Exemple #1
0
/*++
 Load the screen background picture of the battle.
 --*/
static VOID PAL_LoadBattleBackground(void)
{
    PAL_LARGE BYTE           buf[320 * 200];
    
    //
    // Create the surface
    //
    g_Battle.lpBackground =
    SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
                         gpScreen->format->Rmask, gpScreen->format->Gmask,
                         gpScreen->format->Bmask, gpScreen->format->Amask);
    
    if (g_Battle.lpBackground == NULL)
    {
        TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");
    }
#if SDL_VERSION_ATLEAST(2, 0, 0)
    SDL_SetSurfacePalette(g_Battle.lpBackground, gpScreen->format->palette);
#else
    SDL_SetPalette(g_Battle.lpBackground, SDL_PHYSPAL | SDL_LOGPAL, VIDEO_GetPalette(), 0, 256);
#endif
    //
    // Load the picture
    //
    PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);
    
    //
    // Draw the picture to the surface.
    //
    PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
}
Exemple #2
0
static VOID
PAL_LoadBattleBackground(
   VOID
)
/*++
  Purpose:

    Load the screen background picture of the battle.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   PAL_LARGE BYTE           buf[320 * 200];
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleBackground, "PAL_LoadBattleBackground", __FILE__, "start");
   
   //
   // Create the surface
   //
   g_Battle.lpBackground =
      SDL_CreateRGBSurface(gpScreen->flags & ~SDL_HWSURFACE, 320, 200, 8,
      gpScreen->format->Rmask, gpScreen->format->Gmask,
      gpScreen->format->Bmask, gpScreen->format->Amask);

   if (g_Battle.lpBackground == NULL)
   {
      TerminateOnError("PAL_LoadBattleBackground(): failed to create surface!");
   }

   //
   // Load the picture
   //
   PAL_MKFDecompressChunk(buf, 320 * 200, gpGlobals->wNumBattleField, gpGlobals->f.fpFBP);

   //
   // Draw the picture to the surface.
   //
   PAL_FBPBlitToSurface(buf, g_Battle.lpBackground);
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleBackground, "PAL_LoadBattleBackground", __FILE__, "end");
}
Exemple #3
0
VOID
PAL_DrawOpeningMenuBackground(
   VOID
)
/*++
  Purpose:

    Draw the background of the main menu.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   LPBYTE        buf;

   buf = (LPBYTE)malloc(320 * 200);
   if (buf == NULL)
   {
      return;
   }

   //
   // Read the picture from fbp.mkf.
   //
   PAL_MKFDecompressChunk(buf, 320 * 200, MAINMENU_BACKGROUND_FBPNUM, gpGlobals->f.fpFBP);

   //
   // ...and blit it to the screen buffer.
   //
   PAL_FBPBlitToSurface(buf, gpScreen);
   VIDEO_UpdateScreen(NULL);

   free(buf);
}
Exemple #4
0
VOID
PAL_LoadResources(
   VOID
)
/*++
  Purpose:

    Load the game resources if needed.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int                i, index, l, n;
   WORD               wPlayerID, wSpriteNum;

   if (gpResources == NULL || gpResources->bLoadFlags == 0)
   {
      return;
   }

   //
   // Load scene
   //
   if (gpResources->bLoadFlags & kLoadScene)
   {
      FILE              *fpMAP, *fpGOP;

      fpMAP = UTIL_OpenRequiredFile("map.mkf");
      fpGOP = UTIL_OpenRequiredFile("gop.mkf");

      if (gpGlobals->fEnteringScene)
      {
         gpGlobals->wScreenWave = 0;
         gpGlobals->sWaveProgression = 0;
      }

      //
      // Free previous loaded scene (sprites and map)
      //
      PAL_FreeEventObjectSprites();
      PAL_FreeMap(gpResources->lpMap);

      //
      // Load map
      //
      i = gpGlobals->wNumScene - 1;
      gpResources->lpMap = PAL_LoadMap(gpGlobals->g.rgScene[i].wMapNum,
         fpMAP, fpGOP);

      if (gpResources->lpMap == NULL)
      {
         fclose(fpMAP);
         fclose(fpGOP);

         TerminateOnError("PAL_LoadResources(): Fail to load map #%d (scene #%d) !",
            gpGlobals->g.rgScene[i].wMapNum, gpGlobals->wNumScene);
      }

