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global.c 52.98 KB
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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) 2011-2024, 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, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include "main.h"
#include "resampler.h"
#include "palcfg.h"
static GLOBALVARS _gGlobals;
GLOBALVARS * const gpGlobals = &_gGlobals;
CONFIGURATION gConfig;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define DO_BYTESWAP(buf, size)
#else
#define DO_BYTESWAP(buf, size) \
do { \
int i; \
for (i = 0; i < (size) / 2; i++) \
{ \
((LPWORD)(buf))[i] = SDL_SwapLE16(((LPWORD)(buf))[i]); \
} \
} while(0)
#endif
#define LOAD_DATA(buf, size, chunknum, fp) \
do { \
PAL_MKFReadChunk((LPBYTE)(buf), (size), (chunknum), (fp)); \
DO_BYTESWAP(buf, size); \
} while(0)
BOOL
PAL_IsWINVersion(
BOOL *pfIsWIN95
)
{
FILE *fps[] = { UTIL_OpenRequiredFile("abc.mkf"), UTIL_OpenRequiredFile("map.mkf"), gpGlobals->f.fpF, gpGlobals->f.fpFBP, gpGlobals->f.fpFIRE, gpGlobals->f.fpMGO };
uint8_t *data = NULL;
int data_size = 0, dos_score = 0, win_score = 0;
BOOL result = FALSE;
for (int i = 0; i < sizeof(fps) / sizeof(FILE *); i++)
{
//
// Find the first non-empty sub-file
//
int count = PAL_MKFGetChunkCount(fps[i]), j = 0, size;
while (j < count && (size = PAL_MKFGetChunkSize(j, fps[i])) < 4) j++;
if (j >= count) goto PAL_IsWINVersion_Exit;
//
// Read the content and check the compression signature
// Note that this check is not 100% correct, however in incorrect situations,
// the sub-file will be over 784MB if uncompressed, which is highly unlikely.
//
if (data_size < size) data = (uint8_t *)realloc(data, data_size = size);
PAL_MKFReadChunk(data, data_size, j, fps[i]);
if (data[0] == 'Y' && data[1] == 'J' && data[2] == '_' && data[3] == '1')
{
if (win_score > 0)
goto PAL_IsWINVersion_Exit;
else
dos_score++;
}
else
{
if (dos_score > 0)
goto PAL_IsWINVersion_Exit;
else
win_score++;
}
}
//
// Finally check the size of object definition
//
data_size = PAL_MKFGetChunkSize(2, gpGlobals->f.fpSSS);
if (data_size % sizeof(OBJECT) == 0 && data_size % sizeof(OBJECT_DOS) != 0 && dos_score > 0) goto PAL_IsWINVersion_Exit;
if (data_size % sizeof(OBJECT_DOS) == 0 && data_size % sizeof(OBJECT) != 0 && win_score > 0) goto PAL_IsWINVersion_Exit;
if (pfIsWIN95) *pfIsWIN95 = (win_score == sizeof(fps) / sizeof(FILE *)) ? TRUE : FALSE;
result = TRUE;
PAL_IsWINVersion_Exit:
free(data);
fclose(fps[1]);
fclose(fps[0]);
return result;
}
CODEPAGE
PAL_DetectCodePage(
const char * filename
)
{
FILE *fp;
char *word_buf = NULL;
size_t word_len;
CODEPAGE cp = CP_BIG5;
if (NULL != (fp = UTIL_OpenFile(filename)))
{
fseek(fp, 0, SEEK_END);
word_len = ftell(fp);
word_buf = (char *)malloc(word_len);
fseek(fp, 0, SEEK_SET);
word_len = fread(word_buf, 1, word_len, fp);
UTIL_CloseFile(fp);
// Eliminates null characters so that PAL_MultiByteToWideCharCP works properly
for (char *ptr = word_buf; ptr < word_buf + word_len; ptr++)
{
if (!*ptr)
*ptr = ' ';
}
}
if (word_buf)
{
int probability;
cp = PAL_DetectCodePageForString(word_buf, (int)word_len, cp, &probability);
