Example #1
0
/*++
 Player flee the battle.
 --*/
VOID PAL_BattlePlayerEscape(void)
{
    int         i, j;
    WORD        wPlayerRole;
    
    SOUND_Play(45);
    
    PAL_BattleUpdateFighters();
    
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
        
        if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
        {
            g_Battle.rgPlayer[i].wCurrentFrame = 0;
        }
    }
    
    for (i = 0; i < 16; i++)
    {
        for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
        {
            wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
            
            if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
            {
                //
                // TODO: This is still not the same as the original game
                //
                switch (j)
                {
                    case 0:
                        if (gpGlobals->wMaxPartyMemberIndex > 0)
                        {
                            g_Battle.rgPlayer[j].pos =
                            PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                                   PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
                            break;
                        }
                        
                    case 1:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
                        break;
                        
                    case 2:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
                        break;
// @@@ - extra 4th role:
                    case 3:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
                        break;
                    default:
                        assert(FALSE); // Not possible
                        break;
                }
            }
        }
        
        PAL_BattleDelay(1, 0, FALSE);
    }
    
    //
    // Remove all players from the screen
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
    }
    
    PAL_BattleDelay(1, 0, FALSE);
    
    g_Battle.BattleResult = kBattleResultFleed;
}
Example #2
0
/*++
 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;
}
Example #3
0
VOID
PAL_BattleStartFrame(
   VOID
)
/*++
  Purpose:

    Called once per video frame in battle.

  Parameters:

    None.

  Return value:

    None.

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

   PAL_BattleUpdateFighters();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

////TEST/////////////////////////////////////////////////////////-START
if (g_InputState.dwKeyPress & kKeyFlee){
    for (i = 0; i < 5; i++){
        gpGlobals->g.PlayerRoles.rgwHP[i] = 0;
    }
   return;
}
////TEST/////////////////////////////////////////////////////////-END
}
Example #4
0
VOID
PAL_BattlePlayerEscape(
   VOID
)
/*++
  Purpose:

    Player flee the battle.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int         i, j;
   WORD        wPlayerRole;
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattlePlayerEscape, "PAL_BattlePlayerEscape", __FILE__, "start");

   SOUND_Play(45);

   PAL_BattleUpdateFighters();

   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;

      if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
      {
         g_Battle.rgPlayer[i].wCurrentFrame = 0;
      }
   }

   for (i = 0; i < 16; i++)
   {
      for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
      {
         wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;

         if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
         {
            //
            // TODO: This is still not the same as the original game
            //
            switch (j)
            {
            case 0:
               if (gpGlobals->wMaxPartyMemberIndex > 0)
               {
                  g_Battle.rgPlayer[j].pos =
                     PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                            PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
                  break;
               }

            case 1:
               g_Battle.rgPlayer[j].pos =
                  PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                         PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
               break;

            case 2:
               g_Battle.rgPlayer[j].pos =
                  PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
                         PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
               break;

            default:
               assert(FALSE); // Not possible
               break;
            }
         }
      }

      PAL_BattleDelay(1, 0, FALSE);
   }

   //
   // Remove all players from the screen
   //
   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
   }

   PAL_BattleDelay(1, 0, FALSE);

   g_Battle.BattleResult = kBattleResultFleed;
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattlePlayerEscape, "PAL_BattlePlayerEscape", __FILE__, "end");
}
Example #5
0
VOID
PAL_BattlePlayerPerformAction(
   WORD         wPlayerIndex
)
/*++
  Purpose:

    Perform the selected action for a player.

  Parameters:

    [IN]  wPlayerIndex - the index of the player.

  Return value:

    None.

--*/
{
   // TODO
   SHORT    sDamage;
   WORD     wPlayerRole = gpGlobals->rgParty[wPlayerIndex].wPlayerRole;
   SHORT    sTarget = g_Battle.rgPlayer[wPlayerIndex].action.sTarget;
   int      x, y;
   int      i, t;
   WORD     str, def, res, wObject;
   BOOL     fCritical, fPoisoned;

   PAL_BattlePlayerValidateAction(wPlayerIndex);

   PAL_BattleBackupStat();

   switch (g_Battle.rgPlayer[wPlayerIndex].action.ActionType)
   {
   case kBattleActionAttack:
      if (sTarget != -1)
      {
         //
         // Attack one enemy
         //
         if (g_Battle.rgEnemy[sTarget].wObjectID == 0)
         {
            sTarget = PAL_BattleSelectAutoTarget();
            g_Battle.rgPlayer[wPlayerIndex].action.sTarget = sTarget;
         }

         for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
         {
            str = PAL_GetPlayerAttackStrength(wPlayerRole);
            def = g_Battle.rgEnemy[sTarget].e.wDefense;
            def += (g_Battle.rgEnemy[sTarget].e.wLevel + 6) * 4;
            res = g_Battle.rgEnemy[sTarget].e.wAttackResistance;
            fCritical = FALSE;

            sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);

            if (RandomLong(0, 5) == 0)
            {
               //
               // Critical Hit
               //
               sDamage *= 3;
               fCritical = TRUE;
            }

            if (wPlayerRole == 0 && RandomLong(0, 11) == 0)
            {
               //
               // Bonus hit for Li Xiaoyao
               //
               sDamage *= 2;
               fCritical = TRUE;
            }

            if (sDamage <= 0)
            {
               sDamage = 1;
            }

            if (g_Battle.rgEnemy[sTarget].e.wHealth > (WORD)sDamage)
            {
               g_Battle.rgEnemy[sTarget].e.wHealth -= sDamage;
            }
            else
            {
               g_Battle.rgEnemy[sTarget].e.wHealth = 0;
            }

            if (t == 0)
            {
               g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
               PAL_BattleDelay(4, 0);
            }

            PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);

            //
            // Show the number of damage
            //
            x = PAL_X(g_Battle.rgEnemy[sTarget].pos);
            y = PAL_Y(g_Battle.rgEnemy[sTarget].pos) - 70;

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

            if (y < 10)
            {
               y = 10;
            }

            PAL_BattleUIShowNum((WORD)sDamage, PAL_XY(x, y), kNumColorBlue);
         }
      }
      else
      {
         //
         // Attack all enemies
         //
         for (t = 0; t < (gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] ? 2 : 1); t++)
         {
            int division = 1;
            const int index[MAX_ENEMIES_IN_TEAM] = {2, 1, 0, 4, 3};

            fCritical = (RandomLong(0, 5) == 0);

            if (t == 0)
            {
               g_Battle.rgPlayer[wPlayerIndex].wCurrentFrame = 7;
               PAL_BattleDelay(4, 0);
            }

            PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);

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

               str = PAL_GetPlayerAttackStrength(wPlayerRole);
               def = g_Battle.rgEnemy[index[i]].e.wDefense;
               def += (g_Battle.rgEnemy[index[i]].e.wLevel + 6) * 4;
               res = g_Battle.rgEnemy[index[i]].e.wAttackResistance;

               sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);
               if (fCritical)
               {
                  //
                  // Critical Hit
                  //
                  sDamage *= 3;
               }

               sDamage /= division;

               if (sDamage <= 0)
               {
                  sDamage = 1;
               }

               if (g_Battle.rgEnemy[index[i]].e.wHealth > (WORD)sDamage)
               {
                  g_Battle.rgEnemy[index[i]].e.wHealth -= sDamage;
               }
               else
               {
                  g_Battle.rgEnemy[index[i]].e.wHealth = 0;
               }

               //
               // Show the number of damage
               //
               x = PAL_X(g_Battle.rgEnemy[index[i]].pos);
               y = PAL_Y(g_Battle.rgEnemy[index[i]].pos) - 70;

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

               if (y < 10)
               {
                  y = 10;
               }

               PAL_BattleUIShowNum((WORD)sDamage, PAL_XY(x, y), kNumColorBlue);

               division++;
               if (division > 3)
               {
                  division = 3;
               }
            }
         }
      }

      PAL_BattleUpdateFighters();
      PAL_BattleMakeScene();
      PAL_BattleDelay(5, 0);
      break;

   case kBattleActionAttackMate:
      break;

   case kBattleActionCoopMagic:
      break;

   case kBattleActionDefend:
      g_Battle.rgPlayer[wPlayerIndex].fDefending = TRUE;
      break;

   case kBattleActionFlee:
      break;

   case kBattleActionMagic:
      break;

   case kBattleActionThrowItem:
      break;

   case kBattleActionUseItem:
      wObject = g_Battle.rgPlayer[wPlayerIndex].action.wActionID;

      PAL_BattleShowPlayerUseItemAnim(wPlayerIndex, wObject, sTarget);

      //
      // Run the script
      //
      gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
         PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse,
            (sTarget == -1) ? 0xFFFF : gpGlobals->rgParty[sTarget].wPlayerRole);

      //
      // Remove the item if the item is consuming and the script succeeded
      //
      if ((gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming) &&
         g_fScriptSuccess)
      {
         PAL_AddItemToInventory(wObject, -1);
      }

      PAL_BattleUpdateFighters();
      PAL_BattleDisplayStatChange();
      PAL_BattleDelay(8, 0);
      break;

   case kBattleActionPass:
      break;
   }

   PAL_BattlePostActionCheck(FALSE);

   //
   // Check for poisons
   //
   fPoisoned = FALSE;
   PAL_BattleBackupStat();

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

      if (wObject != 0)
      {
         fPoisoned = TRUE;
         gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript =
            PAL_RunTriggerScript(gpGlobals->rgPoisonStatus[i][wPlayerIndex].wPoisonScript, wPlayerRole);
      }
   }

   if (fPoisoned)
   {
      PAL_BattleDelay(3, 0);
      PAL_BattleUpdateFighters();
      if (PAL_BattleDisplayStatChange())
      {
         PAL_BattleDelay(12, 0);
      }
   }

   //
   // Update statuses
   //
   for (i = 0; i < kStatusAll; i++)
   {
      if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0)
      {
         gpGlobals->rgPlayerStatus[wPlayerRole][i]--;
      }
   }
}