//HEADER_GOES_HERE #include "../types.h" DEVILUTION_BEGIN_NAMESPACE int diabquad1x; // weak int diabquad1y; // weak int diabquad3x; // idb int diabquad3y; // idb int diabquad2x; // idb int diabquad2y; // idb int diabquad4x; // idb int diabquad4y; // idb int hallok[20]; int l4holdx; // weak int l4holdy; // weak int SP4x1; // idb int SP4x2; // weak int SP4y1; // idb int SP4y2; // weak char L4dungeon[80][80]; char dung[20][20]; //int dword_52A4DC; // weak const unsigned char L4ConvTbl[16] = { 30u, 6u, 1u, 6u, 2u, 6u, 6u, 6u, 9u, 6u, 1u, 6u, 2u, 6u, 3u, 6u }; const unsigned char L4USTAIRS[42] = { 4u, 5u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 0u, 0u, 0u, 0u, 36u, 38u, 35u, 0u, 37u, 34u, 33u, 32u, 0u, 0u, 31u, 0u, 0u, 0u, 0u, 0u }; const unsigned char L4TWARP[42] = { 4u, 5u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 0u, 0u, 0u, 0u, 134u, 136u, 133u, 0u, 135u, 132u, 131u, 130u, 0u, 0u, 129u, 0u, 0u, 0u, 0u, 0u }; const unsigned char L4DSTAIRS[52] = { 5u, 5u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 45u, 41u, 0u, 0u, 44u, 43u, 40u, 0u, 0u, 46u, 42u, 39u, 0u, 0u, 0u, 0u, 0u, 0u }; const unsigned char L4PENTA[52] = { 5u, 5u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 0u, 0u, 0u, 0u, 0u, 0u, 98u, 100u, 103u, 0u, 0u, 99u, 102u, 105u, 0u, 0u, 101u, 104u, 106u, 0u, 0u, 0u, 0u, 0u, 0u }; const unsigned char L4PENTA2[52] = { 5u, 5u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 6u, 0u, 0u, 0u, 0u, 0u, 0u, 107u, 109u, 112u, 0u, 0u, 108u, 111u, 114u, 0u, 0u, 110u, 113u, 115u, 0u, 0u, 0u, 0u, 0u, 0u }; const unsigned char L4BTYPES[140] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 2, 1, 2, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 15, 16, 9, 12, 4, 5, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; void __cdecl DRLG_LoadL4SP() { setloadflag_2 = 0; if (QuestStatus(QTYPE_WARLRD)) { pSetPiece_2 = (char *)LoadFileInMem("Levels\\L4Data\\Warlord.DUN", 0); setloadflag_2 = 1; } if (currlevel == 15 && gbMaxPlayers != 1) { pSetPiece_2 = (char *)LoadFileInMem("Levels\\L4Data\\Vile1.DUN", 0); setloadflag_2 = 1; } } // 5B50D8: using guessed type int setloadflag_2; // 679660: using guessed type char gbMaxPlayers; void __cdecl DRLG_FreeL4SP() { char *ptr; ptr = pSetPiece_2; pSetPiece_2 = NULL; mem_free_dbg(ptr); } void __fastcall DRLG_L4SetSPRoom(int rx1, int ry1) { int v2; // edi int v3; // esi int v4; // eax char v5; // bl int v6; // [esp+8h] [ebp-Ch] char *v7; // [esp+Ch] [ebp-8h] int v8; // [esp+10h] [ebp-4h] v8 = 0; v2 = (unsigned char)pSetPiece_2[2]; v3 = (unsigned char)*pSetPiece_2; setpc_x = rx1; setpc_y = ry1; setpc_w = v3; setpc_h = v2; v7 = pSetPiece_2 + 4; if (v2 > 0) { do { if (v3 > 0) { v6 = v3; v4 = ry1 + v8 + 40 * rx1; do { v5 = *v7; if (*v7) { dflags[0][v4] |= DFLAG_EXPLORED; dungeon[0][v4] = v5; } else { dungeon[0][v4] = 6; } v7 += 2; v4 += 40; --v6; } while (v6); } ++v8; } while (v8 < v2); } } // 5CF330: using guessed type int setpc_h; // 5CF334: using guessed type int setpc_w; void __cdecl L4SaveQuads() { char *v0; // esi char *v1; // edx char *v2; // edi char *v3; // eax char *v4; // ecx char *v5; // ebx signed int v6; // [esp+Ch] [ebp-14h] signed int v7; // [esp+10h] [ebp-10h] char *v8; // [esp+14h] [ebp-Ch] char *v9; // [esp+18h] [ebp-8h] char *v10; // [esp+1Ch] [ebp-4h] v0 = &dflags[39][l4holdy - 40 * l4holdx]; /* check */ v1 = &dflags[39][-l4holdy + 39 + -40 * l4holdx]; v9 = &dflags[l4holdx][l4holdy]; v8 = &dflags[0][40 * l4holdx - l4holdy + 39]; v6 = 14; do { v2 = v1; v10 = v8; v3 = v9; v4 = v0; v7 = 14; do { v5 = v10; v10 += 40; *v3 = 1; *v4 = 1; *v5 = 1; *v2 = 1; v4 -= 40; v2 -= 40; v3 += 40; --v7; } while (v7); ++v9; --v8; --v1; ++v0; --v6; } while (v6); } // 528A34: using guessed type int l4holdx; // 528A38: using guessed type int l4holdy; void __fastcall DRLG_L4SetRoom(unsigned char *pSetPiece, int rx1, int ry1) { int v3; // ebx int v4; // edi unsigned char *v5; // esi int v6; // eax char v7; // cl int v8; // [esp+Ch] [ebp-8h] int v9; // [esp+10h] [ebp-4h] v3 = *pSetPiece; v4 = 0; v8 = pSetPiece[2]; v5 = pSetPiece + 4; if (v8 > 0) { do { if (v3 > 0) { v9 = v3; v6 = ry1 + v4 + 40 * rx1; do { v7 = *v5; if (*v5) { dflags[0][v6] |= DFLAG_EXPLORED; dungeon[0][v6] = v7; } else { dungeon[0][v6] = 6; } v6 += 40; v5 += 2; --v9; } while (v9); } ++v4; } while (v4 < v8); } } void __fastcall DRLG_LoadDiabQuads(BOOL preflag) { BYTE *dun; dun = LoadFileInMem("Levels\\L4Data\\diab1.DUN", 0); diabquad1x = l4holdx + 4; diabquad1y = l4holdy + 4; DRLG_L4SetRoom(dun, diabquad1x, diabquad1y); mem_free_dbg(dun); if (!preflag) dun = LoadFileInMem("Levels\\L4Data\\diab2a.DUN", 0); else dun = LoadFileInMem("Levels\\L4Data\\diab2b.DUN", 0); diabquad2x = 27 - l4holdx; diabquad2y = l4holdy + 1; DRLG_L4SetRoom(dun, diabquad2x, diabquad2y); mem_free_dbg(dun); if (!preflag) dun = LoadFileInMem("Levels\\L4Data\\diab3a.DUN", 0); else dun = LoadFileInMem("Levels\\L4Data\\diab3b.DUN", 0); diabquad3x = l4holdx + 1; diabquad3y = 27 - l4holdy; DRLG_L4SetRoom(dun, diabquad3x, diabquad3y); mem_free_dbg(dun); if (!preflag) dun = LoadFileInMem("Levels\\L4Data\\diab4a.DUN", 0); else dun = LoadFileInMem("Levels\\L4Data\\diab4b.DUN", 0); diabquad4x = 28 - l4holdx; diabquad4y = 28 - l4holdy; DRLG_L4SetRoom(dun, diabquad4x, diabquad4y); mem_free_dbg(dun); } // 5289C4: using guessed type int diabquad1x; // 5289C8: using guessed type int diabquad1y; // 528A34: using guessed type int l4holdx; // 528A38: using guessed type int l4holdy; BOOLEAN __fastcall IsDURWall(char d) { BOOLEAN result; // al if (d == 25 || d == 28) result = 1; else result = d == 23; return result; } BOOLEAN __fastcall IsDLLWall(char dd) { BOOLEAN result; // al if (dd == 27 || dd == 26) result = 1; else result = dd == 22; return result; } void __cdecl L4FixRim() { char(*v0)[20]; // eax v0 = dung; do { *(_BYTE *)v0 = 0; ++v0; } while ((signed int)v0 < (signed int)&dung[20][0]); *(_DWORD *)&dung[0][0] = 0; *(_DWORD *)&dung[0][4] = 0; *(_DWORD *)&dung[0][8] = 0; *(_DWORD *)&dung[0][12] = 0; *(_DWORD *)&dung[0][16] = 0; } // 52A4DC: using guessed type int dword_52A4DC; void __cdecl DRLG_L4GeneralFix() { signed int v0; // ecx char *v1; // eax signed int v2; // esi v0 = 0; do { v1 = (char *)dungeon + v0; v2 = 39; do { if ((*v1 == 24 || *v1 == 122) && v1[40] == 2 && v1[1] == 5) *v1 = 17; v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 39); } void __fastcall CreateL4Dungeon(int rseed, int entry) { int v2; // esi v2 = entry; SetRndSeed(rseed); dminx = 16; dminy = 16; dmaxx = 96; dmaxy = 96; ViewX = 40; ViewY = 40; DRLG_InitSetPC(); DRLG_LoadL4SP(); DRLG_L4(v2); DRLG_L4Pass3(); DRLG_FreeL4SP(); DRLG_SetPC(); } // 5CF328: using guessed type int dmaxx; // 5CF32C: using guessed type int dmaxy; // 5D2458: using guessed type int dminx; // 5D245C: using guessed type int dminy; void __fastcall DRLG_L4(int entry) { signed int v1; // ebp //int v2; // eax int v3; // edx char *v4; // edi char v5; // bp unsigned int v6; // ecx char *v7; // edi int v8; // ecx //int v9; // eax int v10; // eax unsigned char *v11; // ecx unsigned char *v12; // ecx //int v13; // eax signed int v14; // eax signed int v15; // ecx int v16; // ebx int v17; // edi char *v18; // ebp signed int v19; // ecx signed int v20; // eax signed int v21; // esi int v22; // [esp-8h] [ebp-20h] int v23; // [esp+10h] [ebp-8h] int v24; // [esp+14h] [ebp-4h] v1 = 0; v23 = entry; do { DRLG_InitTrans(); do { InitL4Dungeon(); L4firstRoom(); L4FixRim(); } while (GetArea() < 173); uShape(); L4makeDungeon(); L4makeDmt(); L4tileFix(); if (currlevel == 16) L4SaveQuads(); //_LOBYTE(v2) = QuestStatus(QTYPE_WARLRD); if ((QuestStatus(QTYPE_WARLRD) || currlevel == quests[QTYPE_VB]._qlevel && gbMaxPlayers != 1) && SP4x1 < SP4x2) { v3 = SP4x1; v24 = SP4x2 - SP4x1; do { if (SP4y1 < SP4y2) { v4 = &dflags[v3][SP4y1]; v5 = SP4y2 - SP4y1; v6 = (unsigned int)(SP4y2 - SP4y1) >> 2; memset(v4, 1u, 4 * v6); v7 = &v4[4 * v6]; v8 = v5 & 3; v1 = 0; memset(v7, 1, v8); } ++v3; --v24; } while (v24); } L4AddWall(); DRLG_L4FloodTVal(); DRLG_L4TransFix(); if (setloadflag_2) DRLG_L4SetSPRoom(SP4x1, SP4y1); if (currlevel == 16) DRLG_LoadDiabQuads(1); //_LOBYTE(v9) = QuestStatus(QTYPE_WARLRD); if (!QuestStatus(QTYPE_WARLRD)) { if (currlevel == 15) { if (!v23) { v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 1, 0); if (v10) { if (gbMaxPlayers != 1 || (v11 = (unsigned char *)L4PENTA, quests[QTYPE_MOD]._qactive == 2)) v11 = (unsigned char *)L4PENTA2; v10 = DRLG_L4PlaceMiniSet(v11, 1, 1, -1, -1, 0, 1); } goto LABEL_35; } v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 0, 0); if (v10) { if (gbMaxPlayers != 1 || (v12 = (unsigned char *)L4PENTA, quests[QTYPE_MOD]._qactive == 2)) v12 = (unsigned char *)L4PENTA2; v10 = DRLG_L4PlaceMiniSet(v12, 1, 1, -1, -1, 1, 1); } } else { if (!v23) { v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 1, 0); if (v10) { if (currlevel != 16) v10 = DRLG_L4PlaceMiniSet(L4DSTAIRS, 1, 1, -1, -1, 0, 1); goto LABEL_31; } LABEL_35: ++ViewX; continue; } v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 0, 0); if (v23 != 1) { if (v10) { if (currlevel != 16) v10 = DRLG_L4PlaceMiniSet(L4DSTAIRS, 1, 1, -1, -1, 0, 1); LABEL_46: if (v10) { if (currlevel == 13) { v22 = 1; LABEL_34: v10 = DRLG_L4PlaceMiniSet(L4TWARP, 1, 1, -1, -1, v22, 6); goto LABEL_35; } } } goto LABEL_35; } if (v10) { if (currlevel != 16) v10 = DRLG_L4PlaceMiniSet(L4DSTAIRS, 1, 1, -1, -1, 1, 1); if (v10 && currlevel == 13) v10 = DRLG_L4PlaceMiniSet(L4TWARP, 1, 1, -1, -1, 0, 6); } } ++ViewY; continue; } if (!v23) { v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 1, 0); LABEL_31: if (!v10 || currlevel != 13) goto LABEL_35; v22 = 0; goto LABEL_34; } v10 = DRLG_L4PlaceMiniSet(L4USTAIRS, 1, 1, -1, -1, 0, 0); if (v23 != 1) goto LABEL_46; if (v10 && currlevel == 13) v10 = DRLG_L4PlaceMiniSet(L4TWARP, 1, 1, -1, -1, 0, 6); ViewX = 2 * setpc_x + 22; ViewY = 2 * setpc_y + 22; } while (!v10); DRLG_L4GeneralFix(); if (currlevel != 16) DRLG_PlaceThemeRooms(7, 10, 6, 8, 1); DRLG_L4Shadows(); DRLG_L4Corners(); DRLG_L4Subs(); DRLG_Init_Globals(); //_LOBYTE(v13) = QuestStatus(QTYPE_WARLRD); if (QuestStatus(QTYPE_WARLRD)) { do { v14 = v1; v15 = 40; do { pdungeon[0][v14] = dungeon[0][v14]; v14 += 40; --v15; } while (v15); ++v1; } while (v1 < 40); } DRLG_CheckQuests(SP4x1, SP4y1); if (currlevel == 15) { v16 = -1; do { v17 = -1; v18 = &dungeon[0][v16 + 1]; do { if (*v18 == 98) Make_SetPC(v17, v16, 5, 5); if (*v18 == 107) Make_SetPC(v17, v16, 5, 5); v18 += 40; ++v17; } while (v17 + 1 < 40); ++v16; } while (v16 < 39); } if (currlevel == 16) { v19 = 0; do { v20 = v19; v21 = 40; do { pdungeon[0][v20] = dungeon[0][v20]; v20 += 40; --v21; } while (v21); ++v19; } while (v19 < 40); DRLG_LoadDiabQuads(0); } } // 528A40: using guessed type int SP4x2; // 528A48: using guessed type int SP4y2; // 5B50D8: using guessed type int setloadflag_2; // 679660: using guessed type char gbMaxPlayers; void __cdecl DRLG_L4Shadows() { signed int v0; // esi char *v1; // eax signed int v2; // edi char v3; // dl signed int v4; // ecx v0 = 1; do { v1 = &dungeon[1][v0]; v2 = 39; do { v3 = *v1; v4 = 0; if (*v1 == 3) v4 = 1; if (v3 == 4) v4 = 1; if (v3 == 8) v4 = 1; if (v3 == 15) v4 = 1; if (v4) { if (*(v1 - 40) == 6) *(v1 - 40) = 47; if (*(v1 - 41) == 6) *(v1 - 41) = 48; } v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 40); } void __cdecl InitL4Dungeon() { signed int v0; // edx signed int v1; // eax signed int v2; // ecx memset(dung, 0, sizeof(dung)); memset(L4dungeon, 0, sizeof(L4dungeon)); v0 = 0; do { v1 = v0; v2 = 40; do { dflags[0][v1] = 0; dungeon[0][v1] = 30; v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 40); } void __cdecl L4makeDmt() { signed int v0; // ecx char(*v1)[40]; // ebp char(*v2)[40]; // esi char *v3; // eax signed int v4; // edi int v5; // edx int v6; // ebx v0 = 1; v1 = dungeon; do { v2 = v1; v3 = &L4dungeon[1][v0 + 1]; v4 = 39; do { v5 = (unsigned char)v3[80]; v6 = (unsigned char)*v3; v3 += 160; *(_BYTE *)v2 = L4ConvTbl[2 * ((unsigned char)*(v3 - 81) + 2 * (v6 + 2 * v5)) + (unsigned char)*(v3 - 161)]; ++v2; --v4; } while (v4); v1 = (char(*)[40])((char *)v1 + 1); v0 += 2; } while (v0 <= 77); } void __cdecl L4AddWall() { int v0; // edi int v1; // esi int v2; // ebx int v3; // eax int v4; // eax int v5; // eax int v6; // eax int v7; // eax int v8; // eax int v9; // eax int v10; // eax int v11; // eax int v12; // eax int v13; // eax int v14; // eax int v15; // eax int v16; // eax int v17; // eax v0 = 0; do { v1 = 0; v2 = v0; do { if (!dflags[0][v2]) { if (dungeon[0][v2] == 10 && random(0, 100) < 100) { v3 = L4HWallOk(v1, v0); if (v3 != -1) L4HorizWall(v1, v0, v3); } if (dungeon[0][v2] == 12 && random(0, 100) < 100) { v4 = L4HWallOk(v1, v0); if (v4 != -1) L4HorizWall(v1, v0, v4); } if (dungeon[0][v2] == 13 && random(0, 100) < 100) { v5 = L4HWallOk(v1, v0); if (v5 != -1) L4HorizWall(v1, v0, v5); } if (dungeon[0][v2] == 15 && random(0, 100) < 100) { v6 = L4HWallOk(v1, v0); if (v6 != -1) L4HorizWall(v1, v0, v6); } if (dungeon[0][v2] == 16 && random(0, 100) < 100) { v7 = L4HWallOk(v1, v0); if (v7 != -1) L4HorizWall(v1, v0, v7); } if (dungeon[0][v2] == 21 && random(0, 100) < 100) { v8 = L4HWallOk(v1, v0); if (v8 != -1) L4HorizWall(v1, v0, v8); } if (dungeon[0][v2] == 22 && random(0, 100) < 100) { v9 = L4HWallOk(v1, v0); if (v9 != -1) L4HorizWall(v1, v0, v9); } if (dungeon[0][v2] == 8 && random(0, 100) < 100) { v10 = L4VWallOk(v1, v0); if (v10 != -1) L4VertWall(v1, v0, v10); } if (dungeon[0][v2] == 9 && random(0, 100) < 100) { v11 = L4VWallOk(v1, v0); if (v11 != -1) L4VertWall(v1, v0, v11); } if (dungeon[0][v2] == 11 && random(0, 100) < 100) { v12 = L4VWallOk(v1, v0); if (v12 != -1) L4VertWall(v1, v0, v12); } if (dungeon[0][v2] == 14 && random(0, 100) < 100) { v13 = L4VWallOk(v1, v0); if (v13 != -1) L4VertWall(v1, v0, v13); } if (dungeon[0][v2] == 15 && random(0, 100) < 100) { v14 = L4VWallOk(v1, v0); if (v14 != -1) L4VertWall(v1, v0, v14); } if (dungeon[0][v2] == 16 && random(0, 100) < 100) { v15 = L4VWallOk(v1, v0); if (v15 != -1) L4VertWall(v1, v0, v15); } if (dungeon[0][v2] == 21 && random(0, 100) < 100) { v16 = L4VWallOk(v1, v0); if (v16 != -1) L4VertWall(v1, v0, v16); } if (dungeon[0][v2] == 23 && random(0, 100) < 100) { v17 = L4VWallOk(v1, v0); if (v17 != -1) L4VertWall(v1, v0, v17); } } ++v1; v2 += 40; } while (v1 < 40); ++v0; } while (v0 < 40); } int __fastcall L4HWallOk(int i, int j) { int v2; // esi int v3; // edi char *v4; // ebx int result; // eax signed int v6; // esi char v7; // dl int v8; // [esp+8h] [ebp-4h] v2 = 8 * (5 * i + 5); v8 = 1; if (dungeon[0][v2 + j] == 6) { v3 = 8 * (5 * i + 5); v4 = &dungeon[i + 1][j]; do { if (dflags[0][v3 + j]) break; if (dungeon[0][v3 + j - 1] != 6) // *((_BYTE *)&dMonster[111][111] + v3 + j + 3) != 6 ) /* check */ break; if (dungeon[0][v3 + 1 + j] != 6) break; ++v8; v4 += 40; v2 += 40; v3 = v2; } while (*v4 == 6); } result = v8; v6 = 0; v7 = dungeon[v8 + i][j]; if (v7 == 10) v6 = 1; if (v7 == 12) v6 = 1; if (v7 == 13) v6 = 1; if (v7 == 15) v6 = 1; if (v7 == 16) v6 = 1; if (v7 == 21) v6 = 1; if (v7 == 22) v6 = 1; if (v8 <= 3) v6 = 0; if (!v6) result = -1; return result; } int __fastcall L4VWallOk(int i, int j) { int v2; // ecx int result; // eax char *v4; // esi signed int v5; // esi char v6; // dl v2 = i; result = 1; if (dungeon[v2][j + 1] == 6) { do { if (dflags[v2][j + result]) break; v4 = &dungeon[v2][j]; if (v4[result - 40] != 6) break; if (dungeon[v2 + 1][result + j] != 6) break; ++result; } while (v4[result] == 6); } v5 = 0; v6 = dungeon[0][result + v2 * 40 + j]; if (v6 == 8) v5 = 1; if (v6 == 9) v5 = 1; if (v6 == 11) v5 = 1; if (v6 == 14) v5 = 1; if (v6 == 15) v5 = 1; if (v6 == 16) v5 = 1; if (v6 == 21) v5 = 1; if (v6 == 23) v5 = 1; if (result <= 3) v5 = 0; if (!v5) result = -1; return result; } void __fastcall L4HorizWall(int i, int j, int dx) { int v3; // esi int v4; // edi int v5; // eax int v6; // ecx char *v7; // eax int v8; // edx char *v9; // eax int v10; // eax BOOLEAN v11; // zf char *v12; // eax v3 = i; v4 = j; v5 = j + 40 * i; if (dungeon[0][v5] == 13) dungeon[0][v5] = 17; if (dungeon[0][v5] == 16) dungeon[0][v5] = 11; if (dungeon[0][v5] == 12) dungeon[0][v5] = 14; v6 = dx; if (dx > 1) { v7 = &dungeon[1][v5]; v8 = dx - 1; do { *v7 = 2; v7 += 40; --v8; } while (v8); } v9 = &dungeon[v3 + dx][v4]; if (*v9 == 15) *v9 = 14; if (*v9 == 10) *v9 = 17; if (*v9 == 21) *v9 = 23; if (*v9 == 22) *v9 = 29; v10 = v4 + 40 * (v3 + random(0, dx - 3) + 1); dungeon[2][v10] = 56; dungeon[1][v10] = 60; v11 = dungeon[0][v10 - 1] == 6; dungeon[0][v10] = 57; if (v11) dungeon[0][v10 - 1] = 58; v12 = &dungeon[0][v10 + 39]; if (*v12 == 6) *v12 = 59; } void __fastcall L4VertWall(int i, int j, int dy) { int v3; // edi int v4; // esi int v5; // edx int v6; // ecx _BYTE *v7; // eax int v8; // edx int v9; // eax char *v10; // ecx BOOLEAN v11; // zf int v12; // [esp+8h] [ebp-4h] v3 = j; v4 = 40 * i; v12 = j; v5 = 40 * i + j; if (dungeon[0][v5] == 14) dungeon[0][v5] = 17; if (dungeon[0][v5] == 8) dungeon[0][v5] = 9; if (dungeon[0][v5] == 15) dungeon[0][v5] = 10; v6 = dy; if (dy > 1) { memset(&dungeon[0][v5 + 1], 1u, dy - 1); v3 = v12; v6 = dy; } v7 = (unsigned char *)dungeon + v5 + v6; if (*v7 == 11) *v7 = 17; if (*v7 == 9) *v7 = 10; if (*v7 == 16) *v7 = 13; if (*v7 == 21) *v7 = 22; if (*v7 == 23) *v7 = 29; v8 = v6 - 3; v9 = random(0, v8) + 1 + v4 + v3; v10 = (char *)dungeon + v9; dungeon[0][v9 + 2] = 52; dungeon[0][v9 + 1] = 6; v11 = dungeon[-1][v9] == 6; dungeon[0][v9] = 53; if (v11) *(v10 - 40) = 54; if (*(v10 - 41) == 6) *(v10 - 41) = 55; } void __cdecl L4tileFix() { signed int v0; // edx char *v1; // eax signed int v2; // esi char v3; // cl signed int v4; // edx char *v5; // eax signed int v6; // esi char v7; // cl signed int v8; // ecx int v9; // eax int v10; // eax char *v11; // esi char v12; // bl char *v13; // edx char *v14; // edx char *v15; // edx char *v16; // edx char *v17; // edx char *v18; // edx char *v19; // edx char *v20; // edx char *v21; // edx char *v22; // edx char *v23; // edx char *v24; // edx char *v25; // edx char *v26; // edx char *v27; // edx char *v28; // edx char *v29; // edx char *v30; // edx char *v31; // edx char *v32; // edx char *v33; // edx char *v34; // edx char *v35; // edx char *v36; // edx char *v37; // edx char *v38; // edx char *v39; // edx char *v40; // edx char *v41; // edx char *v42; // edx char *v43; // edx char *v44; // edx char *v45; // edx char *v46; // edx char *v47; // edx char *v48; // edx char *v49; // edx char *v50; // edx char *v51; // edx char *v52; // edx char *v53; // edx char *v54; // edx char *v55; // edx char *v56; // edx char *v57; // edx char *v58; // edx char *v59; // edx char *v60; // edx char *v61; // edx char *v62; // edx char *v63; // edx char *v64; // edx char *v65; // edx char *v66; // edx char *v67; // edx char *v68; // edx char *v69; // edx char *v70; // edx char *v71; // edx char *v72; // edx char *v73; // edx char *v74; // edx char *v75; // edx char *v76; // edx char *v77; // edx char *v78; // edx char *v79; // edx char *v80; // edx char *v81; // edx char *v82; // edx char *v83; // edx char *v84; // edx char *v85; // edx char *v86; // edx char *v87; // edx char *v88; // edx char *v89; // edx char *v90; // edx char *v91; // edx char *v92; // edx char *v93; // edx char *v94; // edx char *v95; // edx signed int v96; // ecx signed int v97; // edi signed int v98; // eax char *v99; // esi char v100; // bl char *v101; // edx char *v102; // edx char *v103; // edx char *v104; // edx char *v105; // edx char *v106; // edx char *v107; // edx char *v108; // edx char *v109; // edx char *v110; // edx char *v111; // edx char *v112; // edx char *v113; // edx char *v114; // edx char *v115; // edx char *v116; // edx char *v117; // edx char *v118; // edx char *v119; // edx char *v120; // edx char *v121; // edx char *v122; // edx char *v123; // edx char *v124; // edx char *v125; // edx char *v126; // edx char *v127; // edx char *v128; // edx char *v129; // edx char *v130; // edx signed int v131; // edx char *v132; // eax signed int v133; // esi char v134; // cl signed int v135; // edx char *v136; // eax signed int v137; // esi char v138; // cl signed int v139; // [esp+8h] [ebp-4h] v0 = 0; do { v1 = &dungeon[1][v0]; v2 = 40; do { v3 = *(v1 - 40); if (v3 == 2) { if (*v1 == 6) *v1 = 5; if (*v1 == 1) *v1 = 13; } if (v3 == 1 && *(v1 - 39) == 2) *(v1 - 39) = 14; v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 40); v4 = 0; do { v5 = &dungeon[1][v4]; v6 = 40; do { v7 = *(v5 - 40); if (v7 == 2) { if (*v5 == 6) *v5 = 2; if (*v5 == 9) *v5 = 11; } if (v7 == 9 && *v5 == 6) *v5 = 12; if (v7 == 14 && *v5 == 1) *v5 = 13; if (v7 == 6) { if (*v5 == 14) *v5 = 15; if (*(v5 - 39) == 13) *(v5 - 39) = 16; } if (v7 == 1 && *(v5 - 39) == 9) *(v5 - 39) = 10; if (v7 == 6 && *(v5 - 41) == 1) *(v5 - 41) = 1; v5 += 40; --v6; } while (v6); ++v4; } while (v4 < 40); v8 = 0; do { v9 = 0; v139 = 0; do { v10 = v9; v11 = &dungeon[v10][v8]; v12 = *v11; if (*v11 == 13) { v13 = &dungeon[v10][v8 + 1]; if (*v13 == 30) *v13 = 27; } if (v12 == 27) { v14 = &dungeon[v10 + 1][v8]; if (*v14 == 30) *v14 = 19; } if (v12 == 1) { v15 = &dungeon[v10][v8 + 1]; if (*v15 == 30) *v15 = 27; } if (v12 == 27) { v16 = &dungeon[v10 + 1][v8]; if (*v16 == 1) *v16 = 16; } if (v12 == 19) { v17 = &dungeon[v10 + 1][v8]; if (*v17 == 27) *v17 = 26; } if (v12 == 27) { v18 = &dungeon[v10 + 1][v8]; if (*v18 == 30) *v18 = 19; } if (v12 == 2) { v19 = &dungeon[v10 + 1][v8]; if (*v19 == 15) *v19 = 14; } if (v12 == 14) { v20 = &dungeon[v10 + 1][v8]; if (*v20 == 15) *v20 = 14; } if (v12 == 22) { v21 = &dungeon[v10 + 1][v8]; if (*v21 == 1) *v21 = 16; } if (v12 == 27) { v22 = &dungeon[v10 + 1][v8]; if (*v22 == 1) *v22 = 16; } if (v12 == 6) { v23 = &dungeon[v10 + 1][v8]; if (*v23 == 27) { if (dungeon[v10 + 1][v8 + 1]) *v23 = 22; } } if (v12 == 22) { v24 = &dungeon[v10 + 1][v8]; if (*v24 == 30) *v24 = 19; } if (v12 == 21) { v25 = &dungeon[v10 + 1][v8]; if (*v25 == 1 && dungeon[v10][v8 + 39] == 1) *v25 = 13; } if (v12 == 14) { v26 = &dungeon[v10 + 1][v8]; if (*v26 == 30 && dungeon[v10][v8 + 1] == 6) *v26 = 28; } if (v12 == 16) { if (dungeon[v10 + 1][v8] == 6) { v27 = &dungeon[v10][v8 + 1]; if (*v27 == 30) *v27 = 27; } v28 = &dungeon[v10][v8 + 1]; if (*v28 == 30 && dungeon[v10 + 1][v8 + 1] == 30) *v28 = 27; } if (v12 == 6) { v29 = &dungeon[v10 + 1][v8]; if (*v29 == 30 && dungeon[v10][v8 + 39] == 6) *v29 = 21; } if (v12 == 2) { v30 = &dungeon[v10 + 1][v8]; if (*v30 == 27 && dungeon[v10 + 1][v8 + 1] == 9) *v30 = 29; } if (v12 == 9) { v31 = &dungeon[v10 + 1][v8]; if (*v31 == 15) *v31 = 14; } if (v12 == 15) { v32 = &dungeon[v10 + 1][v8]; if (*v32 == 27 && dungeon[v10 + 1][v8 + 1] == 2) *v32 = 29; } if (v12 == 19) { v33 = &dungeon[v10 + 1][v8]; if (*v33 == 18) *v33 = 24; } if (v12 == 9) { v34 = &dungeon[v10 + 1][v8]; if (*v34 == 15) *v34 = 14; } if (v12 == 19) { v35 = &dungeon[v10 + 1][v8]; if (*v35 == 19 && dungeon[v10][v8 + 39] == 30) *v35 = 24; } if (v12 == 24 && *(v11 - 1) == 30 && *(v11 - 2) == 6) *(v11 - 1) = 21; if (v12 == 2) { v36 = &dungeon[v10 + 1][v8]; if (*v36 == 30) *v36 = 28; } if (v12 == 15) { v37 = &dungeon[v10 + 1][v8]; if (*v37 == 30) *v37 = 28; } if (v12 == 28) { v38 = &dungeon[v10][v8 + 1]; if (*v38 == 30) *v38 = 18; v39 = &dungeon[v10][v8 + 1]; if (*v39 == 2) *v39 = 15; } if (v12 == 19) { if (dungeon[v10 + 2][v8] == 2 && dungeon[v10][v8 + 39] == 18 && dungeon[v10 + 1][v8 + 1] == 1) dungeon[v10 + 1][v8] = 17; if (dungeon[v10 + 2][v8] == 2 && dungeon[v10][v8 + 39] == 22 && dungeon[v10 + 1][v8 + 1] == 1) dungeon[v10 + 1][v8] = 17; if (dungeon[v10 + 2][v8] == 2 && dungeon[v10][v8 + 39] == 18 && dungeon[v10 + 1][v8 + 1] == 13) dungeon[v10 + 1][v8] = 17; } if (v12 == 21) { if (dungeon[v10 + 2][v8] == 2 && dungeon[v10][v8 + 39] == 18 && dungeon[v10 + 1][v8 + 1] == 1) dungeon[v10 + 1][v8] = 17; if (dungeon[v10 + 1][v8 + 1] == 1 && dungeon[v10][v8 + 39] == 22 && dungeon[v10 + 2][v8] == 3) dungeon[v10 + 1][v8] = 17; } if (v12 == 15) { v40 = &dungeon[v10 + 1][v8]; if (*v40 == 28 && dungeon[v10 + 2][v8] == 30 && dungeon[v10][v8 + 39] == 6) *v40 = 23; } if (v12 == 14) { v41 = &dungeon[v10 + 1][v8]; if (*v41 == 28 && dungeon[v10 + 2][v8] == 1) *v41 = 23; } if (v12 == 15) { v42 = &dungeon[v10 + 1][v8]; if (*v42 == 27 && dungeon[v10 + 1][v8 + 1] == 30) *v42 = 29; } if (v12 == 28) { v43 = &dungeon[v10][v8 + 1]; if (*v43 == 9) *v43 = 15; } if (v12 == 21 && dungeon[v10][v8 + 39] == 21) dungeon[v10 + 1][v8] = 24; if (v12 == 2) { v44 = &dungeon[v10 + 1][v8]; if (*v44 == 27 && dungeon[v10 + 1][v8 + 1] == 30) *v44 = 29; v45 = &dungeon[v10 + 1][v8]; if (*v45 == 18) *v45 = 25; } if (v12 == 21) { v46 = &dungeon[v10 + 1][v8]; if (*v46 == 9 && dungeon[v10 + 2][v8] == 2) *v46 = 11; } if (v12 == 19) { v47 = &dungeon[v10 + 1][v8]; if (*v47 == 10) *v47 = 17; } if (v12 == 15) { v48 = &dungeon[v10][v8 + 1]; if (*v48 == 3) *v48 = 4; } if (v12 == 22) { v49 = &dungeon[v10][v8 + 1]; if (*v49 == 9) *v49 = 15; } if (v12 == 18) { v50 = &dungeon[v10][v8 + 1]; if (*v50 == 30) *v50 = 18; } if (v12 == 24 && *(v11 - 40) == 30) *(v11 - 40) = 19; if (v12 == 21) { v51 = &dungeon[v10][v8 + 1]; if (*v51 == 2) *v51 = 15; v52 = &dungeon[v10][v8 + 1]; if (*v52 == 9) *v52 = 10; } if (v12 == 22) { v53 = &dungeon[v10][v8 + 1]; if (*v53 == 30) *v53 = 18; } if (v12 == 21) { v54 = &dungeon[v10][v8 + 1]; if (*v54 == 30) *v54 = 18; } if (v12 == 16) { v55 = &dungeon[v10][v8 + 1]; if (*v55 == 2) *v55 = 15; } if (v12 == 13) { v56 = &dungeon[v10][v8 + 1]; if (*v56 == 2) *v56 = 15; } if (v12 == 22) { v57 = &dungeon[v10][v8 + 1]; if (*v57 == 2) *v57 = 15; } if (v12 == 21) { v58 = &dungeon[v10 + 1][v8]; if (*v58 == 18 && dungeon[v10 + 2][v8] == 30) *v58 = 24; v59 = &dungeon[v10 + 1][v8]; if (*v59 == 9 && dungeon[v10 + 1][v8 + 1] == 1) *v59 = 16; } if (v12 == 2) { v60 = &dungeon[v10 + 1][v8]; if (*v60 == 27 && dungeon[v10 + 1][v8 + 1] == 2) *v60 = 29; } if (v12 == 23) { v61 = &dungeon[v10][v8 + 1]; if (*v61 == 2) *v61 = 15; v62 = &dungeon[v10][v8 + 1]; if (*v62 == 9) *v62 = 15; } if (v12 == 25) { v63 = &dungeon[v10][v8 + 1]; if (*v63 == 2) *v63 = 15; } if (v12 == 22) { v64 = &dungeon[v10 + 1][v8]; if (*v64 == 9) *v64 = 11; } if (v12 == 23) { v65 = &dungeon[v10 + 1][v8]; if (*v65 == 9) *v65 = 11; } if (v12 == 15) { v66 = &dungeon[v10 + 1][v8]; if (*v66 == 1) *v66 = 16; } if (v12 == 11) { v67 = &dungeon[v10 + 1][v8]; if (*v67 == 15) *v67 = 14; } if (v12 == 23) { v68 = &dungeon[v10 + 1][v8]; if (*v68 == 1) *v68 = 16; } if (v12 == 21) { v69 = &dungeon[v10 + 1][v8]; if (*v69 == 27) *v69 = 26; v70 = &dungeon[v10 + 1][v8]; if (*v70 == 18) *v70 = 24; } if (v12 == 26) { v71 = &dungeon[v10 + 1][v8]; if (*v71 == 1) *v71 = 16; } if (v12 == 29) { v72 = &dungeon[v10 + 1][v8]; if (*v72 == 1) *v72 = 16; v73 = &dungeon[v10][v8 + 1]; if (*v73 == 2) *v73 = 15; } if (v12 == 1 && *(v11 - 1) == 15) *(v11 - 1) = 10; if (v12 == 18) { v74 = &dungeon[v10][v8 + 1]; if (*v74 == 2) *v74 = 15; } if (v12 == 23) { v75 = &dungeon[v10][v8 + 1]; if (*v75 == 30) *v75 = 18; } if (v12 == 18) { v76 = &dungeon[v10][v8 + 1]; if (*v76 == 9) *v76 = 10; } if (v12 == 14) { v77 = &dungeon[v10 + 1][v8]; if (*v77 == 30 && dungeon[v10 + 1][v8 + 1] == 30) *v77 = 23; } if (v12 == 2) { v78 = &dungeon[v10 + 1][v8]; if (*v78 == 28 && dungeon[v10][v8 + 39] == 6) *v78 = 23; } if (v12 == 23) { v79 = &dungeon[v10 + 1][v8]; if (*v79 == 18 && *(v11 - 1) == 6) *v79 = 24; } if (v12 == 14) { v80 = &dungeon[v10 + 1][v8]; if (*v80 == 23 && dungeon[v10 + 2][v8] == 30) *v80 = 28; v81 = &dungeon[v10 + 1][v8]; if (*v81 == 28 && dungeon[v10 + 2][v8] == 30 && dungeon[v10][v8 + 39] == 6) *v81 = 23; } if (v12 == 23) { v82 = &dungeon[v10 + 1][v8]; if (*v82 == 30) *v82 = 19; } if (v12 == 29) { v83 = &dungeon[v10 + 1][v8]; if (*v83 == 30) *v83 = 19; v84 = &dungeon[v10][v8 + 1]; if (*v84 == 30) *v84 = 18; } if (v12 == 19) { v85 = &dungeon[v10 + 1][v8]; if (*v85 == 30) *v85 = 19; } if (v12 == 21) { v86 = &dungeon[v10 + 1][v8]; if (*v86 == 30) *v86 = 19; } if (v12 == 26) { v87 = &dungeon[v10 + 1][v8]; if (*v87 == 30) *v87 = 19; } if (v12 == 16) { v88 = &dungeon[v10][v8 + 1]; if (*v88 == 30) *v88 = 18; } if (v12 == 13) { v89 = &dungeon[v10][v8 + 1]; if (*v89 == 9) *v89 = 10; } if (v12 == 25) { v90 = &dungeon[v10][v8 + 1]; if (*v90 == 30) *v90 = 18; } if (v12 == 18) { v91 = &dungeon[v10][v8 + 1]; if (*v91 == 2) *v91 = 15; } if (v12 == 11) { v92 = &dungeon[v10 + 1][v8]; if (*v92 == 3) *v92 = 5; } if (v12 == 19) { v93 = &dungeon[v10 + 1][v8]; if (*v93 == 9) *v93 = 11; v94 = &dungeon[v10 + 1][v8]; if (*v94 == 1) *v94 = 13; v95 = &dungeon[v10 + 1][v8]; if (*v95 == 13 && dungeon[v10][v8 + 39] == 6) *v95 = 16; } v9 = v139++ + 1; } while (v139 < 40); ++v8; } while (v8 < 40); v96 = 0; do { v97 = 0; do { v98 = v97; v99 = &dungeon[v97][v96]; v100 = *v99; if (*v99 == 21) { v101 = &dungeon[v98][v96 + 1]; if (*v101 == 24 && dungeon[v98][v96 + 2] == 1) *v101 = 17; } if (v100 == 15 && dungeon[v98 + 1][v96 + 1] == 9 && dungeon[v98][v96 + 39] == 1 && dungeon[v98 + 2][v96] == 16) { dungeon[v98 + 1][v96] = 29; } if (v100 == 2 && *(v99 - 40) == 6) *(v99 - 40) = 8; if (v100 == 1 && *(v99 - 1) == 6) *(v99 - 1) = 7; if (v100 == 6) { v102 = &dungeon[v98 + 1][v96]; if (*v102 == 15 && dungeon[v98 + 1][v96 + 1] == 4) *v102 = 10; } if (v100 == 1) { v103 = &dungeon[v98][v96 + 1]; if (*v103 == 3) *v103 = 4; v104 = &dungeon[v98][v96 + 1]; if (*v104 == 6) *v104 = 4; } if (v100 == 9) { v105 = &dungeon[v98][v96 + 1]; if (*v105 == 3) *v105 = 4; } if (v100 == 10) { v106 = &dungeon[v98][v96 + 1]; if (*v106 == 3) *v106 = 4; } if (v100 == 13) { v107 = &dungeon[v98][v96 + 1]; if (*v107 == 3) *v107 = 4; } if (v100 == 1) { v108 = &dungeon[v98][v96 + 1]; if (*v108 == 5) *v108 = 12; v109 = &dungeon[v98][v96 + 1]; if (*v109 == 16) *v109 = 13; } if (v100 == 6) { v110 = &dungeon[v98][v96 + 1]; if (*v110 == 13) *v110 = 16; } if (v100 == 25) { v111 = &dungeon[v98][v96 + 1]; if (*v111 == 9) *v111 = 10; } if (v100 == 13) { v112 = &dungeon[v98][v96 + 1]; if (*v112 == 5) *v112 = 12; } if (v100 == 28 && *(v99 - 1) == 6) { v113 = &dungeon[v98 + 1][v96]; if (*v113 == 1) *v113 = 23; } if (v100 == 19) { v114 = &dungeon[v98 + 1][v96]; if (*v114 == 10) *v114 = 17; } if (v100 == 21) { v115 = &dungeon[v98 + 1][v96]; if (*v115 == 9) *v115 = 11; } if (v100 == 11) { v116 = &dungeon[v98 + 1][v96]; if (*v116 == 3) *v116 = 5; } if (v100 == 10) { v117 = &dungeon[v98 + 1][v96]; if (*v117 == 4) *v117 = 12; } if (v100 == 14) { v118 = &dungeon[v98 + 1][v96]; if (*v118 == 4) *v118 = 12; } if (v100 == 27) { v119 = &dungeon[v98 + 1][v96]; if (*v119 == 9) *v119 = 11; } if (v100 == 15) { v120 = &dungeon[v98 + 1][v96]; if (*v120 == 4) *v120 = 12; } if (v100 == 21) { v121 = &dungeon[v98 + 1][v96]; if (*v121 == 1) *v121 = 16; } if (v100 == 11) { v122 = &dungeon[v98 + 1][v96]; if (*v122 == 4) *v122 = 12; } if (v100 == 2) { v123 = &dungeon[v98 + 1][v96]; if (*v123 == 3) *v123 = 5; } if (v100 == 9) { v124 = &dungeon[v98 + 1][v96]; if (*v124 == 3) *v124 = 5; } if (v100 == 14) { v125 = &dungeon[v98 + 1][v96]; if (*v125 == 3) *v125 = 5; } if (v100 == 15) { v126 = &dungeon[v98 + 1][v96]; if (*v126 == 3) *v126 = 5; } if (v100 == 2) { v127 = &dungeon[v98 + 1][v96]; if (*v127 == 5 && dungeon[v98][v96 + 39] == 16) *v127 = 12; v128 = &dungeon[v98 + 1][v96]; if (*v128 == 4) *v128 = 12; } if (v100 == 9) { v129 = &dungeon[v98 + 1][v96]; if (*v129 == 4) *v129 = 12; } if (v100 == 1 && *(v99 - 1) == 8) *(v99 - 1) = 9; if (v100 == 28) { v130 = &dungeon[v98 + 1][v96]; if (*v130 == 23 && dungeon[v98 + 1][v96 + 1] == 3) *v130 = 16; } ++v97; } while (v97 < 40); ++v96; } while (v96 < 40); v131 = 0; do { v132 = &dungeon[0][v131 + 1]; v133 = 40; do { v134 = *(v132 - 1); if (v134 == 21 && v132[39] == 10) v132[39] = 17; if (v134 == 17 && v132[39] == 4) v132[39] = 12; if (v134 == 10 && v132[39] == 4) v132[39] = 12; if (v134 == 17 && *v132 == 5) *v132 = 12; if (v134 == 29 && *v132 == 9) *v132 = 10; if (v134 == 13 && *v132 == 5) *v132 = 12; if (v134 == 9 && *v132 == 16) *v132 = 13; if (v134 == 10 && *v132 == 16) *v132 = 13; if (v134 == 16 && *v132 == 3) *v132 = 4; if (v134 == 11 && *v132 == 5) *v132 = 12; if (v134 == 10 && v132[39] == 3 && v132[38] == 16) v132[39] = 12; if (v134 == 16 && *v132 == 5) *v132 = 12; if (v134 == 1 && *v132 == 6) *v132 = 4; if (v134 == 21 && v132[39] == 13 && *v132 == 10) v132[40] = 12; if (v134 == 15 && v132[39] == 10) v132[39] = 17; if (v134 == 22 && *v132 == 11) *v132 = 17; if (v134 == 15 && v132[39] == 28 && v132[79] == 16) v132[39] = 23; if (v134 == 28 && v132[39] == 23 && v132[40] == 1 && v132[79] == 6) v132[39] = 16; v132 += 40; --v133; } while (v133); ++v131; } while (v131 < 40); v135 = 0; do { v136 = (char *)dungeon + v135; v137 = 40; do { v138 = *v136; if (*v136 == 15 && v136[40] == 28 && v136[80] == 16) v136[40] = 23; if (v138 == 21 && v136[39] == 21 && v136[41] == 13 && v136[80] == 2) v136[40] = 17; if (v138 == 19 && v136[40] == 15 && v136[41] == 12) v136[40] = 17; v136 += 40; --v137; } while (v137); ++v135; } while (v135 < 40); } void __cdecl DRLG_L4Subs() { signed int v0; // edi signed int v1; // esi signed int v2; // ebp unsigned char v3; // bl int v4; // eax signed int v5; // ecx signed int v6; // edi signed int v7; // esi signed int v8; // ebx v0 = 0; do { v1 = v0; v2 = 40; do { if (!random(0, 3)) { v3 = L4BTYPES[(unsigned char)dungeon[0][v1]]; if (v3) { if (!dflags[0][v1]) { v4 = random(0, 16); v5 = -1; while (v4 >= 0) { if (++v5 == 140) v5 = 0; if (v3 == L4BTYPES[v5]) --v4; } dungeon[0][v1] = v5; } } } v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 40); v6 = 0; do { v7 = v6; v8 = 40; do { if (!random(0, 10) && L4BTYPES[(unsigned char)dungeon[0][v7]] == 6 && !dflags[0][v7]) dungeon[0][v7] = random(0, 3) + 95; v7 += 40; --v8; } while (v8); ++v6; } while (v6 < 40); } void __cdecl L4makeDungeon() { signed int v0; // ebx signed int v1; // esi char *v2; // edx char v3; // cl int v4; // eax int v5; // eax int v6; // ebx char *v7; // esi signed int v8; // edx char v9; // cl int v10; // eax int v11; // eax signed int v12; // ebx signed int v13; // esi char *v14; // edx char v15; // cl int v16; // eax int v17; // eax int v18; // ebx char *v19; // esi signed int v20; // edx char v21; // cl int v22; // eax int v23; // eax signed int v24; // [esp+Ch] [ebp-8h] char *v25; // [esp+10h] [ebp-4h] char *v26; // [esp+10h] [ebp-4h] v0 = 0; do { v1 = 0; v2 = (char *)dung + v0; do { v3 = *v2; v2 += 20; v4 = 160 * v1++; v5 = v4 + 2 * v0; L4dungeon[0][v5] = v3; L4dungeon[0][v5 + 1] = v3; L4dungeon[1][v5] = v3; L4dungeon[1][v5 + 1] = v3; } while (v1 < 20); ++v0; } while (v0 < 20); v6 = 0; v25 = &dung[0][19]; v24 = 20; do { v7 = v25; v8 = 0; do { v9 = *v7; v7 += 20; v10 = 160 * v8++; v11 = v10 + 2 * v6; L4dungeon[0][v11 + 40] = v9; L4dungeon[0][v11 + 41] = v9; L4dungeon[1][v11 + 40] = v9; L4dungeon[1][v11 + 41] = v9; } while (v8 < 20); ++v6; --v25; --v24; } while (v24); v12 = 0; do { v13 = 0; v14 = &dung[19][v12]; do { v15 = *v14; v14 -= 20; v16 = 160 * v13++; v17 = v16 + 2 * v12; L4dungeon[40][v17] = v15; L4dungeon[40][v17 + 1] = v15; L4dungeon[41][v17] = v15; L4dungeon[41][v17 + 1] = v15; } while (v13 < 20); ++v12; } while (v12 < 20); v18 = 0; v26 = &dung[19][19]; do { v19 = v26; v20 = 0; do { v21 = *v19; v19 -= 20; v22 = 160 * v20++; v23 = v22 + 2 * v18; L4dungeon[40][v23 + 40] = v21; L4dungeon[40][v23 + 41] = v21; L4dungeon[41][v23 + 40] = v21; L4dungeon[41][v23 + 41] = v21; } while (v20 < 20); ++v18; --v26; } while ((signed int)v26 > (signed int)&dung[18][19]); } void __cdecl uShape() { int v0; // ecx signed int v1; // esi signed int v2; // eax char v3; // dl int v4; // eax signed int v5; // esi int v6; // ecx int v7; // ecx int *v8; // esi signed int v9; // eax char v10; // dl int v11; // eax signed int v12; // esi char *v13; // edx v0 = 19; do { v1 = 19; do { v2 = v1; v3 = dung[v1][v0]; if (v3 == 1 || (hallok[v0] = 0, v3 == 1)) { hallok[v0] = dung[v2][v0 + 1] == 1 && !dung[v2 + 1][v0 + 1]; v1 = 0; } --v1; } while (v1 >= 0); --v0; } while (v0 >= 0); v4 = random(0, 19) + 1; do { if (hallok[v4]) { v5 = 19; do { v6 = v4 + 20 * v5; if (dung[0][v6] == 1) { v5 = -1; v4 = 0; } else { dung[0][v6] = 1; dung[0][v6 + 1] = 1; } --v5; } while (v5 >= 0); } else if (++v4 == 20) { v4 = 1; } } while (v4); v7 = 380; v8 = &hallok[19]; do { v9 = 19; do { v10 = dung[0][v7 + v9]; if (v10 == 1 || (*v8 = 0, v10 == 