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1213 lines
28 KiB

#include "diablo.h"
DEVILUTION_BEGIN_NAMESPACE
BYTE *tbuff;
void LoadGame(BOOL firstflag)
{
int i, j;
DWORD dwLen;
char szName[MAX_PATH];
BYTE *LoadBuff;
int _ViewX, _ViewY, _nummonsters, _numitems, _nummissiles, _nobjects;
FreeGameMem();
pfile_remove_temp_files();
pfile_get_game_name(szName);
LoadBuff = pfile_read(szName, &dwLen);
tbuff = LoadBuff;
if (ILoad() != 'RETL')
app_fatal("Invalid save file");
setlevel = OLoad();
setlvlnum = WLoad();
currlevel = WLoad();
leveltype = WLoad();
_ViewX = WLoad();
_ViewY = WLoad();
invflag = OLoad();
chrflag = OLoad();
_nummonsters = WLoad();
_numitems = WLoad();
_nummissiles = WLoad();
_nobjects = WLoad();
for (i = 0; i < NUMLEVELS; i++) {
glSeedTbl[i] = ILoad();
gnLevelTypeTbl[i] = WLoad();
}
LoadPlayer(myplr);
for (i = 0; i < MAXQUESTS; i++)
LoadQuest(i);
for (i = 0; i < MAXPORTAL; i++)
LoadPortal(i);
LoadGameLevel(firstflag, 4);
SyncInitPlr(myplr);
SyncPlrAnim(myplr);
ViewX = _ViewX;
ViewY = _ViewY;
nummonsters = _nummonsters;
numitems = _numitems;
nummissiles = _nummissiles;
nobjects = _nobjects;
for (i = 0; i < MAXMONSTERS; i++)
monstkills[i] = ILoad();
if (leveltype != DTYPE_TOWN) {
for (i = 0; i < MAXMONSTERS; i++)
monstactive[i] = WLoad();
for (i = 0; i < nummonsters; i++)
LoadMonster(monstactive[i]);
for (i = 0; i < MAXMISSILES; i++)
missileactive[i] = BLoad();
for (i = 0; i < MAXMISSILES; i++)
missileavail[i] = BLoad();
for (i = 0; i < nummissiles; i++)
LoadMissile(missileactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
objectactive[i] = BLoad();
for (i = 0; i < MAXOBJECTS; i++)
objectavail[i] = BLoad();
for (i = 0; i < nobjects; i++)
LoadObject(objectactive[i]);
for (i = 0; i < nobjects; i++)
SyncObjectAnim(objectactive[i]);
numlights = WLoad();
for (i = 0; i < MAXLIGHTS; i++)
lightactive[i] = BLoad();
for (i = 0; i < numlights; i++)
LoadLighting(lightactive[i]);
visionid = WLoad();
numvision = WLoad();
for (i = 0; i < numvision; i++)
LoadVision(i);
}
for (i = 0; i < MAXITEMS; i++)
itemactive[i] = BLoad();
for (i = 0; i < MAXITEMS; i++)
itemavail[i] = BLoad();
for (i = 0; i < numitems; i++)
LoadItem(itemactive[i]);
for (i = 0; i < 128; i++)
UniqueItemFlag[i] = OLoad();
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dLight[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dFlags[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dPlayer[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dItem[i][j] = BLoad();
}
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dMonster[i][j] = WLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dDead[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dObject[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dLight[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dPreLight[i][j] = BLoad();
}
for (j = 0; j < DMAXY; j++) {
for (i = 0; i < DMAXX; i++)
automapview[i][j] = OLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dMissile[i][j] = BLoad();
}
}
numpremium = WLoad();
premiumlevel = WLoad();
for (i = 0; i < 6; i++)
LoadPremium(i);
automapflag = OLoad();
AutoMapScale = WLoad();
mem_free_dbg(LoadBuff);
AutomapZoomReset();
ResyncQuests();
if (leveltype != DTYPE_TOWN)
ProcessLightList();
RedoPlayerVision();
ProcessVisionList();
missiles_process_charge();
ResetPal();
SetCursor_(CURSOR_HAND);
gbProcessPlayers = TRUE;
}
// Load a byte-size char from the buffer
char BLoad()
{
return *tbuff++;
}
// Redundant?
