VOID PAL_WaitForKey( WORD wTimeOut ) /*++ Purpose: Wait for any key. Parameters: [IN] wTimeOut - the maximum time of the waiting. 0 = wait forever. Return value: None. --*/ { DWORD dwTimeOut = SDL_GetTicks() + wTimeOut; PAL_ClearKeyState(); while (wTimeOut == 0 || SDL_GetTicks() < dwTimeOut) { UTIL_Delay(5); if (g_InputState.dwKeyPress & (kKeySearch | kKeyMenu)) { break; } } }
VOID PAL_WaitForKey( VOID ) /*++ Purpose: Wait for any key. Parameters: None. Return value: None. --*/ { LoginInfo("PAL_WaitForKey\n" ); PAL_ClearKeyState(); while (TRUE) { UTIL_Delay(50); if (g_InputState.dwKeyPress & (kKeySearch | kKeyMenu)) { break; } } }
/*++ 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; }
WORD PAL_ItemSelectMenu( LPITEMCHANGED_CALLBACK lpfnMenuItemChanged, WORD wItemFlags ) /*++ Purpose: Show the item selection menu. Parameters: [IN] lpfnMenuItemChanged - Callback function which is called when user changed the current menu item. [IN] wItemFlags - flags for usable item. Return value: The object ID of the selected item. 0 if cancelled. --*/ { int iPrevIndex; WORD w; DWORD dwTime; PAL_ItemSelectMenuInit(wItemFlags); iPrevIndex = gpGlobals->iCurInvMenuItem; PAL_ClearKeyState(); if (lpfnMenuItemChanged != NULL) { g_fNoDesc = TRUE; (*lpfnMenuItemChanged)(gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].wItem); } dwTime = SDL_GetTicks(); while (TRUE) { if (lpfnMenuItemChanged == NULL) { PAL_MakeScene(); } w = PAL_ItemSelectMenuUpdate(); VIDEO_UpdateScreen(NULL); PAL_ClearKeyState(); PAL_ProcessEvent(); while (SDL_GetTicks() < dwTime) { PAL_ProcessEvent(); if (g_InputState.dwKeyPress != 0) { break; } SDL_Delay(5); } dwTime = SDL_GetTicks() + FRAME_TIME; if (w != 0xFFFF) { g_fNoDesc = FALSE; return w; } if (iPrevIndex != gpGlobals->iCurInvMenuItem) { if (gpGlobals->iCurInvMenuItem >= 0 && gpGlobals->iCurInvMenuItem < MAX_INVENTORY) { if (lpfnMenuItemChanged != NULL) { (*lpfnMenuItemChanged)(gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].wItem); } } iPrevIndex = gpGlobals->iCurInvMenuItem; } } assert(FALSE); return 0; // should not really reach here }
WORD PAL_MagicSelectionMenu( WORD wPlayerRole, BOOL fInBattle, WORD wDefaultMagic ) /*++ Purpose: Show the magic selection menu. Parameters: [IN] wPlayerRole - the player ID. [IN] fInBattle - TRUE if in battle, FALSE if not. [IN] wDefaultMagic - the default magic item. Return value: The selected magic. 0 if cancelled. --*/ { WORD w; int i; DWORD dwTime; PAL_MagicSelectionMenuInit(wPlayerRole, fInBattle, wDefaultMagic); PAL_ClearKeyState(); dwTime = SDL_GetTicks(); while (TRUE) { //PAL_MakeScene(); SDL_FillRect(gpScreen, NULL, SDL_MapRGB(gpScreen->format, 0,0,0)); w = 45; for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++) { PAL_PlayerInfoBox(PAL_XY(w, 165), gpGlobals->rgParty[i].wPlayerRole, 100, TIMEMETER_COLOR_DEFAULT, FALSE); w += 78; } w = PAL_MagicSelectionMenuUpdate(); VIDEO_UpdateScreen(NULL); PAL_ClearKeyState(); if (w != 0xFFFF) { return w; } PAL_ProcessEvent(); while (SDL_GetTicks() < dwTime) { PAL_ProcessEvent(); if (g_InputState.dwKeyPress != 0) { break; } SDL_Delay(3); } dwTime = SDL_GetTicks() + FRAME_TIME; } return 0; // should not really reach here }
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; } } }
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); } } } }