free(word_buf);
if (probability == 100)
UTIL_LogOutput(LOGLEVEL_INFO, "PAL_DetectCodePage detected code page '%s' for %s\n", cp ? "GBK" : "BIG5", filename);
else
UTIL_LogOutput(LOGLEVEL_WARNING, "PAL_DetectCodePage detected the most possible (%d) code page '%s' for %s\n", probability, cp ? "GBK" : "BIG5", filename);
}
return cp;
}
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
//
if (!PAL_IsWINVersion(&gConfig.fIsWIN95)) return -1;
//
// Enable AVI playing only when the resource is WIN95
//
gConfig.fEnableAviPlay = gConfig.fEnableAviPlay && gConfig.fIsWIN95;
//
// Detect game language only when no message file specified
//
if (!gConfig.pszMsgFile) PAL_SetCodePage(PAL_DetectCodePage("word.dat"));
//
// Set decompress function
//
Decompress = gConfig.fIsWIN95 ? YJ2_Decompress : YJ1_Decompress;
gpGlobals->lpObjectDesc = gConfig.fIsWIN95 ? NULL : PAL_LoadObjectDesc("desc.dat");
gpGlobals->bCurrentSaveSlot = 1;
return 0;
}
VOID
PAL_FreeGlobals(
VOID
)
/*++
Purpose:
Free global data.
Parameters:
None.
Return value:
None.
--*/
{
//
// Close all opened files
//
UTIL_CloseFile(gpGlobals->f.fpFBP);
UTIL_CloseFile(gpGlobals->f.fpMGO);
UTIL_CloseFile(gpGlobals->f.fpBALL);
UTIL_CloseFile(gpGlobals->f.fpDATA);
UTIL_CloseFile(gpGlobals->f.fpF);
UTIL_CloseFile(gpGlobals->f.fpFIRE);
UTIL_CloseFile(gpGlobals->f.fpRGM);
UTIL_CloseFile(gpGlobals->f.fpSSS);
//
// Free the game data
//
free(gpGlobals->g.lprgEventObject);
free(gpGlobals->g.lprgScriptEntry);
free(gpGlobals->g.lprgStore);
free(gpGlobals->g.lprgEnemy);
free(gpGlobals->g.lprgEnemyTeam);
free(gpGlobals->g.lprgMagic);
free(gpGlobals->g.lprgBattleField);
free(gpGlobals->g.lprgLevelUpMagic);
//
// Free the object description data
//
if (!gConfig.fIsWIN95)
PAL_FreeObjectDesc(gpGlobals->lpObjectDesc);
//
// Clear the instance
//
memset(gpGlobals, 0, sizeof(GLOBALVARS));
PAL_FreeConfig();
}
static VOID
PAL_ReadGlobalGameData(
VOID
)
/*++
Purpose:
Read global game data from data files.
Parameters:
None.
Return value:
None.
--*/
{
const GAMEDATA *p = &gpGlobals->g;
LOAD_DATA(p->lprgScriptEntry, p->nScriptEntry * sizeof(SCRIPTENTRY),
4, gpGlobals->f.fpSSS);
LOAD_DATA(p->lprgStore, p->nStore * sizeof(STORE), 0, gpGlobals->f.fpDATA);
LOAD_DATA(p->lprgEnemy, p->nEnemy * sizeof(ENEMY), 1, gpGlobals->f.fpDATA);
LOAD_DATA(p->lprgEnemyTeam, p->nEnemyTeam * sizeof(ENEMYTEAM),
2, gpGlobals->f.fpDATA);
LOAD_DATA(p->lprgMagic, p->nMagic * sizeof(MAGIC), 4, gpGlobals->f.fpDATA);
LOAD_DATA(p->lprgBattleField, p->nBattleField * sizeof(BATTLEFIELD),
5, gpGlobals->f.fpDATA);
LOAD_DATA(p->lprgLevelUpMagic, p->nLevelUpMagic * sizeof(LEVELUPMAGIC_ALL),
6, gpGlobals->f.fpDATA);
LOAD_DATA(p->rgwBattleEffectIndex, sizeof(p->rgwBattleEffectIndex),
11, gpGlobals->f.fpDATA);
PAL_MKFReadChunk((LPBYTE)&(p->EnemyPos), sizeof(p->EnemyPos),
13, gpGlobals->f.fpDATA);
DO_BYTESWAP(&(p->EnemyPos), sizeof(p->EnemyPos));
PAL_MKFReadChunk((LPBYTE)(p->rgLevelUpExp), sizeof(p->rgLevelUpExp),
14, gpGlobals->f.fpDATA);
DO_BYTESWAP(p->rgLevelUpExp, sizeof(p->rgLevelUpExp));
}
static VOID
PAL_InitGlobalGameData(
VOID
)
/*++
Purpose:
Initialize global game data.
