示例#1
0
文件: text.c 项目: kkspeed/sdlpal
VOID
PAL_EndDialog(
   VOID
)
/*++
  Purpose:

    Ends a dialog.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   PAL_ClearDialog(TRUE);

   //
   // Set some default parameters, as there are some parts of script
   // which doesn't have a "start dialog" instruction before showing the dialog.
   //
   g_TextLib.posDialogTitle = PAL_XY(12, 8);
   g_TextLib.posDialogText = PAL_XY(44, 26);
   g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
   g_TextLib.bDialogPosition = kDialogUpper;
   g_TextLib.fUserSkip = FALSE;
   g_TextLib.fPlayingRNG = FALSE;
}
示例#2
0
文件: text.c 项目: kkspeed/sdlpal
VOID
PAL_ClearDialog(
   BOOL       fWaitForKey
)
/*++
  Purpose:

    Clear the state of the dialog.

  Parameters:

    [IN]  fWaitForKey - whether wait for any key or not.

  Return value:

    None.

--*/
{
   if (g_TextLib.nCurrentDialogLine > 0 && fWaitForKey)
   {
      PAL_DialogWaitForKey();
   }

   g_TextLib.nCurrentDialogLine = 0;

   if (g_TextLib.bDialogPosition == kDialogCenter)
   {
      g_TextLib.posDialogTitle = PAL_XY(12, 8);
      g_TextLib.posDialogText = PAL_XY(44, 26);
      g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
      g_TextLib.bDialogPosition = kDialogUpper;
   }
}
示例#3
0
static VOID
PAL_InventoryMenu(
   VOID
)
/*++
  Purpose:

    Show the inventory menu.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   static WORD      w = 0;
   const SDL_Rect   rect = {30, 60, 75, 60};

   MENUITEM        rgMenuItem[2] =
   {
      // value  label                     enabled   pos
      { 1,      INVMENU_LABEL_USE,        TRUE,     PAL_XY(43, 73) },
      { 2,      INVMENU_LABEL_EQUIP,      TRUE,     PAL_XY(43, 73 + 18) },
   };

   PAL_CreateBox(PAL_XY(30, 60), 1, 1, 0, FALSE);
   VIDEO_UpdateScreen(&rect);

   w = PAL_ReadMenu(NULL, rgMenuItem, 2, w - 1, MENUITEM_COLOR);

   switch (w)
   {
   case 1:
      PAL_GameUseItem();
      break;

   case 2:
      PAL_GameEquipItem();
      break;
   }
}
示例#4
0
文件: global.c 项目: neonmori/sdlpalX
/*++
 Load the default game data.
 --*/
static VOID PAL_LoadDefaultGame(void)
{
   const GAMEDATA    *p = &gpGlobals->g;
   UINT32             i;

   //
   // Load the default data from the game data files.
   //
   LOAD_DATA(p->lprgEventObject, p->nEventObject * sizeof(EVENTOBJECT),
      0, gpGlobals->f.fpSSS);
   PAL_MKFReadChunk((LPBYTE)(p->rgScene), sizeof(p->rgScene), 1, gpGlobals->f.fpSSS);
   DO_BYTESWAP(p->rgScene, sizeof(p->rgScene));
   PAL_MKFReadChunk((LPBYTE)(p->rgObject), sizeof(p->rgObject), 2, gpGlobals->f.fpSSS);
   DO_BYTESWAP(p->rgObject, sizeof(p->rgObject));

   PAL_MKFReadChunk((LPBYTE)(&(p->PlayerRoles)), sizeof(PLAYERROLES),
      3, gpGlobals->f.fpDATA);
   DO_BYTESWAP(&(p->PlayerRoles), sizeof(PLAYERROLES));

   //
   // Set some other default data.
   //
   gpGlobals->dwCash = 0;
   gpGlobals->wNumMusic = 0;
   gpGlobals->wNumPalette = 0;
   gpGlobals->wNumScene = 1;
   gpGlobals->wCollectValue = 0;
   gpGlobals->fNightPalette = FALSE;
   gpGlobals->wMaxPartyMemberIndex = 0;
   gpGlobals->viewport = PAL_XY(0, 0);
   gpGlobals->wLayer = 0;
   gpGlobals->wChaseRange = 1;
#ifndef PAL_CLASSIC
   gpGlobals->bBattleSpeed = 2;
#endif

   memset(gpGlobals->rgInventory, 0, sizeof(gpGlobals->rgInventory));
   memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
   memset(gpGlobals->rgParty, 0, sizeof(gpGlobals->rgParty));
   memset(gpGlobals->rgTrail, 0, sizeof(gpGlobals->rgTrail));
   memset(&(gpGlobals->Exp), 0, sizeof(gpGlobals->Exp));

   for (i = 0; i < MAX_PLAYER_ROLES; i++)
   {
      gpGlobals->Exp.rgPrimaryExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgHealthExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgMagicExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgAttackExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgMagicPowerExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgDefenseExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgDexterityExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
      gpGlobals->Exp.rgFleeExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
   }

   gpGlobals->fEnteringScene = TRUE;
}
示例#5
0
LPBOX
PAL_ShowCash(
   DWORD      dwCash
)
/*++
  Purpose:

    Show the cash amount at the top left corner of the screen.

  Parameters:

    [IN]  dwCash - amount of cash.

  Return value:

    pointer to the saved screen part.

--*/
{
   LPBOX     lpBox;

   //
   // Create the box.
   //
   lpBox = PAL_CreateSingleLineBox(PAL_XY(0, 0), 5, TRUE);
   if (lpBox == NULL)
   {
      return NULL;
   }

   //
   // Draw the text label.
   //
   PAL_DrawText(PAL_GetWord(CASH_LABEL), PAL_XY(10, 10), 0, FALSE, FALSE);

   //
   // Draw the cash amount.
   //
   PAL_DrawNumber(dwCash, 6, PAL_XY(49, 14), kNumColorYellow, kNumAlignRight);

   return lpBox;
}
示例#6
0
static VOID
PAL_BattleSpeedMenu(
   VOID
)
/*++
  Purpose:

    Show the Battle Speed selection box.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   LPBOX           lpBox;
   WORD            wReturnValue;
   const SDL_Rect  rect = {131, 100, 165, 50};

   MENUITEM        rgMenuItem[5] = {
      { 1,   BATTLESPEEDMENU_LABEL_1,       TRUE,   PAL_XY(145, 110) },
      { 2,   BATTLESPEEDMENU_LABEL_2,       TRUE,   PAL_XY(170, 110) },
      { 3,   BATTLESPEEDMENU_LABEL_3,       TRUE,   PAL_XY(195, 110) },
      { 4,   BATTLESPEEDMENU_LABEL_4,       TRUE,   PAL_XY(220, 110) },
      { 5,   BATTLESPEEDMENU_LABEL_5,       TRUE,   PAL_XY(245, 110) },
   };

   //
   // Create the boxes
   //
   lpBox = PAL_CreateSingleLineBox(PAL_XY(131, 100), 8, TRUE);
   VIDEO_UpdateScreen(&rect);

   //
   // Activate the menu
   //
   wReturnValue = PAL_ReadMenu(NULL, rgMenuItem, 5, gpGlobals->bBattleSpeed - 1,
      MENUITEM_COLOR);

   //
   // Delete the boxes
   //
   PAL_DeleteBox(lpBox);

   VIDEO_UpdateScreen(&rect);

   if (wReturnValue != MENUITEM_VALUE_CANCELLED)
   {
      gpGlobals->bBattleSpeed = wReturnValue;
   }
}
示例#7
0
文件: battle.c 项目: 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;
}
示例#8
0
文件: uibattle.c 项目: AHEADer/pa
VOID
PAL_BattleUIShowNum(
   WORD           wNum,
   PAL_POS        pos,
   NUMCOLOR       color
)
/*++
  Purpose:

    Show a number on battle screen (indicates HP/MP change).

  Parameters:

    [IN]  wNum - number to be shown.

    [IN]  pos - position of the number on the screen.

    [IN]  color - color of the number.

  Return value:

    None.

