WORD PAL_ItemSelectMenuUpdate( VOID ) /*++ Purpose: Initialize the item selection menu. Parameters: None. Return value: The object ID of the selected item. 0 if cancelled, 0xFFFF if not confirmed. --*/ { #ifndef PAL_WIN95 int i, j, k; WORD wObject; #else int i, j, k, line; WORD wObject, wScript; #endif BYTE bColor; static BYTE bufImage[2048]; static WORD wPrevImageIndex = 0xFFFF; // // Process input // if (g_InputState.dwKeyPress & kKeyUp) { gpGlobals->iCurInvMenuItem -= 3; } else if (g_InputState.dwKeyPress & kKeyDown) { gpGlobals->iCurInvMenuItem += 3; } else if (g_InputState.dwKeyPress & kKeyLeft) { gpGlobals->iCurInvMenuItem--; } else if (g_InputState.dwKeyPress & kKeyRight) { gpGlobals->iCurInvMenuItem++; } else if (g_InputState.dwKeyPress & kKeyPgUp) { gpGlobals->iCurInvMenuItem -= 3 * 7; } else if (g_InputState.dwKeyPress & kKeyPgDn) { gpGlobals->iCurInvMenuItem += 3 * 7; } else if (g_InputState.dwKeyPress & kKeyMenu) { return 0; } // // Make sure the current menu item index is in bound // if (gpGlobals->iCurInvMenuItem < 0) { gpGlobals->iCurInvMenuItem = 0; } else if (gpGlobals->iCurInvMenuItem >= g_iNumInventory) { gpGlobals->iCurInvMenuItem = g_iNumInventory - 1; } // // Redraw the box // PAL_CreateBox(PAL_XY(2, 0), 6, 17, 1, FALSE); // // Draw the texts in the current page // i = gpGlobals->iCurInvMenuItem / 3 * 3 - 3 * 4; if (i < 0) { i = 0; } for (j = 0; j < 7; j++) { for (k = 0; k < 3; k++) { wObject = gpGlobals->rgInventory[i].wItem; bColor = MENUITEM_COLOR; if (i >= MAX_INVENTORY || wObject == 0) { // // End of the list reached // j = 7; break; } if (i == gpGlobals->iCurInvMenuItem) { if (!(gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) || (SHORT)gpGlobals->rgInventory[i].nAmount <= (SHORT)gpGlobals->rgInventory[i].nAmountInUse) { // // This item is not selectable // bColor = MENUITEM_COLOR_SELECTED_INACTIVE; } else { // // This item is selectable // if (gpGlobals->rgInventory[i].nAmount == 0) { bColor = MENUITEM_COLOR_EQUIPPEDITEM; } else { bColor = MENUITEM_COLOR_SELECTED; } } } else if (!(gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) || (SHORT)gpGlobals->rgInventory[i].nAmount <= (SHORT)gpGlobals->rgInventory[i].nAmountInUse) { // // This item is not selectable // bColor = MENUITEM_COLOR_INACTIVE; } else if (gpGlobals->rgInventory[i].nAmount == 0) { bColor = MENUITEM_COLOR_EQUIPPEDITEM; } // // Draw the text // PAL_DrawText(PAL_GetWord(wObject), PAL_XY(15 + k * 100, 12 + j * 18), bColor, TRUE, FALSE); // // Draw the cursor on the current selected item // if (i == gpGlobals->iCurInvMenuItem) { PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_CURSOR), gpScreen, PAL_XY(40 + k * 100, 22 + j * 18)); } // // Draw the amount of this item // if ((SHORT)gpGlobals->rgInventory[i].nAmount - (SHORT)gpGlobals->rgInventory[i].nAmountInUse > 1) { PAL_DrawNumber(gpGlobals->rgInventory[i].nAmount - gpGlobals->rgInventory[i].nAmountInUse, 2, PAL_XY(96 + k * 100, 17 + j * 18), kNumColorCyan, kNumAlignRight); } i++; } } // // Draw the picture of current selected item // PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ITEMBOX), gpScreen, PAL_XY(5, 140)); wObject = gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].wItem; if (gpGlobals->g.rgObject[wObject].item.wBitmap != wPrevImageIndex) { if (PAL_MKFReadChunk(bufImage, 2048, gpGlobals->g.rgObject[wObject].item.wBitmap, gpGlobals->f.fpBALL) > 0) { wPrevImageIndex = gpGlobals->g.rgObject[wObject].item.wBitmap; } else { wPrevImageIndex = 0xFFFF; } } if (wPrevImageIndex != 0xFFFF) { PAL_RLEBlitToSurface(bufImage, gpScreen, PAL_XY(12, 148)); } // // Draw the description of the selected item // #ifndef PAL_WIN95 if (!g_fNoDesc && gpGlobals->lpObjectDesc != NULL) { char szDesc[512], *next; const char *d = PAL_GetObjectDesc(gpGlobals->lpObjectDesc, wObject); if (d != NULL) { k = 150; strcpy(szDesc, d); d = szDesc; while (TRUE) { next = strchr(d, '*'); if (next != NULL) { *next = '\0'; next++; } PAL_DrawText(d, PAL_XY(75, k), DESCTEXT_COLOR, TRUE, FALSE); k += 16; if (next == NULL) { break; } d = next; } } } #else if (!g_fNoDesc) { wScript = gpGlobals->g.rgObject[wObject].item.wScriptDesc; line = 0; while (wScript && gpGlobals->g.lprgScriptEntry[wScript].wOperation != 0) { if (gpGlobals->g.lprgScriptEntry[wScript].wOperation == 0xFFFF) { wScript = PAL_RunAutoScript(wScript, (1 << 15) | line); line++; } else { wScript = PAL_RunAutoScript(wScript, 0); } } } #endif if (g_InputState.dwKeyPress & kKeySearch) { if ((gpGlobals->g.rgObject[wObject].item.wFlags & g_wItemFlags) && (SHORT)gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmount > (SHORT)gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmountInUse) { if (gpGlobals->rgInventory[gpGlobals->iCurInvMenuItem].nAmount > 0) { j = (gpGlobals->iCurInvMenuItem < 3 * 4) ? (gpGlobals->iCurInvMenuItem / 3) : 4; k = gpGlobals->iCurInvMenuItem % 3; PAL_DrawText(PAL_GetWord(wObject), PAL_XY(15 + k * 100, 12 + j * 18), MENUITEM_COLOR_CONFIRMED, FALSE, FALSE); } return wObject; } } return 0xFFFF; }