Parameters:
None.
Return value:
None.
--*/
{
int len;
#define PAL_DOALLOCATE(fp, num, type, lptype, ptr, n) \
{ \
len = PAL_MKFGetChunkSize(num, fp); \
ptr = (lptype)malloc(len); \
n = len / sizeof(type); \
if (ptr == NULL) \
{ \
TerminateOnError("PAL_InitGlobalGameData(): Memory allocation error!"); \
} \
}
//
// If the memory has not been allocated, allocate first.
//
if (gpGlobals->g.lprgEventObject == NULL)
{
PAL_DOALLOCATE(gpGlobals->f.fpSSS, 0, EVENTOBJECT, LPEVENTOBJECT,
gpGlobals->g.lprgEventObject, gpGlobals->g.nEventObject);
PAL_DOALLOCATE(gpGlobals->f.fpSSS, 4, SCRIPTENTRY, LPSCRIPTENTRY,
gpGlobals->g.lprgScriptEntry, gpGlobals->g.nScriptEntry);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 0, STORE, LPSTORE,
gpGlobals->g.lprgStore, gpGlobals->g.nStore);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 1, ENEMY, LPENEMY,
gpGlobals->g.lprgEnemy, gpGlobals->g.nEnemy);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 2, ENEMYTEAM, LPENEMYTEAM,
gpGlobals->g.lprgEnemyTeam, gpGlobals->g.nEnemyTeam);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 4, MAGIC, LPMAGIC,
gpGlobals->g.lprgMagic, gpGlobals->g.nMagic);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 5, BATTLEFIELD, LPBATTLEFIELD,
gpGlobals->g.lprgBattleField, gpGlobals->g.nBattleField);
PAL_DOALLOCATE(gpGlobals->f.fpDATA, 6, LEVELUPMAGIC_ALL, LPLEVELUPMAGIC_ALL,
gpGlobals->g.lprgLevelUpMagic, gpGlobals->g.nLevelUpMagic);
PAL_ReadGlobalGameData();
}
#undef PAL_DOALLOCATE
}
static VOID
PAL_LoadDefaultGame(
VOID
)
/*++
Purpose:
Load the default game data.
Parameters:
None.
Return value:
None.
--*/
{
GAMEDATA *p = &gpGlobals->g;
UINT32 i;
//
// Load the default data from the game data files.
