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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2009-2011, Wei Mingzhi <whistler_wmz@users.sf.net>.
// Copyright (c) 2011-2022, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Based on PALx Project by palxex.
// Copyright (c) 2006-2008, Pal Lockheart <palxex@gmail.com>.
//
#include "main.h"
BOOL g_fScriptSuccess = TRUE;
static int g_iCurEquipPart = -1;
static BOOL
PAL_NPCWalkTo(
WORD wEventObjectID,
INT x,
INT y,
INT h,
INT iSpeed
)
/*++
Purpose:
Make the specified event object walk to the map position specified by (x, y, h)
at the speed of iSpeed.
Parameters:
[IN] wEventObjectID - the event object to move.
[IN] x - Column number of the tile.
[IN] y - Line number in the map.
[IN] h - Each line in the map has two lines of tiles, 0 and 1.
(See map.h for details.)
[IN] iSpeed - the speed to move.
Return value:
TRUE if the event object has successfully moved to the specified position,
FALSE if still need more moving.
--*/
{
LPEVENTOBJECT pEvtObj;
int xOffset, yOffset;
pEvtObj = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
xOffset = (x * 32 + h * 16) - pEvtObj->x;
yOffset = (y * 16 + h * 8) - pEvtObj->y;
if (yOffset < 0)
{
pEvtObj->wDirection = ((xOffset < 0) ? kDirWest : kDirNorth);
}
else
{
pEvtObj->wDirection = ((xOffset < 0) ? kDirSouth: kDirEast);
}
if (abs(xOffset) < iSpeed * 2 || abs(yOffset) < iSpeed * 2)
{
pEvtObj->x = x * 32 + h * 16;
pEvtObj->y = y * 16 + h * 8;
}
else
{
PAL_NPCWalkOneStep(wEventObjectID, iSpeed);
}
if (pEvtObj->x == x * 32 + h * 16 && pEvtObj->y == y * 16 + h * 8)
{
pEvtObj->wCurrentFrameNum = 0;
return TRUE;
}
return FALSE;
}
static VOID
PAL_PartyWalkTo(
INT x,
INT y,
INT h,
INT iSpeed
)
/*++
Purpose:
Make the party walk to the map position specified by (x, y, h)
at the speed of iSpeed.
Parameters:
[IN] x - Column number of the tile.
[IN] y - Line number in the map.
[IN] h - Each line in the map has two lines of tiles, 0 and 1.
(See map.h for details.)
[IN] iSpeed - the speed to move.
Return value:
None.
--*/
{
int xOffset, yOffset, i, dx, dy;
DWORD t;
xOffset = x * 32 + h * 16 - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset);
yOffset = y * 16 + h * 8 - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset);
t = 0;
while (xOffset != 0 || yOffset != 0)
{
PAL_DelayUntil(t);
t = SDL_GetTicks() + FRAME_TIME;
//
// Store trail
//
for (i = 3; i >= 0; i--)
{
gpGlobals->rgTrail[i + 1] = gpGlobals->rgTrail[i];
}
gpGlobals->rgTrail[0].wDirection = gpGlobals->wPartyDirection;
gpGlobals->rgTrail[0].x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
gpGlobals->rgTrail[0].y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
if (yOffset < 0)
{
gpGlobals->wPartyDirection = ((xOffset < 0) ? kDirWest : kDirNorth);
}
else
{
gpGlobals->wPartyDirection = ((xOffset < 0) ? kDirSouth: kDirEast);
}
dx = PAL_X(gpGlobals->viewport);
dy = PAL_Y(gpGlobals->viewport);
if (abs(xOffset) <= iSpeed * 2)
{
dx += xOffset;
}
else
{
dx += iSpeed * (xOffset < 0 ? -2 : 2);
}
if (abs(yOffset) <= iSpeed)
{
dy += yOffset;
}
else
{
dy += iSpeed * (yOffset < 0 ? -1 : 1);
}
//
// Move the viewport
//
gpGlobals->viewport = PAL_XY(dx, dy);
PAL_UpdatePartyGestures(TRUE);
PAL_GameUpdate(FALSE);
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
xOffset = x * 32 + h * 16 - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset);
yOffset = y * 16 + h * 8 - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset);
}
PAL_UpdatePartyGestures(FALSE);
}
static VOID
PAL_PartyRideEventObject(
WORD wEventObjectID,
INT x,
INT y,
INT h,
INT iSpeed
)
/*++
Purpose:
Move the party to the specified position, riding the specified event object.
Parameters:
[IN] wEventObjectID - the event object to be ridden.
[IN] x - Column number of the tile.
[IN] y - Line number in the map.
[IN] h - Each line in the map has two lines of tiles, 0 and 1.
(See map.h for details.)
[IN] iSpeed - the speed to move.
Return value:
TRUE if the party and event object has successfully moved to the specified
position, FALSE if still need more moving.
--*/
{
int xOffset, yOffset, dx, dy, i;
DWORD t;
LPEVENTOBJECT p;
p = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
xOffset = x * 32 + h * 16 - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset);
yOffset = y * 16 + h * 8 - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset);
t = 0;
while (xOffset != 0 || yOffset != 0)
{
PAL_DelayUntil(t);
t = SDL_GetTicks() + FRAME_TIME;
if (yOffset < 0)
{
gpGlobals->wPartyDirection = ((xOffset < 0) ? kDirWest : kDirNorth);
}
else
{
gpGlobals->wPartyDirection = ((xOffset < 0) ? kDirSouth: kDirEast);
}
if (abs(xOffset) > iSpeed * 2)
{
dx = iSpeed * (xOffset < 0 ? -2 : 2);
}
else
{
dx = xOffset;
}
if (abs(yOffset) > iSpeed)
{
dy = iSpeed * (yOffset < 0 ? -1 : 1);
}
else
{
dy = yOffset;
}
//
// Store trail
//
for (i = 3; i >= 0; i--)
{
gpGlobals->rgTrail[i + 1] = gpGlobals->rgTrail[i];
}
gpGlobals->rgTrail[0].wDirection = gpGlobals->wPartyDirection;
gpGlobals->rgTrail[0].x = PAL_X(gpGlobals->viewport) + dx + PAL_X(gpGlobals->partyoffset);
gpGlobals->rgTrail[0].y = PAL_Y(gpGlobals->viewport) + dy + PAL_Y(gpGlobals->partyoffset);
//
// Move the viewport
//
gpGlobals->viewport =
PAL_XY(PAL_X(gpGlobals->viewport) + dx, PAL_Y(gpGlobals->viewport) + dy);
p->x += dx;
p->y += dy;
PAL_GameUpdate(FALSE);
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
xOffset = x * 32 + h * 16 - PAL_X(gpGlobals->viewport) - PAL_X(gpGlobals->partyoffset);
yOffset = y * 16 + h * 8 - PAL_Y(gpGlobals->viewport) - PAL_Y(gpGlobals->partyoffset);
}
}
static VOID
PAL_MonsterChasePlayer(
WORD wEventObjectID,
WORD wSpeed,
WORD wChaseRange,
BOOL fFloating
)
/*++
Purpose:
Make the specified event object chase the players.
Parameters:
[IN] wEventObjectID - the event object ID of the monster.
[IN] wSpeed - the speed of chasing.
[IN] wChaseRange - sensitive range of the monster.
[IN] fFloating - TRUE if monster is floating (i.e., ignore the obstacles)
Return value:
None.
--*/
{
LPEVENTOBJECT pEvtObj = &gpGlobals->g.lprgEventObject[wEventObjectID - 1];
WORD wMonsterSpeed = 0, prevx, prevy;
int x, y, i, j, l;
if (gpGlobals->wChaseRange != 0)
{
x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset) - pEvtObj->x;
y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset) - pEvtObj->y;
if (x == 0)
{
x = RandomLong(0, 1) ? -1 : 1;
}
if (y == 0)
{
y = RandomLong(0, 1) ? -1 : 1;
}
prevx = pEvtObj->x;
prevy = pEvtObj->y;
i = prevx % 32;
j = prevy % 16;
prevx /= 32;
prevy /= 16;
l = 0;
if (i + j * 2 >= 16)
{
if (i + j * 2 >= 48)
{
prevx++;
prevy++;
}
else if (32 - i + j * 2 < 16)
{
prevx++;
}
else if (32 - i + j * 2 < 48)
{
l = 1;
}
else
{
prevy++;
}
}
prevx = prevx * 32 + l * 16;
prevy = prevy * 16 + l * 8;
//
// Is the party near to the event object?
//
if (abs(x) + abs(y) * 2 < wChaseRange * 32 * gpGlobals->wChaseRange)
{
if (x < 0)
{
if (y < 0)
{
pEvtObj->wDirection = kDirWest;
}
else
{
pEvtObj->wDirection = kDirSouth;
}
}
else
{
if (y < 0)
{
pEvtObj->wDirection = kDirNorth;
}
else
{
pEvtObj->wDirection = kDirEast;
}
}
if (x != 0)
{
x = pEvtObj->x + x / abs(x) * 16;
}
else
{
x = pEvtObj->x;
}
if (y != 0)
{
y = pEvtObj->y + y / abs(y) * 8;
}
else
{
y = pEvtObj->y;
}
if (fFloating)
{
wMonsterSpeed = wSpeed;
}
else
{
if (!PAL_CheckObstacle(PAL_XY(x, y), TRUE, wEventObjectID))
{
wMonsterSpeed = wSpeed;
}
else
{
pEvtObj->x = prevx;
pEvtObj->y = prevy;
}
for (l = 0; l < 4; l++)
{
switch (l)
{
case 0:
pEvtObj->x -= 4;
pEvtObj->y += 2;
break;
case 1:
pEvtObj->x -= 4;
pEvtObj->y -= 2;
break;
case 2:
pEvtObj->x += 4;
pEvtObj->y -= 2;
break;
case 3:
pEvtObj->x += 4;
pEvtObj->y += 2;
break;
}
if (PAL_CheckObstacle(PAL_XY(pEvtObj->x, pEvtObj->y), FALSE, 0))
{
pEvtObj->x = prevx;
pEvtObj->y = prevy;
}
}
}
}
}
PAL_NPCWalkOneStep(wEventObjectID, wMonsterSpeed);
}
VOID
PAL_AdditionalCredits(
VOID
)
/*++
Purpose:
Show the additional credits.
Parameters:
None.
Return value:
None.
