TRUE, TRUE);
            }
         }

         if (g_InputState.dwKeyPress != 0)
         {
            break;
         }

         SDL_Delay(1);
      }

      if (wItem == 0)
      {
         return;
      }

      if (g_InputState.dwKeyPress & (kKeyUp | kKeyLeft))
      {
         iCurrentPlayer--;
         if (iCurrentPlayer < 0)
         {
            iCurrentPlayer = 0;
         }
      }
      else if (g_InputState.dwKeyPress & (kKeyDown | kKeyRight))
      {
         iCurrentPlayer++;
         if (iCurrentPlayer > gpGlobals->wMaxPartyMemberIndex)
         {
            iCurrentPlayer = gpGlobals->wMaxPartyMemberIndex;
         }
      }
      else if (g_InputState.dwKeyPress & kKeyMenu)
      {
         return;
      }
      else if (g_InputState.dwKeyPress & kKeySearch)
      {
         w = gpGlobals->rgParty[iCurrentPlayer].wPlayerRole;

         if (gpGlobals->g.rgObject[wItem].item.wFlags & (kItemFlagEquipableByPlayerRole_First << w))
         {
            //
            // Run the equip script
            //
            gpGlobals->g.rgObject[wItem].item.wScriptOnEquip =
               PAL_RunTriggerScript(gpGlobals->g.rgObject[wItem].item.wScriptOnEquip,
                  gpGlobals->rgParty[iCurrentPlayer].wPlayerRole);
         }
      }
   }
}
Beispiel #19
0
/*++
 Show the "you win" message and add the experience points for players.
 --*/
static VOID PAL_BattleWon(void)
{
    const SDL_Rect   rect = {65, 60, 200, 100};
    const SDL_Rect   rect1 = {80, 0, 180, 200};
    
    int              i, j, iTotalCount;
    DWORD            dwExp;
    WORD             w;
    BOOL             fLevelUp;
    PLAYERROLES      OrigPlayerRoles;
    
    //
    // Backup the initial player stats
    //
    OrigPlayerRoles = gpGlobals->g.PlayerRoles;
    
    if (g_Battle.iExpGained > 0)
    {
        //
        // Play the "battle win" music
        //
        PAL_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
        
        //
        // Show the message about the total number of exp. and cash gained
        //
        PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);
        PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
        
        PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95, 70), 0, FALSE, FALSE);
        PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE);
        PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE);
        
        PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182, 74), kNumColorYellow, kNumAlignRight);
        PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
        
        VIDEO_UpdateScreen(&rect);
        PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
    }
    
    //
    // Add the cash value
    //
    gpGlobals->dwCash += g_Battle.iCashGained;
    
    //
    // Add the experience points for each players
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        fLevelUp = FALSE;
        
        w = gpGlobals->rgParty[i].wPlayerRole;
        if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
        {
            continue; // don't care about dead players
        }
        
        dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
        dwExp += g_Battle.iExpGained;
        
        if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
        {
            gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
        }
        
        while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
        {
            dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
            
            if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
            {
                fLevelUp = TRUE;
                PAL_PlayerLevelUp(w, 1);
                
                gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
                gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
            }
        }
        
        gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
        
        if (fLevelUp)
        {
            //
            // Player has gained a level. Show the message
            //
            PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);
            PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);
            
            PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0,
                         FALSE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE);
            PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE);
            
            for (j = 0; j < 8; j++)
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
                                     gpScreen, PAL_XY(183, 48 + 18 * j));
            }
            
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            
            //
            // Draw the original stats and stats after level up
            //
            PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(156, 66));
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(218, 66));
            
            PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(156, 84));
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(218, 84));
            
            PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
                           gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
                           4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
                           gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
                           4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
                           gpGlobals->g.PlayerRoles.rgwDefense[w],
                           4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
                           gpGlobals->g.PlayerRoles.rgwDexterity[w],
                           4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
                           gpGlobals->g.PlayerRoles.rgwFleeRate[w],
                           4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),
                           kNumColorYellow, kNumAlignRight);
            
            //
            // Update the screen and wait for key
            //
            VIDEO_UpdateScreen(&rect1);
            PAL_WaitForKey(3000);
            