VOID PAL_GameUpdate( BOOL fTrigger ) /*++ Purpose: The main game logic routine. Update the status of everything. Parameters: [IN] fTrigger - whether to process trigger events or not. Return value: None. --*/ { WORD wEventObjectID, wDir; int i; LPEVENTOBJECT p; // // Check for trigger events // if (fTrigger) { // // Check if we are entering a new scene // if (gpGlobals->fEnteringScene) { // // Run the script for entering the scene // gpGlobals->fEnteringScene = FALSE; i = gpGlobals->wNumScene - 1; gpGlobals->g.rgScene[i].wScriptOnEnter = PAL_RunTriggerScript(gpGlobals->g.rgScene[i].wScriptOnEnter, 0xFFFF); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further as we're switching to another scene // return; } PAL_ClearKeyState(); PAL_MakeScene(); } // // Update the vanish time for all event objects // for (wEventObjectID = 0; wEventObjectID < gpGlobals->g.nEventObject; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID]; if (p->sVanishTime != 0) { p->sVanishTime += ((p->sVanishTime < 0) ? 1 : -1); } } // // Loop through all event objects in the current scene // for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1; wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1]; if (p->sVanishTime != 0) { continue; } if (p->sState < 0) { if (p->x < PAL_X(gpGlobals->viewport) || p->x > PAL_X(gpGlobals->viewport) + 320 || p->y < PAL_Y(gpGlobals->viewport) || p->y > PAL_Y(gpGlobals->viewport) + 320) { p->sState = abs(p->sState); p->wCurrentFrameNum = 0; } } else if (p->sState > 0 && p->wTriggerMode >= kTriggerTouchNear) { // // This event object can be triggered without manually exploring // if (abs(PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x) + abs(PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y) * 2 < (p->wTriggerMode - kTriggerTouchNear) * 32 + 16) { // // Player is in the trigger zone. // if (p->nSpriteFrames) { // // The sprite has multiple frames. Try to adjust the direction. // int xOffset, yOffset; p->wCurrentFrameNum = 0; xOffset = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x; yOffset = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y; if (xOffset > 0) { p->wDirection = ((yOffset > 0) ? kDirEast : kDirNorth); } else { p->wDirection = ((yOffset > 0) ? kDirSouth : kDirWest); } // // Redraw the scene // PAL_UpdatePartyGestures(FALSE); PAL_MakeScene(); VIDEO_UpdateScreen(NULL); } // // Execute the script. // p->wTriggerScript = PAL_RunTriggerScript(p->wTriggerScript, wEventObjectID); PAL_ClearKeyState(); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further on scene switching // return; } } } } } // // Run autoscript for each event objects // for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1; wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1]; if (p->sState > 0 && p->sVanishTime == 0) { WORD wScriptEntry = p->wAutoScript; if (wScriptEntry != 0) { p->wAutoScript = PAL_RunAutoScript(wScriptEntry, wEventObjectID); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further on scene switching // return; } } } // // Check if the player is in the way // if (fTrigger && p->sState >= kObjStateBlocker && p->wSpriteNum != 0 && abs(p->x - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset)) + abs(p->y - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset)) * 2 <= 12) { // // Player is in the way, try to move a step // wDir = (p->wDirection + 1) % 4; for (i = 0; i < 4; i++) { int x, y; PAL_POS pos; x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset); y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset); x += ((wDir == kDirWest || wDir == kDirSouth) ? -16 : 16); y += ((wDir == kDirWest || wDir == kDirNorth) ? -8 : 8); pos = PAL_XY(x, y); if (!PAL_CheckObstacle(pos, TRUE, 0)) { // // move here // gpGlobals->viewport = PAL_XY( PAL_X(pos) - PAL_X(gpGlobals->partyoffset), PAL_Y(pos) - PAL_Y(gpGlobals->partyoffset)); break; } wDir = (wDir + 1) % 4; } } } gpGlobals->dwFrameNum++; }
