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global.h
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global.h
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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2009-2011, Wei Mingzhi <[email protected]>.
// Copyright (c) 2011-2017, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#ifndef GLOBAL_H
#define GLOBAL_H
#include "common.h"
#include "palcommon.h"
#include "map.h"
#include "ui.h"
//
// SOME NOTES ON "AUTO SCRIPT" AND "TRIGGER SCRIPT":
//
// Auto scripts are executed automatically in each frame.
//
// Trigger scripts are only executed when the event is triggered (player touched
// an event object, player triggered an event script by pressing Spacebar).
//
// status of characters
typedef enum tagSTATUS
{
kStatusConfused = 0, // attack friends randomly
#ifdef PAL_CLASSIC
kStatusParalyzed, // paralyzed
#else
kStatusSlow, // slower
#endif
kStatusSleep, // not allowed to move
kStatusSilence, // cannot use magic
kStatusPuppet, // for dead players only, continue attacking
kStatusBravery, // more power for physical attacks
kStatusProtect, // more defense value
kStatusHaste, // faster
kStatusDualAttack, // dual attack
kStatusAll
} STATUS;
#ifndef PAL_CLASSIC
#define kStatusParalyzed kStatusSleep
#endif
// body parts of equipments
typedef enum tagBODYPART
{
kBodyPartHead = 0,
kBodyPartBody,
kBodyPartShoulder,
kBodyPartHand,
kBodyPartFeet,
kBodyPartWear,
kBodyPartExtra,
} BODYPART;
// state of event object, used by the sState field of the EVENTOBJECT struct
typedef enum tagOBJECTSTATE
{
kObjStateHidden = 0,
kObjStateNormal = 1,
kObjStateBlocker = 2
} OBJECTSTATE, *LPOBJECTSTATE;
typedef enum tagTRIGGERMODE
{
kTriggerNone = 0,
kTriggerSearchNear = 1,
kTriggerSearchNormal = 2,
kTriggerSearchFar = 3,
kTriggerTouchNear = 4,
kTriggerTouchNormal = 5,
kTriggerTouchFar = 6,
kTriggerTouchFarther = 7,
kTriggerTouchFarthest = 8
} TRIGGERMODE;
typedef struct tagEVENTOBJECT
{
SHORT sVanishTime; // vanish time (?)
WORD x; // X coordinate on the map
WORD y; // Y coordinate on the map
SHORT sLayer; // layer value
WORD wTriggerScript; // Trigger script entry
WORD wAutoScript; // Auto script entry
SHORT sState; // state of this object
WORD wTriggerMode; // trigger mode
WORD wSpriteNum; // number of the sprite
USHORT nSpriteFrames; // total number of frames of the sprite
WORD wDirection; // direction
WORD wCurrentFrameNum; // current frame number
USHORT nScriptIdleFrame; // count of idle frames, used by trigger script
WORD wSpritePtrOffset; // FIXME: ???
USHORT nSpriteFramesAuto; // total number of frames of the sprite, used by auto script
WORD wScriptIdleFrameCountAuto; // count of idle frames, used by auto script
} EVENTOBJECT, *LPEVENTOBJECT;
typedef struct tagSCENE
{
WORD wMapNum; // number of the map
WORD wScriptOnEnter; // when entering this scene, execute script from here
WORD wScriptOnTeleport; // when teleporting out of this scene, execute script from here
WORD wEventObjectIndex; // event objects in this scene begins from number wEventObjectIndex + 1
} SCENE, *LPSCENE;
// object including system strings, players, items, magics, enemies and poison scripts.