--*/
{
   int     i;

   for (i = 0; i < BATTLEUI_MAX_SHOWNUM; i++)
   {
      if (g_Battle.UI.rgShowNum[i].wNum == 0)
      {
         g_Battle.UI.rgShowNum[i].wNum = wNum;
         g_Battle.UI.rgShowNum[i].pos = PAL_XY(PAL_X(pos) - 15, PAL_Y(pos));
         g_Battle.UI.rgShowNum[i].color = color;
         g_Battle.UI.rgShowNum[i].dwTime = SDL_GetTicks();

         break;
      }
   }
}
示例#9
0
文件: scene.c 项目: ashurasunny/PA
static VOID
PAL_AddSpriteToDraw(
   LPCBITMAPRLE     lpSpriteFrame,
   int              x,
   int              y,
   int              iLayer
)
/*++
   Purpose:

     Add a sprite to our list of drawing.

   Parameters:

     [IN]  lpSpriteFrame - the bitmap of the sprite frame.

     [IN]  x - the X coordinate on the screen.

     [IN]  y - the Y coordinate on the screen.

     [IN]  iLayer - the layer of the sprite.

   Return value:

     None.

--*/
{
   assert(g_nSpriteToDraw < MAX_SPRITE_TO_DRAW);

   g_rgSpriteToDraw[g_nSpriteToDraw].lpSpriteFrame = lpSpriteFrame;
   g_rgSpriteToDraw[g_nSpriteToDraw].pos = PAL_XY(x, y);
   g_rgSpriteToDraw[g_nSpriteToDraw].iLayer = iLayer;

   g_nSpriteToDraw++;
}
示例#10
0
static VOID
PAL_SellMenu_OnItemChange(
   WORD         wCurrentItem
)
/*++
  Purpose:

    Callback function which is called when player selected another item
    in the sell item menu.

  Parameters:

    [IN]  wCurrentItem - current item on the menu, indicates the object ID of
                         the currently selected item.

  Return value:

    None.

--*/
{
   //
   // Draw the cash amount
   //
   PAL_CreateSingleLineBox(PAL_XY(100, 150), 5, FALSE);
   PAL_DrawText(PAL_GetWord(CASH_LABEL), PAL_XY(110, 160), 0, FALSE, FALSE);
   PAL_DrawNumber(gpGlobals->dwCash, 6, PAL_XY(149, 164), kNumColorYellow, kNumAlignRight);

   //
   // Draw the price
   //
   PAL_CreateSingleLineBox(PAL_XY(220, 150), 5, FALSE);

   if (gpGlobals->g.rgObject[wCurrentItem].item.wFlags & kItemFlagSellable)
   {
      PAL_DrawText(PAL_GetWord(SELLMENU_LABEL_PRICE), PAL_XY(230, 160), 0, FALSE, FALSE);
      PAL_DrawNumber(gpGlobals->g.rgObject[wCurrentItem].item.wPrice / 2, 6,
         PAL_XY(269, 164), kNumColorYellow, kNumAlignRight);
   }
}
示例#11
0
文件: text.c 项目: kkspeed/sdlpal
VOID
PAL_DrawText(
   LPCSTR     lpszText,
   PAL_POS    pos,
   BYTE       bColor,
   BOOL       fShadow,
   BOOL       fUpdate
)
/*++
  Purpose:

    Draw text on the screen.

  Parameters:

    [IN]  lpszText - the text to be drawn.

    [IN]  pos - Position of the text.

    [IN]  bColor - Color of the text.

    [IN]  fShadow - TRUE if the text is shadowed or not.

    [IN]  fUpdate - TRUE if update the screen area.

  Return value:

    None.

--*/
{
   SDL_Rect   rect, urect;
   WORD       wChar;

   rect.x = PAL_X(pos);
   rect.y = PAL_Y(pos);

   urect.x = rect.x;
   urect.y = rect.y;
   urect.h = 16;
   urect.w = 0;

   while (*lpszText)
   {
      //
      // Draw the character
      //
      if (*lpszText & 0x80)
      {
         //
         // BIG-5 Chinese Character
         //
         wChar = SWAP16(((LPBYTE)lpszText)[0] | (((LPBYTE)lpszText)[1] << 8));
         if (fShadow)
         {
            PAL_DrawCharOnSurface(wChar, gpScreen, PAL_XY(rect.x + 1, rect.y + 1), 0);
            PAL_DrawCharOnSurface(wChar, gpScreen, PAL_XY(rect.x + 1, rect.y), 0);
         }
         PAL_DrawCharOnSurface(wChar, gpScreen, PAL_XY(rect.x, rect.y), bColor);
         lpszText += 2;
         rect.x += 16;
         urect.w += 16;
      }
      else
      {
         //
         // ASCII character
         //
         if (fShadow)
         {
            PAL_DrawASCIICharOnSurface(*lpszText, gpScreen, PAL_XY(rect.x + 1, rect.y + 1), 0);
            PAL_DrawASCIICharOnSurface(*lpszText, gpScreen, PAL_XY(rect.x + 1, rect.y), 0);
         }
         PAL_DrawASCIICharOnSurface(*lpszText, gpScreen, PAL_XY(rect.x, rect.y), bColor);
         lpszText++;
         rect.x += 8;
         urect.w += 8;
      }
   }

   //
   // Update the screen area
   //
   if (fUpdate && urect.w > 0)
   {
      VIDEO_UpdateScreen(&urect);
   }
}
示例#12
0
文件: battle.c 项目: neonmori/sdlpalX
/*++
 Player flee the battle.
 --*/
VOID PAL_BattlePlayerEscape(void)
{
    int         i, j;
    WORD        wPlayerRole;
    
    SOUND_Play(45);
    
    PAL_BattleUpdateFighters();
    
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        wPlayerRole = gpGlobals->rgParty[i].wPlayerRole;
        
        if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
        {
            g_Battle.rgPlayer[i].wCurrentFrame = 0;
        }
    }
    
    for (i = 0; i < 16; i++)
    {
        for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
        {
            wPlayerRole = gpGlobals->rgParty[j].wPlayerRole;
            
            if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
            {
                //
                // TODO: This is still not the same as the original game
                //
                switch (j)
                {
                    case 0:
                        if (gpGlobals->wMaxPartyMemberIndex > 0)
                        {
                            g_Battle.rgPlayer[j].pos =
                            PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                                   PAL_Y(g_Battle.rgPlayer[j].pos) + 6);
                            break;
                        }
                        
                    case 1:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 4,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 4);
                        break;
                        
                    case 2:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
                        break;
// @@@ - extra 4th role:
                    case 3:
                        g_Battle.rgPlayer[j].pos =
                        PAL_XY(PAL_X(g_Battle.rgPlayer[j].pos) + 6,
                               PAL_Y(g_Battle.rgPlayer[j].pos) + 3);
                        break;
                    default:
                        assert(FALSE); // Not possible
                        break;
                }
            }
        }
        
        PAL_BattleDelay(1, 0, FALSE);
    }
    
    //
    // Remove all players from the screen
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        g_Battle.rgPlayer[i].pos = PAL_XY(9999, 9999);
    }
    
    PAL_BattleDelay(1, 0, FALSE);
    
    g_Battle.BattleResult = kBattleResultFleed;
}
示例#13
0
文件: battle.c 项目: neonmori/sdlpalX
/*++
 Show the "you win" message and add the experience points for players.
 --*/
static VOID PAL_BattleWon(void)
{
    const SDL_Rect   rect = {65, 60, 200, 100};
    const SDL_Rect   rect1 = {80, 0, 180, 200};
    
    int              i, j, iTotalCount;
    DWORD            dwExp;
    WORD             w;
    BOOL             fLevelUp;
    PLAYERROLES      OrigPlayerRoles;
    
    //
    // Backup the initial player stats
    //
    OrigPlayerRoles = gpGlobals->g.PlayerRoles;
    
    if (g_Battle.iExpGained > 0)
    {
        //
        // Play the "battle win" music
        //
        PAL_PlayMUS(g_Battle.fIsBoss ? 2 : 3, FALSE, 0);
        
        //
        // Show the message about the total number of exp. and cash gained
        //
        PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);
        PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
        
        PAL_DrawText(PAL_GetWord(BATTLEWIN_GETEXP_LABEL), PAL_XY(95, 70), 0, FALSE, FALSE);
        PAL_DrawText(PAL_GetWord(BATTLEWIN_BEATENEMY_LABEL), PAL_XY(77, 115), 0, FALSE, FALSE);
        PAL_DrawText(PAL_GetWord(BATTLEWIN_DOLLAR_LABEL), PAL_XY(197, 115), 0, FALSE, FALSE);
        