VOID PAL_ShowDialogText( LPCSTR lpszText ) /*++ Purpose: Show one line of the dialog text. Parameters: [IN] lpszText - the text to be shown. Return value: None. --*/ { SDL_Rect rect; int x, y, len = strlen(lpszText); PAL_ClearKeyState(); g_TextLib.bIcon = 0; if (gpGlobals->fInBattle && !g_fUpdatedInBattle) { // // Update the screen in battle, or the graphics may seem messed up // VIDEO_UpdateScreen(NULL); g_fUpdatedInBattle = TRUE; } if (g_TextLib.nCurrentDialogLine > 3) { // // The rest dialogs should be shown in the next page. // PAL_DialogWaitForKey(); g_TextLib.nCurrentDialogLine = 0; VIDEO_RestoreScreen(); VIDEO_UpdateScreen(NULL); } x = PAL_X(g_TextLib.posDialogText); y = PAL_Y(g_TextLib.posDialogText) + g_TextLib.nCurrentDialogLine * 18; if (g_TextLib.bDialogPosition == kDialogCenterWindow) { // // The text should be shown in a small window at the center of the screen // #ifndef PAL_CLASSIC if (gpGlobals->fInBattle && g_Battle.BattleResult == kBattleResultOnGoing) { PAL_BattleUIShowText(lpszText, 1400); } else #endif { PAL_POS pos; LPBOX lpBox; // // Create the window box // pos = PAL_XY(PAL_X(g_TextLib.posDialogText) - len * 4, PAL_Y(g_TextLib.posDialogText)); lpBox = PAL_CreateSingleLineBox(pos, (len + 1) / 2, TRUE); rect.x = PAL_X(pos); rect.y = PAL_Y(pos); rect.w = 320 - rect.x * 2 + 32; rect.h = 64; // // Show the text on the screen // pos = PAL_XY(PAL_X(pos) + 8 + ((len & 1) << 2), PAL_Y(pos) + 10); PAL_DrawText(lpszText, pos, 0, FALSE, FALSE); VIDEO_UpdateScreen(&rect); PAL_DialogWaitForKey(); // // Delete the box // PAL_DeleteBox(lpBox); VIDEO_UpdateScreen(&rect); PAL_EndDialog(); } } else { if (g_TextLib.nCurrentDialogLine == 0 && g_TextLib.bDialogPosition != kDialogCenter && (BYTE)lpszText[len - 1] == 0x47 && (BYTE)lpszText[len - 2] == 0xA1) { // // name of character // PAL_DrawText(lpszText, g_TextLib.posDialogTitle, FONT_COLOR_CYAN_ALT, TRUE, TRUE); } else { // // normal texts // char text[3]; if (!g_TextLib.fPlayingRNG && g_TextLib.nCurrentDialogLine == 0) { // // Save the screen before we show the first line of dialog // VIDEO_BackupScreen(); } while (lpszText != NULL && *lpszText != '\0') { switch (*lpszText) { case '-': // // Set the font color to Cyan // if (g_TextLib.bCurrentFontColor == FONT_COLOR_CYAN) { g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT; } else { g_TextLib.bCurrentFontColor = FONT_COLOR_CYAN; } lpszText++; break; case '\'': // // Set the font color to Red // if (g_TextLib.bCurrentFontColor == FONT_COLOR_RED) { g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT; } else { g_TextLib.bCurrentFontColor = FONT_COLOR_RED; } lpszText++; break; case '\"': // // Set the font color to Yellow // if (g_TextLib.bCurrentFontColor == FONT_COLOR_YELLOW) { g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT; } else { g_TextLib.bCurrentFontColor = FONT_COLOR_YELLOW; } lpszText++; break; case '$': // // Set the delay time of text-displaying // g_TextLib.iDelayTime = atoi(lpszText + 1) * 10 / 7; lpszText += 3; break; case '~': // // Delay for a period and quit // UTIL_Delay(atoi(lpszText + 1) * 80 / 7); g_TextLib.nCurrentDialogLine = 0; g_TextLib.fUserSkip = FALSE; return; // don't go further case ')': // // Set the waiting icon // g_TextLib.bIcon = 1; lpszText++; break; case '(': // // Set the waiting icon // g_TextLib.bIcon = 2; lpszText++; break; case '\\': lpszText++; default: if (*lpszText & 0x80) { text[0] = lpszText[0]; text[1] = lpszText[1]; text[2] = '\0'; lpszText += 2; } else { text[0] = *lpszText; text[1] = '\0'; lpszText++; } PAL_DrawText(text, PAL_XY(x, y), g_TextLib.bCurrentFontColor, TRUE, TRUE); x += ((text[0] & 0x80) ? 16 : 8); if (!g_TextLib.fUserSkip) { PAL_ClearKeyState(); UTIL_Delay(g_TextLib.iDelayTime * 8); if (g_InputState.dwKeyPress & (kKeySearch | kKeyMenu)) { // // User pressed a key to skip the dialog // g_TextLib.fUserSkip = TRUE; } } } } g_TextLib.posIcon = PAL_XY(x, y); g_TextLib.nCurrentDialogLine++; } } }
