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/**
* @file loadsave.cpp
*
* Implementation of save game functionality.
*/
#include "loadsave.h"
#include <climits>
#include <cstring>
#include <numeric>
#include <unordered_map>
#include <SDL.h>
#include <fmt/core.h>
#include "automap.h"
#include "codec.h"
#include "control.h"
#include "cursor.h"
#include "dead.h"
#include "doom.h"
#include "engine.h"
#include "engine/point.hpp"
#include "engine/random.hpp"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "menu.h"
#include "missiles.h"
#include "monster.h"
#include "mpq/mpq_common.hpp"
#include "pfile.h"
#include "playerdat.hpp"
#include "qol/stash.h"
#include "stores.h"
#include "utils/endian.hpp"
#include "utils/language.h"
namespace devilution {
bool gbIsHellfireSaveGame;
uint8_t giNumberOfLevels;
namespace {
constexpr size_t MaxMissilesForSaveGame = 125;
uint8_t giNumberQuests;
uint8_t giNumberOfSmithPremiumItems;
template <class T>
T SwapLE(T in)
{
switch (sizeof(T)) {
case 2:
return SDL_SwapLE16(in);
case 4:
return SDL_SwapLE32(in);
case 8:
return SDL_SwapLE64(in);
default:
return in;
}
}
template <class T>
T SwapBE(T in)
{
switch (sizeof(T)) {
case 2:
return SDL_SwapBE16(in);
case 4:
return SDL_SwapBE32(in);
case 8:
return static_cast<T>(SDL_SwapBE64(in));
default:
return in;
}
}
class LoadHelper {
std::unique_ptr<byte[]> m_buffer_;
size_t m_cur_ = 0;
size_t m_size_;
template <class T>
T Next()
{
const auto size = sizeof(T);
if (!IsValid(size))
return 0;
T value;
memcpy(&value, &m_buffer_[m_cur_], size);
m_cur_ += size;
return value;
}
public:
LoadHelper(std::optional<SaveReader> archive, const char *szFileName)
{
if (archive)
m_buffer_ = ReadArchive(*archive, szFileName, &m_size_);
else
m_buffer_ = nullptr;
}
bool IsValid(size_t size = 1)
{
return m_buffer_ != nullptr
&& m_size_ >= (m_cur_ + size);
}
template <typename T>
constexpr void Skip(size_t count = 1)
{
Skip(sizeof(T) * count);
}
void Skip(size_t size)
{
m_cur_ += size;
}
void NextBytes(void *bytes, size_t size)
{
if (!IsValid(size))
return;
memcpy(bytes, &m_buffer_[m_cur_], size);
m_cur_ += size;
}
template <class T>
T NextLE()
{
return SwapLE(Next<T>());
}
template <class T>
T NextBE()
{
return SwapBE(Next<T>());
}
template <class TSource, class TDesired>
TDesired NextLENarrow(TSource modifier = 0)
{
static_assert(sizeof(TSource) > sizeof(TDesired), "Can only narrow to a smaller type");
TSource value = SwapLE(Next<TSource>()) + modifier;
return static_cast<TDesired>(clamp<TSource>(value, std::numeric_limits<TDesired>::min(), std::numeric_limits<TDesired>::max()));
}
bool NextBool8()
{
return Next<uint8_t>() != 0;
}
bool NextBool32()
{
return Next<uint32_t>() != 0;
}
};
class SaveHelper {
SaveWriter &m_mpqWriter;
const char *m_szFileName_;
std::unique_ptr<byte[]> m_buffer_;
size_t m_cur_ = 0;
size_t m_capacity_;
public:
SaveHelper(SaveWriter &mpqWriter, const char *szFileName, size_t bufferLen)
: m_mpqWriter(mpqWriter)
, m_szFileName_(szFileName)
, m_buffer_(new byte[codec_get_encoded_len(bufferLen)])
, m_capacity_(bufferLen)
{
}
bool IsValid(size_t len = 1)
{
return m_buffer_ != nullptr
&& m_capacity_ >= (m_cur_ + len);
}
template <typename T>
constexpr void Skip(size_t count = 1)
{
Skip(sizeof(T) * count);
}
void Skip(size_t len)
{
std::memset(&m_buffer_[m_cur_], 0, len);
m_cur_ += len;
}
void WriteBytes(const void *bytes, size_t len)