        PAL_DrawNumber(g_Battle.iExpGained, 5, PAL_XY(182, 74), kNumColorYellow, kNumAlignRight);
        PAL_DrawNumber(g_Battle.iCashGained, 5, PAL_XY(162, 119), kNumColorYellow, kNumAlignMid);
        
        VIDEO_UpdateScreen(&rect);
        PAL_WaitForKey(g_Battle.fIsBoss ? 5500 : 3000);
    }
    
    //
    // Add the cash value
    //
    gpGlobals->dwCash += g_Battle.iCashGained;
    
    //
    // Add the experience points for each players
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        fLevelUp = FALSE;
        
        w = gpGlobals->rgParty[i].wPlayerRole;
        if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
        {
            continue; // don't care about dead players
        }
        
        dwExp = gpGlobals->Exp.rgPrimaryExp[w].wExp;
        dwExp += g_Battle.iExpGained;
        
        if (gpGlobals->g.PlayerRoles.rgwLevel[w] > MAX_LEVELS)
        {
            gpGlobals->g.PlayerRoles.rgwLevel[w] = MAX_LEVELS;
        }
        
        while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]])
        {
            dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]];
            
            if (gpGlobals->g.PlayerRoles.rgwLevel[w] < MAX_LEVELS)
            {
                fLevelUp = TRUE;
                PAL_PlayerLevelUp(w, 1);
                
                gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
                gpGlobals->g.PlayerRoles.rgwMP[w] = gpGlobals->g.PlayerRoles.rgwMaxMP[w];
            }
        }
        
        gpGlobals->Exp.rgPrimaryExp[w].wExp = (WORD)dwExp;
        
        if (fLevelUp)
        {
            //
            // Player has gained a level. Show the message
            //
            PAL_CreateSingleLineBox(PAL_XY(80, 0), 10, FALSE);
            PAL_CreateBox(PAL_XY(82, 32), 7, 8, 1, FALSE);
            
            PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(110, 10), 0,
                         FALSE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(110 + 16 * 3, 10), 0, FALSE, FALSE);
            PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(110 + 16 * 5, 10), 0, FALSE, FALSE);
            
            for (j = 0; j < 8; j++)
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ARROW),
                                     gpScreen, PAL_XY(183, 48 + 18 * j));
            }
            
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_LEVEL), PAL_XY(100, 44), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_HP), PAL_XY(100, 62), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_MP), PAL_XY(100, 80), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_ATTACKPOWER), PAL_XY(100, 98), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_MAGICPOWER), PAL_XY(100, 116), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_RESISTANCE), PAL_XY(100, 134), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_DEXTERITY), PAL_XY(100, 152), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            PAL_DrawText(PAL_GetWord(STATUS_LABEL_FLEERATE), PAL_XY(100, 170), BATTLEWIN_LEVELUP_LABEL_COLOR,
                         TRUE, FALSE);
            
            //
            // Draw the original stats and stats after level up
            //
            PAL_DrawNumber(OrigPlayerRoles.rgwLevel[w], 4, PAL_XY(133, 47),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwLevel[w], 4, PAL_XY(195, 47),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwHP[w], 4, PAL_XY(133, 64),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(OrigPlayerRoles.rgwMaxHP[w], 4, PAL_XY(154, 68),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(156, 66));
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwHP[w], 4, PAL_XY(195, 64),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxHP[w], 4, PAL_XY(216, 68),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(218, 66));
            
            PAL_DrawNumber(OrigPlayerRoles.rgwMP[w], 4, PAL_XY(133, 82),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(OrigPlayerRoles.rgwMaxMP[w], 4, PAL_XY(154, 86),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(156, 84));
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMP[w], 4, PAL_XY(195, 82),
                           kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(gpGlobals->g.PlayerRoles.rgwMaxMP[w], 4, PAL_XY(216, 86),
                           kNumColorBlue, kNumAlignRight);
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH), gpScreen,
                                 PAL_XY(218, 84));
            
            PAL_DrawNumber(OrigPlayerRoles.rgwAttackStrength[w] + PAL_GetPlayerAttackStrength(w) -
                           gpGlobals->g.PlayerRoles.rgwAttackStrength[w],
                           4, PAL_XY(133, 101), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerAttackStrength(w), 4, PAL_XY(195, 101),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwMagicStrength[w] + PAL_GetPlayerMagicStrength(w) -
                           gpGlobals->g.PlayerRoles.rgwMagicStrength[w],
                           4, PAL_XY(133, 119), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerMagicStrength(w), 4, PAL_XY(195, 119),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwDefense[w] + PAL_GetPlayerDefense(w) -
                           gpGlobals->g.PlayerRoles.rgwDefense[w],
                           4, PAL_XY(133, 137), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerDefense(w), 4, PAL_XY(195, 137),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwDexterity[w] + PAL_GetPlayerDexterity(w) -
                           gpGlobals->g.PlayerRoles.rgwDexterity[w],
                           4, PAL_XY(133, 155), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerDexterity(w), 4, PAL_XY(195, 155),
                           kNumColorYellow, kNumAlignRight);
            
            PAL_DrawNumber(OrigPlayerRoles.rgwFleeRate[w] + PAL_GetPlayerFleeRate(w) -
                           gpGlobals->g.PlayerRoles.rgwFleeRate[w],
                           4, PAL_XY(133, 173), kNumColorYellow, kNumAlignRight);
            PAL_DrawNumber(PAL_GetPlayerFleeRate(w), 4, PAL_XY(195, 173),
                           kNumColorYellow, kNumAlignRight);
            
            //
            // Update the screen and wait for key
            //
            VIDEO_UpdateScreen(&rect1);
            PAL_WaitForKey(3000);
            
            OrigPlayerRoles = gpGlobals->g.PlayerRoles;
        }
        
        //
        // Increasing of other hidden levels
        //
        iTotalCount = 0;
        
        iTotalCount += gpGlobals->Exp.rgAttackExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgDefenseExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgDexterityExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgFleeExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgHealthExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgMagicExp[w].wCount;
        iTotalCount += gpGlobals->Exp.rgMagicPowerExp[w].wCount;
        
        if (iTotalCount > 0)
        {
#define CHECK_HIDDEN_EXP(expname, statname, label)          \
{                                                           \
dwExp = g_Battle.iExpGained;                             \
dwExp *= gpGlobals->Exp.expname[w].wCount;               \
dwExp /= iTotalCount;                                    \
dwExp *= 2;                                              \
\
dwExp += gpGlobals->Exp.expname[w].wExp;                 \
\
if (gpGlobals->Exp.expname[w].wLevel > MAX_LEVELS)       \
{                                                        \
gpGlobals->Exp.expname[w].wLevel = MAX_LEVELS;        \
}                                                        \
\
while (dwExp >= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]) \
{                                                        \
dwExp -= gpGlobals->g.rgLevelUpExp[gpGlobals->Exp.expname[w].wLevel]; \
gpGlobals->g.PlayerRoles.statname[w] += RandomLong(1, 2); \
if (gpGlobals->Exp.expname[w].wLevel < MAX_LEVELS)    \
{                                                     \
gpGlobals->Exp.expname[w].wLevel++;                \
}                                                     \
}                                                        \
\
gpGlobals->Exp.expname[w].wExp = (WORD)dwExp;            \
\
if (gpGlobals->g.PlayerRoles.statname[w] !=              \
OrigPlayerRoles.statname[w])                          \
{                                                        \
PAL_CreateSingleLineBox(PAL_XY(83, 60), 8, FALSE);    \
PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]), PAL_XY(95, 70), \
0, FALSE, FALSE);                                  \
PAL_DrawText(PAL_GetWord(label), PAL_XY(143, 70),     \
0, FALSE, FALSE);                                  \
PAL_DrawText(PAL_GetWord(BATTLEWIN_LEVELUP_LABEL), PAL_XY(175, 70),  \
0, FALSE, FALSE);                                  \
PAL_DrawNumber(gpGlobals->g.PlayerRoles.statname[w] - \
OrigPlayerRoles.statname[w],                       \
5, PAL_XY(188, 74), kNumColorYellow, kNumAlignRight); \
VIDEO_UpdateScreen(&rect);                            \
PAL_WaitForKey(3000);                                 \
}                                                        \
}
            