--*/
{
LPCWSTR rgszcps[][CP_MAX] = {
// Traditional Chinese, Simplified Chinese
{ L"", L"", /*L""*/ },
{ L" 經典特別篇 ",
L" 经典特别篇 ",
//L" \x30AF\x30E9\x30B7\x30C3\x30AF\x7279\x5225\x7DE8 "
},
{ L"", L"", /*L""*/ },
{ L"", L"", /*L""*/ },
{ L"", L"", /*L""*/ },
{ L"", L"", /*L""*/ },
{ L"", L"", /*L""*/ },
{ L"", L"", /*L""*/ },
{ L" 本程式是自由軟體,按照 GNU General",
L" 本程序是自由软件,按照 GNU General",
//L" \x3053\x306E\x30D7\x30ED\x30B0\x30E9\x30E0\x306F\x81EA\x7531\x30BD\x30D5\x30C8\x30A6\x30A7\x30A2\x3067\x3059\x3001"
},
{ L" Public License v3 或更高版本發佈",
L" Public License v3 或更高版本发布",
//L" GNU General Public License v3 \x306E\x4E0B\x3067"
},
{ L"", L"", /*L" \x914D\x5E03\x3055\x308C\x3066\x3044\x307E\x3059\x3002"*/ },
{ L" ...按 Enter 結束",
L" ...按 Enter 结束",
//L" ...Enter\x30AD\x30FC\x3092\x62BC\x3057\x3066\x7D42\x4E86\x3057\x307E\x3059"
},
};
LPCWSTR rgszStrings[] = {
L" SDLPAL (http://sdlpal.github.io/)",
#ifdef PAL_CLASSIC
L"%ls(" WIDETEXT(__DATE__) L")",
#else
L" (" WIDETEXT(__DATE__) L")",
#endif
L" ",
L" (c) 2009-2011, Wei Mingzhi",
L" <whistler_wmz@users.sf.net>.",
L" (c) 2011-2021, SDLPAL Team",
L"%ls", // Porting information line 1
L"%ls", // Porting information line 2
L"%ls", // GNU line 1
L"%ls", // GNU line 2
L"%ls", // GNU line 3
L"%ls", // Press Enter to continue
};
int i = 0;
PAL_DrawOpeningMenuBackground();
for (i = 0; i < 12; i++)
{
WCHAR buffer[48];
PAL_swprintf(buffer, sizeof(buffer) / sizeof(WCHAR), rgszStrings[i], gConfig.pszMsgFile ? g_rcCredits[i] : rgszcps[i][PAL_GetCodePage()]);
PAL_DrawText(buffer, PAL_XY(0, 2 + i * 16), DESCTEXT_COLOR, TRUE, FALSE, FALSE);
}
PAL_SetPalette(0, FALSE);
VIDEO_UpdateScreen(NULL);
PAL_WaitForKey(0);
}
static WORD
PAL_InterpretInstruction(
WORD wScriptEntry,
WORD wEventObjectID
)
/*++
Purpose:
Interpret and execute one instruction in the script.
Parameters:
[IN] wScriptEntry - The script entry to execute.
[IN] wEventObjectID - The event object ID which invoked the script.
Return value:
The address of the next script instruction to execute.
--*/
{
LPEVENTOBJECT pEvtObj, pCurrent;
LPSCRIPTENTRY pScript;
int iPlayerRole, i, j, x, y;
WORD w, wCurEventObjectID;
pScript = &(gpGlobals->g.lprgScriptEntry[wScriptEntry]);
if (wEventObjectID != 0)
{
pEvtObj = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
}
else
{
pEvtObj = NULL;
}
if (pScript->rgwOperand[0] == 0 || pScript->rgwOperand[0] == 0xFFFF)
{
pCurrent = pEvtObj;
wCurEventObjectID = wEventObjectID;
}
else
{
i = pScript->rgwOperand[0] - 1;
if (i > 0x9000)
{
// HACK for Dream 2.11 to avoid crash
i -= 0x9000;
}
pCurrent = &(gpGlobals->g.lprgEventObject[i]);
wCurEventObjectID = pScript->rgwOperand[0];
}
if (pScript->rgwOperand[0] < MAX_PLAYABLE_PLAYER_ROLES)
{
iPlayerRole = gpGlobals->rgParty[pScript->rgwOperand[0]].wPlayerRole;
}
else
{
iPlayerRole = gpGlobals->rgParty[0].wPlayerRole;
}
switch (pScript->wOperation)
{
case 0x000B:
case 0x000C:
case 0x000D:
case 0x000E:
//
// walk one step
//
pEvtObj->wDirection = pScript->wOperation - 0x000B;
PAL_NPCWalkOneStep(wEventObjectID, 2);
break;
case 0x000F:
//
// Set the direction and/or gesture for event object
//
if (pScript->rgwOperand[0] != 0xFFFF)
{
pEvtObj->wDirection = pScript->rgwOperand[0];
}
if (pScript->rgwOperand[1] != 0xFFFF)
{
pEvtObj->wCurrentFrameNum = pScript->rgwOperand[1];
}
break;
case 0x0010:
//
// Walk straight to the specified position
//
if (!PAL_NPCWalkTo(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 3))
{
wScriptEntry--;
}
break;
case 0x0011:
//
// Walk straight to the specified position, at a lower speed
//
if ((wEventObjectID & 1) ^ (gpGlobals->dwFrameNum & 1))
{
if (!PAL_NPCWalkTo(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 2))
{
wScriptEntry--;
}
}
else
{
wScriptEntry--;
}
break;
case 0x0012:
//
// Set the position of the event object, relative to the party
//
pCurrent->x =
pScript->rgwOperand[1] + PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
pCurrent->y =
pScript->rgwOperand[2] + PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
break;
case 0x0013:
//
// Set the position of the event object
//
pCurrent->x = pScript->rgwOperand[1];
pCurrent->y = pScript->rgwOperand[2];
break;
case 0x0014:
//
// Set the gesture of the event object
//
pEvtObj->wCurrentFrameNum = pScript->rgwOperand[0];
pEvtObj->wDirection = kDirSouth;
break;
case 0x0015:
//
// Set the direction and gesture for a party member
//
gpGlobals->wPartyDirection = pScript->rgwOperand[0];
gpGlobals->rgParty[pScript->rgwOperand[2]].wFrame =
gpGlobals->wPartyDirection * 3 + pScript->rgwOperand[1];
break;
case 0x0016:
//
// Set the direction and gesture for an event object
//
if (pScript->rgwOperand[0] != 0)
{
pCurrent->wDirection = pScript->rgwOperand[1];
pCurrent->wCurrentFrameNum = pScript->rgwOperand[2];
}
break;
case 0x0017:
//
// set the player's extra attribute
//
{
WORD *p;
i = pScript->rgwOperand[0] - 0xB;
p = (WORD *)(&gpGlobals->rgEquipmentEffect[i]); // HACKHACK
p[pScript->rgwOperand[1] * MAX_PLAYER_ROLES + wEventObjectID] =
(SHORT)pScript->rgwOperand[2];
}
break;
case 0x0018:
//
// Equip the selected item
//
i = pScript->rgwOperand[0] - 0x0B;
g_iCurEquipPart = i;
//
// The wEventObjectID parameter here should indicate the player role
//
PAL_RemoveEquipmentEffect(wEventObjectID, i);
if (gpGlobals->g.PlayerRoles.rgwEquipment[i][wEventObjectID] != pScript->rgwOperand[1])
{
w = gpGlobals->g.PlayerRoles.rgwEquipment[i][wEventObjectID];
gpGlobals->g.PlayerRoles.rgwEquipment[i][wEventObjectID] = pScript->rgwOperand[1];
PAL_AddItemToInventory(pScript->rgwOperand[1], -1);
if (w != 0)
{
PAL_AddItemToInventory(w, 1);
}
gpGlobals->wLastUnequippedItem = w;
}
break;
case 0x0019:
//
// Increase/decrease the player's attribute
//
{
WORD *p = (WORD *)(&gpGlobals->g.PlayerRoles); // HACKHACK
if (pScript->rgwOperand[2] == 0)
{
iPlayerRole = wEventObjectID;
}
else
{
iPlayerRole = pScript->rgwOperand[2] - 1;
}
p[pScript->rgwOperand[0] * MAX_PLAYER_ROLES + iPlayerRole] +=
(SHORT)pScript->rgwOperand[1];
}
break;
case 0x001A:
//
// Set player's stat
//
{
WORD *p = (WORD *)(&gpGlobals->g.PlayerRoles); // HACKHACK
if (g_iCurEquipPart != -1)
{
//
// In the progress of equipping items
//
p = (WORD *)&(gpGlobals->rgEquipmentEffect[g_iCurEquipPart]);
}
if (pScript->rgwOperand[2] == 0)
{
//
// Apply to the current player. The wEventObjectID should
// indicate the player role.
//
iPlayerRole = wEventObjectID;
}
else
{
iPlayerRole = pScript->rgwOperand[2] - 1;
}
p[pScript->rgwOperand[0] * MAX_PLAYER_ROLES + iPlayerRole] =
(SHORT)pScript->rgwOperand[1];
}
break;
case 0x001B:
//
// Increase/decrease player's HP
//
if (pScript->rgwOperand[0])
{
g_fScriptSuccess = FALSE;
//
// Apply to everyone
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
if (PAL_IncreaseHPMP(w, (SHORT)(pScript->rgwOperand[1]), 0))
g_fScriptSuccess = TRUE;
}
}
else
{
//
// Apply to one player. The wEventObjectID parameter should indicate the player role.
//
if (!PAL_IncreaseHPMP(wEventObjectID, (SHORT)(pScript->rgwOperand[1]), 0))
{
g_fScriptSuccess = FALSE;
}
}
break;
case 0x001C:
//
// Increase/decrease player's MP
//
if (pScript->rgwOperand[0])
{
//
// Apply to everyone
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
PAL_IncreaseHPMP(w, 0, (SHORT)(pScript->rgwOperand[1]));
}
}
else
{
//
// Apply to one player. The wEventObjectID parameter should indicate the player role.
//
if (!PAL_IncreaseHPMP(wEventObjectID, 0, (SHORT)(pScript->rgwOperand[1])))
{
g_fScriptSuccess = FALSE;
}
}
break;
case 0x001D:
//
// Increase/decrease player's HP and MP
//
if (pScript->rgwOperand[0])
{
//
// Apply to everyone
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
PAL_IncreaseHPMP(w,
(SHORT)(pScript->rgwOperand[1]), (SHORT)(pScript->rgwOperand[1]));
}
}
else
{
//
// Apply to one player. The wEventObjectID parameter should indicate the player role.