//
LOAD_DATA(p->lprgEventObject, p->nEventObject * sizeof(EVENTOBJECT),
0, gpGlobals->f.fpSSS);
PAL_MKFReadChunk((LPBYTE)(p->rgScene), sizeof(p->rgScene), 1, gpGlobals->f.fpSSS);
DO_BYTESWAP(p->rgScene, sizeof(p->rgScene));
if (gConfig.fIsWIN95)
{
PAL_MKFReadChunk((LPBYTE)(p->rgObject), sizeof(p->rgObject), 2, gpGlobals->f.fpSSS);
DO_BYTESWAP(p->rgObject, sizeof(p->rgObject));
}
else
{
OBJECT_DOS objects[MAX_OBJECTS];
PAL_MKFReadChunk((LPBYTE)(objects), sizeof(objects), 2, gpGlobals->f.fpSSS);
DO_BYTESWAP(objects, sizeof(objects));
//
// Convert the DOS-style data structure to WIN-style data structure
//
for (i = 0; i < MAX_OBJECTS; i++)
{
memcpy(&p->rgObject[i], &objects[i], sizeof(OBJECT_DOS));
p->rgObject[i].rgwData[6] = objects[i].rgwData[5]; // wFlags
p->rgObject[i].rgwData[5] = 0; // wScriptDesc or wReserved2
}
}
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->nFollower = 0;
gpGlobals->wChaseRange = 1;
#ifndef PAL_CLASSIC
gpGlobals->bBattleSpeed = 2;
#endif
memset(gpGlobals->rgInventory, 0, sizeof(gpGlobals->rgInventory));
memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
memset(gpGlobals->rgParty, 0, sizeof(gpGlobals->rgParty));
memset(gpGlobals->rgTrail, 0, sizeof(gpGlobals->rgTrail));
memset(&(gpGlobals->Exp), 0, sizeof(gpGlobals->Exp));
for (i = 0; i < MAX_PLAYER_ROLES; i++)
{
gpGlobals->Exp.rgPrimaryExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgHealthExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgMagicExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgAttackExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgMagicPowerExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgDefenseExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgDexterityExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
gpGlobals->Exp.rgFleeExp[i].wLevel = p->PlayerRoles.rgwLevel[i];
}
gpGlobals->fEnteringScene = TRUE;
}
typedef struct tagSAVEDGAME_COMMON
{
WORD wSavedTimes; // saved times
WORD wViewportX, wViewportY; // viewport location
WORD nPartyMember; // number of members in party
WORD wNumScene; // scene number
WORD wPaletteOffset;
WORD wPartyDirection; // party direction
WORD wNumMusic; // music number
WORD wNumBattleMusic; // battle music number
WORD wNumBattleField; // battle field number
WORD wScreenWave; // level of screen waving
WORD wBattleSpeed; // battle speed
WORD wCollectValue; // value of "collected" items
WORD wLayer;
WORD wChaseRange;
WORD wChasespeedChangeCycles;
WORD nFollower;
WORD rgwReserved2[3]; // unused
DWORD dwCash; // amount of cash
PARTY rgParty[MAX_PLAYABLE_PLAYER_ROLES]; // player party
TRAIL rgTrail[MAX_PLAYABLE_PLAYER_ROLES]; // player trail
ALLEXPERIENCE Exp; // experience data
PLAYERROLES PlayerRoles;
POISONSTATUS rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
INVENTORY rgInventory[MAX_INVENTORY]; // inventory status
SCENE rgScene[MAX_SCENES];
} SAVEDGAME_COMMON, *LPSAVEDGAME_COMMON;
typedef struct tagSAVEDGAME_DOS
{
WORD wSavedTimes; // saved times
WORD wViewportX, wViewportY; // viewport location
WORD nPartyMember; // number of members in party
WORD wNumScene; // scene number
WORD wPaletteOffset;
WORD wPartyDirection; // party direction
WORD wNumMusic; // music number
WORD wNumBattleMusic; // battle music number
WORD wNumBattleField; // battle field number
WORD wScreenWave; // level of screen waving
WORD wBattleSpeed; // battle speed
WORD wCollectValue; // value of "collected" items
WORD wLayer;
WORD wChaseRange;
WORD wChasespeedChangeCycles;
WORD nFollower;
WORD rgwReserved2[3]; // unused
DWORD dwCash; // amount of cash
PARTY rgParty[MAX_PLAYABLE_PLAYER_ROLES]; // player party
