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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) 2011-2017, 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 <http://www.gnu.org/licenses/>.
 
- //
 
- #include "main.h"
 
- #include "resampler.h"
 
- #include "palcfg.h"
 
- static GLOBALVARS _gGlobals;
 
- GLOBALVARS * const  gpGlobals = &_gGlobals;
 
- CONFIGURATION gConfig;
 
- #if SDL_BYTEORDER == SDL_LIL_ENDIAN
 
- #define DO_BYTESWAP(buf, size)
 
- #else
 
- #define DO_BYTESWAP(buf, size)                                   \
 
-    do {                                                          \
 
-       int i;                                                     \
 
-       for (i = 0; i < (size) / 2; i++)                           \
 
-       {                                                          \
 
-          ((LPWORD)(buf))[i] = SDL_SwapLE16(((LPWORD)(buf))[i]);  \
 
-       }                                                          \
 
-    } while(0)
 
- #endif
 
- #define LOAD_DATA(buf, size, chunknum, fp)                       \
 
-    do {                                                          \
 
-       PAL_MKFReadChunk((LPBYTE)(buf), (size), (chunknum), (fp)); \
 
-       DO_BYTESWAP(buf, size);                                    \
 
-    } while(0)
 
- BOOL
 
- PAL_IsWINVersion(
 
- 	BOOL *pfIsWIN95
 
- )
 
- {
 
- 	FILE *fps[] = { UTIL_OpenRequiredFile("abc.mkf"), UTIL_OpenRequiredFile("map.mkf"), gpGlobals->f.fpF, gpGlobals->f.fpFBP, gpGlobals->f.fpFIRE, gpGlobals->f.fpMGO };
 
- 	uint8_t *data = NULL;
 
- 	int data_size = 0, dos_score = 0, win_score = 0;
 
- 	BOOL result = FALSE;
 
- 	for (int i = 0; i < sizeof(fps) / sizeof(FILE *); i++)
 
- 	{
 
- 		//
 
- 		// Find the first non-empty sub-file
 
- 		//
 
- 		int count = PAL_MKFGetChunkCount(fps[i]), j = 0, size;
 
- 		while (j < count && (size = PAL_MKFGetChunkSize(j, fps[i])) < 4) j++;
 
- 		if (j >= count) goto PAL_IsWINVersion_Exit;
 
- 		//
 
- 		// Read the content and check the compression signature
 
- 		// Note that this check is not 100% correct, however in incorrect situations,
 
- 		// the sub-file will be over 784MB if uncompressed, which is highly unlikely.
 
- 		//
 
- 		if (data_size < size) data = (uint8_t *)realloc(data, data_size = size);
 
- 		PAL_MKFReadChunk(data, data_size, j, fps[i]);
 
- 		if (data[0] == 'Y' && data[1] == 'J' && data[2] == '_' && data[3] == '1')
 
- 		{
 
- 			if (win_score > 0)
 
- 				goto PAL_IsWINVersion_Exit;
 
- 			else
 
- 				dos_score++;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (dos_score > 0)
 
- 				goto PAL_IsWINVersion_Exit;
 
- 			else
 
- 				win_score++;
 
- 		}
 
- 	}
 
- 	//
 
- 	// Finally check the size of object definition
 
- 	//
 
- 	data_size = PAL_MKFGetChunkSize(2, gpGlobals->f.fpSSS);
 
- 	if (data_size % sizeof(OBJECT) == 0 && data_size % sizeof(OBJECT_DOS) != 0 && dos_score > 0) goto PAL_IsWINVersion_Exit;
 
- 	if (data_size % sizeof(OBJECT_DOS) == 0 && data_size % sizeof(OBJECT) != 0 && win_score > 0) goto PAL_IsWINVersion_Exit;
 
- 	if (pfIsWIN95) *pfIsWIN95 = (win_score == sizeof(fps) / sizeof(FILE *)) ? TRUE : FALSE;
 
- 	result = TRUE;
 
- PAL_IsWINVersion_Exit:
 
- 	free(data);
 
- 	fclose(fps[1]);
 
- 	fclose(fps[0]);
 
- 	return result;
 
- }
 
- INT
 
- PAL_InitGlobals(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Initialize global data.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     0 = success, -1 = error.
 
- --*/
 
- {
 
-    //
 
-    // Open files
 
-    //
 
-    gpGlobals->f.fpFBP = UTIL_OpenRequiredFile("fbp.mkf");
 
-    gpGlobals->f.fpMGO = UTIL_OpenRequiredFile("mgo.mkf");
 
-    gpGlobals->f.fpBALL = UTIL_OpenRequiredFile("ball.mkf");
 
-    gpGlobals->f.fpDATA = UTIL_OpenRequiredFile("data.mkf");
 
-    gpGlobals->f.fpF = UTIL_OpenRequiredFile("f.mkf");
 
-    gpGlobals->f.fpFIRE = UTIL_OpenRequiredFile("fire.mkf");
 
-    gpGlobals->f.fpRGM = UTIL_OpenRequiredFile("rgm.mkf");
 
-    gpGlobals->f.fpSSS = UTIL_OpenRequiredFile("sss.mkf");
 
-    //
 
-    // Retrieve game resource version & language
 
-    //
 
-    if (!PAL_IsWINVersion(&gConfig.fIsWIN95)) return -1;
 
-    //
 
-    // Set decompress function
 
-    //
 
-    Decompress = gConfig.fIsWIN95 ? YJ2_Decompress : YJ1_Decompress;
 
-    gpGlobals->lpObjectDesc = gConfig.fIsWIN95 ? NULL : PAL_LoadObjectDesc(va("%s%s", gConfig.pszGamePath, "desc.dat"));
 
-    gpGlobals->bCurrentSaveSlot = 1;
 
-    return 0;
 
- }
 
- VOID
 
- PAL_FreeGlobals(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Free global data.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    //
 
-    // Close all opened files
 
-    //
 
-    UTIL_CloseFile(gpGlobals->f.fpFBP);
 
-    UTIL_CloseFile(gpGlobals->f.fpMGO);
 
-    UTIL_CloseFile(gpGlobals->f.fpBALL);
 
-    UTIL_CloseFile(gpGlobals->f.fpDATA);
 
-    UTIL_CloseFile(gpGlobals->f.fpF);
 
-    UTIL_CloseFile(gpGlobals->f.fpFIRE);
 
-    UTIL_CloseFile(gpGlobals->f.fpRGM);
 
-    UTIL_CloseFile(gpGlobals->f.fpSSS);
 
-    //
 
-    // Free the game data
 
-    //
 
-    free(gpGlobals->g.lprgEventObject);
 
-    free(gpGlobals->g.lprgScriptEntry);
 
-    free(gpGlobals->g.lprgStore);
 
-    free(gpGlobals->g.lprgEnemy);
 
-    free(gpGlobals->g.lprgEnemyTeam);
 
-    free(gpGlobals->g.lprgMagic);
 
-    free(gpGlobals->g.lprgBattleField);
 
-    free(gpGlobals->g.lprgLevelUpMagic);
 
-    //
 
-    // Free the object description data
 
-    //
 
-    if (!gConfig.fIsWIN95)
 
-       PAL_FreeObjectDesc(gpGlobals->lpObjectDesc);
 
-    //
 
-    // Clear the instance
 
-    //
 
-    memset(gpGlobals, 0, sizeof(GLOBALVARS));
 
-    PAL_FreeConfig();
 
- }
 
- static VOID
 
- PAL_ReadGlobalGameData(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Read global game data from data files.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    const GAMEDATA    *p = &gpGlobals->g;
 
-    LOAD_DATA(p->lprgScriptEntry, p->nScriptEntry * sizeof(SCRIPTENTRY),
 
-       4, gpGlobals->f.fpSSS);
 