// system strings and players
typedef struct tagOBJECT_PLAYER
{
WORD wReserved[2]; // always zero
WORD wScriptOnFriendDeath; // when friends in party dies, execute script from here
WORD wScriptOnDying; // when dying, execute script from here
} OBJECT_PLAYER;
typedef enum tagITEMFLAG
{
kItemFlagUsable = (1 << 0),
kItemFlagEquipable = (1 << 1),
kItemFlagThrowable = (1 << 2),
kItemFlagConsuming = (1 << 3),
kItemFlagApplyToAll = (1 << 4),
kItemFlagSellable = (1 << 5),
kItemFlagEquipableByPlayerRole_First = (1 << 6)
} ITEMFLAG;
// items
typedef struct tagOBJECT_ITEM_DOS
{
WORD wBitmap; // bitmap number in BALL.MKF
WORD wPrice; // price
WORD wScriptOnUse; // script executed when using this item
WORD wScriptOnEquip; // script executed when equipping this item
WORD wScriptOnThrow; // script executed when throwing this item to enemy
WORD wFlags; // flags
} OBJECT_ITEM_DOS;
// items
typedef struct tagOBJECT_ITEM
{
WORD wBitmap; // bitmap number in BALL.MKF
WORD wPrice; // price
WORD wScriptOnUse; // script executed when using this item
WORD wScriptOnEquip; // script executed when equipping this item
WORD wScriptOnThrow; // script executed when throwing this item to enemy
WORD wScriptDesc; // description script
WORD wFlags; // flags
} OBJECT_ITEM;
typedef enum tagMAGICFLAG
{
kMagicFlagUsableOutsideBattle = (1 << 0),
kMagicFlagUsableInBattle = (1 << 1),
kMagicFlagUsableToEnemy = (1 << 3),
kMagicFlagApplyToAll = (1 << 4),
} MAGICFLAG;
// magics
typedef struct tagOBJECT_MAGIC_DOS
{
WORD wMagicNumber; // magic number, according to DATA.MKF #3
WORD wReserved1; // always zero
WORD wScriptOnSuccess; // when magic succeed, execute script from here
WORD wScriptOnUse; // when use this magic, execute script from here
WORD wReserved2; // always zero
WORD wFlags; // flags
} OBJECT_MAGIC_DOS;
// magics
typedef struct tagOBJECT_MAGIC
{
WORD wMagicNumber; // magic number, according to DATA.MKF #3
WORD wReserved1; // always zero
WORD wScriptOnSuccess; // when magic succeed, execute script from here
WORD wScriptOnUse; // when use this magic, execute script from here
WORD wScriptDesc; // description script
WORD wReserved2; // always zero
WORD wFlags; // flags
} OBJECT_MAGIC;
// enemies
typedef struct tagOBJECT_ENEMY
{
WORD wEnemyID; // ID of the enemy, according to DATA.MKF #1.
// Also indicates the bitmap number in ABC.MKF.
WORD wResistanceToSorcery; // resistance to sorcery and poison (0 min, 10 max)
WORD wScriptOnTurnStart; // script executed when turn starts
WORD wScriptOnBattleEnd; // script executed when battle ends
WORD wScriptOnReady; // script executed when the enemy is ready
} OBJECT_ENEMY;
// poisons (scripts executed in each round)
typedef struct tagOBJECT_POISON
{
WORD wPoisonLevel; // level of the poison
WORD wColor; // color of avatars
WORD wPlayerScript; // script executed when player has this poison (per round)
WORD wReserved; // always zero
WORD wEnemyScript; // script executed when enemy has this poison (per round)
} OBJECT_POISON;
typedef union tagOBJECT_DOS
{
WORD rgwData[6];
OBJECT_PLAYER player;
OBJECT_ITEM_DOS item;
OBJECT_MAGIC_DOS magic;
OBJECT_ENEMY enemy;
OBJECT_POISON poison;
} OBJECT_DOS, *LPOBJECT_DOS;
typedef union tagOBJECT
{
WORD rgwData[7];
OBJECT_PLAYER player;
OBJECT_ITEM item;
OBJECT_MAGIC magic;
OBJECT_ENEMY enemy;
OBJECT_POISON poison;
} OBJECT, *LPOBJECT;
typedef struct tagSCRIPTENTRY
{
WORD wOperation; // operation code
WORD rgwOperand[3]; // operands
} SCRIPTENTRY, *LPSCRIPTENTRY;
typedef struct tagINVENTORY
{
WORD wItem; // item object code
USHORT nAmount; // amount of this item
USHORT nAmountInUse; // in-use amount of this item
} INVENTORY, *LPINVENTORY;
typedef struct tagSTORE
{
WORD rgwItems[MAX_STORE_ITEM];
} STORE, *LPSTORE;
typedef struct tagENEMY
{
WORD wIdleFrames; // total number of frames when idle
WORD wMagicFrames; // total number of frames when using magics
WORD wAttackFrames; // total number of frames when doing normal attack
WORD wIdleAnimSpeed; // speed of the animation when idle
WORD wActWaitFrames; // FIXME: ???