            CHECK_HIDDEN_EXP(rgHealthExp, rgwMaxHP, STATUS_LABEL_HP);
            CHECK_HIDDEN_EXP(rgMagicExp, rgwMaxMP, STATUS_LABEL_MP);
            CHECK_HIDDEN_EXP(rgAttackExp, rgwAttackStrength, STATUS_LABEL_ATTACKPOWER);
            CHECK_HIDDEN_EXP(rgMagicPowerExp, rgwMagicStrength, STATUS_LABEL_MAGICPOWER);
            CHECK_HIDDEN_EXP(rgDefenseExp, rgwDefense, STATUS_LABEL_RESISTANCE);
            CHECK_HIDDEN_EXP(rgDexterityExp, rgwDexterity, STATUS_LABEL_DEXTERITY);
            CHECK_HIDDEN_EXP(rgFleeExp, rgwFleeRate, STATUS_LABEL_FLEERATE);
            
#undef CHECK_HIDDEN_EXP
        }
        
        //
        // Learn all magics at the current level
        //
        j = 0;
        
        while (j < gpGlobals->g.nLevelUpMagic)
        {
            if (gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic == 0 ||
                gpGlobals->g.lprgLevelUpMagic[j].m[w].wLevel > gpGlobals->g.PlayerRoles.rgwLevel[w])
            {
                j++;
                continue;
            }
            
            if (PAL_AddMagic(w, gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic))
            {
                PAL_CreateSingleLineBox(PAL_XY(65, 105), 10, FALSE);
                
                PAL_DrawText(PAL_GetWord(gpGlobals->g.PlayerRoles.rgwName[w]),
                             PAL_XY(75, 115), 0, FALSE, FALSE);
                PAL_DrawText(PAL_GetWord(BATTLEWIN_ADDMAGIC_LABEL), PAL_XY(75 + 16 * 3, 115),
                             0, FALSE, FALSE);
                PAL_DrawText(PAL_GetWord(gpGlobals->g.lprgLevelUpMagic[j].m[w].wMagic),
                             PAL_XY(75 + 16 * 5, 115), 0x1B, FALSE, FALSE);
                
                VIDEO_UpdateScreen(&rect);
                PAL_WaitForKey(3000);
            }
            
            j++;
        }
    }
    
    //
    // Run the post-battle scripts
    //
    for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
    {
        PAL_RunTriggerScript(g_Battle.rgEnemy[i].wScriptOnBattleEnd, i);
    }
    
    //
    // Recover automatically after each battle
    //
    for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
    {
        w = gpGlobals->rgParty[i].wPlayerRole;
        
#if 1//def PAL_CLASSIC
        gpGlobals->g.PlayerRoles.rgwHP[w] +=
        (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / 2;
        gpGlobals->g.PlayerRoles.rgwMP[w] +=
        (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / 2;
#else
        if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
        {
            gpGlobals->g.PlayerRoles.rgwHP[w] = 1;
        }
        else if (g_Battle.iExpGained > 0)
        {
            FLOAT f =
            (gpGlobals->g.rgLevelUpExp[gpGlobals->g.PlayerRoles.rgwLevel[w]] / 5.0f) / g_Battle.iExpGained;
            
            if (f < 2)
            {
                f = 2;
            }
            
            gpGlobals->g.PlayerRoles.rgwHP[w] +=
            (gpGlobals->g.PlayerRoles.rgwMaxHP[w] - gpGlobals->g.PlayerRoles.rgwHP[w]) / f;
            gpGlobals->g.PlayerRoles.rgwMP[w] +=
            (gpGlobals->g.PlayerRoles.rgwMaxMP[w] - gpGlobals->g.PlayerRoles.rgwMP[w]) / f / 1.2;
        }
#endif
    }
}
示例#14
0
文件: battle.c 项目: neonmori/sdlpalX
/*++
 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);
}
示例#15
0
文件: itemmenu.c 项目: ashurasunny/PA
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;
}
示例#16
0
文件: text.c 项目: kkspeed/sdlpal
INT
PAL_InitText(
   VOID
)
/*++
  Purpose:

    Initialize the in-game texts.

  Parameters:

    None.

  Return value:

    0 = success.
    -1 = memory allocation error.

--*/
{
   FILE       *fpMsg, *fpWord;
   int         i;

   //
   // Open the message and word data files.
   //
   fpMsg = UTIL_OpenRequiredFile("m.msg");
   fpWord = UTIL_OpenRequiredFile("word.dat");

   //
   // See how many words we have
   //
   fseek(fpWord, 0, SEEK_END);
   i = ftell(fpWord);

   //
   // Each word has 10 bytes
   //
   g_TextLib.nWords = (i + (WORD_LENGTH - 1)) / WORD_LENGTH;

   //
   // Read the words
   //
   g_TextLib.lpWordBuf = (LPBYTE)malloc(i);
   if (g_TextLib.lpWordBuf == NULL)
   {
      fclose(fpWord);
      fclose(fpMsg);
      return -1;
   }
   fseek(fpWord, 0, SEEK_SET);
   fread(g_TextLib.lpWordBuf, i, 1, fpWord);

   //
   // Close the words file
   //
   fclose(fpWord);

   //
   // Read the message offsets. The message offsets are in SSS.MKF #3
   //
   i = PAL_MKFGetChunkSize(3, gpGlobals->f.fpSSS) / sizeof(DWORD);
   g_TextLib.nMsgs = i - 1;

   g_TextLib.lpMsgOffset = (LPDWORD)malloc(i * sizeof(DWORD));
   if (g_TextLib.lpMsgOffset == NULL)
   {
      free(g_TextLib.lpWordBuf);
      fclose(fpMsg);
      return -1;
   }

   PAL_MKFReadChunk((LPBYTE)(g_TextLib.lpMsgOffset), i * sizeof(DWORD), 3,
      gpGlobals->f.fpSSS);

   //
   // Read the messages.
   //
   fseek(fpMsg, 0, SEEK_END);
   i = ftell(fpMsg);

   g_TextLib.lpMsgBuf = (LPBYTE)malloc(i);
   if (g_TextLib.lpMsgBuf == NULL)
   {
      free(g_TextLib.lpMsgOffset);
      free(g_TextLib.lpWordBuf);
      fclose(fpMsg);
      return -1;
   }

   fseek(fpMsg, 0, SEEK_SET);
   fread(g_TextLib.lpMsgBuf, 1, i, fpMsg);

   fclose(fpMsg);

   g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
   g_TextLib.bIcon = 0;
   g_TextLib.posIcon = 0;
   g_TextLib.nCurrentDialogLine = 0;
   g_TextLib.iDelayTime = 3;
   g_TextLib.posDialogTitle = PAL_XY(12, 8);
   g_TextLib.posDialogText = PAL_XY(44, 26);
   g_TextLib.bDialogPosition = kDialogUpper;
   g_TextLib.fUserSkip = FALSE;

   PAL_MKFReadChunk(g_TextLib.bufDialogIcons, 282, 12, gpGlobals->f.fpDATA);

   return 0;
}
示例#17
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);
}
示例#18
0
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");
}
示例#19
0
文件: magicmenu.c 项目: nbzwt/nPal
WORD
PAL_MagicSelectionMenuUpdate(
   VOID
)
/*++
  Purpose:

    Update the magic selection menu.

  Parameters:

    None.

  Return value:

    The selected magic. 0 if cancelled, 0xFFFF if not confirmed.