-    LOAD_DATA(p->lprgStore, p->nStore * sizeof(STORE), 0, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->lprgEnemy, p->nEnemy * sizeof(ENEMY), 1, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->lprgEnemyTeam, p->nEnemyTeam * sizeof(ENEMYTEAM),
 
-       2, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->lprgMagic, p->nMagic * sizeof(MAGIC), 4, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->lprgBattleField, p->nBattleField * sizeof(BATTLEFIELD),
 
-       5, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->lprgLevelUpMagic, p->nLevelUpMagic * sizeof(LEVELUPMAGIC_ALL),
 
-       6, gpGlobals->f.fpDATA);
 
-    LOAD_DATA(p->rgwBattleEffectIndex, sizeof(p->rgwBattleEffectIndex),
 
-       11, gpGlobals->f.fpDATA);
 
-    PAL_MKFReadChunk((LPBYTE)&(p->EnemyPos), sizeof(p->EnemyPos),
 
-       13, gpGlobals->f.fpDATA);
 
-    DO_BYTESWAP(&(p->EnemyPos), sizeof(p->EnemyPos));
 
-    PAL_MKFReadChunk((LPBYTE)(p->rgLevelUpExp), sizeof(p->rgLevelUpExp),
 
-       14, gpGlobals->f.fpDATA);
 
-    DO_BYTESWAP(p->rgLevelUpExp, sizeof(p->rgLevelUpExp));
 
- }
 
- static VOID
 
- PAL_InitGlobalGameData(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Initialize global game data.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int        len;
 
- #define PAL_DOALLOCATE(fp, num, type, lptype, ptr, n)                            \
 
-    {                                                                             \
 
-       len = PAL_MKFGetChunkSize(num, fp);                                        \
 
-       ptr = (lptype)malloc(len);                                                 \
 
-       n = len / sizeof(type);                                                    \
 
-       if (ptr == NULL)                                                           \
 
-       {                                                                          \
 
-          TerminateOnError("PAL_InitGlobalGameData(): Memory allocation error!"); \
 
-       }                                                                          \
 
-    }
 
-    //
 
-    // If the memory has not been allocated, allocate first.
 
-    //
 
-    if (gpGlobals->g.lprgEventObject == NULL)
 
-    {
 
-       PAL_DOALLOCATE(gpGlobals->f.fpSSS, 0, EVENTOBJECT, LPEVENTOBJECT,
 
-          gpGlobals->g.lprgEventObject, gpGlobals->g.nEventObject);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpSSS, 4, SCRIPTENTRY, LPSCRIPTENTRY,
 
-          gpGlobals->g.lprgScriptEntry, gpGlobals->g.nScriptEntry);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 0, STORE, LPSTORE,
 
-          gpGlobals->g.lprgStore, gpGlobals->g.nStore);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 1, ENEMY, LPENEMY,
 
-          gpGlobals->g.lprgEnemy, gpGlobals->g.nEnemy);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 2, ENEMYTEAM, LPENEMYTEAM,
 
-          gpGlobals->g.lprgEnemyTeam, gpGlobals->g.nEnemyTeam);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 4, MAGIC, LPMAGIC,
 
-          gpGlobals->g.lprgMagic, gpGlobals->g.nMagic);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 5, BATTLEFIELD, LPBATTLEFIELD,
 
-          gpGlobals->g.lprgBattleField, gpGlobals->g.nBattleField);
 
-       PAL_DOALLOCATE(gpGlobals->f.fpDATA, 6, LEVELUPMAGIC_ALL, LPLEVELUPMAGIC_ALL,
 
-          gpGlobals->g.lprgLevelUpMagic, gpGlobals->g.nLevelUpMagic);
 
-       PAL_ReadGlobalGameData();
 
-    }
 
- #undef PAL_DOALLOCATE
 
- }
 
- static VOID
 
- PAL_LoadDefaultGame(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Load the default game data.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    GAMEDATA    *p = &gpGlobals->g;
 
-    UINT32       i;
 
-    //
 
-    // Load the default data from the game data files.
 
-    //
 
-    LOAD_DATA(p->lprgEventObject, p->nEventObject * sizeof(EVENTOBJECT),
 
-       0, gpGlobals->f.fpSSS);
 
-    PAL_MKFReadChunk((LPBYTE)(p->rgScene), sizeof(p->rgScene), 1, gpGlobals->f.fpSSS);
 
-    DO_BYTESWAP(p->rgScene, sizeof(p->rgScene));
 
-    if (gConfig.fIsWIN95)
 
-    {
 
-       PAL_MKFReadChunk((LPBYTE)(p->rgObject), sizeof(p->rgObject), 2, gpGlobals->f.fpSSS);
 
-       DO_BYTESWAP(p->rgObject, sizeof(p->rgObject));
 
-    }
 
-    else
 
-    {
 
-       OBJECT_DOS objects[MAX_OBJECTS];
 
- 	  PAL_MKFReadChunk((LPBYTE)(objects), sizeof(objects), 2, gpGlobals->f.fpSSS);
 
- 	  DO_BYTESWAP(objects, sizeof(objects));
 
-       //
 
-       // Convert the DOS-style data structure to WIN-style data structure
 
-       //
 
-       for (i = 0; i < MAX_OBJECTS; i++)
 
-       {
 
-          memcpy(&p->rgObject[i], &objects[i], sizeof(OBJECT_DOS));
 
- 	     if (i >= OBJECT_ITEM_START && i <= OBJECT_MAGIC_END)
 
-          {
 
-             p->rgObject[i].rgwData[6] = objects[i].rgwData[5];     // wFlags
 
- 			p->rgObject[i].rgwData[5] = 0;                         // wScriptDesc or wReserved2
 
-          }
 
-          else
 
-          {
 
-             p->rgObject[i].rgwData[6] = 0;
 
-          }
 
-       }
 
-    }
 
-    PAL_MKFReadChunk((LPBYTE)(&(p->PlayerRoles)), sizeof(PLAYERROLES),
 
-       3, gpGlobals->f.fpDATA);
 
-    DO_BYTESWAP(&(p->PlayerRoles), sizeof(PLAYERROLES));
 
-    //
 
-    // Set some other default data.
 
-    //
 
-    gpGlobals->dwCash = 0;
 
-    gpGlobals->wNumMusic = 0;
 
-    gpGlobals->wNumPalette = 0;
 
-    gpGlobals->wNumScene = 1;
 
-    gpGlobals->wCollectValue = 0;
 
-    gpGlobals->fNightPalette = FALSE;
 
-    gpGlobals->wMaxPartyMemberIndex = 0;
 
-    gpGlobals->viewport = PAL_XY(0, 0);
 
-    gpGlobals->wLayer = 0;
 
-    gpGlobals->wChaseRange = 1;
 
- #ifndef PAL_CLASSIC
 
-    gpGlobals->bBattleSpeed = 2;
 
- #endif
 
-    memset(gpGlobals->rgInventory, 0, sizeof(gpGlobals->rgInventory));
 
-    memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
 
-    memset(gpGlobals->rgParty, 0, sizeof(gpGlobals->rgParty));
 
-    memset(gpGlobals->rgTrail, 0, sizeof(gpGlobals->rgTrail));
 
-    memset(&(gpGlobals->Exp), 0, sizeof(gpGlobals->Exp));
 
-    for (i = 0; i < MAX_PLAYER_ROLES; i++)
 
-    {
 
-       gpGlobals->Exp.rgPrimaryExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgHealthExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgMagicExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgAttackExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgMagicPowerExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgDefenseExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgDexterityExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-       gpGlobals->Exp.rgFleeExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
 