            OrigPlayerRoles = gpGlobals->g.PlayerRoles;
        }
        
        //
        // Increasing of other hidden levels
        //
        iTotalCount = 0;
        
        iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
        
        if (iTotalCount > 0)
        {
#define CHECK_HIDDEN_EXP(expname, statname, label)          \
{                                                           \
dwExp = g_Battle.iExpGained;                             \
dwExp *= gpGlobals->Exp.expname[w].wCount;               \
dwExp /= iTotalCount;                                    \
dwExp *= 2;                                              \
\
dwExp += gpGlobals->Exp.expname[w].wExp;                 \
\
if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS)       \
{                                                        \
gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS;        \
}                                                        \
\
while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
{                                                        \
dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS)    \
{                                                     \
gpGlobals->Exp.expname[w].wLevel++;                \
}                                                     \
}                                                        \
\
gpGlobals->Exp.expname[w].wExp = (WORD)dwExp;            \
\
if (gpGlobals->g.PlayerRoles.statname[w] !=              \
OrigPlayerRoles.statname[w])                          \
{                                                        \
PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);    \
PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), \
0, FALSE, FALSE);                                  \
PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70),     \
0, FALSE, FALSE);                                  \
PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70),  \
0, FALSE, FALSE);                                  \
PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - \
OrigPlayerRoles.statname[w],                       \
5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \
VIDEO_UpdateScreen(&rect);                            \
PAL_WaitForKey(3000);                                 \
}                                                        \
}
            
            CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
            CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
            CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
            CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
            CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
            CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
            CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
            
#undef CHECK_HIDDEN_EXP
        }
        
        //
        // Learn all magics at the current level
        //
        j = 0;
        
        while (j < gpGlobals->g.nLevelUpMagic)
        {
            if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
                gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
            {
                j++;
                continue;
            }
            
            if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
            {
                PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
                
                PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
                             PAL_XY(75, 115), 0, FALSE, FALSE);
                PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * 3, 115),
                             0, FALSE, FALSE);
                PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic),
                             PAL_XY(75 + 16 * 5, 115), 0x1B, FALSE, FALSE);
                
                VIDEO_UpdateScreen(&rect);
                PAL_WaitForKey(3000);
            }
            
            j++;
        }
    }
    
    //
    // Run the post-battle scripts
    //
    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
    {
        PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
    }
    
    //
    // Recover automatically after each battle
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        w = gpGlobals->rgParty[i].wPlayerRole;
        
#if 1//def PAL_CLASSIC
        gpGlobals->g.PlayerRoles.rgwHP[w] +=
        (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
        gpGlobals->g.PlayerRoles.rgwMP[w] +=
        (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
#else
        if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
        {
            gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
        }
        else if (g_Battle.iExpGained > 0)
        {
            FLOAT f =
            (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
            
            if (f < 2)
            {
                f = 2;
            }
            
            gpGlobals->g.PlayerRoles.rgwHP[w] +=
            (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
            gpGlobals->g.PlayerRoles.rgwMP[w] +=
            (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
        }
#endif
    }
}
Beispiel #20
0
VOID
PAL_InGameMagicMenu(
   VOID
)
/*++
  Purpose:

    Show the magic menu.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   MENUITEM         rgMenuItem[MAX_PLAYERS_IN_PARTY];
   int              i, y;
   static WORD      w;
   WORD             wMagic;
   const SDL_Rect   rect = {35, 62, 95, 90};

   //
   // Draw the player info boxes
   //
   y = 45;

   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      PAL_PlayerInfoBox(PAL_XY(y, 165), gpGlobals->rgParty[i].wPlayerRole, 100,
         TIMEMETER_COLOR_DEFAULT, TRUE);
      y += 78;
   }

   y = 75;

   //
   // Generate one menu items for each player in the party
   //
   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      assert(i <= MAX_PLAYERS_IN_PARTY);

      rgMenuItem[i].wValue = i;
      rgMenuItem[i].wNumWord =
         gpGlobals->g.PlayerRoles.rgwName[gpGlobals->rgParty[i].wPlayerRole];
      rgMenuItem[i].fEnabled =
         (gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0);
      rgMenuItem[i].pos = PAL_XY(48, y);

      y += 18;
   }

   //
   // Draw the box
   //
   PAL_CreateBox(PAL_XY(35, 62), gpGlobals->wMaxPartyMemberIndex, 2, 0, FALSE);
   VIDEO_UpdateScreen(&rect);

   w = PAL_ReadMenu(NULL, rgMenuItem, gpGlobals->wMaxPartyMemberIndex + 1, w, MENUITEM_COLOR);

   if (w == MENUITEM_VALUE_CANCELLED)
   {
      return;
   }

   wMagic = 0;

   while (TRUE)
   {
      wMagic = PAL_MagicSelectionMenu(gpGlobals->rgParty[w].wPlayerRole, FALSE, wMagic);
      if (wMagic == 0)
      {
         break;
      }