int WLoad()
{
int rv = *tbuff++ << 24;
rv |= *tbuff++ << 16;
rv |= *tbuff++ << 8;
rv |= *tbuff++;
return rv;
}
// Load a 32 bit integer from the buffer
int ILoad()
{
int rv = *tbuff++ << 24;
rv |= *tbuff++ << 16;
rv |= *tbuff++ << 8;
rv |= *tbuff++;
return rv;
}
BOOL OLoad()
{
if (*tbuff++ == TRUE)
return TRUE;
else
return FALSE;
}
// Consume an int from tbuff with memcpy - copies directly, doesn't change byte order
void CopyInt(int & dst)
{
memcpy(&dst, tbuff, 4);
tbuff += 4;
}
void CopyInt(unsigned int & dst)
{
memcpy(&dst, tbuff, 4);
tbuff += 4;
}
void CopyShort(unsigned short & dst)
{
memcpy(&dst, tbuff, 2);
tbuff += 2;
}
void CopyShort(short & dst)
{
memcpy(&dst, tbuff, 2);
tbuff += 2;
}
void CopyShorts(const int n, unsigned short * dst)
{
memcpy(dst, tbuff, 2 * n);
tbuff += 2 * n;
}
// Copy an int array of size n
void CopyInts(const int n, int* dst)
{
memcpy(dst, tbuff, 4 * n);
tbuff += 4 * n;
}
void CopyBytes(const int n, unsigned char *dst)
{
memcpy(dst, tbuff, n);
tbuff += n;
}
void CopyChar(unsigned char & dst)
{
memcpy(&dst, tbuff, 1);
tbuff += 1;
}
void CopyChar(char & dst)
{
memcpy(&dst, tbuff, 1);
tbuff += 1;
}
void CopyInt64(long long unsigned int & dst)
{
memcpy(&dst, tbuff, 8);
tbuff += 8;
}
void LoadPlayer(int i)
{
PlayerStruct *pPlayer = &plr[i];
CopyInt(pPlayer->_pmode);
CopyBytes(25, pPlayer->walkpath);
CopyBytes(1, &pPlayer->plractive);
tbuff += 2; // Some padding here?
CopyInt(pPlayer->destAction);
CopyInt(pPlayer->destParam1);
CopyInt(pPlayer->destParam2);
CopyInt(pPlayer->destParam3);
CopyInt(pPlayer->destParam4);
CopyInt(pPlayer->plrlevel);
CopyInt(pPlayer->WorldX);
CopyInt(pPlayer->WorldY);
CopyInt(pPlayer->_px);
CopyInt(pPlayer->_py);
CopyInt(pPlayer->_ptargx);
CopyInt(pPlayer->_ptargy);
CopyInt(pPlayer->_pownerx);
CopyInt(pPlayer->_pownery);
CopyInt(pPlayer->_poldx);
CopyInt(pPlayer->_poldy);
CopyInt(pPlayer->_pxoff);
CopyInt(pPlayer->_pyoff);
CopyInt(pPlayer->_pxvel);
CopyInt(pPlayer->_pyvel);
CopyInt(pPlayer->_pdir);
CopyInt(pPlayer->_nextdir);
CopyInt(pPlayer->_pgfxnum);
tbuff += 4; // Skip pointers
CopyInt(pPlayer->_pAnimDelay);
CopyInt(pPlayer->_pAnimCnt);
CopyInt(pPlayer->_pAnimLen);
CopyInt(pPlayer->_pAnimFrame);
CopyInt(pPlayer->_pAnimWidth);
CopyInt(pPlayer->_pAnimWidth2);
CopyInt(pPlayer->_peflag);
CopyInt(pPlayer->_plid);
CopyInt(pPlayer->_pvid);
CopyInt(pPlayer->_pSpell);
CopyChar(pPlayer->_pSplType);
CopyChar(pPlayer->_pSplFrom);
CopyInt(pPlayer->_pTSpell);
CopyChar(pPlayer->_pTSplType);
tbuff += 5;
CopyInt(pPlayer->_pRSpell);
CopyChar(pPlayer->_pRSplType);
tbuff += 3;
CopyInt(pPlayer->_pSBkSpell);
CopyChar(pPlayer->_pSBkSplType);
CopyBytes(64, pPlayer->_pSplLvl);
tbuff += 7;
CopyInt64(pPlayer->_pMemSpells);
CopyInt64(pPlayer->_pAblSpells);
CopyInt64(pPlayer->_pScrlSpells);
CopyChar(pPlayer->_pSpellFlags);
