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