WORD PAL_ReadMenu( LPITEMCHANGED_CALLBACK lpfnMenuItemChanged, LPMENUITEM rgMenuItem, INT nMenuItem, WORD wDefaultItem, BYTE bLabelColor ) /*++ Purpose: Execute a menu. Parameters: [IN] lpfnMenuItemChanged - Callback function which is called when user changed the current menu item. [IN] rgMenuItem - Array of the menu items. [IN] nMenuItem - Number of menu items. [IN] wDefaultItem - default item index. [IN] bLabelColor - color of the labels. Return value: Return value of the selected menu item. MENUITEM_VALUE_CANCELLED if cancelled. --*/ { int i; WORD wCurrentItem = (wDefaultItem < nMenuItem) ? wDefaultItem : 0; // // Draw all the menu texts. // for (i = 0; i < nMenuItem; i++) { BYTE bColor = bLabelColor; if (!rgMenuItem[i].fEnabled) { if (i == wCurrentItem) { bColor = MENUITEM_COLOR_SELECTED_INACTIVE; } else { bColor = MENUITEM_COLOR_INACTIVE; } } PAL_DrawText(PAL_GetWord(rgMenuItem[i].wNumWord), rgMenuItem[i].pos, bColor, TRUE, TRUE); } if (lpfnMenuItemChanged != NULL) { (*lpfnMenuItemChanged)(rgMenuItem[wDefaultItem].wValue); } while (TRUE) { PAL_ClearKeyState(); // // Redraw the selected item if needed. // if (rgMenuItem[wCurrentItem].fEnabled) { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_SELECTED, FALSE, TRUE); } PAL_ProcessEvent(); if (g_InputState.dwKeyPress & (kKeyDown | kKeyRight)) { // // User pressed the down or right arrow key // if (rgMenuItem[wCurrentItem].fEnabled) { // // Dehighlight the unselected item. // PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, bLabelColor, FALSE, TRUE); } else { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_INACTIVE, FALSE, TRUE); } wCurrentItem++; if (wCurrentItem >= nMenuItem) { wCurrentItem = 0; } // // Highlight the selected item. // if (rgMenuItem[wCurrentItem].fEnabled) { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_SELECTED, FALSE, TRUE); } else { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_SELECTED_INACTIVE, FALSE, TRUE); } if (lpfnMenuItemChanged != NULL) { (*lpfnMenuItemChanged)(rgMenuItem[wCurrentItem].wValue); } } else if (g_InputState.dwKeyPress & (kKeyUp | kKeyLeft)) { // // User pressed the up or left arrow key // if (rgMenuItem[wCurrentItem].fEnabled) { // // Dehighlight the unselected item. // PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, bLabelColor, FALSE, TRUE); } else { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_INACTIVE, FALSE, TRUE); } if (wCurrentItem > 0) { wCurrentItem--; } else { wCurrentItem = nMenuItem - 1; } // // Highlight the selected item. // if (rgMenuItem[wCurrentItem].fEnabled) { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_SELECTED, FALSE, TRUE); } else { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_SELECTED_INACTIVE, FALSE, TRUE); } if (lpfnMenuItemChanged != NULL) { (*lpfnMenuItemChanged)(rgMenuItem[wCurrentItem].wValue); } } else if (g_InputState.dwKeyPress & kKeyMenu) { // // User cancelled // if (rgMenuItem[wCurrentItem].fEnabled) { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, bLabelColor, FALSE, TRUE); } else { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_INACTIVE, FALSE, TRUE); } break; } else if (g_InputState.dwKeyPress & kKeySearch) { // // User pressed Enter // if (rgMenuItem[wCurrentItem].fEnabled) { PAL_DrawText(PAL_GetWord(rgMenuItem[wCurrentItem].wNumWord), rgMenuItem[wCurrentItem].pos, MENUITEM_COLOR_CONFIRMED, FALSE, TRUE); return rgMenuItem[wCurrentItem].wValue; } } // // Use delay function to avoid high CPU usage. // SDL_Delay(50); } return MENUITEM_VALUE_CANCELLED; }