tbuff += 3;
CopyInts(4, pPlayer->_pSplHotKey);
CopyBytes(4, pPlayer->_pSplTHotKey);
CopyInt(pPlayer->_pwtype);
CopyChar(pPlayer->_pBlockFlag);
CopyChar(pPlayer->_pInvincible);
CopyChar(pPlayer->_pLightRad);
CopyChar(pPlayer->_pLvlChanging);
CopyBytes(PLR_NAME_LEN, pPlayer->_pName);
CopyChar(pPlayer->_pClass);
tbuff += 3;
CopyInt(pPlayer->_pStrength);
CopyInt(pPlayer->_pBaseStr);
CopyInt(pPlayer->_pMagic);
CopyInt(pPlayer->_pBaseMag);
CopyInt(pPlayer->_pDexterity);
CopyInt(pPlayer->_pBaseDex);
CopyInt(pPlayer->_pVitality);
CopyInt(pPlayer->_pBaseVit);
CopyInt(pPlayer->_pStatPts);
CopyInt(pPlayer->_pDamageMod);
CopyInt(pPlayer->_pBaseToBlk);
CopyInt(pPlayer->_pHPBase);
CopyInt(pPlayer->_pMaxHPBase);
CopyInt(pPlayer->_pHitPoints);
CopyInt(pPlayer->_pMaxHP);
CopyInt(pPlayer->_pHPPer);
CopyInt(pPlayer->_pManaBase);
CopyInt(pPlayer->_pMaxManaBase);
CopyInt(pPlayer->_pMana);
CopyInt(pPlayer->_pMaxMana);
CopyInt(pPlayer->_pManaPer);
CopyChar(pPlayer->_pLevel);
CopyChar(pPlayer->_pMaxLvl);
tbuff += 2;
CopyInt(pPlayer->_pExperience);
CopyInt(pPlayer->_pMaxExp);
CopyInt(pPlayer->_pNextExper);
CopyChar(pPlayer->_pArmorClass);
CopyChar(pPlayer->_pMagResist);
CopyChar(pPlayer->_pFireResist);
CopyChar(pPlayer->_pLghtResist);
CopyInt(pPlayer->_pGold);
CopyInt(pPlayer->_pInfraFlag);
CopyInt(pPlayer->_pVar1);
CopyInt(pPlayer->_pVar2);
CopyInt(pPlayer->_pVar3);
CopyInt(pPlayer->_pVar4);
CopyInt(pPlayer->_pVar5);
CopyInt(pPlayer->_pVar6);
CopyInt(pPlayer->_pVar7);
CopyInt(pPlayer->_pVar8);
CopyBytes(NUMLEVELS, pPlayer->_pLvlVisited);
CopyBytes(NUMLEVELS, pPlayer->_pSLvlVisited); // only 10 used
tbuff += 2;
CopyInt(pPlayer->_pGFXLoad);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pNFrames);
CopyInt(pPlayer->_pNWidth);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pWFrames);
CopyInt(pPlayer->_pWWidth);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pAFrames);
CopyInt(pPlayer->_pAWidth);
CopyInt(pPlayer->_pAFNum);
tbuff += sizeof(__uint32_t) * 24; // Skip 24 pointers
CopyInt(pPlayer->_pSFrames);
CopyInt(pPlayer->_pSWidth);
CopyInt(pPlayer->_pSFNum);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pHFrames);
CopyInt(pPlayer->_pHWidth);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pDFrames);
CopyInt(pPlayer->_pDWidth);
tbuff += sizeof(__uint32_t) * 8; // Skip 8 pointers
CopyInt(pPlayer->_pBFrames);
CopyInt(pPlayer->_pBWidth);
CopyItems(NUM_INVLOC, pPlayer->InvBody);
CopyItems(NUM_INV_GRID_ELEM, pPlayer->InvList);
CopyInt(pPlayer->_pNumInv);
CopyBytes(NUM_INV_GRID_ELEM, pPlayer->InvGrid);
CopyItems(MAXBELTITEMS, pPlayer->SpdList);
CopyItem(&pPlayer->HoldItem);
CopyInt(pPlayer->_pIMinDam);
CopyInt(pPlayer->_pIMaxDam);
CopyInt(pPlayer->_pIAC);
CopyInt(pPlayer->_pIBonusDam);
CopyInt(pPlayer->_pIBonusToHit);
CopyInt(pPlayer->_pIBonusAC);