WORD wYPosOffset;
SHORT wAttackSound; // sound played when this enemy uses normal attack
SHORT wActionSound; // FIXME: ???
SHORT wMagicSound; // sound played when this enemy uses magic
SHORT wDeathSound; // sound played when this enemy dies
SHORT wCallSound; // sound played when entering the battle
WORD wHealth; // total HP of the enemy
WORD wExp; // How many EXPs we'll get for beating this enemy
WORD wCash; // how many cashes we'll get for beating this enemy
WORD wLevel; // this enemy's level
WORD wMagic; // this enemy's magic number
WORD wMagicRate; // chance for this enemy to use magic
WORD wAttackEquivItem; // equivalence item of this enemy's normal attack
WORD wAttackEquivItemRate;// chance for equivalence item
WORD wStealItem; // which item we'll get when stealing from this enemy
WORD nStealItem; // total amount of the items which can be stolen
WORD wAttackStrength; // normal attack strength
WORD wMagicStrength; // magical attack strength
WORD wDefense; // resistance to all kinds of attacking
WORD wDexterity; // dexterity
WORD wFleeRate; // chance for successful fleeing
WORD wPoisonResistance; // resistance to poison
WORD wElemResistance[NUM_MAGIC_ELEMENTAL]; // resistance to elemental magics
WORD wPhysicalResistance; // resistance to physical attack
WORD wDualMove; // whether this enemy can do dual move or not
WORD wCollectValue; // value for collecting this enemy for items
} ENEMY, *LPENEMY;
typedef struct tagENEMYTEAM
{
WORD rgwEnemy[MAX_ENEMIES_IN_TEAM];
} ENEMYTEAM, *LPENEMYTEAM;
typedef WORD PLAYERS[MAX_PLAYER_ROLES];
typedef struct tagPLAYERROLES
{
PLAYERS rgwAvatar; // avatar (shown in status view)
PLAYERS rgwSpriteNumInBattle; // sprite displayed in battle (in F.MKF)
PLAYERS rgwSpriteNum; // sprite displayed in normal scene (in MGO.MKF)
PLAYERS rgwName; // name of player class (in WORD.DAT)
PLAYERS rgwAttackAll; // whether player can attack everyone in a bulk or not
PLAYERS rgwUnknown1; // FIXME: ???
PLAYERS rgwLevel; // level
PLAYERS rgwMaxHP; // maximum HP
PLAYERS rgwMaxMP; // maximum MP
PLAYERS rgwHP; // current HP
PLAYERS rgwMP; // current MP
WORD rgwEquipment[MAX_PLAYER_EQUIPMENTS][MAX_PLAYER_ROLES]; // equipments
PLAYERS rgwAttackStrength; // normal attack strength
PLAYERS rgwMagicStrength; // magical attack strength
PLAYERS rgwDefense; // resistance to all kinds of attacking
PLAYERS rgwDexterity; // dexterity
PLAYERS rgwFleeRate; // chance of successful fleeing
PLAYERS rgwPoisonResistance; // resistance to poison
WORD rgwElementalResistance[NUM_MAGIC_ELEMENTAL][MAX_PLAYER_ROLES]; // resistance to elemental magics
PLAYERS rgwUnknown2; // FIXME: ???
PLAYERS rgwUnknown3; // FIXME: ???
PLAYERS rgwUnknown4; // FIXME: ???
PLAYERS rgwCoveredBy; // who will cover me when I am low of HP or not sane
WORD rgwMagic[MAX_PLAYER_MAGICS][MAX_PLAYER_ROLES]; // magics
PLAYERS rgwWalkFrames; // walk frame (???)