-    }
 
-    gpGlobals->fEnteringScene = TRUE;
 
- }
 
- typedef struct tagSAVEDGAME_COMMON
 
- {
 
- 	WORD             wSavedTimes;             // saved times
 
- 	WORD             wViewportX, wViewportY;  // viewport location
 
- 	WORD             nPartyMember;            // number of members in party
 
- 	WORD             wNumScene;               // scene number
 
- 	WORD             wPaletteOffset;
 
- 	WORD             wPartyDirection;         // party direction
 
- 	WORD             wNumMusic;               // music number
 
- 	WORD             wNumBattleMusic;         // battle music number
 
- 	WORD             wNumBattleField;         // battle field number
 
- 	WORD             wScreenWave;             // level of screen waving
 
- 	WORD             wBattleSpeed;            // battle speed
 
- 	WORD             wCollectValue;           // value of "collected" items
 
- 	WORD             wLayer;
 
- 	WORD             wChaseRange;
 
- 	WORD             wChasespeedChangeCycles;
 
- 	WORD             nFollower;
 
- 	WORD             rgwReserved2[3];         // unused
 
- 	DWORD            dwCash;                  // amount of cash
 
- 	PARTY            rgParty[MAX_PLAYABLE_PLAYER_ROLES];       // player party
 
- 	TRAIL            rgTrail[MAX_PLAYABLE_PLAYER_ROLES];       // player trail
 
- 	ALLEXPERIENCE    Exp;                     // experience data
 
- 	PLAYERROLES      PlayerRoles;
 
- 	POISONSTATUS     rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
 
- 	INVENTORY        rgInventory[MAX_INVENTORY];               // inventory status
 
- 	SCENE            rgScene[MAX_SCENES];
 
- } SAVEDGAME_COMMON, *LPSAVEDGAME_COMMON;
 
- typedef struct tagSAVEDGAME_DOS
 
- {
 
- 	WORD             wSavedTimes;             // saved times
 
- 	WORD             wViewportX, wViewportY;  // viewport location
 
- 	WORD             nPartyMember;            // number of members in party
 
- 	WORD             wNumScene;               // scene number
 
- 	WORD             wPaletteOffset;
 
- 	WORD             wPartyDirection;         // party direction
 
- 	WORD             wNumMusic;               // music number
 
- 	WORD             wNumBattleMusic;         // battle music number
 
- 	WORD             wNumBattleField;         // battle field number
 
- 	WORD             wScreenWave;             // level of screen waving
 
- 	WORD             wBattleSpeed;            // battle speed
 
- 	WORD             wCollectValue;           // value of "collected" items
 
- 	WORD             wLayer;
 
- 	WORD             wChaseRange;
 
- 	WORD             wChasespeedChangeCycles;
 
- 	WORD             nFollower;
 
- 	WORD             rgwReserved2[3];         // unused
 
- 	DWORD            dwCash;                  // amount of cash
 
- 	PARTY            rgParty[MAX_PLAYABLE_PLAYER_ROLES];       // player party
 
- 	TRAIL            rgTrail[MAX_PLAYABLE_PLAYER_ROLES];       // player trail
 
- 	ALLEXPERIENCE    Exp;                     // experience data
 
- 	PLAYERROLES      PlayerRoles;
 
- 	POISONSTATUS     rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
 
- 	INVENTORY        rgInventory[MAX_INVENTORY];               // inventory status
 
- 	SCENE            rgScene[MAX_SCENES];
 
- 	OBJECT_DOS       rgObject[MAX_OBJECTS];
 
- 	EVENTOBJECT      rgEventObject[MAX_EVENT_OBJECTS];
 
- } SAVEDGAME_DOS, *LPSAVEDGAME_DOS;
 
- typedef struct tagSAVEDGAME_WIN
 
- {
 
- 	WORD             wSavedTimes;             // saved times
 
- 	WORD             wViewportX, wViewportY;  // viewport location
 
- 	WORD             nPartyMember;            // number of members in party
 
- 	WORD             wNumScene;               // scene number
 
- 	WORD             wPaletteOffset;
 
- 	WORD             wPartyDirection;         // party direction
 
- 	WORD             wNumMusic;               // music number
 
- 	WORD             wNumBattleMusic;         // battle music number
 
- 	WORD             wNumBattleField;         // battle field number
 
- 	WORD             wScreenWave;             // level of screen waving
 
- 	WORD             wBattleSpeed;            // battle speed
 
- 	WORD             wCollectValue;           // value of "collected" items
 
- 	WORD             wLayer;
 
- 	WORD             wChaseRange;
 
- 	WORD             wChasespeedChangeCycles;
 
- 	WORD             nFollower;
 
- 	WORD             rgwReserved2[3];         // unused
 
- 	DWORD            dwCash;                  // amount of cash
 
- 	PARTY            rgParty[MAX_PLAYABLE_PLAYER_ROLES];       // player party
 
- 	TRAIL            rgTrail[MAX_PLAYABLE_PLAYER_ROLES];       // player trail
 
- 	ALLEXPERIENCE    Exp;                     // experience data
 
- 	PLAYERROLES      PlayerRoles;
 
- 	POISONSTATUS     rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
 
- 	INVENTORY        rgInventory[MAX_INVENTORY];               // inventory status
 
- 	SCENE            rgScene[MAX_SCENES];
 
- 	OBJECT           rgObject[MAX_OBJECTS];
 
- 	EVENTOBJECT      rgEventObject[MAX_EVENT_OBJECTS];
 
- } SAVEDGAME_WIN, *LPSAVEDGAME_WIN;
 
- static BOOL
 
- PAL_LoadGame_Common(
 
- 	const char         *szFileName,
 
- 	LPSAVEDGAME_COMMON  s,
 
- 	size_t              size
 
- )
 
- {
 
- 	//
 
- 	// Try to open the specified file
 
- 	//
 
- 	FILE *fp = fopen(szFileName, "rb");
 
- 	//
 
- 	// Read all data from the file and close.
 
- 	//
 
- 	size_t n = fp ? fread(s, 1, size, fp) : 0;
 
- 	if (fp != NULL)
 
- 	{
 
- 		fclose(fp);
 
- 	}
 
- 	if (n < size - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS)
 
- 	{
 
- 		return FALSE;
 
- 	}
 
- 	//
 
- 	// Adjust endianness
 
- 	//
 
- 	DO_BYTESWAP(&s, size);
 
- 	//
 
- 	// Cash amount is in DWORD, so do a wordswap in Big-Endian.
 
- 	//
 
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
 
- 	s->dwCash = ((s->dwCash >> 16) | (s->dwCash << 16));
 
- #endif
 
- 	//
 
- 	// Get common data from the saved game struct.
 