1)) { *v8 = dung[1][v7 + v9] == 1 && !dung[1][v7 + 1 + v9]; v9 = 0; } --v9; } while (v9 >= 0); --v8; v7 -= 20; } while ((signed int)v8 >= (signed int)hallok); v11 = random(0, 19) + 1; do { if (hallok[v11]) { v12 = 19; do { v13 = &dung[v11][v12]; if (*v13 == 1) { v12 = -1; v11 = 0; } else { *v13 = 1; dung[v11 + 1][v12] = 1; } --v12; } while (v12 >= 0); } else if (++v11 == 20) { v11 = 1; } } while (v11); } int __cdecl GetArea() { int result; // eax signed int v1; // edx _BYTE *v2; // ecx signed int v3; // esi result = 0; v1 = 0; do { v2 = (unsigned char *)dung + v1; v3 = 20; do { if (*v2 == 1) ++result; v2 += 20; --v3; } while (v3); ++v1; } while (v1 < 20); return result; } void __cdecl L4firstRoom() { int v0; // esi int v1; // edi int v2; // ebx int v3; // eax int v4; // eax int v5; // ebp //int v6; // eax int v7; // eax int v8; // eax signed int v9; // [esp-4h] [ebp-18h] if (currlevel == 16) { v9 = 14; } else { if ((currlevel != quests[QTYPE_WARLRD]._qlevel || !quests[QTYPE_WARLRD]._qactive) && (currlevel != quests[QTYPE_VB]._qlevel || gbMaxPlayers == 1)) { v0 = random(0, 5) + 2; v1 = random(0, 5) + 2; goto LABEL_10; } v9 = 11; } v1 = v9; v0 = v9; LABEL_10: v2 = 20 - v0; v3 = ((20 - v0) >> 1) + random(0, 20 - ((20 - v0) >> 1) - v0); if (v3 + v0 <= 19) v2 = v3; v4 = ((20 - v1) >> 1) + random(0, 20 - ((20 - v1) >> 1) - v1); v5 = 20 - v1; if (v4 + v1 <= 19) v5 = v4; if (currlevel == 16) { l4holdx = v2; l4holdy = v5; } //_LOBYTE(v6) = QuestStatus(QTYPE_WARLRD); if (QuestStatus(QTYPE_WARLRD) || currlevel == quests[QTYPE_VB]._qlevel && gbMaxPlayers != 1) { SP4x1 = v2 + 1; SP4y1 = v5 + 1; v7 = v0 + v2 + 1; SP4y2 = v1 + v5 + 1; } else { v7 = 0; SP4x1 = 0; SP4y1 = 0; SP4y2 = 0; } SP4x2 = v7; L4drawRoom(v2, v5, v0, v1); v8 = random(0, 2); L4roomGen(v2, v5, v0, v1, v8); } // 528A34: using guessed type int l4holdx; // 528A38: using guessed type int l4holdy; // 528A40: using guessed type int SP4x2; // 528A48: using guessed type int SP4y2; // 679660: using guessed type char gbMaxPlayers; void __fastcall L4drawRoom(int x, int y, int width, int height) { int i; // esi int v5; // edi char *v6; // eax for (i = 0; i < height; ++i) { if (width > 0) { v5 = width; v6 = &dung[x][i + y]; do { *v6 = 1; v6 += 20; --v5; } while (v5); } } } void __fastcall L4roomGen(int x, int y, int w, int h, int dir) { int v5; // eax int v6; // ecx int v7; // eax int v8; // ecx int v9; // eax int v11; // esi int v12; // edi int v13; // ebx int v14; // eax int v15; // eax int v17; // esi int v18; // edi int v19; // ebx int v20; // eax int ya; // [esp+Ch] [ebp-10h] int yb; // [esp+Ch] [ebp-10h] int v23; // [esp+10h] [ebp-Ch] int v24; // [esp+10h] [ebp-Ch] int xa; // [esp+14h] [ebp-8h] int xb; // [esp+14h] [ebp-8h] int v27; // [esp+18h] [ebp-4h] int wa; // [esp+24h] [ebp+8h] int ha; // [esp+28h] [ebp+Ch] int hb; // [esp+28h] [ebp+Ch] int hc; // [esp+28h] [ebp+Ch] int dira; // [esp+2Ch] [ebp+10h] int dirb; // [esp+2Ch] [ebp+10h] v27 = y; xa = x; while (1) { while (1) { v5 = random(0, 4); v6 = 0; _LOBYTE(v6) = dir == 1 ? v5 != 0 : v5 == 0; v7 = v6; v8 = 0; if (!v7) break; if (v7 != 1) return; dira = 0; wa = w / 2; do { v9 = random(0, 5); v11 = (v9 + 2) & 0xFFFFFFFE; v12 = (random(0, 5) + 2) & 0xFFFFFFFE; v13 = xa + wa - v11 / 2; ya = v27 - v12; v14 = L4checkRoom(v13 - 1, v27 - v12 - 1, v11 + 2, v12 + 1); ++dira; v23 = v14; } while (!v14 && dira < 20); if (v14 == 1) L4drawRoom(v13, ya, v11, v12); xb = v27 + h; ha = L4checkRoom(v13 - 1, v27 + h, v11 + 2, v12 + 1); if (ha == 1) L4drawRoom(v13, xb, v11, v12); if (v23 == 1) L4roomGen(v13, ya, v11, v12, 0); if (ha != 1) return; dir = 0; h = v12; w = v11; v27 = xb; xa = v13; } dirb = 0; hb = h / 2; do { v15 = random(0, 5); v17 = (v15 + 2) & 0xFFFFFFFE; v18 = (random(0, 5) + 2) & 0xFFFFFFFE; v19 = v27 + hb - v18 / 2; yb = xa - v17; v20 = L4checkRoom(xa - v17 - 1, v19 - 1, v18 + 2, v17 + 1); ++dirb; v24 = v20; } while (!v20 && dirb < 20); if (v20 == 1) L4drawRoom(yb, v19, v17, v18); xa += w; hc = L4checkRoom(xa, v19 - 1, v17 + 1, v18 + 2); if (hc == 1) L4drawRoom(xa, v19, v17, v18); if (v24 == 1) L4roomGen(yb, v19, v17, v18, 1); if (hc != 1) break; dir = 1; h = v18; w = v17; v27 = v19; } } BOOLEAN __fastcall L4checkRoom(int x, int y, int width, int height) { int v4; // esi int v5; // ebx char *v6; // edi int v8; // [esp+Ch] [ebp-4h] v4 = 0; if (x > 0 && y > 0) { if (height <= 0) return 1; while (1) { v8 = 0; if (width > 0) break; LABEL_12: if (++v4 >= height) return 1; } v5 = x; v6 = &dung[x][v4 + y]; while (v5 >= 0 && v5 < 20 && v4 + y >= 0 && v4 + y < 20 && !*v6) { ++v8; v6 += 20; ++v5; if (v8 >= width) goto LABEL_12; } } return 0; } BOOLEAN __fastcall DRLG_L4PlaceMiniSet(const unsigned char *miniset, int tmin, int tmax, int cx, int cy, int setview, int ldir) { int v7; // ebx int v8; // esi int v9; // edi int v10; // edx int v11; // esi int v12; // ebx int v13; // edi signed int i; // eax int v15; // ecx unsigned char v16; // dl int v17; // eax int j; // ecx int v19; // edi int v20; // edx char v21; // bl BOOLEAN result; // al const unsigned char *v23; // [esp+Ch] [ebp-28h] int v24; // [esp+10h] [ebp-24h] int v25; // [esp+14h] [ebp-20h] int v26; // [esp+18h] [ebp-1Ch] signed int v27; // [esp+1Ch] [ebp-18h] int v28; // [esp+20h] [ebp-14h] int v29; // [esp+24h] [ebp-10h] int v30; // [esp+28h] [ebp-Ch] int max; // [esp+2Ch] [ebp-8h] //int v32; // [esp+30h] [ebp-4h] int v33; // [esp+30h] [ebp-4h] int tmaxa; // [esp+3Ch] [ebp+8h] v7 = miniset[1]; v8 = tmin; v9 = *miniset; v23 = miniset; v10 = tmax - tmin; v28 = *miniset; v29 = miniset[1]; if (v10) v24 = v8 + random(0, v10); else v24 = 1; v25 = 0; if (v24 <= 0) { v11 = tmax; v12 = 0; /* v32 */ } else { max = 40 - v9; v30 = 40 - v7; do { v11 = random(0, max); v27 = 0; v12 = random(0, v30); v33 = v12; do { if (v27 >= 200) return 0; tmaxa = 1; if (v11 >= SP4x1 && v11 <= SP4x2 && v12 >= SP4y1 && v12 <= SP4y2) tmaxa = 0; if (cx != -1 && v11 >= cx - v28 && v11 <= cx + 12) { v11 = random(0, max); tmaxa = 0; v33 = random(0, v30); v12 = v33; } if (cy != -1 && v12 >= cy - v29 && v12 <= cy + 12) { v11 = random(0, max); tmaxa = 0; v33 = random(0, v30); v12 = v33; } v13 = 0; for (i = 2; v13 < v29; ++v13) { if (tmaxa != 1) break; v26 = 0; if (v28 > 0) { v15 = v12 + v13 + 40 * v11; do { if (tmaxa != 1) break; v16 = v23[i]; if (v16 && dungeon[0][v15] != v16) tmaxa = 0; if (dflags[0][v15]) tmaxa = 0; ++i; ++v26; v15 += 40; } while (v26 < v28); } } if (!tmaxa && ++v11 == max) { v11 = 0; v33 = ++v12; if (v12 == v30) { v33 = 0; v12 = 0; } } ++v27; } while (!tmaxa); if (v27 >= 200) return 0; v17 = 0; for (j = v28 * v29 + 2; v17 < v29; ++v17) { v19 = v28; if (v28 > 0) { v20 = v12 + v17 + 40 * v11; do { v21 = v23[j]; if (v21) { dflags[0][v20] |= DFLAG_POPULATED; dungeon[0][v20] = v21; } ++j; v20 += 40; --v19; } while (v19); v12 = v33; } } ++v25; } while (v25 < v24); } if (currlevel == 15) { quests[QTYPE_VB]._qtx = v11 + 1; quests[QTYPE_VB]._qty = v12 + 1; } result = 1; if (setview == 1) { ViewX = 2 * v11 + 21; ViewY = 2 * v12 + 22; } if (!ldir) { LvlViewX = 2 * v11 + 21; LvlViewY = 2 * v12 + 22; } return result; } // 528A40: using guessed type int SP4x2; // 528A48: using guessed type int SP4y2; // 5CF320: using guessed type int LvlViewY; // 5CF324: using guessed type int LvlViewX; void __cdecl DRLG_L4FloodTVal() { int v0; // ebx int v1; // esi char *v2; // edi _BYTE *v3; // [esp+Ch] [ebp-Ch] signed int x; // [esp+10h] [ebp-8h] signed int i; // [esp+14h] [ebp-4h] v0 = 16; v1 = 0; do { i = 0; x = 16; v2 = &dung_map[16][v0]; v3 = (unsigned char *)dungeon + v1; do { if (*v3 == 6 && !*v2) { DRLG_L4FTVR(i, v1, x, v0, 0); ++TransVal; } x += 2; v3 += 40; v2 += 224; ++i; } while (i < 40); v0 += 2; ++v1; } while (v1 < 40); } // 5A5590: using guessed type char TransVal; void __fastcall DRLG_L4FTVR(int i, int j, int x, int y, int d) { int v5; // ebx int v6; // esi int v7; // edi int v8; // edx int v9; // ecx int v10; // ebx int v11; // eax int v12; // edi char v13; // al char v14; // al int v15; // ecx int v16; // ecx int v17; // ecx int v18; // ecx int v19; // [esp+Ch] [ebp-14h] int k; // [esp+10h] [ebp-10h] int v21; // [esp+14h] [ebp-Ch] int ja; // [esp+18h] [ebp-8h] int ia; // [esp+1Ch] [ebp-4h] int ya; // [esp+2Ch] [ebp+Ch] v5 = x; v6 = y; v7 = j; v8 = i; v9 = 112 * x + y; ja = v7; v21 = v8; if (!dung_map[0][v9]) { v19 = x; ia = v8 - 1; v10 = x - 2; v11 = 40 * v8; ya = v7 - 1; v12 = v6 - 2; for (k = 40 * v8; dungeon[0][v11 + ja] == 6; v11 = k) { v13 = TransVal; dung_map[0][v9] = TransVal; dung_map[1][v9] = v13; dung_map[0][v9 + 1] = v13; dung_map[1][v9 + 1] = v13; DRLG_L4FTVR(ia + 2, ja, v10 + 4, v6, 1); DRLG_L4FTVR(ia, ja, v10, v6, 2); DRLG_L4FTVR(v21, ya + 2, x, v12 + 4, 3); DRLG_L4FTVR(v21, ya, x, v12, 4); DRLG_L4FTVR(ia, ya, v10, v12, 5); DRLG_L4FTVR(ia + 2, ya, v10 + 4, v12, 6); DRLG_L4FTVR(ia, ya + 2, v10, v12 + 4, 7); v19 += 2; k += 40; d = 8; x += 2; v6 += 2; v12 += 2; v10 += 2; ++ja; ++ya; ++v21; ++ia; v9 = v19 * 112 + v6; if (dung_map[v19][v6]) break; } v5 = x; } v14 = TransVal; if (d == 1) { v15 = v6 + 112 * v5; dung_map[0][v15] = TransVal; dung_map[0][v15 + 1] = v14; } if (d == 2) { v16 = v6 + 112 * v5; dung_map[1][v16] = v14; dung_map[1][v16 + 1] = v14; } if (d == 3) { v17 = v6 + 112 * v5; dung_map[0][v17] = v14; dung_map[1][v17] = v14; } if (d == 4) { v18 = v6 + 112 * v5; dung_map[0][v18 + 1] = v14; dung_map[1][v18 + 1] = v14; } if (d == 5) dung_map[v5 + 1][v6 + 1] = v14; if (d == 6) dung_map[v5][v6 + 1] = v14; if (d == 7) dung_map[v5 + 1][v6] = v14; if (d == 8) dung_map[v5][v6] = v14; } // 5A5590: using guessed type char TransVal; void __cdecl DRLG_L4TransFix() { signed int v0; // ebx char *v1; // esi char *v2; // edi char v3; // al signed int v4; // [esp+Ch] [ebp-8h] char *v5; // [esp+10h] [ebp-4h] v0 = 0; v5 = &dung_map[16][16]; do { v1 = v5; v2 = (char *)dungeon + v0; v4 = 40; do { if (IsDURWall(*v2) && *(v2 - 1) == 18) { v1[112] = *v1; v1[113] = *v1; } if (IsDLLWall(*v2) && v2[40] == 19) { v1[1] = *v1; v1[113] = *v1; } v3 = *v2; if (*v2 == 18) { v1[112] = *v1; v1[113] = *v1; } if (v3 == 19) { v1[1] = *v1; v1[113] = *v1; } if (v3 == 24) { v1[112] = *v1; v1[1] = *v1; v1[113] = *v1; } if (v3 == 57) { *(v1 - 112) = v1[1]; *v1 = v1[1]; } if (v3 == 53) { *(v1 - 1) = v1[112]; *v1 = v1[112]; } v1 += 224; v2 += 40; --v4; } while (v4); v5 += 2; ++v0; } while (v0 < 40); } void __cdecl DRLG_L4Corners() { signed int v0; // edx char *v1; // ecx signed int v2; // esi char v3; // al v0 = 1; do { v1 = &dungeon[1][v0]; v2 = 38; do { v3 = *v1; if ((unsigned char)*v1 >= 0x12u && (unsigned char)v3 <= 0x1Eu && ((unsigned char)v1[40] < 0x12u || (unsigned char)v1[1] < 0x12u)) { *v1 = v3 + 98; } v1 += 40; --v2; } while (v2); ++v0; } while (v0 < 39); } void __cdecl DRLG_L4Pass3() { int i, j, xx, yy; long v1, v2, v3, v4, lv; lv = 30-1; #if (_MSC_VER >= 800) && (_MSC_VER <= 1200) __asm { mov esi, pMegaTiles mov eax, lv shl eax, 3 add esi, eax xor eax, eax lodsw inc eax mov v1, eax lodsw inc eax mov v2, eax lodsw inc eax mov v3, eax lodsw inc eax mov v4, eax } #else v1 = *((WORD *)&pMegaTiles[lv*8])+1; v2 = *((WORD *)&pMegaTiles[lv*8]+1)+1; v3 = *((WORD *)&pMegaTiles[lv*8]+2)+1; v4 = *((WORD *)&pMegaTiles[lv*8]+3)+1; #endif for(j = 0; j < MAXDUNY; j += 2) { for(i = 0; i < MAXDUNX; i += 2) { dPiece[i][j] = v1; dPiece[i+1][j] = v2; dPiece[i][j+1] = v3; dPiece[i+1][j+1] = v4; } } yy = 16; for(j = 0; j < DMAXY; j++) { xx = 16; for(i = 0; i < DMAXX; i++) { lv = (unsigned char)dungeon[i][j]-1; #if (_MSC_VER >= 800) && (_MSC_VER <= 1200) if(lv >= 0) { __asm { mov esi, pMegaTiles mov eax, lv shl eax, 3 add esi, eax xor eax, eax lodsw inc eax mov v1, eax lodsw inc eax mov v2, eax lodsw inc eax mov v3, eax lodsw inc eax mov v4, eax } } else { v1 = 0; v2 = 0; v3 = 0; v4 = 0; } #else if(lv >= 0) { v1 = *((WORD *)&pMegaTiles[lv*8])+1; v2 = *((WORD *)&pMegaTiles[lv*8]+1)+1; v3 = *((WORD *)&pMegaTiles[lv*8]+2)+1; v4 = *((WORD *)&pMegaTiles[lv*8]+3)+1; } else { v1 = 0; v2 = 0; v3 = 0; v4 = 0; } #endif dPiece[xx][yy] = v1; dPiece[xx+1][yy] = v2; dPiece[xx][yy+1] = v3; dPiece[xx+1][yy+1] = v4; xx += 2; } yy += 2; } } DEVILUTION_END_NAMESPACE