{
if (!IsValid(len))
return;
memcpy(&m_buffer_[m_cur_], bytes, len);
m_cur_ += len;
}
template <class T>
void WriteLE(T value)
{
value = SwapLE(value);
WriteBytes(&value, sizeof(value));
}
template <class T>
void WriteBE(T value)
{
value = SwapBE(value);
WriteBytes(&value, sizeof(value));
}
~SaveHelper()
{
const auto encodedLen = codec_get_encoded_len(m_cur_);
const char *const password = pfile_get_password();
codec_encode(m_buffer_.get(), m_cur_, encodedLen, password);
m_mpqWriter.WriteFile(m_szFileName_, m_buffer_.get(), encodedLen);
}
};
void LoadItemData(LoadHelper &file, Item &item)
{
item._iSeed = file.NextLE<int32_t>();
item._iCreateInfo = file.NextLE<uint16_t>();
file.Skip(2); // Alignment
item._itype = static_cast<ItemType>(file.NextLE<uint32_t>());
item.position.x = file.NextLE<int32_t>();
item.position.y = file.NextLE<int32_t>();
item._iAnimFlag = file.NextBool32();
file.Skip(4); // Skip pointer _iAnimData
item.AnimInfo = {};
item.AnimInfo.numberOfFrames = file.NextLENarrow<int32_t, int8_t>();
item.AnimInfo.currentFrame = file.NextLENarrow<int32_t, int8_t>(-1);
file.Skip(8); // Skip _iAnimWidth and _iAnimWidth2
file.Skip(4); // Unused since 1.02
item._iSelFlag = file.NextLE<uint8_t>();
file.Skip(3); // Alignment
item._iPostDraw = file.NextBool32();
item._iIdentified = file.NextBool32();
item._iMagical = static_cast<item_quality>(file.NextLE<int8_t>());
file.NextBytes(item._iName, 64);
file.NextBytes(item._iIName, 64);
item._iLoc = static_cast<item_equip_type>(file.NextLE<int8_t>());
item._iClass = static_cast<item_class>(file.NextLE<uint8_t>());
file.Skip(1); // Alignment
item._iCurs = file.NextLE<int32_t>();
item._ivalue = file.NextLE<int32_t>();
item._iIvalue = file.NextLE<int32_t>();
item._iMinDam = file.NextLE<int32_t>();
item._iMaxDam = file.NextLE<int32_t>();
item._iAC = file.NextLE<int32_t>();
item._iFlags = static_cast<ItemSpecialEffect>(file.NextLE<uint32_t>());
item._iMiscId = static_cast<item_misc_id>(file.NextLE<int32_t>());
item._iSpell = static_cast<SpellID>(file.NextLE<int32_t>());
item._iCharges = file.NextLE<int32_t>();
item._iMaxCharges = file.NextLE<int32_t>();
item._iDurability = file.NextLE<int32_t>();
item._iMaxDur = file.NextLE<int32_t>();
item._iPLDam = file.NextLE<int32_t>();
item._iPLToHit = file.NextLE<int32_t>();
item._iPLAC = file.NextLE<int32_t>();
item._iPLStr = file.NextLE<int32_t>();
item._iPLMag = file.NextLE<int32_t>();
item._iPLDex = file.NextLE<int32_t>();
item._iPLVit = file.NextLE<int32_t>();
item._iPLFR = file.NextLE<int32_t>();
item._iPLLR = file.NextLE<int32_t>();
item._iPLMR = file.NextLE<int32_t>();
item._iPLMana = file.NextLE<int32_t>();
item._iPLHP = file.NextLE<int32_t>();
item._iPLDamMod = file.NextLE<int32_t>();
item._iPLGetHit = file.NextLE<int32_t>();
item._iPLLight = file.NextLE<int32_t>();
item._iSplLvlAdd = file.NextLE<int8_t>();
item._iRequest = file.NextBool8();
file.Skip(2); // Alignment
item._iUid = file.NextLE<int32_t>();
item._iFMinDam = file.NextLE<int32_t>();
item._iFMaxDam = file.NextLE<int32_t>();
item._iLMinDam = file.NextLE<int32_t>();
item._iLMaxDam = file.NextLE<int32_t>();
item._iPLEnAc = file.NextLE<int32_t>();
item._iPrePower = static_cast<item_effect_type>(file.NextLE<int8_t>());
item._iSufPower = static_cast<item_effect_type>(file.NextLE<int8_t>());
file.Skip(2); // Alignment