static VOID PAL_BattleDelay( WORD wDuration, WORD wObjectID ) /*++ Purpose: Delay a while during battle. Parameters: [IN] wDuration - Number of frames of the delay. [IN] wObjectID - The object ID to be displayed during the delay. Return value: None. --*/ { int i, j; DWORD dwTime = SDL_GetTicks() + BATTLE_FRAME_TIME; for (i = 0; i < wDuration; i++) { // // 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; } } // // 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; PAL_BattleMakeScene(); SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); if (wObjectID != 0) { PAL_DrawText(PAL_GetWord(wObjectID), PAL_XY(210, 50), 15, TRUE, FALSE); } VIDEO_UpdateScreen(NULL); } }
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); } } }
VOID PAL_SceneFade( INT iPaletteNum, BOOL fNight, INT iStep ) /*++ Purpose: Fade in or fade out the screen. Update the scene during the process. Parameters: [IN] iPaletteNum - number of the palette. [IN] fNight - whether use the night palette or not. [IN] iStep - positive to fade in, nagative to fade out. Return value: None. --*/ { SDL_Color *palette, newpalette[256]; int i, j; DWORD time; palette = PAL_GetPalette(iPaletteNum, fNight); if (palette == NULL) { return; } if (iStep == 0) { iStep = 1; } gpGlobals->fNeedToFadeIn = FALSE; if (iStep > 0) { for (i = 0; i < 64; i += iStep) { time = SDL_GetTicks() + 100; // // Generate the scene // PAL_ClearKeyState(); g_InputState.dir = kDirUnknown; g_InputState.prevdir = kDirUnknown; PAL_GameUpdate(FALSE); PAL_MakeScene(); VIDEO_UpdateScreen(NULL); // // Calculate the current palette... // for (j = 0; j < 256; j++) { newpalette[j].r = (palette[j].r * i) >> 6; newpalette[j].g = (palette[j].g * i) >> 6; newpalette[j].b = (palette[j].b * i) >> 6; } VIDEO_SetPalette(newpalette); PAL_ProcessEvent(); while (!SDL_TICKS_PASSED(SDL_GetTicks(), time)) { PAL_ProcessEvent(); SDL_Delay(5); } } } else { for (i = 63; i >= 0; i += iStep)
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(); }
VOID PAL_Search( VOID ) /*++ Purpose: Process searching trigger events. Parameters: None. Return value: None. --*/ { int x, y, xOffset, yOffset, dx, dy, dh, ex, ey, eh, i, k, l; LPEVENTOBJECT p; PAL_POS rgPos[13]; // // Get the party location // x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset); y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset); if (gpGlobals->wPartyDirection == kDirNorth || gpGlobals->wPartyDirection == kDirEast) { xOffset = 16; } else { xOffset = -16; } if (gpGlobals->wPartyDirection == kDirEast || gpGlobals->wPartyDirection == kDirSouth) { yOffset = 8; } else { yOffset = -8; } rgPos[0] = PAL_XY(x, y); for (i = 0; i < 4; i++) { rgPos[i * 3 + 1] = PAL_XY(x + xOffset, y + yOffset); rgPos[i * 3 + 2] = PAL_XY(x, y + yOffset * 2); rgPos[i * 3 + 3] = PAL_XY(x + xOffset, y); x += xOffset; y += yOffset; } for (i = 0; i < 13; i++) { // // Convert to map location // dh = ((PAL_X(rgPos[i]) % 32) ? 