CopyInt(pPlayer->_pIBonusDamMod);
tbuff += 4;
CopyInt64(pPlayer->_pISpells);
CopyInt(pPlayer->_pIFlags);
CopyInt(pPlayer->_pIGetHit);
CopyChar(pPlayer->_pISplLvlAdd);
CopyChar(pPlayer->_pISplCost);
tbuff += 2;
CopyInt(pPlayer->_pISplDur);
CopyInt(pPlayer->_pIEnAc);
CopyInt(pPlayer->_pIFMinDam);
CopyInt(pPlayer->_pIFMaxDam);
CopyInt(pPlayer->_pILMinDam);
CopyInt(pPlayer->_pILMaxDam);
CopyInt(pPlayer->_pOilType);
CopyChar(pPlayer->pTownWarps);
CopyChar(pPlayer->pDungMsgs);
CopyChar(pPlayer->pLvlLoad);
CopyChar(pPlayer->pBattleNet);
CopyChar(pPlayer->pManaShield);
CopyBytes(3, pPlayer->bReserved);
CopyShorts(8, pPlayer->wReserved);
CopyInt(pPlayer->pDiabloKillLevel);
CopyInts(7, pPlayer->dwReserved);
// Omit 10 pointers
}
void LoadMonster(int i)
{
MonsterStruct *pMonster = &monster[i];
CopyInt(pMonster->_mMTidx);
CopyInt(pMonster->_mmode);
CopyChar(pMonster->_mgoal);
tbuff += 3;
CopyInt(pMonster->_mgoalvar1);
CopyInt(pMonster->_mgoalvar2);
CopyInt(pMonster->_mgoalvar3);
CopyInt(pMonster->field_18);
CopyChar(pMonster->_pathcount);
tbuff += 3;
CopyInt(pMonster->_mx);
CopyInt(pMonster->_my);
CopyInt(pMonster->_mfutx);
CopyInt(pMonster->_mfuty);
CopyInt(pMonster->_moldx);
CopyInt(pMonster->_moldy);
CopyInt(pMonster->_mxoff);
CopyInt(pMonster->_myoff);
CopyInt(pMonster->_mxvel);
CopyInt(pMonster->_myvel);
CopyInt(pMonster->_mdir);
CopyInt(pMonster->_menemy);
CopyChar(pMonster->_menemyx);
CopyChar(pMonster->_menemyy);
CopyShort(pMonster->falign_52);
tbuff += 4; // Skip pointer
CopyInt(pMonster->_mAnimDelay);
CopyInt(pMonster->_mAnimCnt);
CopyInt(pMonster->_mAnimLen);
CopyInt(pMonster->_mAnimFrame);
CopyInt(pMonster->_meflag);
CopyInt(pMonster->_mDelFlag);
CopyInt(pMonster->_mVar1);
CopyInt(pMonster->_mVar2);
CopyInt(pMonster->_mVar3);
CopyInt(pMonster->_mVar4);
CopyInt(pMonster->_mVar5);
CopyInt(pMonster->_mVar6);
CopyInt(pMonster->_mVar7);
CopyInt(pMonster->_mVar8);
CopyInt(pMonster->_mmaxhp);
CopyInt(pMonster->_mhitpoints);
CopyChar(pMonster->_mAi);
CopyChar(pMonster->_mint);
CopyShort(pMonster->falign_9A);
CopyInt(pMonster->_mFlags);
CopyChar(pMonster->_msquelch);
tbuff += 3;
CopyInt(pMonster->falign_A4);
CopyInt(pMonster->_lastx);
CopyInt(pMonster->_lasty);
CopyInt(pMonster->_mRndSeed);
CopyInt(pMonster->_mAISeed);
CopyInt(pMonster->falign_B8);
CopyChar(pMonster->_uniqtype);
CopyChar(pMonster->_uniqtrans);
CopyChar(pMonster->_udeadval);
CopyChar(pMonster->mWhoHit);
CopyChar(pMonster->mLevel);
CopyShort(pMonster->mExp);
tbuff += 1;
CopyChar(pMonster->mHit);
CopyChar(pMonster->mMinDamage);
CopyChar(pMonster->mMaxDamage);
CopyChar(pMonster->mHit2);
CopyChar(pMonster->mMinDamage2);
CopyChar(pMonster->mMaxDamage2);
CopyChar(pMonster->mArmorClass);
CopyChar(pMonster->falign_CB);
CopyShort(pMonster->mMagicRes);
tbuff += 2;
CopyInt(pMonster->mtalkmsg);
CopyChar(pMonster->leader);
