예제 #1
0
static VOID
PAL_BattlePostActionCheck(
   BOOL      fCheckPlayers
)
/*++
  Purpose:

    Essential checks after an action is executed.

  Parameters:

    [IN]  fCheckPlayers - TRUE if check for players, FALSE if not.

  Return value:

    None.

--*/
{
   int      i;
   BOOL     fFade = FALSE;

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

      if (g_Battle.rgEnemy[i].e.wHealth == 0)
      {
         //
         // This enemy is KO'ed
         //
         SOUND_Play(g_Battle.rgEnemy[i].e.wDeathSound);
         g_Battle.rgEnemy[i].wObjectID = 0;
         fFade = TRUE;
      }
   }

   if (fCheckPlayers)
   {
   }

   if (fFade)
   {
      PAL_BattleBackupScene();
      PAL_BattleMakeScene();
      PAL_BattleFadeScene();
   }
}
예제 #2
0
파일: battle.c 프로젝트: neonmori/sdlpalX
/*++
 Enemy flee the battle.
 --*/
VOID PAL_BattleEnemyEscape(void)
{
    int j, x, y, w;
    BOOL f = TRUE;
    
    SOUND_Play(45);
    
    //
    // Show the animation
    //
    while (f)
    {
        f = FALSE;
        
        for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
        {
            if (g_Battle.rgEnemy[j].wObjectID == 0)
            {
                continue;
            }
            
            x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
            y = PAL_Y(g_Battle.rgEnemy[j].pos);
            
            g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
            
            w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));
            
            if (x + w > 0)
            {
                f = TRUE;
            }
        }
        
        PAL_BattleMakeScene();
        SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
        VIDEO_UpdateScreen(NULL);
        
        UTIL_Delay(10);
    }
    
    UTIL_Delay(500);
    g_Battle.BattleResult = kBattleResultTerminated;
}
예제 #3
0
파일: battle.c 프로젝트: neonmori/sdlpalX
/*++
 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;
}
예제 #4
0
파일: battle.c 프로젝트: orionpax/socoolpal
VOID
PAL_BattleEnemyEscape(
   VOID
)
/*++
  Purpose:

    Enemy flee the battle.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   int j, x, y, w;
   BOOL f = TRUE;
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattleEnemyEscape, "PAL_BattleEnemyEscape", __FILE__, "start");
   
   SOUND_Play(45);

   //
   // Show the animation
   //
   while (f)
   {
   	  f = FALSE;

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

   	  	 x = PAL_X(g_Battle.rgEnemy[j].pos) - 5;
   	  	 y = PAL_Y(g_Battle.rgEnemy[j].pos);

   	  	 g_Battle.rgEnemy[j].pos = PAL_XY(x, y);

   	  	 w = PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[j].lpSprite, 0));

   	  	 if (x + w > 0)
   	  	 {
   	  	 	f = TRUE;
   	  	 }
   	  }

   	  PAL_BattleMakeScene();
      SDL_BlitSurface(g_Battle.lpSceneBuf, NULL, gpScreen, NULL);
      VIDEO_UpdateScreen(NULL);

      UTIL_Delay(10);
   }

   UTIL_Delay(500);
   g_Battle.BattleResult = kBattleResultTerminated;
   
   UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_BattleEnemyEscape, "PAL_BattleEnemyEscape", __FILE__, "end");
}
예제 #5
0
VOID
PAL_BattleStartFrame(
   VOID
)
/*++
  Purpose:

    Called once per video frame in battle.

  Parameters:

    None.

  Return value:

    None.

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

   PAL_BattleUpdateFighters();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

////TEST/////////////////////////////////////////////////////////-START
if (g_InputState.dwKeyPress & kKeyFlee){
    for (i = 0; i < 5; i++){
        gpGlobals->g.PlayerRoles.rgwHP[i] = 0;
    }
   return;
}
////TEST/////////////////////////////////////////////////////////-END
}
예제 #6
0
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);
   }
}
예제 #7
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]--;
      }
   }
}
예제 #8
0
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);
      }
   }
}