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- /* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
- //
- // Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
- // 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/>.
- //
- // Modified by Lou Yihua <louyihua@21cn.com> with Unicode support, 2015
- //
- #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 };
- char *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 = (char *)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);
- #if USE_RIX_EXTRA_INIT
- free(gConfig.pExtraFMRegs);
- free(gConfig.pExtraFMVals);
- free(gConfig.dwExtraLength);
- #endif
- free(gConfig.pszMsgFile);
- free(gConfig.pszBdfFile);
- free(gConfig.pszGamePath);
- //
- // Clear the instance
- //
- memset(gpGlobals, 0, sizeof(GLOBALVARS));
- memset(&gConfig, 0, sizeof(CONFIGURATION));
- }
- 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 VOID
- PAL_LoadGame_Common(
- const LPSAVEDGAME_COMMON s
- )
- {
- 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));
- }
- 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.
- --*/
- {
- FILE *fp;
- PAL_LARGE SAVEDGAME_DOS s;
- int i;
- //
- // Try to open the specified file
- //
- fp = fopen(szFileName, "rb");
- if (fp == NULL)
- {
- return -1;
- }
- //
- // Read all data from the file and close.
- //
- fread(&s, sizeof(SAVEDGAME_DOS), 1, fp);
- fclose(fp);
- //
- // Adjust endianness
- //
- DO_BYTESWAP(&s, sizeof(SAVEDGAME_DOS));
- //
- // Cash amount is in DWORD, so do a wordswap in Big-Endian.
- //
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
- #endif
- //
- // Get all the data from the saved game struct.
- //
- PAL_LoadGame_Common((LPSAVEDGAME_COMMON)&s);
- //
- // 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);
- gpGlobals->fEnteringScene = FALSE;
- PAL_CompressInventory();
- //
- // 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.
- --*/
- {
- FILE *fp;
- PAL_LARGE SAVEDGAME_WIN s;
- //
- // Try to open the specified file
- //
- fp = fopen(szFileName, "rb");
- if (fp == NULL)
- {
- return -1;
- }
- //
- // Read all data from the file and close.
- //
- fread(&s, sizeof(SAVEDGAME_WIN), 1, fp);
- fclose(fp);
- //
- // Adjust endianness
- //
- DO_BYTESWAP(&s, sizeof(SAVEDGAME_WIN));
- //
- // Cash amount is in DWORD, so do a wordswap in Big-Endian.
- //
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
- #endif
- //
- // Get all the data from the saved game struct.
- //
- PAL_LoadGame_Common((LPSAVEDGAME_COMMON)&s);
- memcpy(gpGlobals->g.rgObject, s.rgObject, sizeof(gpGlobals->g.rgObject));
- memcpy(gpGlobals->g.lprgEventObject, s.rgEventObject,
- sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
- gpGlobals->fEnteringScene = FALSE;
- PAL_CompressInventory();
- //
- // Success
- //
- return 0;
- }
- static INT
- PAL_LoadGame(
- LPCSTR szFileName
- )
- {
- return gConfig.fIsWIN95 ? PAL_LoadGame_WIN(szFileName) : PAL_LoadGame_DOS(szFileName);
- }
- static VOID
- PAL_SaveGame_Common(
- const LPSAVEDGAME_COMMON s
- )
- {
- 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));
- }
- 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.
- --*/
- {
- FILE *fp;
- PAL_LARGE SAVEDGAME_DOS s;
- UINT32 i;
- //
- // Put all the data to the saved game struct.
- //
- PAL_SaveGame_Common((LPSAVEDGAME_COMMON)&s);
- //
- // 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);
- s.wSavedTimes = wSavedTimes;
- //
- // Adjust endianness
- //
- DO_BYTESWAP(&s, sizeof(SAVEDGAME));
- //
- // Cash amount is in DWORD, so do a wordswap in Big-Endian.
- //
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
- #endif
- //
- // Try writing to file
- //
- fp = fopen(szFileName, "wb");
- if (fp == NULL)
- {
- return;
- }
- i = PAL_MKFGetChunkSize(0, gpGlobals->f.fpSSS);
- i += sizeof(SAVEDGAME_DOS) - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS;
- fwrite(&s, i, 1, fp);
- fclose(fp);
- }
- 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.
- --*/
- {
- FILE *fp;
- PAL_LARGE SAVEDGAME_WIN s;
- UINT32 i;
- //
- // Put all the data to the saved game struct.
- //
- PAL_SaveGame_Common((LPSAVEDGAME_COMMON)&s);
- memcpy(s.rgObject, gpGlobals->g.rgObject, sizeof(gpGlobals->g.rgObject));
- memcpy(s.rgEventObject, gpGlobals->g.lprgEventObject,
- sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
- s.wSavedTimes = wSavedTimes;
- //
- // Adjust endianness
- //
- DO_BYTESWAP(&s, sizeof(SAVEDGAME));
- //
- // Cash amount is in DWORD, so do a wordswap in Big-Endian.
- //
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
- #endif
- //
- // Try writing to file
- //
- fp = fopen(szFileName, "wb");
- if (fp == NULL)
- {
- return;
- }
- i = PAL_MKFGetChunkSize(0, gpGlobals->f.fpSSS);
- i += sizeof(SAVEDGAME_WIN) - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS;
- fwrite(&s, i, 1, fp);
- fclose(fp);
- }
- 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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