//kind indices info and kind table info initiation void cgenKindInit(int length) { kindIndices.length = length; kindIndices.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(kindIndices.array, length); kindData.length = length; kindData.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(kindData.array, length); }
//const indices info and const table info initiation void cgenConstInit(int length) { constIndices.length = length; constIndices.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(constIndices.array, length); constData.length = length; constData.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(constData.array, length); }
//type skeleton info initiation void cgenTySkelInit(int length) { if (length == 0) { fprintf(stderr, "The number of type skeletons cannot be 0\n"); exit(1); } tySkels.length = length; tySkels.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(tySkels.array, length); }
VOID PAL_LoadResources( VOID ) /*++ Purpose: Load the game resources if needed. Parameters: None. Return value: None. --*/ { int i, index, l, n; WORD wPlayerID, wSpriteNum; if (gpResources == NULL || gpResources->bLoadFlags == 0) { return; } // // Load scene // if (gpResources->bLoadFlags & kLoadScene) { FILE *fpMAP, *fpGOP; fpMAP = UTIL_OpenRequiredFile("map.mkf"); fpGOP = UTIL_OpenRequiredFile("gop.mkf"); if (gpGlobals->fEnteringScene) { gpGlobals->wScreenWave = 0; gpGlobals->sWaveProgression = 0; } // // Free previous loaded scene (sprites and map) // PAL_FreeEventObjectSprites(); PAL_FreeMap(gpResources->lpMap); // // Load map // i = gpGlobals->wNumScene - 1; gpResources->lpMap = PAL_LoadMap(gpGlobals->g.rgScene[i].wMapNum, fpMAP, fpGOP); if (gpResources->lpMap == NULL) { fclose(fpMAP); fclose(fpGOP); TerminateOnError("PAL_LoadResources(): Fail to load map #%d (scene #%d) !", gpGlobals->g.rgScene[i].wMapNum, gpGlobals->wNumScene); } // // Load sprites // index = gpGlobals->g.rgScene[i].wEventObjectIndex; gpResources->nEventObject = gpGlobals->g.rgScene[i + 1].wEventObjectIndex; gpResources->nEventObject -= index; if (gpResources->nEventObject > 0) { gpResources->lppEventObjectSprites = (LPSPRITE *)UTIL_calloc(gpResources->nEventObject, sizeof(LPSPRITE)); } for (i = 0; i < gpResources->nEventObject; i++, index++) { n = gpGlobals->g.lprgEventObject[index].wSpriteNum; if (n == 0) { // // this event object has no sprite // gpResources->lppEventObjectSprites[i] = NULL; continue; } l = PAL_MKFGetDecompressedSize(n, gpGlobals->f.fpMGO); gpResources->lppEventObjectSprites[i] = (LPSPRITE)UTIL_malloc(l); if (PAL_MKFDecompressChunk(gpResources->lppEventObjectSprites[i], l, n, gpGlobals->f.fpMGO) > 0) { gpGlobals->g.lprgEventObject[index].nSpriteFramesAuto = PAL_SpriteGetNumFrames(gpResources->lppEventObjectSprites[i]); } } gpGlobals->partyoffset = PAL_XY(160, 112); fclose(fpGOP); fclose(fpMAP); } // // Load player sprites // if (gpResources->bLoadFlags & kLoadPlayerSprite) { // // Free previous loaded player sprites // PAL_FreePlayerSprites(); for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++) { wPlayerID = gpGlobals->rgParty[i].wPlayerRole; assert(wPlayerID < MAX_PLAYER_ROLES); // // Load player sprite // wSpriteNum = gpGlobals->g.PlayerRoles.rgwSpriteNum[wPlayerID]; l = PAL_MKFGetDecompressedSize(wSpriteNum, gpGlobals->f.fpMGO); gpResources->rglpPlayerSprite[i] = (LPSPRITE)UTIL_malloc(l); PAL_MKFDecompressChunk(gpResources->rglpPlayerSprite[i], l, wSpriteNum, gpGlobals->f.fpMGO); } if (gpGlobals->nFollower > 0) { // // Load the follower sprite // wSpriteNum = gpGlobals->rgParty[i].wPlayerRole; l = PAL_MKFGetDecompressedSize(wSpriteNum, gpGlobals->f.fpMGO); gpResources->rglpPlayerSprite[i] = (LPSPRITE)UTIL_malloc(l); PAL_MKFDecompressChunk(gpResources->rglpPlayerSprite[i], l, wSpriteNum, gpGlobals->f.fpMGO); } } // // Clear all of the load flags // gpResources->bLoadFlags = 0; }