CopyChar(pMonster->leaderflag);
CopyChar(pMonster->packsize);
CopyChar(pMonster->mlid);
SyncMonsterAnim(i);
}
void LoadMissile(int i)
{
MissileStruct *pMissile = &missile[i];
CopyInt(pMissile->_mitype);
CopyInt(pMissile->_mix);
CopyInt(pMissile->_miy);
CopyInt(pMissile->_mixoff);
CopyInt(pMissile->_miyoff);
CopyInt(pMissile->_mixvel);
CopyInt(pMissile->_miyvel);
CopyInt(pMissile->_misx);
CopyInt(pMissile->_misy);
CopyInt(pMissile->_mitxoff);
CopyInt(pMissile->_mityoff);
CopyInt(pMissile->_mimfnum);
CopyInt(pMissile->_mispllvl);
CopyInt(pMissile->_miDelFlag);
CopyChar(pMissile->_miAnimType);
tbuff += 3;
CopyInt(pMissile->_miAnimFlags);
tbuff += 4;
CopyInt(pMissile->_miAnimDelay);
CopyInt(pMissile->_miAnimLen);
CopyInt(pMissile->_miAnimWidth);
CopyInt(pMissile->_miAnimWidth2);
CopyInt(pMissile->_miAnimCnt);
CopyInt(pMissile->_miAnimAdd);
CopyInt(pMissile->_miAnimFrame);
CopyInt(pMissile->_miDrawFlag);
CopyInt(pMissile->_miLightFlag);
CopyInt(pMissile->_miPreFlag);
CopyInt(pMissile->_miUniqTrans);
CopyInt(pMissile->_mirange);
CopyInt(pMissile->_misource);
CopyInt(pMissile->_micaster);
CopyInt(pMissile->_midam);
CopyInt(pMissile->_miHitFlag);
CopyInt(pMissile->_midist);
CopyInt(pMissile->_mlid);
CopyInt(pMissile->_mirnd);
CopyInt(pMissile->_miVar1);
CopyInt(pMissile->_miVar2);
CopyInt(pMissile->_miVar3);
CopyInt(pMissile->_miVar4);
CopyInt(pMissile->_miVar5);
CopyInt(pMissile->_miVar6);
CopyInt(pMissile->_miVar7);
CopyInt(pMissile->_miVar8);
}
void LoadObject(int i)
{
ObjectStruct *pObject = &object[i];
CopyInt(pObject->_otype);
CopyInt(pObject->_ox);
CopyInt(pObject->_oy);
CopyInt(pObject->_oLight);
CopyInt(pObject->_oAnimFlag);
tbuff += 4;
CopyInt(pObject->_oAnimDelay);
CopyInt(pObject->_oAnimCnt);
CopyInt(pObject->_oAnimLen);
CopyInt(pObject->_oAnimFrame);
CopyInt(pObject->_oAnimWidth);
CopyInt(pObject->_oAnimWidth2);
CopyInt(pObject->_oDelFlag);
CopyChar(pObject->_oBreak);
tbuff += 3;
CopyInt(pObject->_oSolidFlag);
CopyInt(pObject->_oMissFlag);
CopyChar(pObject->_oSelFlag);
tbuff += 3;
CopyInt(pObject->_oPreFlag);
CopyInt(pObject->_oTrapFlag);
CopyInt(pObject->_oDoorFlag);
CopyInt(pObject->_olid);
CopyInt(pObject->_oRndSeed);
CopyInt(pObject->_oVar1);
CopyInt(pObject->_oVar2);
CopyInt(pObject->_oVar3);
CopyInt(pObject->_oVar4);
CopyInt(pObject->_oVar5);
CopyInt(pObject->_oVar6);
CopyInt(pObject->_oVar7);
CopyInt(pObject->_oVar8);
}
void LoadItem(int i)
{
CopyItem(&item[i]);
GetItemFrm(i);
}
void CopyItem(ItemStruct *pItem)
{
CopyInt(pItem->_iSeed);
CopyShort(pItem->_iCreateInfo);
tbuff += 2;
CopyInt(pItem->_itype);
CopyInt(pItem->_ix);
CopyInt(pItem->_iy);
CopyInt(pItem->_iAnimFlag);
tbuff += 4; // Skip pointer _iAnimData
CopyInt(pItem->_iAnimLen);
CopyInt(pItem->_iAnimFrame);
CopyInt(pItem->_iAnimWidth);
CopyInt(pItem->_iAnimWidth2); // width 2?