--*/
{
   int         i, j, k;
   BYTE        bColor;

   //
   // Check for inputs
   //
   if (g_InputState.dwKeyPress & kKeyUp)
   {
      g_iCurrentItem -= 3;
   }
   else if (g_InputState.dwKeyPress & kKeyDown)
   {
      g_iCurrentItem += 3;
   }
   else if (g_InputState.dwKeyPress & kKeyLeft)
   {
      g_iCurrentItem--;
   }
   else if (g_InputState.dwKeyPress & kKeyRight)
   {
      g_iCurrentItem++;
   }
   else if (g_InputState.dwKeyPress & kKeyPgUp)
   {
      g_iCurrentItem -= 3 * 5;
   }
   else if (g_InputState.dwKeyPress & kKeyPgDn)
   {
      g_iCurrentItem += 3 * 5;
   }
   else if (g_InputState.dwKeyPress & kKeyMenu)
   {
      return 0;
   }

   //
   // Make sure the current menu item index is in bound
   //
   if (g_iCurrentItem < 0)
   {
      g_iCurrentItem = 0;
   }
   else if (g_iCurrentItem >= g_iNumMagic)
   {
      g_iCurrentItem = g_iNumMagic - 1;
   }

   //
   // Create the box.
   //
   PAL_CreateBox(PAL_XY(10, 42), 4, 16, 1, FALSE);

   if (gpGlobals->lpObjectDesc == NULL)
   {
      //
      // Draw the cash amount.
      //
      PAL_CreateSingleLineBox(PAL_XY(0, 0), 5, FALSE);
      PAL_DrawText(PAL_GetWord(CASH_LABEL), PAL_XY(10, 10), 0, FALSE, FALSE);
      PAL_DrawNumber(gpGlobals->dwCash, 6, PAL_XY(49, 14), kNumColorYellow, kNumAlignRight);

      //
      // Draw the MP of the selected magic.
      //
      PAL_CreateSingleLineBox(PAL_XY(215, 0), 5, FALSE);
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH),
         gpScreen, PAL_XY(260, 14));
      PAL_DrawNumber(rgMagicItem[g_iCurrentItem].wMP, 4, PAL_XY(230, 14),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(g_wPlayerMP, 4, PAL_XY(265, 14), kNumColorCyan, kNumAlignRight);
   }
   else
   {
      char szDesc[512], *next;
      const char *d = PAL_GetObjectDesc(gpGlobals->lpObjectDesc, rgMagicItem[g_iCurrentItem].wMagic);

      //
      // Draw the magic description.
      //
      if (d != NULL)
      {
         k = 3;
         strcpy(szDesc, d);
         d = szDesc;

         while (TRUE)
         {
            next = strchr(d, '*');
            if (next != NULL)
            {
               *next = '\0';
               next++;
            }

            PAL_DrawText(d, PAL_XY(100, k), DESCTEXT_COLOR, TRUE, FALSE);
            k += 16;

            if (next == NULL)
            {
               break;
            }

            d = next;
         }
      }

      //
      // Draw the MP of the selected magic.
      //
      PAL_CreateSingleLineBox(PAL_XY(0, 0), 5, FALSE);
      PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_SLASH),
         gpScreen, PAL_XY(45, 14));
      PAL_DrawNumber(rgMagicItem[g_iCurrentItem].wMP, 4, PAL_XY(15, 14),
         kNumColorYellow, kNumAlignRight);
      PAL_DrawNumber(g_wPlayerMP, 4, PAL_XY(50, 14), kNumColorCyan, kNumAlignRight);
   }

   //
   // Draw the texts of the current page
   //
   i = g_iCurrentItem / 3 * 3 - 3 * 2;
   if (i < 0)
   {
      i = 0;
   }

   for (j = 0; j < 5; j++)
   {
      for (k = 0; k < 3; k++)
      {
         bColor = MENUITEM_COLOR;

         if (i >= g_iNumMagic)
         {
            //
            // End of the list reached
            //
            j = 5;
            break;
         }

         if (i == g_iCurrentItem)
         {
            if (rgMagicItem[i].fEnabled)
            {
               bColor = MENUITEM_COLOR_SELECTED;
            }
            else
            {
               bColor = MENUITEM_COLOR_SELECTED_INACTIVE;
            }
         }
         else if (!rgMagicItem[i].fEnabled)
         {
            bColor = MENUITEM_COLOR_INACTIVE;
         }

         //
         // Draw the text
         //
         PAL_DrawText(PAL_GetWord(rgMagicItem[i].wMagic),
            PAL_XY(35 + k * 87, 54 + j * 18), bColor, TRUE, FALSE);

         //
         // Draw the cursor on the current selected item
         //
         if (i == g_iCurrentItem)
         {
            PAL_RLEBlitToSurface(PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_CURSOR),
               gpScreen, PAL_XY(60 + k * 87, 64 + j * 18));
         }

         i++;
      }
   }

   if (g_InputState.dwKeyPress & kKeySearch)
   {
      if (rgMagicItem[g_iCurrentItem].fEnabled)
      {
         j = g_iCurrentItem % 3;
         k = (g_iCurrentItem < 3 * 2) ? (g_iCurrentItem / 3) : 2;

         j = 35 + j * 87;
         k = 54 + k * 18;

         PAL_DrawText(PAL_GetWord(rgMagicItem[g_iCurrentItem].wMagic), PAL_XY(j, k),
            MENUITEM_COLOR_CONFIRMED, FALSE, TRUE);

         return rgMagicItem[g_iCurrentItem].wMagic;
      }
   }

   return 0xFFFF;
}
示例#20
0
文件: scene.c 项目: ashurasunny/PA
VOID
PAL_UpdateParty(
   VOID
)
/*++
   Purpose:

     Update the location and walking gesture of all the party members.

   Parameters:

     None.

   Return value:

     None.

--*/
{
   int              xSource, ySource, xTarget, yTarget, xOffset, yOffset, i;

   //
   // Has user pressed one of the arrow keys?
   //
   if (g_InputState.dir != kDirUnknown)
   {
      xOffset = ((g_InputState.dir == kDirWest || g_InputState.dir == kDirSouth) ? -16 : 16);
      yOffset = ((g_InputState.dir == kDirWest || g_InputState.dir == kDirNorth) ? -8 : 8);

      xSource = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
      ySource = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);

      xTarget = xSource + xOffset;
      yTarget = ySource + yOffset;

      gpGlobals->wPartyDirection = g_InputState.dir;

      //
      // Check for obstacles on the destination location
      //
      if (!PAL_CheckObstacle(PAL_XY(xTarget, yTarget), TRUE, 0))
      {
         //
         // Player will actually be moved. Store trail.
         //
         for (i = 3; i >= 0; i--)
         {
            gpGlobals->rgTrail[i + 1] = gpGlobals->rgTrail[i];
         }

         gpGlobals->rgTrail[0].wDirection = g_InputState.dir;
         gpGlobals->rgTrail[0].x = xSource;
         gpGlobals->rgTrail[0].y = ySource;

         //
         // Move the viewport
         //
         gpGlobals->viewport =
            PAL_XY(PAL_X(gpGlobals->viewport) + xOffset, PAL_Y(gpGlobals->viewport) + yOffset);

         //
         // Update gestures
         //
         PAL_UpdatePartyGestures(TRUE);

         return; // don't go further
      }
   }

   PAL_UpdatePartyGestures(FALSE);
}
示例#21
0
文件: scene.c 项目: ashurasunny/PA
VOID
PAL_UpdatePartyGestures(
   BOOL             fWalking
)
/*++
   Purpose:

     Update the gestures of all the party members.

   Parameters:

     [IN]  fWalking - whether the party is walking or not.

   Return value:

     None.

--*/
{
   static int       s_iThisStepFrame = 0;
   int              iStepFrameFollower = 0, iStepFrameLeader = 0;
   int              i;

   if (fWalking)
   {
      //
      // Update the gesture for party leader
      //
      s_iThisStepFrame = (s_iThisStepFrame + 1) % 4;
      if (s_iThisStepFrame & 1)
      {
         iStepFrameLeader = (s_iThisStepFrame + 1) / 2;
         iStepFrameFollower = 3 - iStepFrameLeader;
      }
      else
      {
         iStepFrameLeader = 0;
         iStepFrameFollower = 0;
      }

      gpGlobals->rgParty[0].x = PAL_X(gpGlobals->partyoffset);
      gpGlobals->rgParty[0].y = PAL_Y(gpGlobals->partyoffset);

      if (gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[0].wPlayerRole] == 4)
      {
         gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * 4 + s_iThisStepFrame;
      }
      else
      {
         gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * 3 + iStepFrameLeader;
      }

      //
      // Update the gestures and positions for other party members
      //
      for (i = 1; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++)
      {
         gpGlobals->rgParty[i].x = gpGlobals->rgTrail[1].x - PAL_X(gpGlobals->viewport);
         gpGlobals->rgParty[i].y = gpGlobals->rgTrail[1].y - PAL_Y(gpGlobals->viewport);

         if (i == 2)
         {
            gpGlobals->rgParty[i].x +=
               (gpGlobals->rgTrail[1].wDirection == kDirEast || gpGlobals->rgTrail[1].wDirection == kDirWest) ? -16 : 16;
            gpGlobals->rgParty[i].y += 8;
         }
         else
         {
            gpGlobals->rgParty[i].x +=
               ((gpGlobals->rgTrail[1].wDirection == kDirWest || gpGlobals->rgTrail[1].wDirection == kDirSouth) ? 16 : -16);
            gpGlobals->rgParty[i].y +=
               ((gpGlobals->rgTrail[1].wDirection == kDirWest || gpGlobals->rgTrail[1].wDirection == kDirNorth) ? 8 : -8);
         }