//
if (!PAL_IncreaseHPMP(wEventObjectID,
(SHORT)(pScript->rgwOperand[1]), (SHORT)(pScript->rgwOperand[1])))
{
g_fScriptSuccess = FALSE;
}
}
break;
case 0x001E:
//
// Increase or decrease cash by the specified amount
//
if ((SHORT)(pScript->rgwOperand[0]) < 0 &&
gpGlobals->dwCash < (WORD)(-(SHORT)(pScript->rgwOperand[0])))
{
//
// not enough cash
//
wScriptEntry = pScript->rgwOperand[1] - 1;
}
else
{
gpGlobals->dwCash += (SHORT)(pScript->rgwOperand[0]);
}
break;
case 0x001F:
//
// Add item to inventory
//
PAL_AddItemToInventory(pScript->rgwOperand[0], (SHORT)(pScript->rgwOperand[1]));
break;
case 0x0020:
//
// Remove item from inventory
//
x = pScript->rgwOperand[1];
if (x == 0)
{
x = 1;
}
if (x <= PAL_CountItem(pScript->rgwOperand[0]) || pScript->rgwOperand[2] == 0)
{
if (!PAL_AddItemToInventory(pScript->rgwOperand[0], -x))
{
//
// Try removing equipped item
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
for (j = 0; j < MAX_PLAYER_EQUIPMENTS; j++)
{
if (gpGlobals->g.PlayerRoles.rgwEquipment[j][w] == pScript->rgwOperand[0])
{
PAL_RemoveEquipmentEffect(w, j);
gpGlobals->g.PlayerRoles.rgwEquipment[j][w] = 0;
if (--x == 0)
{
i = 9999;
break;
}
}
}
}
}
}
else
wScriptEntry = pScript->rgwOperand[2] - 1;
break;
case 0x0021:
//
// Inflict damage to the enemy
//
if (pScript->rgwOperand[0])
{
//
// Inflict damage to all enemies
//
for (i = 0;i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID != 0)
{
g_Battle.rgEnemy[i].e.wHealth -= pScript->rgwOperand[1];
}
}
}
else
{
//
// Inflict damage to one enemy
//
g_Battle.rgEnemy[wEventObjectID].e.wHealth -= pScript->rgwOperand[1];
}
break;
case 0x0022:
//
// Revive player
//
if (pScript->rgwOperand[0])
{
//
// Apply to everyone
//
g_fScriptSuccess = FALSE;
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
if (gpGlobals->g.PlayerRoles.rgwHP[w] == 0)
{
gpGlobals->g.PlayerRoles.rgwHP[w] =
gpGlobals->g.PlayerRoles.rgwMaxHP[w] * pScript->rgwOperand[1] / 10;
PAL_CurePoisonByLevel(w, 3);
for (x = 0; x < kStatusAll; x++)
{
PAL_RemovePlayerStatus(w, x);
}
g_fScriptSuccess = TRUE;
}
}
}
else
{
//
// Apply to one player
//
if (gpGlobals->g.PlayerRoles.rgwHP[wEventObjectID] == 0)
{
gpGlobals->g.PlayerRoles.rgwHP[wEventObjectID] =
gpGlobals->g.PlayerRoles.rgwMaxHP[wEventObjectID] * pScript->rgwOperand[1] / 10;
PAL_CurePoisonByLevel(wEventObjectID, 3);
for (x = 0; x < kStatusAll; x++)
{
PAL_RemovePlayerStatus(wEventObjectID, x);
}
}
else
{
g_fScriptSuccess = FALSE;
}
}
break;
case 0x0023:
//
// Remove equipment from the specified player
//
if (pScript->rgwOperand[1] == 0)
{
//
// Remove all equipments
//
for (i = 0; i < MAX_PLAYER_EQUIPMENTS; i++)
{
w = gpGlobals->g.PlayerRoles.rgwEquipment[i][iPlayerRole];
if (w != 0)
{
PAL_AddItemToInventory(w, 1);
gpGlobals->g.PlayerRoles.rgwEquipment[i][iPlayerRole] = 0;
}
PAL_RemoveEquipmentEffect(iPlayerRole, i);
}
}
else
{
w = gpGlobals->g.PlayerRoles.rgwEquipment[pScript->rgwOperand[1] - 1][iPlayerRole];
if (w != 0)
{
PAL_RemoveEquipmentEffect(iPlayerRole, pScript->rgwOperand[1] - 1);
PAL_AddItemToInventory(w, 1);
gpGlobals->g.PlayerRoles.rgwEquipment[pScript->rgwOperand[1] - 1][iPlayerRole] = 0;
}
}
break;
case 0x0024:
//
// Set the autoscript entry address for an event object
//
if (pScript->rgwOperand[0] != 0)
{
pCurrent->wAutoScript = pScript->rgwOperand[1];
}
break;
case 0x0025:
//
// Set the trigger script entry address for an event object
//
if (pScript->rgwOperand[0] != 0)
{
pCurrent->wTriggerScript = pScript->rgwOperand[1];
}
break;
case 0x0026:
//
// Show the buy item menu
//
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
PAL_BuyMenu(pScript->rgwOperand[0]);
break;
case 0x0027:
//
// Show the sell item menu
//
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
PAL_SellMenu();
break;
case 0x0028:
//
// Apply poison to enemy
//
if (pScript->rgwOperand[0])
{
//
// Apply to everyone
//
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
w = g_Battle.rgEnemy[i].wObjectID;
if (w == 0)
{
continue;
}
if (RandomLong(0, 9) >=
gpGlobals->g.rgObject[w].enemy.wResistanceToSorcery)
{
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID ==
pScript->rgwOperand[1])
{
break;
}
}
if (j >= MAX_POISONS)
{
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID == 0)
{
g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID = pScript->rgwOperand[1];
g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript =
PAL_RunTriggerScript(gpGlobals->g.rgObject[pScript->rgwOperand[1]].poison.wEnemyScript, wEventObjectID);
break;
}
}
}
}
}
}
else
{
//
// Apply to one enemy
//
w = g_Battle.rgEnemy[wEventObjectID].wObjectID;
if (RandomLong(0, 9) >=
gpGlobals->g.rgObject[w].enemy.wResistanceToSorcery)
{
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonID ==
pScript->rgwOperand[1])
{
break;
}
}
if (j >= MAX_POISONS)
{
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonID == 0)
{
g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonID = pScript->rgwOperand[1];
g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonScript =
PAL_RunTriggerScript(gpGlobals->g.rgObject[pScript->rgwOperand[1]].poison.wEnemyScript, wEventObjectID);
break;
}
}
}
}
}
break;
case 0x0029:
//
// Apply poison to player
//
if (pScript->rgwOperand[0])
{
//
// Apply to everyone
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
if (RandomLong(1, 100) > PAL_GetPlayerPoisonResistance(w))
{
PAL_AddPoisonForPlayer(w, pScript->rgwOperand[1]);
}
}
}
else
{
//
// Apply to one player
//
if (RandomLong(1, 100) > PAL_GetPlayerPoisonResistance(wEventObjectID))
{
PAL_AddPoisonForPlayer(wEventObjectID, pScript->rgwOperand[1]);
}
}
break;
case 0x002A:
//
// Cure poison by object ID for enemy
//
if (pScript->rgwOperand[0])
{
//
// Apply to all enemies
//
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID == 0)
{
continue;
}
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID == pScript->rgwOperand[1])
{
g_Battle.rgEnemy[i].rgPoisons[j].wPoisonID = 0;
g_Battle.rgEnemy[i].rgPoisons[j].wPoisonScript = 0;
break;
}
}
}
}
else
{
//
// Apply to one enemy
//
for (j = 0; j < MAX_POISONS; j++)
{
if (g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonID == pScript->rgwOperand[1])
{
g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonID = 0;
g_Battle.rgEnemy[wEventObjectID].rgPoisons[j].wPoisonScript = 0;
break;
}
}
}
break;
case 0x002B:
//
// Cure poison by object ID for player
//
if (pScript->rgwOperand[0])
{
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
PAL_CurePoisonByKind(w, pScript->rgwOperand[1]);
}
}
else
{
PAL_CurePoisonByKind(wEventObjectID, pScript->rgwOperand[1]);
}
break;
case 0x002C:
//
// Cure poisons by level
//
if (pScript->rgwOperand[0])
{
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
PAL_CurePoisonByLevel(w, pScript->rgwOperand[1]);
}
}
else
{
PAL_CurePoisonByLevel(wEventObjectID, pScript->rgwOperand[1]);
}
break;
case 0x002D:
//
// Set the status for player
//
PAL_SetPlayerStatus(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1]);
break;
case 0x002E:
//
// Set the status for enemy
//
w = g_Battle.rgEnemy[wEventObjectID].wObjectID;
#ifdef PAL_CLASSIC
i = 9;
#else
i = ((pScript->rgwOperand[0] == kStatusSlow) ? 14 : 9);
#endif
if (RandomLong(0, i) > gpGlobals->g.rgObject[w].enemy.wResistanceToSorcery)
{
g_Battle.rgEnemy[wEventObjectID].rgwStatus[pScript->rgwOperand[0]] = pScript->rgwOperand[1];
}
else
{
wScriptEntry = pScript->rgwOperand[2] - 1;
}
break;
case 0x002F:
//
// Remove player's status
//
PAL_RemovePlayerStatus(wEventObjectID, pScript->rgwOperand[0]);
break;
case 0x0030:
//
// Increase player's stat temporarily by percent
//
{
WORD *p = (WORD *)(&gpGlobals->rgEquipmentEffect[kBodyPartExtra]); // HACKHACK
WORD *p1 = (WORD *)(&gpGlobals->g.PlayerRoles);
if (pScript->rgwOperand[2] == 0)
{
iPlayerRole = wEventObjectID;
}
else
{
iPlayerRole = pScript->rgwOperand[2] - 1;
}
p[pScript->rgwOperand[0] * MAX_PLAYER_ROLES + iPlayerRole] =
p1[pScript->rgwOperand[0] * MAX_PLAYER_ROLES + iPlayerRole] *
(SHORT)pScript->rgwOperand[1] / 100;
}
break;
case 0x0031:
//
// Change battle sprite temporarily for player
//
gpGlobals->rgEquipmentEffect[kBodyPartExtra].rgwSpriteNumInBattle[wEventObjectID] =
pScript->rgwOperand[0];
break;
case 0x0033:
//
// collect the enemy for items
//
if (g_Battle.rgEnemy[wEventObjectID].e.wCollectValue != 0)
{
gpGlobals->wCollectValue +=
g_Battle.rgEnemy[wEventObjectID].e.wCollectValue;
}
else
{
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0034:
//
// Transform collected enemies into items
//
if (gpGlobals->wCollectValue > 0)
{
WCHAR s[256];
#ifdef PAL_CLASSIC
i = RandomLong(1, gpGlobals->wCollectValue);
if (i > 9)
{
i = 9;
}
#else
i = RandomLong(1, 9);
if (i > gpGlobals->wCollectValue)