- 	//
 
- 	gpGlobals->viewport = PAL_XY(s->wViewportX, s->wViewportY);
 
- 	gpGlobals->wMaxPartyMemberIndex = s->nPartyMember;
 
- 	gpGlobals->wNumScene = s->wNumScene;
 
- 	gpGlobals->fNightPalette = (s->wPaletteOffset != 0);
 
- 	gpGlobals->wPartyDirection = s->wPartyDirection;
 
- 	gpGlobals->wNumMusic = s->wNumMusic;
 
- 	gpGlobals->wNumBattleMusic = s->wNumBattleMusic;
 
- 	gpGlobals->wNumBattleField = s->wNumBattleField;
 
- 	gpGlobals->wScreenWave = s->wScreenWave;
 
- 	gpGlobals->sWaveProgression = 0;
 
- 	gpGlobals->wCollectValue = s->wCollectValue;
 
- 	gpGlobals->wLayer = s->wLayer;
 
- 	gpGlobals->wChaseRange = s->wChaseRange;
 
- 	gpGlobals->wChasespeedChangeCycles = s->wChasespeedChangeCycles;
 
- 	gpGlobals->nFollower = s->nFollower;
 
- 	gpGlobals->dwCash = s->dwCash;
 
- #ifndef PAL_CLASSIC
 
- 	gpGlobals->bBattleSpeed = s->wBattleSpeed;
 
- 	if (gpGlobals->bBattleSpeed > 5 || gpGlobals->bBattleSpeed == 0)
 
- 	{
 
- 		gpGlobals->bBattleSpeed = 2;
 
- 	}
 
- #endif
 
- 	memcpy(gpGlobals->rgParty, s->rgParty, sizeof(gpGlobals->rgParty));
 
- 	memcpy(gpGlobals->rgTrail, s->rgTrail, sizeof(gpGlobals->rgTrail));
 
- 	gpGlobals->Exp = s->Exp;
 
- 	gpGlobals->g.PlayerRoles = s->PlayerRoles;
 
- 	memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
 
- 	memcpy(gpGlobals->rgInventory, s->rgInventory, sizeof(gpGlobals->rgInventory));
 
- 	memcpy(gpGlobals->g.rgScene, s->rgScene, sizeof(gpGlobals->g.rgScene));
 
- 	gpGlobals->fEnteringScene = FALSE;
 
- 	PAL_CompressInventory();
 
- 	return TRUE;
 
- }
 
- static INT
 
- PAL_LoadGame_DOS(
 
-    LPCSTR         szFileName
 
- )
 
- /*++
 
-   Purpose:
 
-     Load a saved game.
 
-   Parameters:
 
-     [IN]  szFileName - file name of saved game.
 
-   Return value:
 
-     0 if success, -1 if failed.
 
- --*/
 
- {
 
-    PAL_LARGE SAVEDGAME_DOS   s;
 
-    int                       i;
 
-    //
 
-    // Get all the data from the saved game struct.
 
-    //
 
-    if (!PAL_LoadGame_Common(szFileName, (LPSAVEDGAME_COMMON)&s, sizeof(SAVEDGAME_DOS)))
 
- 	   return -1;
 
-    //
 
-    // Convert the DOS-style data structure to WIN-style data structure
 
-    //
 
-    for (i = 0; i < MAX_OBJECTS; i++)
 
-    {
 
-       memcpy(&gpGlobals->g.rgObject[i], &s.rgObject[i], sizeof(OBJECT_DOS));
 
- 	  if (i >= OBJECT_ITEM_START && i <= OBJECT_MAGIC_END)
 
- 	  {
 
-          gpGlobals->g.rgObject[i].rgwData[6] = s.rgObject[i].rgwData[5];     // wFlags
 
-          gpGlobals->g.rgObject[i].rgwData[5] = 0;                            // wScriptDesc or wReserved2
 
- 	  }
 
- 	  else
 
- 	  {
 
-          gpGlobals->g.rgObject[i].rgwData[6] = 0;
 
-       }
 
-    }
 
-    memcpy(gpGlobals->g.lprgEventObject, s.rgEventObject, sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
 
-    //
 
-    // Success
 
-    //
 
-    return 0;
 
- }
 
- static INT
 
- PAL_LoadGame_WIN(
 
-    LPCSTR         szFileName
 
- )
 
- /*++
 
-   Purpose:
 
-     Load a saved game.
 
-   Parameters:
 
-     [IN]  szFileName - file name of saved game.
 
-   Return value:
 
-     0 if success, -1 if failed.
 
- --*/
 
- {
 
-    PAL_LARGE SAVEDGAME_WIN   s;
 
-    //
 
-    // Get all the data from the saved game struct.
 
-    //
 
-    if (!PAL_LoadGame_Common(szFileName, (LPSAVEDGAME_COMMON)&s, sizeof(SAVEDGAME_WIN)))
 
- 	   return -1;
 
-    memcpy(gpGlobals->g.rgObject, s.rgObject, sizeof(gpGlobals->g.rgObject));
 
-    memcpy(gpGlobals->g.lprgEventObject, s.rgEventObject, sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
 
-    //
 
-    // Success
 
-    //
 
-    return 0;
 
- }
 
- static INT
 
- PAL_LoadGame(
 
-    LPCSTR         szFileName
 
- )
 
- {
 
- 	return gConfig.fIsWIN95 ? PAL_LoadGame_WIN(szFileName) : PAL_LoadGame_DOS(szFileName);
 
- }
 
- static VOID
 
- PAL_SaveGame_Common(
 
- 	LPCSTR             szFileName,
 
- 	WORD               wSavedTimes,
 
- 	LPSAVEDGAME_COMMON s,
 
- 	size_t             size
 
- )
 
- {
 
- 	FILE *fp;
 
- 	int   i;
 
- 	s->wSavedTimes = wSavedTimes;
 
- 	s->wViewportX = PAL_X(gpGlobals->viewport);
 
- 	s->wViewportY = PAL_Y(gpGlobals->viewport);
 
- 	s->nPartyMember = gpGlobals->wMaxPartyMemberIndex;
 
- 	s->wNumScene = gpGlobals->wNumScene;
 
- 	s->wPaletteOffset = (gpGlobals->fNightPalette ? 0x180 : 0);
 
- 	s->wPartyDirection = gpGlobals->wPartyDirection;
 
- 	s->wNumMusic = gpGlobals->wNumMusic;
 
- 	s->wNumBattleMusic = gpGlobals->wNumBattleMusic;
 
- 	s->wNumBattleField = gpGlobals->wNumBattleField;
 
- 	s->wScreenWave = gpGlobals->wScreenWave;
 
- 	s->wCollectValue = gpGlobals->wCollectValue;
 
- 	s->wLayer = gpGlobals->wLayer;
 
- 	s->wChaseRange = gpGlobals->wChaseRange;
 
- 	s->wChasespeedChangeCycles = gpGlobals->wChasespeedChangeCycles;
 
- 	s->nFollower = gpGlobals->nFollower;
 
- 	s->dwCash = gpGlobals->dwCash;
 
- #ifndef PAL_CLASSIC
 
- 	s->wBattleSpeed = gpGlobals->bBattleSpeed;
 
- #else
 
- 	s->wBattleSpeed = 2;
 
- #endif
 
- 	memcpy(s->rgParty, gpGlobals->rgParty, sizeof(gpGlobals->rgParty));
 
- 	memcpy(s->rgTrail, gpGlobals->rgTrail, sizeof(gpGlobals->rgTrail));
 
- 	s->Exp = gpGlobals->Exp;
 
- 	s->PlayerRoles = gpGlobals->g.PlayerRoles;
 
- 	memcpy(s->rgPoisonStatus, gpGlobals->rgPoisonStatus, sizeof(gpGlobals->rgPoisonStatus));
 
- 	memcpy(s->rgInventory, gpGlobals->rgInventory, sizeof(gpGlobals->rgInventory));
 
- 	memcpy(s->rgScene, gpGlobals->g.rgScene, sizeof(gpGlobals->g.rgScene));
 
- 	//
 
- 	// Adjust endianness
 
- 	//
 
- 	DO_BYTESWAP(&s, size);
 
- 	//
 
- 	// Cash amount is in DWORD, so do a wordswap in Big-Endian.
 
- 	//
 
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
 
- 	s->dwCash = ((s->dwCash >> 16) | (s->dwCash << 16));
 
- #endif
 
- 	//
 
- 	// Try writing to file
 
- 	//
 
- 	if ((fp = fopen(szFileName, "wb")) == NULL)
 
- 	{
 
- 		return;
 
- 	}
 
- 	i = PAL_MKFGetChunkSize(0, gpGlobals->f.fpSSS);
 
- 	i += size - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS;
 
- 	fwrite(&s, i, 1, fp);
 
- 	fclose(fp);
 
- }
 
- static VOID
 
- PAL_SaveGame_DOS(
 
-    LPCSTR         szFileName,
 
-    WORD           wSavedTimes
 
- )
 
- /*++
 
-   Purpose:
 
-     Save the current game state to file.
 