         //
         // Adjust the position if there is obstacle
         //
         if (PAL_CheckObstacle(PAL_XY(gpGlobals->rgParty[i].x + PAL_X(gpGlobals->viewport),
            gpGlobals->rgParty[i].y + PAL_Y(gpGlobals->viewport)), TRUE, 0))
         {
            gpGlobals->rgParty[i].x = gpGlobals->rgTrail[1].x - PAL_X(gpGlobals->viewport);
            gpGlobals->rgParty[i].y = gpGlobals->rgTrail[1].y - PAL_Y(gpGlobals->viewport);
         }

         //
         // Update gesture for this party member
         //
         if (gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[i].wPlayerRole] == 4)
         {
            gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * 4 + s_iThisStepFrame;
         }
         else
         {
            gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * 3 + iStepFrameLeader;
         }
      }

      if (gpGlobals->nFollower > 0)
      {
         //
         // Update the position and gesture for the follower
         //
         gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].x =
            gpGlobals->rgTrail[3].x - PAL_X(gpGlobals->viewport);
         gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].y =
            gpGlobals->rgTrail[3].y - PAL_Y(gpGlobals->viewport);
         gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].wFrame =
            gpGlobals->rgTrail[3].wDirection * 3 + iStepFrameFollower;
      }
   }
   else
   {
      //
      // Player is not moved. Use the "standing" gesture instead of "walking" one.
      //
      i = gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[0].wPlayerRole];
      if (i == 0)
      {
         i = 3;
      }
      gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * i;

      for (i = 1; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++)
      {
         int f = gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[i].wPlayerRole];
         if (f == 0)
         {
            f = 3;
         }
         gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * f;
      }

      if (gpGlobals->nFollower > 0)
      {
         gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].wFrame =
            gpGlobals->rgTrail[3].wDirection * 3;
      }

      s_iThisStepFrame &= 2;
      s_iThisStepFrame ^= 2;
   }
}
示例#22
0
文件: scene.c 项目: ashurasunny/PA
static VOID
PAL_SceneDrawSprites(
   VOID
)
/*++
   Purpose:

     Draw all the sprites to scene.

   Parameters:

     None.

   Return value:

     None.

--*/
{
   int i, x, y, vy;

   g_nSpriteToDraw = 0;

   //
   // Put all the sprites to be drawn into our array.
   //

   //
   // Players
   //
   for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; i++)
   {
      LPCBITMAPRLE lpBitmap =
         PAL_SpriteGetFrame(PAL_GetPlayerSprite((BYTE)i), gpGlobals->rgParty[i].wFrame);

      if (lpBitmap == NULL)
      {
         continue;
      }

      //
      // Add it to our array
      //
      PAL_AddSpriteToDraw(lpBitmap,
         gpGlobals->rgParty[i].x - PAL_RLEGetWidth(lpBitmap) / 2,
         gpGlobals->rgParty[i].y + gpGlobals->wLayer + 10,
         gpGlobals->wLayer + 6);

      //
      // Calculate covering tiles on the map
      //
      PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
   }

   //
   // Event Objects (Monsters/NPCs/others)
   //
   for (i = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex;
      i < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; i++)
   {
      LPCBITMAPRLE     lpFrame;
      LPCSPRITE        lpSprite;

      LPEVENTOBJECT    lpEvtObj = &(gpGlobals->g.lprgEventObject[i]);

      int              iFrame;

      if (lpEvtObj->sState == kObjStateHidden || lpEvtObj->sVanishTime > 0 ||
         lpEvtObj->sState < 0)
      {
         continue;
      }

      //
      // Get the sprite
      //
      lpSprite = PAL_GetEventObjectSprite((WORD)i + 1);
      if (lpSprite == NULL)
      {
         continue;
      }

      iFrame = lpEvtObj->wCurrentFrameNum;
      if (lpEvtObj->nSpriteFrames == 3)
      {
         //
         // walking character
         //
         if (iFrame == 2)
         {
            iFrame = 0;
         }

         if (iFrame == 3)
         {
            iFrame = 2;
         }
      }

      lpFrame = PAL_SpriteGetFrame(lpSprite,
         lpEvtObj->wDirection * lpEvtObj->nSpriteFrames + iFrame);

      if (lpFrame == NULL)
      {
         continue;
      }

      //
      // Calculate the coordinate and check if outside the screen
      //
      x = (SHORT)lpEvtObj->x - PAL_X(gpGlobals->viewport);
      x -= PAL_RLEGetWidth(lpFrame) / 2;

      if (x >= 320 || x < -(int)PAL_RLEGetWidth(lpFrame))
      {
         //
         // outside the screen; skip it
         //
         continue;
      }

      y = (SHORT)lpEvtObj->y - PAL_Y(gpGlobals->viewport);
      y += lpEvtObj->sLayer * 8 + 9;

      vy = y - PAL_RLEGetHeight(lpFrame) - lpEvtObj->sLayer * 8 + 2;
      if (vy >= 200 || vy < -(int)PAL_RLEGetHeight(lpFrame))
      {
         //
         // outside the screen; skip it
         //
         continue;
      }

      //
      // Add it into the array
      //
      PAL_AddSpriteToDraw(lpFrame, x, y, lpEvtObj->sLayer * 8 + 2);

      //
      // Calculate covering map tiles
      //
      PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
   }

   //
   // All sprites are now in our array; sort them by their vertical positions.
   //
   for (x = 0; x < g_nSpriteToDraw - 1; x++)
   {
      SPRITE_TO_DRAW           tmp;
      BOOL                     fSwap = FALSE;

      for (y = 0; y < g_nSpriteToDraw - 1 - x; y++)
      {
         if (PAL_Y(g_rgSpriteToDraw[y].pos) > PAL_Y(g_rgSpriteToDraw[y + 1].pos))
         {
            fSwap = TRUE;

            tmp = g_rgSpriteToDraw[y];
            g_rgSpriteToDraw[y] = g_rgSpriteToDraw[y + 1];
            g_rgSpriteToDraw[y + 1] = tmp;
         }
      }

      if (!fSwap)
      {
         break;
      }
   }

   //
   // Draw all the sprites to the screen.
   //
   for (i = 0; i < g_nSpriteToDraw; i++)
   {
      SPRITE_TO_DRAW *p = &g_rgSpriteToDraw[i];

      x = PAL_X(p->pos);
      y = PAL_Y(p->pos) - PAL_RLEGetHeight(p->lpSpriteFrame) - p->iLayer;

      PAL_RLEBlitToSurface(p->lpSpriteFrame, gpScreen, PAL_XY(x, y));
   }
}
示例#23
0
文件: text.c 项目: kkspeed/sdlpal
VOID
PAL_StartDialog(
   BYTE         bDialogLocation,
   BYTE         bFontColor,
   INT          iNumCharFace,
   BOOL         fPlayingRNG
)
/*++
  Purpose:

    Start a new dialog.

  Parameters:

    [IN]  bDialogLocation - the location of the text on the screen.

    [IN]  bFontColor - the font color of the text.

    [IN]  iNumCharFace - number of the character face in RGM.MKF.

    [IN]  fPlayingRNG - whether we are playing a RNG video or not.

  Return value:

    None.

