Exemplo n.º 1
0
/*++
 Read global game data from data files.
 --*/
static VOID PAL_ReadGlobalGameData(void)
{
   const GAMEDATA    *p = &gpGlobals->g;
   unsigned int       i;

   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));
}
Exemplo n.º 2
0
/*++
 Load the default game data.
 --*/
static VOID PAL_LoadDefaultGame(void)
{
   const 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));
   PAL_MKFReadChunk((LPBYTE)(p->rgObject), sizeof(p->rgObject), 2, gpGlobals->f.fpSSS);
   DO_BYTESWAP(p->rgObject, sizeof(p->rgObject));

   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;
}
Exemplo n.º 3
0
Arquivo: global.c Projeto: nbzwt/nPal
VOID
PAL_SaveGame(
   LPCSTR         szFileName,
   WORD           wSavedTimes
)
/*++
  Purpose:

    Save the current game state to file.

  Parameters:

    [IN]  szFileName - file name of saved game.

  Return value:

    None.

--*/
{
   FILE                     *fp;
   static   SAVEDGAME       s;
   UINT32                    i;

   //
   // Put all the data to the saved game struct.
   //
   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));
   memcpy(s.rgObject, gpGlobals->g.rgObject, sizeof(gpGlobals->g.rgObject));
   memcpy(s.rgEventObject, gpGlobals->g.lprgEventObject,
      sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);

   s.wSavedTimes = wSavedTimes;

   //
   // Adjust endianness
   //
   DO_BYTESWAP(&s, sizeof(SAVEDGAME));

   //
   // Cash amount is in DWORD, so do a wordswap in Big-Endian.
   //
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
   s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
#endif

   //
   // Try writing to file
   //
   fp = fopen(szFileName, "wb");
   if (fp == NULL)
   {
      return;
   }

   i = PAL_MKFGetChunkSize(0, gpGlobals->f.fpSSS);
   i += sizeof(SAVEDGAME) - sizeof(EVENTOBJECT) * MAX_EVENT_OBJECTS;

   fwrite(&s, i, 1, fp);
   fclose(fp);
}
Exemplo n.º 4
0
Arquivo: global.c Projeto: nbzwt/nPal
INT
PAL_LoadSavedGame(
   LPCSTR         szFileName
)
/*++
  Purpose:

    Load a saved game.

  Parameters:

    [IN]  szFileName - file name of saved game.

  Return value:

    0 if success, -1 if failed.

--*/
{
   FILE                     *fp;
   static SAVEDGAME       s;
   UINT32                    i;

   //
   // Try to open the specified file
   //
	
	fp = fopen(szFileName, "rb");
   if (fp == NULL)
   {
      return -1;
   }

   //
   // Read all data from the file and close.
   //
   fread(&s, sizeof(SAVEDGAME), 1, fp);
   fclose(fp);

   //
   // Adjust endianness
   //
   DO_BYTESWAP(&s, sizeof(SAVEDGAME));

   //
   // Cash amount is in DWORD, so do a wordswap in Big-Endian.
   //
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
   s.dwCash = ((s.dwCash >> 16) | (s.dwCash << 16));
#endif

   //
   // Get all the 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));
   memcpy(gpGlobals->g.rgObject, s.rgObject, sizeof(gpGlobals->g.rgObject));
   memcpy(gpGlobals->g.lprgEventObject, s.rgEventObject,
      sizeof(EVENTOBJECT) * gpGlobals->g.nEventObject);

   gpGlobals->fEnteringScene = FALSE;

   PAL_CompressInventory();

   //
   // Success
   //
   
   return 0;
}