-   Parameters:
 
-     [IN]  szFileName - file name of saved game.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    PAL_LARGE SAVEDGAME_DOS   s;
 
-    UINT32                    i;
 
-    //
 
-    // Convert the WIN-style data structure to DOS-style data structure
 
-    //
 
-    for (i = 0; i < MAX_OBJECTS; i++)
 
-    {
 
-       memcpy(&s.rgObject[i], &gpGlobals->g.rgObject[i], sizeof(OBJECT_DOS));
 
- 	  if (i >= OBJECT_ITEM_START && i <= OBJECT_MAGIC_END)
 
- 	  {
 
-          s.rgObject[i].rgwData[5] = gpGlobals->g.rgObject[i].rgwData[6];     // wFlags
 
- 	  }
 
-    }
 
-    memcpy(s.rgEventObject, gpGlobals->g.lprgEventObject, sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
 
-    //
 
-    // Put all the data to the saved game struct.
 
-    //
 
-    PAL_SaveGame_Common(szFileName, wSavedTimes, (LPSAVEDGAME_COMMON)&s, sizeof(SAVEDGAME_DOS));
 
- }
 
- static VOID
 
- PAL_SaveGame_WIN(
 
-    LPCSTR         szFileName,
 
-    WORD           wSavedTimes
 
- )
 
- /*++
 
-   Purpose:
 
-     Save the current game state to file.
 
-   Parameters:
 
-     [IN]  szFileName - file name of saved game.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    PAL_LARGE SAVEDGAME_WIN   s;
 
-    //
 
-    // Put all the data to the saved game struct.
 
-    //
 
-    memcpy(s.rgObject, gpGlobals->g.rgObject, sizeof(gpGlobals->g.rgObject));
 
-    memcpy(s.rgEventObject, gpGlobals->g.lprgEventObject, sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
 
-    PAL_SaveGame_Common(szFileName, wSavedTimes, (LPSAVEDGAME_COMMON)&s, sizeof(SAVEDGAME_WIN));
 
- }
 
- VOID
 
- PAL_SaveGame(
 
-    LPCSTR         szFileName,
 
-    WORD           wSavedTimes
 
- )
 
- {
 
- 	if (gConfig.fIsWIN95)
 
- 		PAL_SaveGame_WIN(szFileName, wSavedTimes);
 
- 	else
 
- 		PAL_SaveGame_DOS(szFileName, wSavedTimes);
 
- }
 
- VOID
 
- PAL_InitGameData(
 
-    INT         iSaveSlot
 
- )
 
- /*++
 
-   Purpose:
 
-     Initialize the game data (used when starting a new game or loading a saved game).
 
-   Parameters:
 
-     [IN]  iSaveSlot - Slot of saved game.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    PAL_InitGlobalGameData();
 
-    gpGlobals->bCurrentSaveSlot = (BYTE)iSaveSlot;
 
-    //
 
-    // try loading from the saved game file.
 
-    //
 
-    if (iSaveSlot == 0 || PAL_LoadGame(va("%s%d%s", gConfig.pszSavePath, iSaveSlot, ".rpg")) != 0)
 
-    {
 
-       //
 
-       // Cannot load the saved game file. Load the defaults.
 
-       //
 
-       PAL_LoadDefaultGame();
 
-    }
 
-    gpGlobals->fGameStart = TRUE;
 
-    gpGlobals->fNeedToFadeIn = FALSE;
 
-    gpGlobals->iCurInvMenuItem = 0;
 
-    gpGlobals->fInBattle = FALSE;
 
-    memset(gpGlobals->rgPlayerStatus, 0, sizeof(gpGlobals->rgPlayerStatus));
 
-    PAL_UpdateEquipments();
 
- }
 
- BOOL
 
- PAL_AddItemToInventory(
 
-    WORD          wObjectID,
 
-    INT           iNum
 
- )
 
- /*++
 
-   Purpose:
 
-     Add or remove the specified kind of item in the inventory.
 
-   Parameters:
 
-     [IN]  wObjectID - object number of the item.
 
-     [IN]  iNum - number to be added (positive value) or removed (negative value).
 
-   Return value:
 
-     TRUE if succeeded, FALSE if failed.
 
- --*/
 
- {
 
-    int          index;
 
-    BOOL         fFound;
 
-    if (wObjectID == 0)
 
-    {
 
-       return FALSE;
 
-    }
 
-    if (iNum == 0)
 
-    {
 
-       iNum = 1;
 
-    }
 
-    index = 0;
 
-    fFound = FALSE;
 
-    //
 
-    // Search for the specified item in the inventory
 
-    //
 
-    while (index < MAX_INVENTORY)
 
-    {
 
-       if (gpGlobals->rgInventory[index].wItem == wObjectID)
 
-       {
 
-          fFound = TRUE;
 
-          break;
 
-       }
 
-       else if (gpGlobals->rgInventory[index].wItem == 0)
 
-       {
 
-          break;
 
-       }
 
-       index++;
 
-    }
 
-    if (iNum > 0)
 
-    {
 
-       //
 
-       // Add item
 
-       //
 
-       if (index >= MAX_INVENTORY)
 
-       {
 
-          //
 
-          // inventory is full. cannot add item
 
-          //
 
-          return FALSE;
 
-       }
 
-       if (fFound)
 
-       {
 
-          gpGlobals->rgInventory[index].nAmount += iNum;
 
-          if (gpGlobals->rgInventory[index].nAmount > 99)
 
-          {
 
-             //
 
-             // Maximum number is 99
 
-             //
 
-             gpGlobals->rgInventory[index].nAmount = 99;
 
-          }
 
-       }
 
-       else
 
-       {
 
-          gpGlobals->rgInventory[index].wItem = wObjectID;
 
-          if (iNum > 99)
 
-          {
 
-             iNum = 99;
 
-          }
 
-          gpGlobals->rgInventory[index].nAmount = iNum;
 
-       }
 
-       return TRUE;
 
-    }
 
-    else
 
-    {
 
-       //
 
-       // Remove item
 
-       //
 
-       if (fFound)
 
-       {
 
-          iNum *= -1;
 
-          if (gpGlobals->rgInventory[index].nAmount < iNum)
 
-          {
 
-             //
 
-             // This item has been run out
 
-             //
 
-             gpGlobals->rgInventory[index].nAmount = 0;
 
-             return FALSE;
 
-          }
 
-          gpGlobals->rgInventory[index].nAmount -= iNum;
 
-          return TRUE;
 
-       }
 
-       return FALSE;
 
-    }
 
- }
 
- INT
 
- PAL_GetItemAmount(
 
-    WORD        wItem
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the amount of the specified item in the inventory.
 
-   Parameters:
 
-     [IN]  wItem - the object ID of the item.
 
-   Return value:
 
-     The amount of the item in the inventory.
 