--*/
{
   PAL_LARGE BYTE buf[16384];
   SDL_Rect       rect;

   if (gpGlobals->fInBattle && !g_fUpdatedInBattle)
   {
      //
      // Update the screen in battle, or the graphics may seem messed up
      //
      VIDEO_UpdateScreen(NULL);
      g_fUpdatedInBattle = TRUE;
   }

   g_TextLib.bIcon = 0;
   g_TextLib.posIcon = 0;
   g_TextLib.nCurrentDialogLine = 0;
   g_TextLib.posDialogTitle = PAL_XY(12, 8);
   g_TextLib.fUserSkip = FALSE;

   if (bFontColor != 0)
   {
      g_TextLib.bCurrentFontColor = bFontColor;
   }

   if (fPlayingRNG && iNumCharFace)
   {
      VIDEO_BackupScreen();
      g_TextLib.fPlayingRNG = TRUE;
   }

   switch (bDialogLocation)
   {
   case kDialogUpper:
      if (iNumCharFace > 0)
      {
         //
         // Display the character face at the upper part of the screen
         //
         if (PAL_MKFReadChunk(buf, 16384, iNumCharFace, gpGlobals->f.fpRGM) > 0)
         {
            rect.w = PAL_RLEGetWidth((LPCBITMAPRLE)buf);
            rect.h = PAL_RLEGetHeight((LPCBITMAPRLE)buf);
            rect.x = 48 - rect.w / 2;
            rect.y = 55 - rect.h / 2;

            if (rect.x < 0)
            {
               rect.x = 0;
            }

            if (rect.y < 0)
            {
               rect.y = 0;
            }

            PAL_RLEBlitToSurface((LPCBITMAPRLE)buf, gpScreen, PAL_XY(rect.x, rect.y));

            if (rect.x < 0)
            {
               rect.x = 0;
            }
            if (rect.y < 0)
            {
               rect.y = 0;
            }

            VIDEO_UpdateScreen(&rect);
         }
      }
      g_TextLib.posDialogTitle = PAL_XY(iNumCharFace > 0 ? 80 : 12, 8);
      g_TextLib.posDialogText = PAL_XY(iNumCharFace > 0 ? 96 : 44, 26);
      break;

   case kDialogCenter:
      g_TextLib.posDialogText = PAL_XY(80, 40);
      break;

   case kDialogLower:
      if (iNumCharFace > 0)
      {
         //
         // Display the character face at the lower part of the screen
         //
         if (PAL_MKFReadChunk(buf, 16384, iNumCharFace, gpGlobals->f.fpRGM) > 0)
         {
            rect.x = 270 - PAL_RLEGetWidth((LPCBITMAPRLE)buf) / 2;
            rect.y = 144 - PAL_RLEGetHeight((LPCBITMAPRLE)buf) / 2;

            PAL_RLEBlitToSurface((LPCBITMAPRLE)buf, gpScreen, PAL_XY(rect.x, rect.y));

            VIDEO_UpdateScreen(NULL);
         }
      }
      g_TextLib.posDialogTitle = PAL_XY(iNumCharFace > 0 ? 4 : 12, 108);
      g_TextLib.posDialogText = PAL_XY(iNumCharFace > 0 ? 20 : 44, 126);
      break;

   case kDialogCenterWindow:
      g_TextLib.posDialogText = PAL_XY(160, 40);
      break;
   }

   g_TextLib.bDialogPosition = bDialogLocation;
}
示例#24
0
文件: global.c 项目: nbzwt/nPal
INT
PAL_LoadSavedGame(
   LPCSTR         szFileName
)
/*++
  Purpose:

    Load a saved game.

  Parameters:

    [IN]  szFileName - file name of saved game.

  Return value:

    0 if success, -1 if failed.

--*/
{
   FILE                     *fp;
   static SAVEDGAME       s;
   UINT32                    i;

   //
   // Try to open the specified file
   //
	
	fp = fopen(szFileName, "rb");
   if (fp == NULL)
   {
      return -1;
   }

   //
   // Read all data from the file and close.
   //
   fread(&s, sizeof(SAVEDGAME), 1, fp);
   fclose(fp);

   //
   // Adjust endianness
   //
   DO_BYTESWAP(&s, sizeof(SAVEDGAME));

   //
   // Cash amount is in DWORD, so do a wordswap in Big-Endian.
   //
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
   s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
#endif

   //
   // Get all the data from the saved game struct.
   //
   gpGlobals->viewport = PAL_XY(s.wViewportX, s.wViewportY);
   gpGlobals->wMaxPartyMemberIndex = s.nPartyMember;
   gpGlobals->wNumScene = s.wNumScene;
   gpGlobals->fNightPalette = (s.wPaletteOffset != 0);
   gpGlobals->wPartyDirection = s.wPartyDirection;
   gpGlobals->wNumMusic = s.wNumMusic;
   gpGlobals->wNumBattleMusic = s.wNumBattleMusic;
   gpGlobals->wNumBattleField = s.wNumBattleField;
   gpGlobals->wScreenWave = s.wScreenWave;
   gpGlobals->sWaveProgression = 0;
   gpGlobals->wCollectValue = s.wCollectValue;
   gpGlobals->wLayer = s.wLayer;
   gpGlobals->wChaseRange = s.wChaseRange;
   gpGlobals->wChasespeedChangeCycles = s.wChasespeedChangeCycles;
   gpGlobals->nFollower = s.nFollower;
   gpGlobals->dwCash = s.dwCash;
#ifndef PAL_CLASSIC
   gpGlobals->bBattleSpeed = s.wBattleSpeed;
   if (gpGlobals->bBattleSpeed > 5 || gpGlobals->bBattleSpeed == 0)
   {
      gpGlobals->bBattleSpeed = 2;
   }
#endif

   memcpy(gpGlobals->rgParty, s.rgParty, sizeof(gpGlobals->rgParty));
   memcpy(gpGlobals->rgTrail, s.rgTrail, sizeof(gpGlobals->rgTrail));
   gpGlobals->Exp = s.Exp;
   gpGlobals->g.PlayerRoles = s.PlayerRoles;
   memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
   memcpy(gpGlobals->rgInventory, s.rgInventory, sizeof(gpGlobals->rgInventory));
   memcpy(gpGlobals->g.rgScene, s.rgScene, sizeof(gpGlobals->g.rgScene));
   memcpy(gpGlobals->g.rgObject, s.rgObject, sizeof(gpGlobals->g.rgObject));
   memcpy(gpGlobals->g.lprgEventObject, s.rgEventObject,
      sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);

   gpGlobals->fEnteringScene = FALSE;

   PAL_CompressInventory();

   //
   // Success
   //
   
   return 0;
}
示例#25
0
文件: text.c 项目: kkspeed/sdlpal
VOID
PAL_ShowDialogText(
   LPCSTR       lpszText
)
/*++
  Purpose:

    Show one line of the dialog text.

  Parameters:

    [IN]  lpszText - the text to be shown.

  Return value:

    None.

--*/
{
   SDL_Rect        rect;
   int             x, y, len = strlen(lpszText);

   PAL_ClearKeyState();
   g_TextLib.bIcon = 0;

   if (gpGlobals->fInBattle && !g_fUpdatedInBattle)
   {
      //
      // Update the screen in battle, or the graphics may seem messed up
      //
      VIDEO_UpdateScreen(NULL);
      g_fUpdatedInBattle = TRUE;
   }

   if (g_TextLib.nCurrentDialogLine > 3)
   {
      //
      // The rest dialogs should be shown in the next page.
      //
      PAL_DialogWaitForKey();
      g_TextLib.nCurrentDialogLine = 0;
      VIDEO_RestoreScreen();
      VIDEO_UpdateScreen(NULL);
   }

   x = PAL_X(g_TextLib.posDialogText);
   y = PAL_Y(g_TextLib.posDialogText) + g_TextLib.nCurrentDialogLine * 18;

   if (g_TextLib.bDialogPosition == kDialogCenterWindow)
   {
      //
      // The text should be shown in a small window at the center of the screen
      //
#ifndef PAL_CLASSIC
      if (gpGlobals->fInBattle && g_Battle.BattleResult == kBattleResultOnGoing)
      {
         PAL_BattleUIShowText(lpszText, 1400);
      }
      else
#endif
      {
         PAL_POS    pos;
         LPBOX      lpBox;

         //
         // Create the window box
         //
         pos = PAL_XY(PAL_X(g_TextLib.posDialogText) - len * 4, PAL_Y(g_TextLib.posDialogText));
         lpBox = PAL_CreateSingleLineBox(pos, (len + 1) / 2, TRUE);

         rect.x = PAL_X(pos);
         rect.y = PAL_Y(pos);
         rect.w = 320 - rect.x * 2 + 32;
         rect.h = 64;

         //
         // Show the text on the screen
         //
         pos = PAL_XY(PAL_X(pos) + 8 + ((len & 1) << 2), PAL_Y(pos) + 10);
         PAL_DrawText(lpszText, pos, 0, FALSE, FALSE);
         VIDEO_UpdateScreen(&rect);