{
i = gpGlobals->wCollectValue;
}
#endif
gpGlobals->wCollectValue -= i;
i--;
PAL_AddItemToInventory(gpGlobals->g.lprgStore[0].rgwItems[i], 1);
g_TextLib.iDialogShadow = 5;
PAL_StartDialogWithOffset(kDialogCenterWindow, 0, 0, FALSE, 0, -10);
PAL_swprintf(s, sizeof(s) / sizeof(WCHAR), L"%ls@%ls@", PAL_GetWord(42),
PAL_GetWord(gpGlobals->g.lprgStore[0].rgwItems[i]));
LPCBITMAPRLE pBG = PAL_SpriteGetFrame(gpSpriteUI, SPRITENUM_ITEMBOX);
INT iBGWidth = PAL_RLEGetWidth(pBG), iBGHeight = PAL_RLEGetHeight(pBG);
INT iBG_X = (320 - iBGWidth) / 2, iBG_Y = (200 - iBGHeight) / 2;
PAL_POS pos = PAL_XY(iBG_X, iBG_Y);
SDL_Rect rect = {iBG_X, iBG_Y, iBGWidth, iBGHeight};
PAL_RLEBlitToSurface(pBG, gpScreen, pos);
WORD wObject = gpGlobals->g.lprgStore[0].rgwItems[i];
static WORD wPrevImageIndex = 0xFFFF;
static BYTE bufImage[2048];
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(PAL_X(pos)+8, PAL_Y(pos)+7));
}
VIDEO_UpdateScreen(&rect);
PAL_ShowDialogText(s);
g_TextLib.iDialogShadow = 0;
}
else
{
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0035:
//
// Shake the screen
//
i = pScript->rgwOperand[1];
if (i == 0)
{
i = 4;
}
VIDEO_ShakeScreen(pScript->rgwOperand[0], i);
if (!pScript->rgwOperand[0])
{
VIDEO_UpdateScreen(NULL);
}
break;
case 0x0036:
//
// Set the current playing RNG animation
//
gpGlobals->iCurPlayingRNG = pScript->rgwOperand[0];
break;
case 0x0037:
//
// Play RNG animation
//
PAL_RNGPlay(gpGlobals->iCurPlayingRNG,
pScript->rgwOperand[0],
pScript->rgwOperand[1] > 0 ? pScript->rgwOperand[1] : -1,
pScript->rgwOperand[2] > 0 ? pScript->rgwOperand[2] : 16);
break;
case 0x0038:
//
// Teleport the party out of the scene
//
if (!gpGlobals->fInBattle &&
gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wScriptOnTeleport != 0)
{
PAL_RunTriggerScript(gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wScriptOnTeleport, 0xFFFF);
}
else
{
//
// failed
//
g_fScriptSuccess = FALSE;
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0039:
//
// Drain HP from enemy
//
w = gpGlobals->rgParty[g_Battle.wMovingPlayerIndex].wPlayerRole;
g_Battle.rgEnemy[wEventObjectID].e.wHealth -= pScript->rgwOperand[0];
gpGlobals->g.PlayerRoles.rgwHP[w] += pScript->rgwOperand[0];
if (gpGlobals->g.PlayerRoles.rgwHP[w] > gpGlobals->g.PlayerRoles.rgwMaxHP[w])
{
gpGlobals->g.PlayerRoles.rgwHP[w] = gpGlobals->g.PlayerRoles.rgwMaxHP[w];
}
break;
case 0x003A:
//
// Player flee from the battle
//
if (g_Battle.fIsBoss)
{
//
// Cannot flee from bosses
//
wScriptEntry = pScript->rgwOperand[0] - 1;
}
else
{
PAL_BattlePlayerEscape();
}
break;
case 0x003F:
//
// Ride the event object to the specified position, at a low speed
//
PAL_PartyRideEventObject(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 2);
break;
case 0x0040:
//
// set the trigger method for a event object
//
if (pScript->rgwOperand[0] != 0)
{
pCurrent->wTriggerMode = pScript->rgwOperand[1];
}
break;
case 0x0041:
//
// Mark the script as failed
//
g_fScriptSuccess = FALSE;
break;
case 0x0042:
//
// Simulate a magic for player
//
i = (SHORT)(pScript->rgwOperand[2]) - 1;
if (i < 0)
{
i = wEventObjectID;
}
PAL_BattleSimulateMagic(i, pScript->rgwOperand[0], pScript->rgwOperand[1]);
break;
case 0x0043:
//
// Set background music
//
gpGlobals->wNumMusic = pScript->rgwOperand[0];
AUDIO_PlayMusic(pScript->rgwOperand[0], pScript->rgwOperand[1] != 1, (pScript->rgwOperand[1] == 3 && pScript->rgwOperand[0] != 9) ? 3.0f : 0.0f);
break;
case 0x0044:
//
// Ride the event object to the specified position, at the normal speed
//
PAL_PartyRideEventObject(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 4);
break;
case 0x0045:
//
// Set battle music
//
gpGlobals->wNumBattleMusic = pScript->rgwOperand[0];
break;
case 0x0046:
//
// Set the party position on the map
//
{
int xOffset, yOffset, x, y;
xOffset =
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirSouth)
? 16 : -16);
yOffset =
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirNorth)
? 8 : -8);
x = pScript->rgwOperand[0] * 32 + pScript->rgwOperand[2] * 16;
y = pScript->rgwOperand[1] * 16 + pScript->rgwOperand[2] * 8;
x -= PAL_X(gpGlobals->partyoffset);
y -= PAL_Y(gpGlobals->partyoffset);
gpGlobals->viewport = PAL_XY(x, y);
x = PAL_X(gpGlobals->partyoffset);
y = PAL_Y(gpGlobals->partyoffset);
for (i = 0; i < MAX_PLAYABLE_PLAYER_ROLES; i++)
{
gpGlobals->rgParty[i].x = x;
gpGlobals->rgParty[i].y = y;
gpGlobals->rgTrail[i].x = x + PAL_X(gpGlobals->viewport);
gpGlobals->rgTrail[i].y = y + PAL_Y(gpGlobals->viewport);
gpGlobals->rgTrail[i].wDirection = gpGlobals->wPartyDirection;
x += xOffset;
y += yOffset;
}
}
break;
case 0x0047:
//
// Play sound effect
//
AUDIO_PlaySound(pScript->rgwOperand[0]);
break;
case 0x0049:
//
// Set the state of event object
//
if (pScript->rgwOperand[0] != 0)
pCurrent->sState = pScript->rgwOperand[1];
break;
case 0x004A:
//
// Set the current battlefield
//
gpGlobals->wNumBattleField = pScript->rgwOperand[0];
break;
case 0x004B:
//
// Nullify the event object for a short while
//
pEvtObj->sVanishTime = -15;
break;
case 0x004C:
//
// chase the player
//
i = pScript->rgwOperand[0]; // max. distance
j = pScript->rgwOperand[1]; // speed
if (i == 0)
{
i = 8;
}
if (j == 0)
{
j = 4;
}
PAL_MonsterChasePlayer(wEventObjectID, j, i, pScript->rgwOperand[2]);
break;
case 0x004D:
//
// wait for any key
//
PAL_WaitForKey(0);
break;
case 0x004E:
//
// Load the last saved game
//
PAL_FadeOut(1);
PAL_ReloadInNextTick(gpGlobals->bCurrentSaveSlot);
return 0; // don't go further
case 0x004F:
//
// Fade the screen to red color (game over)
//
PAL_FadeToRed();
break;
case 0x0050:
//
// screen fade out
//
VIDEO_UpdateScreen(NULL);
PAL_FadeOut(pScript->rgwOperand[0] ? pScript->rgwOperand[0] : 1);
gpGlobals->fNeedToFadeIn = TRUE;
break;
case 0x0051:
//
// screen fade in
//
VIDEO_UpdateScreen(NULL);
PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette,
((SHORT)(pScript->rgwOperand[0]) > 0) ? pScript->rgwOperand[0] : 1);
gpGlobals->fNeedToFadeIn = FALSE;
break;
case 0x0052:
//
// hide the event object for a while, default 800 frames
//
pEvtObj->sState *= -1;
pEvtObj->sVanishTime = (pScript->rgwOperand[0] ? pScript->rgwOperand[0] : 800);
break;
case 0x0053:
//
// use the day palette
//
gpGlobals->fNightPalette = FALSE;
break;
case 0x0054:
//
// use the night palette
//
gpGlobals->fNightPalette = TRUE;
break;
case 0x0055:
//
// Add magic to a player
//
i = pScript->rgwOperand[1];
if (i == 0)
{
i = wEventObjectID;
}
else
{
i--;
}
PAL_AddMagic(i, pScript->rgwOperand[0]);
break;
case 0x0056:
//
// Remove magic from a player
//
i = pScript->rgwOperand[1];
if (i == 0)
{
i = wEventObjectID;
}
else
{
i--;
}
PAL_RemoveMagic(i, pScript->rgwOperand[0]);
break;
case 0x0057:
//
// Set the base damage of magic according to MP value
//
i = ((pScript->rgwOperand[1] == 0) ? 8 : pScript->rgwOperand[1]);
j = gpGlobals->g.rgObject[pScript->rgwOperand[0]].magic.wMagicNumber;
gpGlobals->g.lprgMagic[j].wBaseDamage =
gpGlobals->g.PlayerRoles.rgwMP[wEventObjectID] * i;
gpGlobals->g.PlayerRoles.rgwMP[wEventObjectID] = 0;
break;
case 0x0058:
//
// Jump if there is less than the specified number of the specified items
// in the inventory
//
if (PAL_GetItemAmount(pScript->rgwOperand[0]) < (SHORT)(pScript->rgwOperand[1]))
{
wScriptEntry = pScript->rgwOperand[2] - 1;
}
break;
case 0x0059:
//
// Change to the specified scene
//
if (pScript->rgwOperand[0] > 0 && pScript->rgwOperand[0] <= MAX_SCENES &&
gpGlobals->wNumScene != pScript->rgwOperand[0])
{
//
// Set data to load the scene in the next frame
//
gpGlobals->wNumScene = pScript->rgwOperand[0];
PAL_SetLoadFlags(kLoadScene);
gpGlobals->fEnteringScene = TRUE;
gpGlobals->wLayer = 0;
}
break;
case 0x005A:
//
// Halve the player's HP
// The wEventObjectID parameter here should indicate the player role
//
gpGlobals->g.PlayerRoles.rgwHP[wEventObjectID] /= 2;
break;
case 0x005B:
//
// Halve the enemy's HP
//
w = g_Battle.rgEnemy[wEventObjectID].e.wHealth / 2 + 1;
if (w > pScript->rgwOperand[0])
{
w = pScript->rgwOperand[0];
}
g_Battle.rgEnemy[wEventObjectID].e.wHealth -= w;
break;
case 0x005C:
//
// Hide for a while
//
g_Battle.iHidingTime = -(INT)(pScript->rgwOperand[0]);
break;
case 0x005D:
//
// Jump if player doesn't have the specified poison
//
if (!PAL_IsPlayerPoisonedByKind(wEventObjectID, pScript->rgwOperand[0]))
{
wScriptEntry = pScript->rgwOperand[1] - 1;
}
break;
case 0x005E:
//
// Jump if enemy doesn't have the specified poison
//
for (i = 0; i < MAX_POISONS; i++)
{
if (g_Battle.rgEnemy[wEventObjectID].rgPoisons[i].wPoisonID == pScript->rgwOperand[0])
{
break;
}
}
if (i >= MAX_POISONS)
{
wScriptEntry = pScript->rgwOperand[1] - 1;
}
break;
case 0x005F:
//
// Kill the player immediately
// The wEventObjectID parameter here should indicate the player role
//
gpGlobals->g.PlayerRoles.rgwHP[wEventObjectID] = 0;
break;
case 0x0060:
//
// Immediate KO of the enemy
//
g_Battle.rgEnemy[wEventObjectID].e.wHealth = 0;
break;
case 0x0061:
//
// Jump if player is not poisoned
//
if (!PAL_IsPlayerPoisonedByLevel(wEventObjectID, 1))
{
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0062:
//
// Pause enemy chasing for a while
//
gpGlobals->wChasespeedChangeCycles = pScript->rgwOperand[0];
gpGlobals->wChaseRange = 0;
break;
case 0x0063:
//
// Speed up enemy chasing for a while
//
gpGlobals->wChasespeedChangeCycles = pScript->rgwOperand[0];
gpGlobals->wChaseRange = 3;
break;
case 0x0064:
//
// Jump if enemy's HP is more than the specified percentage
//
i = gpGlobals->g.rgObject[g_Battle.rgEnemy[wEventObjectID].wObjectID].enemy.wEnemyID;
if ((INT)(g_Battle.rgEnemy[wEventObjectID].e.wHealth) * 100 >
(INT)(gpGlobals->g.lprgEnemy[i].wHealth) * pScript->rgwOperand[0])
{
wScriptEntry = pScript->rgwOperand[1] - 1;
}
break;
case 0x0065:
//
// Set the player's sprite
//
gpGlobals->g.PlayerRoles.rgwSpriteNum[pScript->rgwOperand[0]] = pScript->rgwOperand[1];
if (!gpGlobals->fInBattle && pScript->rgwOperand[2])
{
PAL_SetLoadFlags(kLoadPlayerSprite);
PAL_LoadResources();
}
break;
case 0x0066:
//
// Throw weapon to enemy
//
w = pScript->rgwOperand[1] * 5;
w += gpGlobals->g.PlayerRoles.rgwAttackStrength[gpGlobals->rgParty[g_Battle.wMovingPlayerIndex].wPlayerRole] * RandomFloat(0, 4);
PAL_BattleSimulateMagic((SHORT)wEventObjectID, pScript->rgwOperand[0], w);
break;
case 0x0067:
//
// Enemy use magic
//
g_Battle.rgEnemy[wEventObjectID].e.wMagic = pScript->rgwOperand[0];
g_Battle.rgEnemy[wEventObjectID].e.wMagicRate =
((pScript->rgwOperand[1] == 0) ? 10 : pScript->rgwOperand[1]);
break;
case 0x0068:
//
// Jump if it's enemy's turn
//
if (g_Battle.fEnemyMoving)
{
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0069:
//
// Enemy escape in battle
//
PAL_BattleEnemyEscape();
break;
case 0x006A:
//
// Steal from the enemy
//
PAL_BattleStealFromEnemy(wEventObjectID, pScript->rgwOperand[0]);
break;
case 0x006B:
//
// Blow away enemies
//
g_Battle.iBlow = (SHORT)(pScript->rgwOperand[0]);
break;
case 0x006C:
//
// Walk the NPC in one step
//
pCurrent->x += (SHORT)(pScript->rgwOperand[1]);
pCurrent->y += (SHORT)(pScript->rgwOperand[2]);
PAL_NPCWalkOneStep(wCurEventObjectID, 0);
break;
case 0x006D:
//
// Set the enter script and teleport script for a scene
//
if (pScript->rgwOperand[0])
{
if (pScript->rgwOperand[1])
{
gpGlobals->g.rgScene[pScript->rgwOperand[0] - 1].wScriptOnEnter =
pScript->rgwOperand[1];
}
if (pScript->rgwOperand[2])
{
gpGlobals->g.rgScene[pScript->rgwOperand[0] - 1].wScriptOnTeleport =
pScript->rgwOperand[2];
}
if (pScript->rgwOperand[1] == 0 && pScript->rgwOperand[2] == 0)
{
gpGlobals->g.rgScene[pScript->rgwOperand[0] - 1].wScriptOnEnter = 0;
gpGlobals->g.rgScene[pScript->rgwOperand[0] - 1].wScriptOnTeleport = 0;
}
}
break;
case 0x006E:
//
// Move the player to the specified position in one step
//
for (i = 3; i >= 0; i--)
{
gpGlobals->rgTrail[i + 1] = gpGlobals->rgTrail[i];
}
gpGlobals->rgTrail[0].wDirection = gpGlobals->wPartyDirection;
gpGlobals->rgTrail[0].x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
gpGlobals->rgTrail[0].y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
gpGlobals->viewport = PAL_XY(
PAL_X(gpGlobals->viewport) + (SHORT)(pScript->rgwOperand[0]),
PAL_Y(gpGlobals->viewport) + (SHORT)(pScript->rgwOperand[1]));
gpGlobals->wLayer = pScript->rgwOperand[2] * 8;
if (pScript->rgwOperand[0] != 0 || pScript->rgwOperand[1] != 0)
{
PAL_UpdatePartyGestures(TRUE);
}
break;
case 0x006F:
//
// Sync the state of current event object with another event object
//
if (pCurrent->sState == (SHORT)(pScript->rgwOperand[1]))
{
pEvtObj->sState = (SHORT)(pScript->rgwOperand[1]);
}
break;
case 0x0070:
//
// Walk the party to the specified position
//
PAL_PartyWalkTo(pScript->rgwOperand[0], pScript->rgwOperand[1], pScript->rgwOperand[2], 2);
break;
case 0x0071:
//
// Wave the screen
//
gpGlobals->wScreenWave = pScript->rgwOperand[0];
gpGlobals->sWaveProgression = (SHORT)(pScript->rgwOperand[1]);
break;
case 0x0073:
//
// Fade the screen to scene
//
VIDEO_BackupScreen(gpScreen);
PAL_MakeScene();
VIDEO_FadeScreen(pScript->rgwOperand[0]);
break;
case 0x0074:
//
// Jump if not all players are full HP
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
if (gpGlobals->g.PlayerRoles.rgwHP[w] < gpGlobals->g.PlayerRoles.rgwMaxHP[w])
{
wScriptEntry = pScript->rgwOperand[0] - 1;
break;
}
}
break;
case 0x0075:
//
// Set the player party
//
gpGlobals->wMaxPartyMemberIndex = 0;
for (i = 0; i < 3; i++)
{
if (pScript->rgwOperand[i] != 0)
{
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex].wPlayerRole =
pScript->rgwOperand[i] - 1;
gpGlobals->wMaxPartyMemberIndex++;
}
}
if (gpGlobals->wMaxPartyMemberIndex == 0)
{
// HACK for Dream 2.11
gpGlobals->rgParty[0].wPlayerRole = 0;
gpGlobals->wMaxPartyMemberIndex = 1;
}
gpGlobals->wMaxPartyMemberIndex--;
//
// Reload the player sprites
//
PAL_SetLoadFlags(kLoadPlayerSprite);
PAL_LoadResources();
memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
PAL_UpdateEquipments();
break;
case 0x0076:
//
// Show FBP picture
//
if (gConfig.fIsWIN95)
{
SDL_FillRect(gpScreen, NULL, 0);
VIDEO_UpdateScreen(NULL);
}
else
{
PAL_EndingSetEffectSprite(0);
PAL_ShowFBP(pScript->rgwOperand[0], pScript->rgwOperand[1]);
}
break;
case 0x0077:
//
// Stop current playing music
//
AUDIO_PlayMusic(0, FALSE,
(pScript->rgwOperand[0] == 0) ? 2.0f : (FLOAT)(pScript->rgwOperand[0]) * 3);
gpGlobals->wNumMusic = 0;
break;
case 0x0078:
//
// FIXME: ???
//
break;
case 0x0079:
//
// Jump if the specified player is in the party
//
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
if (gpGlobals->g.PlayerRoles.rgwName[gpGlobals->rgParty[i].wPlayerRole] ==
pScript->rgwOperand[0])
{
wScriptEntry = pScript->rgwOperand[1] - 1;
break;
}
}
break;
case 0x007A:
//
// Walk the party to the specified position, at a higher speed
//
PAL_PartyWalkTo(pScript->rgwOperand[0], pScript->rgwOperand[1], pScript->rgwOperand[2], 4);
break;
case 0x007B:
//
// Walk the party to the specified position, at the highest speed
//
PAL_PartyWalkTo(pScript->rgwOperand[0], pScript->rgwOperand[1], pScript->rgwOperand[2], 8);
break;
case 0x007C:
//
// Walk straight to the specified position
//
if ((wEventObjectID & 1) ^ (gpGlobals->dwFrameNum & 1))
{
if (!PAL_NPCWalkTo(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 4))
{
wScriptEntry--;
}
}
else
{
wScriptEntry--;
}
break;
case 0x007D:
//
// Move the event object
//
pCurrent->x += (SHORT)(pScript->rgwOperand[1]);
pCurrent->y += (SHORT)(pScript->rgwOperand[2]);
break;
case 0x007E:
//
// Set the layer of event object
//
pCurrent->sLayer = (SHORT)(pScript->rgwOperand[1]);
break;
case 0x007F:
//
// Move the viewport
//
if (pScript->rgwOperand[0] == 0 && pScript->rgwOperand[1] == 0)
{
//
// Move the viewport back to normal state
//
x = gpGlobals->rgParty[0].x - 160;
y = gpGlobals->rgParty[0].y - 112;
gpGlobals->viewport =
PAL_XY(PAL_X(gpGlobals->viewport) + x, PAL_Y(gpGlobals->viewport) + y);
gpGlobals->partyoffset = PAL_XY(160, 112);
for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; i++)
{
gpGlobals->rgParty[i].x -= x;
gpGlobals->rgParty[i].y -= y;
}
if (pScript->rgwOperand[2] != 0xFFFF)
{
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
}
}
else
{
DWORD time;
i = 0;
x = (SHORT)(pScript->rgwOperand[0]);
y = (SHORT)(pScript->rgwOperand[1]);
time = SDL_GetTicks() + FRAME_TIME;
do
{
if (pScript->rgwOperand[2] == 0xFFFF)
{
x = PAL_X(gpGlobals->viewport);
y = PAL_Y(gpGlobals->viewport);
gpGlobals->viewport =
PAL_XY(pScript->rgwOperand[0] * 32 - 160, pScript->rgwOperand[1] * 16 - 112);
x -= PAL_X(gpGlobals->viewport);
y -= PAL_Y(gpGlobals->viewport);
for (j = 0; j <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; j++)
{
gpGlobals->rgParty[j].x += x;
gpGlobals->rgParty[j].y += y;
}
}
else
{
gpGlobals->viewport =
PAL_XY(PAL_X(gpGlobals->viewport) + x, PAL_Y(gpGlobals->viewport) + y);
gpGlobals->partyoffset =
PAL_XY(PAL_X(gpGlobals->partyoffset) - x, PAL_Y(gpGlobals->partyoffset) - y);
for (j = 0; j <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; j++)
{
gpGlobals->rgParty[j].x -= x;
gpGlobals->rgParty[j].y -= y;
}
}
if (pScript->rgwOperand[2] != 0xFFFF)
{
PAL_GameUpdate(FALSE);
}
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
//
// Delay for one frame
//
PAL_DelayUntil(time);
time = SDL_GetTicks() + FRAME_TIME;
} while (++i < (SHORT)(pScript->rgwOperand[2]));
}
break;
case 0x0080:
//