- --*/
 
- {
 
-    int i;
 
-    for (i = 0; i < MAX_INVENTORY; i++)
 
-    {
 
-       if (gpGlobals->rgInventory[i].wItem == 0)
 
-       {
 
-          break;
 
-       }
 
-       if (gpGlobals->rgInventory[i].wItem == wItem)
 
-       {
 
-          return gpGlobals->rgInventory[i].nAmount;
 
-       }
 
-    }
 
-    return 0;
 
- }
 
- VOID
 
- PAL_CompressInventory(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove all the items in inventory which has a number of zero.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int i, j;
 
-    j = 0;
 
-    for (i = 0; i < MAX_INVENTORY; i++)
 
-    {
 
-       if (gpGlobals->rgInventory[i].wItem == 0)
 
-       {
 
-          break;
 
-       }
 
-       if (gpGlobals->rgInventory[i].nAmount > 0)
 
-       {
 
-          gpGlobals->rgInventory[j] = gpGlobals->rgInventory[i];
 
-          j++;
 
-       }
 
-    }
 
-    for (; j < MAX_INVENTORY; j++)
 
-    {
 
-       gpGlobals->rgInventory[j].nAmount = 0;
 
-       gpGlobals->rgInventory[j].nAmountInUse = 0;
 
-       gpGlobals->rgInventory[j].wItem = 0;
 
-    }
 
- }
 
- BOOL
 
- PAL_IncreaseHPMP(
 
-    WORD          wPlayerRole,
 
-    SHORT         sHP,
 
-    SHORT         sMP
 
- )
 
- /*++
 
-   Purpose:
 
-     Increase or decrease player's HP and/or MP.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the number of player role.
 
-     [IN]  sHP - number of HP to be increased (positive value) or decrased
 
-                 (negative value).
 
-     [IN]  sMP - number of MP to be increased (positive value) or decrased
 
-                 (negative value).
 
-   Return value:
 
-     TRUE if the operation is succeeded, FALSE if not.
 
- --*/
 
- {
 
-    BOOL           fSuccess = FALSE;
 
-    //
 
-    // Only care about alive players
 
-    //
 
-    if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] > 0)
 
-    {
 
-       //
 
-       // change HP
 
-       //
 
-       gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] += sHP;
 
-       if ((SHORT)(gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole]) < 0)
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] = 0;
 
-       }
 
-       else if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] >
 
-          gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole])
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] =
 
-             gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole];
 
-       }
 
-       //
 
-       // Change MP
 
-       //
 
-       gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] += sMP;
 
-       if ((SHORT)(gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole]) < 0)
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] = 0;
 
-       }
 
-       else if (gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] >
 
-          gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole])
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole] =
 
-             gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole];
 
-       }
 
-       fSuccess = TRUE;
 
-    }
 
-    return fSuccess;
 
- }
 
- VOID
 
- PAL_UpdateEquipments(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Update the effects of all equipped items for all players.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int      i, j;
 
-    WORD     w;
 
-    memset(&(gpGlobals->rgEquipmentEffect), 0, sizeof(gpGlobals->rgEquipmentEffect));
 
-    for (i = 0; i < MAX_PLAYER_ROLES; i++)
 
-    {
 
-       for (j = 0; j < MAX_PLAYER_EQUIPMENTS; j++)
 
-       {
 
-          w = gpGlobals->g.PlayerRoles.rgwEquipment[j][i];
 
-          if (w != 0)
 
-          {
 
-             gpGlobals->g.rgObject[w].item.wScriptOnEquip =
 
-                PAL_RunTriggerScript(gpGlobals->g.rgObject[w].item.wScriptOnEquip, (WORD)i);
 
-          }
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_RemoveEquipmentEffect(
 
-    WORD         wPlayerRole,
 
-    WORD         wEquipPart
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove all the effects of the equipment for the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role.
 
-     [IN]  wEquipPart - the part of the equipment.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    WORD       *p;
 
-    int         i, j;
 
-    p = (WORD *)(&gpGlobals->rgEquipmentEffect[wEquipPart]); // HACKHACK
 
-    for (i = 0; i < sizeof(PLAYERROLES) / sizeof(PLAYERS); i++)
 
-    {
 
-       p[i * MAX_PLAYER_ROLES + wPlayerRole] = 0;
 
-    }
 
-    //
 
-    // Reset some parameters to default when appropriate
 
-    //
 
-    if (wEquipPart == kBodyPartHand)
 
-    {
 
-       //
 
-       // reset the dual attack status
 
-       //
 
-       gpGlobals->rgPlayerStatus[wPlayerRole][kStatusDualAttack] = 0;
 
-    }
 
-    else if (wEquipPart == kBodyPartWear)
 
-    {
 
-       //
 
-       // Remove all poisons leveled 99
 
-       //
 
-       for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++)
 
-       {
 
-          if (gpGlobals->rgParty[i].wPlayerRole == wPlayerRole)
 
-          {
 
-             wPlayerRole = i;
 
-             break;
 
-          }
 
-       }
 
-       if (i <= (short)gpGlobals->wMaxPartyMemberIndex)
 
-       {
 
-          j = 0;
 
-          for (i = 0; i < MAX_POISONS; i++)
 
-          {
 
-             WORD w = gpGlobals->rgPoisonStatus[i][wPlayerRole].wPoisonID;
 
-             if (w == 0)
 
-             {
 
-                break;
 
-             }
 
-             if (gpGlobals->g.rgObject[w].poison.wPoisonLevel < 99)
 
-             {
 
-                gpGlobals->rgPoisonStatus[j][wPlayerRole] =
 
-                   gpGlobals->rgPoisonStatus[i][wPlayerRole];
 
-                j++;
 
-             }
 
-          }
 
-          while (j < MAX_POISONS)
 
-          {
 
-             gpGlobals->rgPoisonStatus[j][wPlayerRole].wPoisonID = 0;
 
-             gpGlobals->rgPoisonStatus[j][wPlayerRole].wPoisonScript = 0;
 
-             j++;
 
-          }
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_AddPoisonForPlayer(
 
-    WORD           wPlayerRole,
 
-    WORD           wPoisonID
 
- )
 
- /*++
 
-   Purpose:
 
-     Add the specified poison to the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wPoisonID - the poison to be added.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int         i, index;
 
-    WORD        w;
 
-    for (index = 0; index <= gpGlobals->wMaxPartyMemberIndex; index++)
 
-    {
 
-       if (gpGlobals->rgParty[index].wPlayerRole == wPlayerRole)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (index > gpGlobals->wMaxPartyMemberIndex)
 
-    {
 
-       return; // don't go further
 
-    }
 
-    for (i = 0; i < MAX_POISONS; i++)
 
-    {
 
-       w = gpGlobals->rgPoisonStatus[i][index].wPoisonID;
 
-       if (w == 0)
 
-       {
 
-          break;
 
-       }
 
-       if (w == wPoisonID)
 
-       {
 
-          return; // already poisoned
 
-       }
 
-    }
 
-    if (i < MAX_POISONS)
 
-    {
 
-       gpGlobals->rgPoisonStatus[i][index].wPoisonID = wPoisonID;
 
-       gpGlobals->rgPoisonStatus[i][index].wPoisonScript =
 
-          gpGlobals->g.rgObject[wPoisonID].poison.wPlayerScript;
 
-    }
 
- }
 
- VOID
 
- PAL_CurePoisonByKind(
 
-    WORD           wPlayerRole,
 
-    WORD           wPoisonID
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove the specified poison from the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wPoisonID - the poison to be removed.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int i, index;
 
-    for (index = 0; index <= gpGlobals->wMaxPartyMemberIndex; index++)
 
-    {
 
-       if (gpGlobals->rgParty[index].wPlayerRole == wPlayerRole)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (index > gpGlobals->wMaxPartyMemberIndex)
 
-    {
 
-       return; // don't go further
 
-    }
 
-    for (i = 0; i < MAX_POISONS; i++)
 
-    {
 
-       if (gpGlobals->rgPoisonStatus[i][index].wPoisonID == wPoisonID)
 
-       {
 
-          gpGlobals->rgPoisonStatus[i][index].wPoisonID = 0;
 
-          gpGlobals->rgPoisonStatus[i][index].wPoisonScript = 0;
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_CurePoisonByLevel(
 