         PAL_DialogWaitForKey();

         //
         // Delete the box
         //
         PAL_DeleteBox(lpBox);
         VIDEO_UpdateScreen(&rect);

         PAL_EndDialog();
      }
   }
   else
   {
      if (g_TextLib.nCurrentDialogLine == 0 &&
         g_TextLib.bDialogPosition != kDialogCenter &&
         (BYTE)lpszText[len - 1] == 0x47 && (BYTE)lpszText[len - 2] == 0xA1)
      {
         //
         // name of character
         //
         PAL_DrawText(lpszText, g_TextLib.posDialogTitle, FONT_COLOR_CYAN_ALT, TRUE, TRUE);
      }
      else
      {
         //
         // normal texts
         //
         char text[3];

         if (!g_TextLib.fPlayingRNG && g_TextLib.nCurrentDialogLine == 0)
         {
            //
            // Save the screen before we show the first line of dialog
            //
            VIDEO_BackupScreen();
         }

         while (lpszText != NULL && *lpszText != '\0')
         {
            switch (*lpszText)
            {
            case '-':
               //
               // Set the font color to Cyan
               //
               if (g_TextLib.bCurrentFontColor == FONT_COLOR_CYAN)
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
               }
               else
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_CYAN;
               }
               lpszText++;
               break;

            case '\'':
               //
               // Set the font color to Red
               //
               if (g_TextLib.bCurrentFontColor == FONT_COLOR_RED)
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
               }
               else
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_RED;
               }
               lpszText++;
               break;

            case '\"':
               //
               // Set the font color to Yellow
               //
               if (g_TextLib.bCurrentFontColor == FONT_COLOR_YELLOW)
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_DEFAULT;
               }
               else
               {
                  g_TextLib.bCurrentFontColor = FONT_COLOR_YELLOW;
               }
               lpszText++;
               break;

            case '$':
               //
               // Set the delay time of text-displaying
               //
               g_TextLib.iDelayTime = atoi(lpszText + 1) * 10 / 7;
               lpszText += 3;
               break;

            case '~':
               //
               // Delay for a period and quit
               //
               UTIL_Delay(atoi(lpszText + 1) * 80 / 7);
               g_TextLib.nCurrentDialogLine = 0;
               g_TextLib.fUserSkip = FALSE;
               return; // don't go further

            case ')':
               //
               // Set the waiting icon
               //
               g_TextLib.bIcon = 1;
               lpszText++;
               break;

            case '(':
               //
               // Set the waiting icon
               //
               g_TextLib.bIcon = 2;
               lpszText++;
               break;

            case '\\':
               lpszText++;

            default:
               if (*lpszText & 0x80)
               {
                  text[0] = lpszText[0];
                  text[1] = lpszText[1];
                  text[2] = '\0';
                  lpszText += 2;
               }
               else
               {
                  text[0] = *lpszText;
                  text[1] = '\0';
                  lpszText++;
               }

               PAL_DrawText(text, PAL_XY(x, y), g_TextLib.bCurrentFontColor, TRUE, TRUE);
               x += ((text[0] & 0x80) ? 16 : 8);

               if (!g_TextLib.fUserSkip)
               {
                  PAL_ClearKeyState();
                  UTIL_Delay(g_TextLib.iDelayTime * 8);

                  if (g_InputState.dwKeyPress & (kKeySearch | kKeyMenu))
                  {
                     //
                     // User pressed a key to skip the dialog
                     //
                     g_TextLib.fUserSkip = TRUE;
                  }
               }
            }
         }

         g_TextLib.posIcon = PAL_XY(x, y);
         g_TextLib.nCurrentDialogLine++;
      }
   }
}
示例#26
0
文件: battle.c 项目: neonmori/sdlpalX
/*++
 Generate the battle scene into the scene buffer.
 --*/
VOID PAL_BattleMakeScene(void)
{
    int          i;
    PAL_POS      pos;
    LPBYTE       pSrc, pDst;
    BYTE         b;
    
    //
    // Draw the background
    //
    pSrc = g_Battle.lpBackground->pixels;
    pDst = g_Battle.lpSceneBuf->pixels;
    
    for (i = 0; i < g_Battle.lpSceneBuf->pitch * g_Battle.lpSceneBuf->h; i++)
    {
        b = (*pSrc & 0x0F);
        b += g_Battle.sBackgroundColorShift;
        
        if (b & 0x80)
        {
            b = 0;
        }
        else if (b & 0x70)
        {
            b = 0x0F;
        }
        
        *pDst = (b | (*pSrc & 0xF0));
        
        ++pSrc;
        ++pDst;
    }
    
    PAL_ApplyWave(g_Battle.lpSceneBuf);
    
    //
    // Draw the enemies
    //
    for (i = g_Battle.wMaxEnemyIndex; i >= 0; i--)
    {
        pos = g_Battle.rgEnemy[i].pos;
        
        if (g_Battle.rgEnemy[i].rgwStatus[kStatusConfused] > 0 &&
            g_Battle.rgEnemy[i].rgwStatus[kStatusSleep] == 0 &&
            g_Battle.rgEnemy[i].rgwStatus[kStatusParalyzed] == 0)
        {
            //
            // Enemy is confused
            //
            pos = PAL_XY(PAL_X(pos) + RandomLong(-1, 1), PAL_Y(pos));
        }
        
        pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)) / 2,
                     PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame)));
        
        if (g_Battle.rgEnemy[i].wObjectID != 0)
        {
            if (g_Battle.rgEnemy[i].iColorShift)
            {
                PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
                                          g_Battle.lpSceneBuf, pos, g_Battle.rgEnemy[i].iColorShift);
            }
            else
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgEnemy[i].lpSprite, g_Battle.rgEnemy[i].wCurrentFrame),
                                     g_Battle.lpSceneBuf, pos);
            }
        }
    }
    
    if (g_Battle.lpSummonSprite != NULL)
    {
        //
        // Draw the summoned god
        //
        pos = PAL_XY(PAL_X(g_Battle.posSummon) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)) / 2,
                     PAL_Y(g_Battle.posSummon) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame)));
        
        PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.lpSummonSprite, g_Battle.iSummonFrame),
                             g_Battle.lpSceneBuf, pos);
    }
    else
    {
        //
        // Draw the players
        //
        for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
        {
            pos = g_Battle.rgPlayer[i].pos;
            
            if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
                gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
            {
                //
                // Player is confused
                //
                continue;
            }
            
            pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
                         PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
            
            if (g_Battle.rgPlayer[i].iColorShift != 0)
            {
                PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                          g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
            }
            else if (g_Battle.iHidingTime == 0)
            {
                PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                     g_Battle.lpSceneBuf, pos);
            }
        }
        
        //
        // Confused players should be drawn on top of normal players
        //
        for (i = gpGlobals->wMaxPartyMemberIndex; i >= 0; i--)
        {
            if (gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusConfused] != 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusSleep] == 0 &&
                gpGlobals->rgPlayerStatus[gpGlobals->rgParty[i].wPlayerRole][kStatusParalyzed] == 0 &&
                gpGlobals->g.PlayerRoles.rgwHP[gpGlobals->rgParty[i].wPlayerRole] > 0)
            {
                //
                // Player is confused
                //
                pos = PAL_XY(PAL_X(g_Battle.rgPlayer[i].pos), PAL_Y(g_Battle.rgPlayer[i].pos) + RandomLong(-1, 1));
                pos = PAL_XY(PAL_X(pos) - PAL_RLEGetWidth(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)) / 2,
                             PAL_Y(pos) - PAL_RLEGetHeight(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame)));
                
                if (g_Battle.rgPlayer[i].iColorShift != 0)
                {
                    PAL_RLEBlitWithColorShift(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                              g_Battle.lpSceneBuf, pos, g_Battle.rgPlayer[i].iColorShift);
                }
                else if (g_Battle.iHidingTime == 0)
                {
                    PAL_RLEBlitToSurface(PAL_SpriteGetFrame(g_Battle.rgPlayer[i].lpSprite, g_Battle.rgPlayer[i].wCurrentFrame),
                                         g_Battle.lpSceneBuf, pos);
                }
            }
        }
    }
}
示例#27
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);
}
示例#28
0
文件: magicmenu.c 项目: nbzwt/nPal
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
}
示例#29
0
文件: res.c 项目: Ailick/socoolpal
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;
}
示例#30
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);
}