/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */ // // Copyright (c) 2009-2011, Wei Mingzhi . // Copyright (c) 2011-2017, 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 as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // 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 . // #ifndef GLOBAL_H #define GLOBAL_H #include "common.h" #include "palcommon.h" #include "map.h" #include "ui.h" // // SOME NOTES ON "AUTO SCRIPT" AND "TRIGGER SCRIPT": // // Auto scripts are executed automatically in each frame. // // Trigger scripts are only executed when the event is triggered (player touched // an event object, player triggered an event script by pressing Spacebar). // // status of characters typedef enum tagSTATUS { kStatusConfused = 0, // attack friends randomly #ifdef PAL_CLASSIC kStatusParalyzed, // paralyzed #else kStatusSlow, // slower #endif kStatusSleep, // not allowed to move kStatusSilence, // cannot use magic kStatusPuppet, // for dead players only, continue attacking kStatusBravery, // more power for physical attacks kStatusProtect, // more defense value kStatusHaste, // faster kStatusDualAttack, // dual attack kStatusAll } STATUS; #ifndef PAL_CLASSIC #define kStatusParalyzed kStatusSleep #endif // body parts of equipments typedef enum tagBODYPART { kBodyPartHead = 0, kBodyPartBody, kBodyPartShoulder, kBodyPartHand, kBodyPartFeet, kBodyPartWear, kBodyPartExtra, } BODYPART; // state of event object, used by the sState field of the EVENTOBJECT struct typedef enum tagOBJECTSTATE { kObjStateHidden = 0, kObjStateNormal = 1, kObjStateBlocker = 2 } OBJECTSTATE, *LPOBJECTSTATE; typedef enum tagTRIGGERMODE { kTriggerNone = 0, kTriggerSearchNear = 1, kTriggerSearchNormal = 2, kTriggerSearchFar = 3, kTriggerTouchNear = 4, kTriggerTouchNormal = 5, kTriggerTouchFar = 6, kTriggerTouchFarther = 7, kTriggerTouchFarthest = 8 } TRIGGERMODE; typedef struct tagEVENTOBJECT { SHORT sVanishTime; // vanish time (?) WORD x; // X coordinate on the map WORD y; // Y coordinate on the map SHORT sLayer; // layer value WORD wTriggerScript; // Trigger script entry WORD wAutoScript; // Auto script entry SHORT sState; // state of this object WORD wTriggerMode; // trigger mode WORD wSpriteNum; // number of the sprite USHORT nSpriteFrames; // total number of frames of the sprite WORD wDirection; // direction WORD wCurrentFrameNum; // current frame number USHORT nScriptIdleFrame; // count of idle frames, used by trigger script WORD wSpritePtrOffset; // FIXME: ??? USHORT nSpriteFramesAuto; // total number of frames of the sprite, used by auto script WORD wScriptIdleFrameCountAuto; // count of idle frames, used by auto script } EVENTOBJECT, *LPEVENTOBJECT; typedef struct tagSCENE { WORD wMapNum; // number of the map WORD wScriptOnEnter; // when entering this scene, execute script from here WORD wScriptOnTeleport; // when teleporting out of this scene, execute script from here WORD wEventObjectIndex; // event objects in this scene begins from number wEventObjectIndex + 1 } SCENE, *LPSCENE; // object including system strings, players, items, magics, enemies and poison scripts. // system strings and players typedef struct tagOBJECT_PLAYER { WORD wReserved[2]; // always zero WORD wScriptOnFriendDeath; // when friends in party dies, execute script from here WORD wScriptOnDying; // when dying, execute script from here } OBJECT_PLAYER; typedef enum tagITEMFLAG { kItemFlagUsable = (1 << 0), kItemFlagEquipable = (1 << 1), kItemFlagThrowable = (1 << 2), kItemFlagConsuming = (1 << 3), kItemFlagApplyToAll = (1 << 4), kItemFlagSellable = (1 << 5), kItemFlagEquipableByPlayerRole_First = (1 << 6) } ITEMFLAG; // items