      //
      // Load sprites
      //
      index = gpGlobals->g.rgScene[i].wEventObjectIndex;
      gpResources->nEventObject = gpGlobals->g.rgScene[i + 1].wEventObjectIndex;
      gpResources->nEventObject -= index;

      if (gpResources->nEventObject > 0)
      {
         gpResources->lppEventObjectSprites =
            (LPSPRITE *)UTIL_calloc(gpResources->nEventObject, sizeof(LPSPRITE));
      }

      for (i = 0; i < gpResources->nEventObject; i++, index++)
      {
         n = gpGlobals->g.lprgEventObject[index].wSpriteNum;
         if (n == 0)
         {
            //
            // this event object has no sprite
            //
            gpResources->lppEventObjectSprites[i] = NULL;
            continue;
         }

         l = PAL_MKFGetDecompressedSize(n, gpGlobals->f.fpMGO);

         gpResources->lppEventObjectSprites[i] = (LPSPRITE)UTIL_malloc(l);

         if (PAL_MKFDecompressChunk(gpResources->lppEventObjectSprites[i], l,
            n, gpGlobals->f.fpMGO) > 0)
         {
            gpGlobals->g.lprgEventObject[index].nSpriteFramesAuto =
               PAL_SpriteGetNumFrames(gpResources->lppEventObjectSprites[i]);
         }
      }

      gpGlobals->partyoffset = PAL_XY(160, 112);

      fclose(fpGOP);
      fclose(fpMAP);
   }

   //
   // Load player sprites
   //
   if (gpResources->bLoadFlags & kLoadPlayerSprite)
   {
      //
      // Free previous loaded player sprites
      //
      PAL_FreePlayerSprites();

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

         //
         // Load player sprite
         //
         wSpriteNum = gpGlobals->g.PlayerRoles.rgwSpriteNum[wPlayerID];

         l = PAL_MKFGetDecompressedSize(wSpriteNum, gpGlobals->f.fpMGO);

         gpResources->rglpPlayerSprite[i] = (LPSPRITE)UTIL_malloc(l);

         PAL_MKFDecompressChunk(gpResources->rglpPlayerSprite[i], l, wSpriteNum,
            gpGlobals->f.fpMGO);
      }

      if (gpGlobals->nFollower > 0)
      {
         //
         // Load the follower sprite
         //
         wSpriteNum = gpGlobals->rgParty[i].wPlayerRole;

         l = PAL_MKFGetDecompressedSize(wSpriteNum, gpGlobals->f.fpMGO);

         gpResources->rglpPlayerSprite[i] = (LPSPRITE)UTIL_malloc(l);

         PAL_MKFDecompressChunk(gpResources->rglpPlayerSprite[i], l, wSpriteNum,
            gpGlobals->f.fpMGO);
      }
   }

   //
   // Clear all of the load flags
   //
   gpResources->bLoadFlags = 0;
}
Exemple #5
0
/*++
 Load all the loaded sprites.
 --*/
VOID PAL_LoadBattleSprites(void)
{
    int           i, l, x, y, s;
    FILE         *fp;
    
    PAL_FreeBattleSprites();
    
    fp = UTIL_OpenRequiredFile("abc.mkf");
    
    //
    // Load battle sprites for players
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);
        
        l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);
        
        if (l <= 0)
        {
            continue;
        }
        
        g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);
        
        PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,
                               s, gpGlobals->f.fpF);
        
        //
        // Set the default position for this player
        //
        x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];
        y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];
        
        g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);
        g_Battle.rgPlayer[i].pos = PAL_XY(x, y);
    }
    
    //
    // Load battle sprites for enemies
    //
    for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
    {
        if (g_Battle.rgEnemy[i].wObjectID == 0)
        {
            continue;
        }
        
        l = PAL_MKFGetDecompressedSize(
                                       gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
        
        if (l <= 0)
        {
            continue;
        }
        
        g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);
        
        PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,
                               gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);
        
        //
        // Set the default position for this enemy
        //
        x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;
        y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;
        
        y += g_Battle.rgEnemy[i].e.wYPosOffset;
        
        g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);
        g_Battle.rgEnemy[i].pos = PAL_XY(x, y);
    }
    
    fclose(fp);
}
Exemple #6
0
VOID
PAL_ShowFBP(
WORD         wChunkNum,
WORD         wFade
)
/*++
  Purpose:

  Draw an FBP picture to the screen.

  Parameters:

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

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

  Return value:

  None.

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

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

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

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

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

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

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

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

				SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL);

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

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

		SDL_FreeSurface(p);
	}

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

	VIDEO_UpdateScreen(NULL);
}
Exemple #7
0
VOID
PAL_EndingAnimation(
VOID
)
/*++
  Purpose:

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

  Parameters:

  None.

  Return value:

  None.

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

	int               yPosGirl = 180;
	int               i;

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

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

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

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

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

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

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

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

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

	gpGlobals->wScreenWave = 2;

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

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

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

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

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

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

		PAL_ApplyWave(gpScreen);

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

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

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

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

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

		UTIL_Delay(50);
	}

	gpGlobals->wScreenWave = 0;

	SDL_FreeSurface(pUpper);
	SDL_FreeSurface(pLower);

	free(buf);
	free(bufGirl);
}
Exemple #8
0
VOID
PAL_ScrollFBP(
WORD         wChunkNum,
WORD         wScrollSpeed,
BOOL         fScrollDown
)
/*++
  Purpose:

  Scroll up an FBP picture to the screen.

