/* -*- mode: c; tab-width: 4; c-basic-offset: 3; c-file-style: "linux" -*- */
//
// Copyright (c) 2009, Wei Mingzhi <whistler_wmz@users.sf.net>.
// 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"

LPGLOBALVARS gpGlobals = NULL;

#define DO_BYTESWAP(buf, size)                         \
   for (i = 0; i < (size) / 2; i++)                    \
   {                                                   \
      ((LPWORD)(buf))[i] = SWAP16(((LPWORD)(buf))[i]); \
   }

#define LOAD_DATA(buf, size, chunknum, fp)                       \
   {                                                             \
      PAL_MKFReadChunk((LPBYTE)(buf), (size), (chunknum), (fp)); \
      DO_BYTESWAP(buf, size);                                    \
   }

INT
    PAL_InitGlobals(
        VOID)
/*++
  Purpose:

    Initialize global data.

  Parameters:

    None.

  Return value:

    0 = success, -1 = error.

--*/
{
   if (gpGlobals == NULL)
   {
      gpGlobals = (LPGLOBALVARS)calloc(1, sizeof(GLOBALVARS));
      if (gpGlobals == NULL)
      {
         return -1;
      }
   }

   //
   // Open files
   //
   Log("loading fbp.mkf");
   gpGlobals->f.fpFBP = UTIL_OpenRequiredFile("fbp.mkf");
   Log("loading mgo.mkf");
   gpGlobals->f.fpMGO = UTIL_OpenRequiredFile("mgo.mkf");
   Log("loading ball.mkf");
   gpGlobals->f.fpBALL = UTIL_OpenRequiredFile("ball.mkf");
   Log("loading data.mkf");
   gpGlobals->f.fpDATA = UTIL_OpenRequiredFile("data.mkf");
   Log("loading f.mkf");
   gpGlobals->f.fpF = UTIL_OpenRequiredFile("f.mkf");
   Log("loading fire.mkf");
   gpGlobals->f.fpFIRE = UTIL_OpenRequiredFile("fire.mkf");
   Log("loading rgm.mkf");
   gpGlobals->f.fpRGM = UTIL_OpenRequiredFile("rgm.mkf");
   Log("loading sss.mkf");
   gpGlobals->f.fpSSS = UTIL_OpenRequiredFile("sss.mkf");
#ifndef PAL_WIN95
   Log("loading desc.dat");
   gpGlobals->lpObjectDesc = PAL_LoadObjectDesc(va("%s%s", PAL_PREFIX, "desc.dat"));
#endif
   gpGlobals->bCurrentSaveSlot = 1;

   return 0;
}

VOID
    PAL_FreeGlobals(
        VOID)
/*++
  Purpose:

    Free global data.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   if (gpGlobals != NULL)
   {
      //
      // 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
//
#ifndef PAL_WIN95
      PAL_FreeObjectDesc(gpGlobals->lpObjectDesc);
#endif
      //
      // Delete the instance
      //
      free(gpGlobals);
   }

   gpGlobals = NULL;
}

static VOID
    PAL_ReadGlobalGameData(
        VOID)
/*++
  Purpose:

    Read global game data from data files.

  Parameters:

    None.

  Return value:

    None.

--*/
{
   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));
}

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.

--*/
{
   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;
}

static INT
PAL_LoadGame(
    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;
   PAL_LARGE 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));

   //
   // 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;
}

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;
   PAL_LARGE 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);
}

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(va("%s%d%s", PAL_SAVE_PREFIX, 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();
}

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
   //
   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;
   }
}

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++)
   {
      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;
   }
}

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;

   //
   // 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;
}

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 =
          gpGlobals->g.rgObject[wPoisonID].poison.wPlayerScript;
   }
}

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;
      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;
      }
   }
}

VOID 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.

--*/
{
#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;
   }
}

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];
}