      if (gpGlobals->g.rgObject[wMagic].magic.wFlags & kMagicFlagApplyToAll)
      {
         gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse =
            PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse, 0);

         if (g_fScriptSuccess)
         {
            gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess =
               PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess, 0);

            gpGlobals->g.PlayerRoles.rgwMP[gpGlobals->rgParty[w].wPlayerRole] -=
               gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagic].magic.wMagicNumber].wCostMP;
         }

         if (gpGlobals->fNeedToFadeIn)
         {
            PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
            gpGlobals->fNeedToFadeIn = FALSE;
         }
      }
      else
      {
         //
         // Need to select which player to use the magic on.
         //
         WORD       wPlayer = 0;
         SDL_Rect   rect;

         while (wPlayer != MENUITEM_VALUE_CANCELLED)
         {
            //
            // Redraw the player info boxes first
            //
            y = 45;

            for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
            {
               PAL_PlayerInfoBox(PAL_XY(y, 165), gpGlobals->rgParty[i].wPlayerRole, 100,
                  TIMEMETER_COLOR_DEFAULT, TRUE);
               y += 78;
            }

            //
            // Draw the cursor on the selected item
            //
            rect.x = 70 + 78 * wPlayer;
            rect.y = 193;
            rect.w = 9;
            rect.h = 6;

            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_CURSOR),
               gpScreen, PAL_XY(rect.x, rect.y));

            VIDEO_UpdateScreen(&rect);

            while (TRUE)
            {
               PAL_ClearKeyState();
               PAL_ProcessEvent();

               if (g_InputState.dwKeyPress & kKeyMenu)
               {
                  wPlayer = MENUITEM_VALUE_CANCELLED;
                  break;
               }
               else if (g_InputState.dwKeyPress & kKeySearch)
               {
                  gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse =
                     PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnUse,
                        gpGlobals->rgParty[wPlayer].wPlayerRole);

                  if (g_fScriptSuccess)
                  {
                     gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess =
                        PAL_RunTriggerScript(gpGlobals->g.rgObject[wMagic].magic.wScriptOnSuccess,
                           gpGlobals->rgParty[wPlayer].wPlayerRole);

                     if (g_fScriptSuccess)
                     {
                        gpGlobals->g.PlayerRoles.rgwMP[gpGlobals->rgParty[w].wPlayerRole] -=
                           gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagic].magic.wMagicNumber].wCostMP;

                        //
                        // Check if we have run out of MP
                        //
                        if (gpGlobals->g.PlayerRoles.rgwMP[gpGlobals->rgParty[w].wPlayerRole] <
                           gpGlobals->g.lprgMagic[gpGlobals->g.rgObject[wMagic].magic.wMagicNumber].wCostMP)
                        {
                           //
                           // Don't go further if run out of MP
                           //
                           wPlayer = MENUITEM_VALUE_CANCELLED;
                        }
                     }
                  }

                  break;
               }
               else if (g_InputState.dwKeyPress & (kKeyLeft | kKeyUp))
               {
                  if (wPlayer > 0)
                  {
                     wPlayer--;
                     break;
                  }
               }
               else if (g_InputState.dwKeyPress & (kKeyRight | kKeyDown))
               {
                  if (wPlayer < gpGlobals->wMaxPartyMemberIndex)
                  {
                     wPlayer++;
                     break;
                  }
               }

               SDL_Delay(1);
            }
         }
      }

      //
      // Redraw the player info boxes
      //
      y = 45;

      for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
      {
         PAL_PlayerInfoBox(PAL_XY(y, 165), gpGlobals->rgParty[i].wPlayerRole, 100,
            TIMEMETER_COLOR_DEFAULT, TRUE);
         y += 78;
      }
   }
}
Beispiel #21
0
static VOID
PAL_DialogWaitForKey(
   VOID
)
/*++
  Purpose:

    Wait for player to press a key after showing a dialog.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   PAL_LARGE SDL_Color   palette[256];
   SDL_Color   *pCurrentPalette, t;
   int         i;