CopyInt(pItem->_isin); // set when item is flagged for deletion, deprecated in 1.02
CopyChar(pItem->_iSelFlag);
tbuff += 3;
CopyInt(pItem->_iPostDraw);
CopyInt(pItem->_iIdentified);
CopyChar(pItem->_iMagical);
CopyBytes(64, pItem->_iName);
CopyBytes(64, pItem->_iIName);
CopyChar(pItem->_iLoc);
CopyChar(pItem->_iClass);
tbuff += 1;
CopyInt(pItem->_iCurs);
CopyInt(pItem->_ivalue);
CopyInt(pItem->_iIvalue);
CopyInt(pItem->_iMinDam);
CopyInt(pItem->_iMaxDam);
CopyInt(pItem->_iAC);
CopyInt(pItem->_iFlags);
CopyInt(pItem->_iMiscId);
CopyInt(pItem->_iSpell);
CopyInt(pItem->_iCharges);
CopyInt(pItem->_iMaxCharges);
CopyInt(pItem->_iDurability);
CopyInt(pItem->_iMaxDur);
CopyInt(pItem->_iPLDam);
CopyInt(pItem->_iPLToHit);
CopyInt(pItem->_iPLAC);
CopyInt(pItem->_iPLStr);
CopyInt(pItem->_iPLMag);
CopyInt(pItem->_iPLDex);
CopyInt(pItem->_iPLVit);
CopyInt(pItem->_iPLFR);
CopyInt(pItem->_iPLLR);
CopyInt(pItem->_iPLMR);
CopyInt(pItem->_iPLMana);
CopyInt(pItem->_iPLHP);
CopyInt(pItem->_iPLDamMod);
CopyInt(pItem->_iPLGetHit);
CopyInt(pItem->_iPLLight);
CopyChar(pItem->_iSplLvlAdd);
CopyChar(pItem->_iRequest);
tbuff += 2;
CopyInt(pItem->_iUid);
CopyInt(pItem->_iFMinDam);
CopyInt(pItem->_iFMaxDam);
CopyInt(pItem->_iLMinDam);
CopyInt(pItem->_iLMaxDam);
CopyInt(pItem->_iPLEnAc);
CopyChar(pItem->_iPrePower);
CopyChar(pItem->_iSufPower);
tbuff += 2;
CopyInt(pItem->_iVAdd1);
CopyInt(pItem->_iVMult1);
CopyInt(pItem->_iVAdd2);
CopyInt(pItem->_iVMult2);
CopyChar(pItem->_iMinStr);
CopyChar(pItem->_iMinMag);
CopyChar(pItem->_iMinDex);
tbuff += 1;
CopyInt(pItem->_iStatFlag);
CopyInt(pItem->IDidx);
CopyInt(pItem->offs016C);
}
void CopyItems(const int n, ItemStruct *pItem)
{
for (int i = 0; i < n; i++)
{
CopyItem(&pItem[i]);
}
}
void LoadPremium(int i)
{
memcpy(&premiumitem[i], tbuff, sizeof(*premiumitem));
tbuff += sizeof(*premiumitem);
}
void LoadQuest(int i)
{
memcpy(&quests[i], tbuff, sizeof(*quests));
tbuff += sizeof(*quests);
ReturnLvlX = WLoad();
ReturnLvlY = WLoad();
ReturnLvl = WLoad();
ReturnLvlT = WLoad();
DoomQuestState = WLoad();
}
void LoadLighting(int i)
{
memcpy(&LightList[i], tbuff, sizeof(*LightList));
tbuff += sizeof(*LightList);
}
void LoadVision(int i)
{
memcpy(&VisionList[i], tbuff, sizeof(*VisionList));
tbuff += sizeof(*VisionList);
}
void LoadPortal(int i)
{
memcpy(&portal[i], tbuff, sizeof(*portal));
tbuff += sizeof(*portal);
}
void SaveGame()
{
int i, j;
char szName[MAX_PATH];
DWORD dwLen = codec_get_encoded_len(FILEBUFF);
BYTE *SaveBuff = DiabloAllocPtr(dwLen);
tbuff = SaveBuff;
ISave('RETL');
OSave((unsigned char)setlevel);
WSave(setlvlnum);
WSave(currlevel);
WSave((unsigned char)leveltype);
WSave(ViewX);
WSave(ViewY);
OSave(invflag);
OSave(chrflag);
WSave(nummonsters);
WSave(numitems);
WSave(nummissiles);
WSave(nobjects);
for (i = 0; i < NUMLEVELS; i++) {
ISave(glSeedTbl[i]);
WSave(gnLevelTypeTbl[i]);
}
SavePlayer(myplr);
for (i = 0; i < MAXQUESTS; i++)
SaveQuest(i);
for (i = 0; i < MAXPORTAL; i++)
SavePortal(i);
for (i = 0; i < MAXMONSTERS; i++)
ISave(monstkills[i]);
if (leveltype != DTYPE_TOWN) {
for (i = 0; i < MAXMONSTERS; i++)
WSave(monstactive[i]);
for (i = 0; i < nummonsters; i++)
SaveMonster(monstactive[i]);
for (i = 0; i < MAXMISSILES; i++)
BSave(missileactive[i]);
for (i = 0; i < MAXMISSILES; i++)
BSave(missileavail[i]);
for (i = 0; i < nummissiles; i++)
SaveMissile(missileactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
