Esempio n. 1
0
VOID
PAL_SellMenu(
   VOID
)
/*++
  Purpose:

    Show the sell item menu.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   WORD      w;

   while (TRUE)
   {
      w = PAL_ItemSelectMenu(PAL_SellMenu_OnItemChange, kItemFlagSellable);
      if (w == 0)
      {
         break;
      }

      if (PAL_ConfirmMenu())
      {
         if (PAL_AddItemToInventory(w, -1))
         {
            gpGlobals->dwCash += gpGlobals->g.rgObject[w].item.wPrice / 2;
         }
      }
   }
}
Esempio n. 2
0
VOID
PAL_BattlePlayerPerformAction(
   WORD         wPlayerIndex
)
/*++
  Purpose:

    Perform the selected action for a player.

  Parameters:

    [IN]  wPlayerIndex - the index of the player.

  Return value:

    None.

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

   PAL_BattlePlayerValidateAction(wPlayerIndex);

   PAL_BattleBackupStat();

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

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

            sDamage = PAL_CalcPhysicalAttackDamage(str, def, res);

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

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

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

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

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

            PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);

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

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

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

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

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

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

            PAL_BattleShowPlayerAttackAnim(wPlayerIndex, fCritical);

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

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

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

               sDamage /= division;

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

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

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

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

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

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

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

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

   case kBattleActionAttackMate:
      break;

   case kBattleActionCoopMagic:
      break;

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

   case kBattleActionFlee:
      break;

   case kBattleActionMagic:
      break;

   case kBattleActionThrowItem:
      break;

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

      PAL_BattleShowPlayerUseItemAnim(wPlayerIndex, wObject, sTarget);

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

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

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

   case kBattleActionPass:
      break;
   }

   PAL_BattlePostActionCheck(FALSE);

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

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

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

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

   //
   // Update statuses
   //
   for (i = 0; i < kStatusAll; i++)
   {
      if (gpGlobals->rgPlayerStatus[wPlayerRole][i] > 0)
      {
         gpGlobals->rgPlayerStatus[wPlayerRole][i]--;
      }
   }
}
Esempio n. 3
0
VOID
PAL_BuyMenu(
   WORD           wStoreNum
)
/*++
  Purpose:

    Show the buy item menu.

  Parameters:

    [IN]  wStoreNum - number of the store to buy items from.

  Return value:

    None.

--*/
{
   MENUITEM        rgMenuItem[MAX_STORE_ITEM];
   int             i, y;
   WORD            w;
   SDL_Rect        rect = {125, 8, 190, 190};

   //
   // create the menu items
   //
   y = 22;

   for (i = 0; i < MAX_STORE_ITEM; i++)
   {
      if (gpGlobals->g.lprgStore[wStoreNum].rgwItems[i] == 0)
      {
         break;
      }

      rgMenuItem[i].wValue = gpGlobals->g.lprgStore[wStoreNum].rgwItems[i];
      rgMenuItem[i].wNumWord = gpGlobals->g.lprgStore[wStoreNum].rgwItems[i];
      rgMenuItem[i].fEnabled = TRUE;
      rgMenuItem[i].pos = PAL_XY(150, y);

      y += 18;
   }

   //
   // Draw the box
   //
   PAL_CreateBox(PAL_XY(125, 8), 8, 8, 1, FALSE);

   //
   // Draw the number of prices
   //
   for (y = 0; y < i; y++)
   {
      w = gpGlobals->g.rgObject[rgMenuItem[y].wValue].item.wPrice;
      PAL_DrawNumber(w, 6, PAL_XY(235, 25 + y * 18), kNumColorCyan, kNumAlignRight);
   }

   VIDEO_UpdateScreen(&rect);

   w = 0;

   while (TRUE)
   {
      w = PAL_ReadMenu(PAL_BuyMenu_OnItemChange, rgMenuItem, i, w, MENUITEM_COLOR);

      if (w == MENUITEM_VALUE_CANCELLED)
      {
         break;
      }

      if (gpGlobals->g.rgObject[w].item.wPrice <= gpGlobals->dwCash)
      {
         if (PAL_ConfirmMenu())
         {
            //
            // Player bought an item
            //
            gpGlobals->dwCash -= gpGlobals->g.rgObject[w].item.wPrice;
            PAL_AddItemToInventory(w, 1);
         }
      }

      //
      // Place the cursor to the current item on next loop
      //
      for (y = 0; y < i; y++)
      {
         if (w == rgMenuItem[y].wValue)
         {
            w = y;
            break;
         }
      }
   }
}
Esempio n. 4
0
VOID
PAL_GameUseItem(
VOID
)
/*++
  Purpose:

  Allow player use an item in the game.

  Parameters:

  None.

  Return value:

  None.

  --*/
{
	WORD         wObject;

	while (TRUE)
	{
		wObject = PAL_ItemSelectMenu(NULL, kItemFlagUsable);

		if (wObject == 0)
		{
			return;
		}

		if (!(gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagApplyToAll))
		{
			//
			// Select the player to use the item on
			//
			WORD     wPlayer = 0;

			while (TRUE)
			{
				wPlayer = PAL_ItemUseMenu(wObject);

				if (wPlayer == MENUITEM_VALUE_CANCELLED)
				{
					break;
				}

				//
				// Run the script
				//
				gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
					PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse, wPlayer);

				//
				// Remove the item if the item is consuming and the script succeeded
				//
				if ((gpGlobals->g.rgObject[wObject].item.wFlags & kItemFlagConsuming) &&
					g_fScriptSuccess)
				{
					PAL_AddItemToInventory(wObject, -1);
				}
			}
		}
		else
		{
			//
			// Run the script
			//
			gpGlobals->g.rgObject[wObject].item.wScriptOnUse =
				PAL_RunTriggerScript(gpGlobals->g.rgObject[wObject].item.wScriptOnUse, 0xFFFF);

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

			return;
		}
	}
}