typedef struct tagOBJECT_ITEM_DOS { WORD wBitmap; // bitmap number in BALL.MKF WORD wPrice; // price WORD wScriptOnUse; // script executed when using this item WORD wScriptOnEquip; // script executed when equipping this item WORD wScriptOnThrow; // script executed when throwing this item to enemy WORD wFlags; // flags } OBJECT_ITEM_DOS; // items typedef struct tagOBJECT_ITEM { WORD wBitmap; // bitmap number in BALL.MKF WORD wPrice; // price WORD wScriptOnUse; // script executed when using this item WORD wScriptOnEquip; // script executed when equipping this item WORD wScriptOnThrow; // script executed when throwing this item to enemy WORD wScriptDesc; // description script WORD wFlags; // flags } OBJECT_ITEM; typedef enum tagMAGICFLAG { kMagicFlagUsableOutsideBattle = (1 << 0), kMagicFlagUsableInBattle = (1 << 1), kMagicFlagUsableToEnemy = (1 << 3), kMagicFlagApplyToAll = (1 << 4), } MAGICFLAG; // magics typedef struct tagOBJECT_MAGIC_DOS { WORD wMagicNumber; // magic number, according to DATA.MKF #3 WORD wReserved1; // always zero WORD wScriptOnSuccess; // when magic succeed, execute script from here WORD wScriptOnUse; // when use this magic, execute script from here WORD wReserved2; // always zero WORD wFlags; // flags } OBJECT_MAGIC_DOS; // magics typedef struct tagOBJECT_MAGIC { WORD wMagicNumber; // magic number, according to DATA.MKF #3 WORD wReserved1; // always zero WORD wScriptOnSuccess; // when magic succeed, execute script from here WORD wScriptOnUse; // when use this magic, execute script from here WORD wScriptDesc; // description script WORD wReserved2; // always zero WORD wFlags; // flags } OBJECT_MAGIC; // enemies typedef struct tagOBJECT_ENEMY { WORD wEnemyID; // ID of the enemy, according to DATA.MKF #1. // Also indicates the bitmap number in ABC.MKF. WORD wResistanceToSorcery; // resistance to sorcery and poison (0 min, 10 max) WORD wScriptOnTurnStart; // script executed when turn starts WORD wScriptOnBattleEnd; // script executed when battle ends WORD wScriptOnReady; // script executed when the enemy is ready } OBJECT_ENEMY; // poisons (scripts executed in each round) typedef struct tagOBJECT_POISON { WORD wPoisonLevel; // level of the poison WORD wColor; // color of avatars WORD wPlayerScript; // script executed when player has this poison (per round) WORD wReserved; // always zero WORD wEnemyScript; // script executed when enemy has this poison (per round) } OBJECT_POISON; typedef union tagOBJECT_DOS { WORD rgwData[6]; OBJECT_PLAYER player; OBJECT_ITEM_DOS item; OBJECT_MAGIC_DOS magic; OBJECT_ENEMY enemy; OBJECT_POISON poison; } OBJECT_DOS, *LPOBJECT_DOS; typedef union tagOBJECT { WORD rgwData[7]; OBJECT_PLAYER player; OBJECT_ITEM item; OBJECT_MAGIC magic; OBJECT_ENEMY enemy; OBJECT_POISON poison; } OBJECT, *LPOBJECT; typedef struct tagSCRIPTENTRY { WORD wOperation; // operation code WORD rgwOperand[3]; // operands } SCRIPTENTRY, *LPSCRIPTENTRY; typedef struct tagINVENTORY { WORD wItem; // item object code USHORT nAmount; // amount of this item USHORT nAmountInUse; // in-use amount of this item } INVENTORY, *LPINVENTORY; typedef struct tagSTORE { WORD rgwItems[MAX_STORE_ITEM]; } STORE, *LPSTORE; typedef struct tagENEMY { WORD wIdleFrames; // total number of frames when idle WORD wMagicFrames; // total number of frames when using magics WORD wAttackFrames; // total number of frames when doing normal attack WORD wIdleAnimSpeed; // speed of the animation when idle WORD wActWaitFrames; // FIXME: ??? WORD wYPosOffset; SHORT wAttackSound; // sound played when this enemy uses normal attack SHORT wActionSound; // FIXME: ??? SHORT wMagicSound; // sound played