TRAIL rgTrail[MAX_PLAYABLE_PLAYER_ROLES]; // player trail
ALLEXPERIENCE Exp; // experience data
PLAYERROLES PlayerRoles;
POISONSTATUS rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
INVENTORY rgInventory[MAX_INVENTORY]; // inventory status
SCENE rgScene[MAX_SCENES];
OBJECT_DOS rgObject[MAX_OBJECTS];
EVENTOBJECT rgEventObject[MAX_EVENT_OBJECTS];
} SAVEDGAME_DOS, *LPSAVEDGAME_DOS;
typedef struct tagSAVEDGAME_WIN
{
WORD wSavedTimes; // saved times
WORD wViewportX, wViewportY; // viewport location
WORD nPartyMember; // number of members in party
WORD wNumScene; // scene number
WORD wPaletteOffset;
WORD wPartyDirection; // party direction
WORD wNumMusic; // music number
WORD wNumBattleMusic; // battle music number
WORD wNumBattleField; // battle field number
WORD wScreenWave; // level of screen waving
WORD wBattleSpeed; // battle speed
WORD wCollectValue; // value of "collected" items
WORD wLayer;
WORD wChaseRange;
WORD wChasespeedChangeCycles;
WORD nFollower;
WORD rgwReserved2[3]; // unused
DWORD dwCash; // amount of cash
PARTY rgParty[MAX_PLAYABLE_PLAYER_ROLES]; // player party
TRAIL rgTrail[MAX_PLAYABLE_PLAYER_ROLES]; // player trail
ALLEXPERIENCE Exp; // experience data
PLAYERROLES PlayerRoles;
POISONSTATUS rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
INVENTORY rgInventory[MAX_INVENTORY]; // inventory status
SCENE rgScene[MAX_SCENES];
OBJECT rgObject[MAX_OBJECTS];
EVENTOBJECT rgEventObject[MAX_EVENT_OBJECTS];
} SAVEDGAME_WIN, *LPSAVEDGAME_WIN;
static BOOL
PAL_LoadGame_Common(
int iSaveSlot,
LPSAVEDGAME_COMMON s,
size_t size
)
{
//
// Try to open the specified file
//
FILE *fp = UTIL_OpenFileAtPath(gConfig.pszSavePath, PAL_va(1, "%d.rpg", iSaveSlot));
//
// Read all data from the file and close.
//
size_t n = fp ? fread(s, 1, size, fp) : 0;
if (fp != NULL)
{
fclose(fp);
}
if (n < size - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS)
{
return FALSE;
}
//
// Adjust endianness
//
DO_BYTESWAP(s, size);
//
// Cash amount is in DWORD, so do a wordswap in Big-Endian.
//
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
s->dwCash = ((s->dwCash >> 16) | (s->dwCash << 16));
#endif
//
// Get common data from the saved game struct.
//
gpGlobals->viewport = PAL_XY(s->wViewportX, s->wViewportY);
gpGlobals->wMaxPartyMemberIndex = s->nPartyMember;
gpGlobals->wNumScene = s->wNumScene;
gpGlobals->fNightPalette = (s->wPaletteOffset != 0);
gpGlobals->wPartyDirection = s->wPartyDirection;
gpGlobals->wNumMusic = s->wNumMusic;
gpGlobals->wNumBattleMusic = s->wNumBattleMusic;
gpGlobals->wNumBattleField = s->wNumBattleField;
gpGlobals->wScreenWave = s->wScreenWave;
gpGlobals->sWaveProgression = 0;
gpGlobals->wCollectValue = s->wCollectValue;
gpGlobals->wLayer = s->wLayer;
gpGlobals->wChaseRange = s->wChaseRange;
gpGlobals->wChasespeedChangeCycles = s->wChasespeedChangeCycles;
gpGlobals->nFollower = s->nFollower;
gpGlobals->dwCash = s->dwCash;
#ifndef PAL_CLASSIC
gpGlobals->bBattleSpeed = s->wBattleSpeed;
if (gpGlobals->bBattleSpeed > 5 || gpGlobals->bBattleSpeed == 0)
{
gpGlobals->bBattleSpeed = 2;
}
#endif
memcpy(gpGlobals->rgParty, s->rgParty, sizeof(gpGlobals->rgParty));
memcpy(gpGlobals->rgTrail, s->rgTrail, sizeof(gpGlobals->rgTrail));
gpGlobals->Exp = s->Exp;
gpGlobals->g.PlayerRoles = s->PlayerRoles;
memset(gpGlobals->rgPoisonStatus, 0, sizeof(gpGlobals->rgPoisonStatus));
memcpy(gpGlobals->rgInventory, s->rgInventory, sizeof(gpGlobals->rgInventory));
memcpy(gpGlobals->g.rgScene, s->rgScene, sizeof(gpGlobals->g.rgScene));
gpGlobals->fEnteringScene = FALSE;
PAL_CompressInventory();
return TRUE;
}
static INT
PAL_LoadGame_DOS(
int iSaveSlot
)
/*++
Purpose:
Load a saved game.