PLAYERS rgwCooperativeMagic; // cooperative magic
PLAYERS rgwUnknown5; // FIXME: ???
PLAYERS rgwUnknown6; // FIXME: ???
PLAYERS rgwDeathSound; // sound played when player dies
PLAYERS rgwAttackSound; // sound played when player attacks
PLAYERS rgwWeaponSound; // weapon sound (???)
PLAYERS rgwCriticalSound; // sound played when player make critical hits
PLAYERS rgwMagicSound; // sound played when player is casting a magic
PLAYERS rgwCoverSound; // sound played when player cover others
PLAYERS rgwDyingSound; // sound played when player is dying
} PLAYERROLES, *LPPLAYERROLES;
typedef enum tagMAGIC_TYPE
{
kMagicTypeNormal = 0,
kMagicTypeAttackAll = 1, // draw the effect on each of the enemies
kMagicTypeAttackWhole = 2, // draw the effect on the whole enemy team
kMagicTypeAttackField = 3, // draw the effect on the battle field
kMagicTypeApplyToPlayer = 4, // the magic is used on one player
kMagicTypeApplyToParty = 5, // the magic is used on the whole party
kMagicTypeTrance = 8, // trance the player
kMagicTypeSummon = 9, // summon
} MAGIC_TYPE;
typedef struct tagMAGIC
{
WORD wEffect; // effect sprite
WORD wType; // type of this magic
WORD wXOffset;
WORD wYOffset;
WORD wSummonEffect; // summon effect sprite (in F.MKF)
SHORT wSpeed; // speed of the effect
WORD wKeepEffect; // FIXME: ???
WORD wFireDelay; // start frame of the magic fire stage
WORD wEffectTimes; // total times of effect
WORD wShake; // shake screen
WORD wWave; // wave screen
WORD wUnknown; // FIXME: ???
WORD wCostMP; // MP cost
WORD wBaseDamage; // base damage
WORD wElemental; // elemental (0 = No Elemental, last = poison)
SHORT wSound; // sound played when using this magic
} MAGIC, *LPMAGIC;
typedef struct tagBATTLEFIELD
{
WORD wScreenWave; // level of screen waving
SHORT rgsMagicEffect[NUM_MAGIC_ELEMENTAL]; // effect of attributed magics
} BATTLEFIELD, *LPBATTLEFIELD;
// magics learned when level up
typedef struct tagLEVELUPMAGIC
{
WORD wLevel; // level reached
WORD wMagic; // magic learned
} LEVELUPMAGIC, *LPLEVELUPMAGIC;
typedef struct tagLEVELUPMAGIC_ALL
{
LEVELUPMAGIC m[MAX_PLAYABLE_PLAYER_ROLES];
} LEVELUPMAGIC_ALL, *LPLEVELUPMAGIC_ALL;
typedef struct tagPALPOS
{
WORD x;
WORD y;
} PALPOS;
typedef struct tagENEMYPOS
{
PALPOS pos[MAX_ENEMIES_IN_TEAM][MAX_ENEMIES_IN_TEAM];
} ENEMYPOS, *LPENEMYPOS;
// Exp. points needed for the next level
typedef WORD LEVELUPEXP, *LPLEVELUPEXP;
// game data which is available in data files.