-    WORD           wPlayerRole,
 
-    WORD           wMaxLevel
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove the poisons which have a maximum level of wMaxLevel from the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wMaxLevel - the maximum level of poisons to be removed.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int        i, index;
 
-    WORD       w;
 
-    for (index = 0; index <= gpGlobals->wMaxPartyMemberIndex; index++)
 
-    {
 
-       if (gpGlobals->rgParty[index].wPlayerRole == wPlayerRole)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (index > gpGlobals->wMaxPartyMemberIndex)
 
-    {
 
-       return; // don't go further
 
-    }
 
-    for (i = 0; i < MAX_POISONS; i++)
 
-    {
 
-       w = gpGlobals->rgPoisonStatus[i][index].wPoisonID;
 
-       if (gpGlobals->g.rgObject[w].poison.wPoisonLevel <= wMaxLevel)
 
-       {
 
-          gpGlobals->rgPoisonStatus[i][index].wPoisonID = 0;
 
-          gpGlobals->rgPoisonStatus[i][index].wPoisonScript = 0;
 
-       }
 
-    }
 
- }
 
- BOOL
 
- PAL_IsPlayerPoisonedByLevel(
 
-    WORD           wPlayerRole,
 
-    WORD           wMinLevel
 
- )
 
- /*++
 
-   Purpose:
 
-     Check if the player is poisoned by poisons at a minimum level of wMinLevel.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wMinLevel - the minimum level of poison.
 
-   Return value:
 
-     TRUE if the player is poisoned by poisons at a minimum level of wMinLevel;
 
-     FALSE if not.
 
- --*/
 
- {
 
-    int         i, index;
 
-    WORD        w;
 
-    for (index = 0; index <= gpGlobals->wMaxPartyMemberIndex; index++)
 
-    {
 
-       if (gpGlobals->rgParty[index].wPlayerRole == wPlayerRole)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (index > gpGlobals->wMaxPartyMemberIndex)
 
-    {
 
-       return FALSE; // don't go further
 
-    }
 
-    for (i = 0; i < MAX_POISONS; i++)
 
-    {
 
-       w = gpGlobals->rgPoisonStatus[i][index].wPoisonID;
 
-       w = gpGlobals->g.rgObject[w].poison.wPoisonLevel;
 
-       if (w >= 99)
 
-       {
 
-          //
 
-          // Ignore poisons which has a level of 99 (usually effect of equipment)
 
-          //
 
-          continue;
 
-       }
 
-       if (w >= wMinLevel)
 
-       {
 
-          return TRUE;
 
-       }
 
-    }
 
-    return FALSE;
 
- }
 
- BOOL
 
- PAL_IsPlayerPoisonedByKind(
 
-    WORD           wPlayerRole,
 
-    WORD           wPoisonID
 
- )
 
- /*++
 
-   Purpose:
 
-     Check if the player is poisoned by the specified poison.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wPoisonID - the poison to be checked.
 
-   Return value:
 
-     TRUE if player is poisoned by the specified poison;
 
-     FALSE if not.
 
- --*/
 
- {
 
-    int i, index;
 
-    for (index = 0; index <= gpGlobals->wMaxPartyMemberIndex; index++)
 
-    {
 
-       if (gpGlobals->rgParty[index].wPlayerRole == wPlayerRole)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (index > gpGlobals->wMaxPartyMemberIndex)
 
-    {
 
-       return FALSE; // don't go further
 
-    }
 
-    for (i = 0; i < MAX_POISONS; i++)
 
-    {
 
-       if (gpGlobals->rgPoisonStatus[i][index].wPoisonID == wPoisonID)
 
-       {
 
-          return TRUE;
 
-       }
 
-    }
 
-    return FALSE;
 
- }
 
- WORD
 
- PAL_GetPlayerAttackStrength(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's attack strength, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total attack strength of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwAttackStrength[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwAttackStrength[wPlayerRole];
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerMagicStrength(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's magic strength, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total magic strength of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwMagicStrength[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwMagicStrength[wPlayerRole];
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerDefense(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's defense value, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total defense value of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwDefense[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwDefense[wPlayerRole];
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerDexterity(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's dexterity, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total dexterity of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwDexterity[wPlayerRole];
 
- #ifdef PAL_CLASSIC
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
- #else
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS - 1; i++)
 
- #endif
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwDexterity[wPlayerRole];
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerFleeRate(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's flee rate, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total flee rate of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwFleeRate[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwFleeRate[wPlayerRole];
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerPoisonResistance(
 
-    WORD           wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's resistance to poisons, count in the effect of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     The total resistance to poisons of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwPoisonResistance[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwPoisonResistance[wPlayerRole];
 
-    }
 
-    if (w > 100)
 
-    {
 
-       w = 100;
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerElementalResistance(
 
-    WORD           wPlayerRole,
 
-    INT            iAttrib
 
- )
 
- /*++
 
-   Purpose:
 
-     Get the player's resistance to attributed magics, count in the effect
 
-     of equipments.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  iAttrib - the attribute of magics.
 
-   Return value:
 
-     The total resistance to the attributed magics of the player.
 
- --*/
 
- {
 
-    WORD       w;
 
-    int        i;
 
-    w = gpGlobals->g.PlayerRoles.rgwElementalResistance[iAttrib][wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       w += gpGlobals->rgEquipmentEffect[i].rgwElementalResistance[iAttrib][wPlayerRole];
 
-    }
 
-    if (w > 100)
 
-    {
 
-       w = 100;
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerBattleSprite(
 
-    WORD             wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get player's battle sprite.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     Number of the player's battle sprite.
 
- --*/
 
- {
 
-    int       i;
 
-    WORD      w;
 
-    w = gpGlobals->g.PlayerRoles.rgwSpriteNumInBattle[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       if (gpGlobals->rgEquipmentEffect[i].rgwSpriteNumInBattle[wPlayerRole] != 0)
 
-       {
 
-          w = gpGlobals->rgEquipmentEffect[i].rgwSpriteNumInBattle[wPlayerRole];
 
-       }
 
-    }
 
-    return w;
 
- }
 
- WORD
 
- PAL_GetPlayerCooperativeMagic(
 
-    WORD             wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Get player's cooperative magic.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     Object ID of the player's cooperative magic.
 
- --*/
 
- {
 
-    int       i;
 
-    WORD      w;
 
-    w = gpGlobals->g.PlayerRoles.rgwCooperativeMagic[wPlayerRole];
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       if (gpGlobals->rgEquipmentEffect[i].rgwCooperativeMagic[wPlayerRole] != 0)
 
-       {
 
-          w = gpGlobals->rgEquipmentEffect[i].rgwCooperativeMagic[wPlayerRole];
 
-       }
 
-    }
 
-    return w;
 
- }
 
- BOOL
 
- PAL_PlayerCanAttackAll(
 
-    WORD        wPlayerRole
 
- )
 
- /*++
 
-   Purpose:
 
-     Check if the player can attack all of the enemies in one move.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-   Return value:
 
-     TRUE if player can attack all of the enemies in one move, FALSE if not.
 
- --*/
 
- {
 
-    int       i;
 
-    BOOL      f;
 
-    f = FALSE;
 
-    for (i = 0; i <= MAX_PLAYER_EQUIPMENTS; i++)
 
-    {
 
-       if (gpGlobals->rgEquipmentEffect[i].rgwAttackAll[wPlayerRole] != 0)
 
-       {
 
-          f = TRUE;
 
-          break;
 
-       }
 
-    }
 
-    return f;
 
- }
 
- BOOL
 
- PAL_AddMagic(
 
-    WORD           wPlayerRole,
 
-    WORD           wMagic
 
- )
 
- /*++
 
-   Purpose:
 
-     Add a magic to the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wMagic - the object ID of the magic.
 
