void UTIL_DelayEx(unsigned int ms, unsigned int delay) { unsigned int t = SDL_GetTicks() + ms; PAL_ProcessEvent(); while (SDL_GetTicks() < t) { PAL_ProcessEvent(); SDL_Delay(delay); } #ifdef PAL_HAS_NATIVEMIDI MIDI_CheckLoop(); #endif }
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(); } }
/*++ 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; }
/*++ Fade in the scene of battle. --*/ VOID PAL_BattleFadeScene(void) { int i, j, k; DWORD time; BYTE a, b; const int rgIndex[6] = {0, 3, 1, 5, 2, 4}; time = SDL_GetTicks(); for (i = 0; i < 12; i++) { for (j = 0; j < 6; j++) { PAL_ProcessEvent(); while (SDL_GetTicks() <= time) { PAL_ProcessEvent(); SDL_Delay(1); } time = SDL_GetTicks() + 16; // // 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)(g_Battle.lpSceneBuf->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)); } // // Draw the backup buffer to the screen // SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); } } // // Draw the result buffer to the screen as the final step // SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); }
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_BattleFadeScene( VOID ) /*++ Purpose: Fade in the scene of battle. Parameters: None. Return value: None. --*/ { int i, j, k; DWORD time; BYTE a, b; const int rgIndex[6] = {0, 3, 1, 5, 2, 4}; UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattleFadeScene, "PAL_BattleFadeScene", __FILE__, "entry"); time = SDL_GetTicks(); for (i = 0; i < 12; i++) { for (j = 0; j < 6; j++) { PAL_ProcessEvent(); while (SDL_GetTicks() <= time) { PAL_ProcessEvent(); SDL_Delay(1); } time = SDL_GetTicks() + 16; // // 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)(g_Battle.lpSceneBuf->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)); } // // Draw the backup buffer to the screen // SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); } } // // Draw the result buffer to the screen as the final step // SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattleFadeScene, "PAL_BattleFadeScene", __FILE__, "end"); }
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); } } } }
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; }
VOID PAL_RNGPlay( INT iNumRNG, INT iStartFrame, INT iEndFrame, INT iSpeed ) /*++ Purpose: Play a RNG movie. Parameters: [IN] iNumRNG - number of the RNG movie. [IN] iStartFrame - start frame number. [IN] iEndFrame - end frame number. [IN] iSpeed - speed of playing. Return value: None. --*/ { UINT iTime; int iDelay = 800 / (iSpeed == 0 ? 16 : iSpeed); FILE *fp; fp = UTIL_OpenRequiredFile("rng.mkf"); for (; iStartFrame <= iEndFrame; iStartFrame++) { iTime = SDL_GetTicks() + iDelay; if (PAL_RNGBlitToSurface(iNumRNG, iStartFrame, gpScreen, fp) == -1) { // // Failed to get the frame, don't go further // fclose(fp); return; } // // Update the screen // VIDEO_UpdateScreen(NULL); // // Fade in the screen if needed // if (gpGlobals->fNeedToFadeIn) { PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1); gpGlobals->fNeedToFadeIn = FALSE; } // // Delay for a while // PAL_ProcessEvent(); while (SDL_GetTicks() <= iTime) { PAL_ProcessEvent(); SDL_Delay(1); } } fclose(fp); }
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_BattleFadeScene( VOID ) /*++ Purpose: Fade in the scene of battle. Parameters: None. Return value: None. --*/ { int i, j, k; DWORD time; BYTE a, b; const int rgIndex[6] = {0, 3, 1, 5, 2, 4}; time = SDL_GetTicks(); for (i = 0; i < 12; i++) { for (j = 0; j < 6; j++) { PAL_ProcessEvent(); while (SDL_GetTicks() <= time) { PAL_ProcessEvent(); SDL_Delay(1); } time = SDL_GetTicks() + 16; // // Blend the pixels in the 2 buffers, and put the result into the // backup buffer // ZBY_TIMING_BEGIN(1); for (k = rgIndex[j]; k < gpScreen->pitch * gpScreen->h; k += 6) { a = ((LPBYTE)(g_Battle.lpSceneBuf->pixels))[k]; b = ((LPBYTE)(gpScreenBak->pixels))[k]; // by ZBY if (1) //if (a != b && i > 0) { if ((a & 0x0F) > (b & 0x0F)) { b++; } else if ((a & 0x0F) < (b & 0x0F)) { b--; } ((LPBYTE)(gpScreenBak->pixels))[k] = ((a & 0xF0) | (b & 0x0F)); } } ZBY_TIMING_END(1, "PAL_BattleFadeScene"); // // Draw the backup buffer to the screen // SDL_BlitSurface(gpScreenBak, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); } } // // Draw the result buffer to the screen as the final step // SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL); PAL_BattleUIUpdate(); VIDEO_UpdateScreen(NULL); }