//initiale logic symb types void cgenLogicSymbolInit(int length) { logicSymbTypes.length = length; logicSymbTypes.array = (char**)UTIL_malloc(sizeof(char*)*length); arrayInit(logicSymbTypes.array, length); }
VOID MIDI_Play( INT iNumRIX, BOOL fLoop ) /*++ Purpose: Start playing the specified music in MIDI format. Parameters: [IN] iNumRIX - number of the music. 0 to stop playing current music. [IN] fLoop - Whether the music should be looped or not. Return value: None. --*/ { FILE *fp; unsigned char *buf; int size; SDL_RWops *rw; #ifdef PAL_WIN95 char filename[1024]; #endif if (g_pMid != NULL && iNumRIX == iMidCurrent && native_midi_active()) { return; } SOUND_PlayCDA(-1); native_midi_freesong(g_pMid); g_pMid = NULL; iMidCurrent = -1; if (g_fNoMusic || iNumRIX <= 0) { return; } #ifdef PAL_WIN95 sprintf(filename, "%s/musics/%.3d.mid", PAL_PREFIX, iNumRIX); g_pMid = native_midi_loadsong(filename); if (g_pMid != NULL) { native_midi_start(g_pMid); iMidCurrent = iNumRIX; fMidLoop = fLoop; } #else fp = UTIL_OpenFile("midi.mkf"); if (fp == NULL) { return; } if (iNumRIX > PAL_MKFGetChunkCount(fp)) { fclose(fp); return; } size = PAL_MKFGetChunkSize(iNumRIX, fp); if (size <= 0) { fclose(fp); return; } buf = (unsigned char *)UTIL_malloc(size); PAL_MKFReadChunk((LPBYTE)buf, size, iNumRIX, fp); fclose(fp); rw = SDL_RWFromConstMem((const void *)buf, size); g_pMid = native_midi_loadsong_RW(rw); if (g_pMid != NULL) { native_midi_start(g_pMid); iMidCurrent = iNumRIX; fMidLoop = fLoop; } SDL_RWclose(rw); free(buf); #endif }
/*++ Start a battle. Parameters: [IN] wEnemyTeam - the number of the enemy team. [IN] fIsBoss - TRUE for boss fight (not allowed to flee). Return value: The result of the battle. --*/ BATTLERESULT PAL_StartBattle(WORD wEnemyTeam, BOOL fIsBoss) { int i; WORD w, wPrevWaveLevel; SHORT sPrevWaveProgression; // // Set the screen waving effects // wPrevWaveLevel = gpGlobals->wScreenWave; sPrevWaveProgression = gpGlobals->sWaveProgression; gpGlobals->sWaveProgression = 0; gpGlobals->wScreenWave = gpGlobals->g.lprgBattleField[gpGlobals->wNumBattleField].wScreenWave; // // Make sure everyone in the party is alive, also clear all hidden // EXP count records // for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++) { w = gpGlobals->rgParty[i].wPlayerRole; if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0) { gpGlobals->g.PlayerRoles.rgwHP[w] = 1; gpGlobals->rgPlayerStatus[w][kStatusPuppet] = 0; } gpGlobals->Exp.rgHealthExp[w].wCount = 0; gpGlobals->Exp.rgMagicExp[w].wCount = 0; gpGlobals->Exp.rgAttackExp[w].wCount = 0; gpGlobals->Exp.rgMagicPowerExp[w].wCount = 0; gpGlobals->Exp.rgDefenseExp[w].wCount = 0; gpGlobals->Exp.rgDexterityExp[w].wCount = 0; gpGlobals->Exp.rgFleeExp[w].wCount = 0; } // // Clear all item-using records // for (i = 0; i < MAX_INVENTORY; i++) { gpGlobals->rgInventory[i].nAmountInUse = 0; } // // Store all enemies // for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++) { memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY)); w = gpGlobals->g.lprgEnemyTeam[wEnemyTeam].rgwEnemy[i]; if (w == 0xFFFF) { break; } if (w != 0) { g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID]; g_Battle.rgEnemy[i].wObjectID = w; g_Battle.rgEnemy[i].state = kFighterWait; g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart; g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd; g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady; g_Battle.rgEnemy[i].iColorShift = 0; g_Battle.rgEnemy[i].dwMaxHealth = g_Battle.rgEnemy[i].e.wHealth; #ifndef PAL_CLASSIC g_Battle.rgEnemy[i].flTimeMeter = 50; // // HACK: Otherwise the black thief lady will be too hard to beat // if (g_Battle.rgEnemy[i].e.wDexterity == 164) { g_Battle.rgEnemy[i].e.wDexterity /= ((gpGlobals->wMaxPartyMemberIndex == 0) ? 