-   Return value:
 
-     TRUE if succeeded, FALSE if failed.
 
- --*/
 
- {
 
-    int            i;
 
-    for (i = 0; i < MAX_PLAYER_MAGICS; i++)
 
-    {
 
-       if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == wMagic)
 
-       {
 
-          //
 
-          // already have this magic
 
-          //
 
-          return FALSE;
 
-       }
 
-    }
 
-    for (i = 0; i < MAX_PLAYER_MAGICS; i++)
 
-    {
 
-       if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == 0)
 
-       {
 
-          break;
 
-       }
 
-    }
 
-    if (i >= MAX_PLAYER_MAGICS)
 
-    {
 
-       //
 
-       // Not enough slots
 
-       //
 
-       return FALSE;
 
-    }
 
-    gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] = wMagic;
 
-    return TRUE;
 
- }
 
- VOID
 
- PAL_RemoveMagic(
 
-    WORD           wPlayerRole,
 
-    WORD           wMagic
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove a magic to the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player role ID.
 
-     [IN]  wMagic - the object ID of the magic.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int            i;
 
-    for (i = 0; i < MAX_PLAYER_MAGICS; i++)
 
-    {
 
-       if (gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] == wMagic)
 
-       {
 
-          gpGlobals->g.PlayerRoles.rgwMagic[i][wPlayerRole] = 0;
 
-          break;
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_SetPlayerStatus(
 
-    WORD         wPlayerRole,
 
-    WORD         wStatusID,
 
-    WORD         wNumRound
 
- )
 
- /*++
 
-   Purpose:
 
-     Set one of the statuses for the player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player ID.
 
-     [IN]  wStatusID - the status to be set.
 
-     [IN]  wNumRound - the effective rounds of the status.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
- #ifndef PAL_CLASSIC
 
-    if (wStatusID == kStatusSlow &&
 
-       gpGlobals->rgPlayerStatus[wPlayerRole][kStatusHaste] > 0)
 
-    {
 
-       //
 
-       // Remove the haste status
 
-       //
 
-       PAL_RemovePlayerStatus(wPlayerRole, kStatusHaste);
 
-       return;
 
-    }
 
-    if (wStatusID == kStatusHaste &&
 
-       gpGlobals->rgPlayerStatus[wPlayerRole][kStatusSlow] > 0)
 
-    {
 
-       //
 
-       // Remove the slow status
 
-       //
 
-       PAL_RemovePlayerStatus(wPlayerRole, kStatusSlow);
 
-       return;
 
-    }
 
- #endif
 
-    switch (wStatusID)
 
-    {
 
-    case kStatusConfused:
 
-    case kStatusSleep:
 
-    case kStatusSilence:
 
- #ifdef PAL_CLASSIC
 
-    case kStatusParalyzed:
 
- #else
 
-    case kStatusSlow:
 
- #endif
 
-       //
 
-       // for "bad" statuses, don't set the status when we already have it
 
-       //
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] != 0 &&
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] == 0)
 
-       {
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] = wNumRound;
 
-       }
 
-       break;
 
-    case kStatusPuppet:
 
-       //
 
-       // only allow dead players for "puppet" status
 
-       //
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] == 0 &&
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] < wNumRound)
 
-       {
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] = wNumRound;
 
-       }
 
-       break;
 
-    case kStatusBravery:
 
-    case kStatusProtect:
 
-    case kStatusDualAttack:
 
-    case kStatusHaste:
 
-       //
 
-       // for "good" statuses, reset the status if the status to be set lasts longer
 
-       //
 
-       if (gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] != 0 &&
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] < wNumRound)
 
-       {
 
-          gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] = wNumRound;
 
-       }
 
-       break;
 
-    default:
 
-       assert(FALSE);
 
-       break;
 
-    }
 
- }
 
- VOID
 
- PAL_RemovePlayerStatus(
 
-    WORD         wPlayerRole,
 
-    WORD         wStatusID
 
- )
 
- /*++
 
-   Purpose:
 
-     Remove one of the status for player.
 
-   Parameters:
 
-     [IN]  wPlayerRole - the player ID.
 
-     [IN]  wStatusID - the status to be set.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    //
 
-    // Don't remove effects of equipments
 
-    //
 
-    if (gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] <= 999)
 
-    {
 
-       gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] = 0;
 
-    }
 
- }
 
- VOID
 
- PAL_ClearAllPlayerStatus(
 
-    VOID
 
- )
 
- /*++
 
-   Purpose:
 
-     Clear all player status.
 
-   Parameters:
 
-     None.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    int      i, j;
 
-    for (i = 0; i < MAX_PLAYER_ROLES; i++)
 
-    {
 
-       for (j = 0; j < kStatusAll; j++)
 
-       {
 
-          //
 
-          // Don't remove effects of equipments
 
-          //
 
-          if (gpGlobals->rgPlayerStatus[i][j] <= 999)
 
-          {
 
-             gpGlobals->rgPlayerStatus[i][j] = 0;
 
-          }
 
-       }
 
-    }
 
- }
 
- VOID
 
- PAL_PlayerLevelUp(
 
-    WORD          wPlayerRole,
 
-    WORD          wNumLevel
 
- )
 
- /*++
 
-   Purpose:
 
-     Increase the player's level by wLevels.
 
-   Parameters:
 
-     [IN]  wPlayerRole - player role ID.
 
-     [IN]  wNumLevel - number of levels to be increased.
 
-   Return value:
 
-     None.
 
- --*/
 
- {
 
-    WORD          i;
 
-    //
 
-    // Add the level
 
-    //
 
-    gpGlobals->g.PlayerRoles.rgwLevel[wPlayerRole] += wNumLevel;
 
-    if (gpGlobals->g.PlayerRoles.rgwLevel[wPlayerRole] > MAX_LEVELS)
 
-    {
 
-       gpGlobals->g.PlayerRoles.rgwLevel[wPlayerRole] = MAX_LEVELS;
 
-    }
 
-    for (i = 0; i < wNumLevel; i++)
 
-    {
 
-       //
 
-       // Increase player's stats
 
-       //
 
-       gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole] += 10 + RandomLong(0, 8);
 
-       gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole] += 8 + RandomLong(0, 6);
 
-       gpGlobals->g.PlayerRoles.rgwAttackStrength[wPlayerRole] += 4 + RandomLong(0, 1);
 
-       gpGlobals->g.PlayerRoles.rgwMagicStrength[wPlayerRole] += 4 + RandomLong(0, 1);
 
-       gpGlobals->g.PlayerRoles.rgwDefense[wPlayerRole] += 2 + RandomLong(0, 1);
 
-       gpGlobals->g.PlayerRoles.rgwDexterity[wPlayerRole] += 2 + RandomLong(0, 1);
 
-       gpGlobals->g.PlayerRoles.rgwFleeRate[wPlayerRole] += 2;
 
-    }
 
- #define STAT_LIMIT(t) { if ((t) > 999) (t) = 999; }
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwMaxHP[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwMaxMP[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwAttackStrength[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwMagicStrength[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwDefense[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwDexterity[wPlayerRole]);
 
-    STAT_LIMIT(gpGlobals->g.PlayerRoles.rgwFleeRate[wPlayerRole]);
 
- #undef STAT_LIMIT
 
-    //
 
-    // Reset experience points to zero
 
-    //
 
-    gpGlobals->Exp.rgPrimaryExp[wPlayerRole].wExp = 0;
 
-    gpGlobals->Exp.rgPrimaryExp[wPlayerRole].wLevel =
 
-       gpGlobals->g.PlayerRoles.rgwLevel[wPlayerRole];
 
- }
 
 
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