VOID PAL_InitResources( VOID ) /*++ Purpose: Initialze the resource manager. Parameters: None. Return value: None. --*/ { gpResources = (LPRESOURCES)UTIL_calloc(1, sizeof(RESOURCES)); }
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; }
/*++ 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); }
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); }
VOID PAL_LoadBattleSprites( VOID ) /*++ Purpose: Load all the loaded sprites. Parameters: None. Return value: None. --*/ { int i, l, x, y, s; FILE *fp; UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleSprites, "PAL_LoadBattleSprites", __FILE__, "start"); 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); UTIL_WriteLog(LOG_DEBUG, "[0x%08x][%s][%s] - %s", (long)PAL_LoadBattleSprites, "PAL_LoadBattleSprites", __FILE__, "end"); }
/*++ Initialze the resource manager. --*/ VOID PAL_InitResources(void) { gpResources = (LPRESOURCES)UTIL_calloc(1, sizeof(RESOURCES)); }