item._iVAdd1 = file.NextLE<int32_t>();
item._iVMult1 = file.NextLE<int32_t>();
item._iVAdd2 = file.NextLE<int32_t>();
item._iVMult2 = file.NextLE<int32_t>();
item._iMinStr = file.NextLE<int8_t>();
item._iMinMag = file.NextLE<uint8_t>();
item._iMinDex = file.NextLE<int8_t>();
file.Skip(1); // Alignment
item._iStatFlag = file.NextBool32();
item.IDidx = static_cast<_item_indexes>(file.NextLE<int32_t>());
if (gbIsSpawn) {
item.IDidx = RemapItemIdxFromSpawn(item.IDidx);
}
if (!gbIsHellfireSaveGame) {
item.IDidx = RemapItemIdxFromDiablo(item.IDidx);
}
item.dwBuff = file.NextLE<uint32_t>();
if (gbIsHellfireSaveGame)
item._iDamAcFlags = static_cast<ItemSpecialEffectHf>(file.NextLE<uint32_t>());
else
item._iDamAcFlags = ItemSpecialEffectHf::None;
UpdateHellfireFlag(item, item._iIName);
RemoveInvalidItem(item);
}
void LoadPlayer(LoadHelper &file, Player &player)
{
player._pmode = static_cast<PLR_MODE>(file.NextLE<int32_t>());
for (int8_t &step : player.walkpath) {
step = file.NextLE<int8_t>();
}
player.plractive = file.NextBool8();
file.Skip(2); // Alignment
player.destAction = static_cast<action_id>(file.NextLE<int32_t>());
player.destParam1 = file.NextLE<int32_t>();
player.destParam2 = file.NextLE<int32_t>();
player.destParam3 = file.NextLE<int32_t>();
player.destParam4 = file.NextLE<int32_t>();
player.setLevel(file.NextLE<uint32_t>());
player.position.tile.x = file.NextLE<int32_t>();
player.position.tile.y = file.NextLE<int32_t>();
player.position.future.x = file.NextLE<int32_t>();
player.position.future.y = file.NextLE<int32_t>();
file.Skip<uint32_t>(2); // Skip _ptargx and _ptargy
player.position.last.x = file.NextLE<int32_t>();
player.position.last.y = file.NextLE<int32_t>();
player.position.old.x = file.NextLE<int32_t>();
player.position.old.y = file.NextLE<int32_t>();
file.Skip<int32_t>(4); // Skip offset and velocity
player._pdir = static_cast<Direction>(file.NextLE<int32_t>());
file.Skip(4); // Unused
player._pgfxnum = file.NextLENarrow<uint32_t, uint8_t>();
file.Skip<uint32_t>(); // Skip pointer pData
player.AnimInfo = {};
player.AnimInfo.ticksPerFrame = file.NextLENarrow<int32_t, int8_t>(1);
player.AnimInfo.tickCounterOfCurrentFrame = file.NextLENarrow<int32_t, int8_t>();
player.AnimInfo.numberOfFrames = file.NextLENarrow<int32_t, int8_t>();
player.AnimInfo.currentFrame = file.NextLENarrow<int32_t, int8_t>(-1);
file.Skip<uint32_t>(3); // Skip _pAnimWidth, _pAnimWidth2, _peflag
player._plid = file.NextLE<int32_t>();
player._pvid = file.NextLE<int32_t>();
player.queuedSpell.spellId = static_cast<SpellID>(file.NextLE<int32_t>());
player.queuedSpell.spellType = static_cast<SpellType>(file.NextLE<int8_t>());
auto spellFrom = file.NextLE<int8_t>();
if (!IsValidSpellFrom(spellFrom))
spellFrom = 0;
player.spellFrom = spellFrom;
player.queuedSpell.spellFrom = spellFrom;
file.Skip(2); // Alignment
player.inventorySpell = static_cast<SpellID>(file.NextLE<int32_t>());
file.Skip<int8_t>(); // Skip _pTSplType
file.Skip(3); // Alignment
player._pRSpell = static_cast<SpellID>(file.NextLE<int32_t>());
player._pRSplType = static_cast<SpellType>(file.NextLE<int8_t>());
file.Skip(3); // Alignment
player._pSBkSpell = static_cast<SpellID>(file.NextLE<int32_t>());
file.Skip<int8_t>(); // Skip _pSBkSplType
for (int8_t &spellLevel : player._pSplLvl)
spellLevel = file.NextLE<int8_t>();
file.Skip(7); // Alignment