when this enemy uses magic SHORT wDeathSound; // sound played when this enemy dies SHORT wCallSound; // sound played when entering the battle WORD wHealth; // total HP of the enemy WORD wExp; // How many EXPs we'll get for beating this enemy WORD wCash; // how many cashes we'll get for beating this enemy WORD wLevel; // this enemy's level WORD wMagic; // this enemy's magic number WORD wMagicRate; // chance for this enemy to use magic WORD wAttackEquivItem; // equivalence item of this enemy's normal attack WORD wAttackEquivItemRate;// chance for equivalence item WORD wStealItem; // which item we'll get when stealing from this enemy WORD nStealItem; // total amount of the items which can be stolen WORD wAttackStrength; // normal attack strength WORD wMagicStrength; // magical attack strength WORD wDefense; // resistance to all kinds of attacking WORD wDexterity; // dexterity WORD wFleeRate; // chance for successful fleeing WORD wPoisonResistance; // resistance to poison WORD wElemResistance[NUM_MAGIC_ELEMENTAL]; // resistance to elemental magics WORD wPhysicalResistance; // resistance to physical attack WORD wDualMove; // whether this enemy can do dual move or not WORD wCollectValue; // value for collecting this enemy for items } ENEMY, *LPENEMY; typedef struct tagENEMYTEAM { WORD rgwEnemy[MAX_ENEMIES_IN_TEAM]; } ENEMYTEAM, *LPENEMYTEAM; typedef WORD PLAYERS[MAX_PLAYER_ROLES]; typedef struct tagPLAYERROLES { PLAYERS rgwAvatar; // avatar (shown in status view) PLAYERS rgwSpriteNumInBattle; // sprite displayed in battle (in F.MKF) PLAYERS rgwSpriteNum; // sprite displayed in normal scene (in MGO.MKF) PLAYERS rgwName; // name of player class (in WORD.DAT) PLAYERS rgwAttackAll; // whether player can attack everyone in a bulk or not PLAYERS rgwUnknown1; // FIXME: ??? PLAYERS rgwLevel; // level PLAYERS rgwMaxHP; // maximum HP PLAYERS rgwMaxMP; // maximum MP PLAYERS rgwHP; // current HP PLAYERS rgwMP; // current MP WORD rgwEquipment[MAX_PLAYER_EQUIPMENTS][MAX_PLAYER_ROLES]; // equipments PLAYERS rgwAttackStrength; // normal attack strength PLAYERS rgwMagicStrength; // magical attack strength PLAYERS rgwDefense; // resistance to all kinds of attacking PLAYERS rgwDexterity; // dexterity PLAYERS rgwFleeRate; // chance of successful fleeing PLAYERS rgwPoisonResistance; // resistance to poison WORD rgwElementalResistance[NUM_MAGIC_ELEMENTAL][MAX_PLAYER_ROLES]; // resistance to elemental magics PLAYERS rgwUnknown2; // FIXME: ??? PLAYERS rgwUnknown3; // FIXME: ??? PLAYERS rgwUnknown4; // FIXME: ??? PLAYERS rgwCoveredBy; // who will cover me when I am low of HP or not sane WORD rgwMagic[MAX_PLAYER_MAGICS][MAX_PLAYER_ROLES]; // magics PLAYERS rgwWalkFrames; // walk frame (???) PLAYERS rgwCooperativeMagic; // cooperative magic PLAYERS rgwUnknown5; // FIXME: ??? PLAYERS rgwUnknown6; // FIXME: ??? PLAYERS rgwDeathSound; // sound played when player dies PLAYERS rgwAttackSound; // sound played when player attacks PLAYERS rgwWeaponSound; // weapon sound (???) PLAYERS rgwCriticalSound; // sound played when player make critical hits PLAYERS rgwMagicSound; // sound played when player is casting a magic PLAYERS rgwCoverSound; // sound played when player cover others PLAYERS rgwDyingSound; // sound played when player is dying } PLAYERROLES, *LPPLAYERROLES; typedef enum tagMAGIC_TYPE { kMagicTypeNormal = 0, kMagicTypeAttackAll = 1, // draw the effect on each of the enemies kMagicTypeAttackWhole = 2, // draw the effect on the whole enemy team kMagicTypeAttackField = 3, // draw the effect on the battle field kMagicTypeApplyToPlayer = 4, // the magic is used on one player kMagicTypeApplyToParty = 5, // the magic