typedef struct tagGAMEDATA
{
LPEVENTOBJECT lprgEventObject;
int nEventObject;
SCENE rgScene[MAX_SCENES];
OBJECT rgObject[MAX_OBJECTS];
LPSCRIPTENTRY lprgScriptEntry;
int nScriptEntry;
LPSTORE lprgStore;
int nStore;
LPENEMY lprgEnemy;
int nEnemy;
LPENEMYTEAM lprgEnemyTeam;
int nEnemyTeam;
PLAYERROLES PlayerRoles;
LPMAGIC lprgMagic;
int nMagic;
LPBATTLEFIELD lprgBattleField;
int nBattleField;
LPLEVELUPMAGIC_ALL lprgLevelUpMagic;
int nLevelUpMagic;
ENEMYPOS EnemyPos;
LEVELUPEXP rgLevelUpExp[MAX_LEVELS + 1];
WORD rgwBattleEffectIndex[10][2];
} GAMEDATA, *LPGAMEDATA;
typedef struct tagFILES
{
FILE *fpFBP; // battlefield background images
FILE *fpMGO; // sprites in scenes
FILE *fpBALL; // item bitmaps
FILE *fpDATA; // misc data
FILE *fpF; // player sprites during battle
FILE *fpFIRE; // fire effect sprites
FILE *fpRGM; // character face bitmaps
FILE *fpSSS; // script data
} FILES, *LPFILES;
// player party
typedef struct tagPARTY
{
WORD wPlayerRole; // player role
SHORT x, y; // position
WORD wFrame; // current frame number
WORD wImageOffset; // FIXME: ???
} PARTY, *LPPARTY;
// player trail, used for other party members to follow the main party member
typedef struct tagTRAIL
{
WORD x, y; // position
WORD wDirection; // direction
} TRAIL, *LPTRAIL;
typedef struct tagEXPERIENCE
{
WORD wExp; // current experience points
WORD wReserved;
WORD wLevel; // current level
WORD wCount;
} EXPERIENCE, *LPEXPERIENCE;
typedef struct tagALLEXPERIENCE
{
EXPERIENCE rgPrimaryExp[MAX_PLAYER_ROLES];
EXPERIENCE rgHealthExp[MAX_PLAYER_ROLES];
EXPERIENCE rgMagicExp[MAX_PLAYER_ROLES];
EXPERIENCE rgAttackExp[MAX_PLAYER_ROLES];
EXPERIENCE rgMagicPowerExp[MAX_PLAYER_ROLES];
EXPERIENCE rgDefenseExp[MAX_PLAYER_ROLES];
EXPERIENCE rgDexterityExp[MAX_PLAYER_ROLES];
EXPERIENCE rgFleeExp[MAX_PLAYER_ROLES];
} ALLEXPERIENCE, *LPALLEXPERIENCE;
typedef struct tagPOISONSTATUS
{
WORD wPoisonID; // kind of the poison
WORD wPoisonScript; // script entry
} POISONSTATUS, *LPPOISONSTATUS;
typedef struct tagGLOBALVARS
{
FILES f;
GAMEDATA g;
int iCurMainMenuItem; // current main menu item number
int iCurSystemMenuItem; // current system menu item number
int iCurInvMenuItem; // current inventory menu item number
int iCurPlayingRNG; // current playing RNG animation
BYTE bCurrentSaveSlot; // current save slot (1-5)
BOOL fInMainGame; // TRUE if in main game
BOOL fGameStart; // TRUE if the has just started
BOOL fEnteringScene; // TRUE if entering a new scene
BOOL fNeedToFadeIn; // TRUE if need to fade in when drawing scene
BOOL fInBattle; // TRUE if in battle
BOOL fAutoBattle; // TRUE if auto-battle
#ifndef PAL_CLASSIC
BYTE bBattleSpeed; // Battle Speed (1 = Fastest, 5 = Slowest)
#endif
WORD wLastUnequippedItem; // last unequipped item
PLAYERROLES rgEquipmentEffect[MAX_PLAYER_EQUIPMENTS + 1]; // equipment effects
WORD rgPlayerStatus[MAX_PLAYER_ROLES][kStatusAll]; // player status
PAL_POS viewport; // viewport coordination