6 : 3); } // // HACK: Heal up automatically for final boss // if (g_Battle.rgEnemy[i].e.wHealth == 32760) { for (w = 0; w < MAX_PLAYER_ROLES; w++) { gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w]; gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w]; } } // // Yet another HACKs // if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -32) { g_Battle.rgEnemy[i].e.wDexterity = 0; // for Grandma Knife } else if (g_Battle.rgEnemy[i].e.wDexterity == 20) { // // for Fox Demon // if (gpGlobals->g.PlayerRoles.rgwLevel[0] < 15) { g_Battle.rgEnemy[i].e.wDexterity = 8; } else if (gpGlobals->g.PlayerRoles.rgwLevel[4] > 28 || gpGlobals->Exp.rgPrimaryExp[4].wExp > 0) { g_Battle.rgEnemy[i].e.wDexterity = 60; } } else if (g_Battle.rgEnemy[i].e.wExp == 250 && g_Battle.rgEnemy[i].e.wCash == 1100) { g_Battle.rgEnemy[i].e.wDexterity += 12; // for Snake Demon } else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -60) { g_Battle.rgEnemy[i].e.wDexterity = 15; // for Spider } else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -30) { g_Battle.rgEnemy[i].e.wDexterity = (WORD)-10; // for Stone Head } else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -16) { g_Battle.rgEnemy[i].e.wDexterity = 0; // for Zombie } else if ((SHORT)g_Battle.rgEnemy[i].e.wDexterity == -20) { g_Battle.rgEnemy[i].e.wDexterity = -8; // for Flower Demon } else if (g_Battle.rgEnemy[i].e.wLevel < 20 && gpGlobals->wNumScene >= 0xD8 && gpGlobals->wNumScene <= 0xE2) { // // for low-level monsters in the Cave of Trial // g_Battle.rgEnemy[i].e.wLevel += 15; g_Battle.rgEnemy[i].e.wDexterity += 25; } else if (gpGlobals->wNumScene == 0x90) { g_Battle.rgEnemy[i].e.wDexterity += 25; // for Tower Dragons } else if (g_Battle.rgEnemy[i].e.wLevel == 2 && g_Battle.rgEnemy[i].e.wCash == 48) { g_Battle.rgEnemy[i].e.wDexterity += 8; // for Miao Fists } else if (g_Battle.rgEnemy[i].e.wLevel == 4 && g_Battle.rgEnemy[i].e.wCash == 240) { g_Battle.rgEnemy[i].e.wDexterity += 18; // for Fat Miao } else if (g_Battle.rgEnemy[i].e.wLevel == 16 && g_Battle.rgEnemy[i].e.wMagicRate == 4 && g_Battle.rgEnemy[i].e.wAttackEquivItemRate == 4) { g_Battle.rgEnemy[i].e.wDexterity += 50; // for Black Spider } #endif } } g_Battle.wMaxEnemyIndex = i - 1; // // Store all players // for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++) { g_Battle.rgPlayer[i].flTimeMeter = 15.0f; #ifndef PAL_CLASSIC g_Battle.rgPlayer[i].flTimeSpeedModifier = 2.0f; g_Battle.rgPlayer[i].sTurnOrder = -1; #endif g_Battle.rgPlayer[i].wHidingTime = 0; g_Battle.rgPlayer[i].state = kFighterWait; g_Battle.rgPlayer[i].action.sTarget = -1; g_Battle.rgPlayer[i].fDefending = FALSE; g_Battle.rgPlayer[i].wCurrentFrame = 0; g_Battle.rgPlayer[i].iColorShift = FALSE; } // // Load sprites and background // PAL_LoadBattleSprites(); PAL_LoadBattleBackground(); // // Create the surface for scene buffer // g_Battle.lpSceneBuf = SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8, gpScreen->format->Rmask, gpScreen->format->Gmask, gpScreen->format->Bmask, gpScreen->format->Amask); if (g_Battle.lpSceneBuf == NULL) { TerminateOnError("PAL_StartBattle(): creating surface for scene buffer failed!"); } #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_SetSurfacePalette(g_Battle.lpSceneBuf, gpScreen->format->palette); #else SDL_SetPalette(g_Battle.lpSceneBuf, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256); #endif PAL_UpdateEquipments(); g_Battle.iExpGained = 0; g_Battle.iCashGained = 0; g_Battle.fIsBoss = fIsBoss; g_Battle.fEnemyCleared = FALSE; g_Battle.fEnemyMoving = FALSE; g_Battle.iHidingTime = 0; g_Battle.wMovingPlayerIndex = 0; g_Battle.UI.szMsg[0] = '\0'; g_Battle.UI.szNextMsg[0] = '\0'; g_Battle.UI.dwMsgShowTime = 0; g_Battle.UI.state = kBattleUIWait; g_Battle.UI.fAutoAttack = FALSE; g_Battle.UI.wSelectedIndex = 0; g_Battle.UI.wPrevEnemyTarget = 0; memset(g_Battle.UI.rgShowNum, 0, sizeof(g_Battle.UI.rgShowNum)); g_Battle.lpSummonSprite = NULL; g_Battle.sBackgroundColorShift = 0; gpGlobals->fInBattle = TRUE; g_Battle.BattleResult = kBattleResultPreBattle; PAL_BattleUpdateFighters(); // // Load the battle effect sprite. // i = PAL_MKFGetChunkSize(10, gpGlobals->f.fpDATA); g_Battle.lpEffectSprite = UTIL_malloc(i); PAL_MKFReadChunk(g_Battle.lpEffectSprite, i, 10, gpGlobals->f.fpDATA); #ifdef PAL_CLASSIC g_Battle.Phase = kBattlePhaseSelectAction; g_Battle.fRepeat = FALSE; g_Battle.fForce = FALSE; g_Battle.fFlee = FALSE; #endif #ifdef PAL_ALLOW_KEYREPEAT SDL_EnableKeyRepeat(120, 75); #endif // // Run the main battle routine. // i = PAL_BattleMain(); #ifdef PAL_ALLOW_KEYREPEAT SDL_EnableKeyRepeat(0, 0); PAL_ClearKeyState(); g_InputState.prevdir = kDirUnknown; #endif if (i == kBattleResultWon) { // // Player won the battle. Add the Experience points. // PAL_BattleWon(); } // // Clear all item-using records // for (w = 0; w < MAX_INVENTORY; w++) { gpGlobals->rgInventory[w].nAmountInUse = 0; } // // Clear all player status, poisons and temporary effects // PAL_ClearAllPlayerStatus(); for (w = 0; w < MAX_PLAYER_ROLES; w++) { PAL_CurePoisonByLevel(w, 3); PAL_RemoveEquipmentEffect(w, kBodyPartExtra); } // // Free all the battle sprites // PAL_FreeBattleSprites(); free(g_Battle.lpEffectSprite); // // Free the surfaces for the background picture and scene buffer // SDL_FreeSurface(g_Battle.lpBackground); SDL_FreeSurface(g_Battle.lpSceneBuf); g_Battle.lpBackground = NULL; g_Battle.lpSceneBuf = NULL; gpGlobals->fInBattle = FALSE; PAL_PlayMUS(gpGlobals->wNumMusic, TRUE, 1); // // Restore the screen waving effects // gpGlobals->sWaveProgression = sPrevWaveProgression; gpGlobals->wScreenWave = wPrevWaveLevel; return i; }
VOID MIDI_Play( INT iNumRIX, BOOL fLoop ) /*++ Purpose: Start playing the specified music in MIDI format. Parameters: [IN] iNumRIX - number of the music. 0 to stop playing current music. [IN] fLoop - Whether the music should be looped or not. Return value: None. --*/ { FILE *fp; unsigned char *buf; int size; SDL_RWops *rw; #ifdef TIMIDITY if (g_pMid != NULL && iNumRIX == iMidCurrent && Timidity_Active()) #else if (g_pMid != NULL && iNumRIX == iMidCurrent && native_midi_active()) #endif { return; } SOUND_PlayCDA(-1); #ifdef TIMIDITY Timidity_FreeSong(g_pMid); #else native_midi_freesong(g_pMid); #endif g_pMid = NULL; iMidCurrent = -1; if (g_fNoMusic || iNumRIX <= 0) { return; } fp = fopen(PAL_PREFIX "midi.mkf", "rb"); if (fp == NULL) { return; } if (iNumRIX > PAL_MKFGetChunkCount(fp)) { fclose(fp); return; } size = PAL_MKFGetChunkSize(iNumRIX, fp); if (size <= 0) { fclose(fp); return; } buf = (unsigned char *)UTIL_malloc(size); PAL_MKFReadChunk((LPBYTE)buf, size, iNumRIX, fp); fclose(fp); rw = SDL_RWFromConstMem((const void *)buf, size); #ifdef TIMIDITY g_pMid = Timidity_LoadSong_RW(rw); #else g_pMid = native_midi_loadsong_RW(rw); #endif if (g_pMid != NULL) { #ifdef TIMIDITY Timidity_Start(g_pMid); #else native_midi_start(g_pMid); #endif iMidCurrent = iNumRIX; fMidLoop = fLoop; } SDL_RWclose(rw); free(buf); }
void cinitSimDispatch(int size) { dispatchTab.length = size; dispatchTab.array = (char**)UTIL_malloc(sizeof(char*)*size); }
void cinitInstrC(int numInstrs) { instrTab.length = numInstrs; instrTab.array = (char**)UTIL_malloc(sizeof(char*)*numInstrs); }