Parameters:
[IN] szFileName - file name of saved game.
Return value:
0 if success, -1 if failed.
--*/
{
SAVEDGAME_DOS *s = (SAVEDGAME_DOS*)malloc(sizeof(SAVEDGAME_DOS));
int i;
//
// Get all the data from the saved game struct.
//
if (!PAL_LoadGame_Common(iSaveSlot, (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));
gpGlobals->g.rgObject[i].rgwData[6] = s->rgObject[i].rgwData[5]; // wFlags
gpGlobals->g.rgObject[i].rgwData[5] = 0; // wScriptDesc or wReserved2
}
memcpy(gpGlobals->g.lprgEventObject, s->rgEventObject, sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);
free(s);
//
// Success
//
return 0;
}
static INT
PAL_LoadGame_WIN(
int iSaveSlot
)
/*++
Purpose:
Load a saved game.
Parameters:
[IN] szFileName - file name of saved game.
Return value:
0 if success, -1 if failed.
--*/
{
SAVEDGAME_WIN *s = (SAVEDGAME_WIN*)malloc(sizeof(SAVEDGAME_WIN));
//
// Get all the data from the saved game struct.
//
if (!PAL_LoadGame_Common(iSaveSlot, (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);
free(s);
//
// Success
//
return 0;
}
static INT
PAL_LoadGame(
int iSaveSlot
)
{
return gConfig.fIsWIN95 ? PAL_LoadGame_WIN(iSaveSlot) : PAL_LoadGame_DOS(iSaveSlot);
}
static VOID
PAL_SaveGame_Common(
int iSaveSlot,
WORD wSavedTimes,
LPSAVEDGAME_COMMON s,
size_t size
)
{
FILE *fp;
size_t 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 = UTIL_OpenFileAtPathForMode(gConfig.pszSavePath, PAL_va(1, "%d.rpg", iSaveSlot), "wb")) == NULL)
{
return;
}
i = PAL_MKFGetChunkSize(0, gpGlobals->f.fpSSS);
i += size - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS;
fwrite(s, i, 1, fp);
fclose(fp);
}
static VOID
PAL_SaveGame_DOS(
int iSaveSlot,
WORD wSavedTimes
)
/*++
Purpose:
Save the current game state to file.
Parameters:
[IN] szFileName - file name of saved game.
Return value:
None.
--*/
{
SAVEDGAME_DOS *s = (SAVEDGAME_DOS*)malloc(sizeof(SAVEDGAME_DOS));
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));
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(iSaveSlot, wSavedTimes, (LPSAVEDGAME_COMMON)s, sizeof(SAVEDGAME_DOS));
free(s);
}
static VOID
PAL_SaveGame_WIN(
int iSaveSlot,
WORD wSavedTimes
)
/*++
Purpose:
Save the current game state to file.
Parameters:
[IN] szFileName - file name of saved game.
Return value:
None.
--*/
{
SAVEDGAME_WIN *s = (SAVEDGAME_WIN*)malloc(sizeof(SAVEDGAME_WIN));
//
// 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(iSaveSlot, wSavedTimes, (LPSAVEDGAME_COMMON)s, sizeof(SAVEDGAME_WIN));
free(s);
}
VOID
PAL_SaveGame(
int iSaveSlot,
WORD wSavedTimes
)
{
if (gConfig.fIsWIN95)
PAL_SaveGame_WIN(iSaveSlot, wSavedTimes);
else
PAL_SaveGame_DOS(iSaveSlot, wSavedTimes);
}
VOID
PAL_ReloadInNextTick(
INT iSaveSlot
)
/*++
Purpose:
Reload the game IN NEXT TICK, avoid reentrant problems.
Parameters:
[IN] iSaveSlot - Slot of saved game.