   //
   // get the current palette
   //
   pCurrentPalette = PAL_GetPalette(gpGlobals->wNumPalette, gpGlobals->fNightPalette);
   memcpy(palette, pCurrentPalette, sizeof(palette));

   if (g_TextLib.bDialogPosition != kDialogCenterWindow &&
      g_TextLib.bDialogPosition != kDialogCenter)
   {
      //
      // show the icon
      //
      LPCBITMAPRLE p = PAL_SpriteGetFrame(g_TextLib.bufDialogIcons, g_TextLib.bIcon);
      if (p != NULL)
      {
         SDL_Rect rect;

         rect.x = PAL_X(g_TextLib.posIcon);
         rect.y = PAL_Y(g_TextLib.posIcon);
         rect.w = 16;
         rect.h = 16;

         PAL_RLEBlitToSurface(p, gpScreen, g_TextLib.posIcon);
         VIDEO_UpdateScreen(&rect);
      }
   }

   PAL_ClearKeyState();

   while (TRUE)
   {
      UTIL_Delay(100);

      if (g_TextLib.bDialogPosition != kDialogCenterWindow &&
         g_TextLib.bDialogPosition != kDialogCenter)
      {
         //
         // palette shift
         //
         t = palette[0xF9];
         for (i = 0xF9; i < 0xFE; i++)
         {
            palette[i] = palette[i + 1];
         }
         palette[0xFE] = t;

         VIDEO_SetPalette(palette);
      }

      if (g_InputState.dwKeyPress != 0)
      {
         break;
      }
   }

   if (g_TextLib.bDialogPosition != kDialogCenterWindow &&
      g_TextLib.bDialogPosition != kDialogCenter)
   {
      PAL_SetPalette(gpGlobals->wNumPalette, gpGlobals->fNightPalette);
   }

   PAL_ClearKeyState();

   g_TextLib.fUserSkip = FALSE;
}
Beispiel #22
0
VOID
PAL_BattleMakeScene(
   VOID
)
/*++
  Purpose:

    Generate the battle scene into the scene buffer.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int          i;
   PAL_POS      pos;
   LPBYTE       pSrc, pDst;
   //BYTE         b;

   //
   // Draw the background
   //
   pSrc = g_Battle.lpBackground->pixels;
   pDst = g_Battle.lpSceneBuf->pixels;

   // optimized by ZBY
   ZBY_TIMING_BEGIN(2);
   make_colorshift_table(g_Battle.sBackgroundColorShift);
   if (0) { //if (g_Battle.sBackgroundColorShift == 0) {
       memcpy(pDst, pSrc, g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h);
   } else {
       i = g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h;
       while (i--)
       {
          /*b = (*pSrc & 0x0F);
          
          b += g_Battle.sBackgroundColorShift;

          if (b & 0x80)
          {
             b = 0;
          }
          else if (b & 0x70)
          {
             b = 0x0F;
          }

          *pDst = (b | (*pSrc & 0xF0));
          assert(*pDst == cs_table[*pSrc]);
          */
          *pDst = cs_table[*pSrc];

          ++pSrc;
          ++pDst;
       }
   }
   ZBY_TIMING_END(2, "PAL_BattleMakeScene");

   PAL_ApplyWave(g_Battle.lpSceneBuf);

   //
   // Draw the enemies
   //
   for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
   {
      pos = g_Battle.rgEnemy[i].pos;

      if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&
         g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&
         g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)
      {
         //
         // Enemy is confused
         //
         pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));
      }

      pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,
         PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));

      if (g_Battle.rgEnemy[i].wObjectID != 0)
      {
         if (g_Battle.rgEnemy[i].iColorShift)
         {
            PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
               g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);
         }
         else
         {
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
               g_Battle.lpSceneBuf, pos);
         }
      }
   }

   if (g_Battle.lpSummonSprite != NULL)
   {
      //
      // Draw the summoned god
      //
      pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,
         PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));

      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),
         g_Battle.lpSceneBuf, pos);
   }
   else
   {
      //
      // Draw the players
      //
      for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
      {
         pos = g_Battle.rgPlayer[i].pos;

         if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
            gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
         {
            //
            // Player is confused
            //
            continue;
         }

         pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
            PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));

         if (g_Battle.rgPlayer[i].iColorShift != 0)
         {
            PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
               g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
         }
         else if (g_Battle.iHidingTime == 0)
         {
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
               g_Battle.lpSceneBuf, pos);
         }
      }

      //
      // Confused players should be drawn on top of normal players
      //
      for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
      {
         if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
            gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
            gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
         {
            //
            // Player is confused
            //
            pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));
            pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
               PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));

            if (g_Battle.rgPlayer[i].iColorShift != 0)
            {
               PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                  g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
            }
            else if (g_Battle.iHidingTime == 0)
            {
               PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                  g_Battle.lpSceneBuf, pos);
            }
         }
      }
   }
}