1 : 0); dx = PAL_X(rgPos[i]) / 32; dy = PAL_Y(rgPos[i]) / 16; // // Loop through all event objects // for (k = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex; k < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; k++) { p = &(gpGlobals->g.lprgEventObject[k]); ex = p->x / 32; ey = p->y / 16; eh = ((p->x % 32) ? 1 : 0); if (p->sState <= 0 || p->wTriggerMode >= kTriggerTouchNear || p->wTriggerMode * 6 - 4 < i || dx != ex || dy != ey || dh != eh) { continue; } // // Adjust direction/gesture for party members and the event object // if (p->nSpriteFrames * 4 > p->wCurrentFrameNum) { p->wCurrentFrameNum = 0; // use standing gesture p->wDirection = (gpGlobals->wPartyDirection + 2) % 4; // face the party for (l = 0; l <= gpGlobals->wMaxPartyMemberIndex; l++) { // // All party members should face the event object // gpGlobals->rgParty[l].wFrame = gpGlobals->wPartyDirection * 3; } // // Redraw everything // PAL_MakeScene(); VIDEO_UpdateScreen(NULL); } // // Execute the script // p->wTriggerScript = PAL_RunTriggerScript(p->wTriggerScript, k + 1); // // Clear inputs and delay for a short time // UTIL_Delay(50); PAL_ClearKeyState(); return; // don't go further } } }
/*++ The main battle routine. Return value: The result of the battle. --*/ static BATTLERESULT PAL_BattleMain(void) { int i; DWORD dwTime; VIDEO_BackupScreen(); // // Generate the scene and draw the scene to the screen buffer // PAL_BattleMakeScene(); SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL); // // Fade out the music and delay for a while // PAL_PlayMUS(0, FALSE, 1); UTIL_Delay(200); // // Switch the screen // VIDEO_SwitchScreen(5); // // Play the battle music // PAL_PlayMUS(gpGlobals->wNumBattleMusic, TRUE, 0); // // Fade in the screen when needed // if (gpGlobals->fNeedToFadeIn) { PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1); gpGlobals->fNeedToFadeIn = FALSE; } // // Run the pre-battle scripts for each enemies // for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++) { g_Battle.rgEnemy[i].wScriptOnTurnStart = PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnTurnStart, i); if (g_Battle.BattleResult != kBattleResultPreBattle) { break; } } if (g_Battle.BattleResult == kBattleResultPreBattle) { g_Battle.BattleResult = kBattleResultOnGoing; } #ifndef PAL_CLASSIC PAL_UpdateTimeChargingUnit(); #endif dwTime = SDL_GetTicks(); PAL_ClearKeyState(); // // Run the main battle loop. // while (TRUE) { // // Break out if the battle ended. // if (g_Battle.BattleResult != kBattleResultOnGoing) { break; } // // 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; // // Run the main frame routine. // PAL_BattleStartFrame(); // // Update the screen. // VIDEO_UpdateScreen(NULL); } // // Return the battle result // return g_Battle.BattleResult; }
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; }
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; } } } }
VOID PAL_GameMain( VOID ) /*++ Purpose: The game entry routine. Parameters: None. Return value: None. --*/ { DWORD dwTime; // // Show the opening menu. // gpGlobals->bCurrentSaveSlot = (BYTE)PAL_OpeningMenu(); // // Initialize game data and set the flags to load the game resources. // PAL_InitGameData(gpGlobals->bCurrentSaveSlot); // // Run the main game loop. // dwTime = SDL_GetTicks(); while (TRUE) { // // Do some initialization at game start. // if (gpGlobals->fGameStart) { PAL_GameStart(); gpGlobals->fGameStart = FALSE; } // // Load the game resources if needed. // PAL_LoadResources(); // // 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() + FRAME_TIME; // // Run the main frame routine. // PAL_StartFrame(); } }
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; }