// Toggle day/night palette
//
gpGlobals->fNightPalette = !(gpGlobals->fNightPalette);
PAL_PaletteFade(gpGlobals->wNumPalette, gpGlobals->fNightPalette,
!(pScript->rgwOperand[0]));
break;
case 0x0081:
//
// Jump if the player is not facing the specified event object
//
{
if (pScript->rgwOperand[0] <= gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex ||
pScript->rgwOperand[0] > gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex)
{
//
// The event object is not in the current scene
//
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
break;
}
x = pCurrent->x;
y = pCurrent->y;
x +=
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirSouth)
? 16 : -16);
y +=
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirNorth)
? 8 : -8);
x -= PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
y -= PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
if (abs(x) + abs(y * 2) < pScript->rgwOperand[1] * 32 + 16 && gpGlobals->g.lprgEventObject[pScript->rgwOperand[0] - 1].sState > 0)
{
if (pScript->rgwOperand[1] > 0)
{
//
// Change the trigger mode so that the object can be triggered in next frame
//
pCurrent->wTriggerMode = kTriggerTouchNormal + pScript->rgwOperand[1];
}
}
else
{
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
}
}
break;
case 0x0082:
//
// Walk straight to the specified position, at a high speed
//
if (!PAL_NPCWalkTo(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 8))
{
wScriptEntry--;
}
break;
case 0x0083:
//
// Jump if event object is not in the specified zone of the current event object
//
if (pScript->rgwOperand[0] <= gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex ||
pScript->rgwOperand[0] > gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex)
{
//
// The event object is not in the current scene
//
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
break;
}
x = pEvtObj->x - pCurrent->x;
y = pEvtObj->y - pCurrent->y;
if (abs(x) + abs(y * 2) >= pScript->rgwOperand[1] * 32 + 16)
{
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
}
break;
case 0x0084:
//
// Place the item which player used as an event object to the scene
//
if (pScript->rgwOperand[0] <= gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex ||
pScript->rgwOperand[0] > gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex)
{
//
// The event object is not in the current scene
//
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
break;
}
x = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
y = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
x +=
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirSouth)
? -16 : 16);
y +=
((gpGlobals->wPartyDirection == kDirWest || gpGlobals->wPartyDirection == kDirNorth)
? -8 : 8);
if (PAL_CheckObstacle(PAL_XY(x, y), FALSE, 0))
{
wScriptEntry = pScript->rgwOperand[2] - 1;
g_fScriptSuccess = FALSE;
}
else
{
pCurrent->x = x;
pCurrent->y = y;
pCurrent->sState = (SHORT)(pScript->rgwOperand[1]);
}
break;
case 0x0085:
//
// Delay for a period
//
UTIL_Delay(pScript->rgwOperand[0] * 80);
break;
case 0x0086:
//
// Jump if the specified item is not equipped
//
y = FALSE;
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
for (x = 0; x < MAX_PLAYER_EQUIPMENTS; x++)
{
if (gpGlobals->g.PlayerRoles.rgwEquipment[x][w] == pScript->rgwOperand[0])
{
y = TRUE;
i = 999;
break;
}
}
}
if (!y)
{
wScriptEntry = pScript->rgwOperand[2] - 1;
}
break;
case 0x0087:
//
// Animate the event object
//
PAL_NPCWalkOneStep(wCurEventObjectID, 0);
break;
case 0x0088:
//
// Set the base damage of magic according to amount of money
//
i = ((gpGlobals->dwCash > 5000) ? 5000 : gpGlobals->dwCash);
gpGlobals->dwCash -= i;
j = gpGlobals->g.rgObject[pScript->rgwOperand[0]].magic.wMagicNumber;
gpGlobals->g.lprgMagic[j].wBaseDamage = i * 2 / 5;
break;
case 0x0089:
//
// Set the battle result
//
g_Battle.BattleResult = pScript->rgwOperand[0];
break;
case 0x008A:
//
// Enable Auto-Battle for next battle
//
gpGlobals->fAutoBattle = TRUE;
break;
case 0x008B:
//
// change the current palette
//
gpGlobals->wNumPalette = pScript->rgwOperand[0];
if (!gpGlobals->fNeedToFadeIn)
{
PAL_SetPalette(gpGlobals->wNumPalette, FALSE);
}
break;
case 0x008C:
//
// Fade from/to color
//
PAL_ColorFade(pScript->rgwOperand[1], (BYTE)(pScript->rgwOperand[0]),
pScript->rgwOperand[2]);
gpGlobals->fNeedToFadeIn = FALSE;
break;
case 0x008D:
//
// Increase player's level
//
PAL_PlayerLevelUp(wEventObjectID, pScript->rgwOperand[0]);
break;
case 0x008F:
//
// Halve the cash amount
//
gpGlobals->dwCash /= 2;
break;
case 0x0090:
//
// Set the object script
//
gpGlobals->g.rgObject[pScript->rgwOperand[0]].rgwData[2 + pScript->rgwOperand[2]] =
pScript->rgwOperand[1];
break;
case 0x0091:
//
// Jump if the enemy is not first of same kind
//
{
int self_pos=0;
int count=0;
if (gpGlobals->fInBattle)
{
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID == g_Battle.rgEnemy[wEventObjectID].wObjectID)
{
count++;
if(i==wEventObjectID)
self_pos=count;
}
}
}
if(self_pos>1)
wScriptEntry = pScript->rgwOperand[0] - 1;
}
break;
case 0x0092:
//
// Show a magic-casting animation for a player in battle
//
if (gpGlobals->fInBattle)
{
if (pScript->rgwOperand[0] != 0)
{
PAL_BattleShowPlayerPreMagicAnim(pScript->rgwOperand[0] - 1, FALSE);
g_Battle.rgPlayer[pScript->rgwOperand[0] - 1].wCurrentFrame = 6;
}
for (i = 0; i < 5; i++)
{
for (j = 0; j <= gpGlobals->wMaxPartyMemberIndex; j++)
{
g_Battle.rgPlayer[j].iColorShift = i * 2;
}
PAL_BattleDelay(1, 0, TRUE);
}
VIDEO_BackupScreen(g_Battle.lpSceneBuf);
PAL_BattleUpdateFighters();
PAL_BattleMakeScene();
PAL_BattleFadeScene();
}
break;
case 0x0093:
//
// Fade the screen. Update scene in the process.
//
PAL_SceneFade(gpGlobals->wNumPalette, gpGlobals->fNightPalette,
(SHORT)(pScript->rgwOperand[0]));
gpGlobals->fNeedToFadeIn = ((SHORT)(pScript->rgwOperand[0]) < 0);
break;
case 0x0094:
//
// Jump if the state of event object is the specified one
//
if (pCurrent->sState == (SHORT)(pScript->rgwOperand[1]))
{
wScriptEntry = pScript->rgwOperand[2] - 1;
}
break;
case 0x0095:
//
// Jump if the current scene is the specified one
//
if (gpGlobals->wNumScene == pScript->rgwOperand[0])
{
wScriptEntry = pScript->rgwOperand[1] - 1;
}
break;
case 0x0096:
//
// Show the ending animation
//
if (!gConfig.fIsWIN95)
PAL_EndingAnimation();
break;
case 0x0097:
//
// Ride the event object to the specified position, at a higher speed
//
PAL_PartyRideEventObject(wEventObjectID, pScript->rgwOperand[0], pScript->rgwOperand[1],
pScript->rgwOperand[2], 8);
break;
case 0x0098:
//
// Set follower of the party
//
j=0;
for(i=0;i<2;i++)
if (pScript->rgwOperand[i] > 0)
{
int curFollower = j = i+1;
gpGlobals->nFollower = curFollower;
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + curFollower].wPlayerRole = pScript->rgwOperand[i];
PAL_SetLoadFlags(kLoadPlayerSprite);
PAL_LoadResources();
//
// Update the position and gesture for the follower
//
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + curFollower].x =
gpGlobals->rgTrail[3+i].x - PAL_X(gpGlobals->viewport);
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + curFollower].y =
gpGlobals->rgTrail[3+i].y - PAL_Y(gpGlobals->viewport);
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + curFollower].wFrame =
gpGlobals->rgTrail[3+i].wDirection * 3;
}
if( j == 0 )
{
gpGlobals->nFollower = 0;
}
break;
case 0x0099:
//
// Change the map for the specified scene
//
if (pScript->rgwOperand[0] == 0xFFFF)
{
gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wMapNum = pScript->rgwOperand[1];
PAL_SetLoadFlags(kLoadScene);
PAL_LoadResources();
}
else
{
gpGlobals->g.rgScene[pScript->rgwOperand[0] - 1].wMapNum = pScript->rgwOperand[1];
}
break;
case 0x009A:
//
// Set the state for multiple event objects
//
for (i = pScript->rgwOperand[0]; i <= pScript->rgwOperand[1]; i++)
{
gpGlobals->g.lprgEventObject[i - 1].sState = pScript->rgwOperand[2];
}
break;
case 0x009B:
//
// Fade to the current scene
// FIXME: This is obviously wrong
//
VIDEO_BackupScreen(gpScreen);
PAL_MakeScene();
VIDEO_FadeScreen(2);
break;
case 0x009C:
//
// Enemy division itself
//
w = 0;
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID != 0)
{
w++;
}
}
if (w != 1 || g_Battle.rgEnemy[wCurEventObjectID].e.wHealth <= 1)
{
//
// Division is only possible when only 1 enemy left
// health too low also cannot division
//
if (pScript->rgwOperand[1] != 0)
{
wScriptEntry = pScript->rgwOperand[1] - 1;
}
break;
}
w = pScript->rgwOperand[0];
if (w == 0)
{
w = 1;
}
x = w + 1;
y = w;
//division does not limited by original team layout
for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
{
if (w > 0 && g_Battle.rgEnemy[i].wObjectID == 0)
{
w--;
//notice: MAX MAY VARYING IN DIVISION!
memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
g_Battle.rgEnemy[i].wObjectID = g_Battle.rgEnemy[wEventObjectID].wObjectID;
g_Battle.rgEnemy[i].e = g_Battle.rgEnemy[wEventObjectID].e;
g_Battle.rgEnemy[i].e.wHealth = (g_Battle.rgEnemy[wEventObjectID].e.wHealth+y)/x;
g_Battle.rgEnemy[i].wScriptOnTurnStart = g_Battle.rgEnemy[wEventObjectID].wScriptOnTurnStart;
g_Battle.rgEnemy[i].wScriptOnBattleEnd = g_Battle.rgEnemy[wEventObjectID].wScriptOnBattleEnd;
g_Battle.rgEnemy[i].wScriptOnReady = g_Battle.rgEnemy[wEventObjectID].wScriptOnReady;
g_Battle.rgEnemy[i].state = kFighterWait;
g_Battle.rgEnemy[i].flTimeMeter = 50;
g_Battle.rgEnemy[i].iColorShift = 0;
}
}
g_Battle.rgEnemy[wCurEventObjectID].e.wHealth = (g_Battle.rgEnemy[wEventObjectID].e.wHealth+y)/x;
w = 0;
for (i = 0; i < MAX_ENEMIES_IN_TEAM; i++)
if (g_Battle.rgEnemy[i].wObjectID != 0 )
w=i;
g_Battle.wMaxEnemyIndex = w;
PAL_LoadBattleSprites();
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID == 0)
{
continue;
}
g_Battle.rgEnemy[i].pos = g_Battle.rgEnemy[wEventObjectID].pos;
}
for (i = 0; i < 10; i++)
{
for (j = 0; j <= g_Battle.wMaxEnemyIndex; j++)
{
x = (PAL_X(g_Battle.rgEnemy[j].pos) + PAL_X(g_Battle.rgEnemy[j].posOriginal)) / 2;
y = (PAL_Y(g_Battle.rgEnemy[j].pos) + PAL_Y(g_Battle.rgEnemy[j].posOriginal)) / 2;
g_Battle.rgEnemy[j].pos = PAL_XY(x, y);
}
PAL_BattleDelay(1, 0, TRUE);
}
PAL_BattleUpdateFighters();
PAL_BattleDelay(1, 0, TRUE);
break;
case 0x009E:
//
// Enemy summons another monster
//
for (i = 0; i < g_Battle.rgEnemy[wEventObjectID].e.wMagicFrames; i++)
{
g_Battle.rgEnemy[wEventObjectID].wCurrentFrame =
g_Battle.rgEnemy[wEventObjectID].e.wIdleFrames + i;
PAL_BattleDelay(g_Battle.rgEnemy[wEventObjectID].e.wActWaitFrames, 0, FALSE);
}
x = 0;
w = pScript->rgwOperand[0];
y = (((SHORT)(pScript->rgwOperand[1]) <= 0) ? 1 : (SHORT)pScript->rgwOperand[1]);
if (w == 0 || w == 0xFFFF)
{
w = g_Battle.rgEnemy[wEventObjectID].wObjectID;
}
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID == 0)
{
x++;
}
}
if (x < y || g_Battle.iHidingTime > 0 ||
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusSleep] != 0 ||
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusParalyzed] != 0 ||
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusConfused] != 0)
{
if (pScript->rgwOperand[2] != 0)
{
wScriptEntry = pScript->rgwOperand[2] - 1;
}
}
else
{
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
if (g_Battle.rgEnemy[i].wObjectID == 0)
{
memset(&(g_Battle.rgEnemy[i]), 0, sizeof(BATTLEENEMY));
g_Battle.rgEnemy[i].wObjectID = w;
g_Battle.rgEnemy[i].e = gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[w].enemy.wEnemyID];
g_Battle.rgEnemy[i].state = kFighterWait;
g_Battle.rgEnemy[i].wScriptOnTurnStart = gpGlobals->g.rgObject[w].enemy.wScriptOnTurnStart;
g_Battle.rgEnemy[i].wScriptOnBattleEnd = gpGlobals->g.rgObject[w].enemy.wScriptOnBattleEnd;
g_Battle.rgEnemy[i].wScriptOnReady = gpGlobals->g.rgObject[w].enemy.wScriptOnReady;
g_Battle.rgEnemy[i].flTimeMeter = 50;
g_Battle.rgEnemy[i].iColorShift = 8;
y--;
if (y <= 0)
{
break;
}
}
}
VIDEO_BackupScreen(g_Battle.lpSceneBuf);
PAL_LoadBattleSprites();
PAL_BattleMakeScene();
AUDIO_PlaySound(212);
PAL_BattleFadeScene();
// avoid releasing gesture disappears before summon done
PAL_BattleDelay(2, 0, TRUE);
for (i = 0; i <= g_Battle.wMaxEnemyIndex; i++)
{
g_Battle.rgEnemy[i].iColorShift = 0;
}
VIDEO_BackupScreen(g_Battle.lpSceneBuf);
PAL_BattleMakeScene();
PAL_BattleFadeScene();
}
break;
case 0x009F:
//
// Enemy transforms into something else
//
if (g_Battle.iHidingTime <= 0 &&
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusSleep] == 0 &&
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusParalyzed] == 0 &&
g_Battle.rgEnemy[wEventObjectID].rgwStatus[kStatusConfused] == 0)
{
w = g_Battle.rgEnemy[wEventObjectID].e.wHealth;
g_Battle.rgEnemy[wEventObjectID].wObjectID = pScript->rgwOperand[0];
g_Battle.rgEnemy[wEventObjectID].e =
gpGlobals->g.lprgEnemy[gpGlobals->g.rgObject[pScript->rgwOperand[0]].enemy.wEnemyID];
g_Battle.rgEnemy[wEventObjectID].e.wHealth = w;
g_Battle.rgEnemy[wEventObjectID].wCurrentFrame = 0;
for (i = 0; i < 6; i++)
{
g_Battle.rgEnemy[wEventObjectID].iColorShift = i;
PAL_BattleDelay(1, 0, FALSE);
}
g_Battle.rgEnemy[wEventObjectID].iColorShift = 0;
AUDIO_PlaySound(47);
VIDEO_BackupScreen(g_Battle.lpSceneBuf);
PAL_LoadBattleSprites();
PAL_BattleMakeScene();
PAL_BattleFadeScene();
}
break;
case 0x00A0:
//
// Quit game
//
if (gConfig.fIsWIN95)
PAL_EndingScreen();
PAL_AdditionalCredits();
PAL_Shutdown(0);
break;
case 0x00A1:
//
// Set the positions of all party members to the same as the first one
//
for (i = 0; i < MAX_PLAYABLE_PLAYER_ROLES; i++)
{
gpGlobals->rgTrail[i].wDirection = gpGlobals->wPartyDirection;
gpGlobals->rgTrail[i].x = gpGlobals->rgParty[0].x + PAL_X(gpGlobals->viewport);
gpGlobals->rgTrail[i].y = gpGlobals->rgParty[0].y + PAL_Y(gpGlobals->viewport);
}
for (i = 1; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
gpGlobals->rgParty[i].x = gpGlobals->rgParty[0].x;
gpGlobals->rgParty[i].y = gpGlobals->rgParty[0].y - 1;
}
PAL_UpdatePartyGestures(FALSE);
break;
case 0x00A2:
//
// Jump to one of the following instructions randomly
//
wScriptEntry += RandomLong(0, pScript->rgwOperand[0] - 1);
break;
case 0x00A3:
//
// Play CD music. Use the RIX music for fallback.
//
gpGlobals->wNumMusic = pScript->rgwOperand[1];
if (AUDIO_CD_Available())
{
int numTrack = (SHORT)pScript->rgwOperand[0];
if (!AUDIO_PlayCDTrack(numTrack == -1 ? -2 : numTrack))
AUDIO_PlayMusic(pScript->rgwOperand[1], TRUE, 0);
}
else
AUDIO_PlayMusic(pScript->rgwOperand[1], TRUE, 0);
break;
case 0x00A4:
//
// Scroll FBP to the screen
//
if (!gConfig.fIsWIN95)
{
if (pScript->rgwOperand[0] == 68)
{
//
// HACKHACK: to make the ending picture show correctly
//
PAL_ShowFBP(69, 0);
}
PAL_ScrollFBP(pScript->rgwOperand[0], pScript->rgwOperand[2], TRUE);
}
break;
case 0x00A5:
//
// Show FBP picture with sprite effects
//
if (!gConfig.fIsWIN95)
{
if (pScript->rgwOperand[1] != 0xFFFF)
{
PAL_EndingSetEffectSprite(pScript->rgwOperand[1]);
}
PAL_ShowFBP(pScript->rgwOperand[0], pScript->rgwOperand[2]);
}
break;
case 0x00A6:
//
// backup screen
//
VIDEO_BackupScreen(gpScreen);
break;
default:
TerminateOnError("SCRIPT: Invalid Instruction at %4x: (%4x - %4x, %4x, %4x)",
wScriptEntry, pScript->wOperation, pScript->rgwOperand[0],
pScript->rgwOperand[1], pScript->rgwOperand[2]);
break;
}
return wScriptEntry + 1;
}
PAL_FORCE_INLINE
INT
MESSAGE_GetSpan(
WORD *pwScriptEntry
)
/*++
Purpose:
Get the final span of a message block which started from message index of wScriptEntry
Parameters:
[IN] pwScriptEntry - The pointer of script entry which starts the message block, must be a 0xffff command.
Return value:
The final span of the message block.
--*/
{
int currentScriptEntry = *pwScriptEntry;
int result=0;
int beginning = 1;
int firstMsgIndex, lastMsgIndex;
// ensure the command is 0xFFFF
assert(gpGlobals->g.lprgScriptEntry[currentScriptEntry].wOperation == 0xFFFF);
firstMsgIndex = lastMsgIndex = gpGlobals->g.lprgScriptEntry[currentScriptEntry].rgwOperand[0];
//
// If the NEXT command is 0xFFFF, but the message index is not continuous or not incremental,
// this MESSAGE block shoud end at THIS command.
//
if( gpGlobals->g.lprgScriptEntry[currentScriptEntry+1].wOperation == 0xFFFF && gpGlobals->g.lprgScriptEntry[currentScriptEntry+1].rgwOperand[0] != lastMsgIndex + 1)
currentScriptEntry++;
else
while ((gpGlobals->g.lprgScriptEntry[currentScriptEntry].wOperation == 0xFFFF &&
(!beginning ? gpGlobals->g.lprgScriptEntry[currentScriptEntry].rgwOperand[0] == lastMsgIndex + 1 : 1))
|| gpGlobals->g.lprgScriptEntry[currentScriptEntry].wOperation == 0x008E)
{
if(gpGlobals->g.lprgScriptEntry[currentScriptEntry].wOperation == 0xFFFF)
lastMsgIndex = gpGlobals->g.lprgScriptEntry[currentScriptEntry].rgwOperand[0];
currentScriptEntry++;
beginning = 0;
}
result = lastMsgIndex - firstMsgIndex;
assert(result >= 0);
*pwScriptEntry = currentScriptEntry;
return result;
}
WORD
PAL_RunTriggerScript(
WORD wScriptEntry,
WORD wEventObjectID
)
/*++
Purpose:
Runs a trigger script.
Parameters:
[IN] wScriptEntry - The script entry to execute.
[IN] wEventObjectID - The event object ID which invoked the script.
Return value:
The entry point of the script.
--*/
{
static WORD wLastEventObject = 0;
WORD wNextScriptEntry;
BOOL fEnded;
LPSCRIPTENTRY pScript;
LPEVENTOBJECT pEvtObj = NULL;
int i;
extern BOOL g_fUpdatedInBattle; // HACKHACK
wNextScriptEntry = wScriptEntry;
fEnded = FALSE;
g_fUpdatedInBattle = FALSE;
if (wEventObjectID == 0xFFFF)
{
wEventObjectID = wLastEventObject;
}
wLastEventObject = wEventObjectID;
if (wEventObjectID != 0)
{
pEvtObj = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
}
g_fScriptSuccess = TRUE;
//
// Set the default dialog speed.