BSave(objectactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
BSave(objectavail[i]);
for (i = 0; i < nobjects; i++)
SaveObject(objectactive[i]);
WSave(numlights);
for (i = 0; i < MAXLIGHTS; i++)
BSave(lightactive[i]);
for (i = 0; i < numlights; i++)
SaveLighting(lightactive[i]);
WSave(visionid);
WSave(numvision);
for (i = 0; i < numvision; i++)
SaveVision(i);
}
for (i = 0; i < MAXITEMS; i++)
BSave(itemactive[i]);
for (i = 0; i < MAXITEMS; i++)
BSave(itemavail[i]);
for (i = 0; i < numitems; i++)
SaveItem(itemactive[i]);
for (i = 0; i < 128; i++)
OSave(UniqueItemFlag[i]);
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dLight[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dFlags[i][j] & ~(BFLAG_MISSILE | BFLAG_VISIBLE | BFLAG_DEAD_PLAYER));
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dPlayer[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dItem[i][j]);
}
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
WSave(dMonster[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dDead[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dObject[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dLight[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dPreLight[i][j]);
}
for (j = 0; j < DMAXY; j++) {
for (i = 0; i < DMAXX; i++)
OSave(automapview[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dMissile[i][j]);
}
}
WSave(numpremium);
WSave(premiumlevel);
for (i = 0; i < 6; i++)
SavePremium(i);
OSave(automapflag);
WSave(AutoMapScale);
pfile_get_game_name(szName);
dwLen = codec_get_encoded_len(tbuff - SaveBuff);
pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
mem_free_dbg(SaveBuff);
gbValidSaveFile = TRUE;
pfile_rename_temp_to_perm();
pfile_write_hero();
}
void BSave(char v)
{
*tbuff++ = v;
}
void WSave(int v)
{
*tbuff++ = v >> 24;
*tbuff++ = v >> 16;
*tbuff++ = v >> 8;
*tbuff++ = v;
}
void ISave(int v)
{
*tbuff++ = v >> 24;
*tbuff++ = v >> 16;
*tbuff++ = v >> 8;
*tbuff++ = v;
}
void OSave(BOOL v)
{
if (v != FALSE)
*tbuff++ = TRUE;
else
*tbuff++ = FALSE;
}
void SavePlayer(int i)
{
memcpy(tbuff, &plr[i], sizeof(*plr) - (10 * sizeof(void *)));
tbuff += sizeof(*plr) - (10 * sizeof(void *)); // omit last 10 pointers
}
void SaveMonster(int i)
{
memcpy(tbuff, &monster[i], sizeof(*monster) - (3 * sizeof(void *)));
tbuff += sizeof(*monster) - (3 * sizeof(void *)); // omit last 3 pointers
}
void SaveMissile(int i)
{
memcpy(tbuff, &missile[i], sizeof(*missile));
tbuff += sizeof(*missile);
}
void SaveObject(int i)
{
memcpy(tbuff, &object[i], sizeof(*object));
tbuff += sizeof(*object);
}
void SaveItem(int i)
{
memcpy(tbuff, &item[i], sizeof(*item));
tbuff += sizeof(*item);
}
void SavePremium(int i)
{
memcpy(tbuff, &premiumitem[i], sizeof(*premiumitem));
tbuff += sizeof(*premiumitem);
}
void SaveQuest(int i)
{
memcpy(tbuff, &quests[i], sizeof(*quests));
tbuff += sizeof(*quests);
WSave(ReturnLvlX);
WSave(ReturnLvlY);
WSave(ReturnLvl);
WSave(ReturnLvlT);
WSave(DoomQuestState);
}
void SaveLighting(int i)
{
memcpy(tbuff, &LightList[i], sizeof(*LightList));
tbuff += sizeof(*LightList);
}
void SaveVision(int i)
{
memcpy(tbuff, &VisionList[i], sizeof(*VisionList));
tbuff += sizeof(*VisionList);
}
void SavePortal(int i)
{
memcpy(tbuff, &portal[i], sizeof(*portal));
tbuff += sizeof(*portal);
}
void SaveLevel()
{
int i, j;
char szName[MAX_PATH];
int dwLen;
unsigned char *SaveBuff;
if (!currlevel)
glSeedTbl[0] = GetRndSeed();