is used on the whole party kMagicTypeTrance = 8, // trance the player kMagicTypeSummon = 9, // summon } MAGIC_TYPE; typedef struct tagMAGIC { WORD wEffect; // effect sprite WORD wType; // type of this magic WORD wXOffset; WORD wYOffset; WORD wSummonEffect; // summon effect sprite (in F.MKF) SHORT wSpeed; // speed of the effect WORD wKeepEffect; // FIXME: ??? WORD wFireDelay; // start frame of the magic fire stage WORD wEffectTimes; // total times of effect WORD wShake; // shake screen WORD wWave; // wave screen WORD wUnknown; // FIXME: ??? WORD wCostMP; // MP cost WORD wBaseDamage; // base damage WORD wElemental; // elemental (0 = No Elemental, last = poison) SHORT wSound; // sound played when using this magic } MAGIC, *LPMAGIC; typedef struct tagBATTLEFIELD { WORD wScreenWave; // level of screen waving SHORT rgsMagicEffect[NUM_MAGIC_ELEMENTAL]; // effect of attributed magics } BATTLEFIELD, *LPBATTLEFIELD; // magics learned when level up typedef struct tagLEVELUPMAGIC { WORD wLevel; // level reached WORD wMagic; // magic learned } LEVELUPMAGIC, *LPLEVELUPMAGIC; typedef struct tagLEVELUPMAGIC_ALL { LEVELUPMAGIC m[MAX_PLAYABLE_PLAYER_ROLES]; } LEVELUPMAGIC_ALL, *LPLEVELUPMAGIC_ALL; typedef struct tagPALPOS { WORD x; WORD y; } PALPOS; typedef struct tagENEMYPOS { PALPOS pos[MAX_ENEMIES_IN_TEAM][MAX_ENEMIES_IN_TEAM]; } ENEMYPOS, *LPENEMYPOS; // Exp. points needed for the next level typedef WORD LEVELUPEXP, *LPLEVELUPEXP; // game data which is available in data files. typedef struct tagGAMEDATA { LPEVENTOBJECT lprgEventObject; int nEventObject; SCENE rgScene[MAX_SCENES]; OBJECT rgObject[MAX_OBJECTS]; LPSCRIPTENTRY lprgScriptEntry; int nScriptEntry; LPSTORE lprgStore; int nStore; LPENEMY lprgEnemy; int nEnemy; LPENEMYTEAM lprgEnemyTeam; int nEnemyTeam; PLAYERROLES PlayerRoles; LPMAGIC lprgMagic; int nMagic; LPBATTLEFIELD lprgBattleField; int nBattleField; LPLEVELUPMAGIC_ALL lprgLevelUpMagic; int nLevelUpMagic; ENEMYPOS EnemyPos; LEVELUPEXP rgLevelUpExp[MAX_LEVELS + 1]; WORD rgwBattleEffectIndex[10][2]; } GAMEDATA, *LPGAMEDATA; typedef struct tagFILES { FILE *fpFBP; // battlefield background images FILE *fpMGO; // sprites in scenes FILE *fpBALL; // item bitmaps FILE *fpDATA; // misc data FILE *fpF; // player sprites during battle FILE *fpFIRE; // fire effect sprites FILE *fpRGM; // character face bitmaps FILE *fpSSS; // script data } FILES, *LPFILES; // player party typedef struct tagPARTY { WORD wPlayerRole; // player role SHORT x, y; // position WORD wFrame; // current frame number WORD wImageOffset; // FIXME: ??? } PARTY, *LPPARTY; // player trail, used for other party members to follow the main party member typedef struct tagTRAIL { WORD x, y; // position WORD wDirection; // direction } TRAIL, *LPTRAIL; typedef struct tagEXPERIENCE { WORD wExp; // current experience points WORD wReserved; WORD wLevel; // current level WORD wCount; } EXPERIENCE, *LPEXPERIENCE; typedef struct tagALLEXPERIENCE { EXPERIENCE rgPrimaryExp[MAX_PLAYER_ROLES]; EXPERIENCE rgHealthExp[MAX_PLAYER_ROLES]; EXPERIENCE rgMagicExp[MAX_PLAYER_ROLES]; EXPERIENCE rgAttackExp[MAX_PLAYER_ROLES]; EXPERIENCE rgMagicPowerExp[MAX_PLAYER_ROLES]; EXPERIENCE rgDefenseExp[MAX_PLAYER_ROLES]; EXPERIENCE rgDexterityExp[MAX_PLAYER_ROLES]; EXPERIENCE rgFleeExp[MAX_PLAYER_ROLES]; } ALLEXPERIENCE, *LPALLEXPERIENCE; typedef struct tagPOISONSTATUS { WORD wPoisonID; // kind of the poison WORD wPoisonScript; // script entry } POISONSTATUS, *LPPOISONSTATUS; typedef struct tagGLOBALVARS { FILES f; GAMEDATA g; int iCurMainMenuItem; // current main menu item number int iCurSystemMenuItem; // current system menu item number int iCurInvMenuItem; // current