PAL_POS partyoffset;
WORD wLayer;
WORD wMaxPartyMemberIndex;// max index of members in party (0 to MAX_PLAYERS_IN_PARTY - 1)
PARTY rgParty[MAX_PLAYABLE_PLAYER_ROLES]; // player party
TRAIL rgTrail[MAX_PLAYABLE_PLAYER_ROLES]; // player trail
WORD wPartyDirection; // direction of the party
WORD wNumScene; // current scene number
WORD wNumPalette; // current palette number
BOOL fNightPalette; // TRUE if use the darker night palette
WORD wNumMusic; // current music number
WORD wNumBattleMusic; // current music number in battle
WORD wNumBattleField; // current battle field number
WORD wCollectValue; // value of "collected" items
WORD wScreenWave; // level of screen waving
SHORT sWaveProgression;
WORD wChaseRange;
WORD wChasespeedChangeCycles;
USHORT nFollower;
DWORD dwCash; // amount of cash
ALLEXPERIENCE Exp; // experience status
POISONSTATUS rgPoisonStatus[MAX_POISONS][MAX_PLAYABLE_PLAYER_ROLES]; // poison status
INVENTORY rgInventory[MAX_INVENTORY]; // inventory status
LPOBJECTDESC lpObjectDesc;
DWORD dwFrameNum;
} GLOBALVARS, *LPGLOBALVARS;
PAL_C_LINKAGE_BEGIN
extern GLOBALVARS * const gpGlobals;
BOOL
PAL_IsWINVersion(
BOOL *pfIsWIN95
);
CODEPAGE
PAL_DetectCodePage(
const char * filename
);
INT
PAL_InitGlobals(
VOID
);
VOID
PAL_FreeGlobals(
VOID
);
VOID
PAL_SaveGame(
int iSaveSlot,
WORD wSavedTimes
);
VOID
PAL_InitGameData(
INT iSaveSlot
);
BOOL
PAL_AddItemToInventory(
WORD wObjectID,
INT iNum
);
BOOL
PAL_IncreaseHPMP(
WORD wPlayerRole,
SHORT sHP,
SHORT sMP
);
INT
PAL_GetItemAmount(
WORD wItem
);
VOID
PAL_UpdateEquipments(
VOID
);
VOID
PAL_CompressInventory(
VOID
);
VOID
PAL_RemoveEquipmentEffect(
WORD wPlayerRole,
WORD wEquipPart
);
VOID
PAL_AddPoisonForPlayer(
WORD wPlayerRole,
WORD wPoisonID
);
VOID
PAL_CurePoisonByKind(
WORD wPlayerRole,
WORD wPoisonID
);
VOID
PAL_CurePoisonByLevel(
WORD wPlayerRole,
WORD wMaxLevel
);
BOOL
PAL_IsPlayerPoisonedByLevel(
WORD wPlayerRole,
WORD wMinLevel
);
BOOL
PAL_IsPlayerPoisonedByKind(
WORD wPlayerRole,
WORD wPoisonID
);
WORD
PAL_GetPlayerAttackStrength(
WORD wPlayerRole
);
WORD
PAL_GetPlayerMagicStrength(
WORD wPlayerRole
);
WORD
PAL_GetPlayerDefense(
WORD wPlayerRole
);
WORD
PAL_GetPlayerDexterity(
WORD wPlayerRole
);
WORD
PAL_GetPlayerFleeRate(
WORD wPlayerRole
);
WORD
PAL_GetPlayerPoisonResistance(
WORD wPlayerRole
);
WORD
PAL_GetPlayerElementalResistance(
WORD wPlayerRole,
INT iAttrib
);
WORD
PAL_GetPlayerBattleSprite(
WORD wPlayerRole
);
WORD
PAL_GetPlayerCooperativeMagic(
WORD wPlayerRole
);
BOOL
PAL_PlayerCanAttackAll(
WORD wPlayerRole
);
BOOL
PAL_AddMagic(
WORD wPlayerRole,
WORD wMagic
);
VOID
PAL_RemoveMagic(
WORD wPlayerRole,
WORD wMagic
);
VOID
PAL_SetPlayerStatus(
WORD wPlayerRole,
WORD wStatusID,
WORD wNumRound
);
VOID
PAL_RemovePlayerStatus(
WORD wPlayerRole,
WORD wStatusID
);
VOID
PAL_ClearAllPlayerStatus(
VOID
);
VOID
PAL_PlayerLevelUp(
WORD wPlayerRole,
WORD wNumLevel
);
PAL_C_LINKAGE_END
#endif