  Parameters:

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

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

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

  Return value:

  None.

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

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

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

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

	if (p == NULL)
	{
		return;
	}

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

	VIDEO_BackupScreen();
	PAL_FBPBlitToSurface(buf, p);

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

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

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

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

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

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

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

		PAL_ApplyWave(gpScreen);

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

		VIDEO_UpdateScreen(NULL);

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

		UTIL_Delay(800 / wScrollSpeed);
	}

	SDL_BlitSurface(p, NULL, gpScreen, NULL);
	SDL_FreeSurface(p);
	VIDEO_UpdateScreen(NULL);
}
Exemple #9
0
VOID
PAL_LoadBattleSprites(
   VOID
)
/*++
  Purpose:

    Load all the loaded sprites.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int           i, l, x, y, s;
   FILE         *fp;
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleSprites, "PAL_LoadBattleSprites", __FILE__, "start");
   
   PAL_FreeBattleSprites();

   fp = UTIL_OpenRequiredFile("abc.mkf");

   //
   // Load battle sprites for players
   //
   for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
   {
      s = PAL_GetPlayerBattleSprite(gpGlobals->rgParty[i].wPlayerRole);

      l = PAL_MKFGetDecompressedSize(s, gpGlobals->f.fpF);

      if (l <= 0)
      {
         continue;
      }

      g_Battle.rgPlayer[i].lpSprite = UTIL_calloc(l, 1);

      PAL_MKFDecompressChunk(g_Battle.rgPlayer[i].lpSprite, l,
         s, gpGlobals->f.fpF);

      //
      // Set the default position for this player
      //
      x = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][0];
      y = g_rgPlayerPos[gpGlobals->wMaxPartyMemberIndex][i][1];

      g_Battle.rgPlayer[i].posOriginal = PAL_XY(x, y);
      g_Battle.rgPlayer[i].pos = PAL_XY(x, y);
   }

   //
   // Load battle sprites for enemies
   //
   for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
   {
      if (g_Battle.rgEnemy[i].wObjectID == 0)
      {
         continue;
      }

      l = PAL_MKFGetDecompressedSize(
         gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);

      if (l <= 0)
      {
         continue;
      }

      g_Battle.rgEnemy[i].lpSprite = UTIL_calloc(l, 1);

      PAL_MKFDecompressChunk(g_Battle.rgEnemy[i].lpSprite, l,
         gpGlobals->g.rgObject[g_Battle.rgEnemy[i].wObjectID].enemy.wEnemyID, fp);

      //
      // Set the default position for this enemy
      //
      x = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].x;
      y = gpGlobals->g.EnemyPos.pos[i][g_Battle.wMaxEnemyIndex].y;

      y += g_Battle.rgEnemy[i].e.wYPosOffset;

      g_Battle.rgEnemy[i].posOriginal = PAL_XY(x, y);
      g_Battle.rgEnemy[i].pos = PAL_XY(x, y);
   }

   fclose(fp);
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleSprites, "PAL_LoadBattleSprites", __FILE__, "end");
}
Exemple #10
0
VOID
PAL_EquipItemMenu(
   WORD        wItem
)
/*++
  Purpose:

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

  Parameters:

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

  Return value:

    None.

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

   gpGlobals->wLastUnequippedItem = wItem;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

      while (TRUE)
      {
         PAL_ProcessEvent();

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

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

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

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

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

         SDL_Delay(1);
      }

      if (wItem == 0)
      {
         return;
      }

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

         if (gpGlobals->g.rgObject[wItem].item.wFlags & (kItemFlagEquipableByPlayerRole_First << w))
         {
            //
            // Run the equip script
            //
            gpGlobals->g.rgObject[wItem].item.wScriptOnEquip =
               PAL_RunTriggerScript(gpGlobals->g.rgObject[wItem].item.wScriptOnEquip,
                  gpGlobals->rgParty[iCurrentPlayer].wPlayerRole);
         }
      }
   }
}
Exemple #11
0
VOID
PAL_PlayerStatus(
   VOID
)
/*++
  Purpose:

    Show the player status.

  Parameters:

    None.

  Return value:

    None.

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

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

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

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

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

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

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

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

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

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

         if (w == 0)
         {
            continue;
         }

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

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

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

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

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

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

            y += 18;
         }
      }

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

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

      while (TRUE)
      {
         UTIL_Delay(1);

         if (g_InputState.dwKeyPress & kKeyMenu)
         {
            iCurrent = -1;
            break;
         }
         else if (g_InputState.dwKeyPress & (kKeyLeft | kKeyUp))
         {
            iCurrent--;
            break;
         }
         else if (g_InputState.dwKeyPress & (kKeyRight | kKeyDown | kKeySearch))
         {
            iCurrent++;
            break;
         }
      }
   }
}