dwLen = codec_get_encoded_len(FILEBUFF);
SaveBuff = DiabloAllocPtr(dwLen);
tbuff = SaveBuff;
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dDead[i][j]);
}
}
WSave(nummonsters);
WSave(numitems);
WSave(nobjects);
if (leveltype != DTYPE_TOWN) {
for (i = 0; i < MAXMONSTERS; i++)
WSave(monstactive[i]);
for (i = 0; i < nummonsters; i++)
SaveMonster(monstactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
BSave(objectactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
BSave(objectavail[i]);
for (i = 0; i < nobjects; i++)
SaveObject(objectactive[i]);
}
for (i = 0; i < MAXITEMS; i++)
BSave(itemactive[i]);
for (i = 0; i < MAXITEMS; i++)
BSave(itemavail[i]);
for (i = 0; i < numitems; i++)
SaveItem(itemactive[i]);
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dFlags[i][j] & ~(BFLAG_MISSILE | BFLAG_VISIBLE | BFLAG_DEAD_PLAYER));
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dItem[i][j]);
}
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
WSave(dMonster[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dObject[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dLight[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dPreLight[i][j]);
}
for (j = 0; j < DMAXY; j++) {
for (i = 0; i < DMAXX; i++)
OSave(automapview[i][j]);
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
BSave(dMissile[i][j]);
}
}
GetTempLevelNames(szName);
dwLen = codec_get_encoded_len(tbuff - SaveBuff);
pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
mem_free_dbg(SaveBuff);
if (setlevel == 0)
plr[myplr]._pLvlVisited[currlevel] = 1;
else
plr[myplr]._pSLvlVisited[setlvlnum] = 1;
}
void LoadLevel()
{
int i, j;
DWORD dwLen;
char szName[MAX_PATH];
BYTE *LoadBuff;
GetPermLevelNames(szName);
LoadBuff = pfile_read(szName, &dwLen);
tbuff = LoadBuff;
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dDead[i][j] = BLoad();
}
SetDead();
}
nummonsters = WLoad();
numitems = WLoad();
nobjects = WLoad();
if (leveltype != DTYPE_TOWN) {
for (i = 0; i < MAXMONSTERS; i++)
monstactive[i] = WLoad();
for (i = 0; i < nummonsters; i++)
LoadMonster(monstactive[i]);
for (i = 0; i < MAXOBJECTS; i++)
objectactive[i] = BLoad();
for (i = 0; i < MAXOBJECTS; i++)
objectavail[i] = BLoad();
for (i = 0; i < nobjects; i++)
LoadObject(objectactive[i]);
for (i = 0; i < nobjects; i++)
SyncObjectAnim(objectactive[i]);
}
for (i = 0; i < MAXITEMS; i++)
itemactive[i] = BLoad();
for (i = 0; i < MAXITEMS; i++)
itemavail[i] = BLoad();
for (i = 0; i < numitems; i++)
LoadItem(itemactive[i]);
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dFlags[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dItem[i][j] = BLoad();
}
if (leveltype != DTYPE_TOWN) {
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dMonster[i][j] = WLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dObject[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dLight[i][j] = BLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dPreLight[i][j] = BLoad();
}
for (j = 0; j < DMAXY; j++) {
for (i = 0; i < DMAXX; i++)
automapview[i][j] = OLoad();
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++)
dMissile[i][j] = 0; /// BUGFIX: supposed to load saved missiles with "BLoad()"?
}
}
AutomapZoomReset();
ResyncQuests();
SyncPortals();
dolighting = 1;
for (i = 0; i < MAX_PLRS; i++) {
if (plr[i].plractive && currlevel == plr[i].plrlevel)
LightList[plr[i]._plid]._lunflag = 1;
}
mem_free_dbg(LoadBuff);
}
DEVILUTION_END_NAMESPACE