VOID PAL_GameUpdate( BOOL fTrigger ) /*++ Purpose: The main game logic routine. Update the status of everything. Parameters: [IN] fTrigger - whether to process trigger events or not. Return value: None. --*/ { WORD wEventObjectID, wDir; int i; LPEVENTOBJECT p; // // Check for trigger events // if (fTrigger) { // // Check if we are entering a new scene // if (gpGlobals->fEnteringScene) { // // Run the script for entering the scene // gpGlobals->fEnteringScene = FALSE; i = gpGlobals->wNumScene - 1; gpGlobals->g.rgScene[i].wScriptOnEnter = PAL_RunTriggerScript(gpGlobals->g.rgScene[i].wScriptOnEnter, 0xFFFF); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further as we're switching to another scene // return; } PAL_ClearKeyState(); PAL_MakeScene(); } // // Update the vanish time for all event objects // for (wEventObjectID = 0; wEventObjectID < gpGlobals->g.nEventObject; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID]; if (p->sVanishTime != 0) { p->sVanishTime += ((p->sVanishTime < 0) ? 1 : -1); } } // // Loop through all event objects in the current scene // for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1; wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1]; if (p->sVanishTime != 0) { continue; } if (p->sState < 0) { if (p->x < PAL_X(gpGlobals->viewport) || p->x > PAL_X(gpGlobals->viewport) + 320 || p->y < PAL_Y(gpGlobals->viewport) || p->y > PAL_Y(gpGlobals->viewport) + 320) { p->sState = abs(p->sState); p->wCurrentFrameNum = 0; } } else if (p->sState > 0 && p->wTriggerMode >= kTriggerTouchNear) { // // This event object can be triggered without manually exploring // if (abs(PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x) + abs(PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y) * 2 < (p->wTriggerMode - kTriggerTouchNear) * 32 + 16) { // // Player is in the trigger zone. // if (p->nSpriteFrames) { // // The sprite has multiple frames. Try to adjust the direction. // int xOffset, yOffset; p->wCurrentFrameNum = 0; xOffset = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - p->x; yOffset = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - p->y; if (xOffset > 0) { p->wDirection = ((yOffset > 0) ? kDirEast : kDirNorth); } else { p->wDirection = ((yOffset > 0) ? kDirSouth : kDirWest); } // // Redraw the scene // PAL_UpdatePartyGestures(FALSE); PAL_MakeScene(); VIDEO_UpdateScreen(NULL); } // // Execute the script. // p->wTriggerScript = PAL_RunTriggerScript(p->wTriggerScript, wEventObjectID); PAL_ClearKeyState(); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further on scene switching // return; } } } } } // // Run autoscript for each event objects // for (wEventObjectID = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex + 1; wEventObjectID <= gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; wEventObjectID++) { p = &gpGlobals->g.lprgEventObject[wEventObjectID - 1]; if (p->sState > 0 && p->sVanishTime == 0) { WORD wScriptEntry = p->wAutoScript; if (wScriptEntry != 0) { p->wAutoScript = PAL_RunAutoScript(wScriptEntry, wEventObjectID); if (gpGlobals->fEnteringScene || gpGlobals->fGameStart) { // // Don't go further on scene switching // return; } } } // // Check if the player is in the way // if (fTrigger && p->sState >= kObjStateBlocker && p->wSpriteNum != 0 && abs(p->x - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset)) + abs(p->y - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset)) * 2 <= 12) { // // Player is in the way, try to move a step // wDir = (p->wDirection + 1) % 4; for (i = 0; i < 4; i++) { int x, y; PAL_POS pos; x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset); y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset); x += ((wDir == kDirWest || wDir == kDirSouth) ? -16 : 16); y += ((wDir == kDirWest || wDir == kDirNorth) ? -8 : 8); pos = PAL_XY(x, y); if (!PAL_CheckObstacle(pos, TRUE, 0)) { // // move here // gpGlobals->viewport = PAL_XY( PAL_X(pos) - PAL_X(gpGlobals->partyoffset), PAL_Y(pos) - PAL_Y(gpGlobals->partyoffset)); break; } wDir = (wDir + 1) % 4; } } } gpGlobals->dwFrameNum++; }