Return value:
None.
--*/
{
gpGlobals->bCurrentSaveSlot = (BYTE)iSaveSlot;
PAL_SetLoadFlags(kLoadGlobalData | kLoadScene | kLoadPlayerSprite);
gpGlobals->fEnteringScene = TRUE;
gpGlobals->fNeedToFadeIn = TRUE;
gpGlobals->dwFrameNum = 0;
}
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(iSaveSlot) != 0)
{
//
// Cannot load the saved game file. Load the defaults.
//
PAL_LoadDefaultGame();
}
gpGlobals->iCurInvMenuItem = 0;
gpGlobals->fInBattle = FALSE;
memset(gpGlobals->rgPlayerStatus, 0, sizeof(gpGlobals->rgPlayerStatus));
PAL_UpdateEquipments();
}
INT
PAL_CountItem(
WORD wObjectID
)
/*++
Purpose:
Count the specified kind of item in the inventory AND in players' equipments.
Parameters:
[IN] wObjectID - object number of the item.
Return value:
Counted value.
--*/
{
int index;
int count;
int i,j,w;
if (wObjectID == 0)
{
return FALSE;
}
index = 0;
count = 0;
//
// Search for the specified item in the inventory
//
while (index < MAX_INVENTORY)
{
if (gpGlobals->rgInventory[index].wItem == wObjectID)
{
count = gpGlobals->rgInventory[index].nAmount;
break;
}
else if (gpGlobals->rgInventory[index].wItem == 0)
{
break;
}
index++;
}
for (i = 0; i <= gpGlobals->wMaxPartyMemberIndex; i++)
{
w = gpGlobals->rgParty[i].wPlayerRole;
for (j = 0; j < MAX_PLAYER_EQUIPMENTS; j++)
{
if (gpGlobals->g.PlayerRoles.rgwEquipment[j][w] == wObjectID)
{
count++;
}
}
}
return count;
}
BOOL
PAL_GetItemIndexToInventory(
WORD wObjectID,
INT *index
)
/*++
Purpose:
Search for the specified item in the inventory.
Parameters:
[IN] wObjectID - object number of the item.
[IN] index - use a pointer to receive the retrieved inventory index.
Return value:
TRUE if found it, FALSE if not found it.
--*/
{
BOOL fFound = FALSE;
*index = 0;
while (*index < MAX_INVENTORY)
{
if (gpGlobals->rgInventory[*index].wItem == wObjectID)
{
fFound = TRUE;
break;
}
else if (gpGlobals->rgInventory[*index].wItem == 0)
{
break;
}
(*index)++;
}
return fFound;
}
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
//
fFound = PAL_GetItemIndexToInventory(wObjectID, &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;
//
/// Need process last item
//
if(gpGlobals->rgInventory[index].nAmount == 0 && index == gpGlobals->iCurInvMenuItem && index+1 < MAX_INVENTORY && gpGlobals->rgInventory[index+1].nAmount <= 0)
gpGlobals->iCurInvMenuItem --;
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++)
{
//removed detect zero then break code, due to incompatible with save file hacked by palmod
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;
WORD wOrigHP = gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole];
WORD wOrigMP = gpGlobals->g.PlayerRoles.rgwMP[wPlayerRole];
//
// 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];
}
//
// Avoid over treatment
//
if (wOrigHP != gpGlobals->g.PlayerRoles.rgwHP[wPlayerRole] ||
wOrigMP != gpGlobals->g.PlayerRoles.rgwMP[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 =
PAL_RunTriggerScript(gpGlobals->g.rgObject[wPoisonID].poison.wPlayerScript, wPlayerRole);
}
}
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;
if (w == 0)
{
//
// Skip empty PoisonID
//
continue;
}
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;
}
}
}
BOOL
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.
--*/
{
BOOL fSuccess = TRUE;
#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->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)
{
if (gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] < wNumRound)
{
gpGlobals->rgPlayerStatus[wPlayerRole][wStatusID] = wNumRound;
}
}
else
{
fSuccess = FALSE;
}
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;
}
return fSuccess;
}
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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