//
PAL_DialogSetDelayTime(3);
while (wScriptEntry != 0 && !fEnded)
{
pScript = &(gpGlobals->g.lprgScriptEntry[wScriptEntry]);
UTIL_LogOutput(LOGLEVEL_DEBUG, "[SCRIPT] %.4x: %.4x %.4x %.4x %.4x\n", wScriptEntry,
pScript->wOperation, pScript->rgwOperand[0],
pScript->rgwOperand[1], pScript->rgwOperand[2]);
switch (pScript->wOperation)
{
case 0x0000:
//
// Stop running
//
fEnded = TRUE;
break;
case 0x0001:
//
// Stop running and replace the entry with the next line
//
fEnded = TRUE;
wNextScriptEntry = wScriptEntry + 1;
break;
case 0x0002:
//
// Stop running and replace the entry with the specified one
//
if (pScript->rgwOperand[1] == 0 ||
++(pEvtObj->nScriptIdleFrame) < pScript->rgwOperand[1])
{
fEnded = TRUE;
wNextScriptEntry = pScript->rgwOperand[0];
}
else
{
//
// failed
//
pEvtObj->nScriptIdleFrame = 0;
wScriptEntry++;
}
break;
case 0x0003:
//
// unconditional jump
//
if (pScript->rgwOperand[1] == 0 ||
++(pEvtObj->nScriptIdleFrame) < pScript->rgwOperand[1])
{
wScriptEntry = pScript->rgwOperand[0];
}
else
{
//
// failed
//
pEvtObj->nScriptIdleFrame = 0;
wScriptEntry++;
}
break;
case 0x0004:
//
// Call script
//
PAL_RunTriggerScript(pScript->rgwOperand[0],
((pScript->rgwOperand[1] == 0) ? wEventObjectID : pScript->rgwOperand[1]));
wScriptEntry++;
break;
case 0x0005:
//
// Redraw screen
//
PAL_ClearDialog(TRUE);
if (PAL_DialogIsPlayingRNG())
{
VIDEO_RestoreScreen(gpScreen);
}
else if (gpGlobals->fInBattle)
{
PAL_BattleMakeScene();
VIDEO_CopyEntireSurface(g_Battle.lpSceneBuf, gpScreen);
VIDEO_UpdateScreen(NULL);
}
else
{
if (pScript->rgwOperand[2])
{
PAL_UpdatePartyGestures(FALSE);
}
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
UTIL_Delay((pScript->rgwOperand[1] == 0) ? 60 : (pScript->rgwOperand[1] * 60));
}
wScriptEntry++;
break;
case 0x0006:
//
// Jump to the specified address by the specified rate
//
if (RandomLong(1, 100) >= pScript->rgwOperand[0])
{
wScriptEntry = pScript->rgwOperand[1];
continue;
}
else
{
wScriptEntry++;
}
break;
case 0x0007:
//
// Start battle
//
i = PAL_StartBattle(pScript->rgwOperand[0], !pScript->rgwOperand[2]);
if (i == kBattleResultLost && pScript->rgwOperand[1] != 0)
{
wScriptEntry = pScript->rgwOperand[1];
}
else if (i == kBattleResultFleed && pScript->rgwOperand[2] != 0)
{
wScriptEntry = pScript->rgwOperand[2];
}
else
{
wScriptEntry++;
}
gpGlobals->fAutoBattle = FALSE;
break;
case 0x0008:
//
// Replace the entry with the next instruction
//
wScriptEntry++;
wNextScriptEntry = wScriptEntry;
break;
case 0x0009:
//
// wait for the specified number of frames
//
{
DWORD time;
PAL_ClearDialog(TRUE);
time = SDL_GetTicks() + FRAME_TIME;
for (i = 0; i < (pScript->rgwOperand[0] ? pScript->rgwOperand[0] : 1); i++)
{
PAL_DelayUntil(time);
time = SDL_GetTicks() + FRAME_TIME;
if (pScript->rgwOperand[2])
{
PAL_UpdatePartyGestures(FALSE);
}
PAL_GameUpdate(pScript->rgwOperand[1] ? TRUE : FALSE);
PAL_MakeScene();
VIDEO_UpdateScreen(NULL);
}
}
wScriptEntry++;
break;
case 0x000A:
//
// Goto the specified address if player selected no
//
PAL_ClearDialog(FALSE);
if (!PAL_ConfirmMenu())
{
wScriptEntry = pScript->rgwOperand[0];
}
else
{
wScriptEntry++;
}
break;
case 0x003B:
//
// Show dialog in the middle part of the screen
//
PAL_ClearDialog(TRUE);
PAL_StartDialog(kDialogCenter, (BYTE)pScript->rgwOperand[0], 0,
pScript->rgwOperand[2] ? TRUE : FALSE);
wScriptEntry++;
break;
case 0x003C:
//
// Show dialog in the upper part of the screen
//
PAL_ClearDialog(TRUE);
PAL_StartDialog(kDialogUpper, (BYTE)pScript->rgwOperand[1],
pScript->rgwOperand[0], pScript->rgwOperand[2] ? TRUE : FALSE);
wScriptEntry++;
break;
case 0x003D:
//
// Show dialog in the lower part of the screen
//
PAL_ClearDialog(TRUE);
PAL_StartDialog(kDialogLower, (BYTE)pScript->rgwOperand[1],
pScript->rgwOperand[0], pScript->rgwOperand[2] ? TRUE : FALSE);
wScriptEntry++;
break;
case 0x003E:
//
// Show text in a window at the center of the screen
//
PAL_ClearDialog(TRUE);
PAL_StartDialog(kDialogCenterWindow, (BYTE)pScript->rgwOperand[0], 0, FALSE);
wScriptEntry++;
break;
case 0x008E:
//
// Restore the screen
//
PAL_ClearDialog(TRUE);
VIDEO_RestoreScreen(gpScreen);
VIDEO_UpdateScreen(NULL);
wScriptEntry++;
break;
case 0xFFFF:
//
// Print dialog text
//
if (gConfig.pszMsgFile)
{
int msgSpan = MESSAGE_GetSpan(&wScriptEntry);
int idx = 0, iMsg;
while ((iMsg = PAL_GetMsgNum(pScript->rgwOperand[0], msgSpan, idx++)) >= 0)
{
if (iMsg == 0)
{
//
// Restore the screen
//
PAL_ClearDialog(TRUE);
VIDEO_RestoreScreen(gpScreen);
VIDEO_UpdateScreen(NULL);
}
else
PAL_ShowDialogText(PAL_GetMsg(iMsg));
}
}
else
{
PAL_ShowDialogText(PAL_GetMsg(pScript->rgwOperand[0]));
wScriptEntry++;
}
break;
default:
PAL_ClearDialog(TRUE);
wScriptEntry = PAL_InterpretInstruction(wScriptEntry, wEventObjectID);
break;
}
}
PAL_EndDialog();
g_iCurEquipPart = -1;
return wNextScriptEntry;
}
WORD
PAL_RunAutoScript(
WORD wScriptEntry,
WORD wEventObjectID
)
/*++
Purpose:
Runs the autoscript of the specified event object.
Parameters:
[IN] wScriptEntry - The script entry to execute.
[IN] wEventObjectID - The event object ID which invoked the script.
Return value:
The address of the next script instruction to execute.
--*/
{
LPSCRIPTENTRY pScript;
LPEVENTOBJECT pEvtObj;
begin:
pScript = &(gpGlobals->g.lprgScriptEntry[wScriptEntry]);
pEvtObj = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
UTIL_LogOutput(LOGLEVEL_DEBUG, "[AUTOSCRIPT] %04x %.4x: %.4x %.4x %.4x %.4x\n", wEventObjectID, wScriptEntry,
pScript->wOperation, pScript->rgwOperand[0],
pScript->rgwOperand[1], pScript->rgwOperand[2]);
//
// For autoscript, we should interpret one instruction per frame (except
// jumping) and save the address of next instruction.
//
switch (pScript->wOperation)
{
case 0x0000:
//
// Stop running
//
break;
case 0x0001:
//
// Stop running and replace the entry with the next line
//
wScriptEntry++;
break;
case 0x0002:
//
// Stop running and replace the entry with the specified one
//
if (pScript->rgwOperand[1] == 0 ||
++(pEvtObj->wScriptIdleFrameCountAuto) < pScript->rgwOperand[1])
{
wScriptEntry = pScript->rgwOperand[0];
}
else
{
pEvtObj->wScriptIdleFrameCountAuto = 0;
wScriptEntry++;
}
break;
case 0x0003:
//
// unconditional jump
//
if (pScript->rgwOperand[1] == 0 ||
++(pEvtObj->wScriptIdleFrameCountAuto) < pScript->rgwOperand[1])
{
wScriptEntry = pScript->rgwOperand[0];
goto begin;
}
else
{
pEvtObj->wScriptIdleFrameCountAuto = 0;
wScriptEntry++;
}
break;
case 0x0004:
//
// Call subroutine
//
PAL_RunTriggerScript(pScript->rgwOperand[0],
pScript->rgwOperand[1] ? pScript->rgwOperand[1] : wEventObjectID);
wScriptEntry++;
break;
case 0x0006:
//
// jump to the specified address by the specified rate
//
if (RandomLong(1, 100) >= pScript->rgwOperand[0])
{
if (pScript->rgwOperand[1] != 0)
{
wScriptEntry = pScript->rgwOperand[1];
goto begin;
}
}
else
{
wScriptEntry++;
}
break;
case 0x0009:
//
// Wait for a certain number of frames
//
if (++(pEvtObj->wScriptIdleFrameCountAuto) >= pScript->rgwOperand[0])
{
//
// waiting ended; go further
//
pEvtObj->wScriptIdleFrameCountAuto = 0;
wScriptEntry++;
}
break;
case 0xFFFF:
if (gConfig.fIsWIN95)
{
int XBase = (wEventObjectID & PAL_ITEM_DESC_BOTTOM) ? 71 : 102;
int YBase = (wEventObjectID & PAL_ITEM_DESC_BOTTOM) ? 151 - gConfig.ScreenLayout.ExtraItemDescLines * 16 : 3;
int iDescLine = (wEventObjectID & ~PAL_ITEM_DESC_BOTTOM);
if (gConfig.pszMsgFile)
{
int msgSpan = MESSAGE_GetSpan(&wScriptEntry);
int idx = 0, iMsg;
while ((iMsg = PAL_GetMsgNum(pScript->rgwOperand[0], msgSpan, idx++)) >= 0)
{
if (iMsg > 0)
{
PAL_DrawText(PAL_GetMsg(iMsg), PAL_XY(XBase, iDescLine * 16 + YBase), DESCTEXT_COLOR, TRUE, FALSE, FALSE);
iDescLine++;
}
}
}
else
{
PAL_DrawText(PAL_GetMsg(pScript->rgwOperand[0]), PAL_XY(XBase, iDescLine * 16 + YBase), DESCTEXT_COLOR, TRUE, FALSE, FALSE);
wScriptEntry++;
}
}
else
{
wScriptEntry++;
}
break;
case 0x00A7:
wScriptEntry++;
break;
default:
//
// Other operations
//
wScriptEntry = PAL_InterpretInstruction(wScriptEntry, wEventObjectID);
break;
}
return wScriptEntry;
}
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