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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)BOOLPAL_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;}INTPAL_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;}VOIDPAL_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 VOIDPAL_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 VOIDPAL_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 VOIDPAL_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 BOOLPAL_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 INTPAL_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 INTPAL_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 INTPAL_LoadGame(   LPCSTR         szFileName){	return gConfig.fIsWIN95 ? PAL_LoadGame_WIN(szFileName) : PAL_LoadGame_DOS(szFileName);}static VOIDPAL_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 VOIDPAL_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 VOIDPAL_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));}VOIDPAL_SaveGame(   LPCSTR         szFileName,   WORD           wSavedTimes){	if (gConfig.fIsWIN95)		PAL_SaveGame_WIN(szFileName, wSavedTimes);	else		PAL_SaveGame_DOS(szFileName, wSavedTimes);}VOIDPAL_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();}BOOLPAL_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;   }}INTPAL_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;}VOIDPAL_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;   }}BOOLPAL_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;}VOIDPAL_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);         }      }   }}VOIDPAL_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++;         }      }   }}VOIDPAL_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;   }}VOIDPAL_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;      }   }}VOIDPAL_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;      }   }}BOOLPAL_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;}BOOLPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}WORDPAL_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;}BOOLPAL_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;}BOOLPAL_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;}VOIDPAL_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;      }   }}VOIDPAL_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;   }}VOIDPAL_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;   }}VOIDPAL_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;         }      }   }}VOIDPAL_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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