inventory menu item number int iCurPlayingRNG; // current playing RNG animation BYTE bCurrentSaveSlot; // current save slot (1-5) BOOL fInMainGame; // TRUE if in main game BOOL fGameStart; // TRUE if the has just started BOOL fEnteringScene; // TRUE if entering a new scene BOOL fNeedToFadeIn; // TRUE if need to fade in when drawing scene BOOL fInBattle; // TRUE if in battle BOOL fAutoBattle; // TRUE if auto-battle #ifndef PAL_CLASSIC BYTE bBattleSpeed; // Battle Speed (1 = Fastest, 5 = Slowest) #endif WORD wLastUnequippedItem; // last unequipped item PLAYERROLES rgEquipmentEffect[MAX_PLAYER_EQUIPMENTS + 1]; // equipment effects WORD rgPlayerStatus[MAX_PLAYER_ROLES][kStatusAll]; // player status PAL_POS viewport; // viewport coordination PAL_POS partyoffset; WORD wLayer; WORD wMaxPartyMemberIndex;// max index of members in party (0 to MAX_PLAYERS_IN_PARTY - 1) PARTY rgParty[MAX_PLAYABLE_PLAYER_ROLES]; // player party TRAIL rgTrail[MAX_PLAYABLE_PLAYER_ROLES]; // player trail WORD wPartyDirection; // direction of the party WORD wNumScene; // current scene number WORD wNumPalette; // current palette number BOOL fNightPalette; // TRUE if use the darker night palette WORD wNumMusic; // current music number WORD wNumBattleMusic; // current music number in battle WORD wNumBattleField; // current battle field number WORD wCollectValue; // value of "collected" items WORD wScreenWave; // level of screen waving SHORT sWaveProgression; WORD wChaseRange; WORD wChasespeedChangeCycles; USHORT nFollower; DWORD dwCash; // amount of cash ALLEXPERIENCE Exp; // experience status POISONSTATUS rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status INVENTORY rgInventory[MAX_INVENTORY]; // inventory status LPOBJECTDESC lpObjectDesc; DWORD dwFrameNum; } GLOBALVARS, *LPGLOBALVARS; PAL_C_LINKAGE_BEGIN extern GLOBALVARS * const gpGlobals; BOOL PAL_IsWINVersion( BOOL *pfIsWIN95 ); CODEPAGE PAL_DetectCodePage( const char * filename ); INT PAL_InitGlobals( VOID ); VOID PAL_FreeGlobals( VOID ); VOID PAL_SaveGame( int iSaveSlot, WORD wSavedTimes ); VOID PAL_InitGameData( INT iSaveSlot ); BOOL PAL_AddItemToInventory( WORD wObjectID, INT iNum ); BOOL PAL_IncreaseHPMP( WORD wPlayerRole, SHORT sHP, SHORT sMP ); INT PAL_GetItemAmount( WORD wItem ); VOID PAL_UpdateEquipments( VOID ); VOID PAL_CompressInventory( VOID ); VOID PAL_RemoveEquipmentEffect( WORD wPlayerRole, WORD wEquipPart ); VOID PAL_AddPoisonForPlayer( WORD wPlayerRole, WORD wPoisonID ); VOID PAL_CurePoisonByKind( WORD wPlayerRole, WORD wPoisonID ); VOID PAL_CurePoisonByLevel( WORD wPlayerRole, WORD wMaxLevel ); BOOL PAL_IsPlayerPoisonedByLevel( WORD wPlayerRole, WORD wMinLevel ); BOOL PAL_IsPlayerPoisonedByKind( WORD wPlayerRole, WORD wPoisonID ); WORD PAL_GetPlayerAttackStrength( WORD wPlayerRole ); WORD PAL_GetPlayerMagicStrength( WORD wPlayerRole ); WORD PAL_GetPlayerDefense( WORD wPlayerRole ); WORD PAL_GetPlayerDexterity( WORD wPlayerRole ); WORD PAL_GetPlayerFleeRate( WORD wPlayerRole ); WORD PAL_GetPlayerPoisonResistance( WORD wPlayerRole ); WORD PAL_GetPlayerElementalResistance( WORD wPlayerRole, INT iAttrib ); WORD PAL_GetPlayerBattleSprite( WORD wPlayerRole ); WORD PAL_GetPlayerCooperativeMagic( WORD wPlayerRole ); BOOL PAL_PlayerCanAttackAll( WORD wPlayerRole ); BOOL PAL_AddMagic( WORD wPlayerRole, WORD wMagic ); VOID PAL_RemoveMagic( WORD wPlayerRole, WORD wMagic ); VOID PAL_SetPlayerStatus( WORD wPlayerRole, WORD wStatusID, WORD wNumRound ); VOID PAL_RemovePlayerStatus( WORD wPlayerRole, WORD wStatusID ); VOID PAL_ClearAllPlayerStatus( VOID ); VOID PAL_PlayerLevelUp( WORD wPlayerRole, WORD wNumLevel ); PAL_C_LINKAGE_END #endif