player._pMemSpells = file.NextLE<uint64_t>();
player._pAblSpells = file.NextLE<uint64_t>();
player._pScrlSpells = file.NextLE<uint64_t>();
player._pSpellFlags = static_cast<SpellFlag>(file.NextLE<uint8_t>());
file.Skip(3); // Alignment
// Extra hotkeys: to keep single player save compatibility, read only 4 hotkeys here, rely on LoadHotkeys for the rest
for (size_t i = 0; i < 4; i++) {
player._pSplHotKey[i] = static_cast<SpellID>(file.NextLE<int32_t>());
}
for (size_t i = 0; i < 4; i++) {
player._pSplTHotKey[i] = static_cast<SpellType>(file.NextLE<uint8_t>());
}
file.Skip<int32_t>(); // Skip _pwtype
player._pBlockFlag = file.NextBool8();
player._pInvincible = file.NextBool8();
player._pLightRad = file.NextLE<int8_t>();
player._pLvlChanging = file.NextBool8();
file.NextBytes(player._pName, PlayerNameLength);
player._pClass = static_cast<HeroClass>(file.NextLE<int8_t>());
file.Skip(3); // Alignment
player._pStrength = file.NextLE<int32_t>();
player._pBaseStr = file.NextLE<int32_t>();
player._pMagic = file.NextLE<int32_t>();
player._pBaseMag = file.NextLE<int32_t>();
player._pDexterity = file.NextLE<int32_t>();
player._pBaseDex = file.NextLE<int32_t>();
player._pVitality = file.NextLE<int32_t>();
player._pBaseVit = file.NextLE<int32_t>();
player._pStatPts = file.NextLE<int32_t>();
player._pDamageMod = file.NextLE<int32_t>();
player._pBaseToBlk = file.NextLE<int32_t>();
if (player._pBaseToBlk == 0)
player._pBaseToBlk = PlayersData[static_cast<std::size_t>(player._pClass)].blockBonus;
player._pHPBase = file.NextLE<int32_t>();
player._pMaxHPBase = file.NextLE<int32_t>();
player._pHitPoints = file.NextLE<int32_t>();
player._pMaxHP = file.NextLE<int32_t>();
file.Skip<int32_t>(); // Skip _pHPPer - always derived from hp and maxHP.
player._pManaBase = file.NextLE<int32_t>();
player._pMaxManaBase = file.NextLE<int32_t>();
player._pMana = file.NextLE<int32_t>();
player._pMaxMana = file.NextLE<int32_t>();
file.Skip<int32_t>(); // Skip _pManaPer - always derived from mana and maxMana
player._pLevel = file.NextLE<int8_t>();
player._pMaxLvl = file.NextLE<int8_t>();
file.Skip(2); // Alignment
player._pExperience = file.NextLE<uint32_t>();
file.Skip<uint32_t>(); // Skip _pMaxExp - unused
player._pNextExper = file.NextLE<uint32_t>(); // This can be calculated based on pLevel (which in turn could be calculated based on pExperience)
player._pArmorClass = file.NextLE<int8_t>();
player._pMagResist = file.NextLE<int8_t>();
player._pFireResist = file.NextLE<int8_t>();
player._pLghtResist = file.NextLE<int8_t>();
player._pGold = file.NextLE<int32_t>();
player._pInfraFlag = file.NextBool32();
int32_t tempPositionX = file.NextLE<int32_t>();
int32_t tempPositionY = file.NextLE<int32_t>();
if (player._pmode == PM_WALK_NORTHWARDS) {
// These values are saved as offsets to remain consistent with old savefiles
tempPositionX += player.position.tile.x;
tempPositionY += player.position.tile.y;
}
player.position.temp.x = static_cast<WorldTileCoord>(tempPositionX);
player.position.temp.y = static_cast<WorldTileCoord>(tempPositionY);
player.tempDirection = static_cast<Direction>(file.NextLE<int32_t>());
player.queuedSpell.spellLevel = file.NextLE<int32_t>();
file.Skip<uint32_t>(); // skip _pVar5, was used for storing position of a tile which should have its HorizontalMovingPlayer flag removed after walking
file.Skip<int32_t>(2); // skip offset2;
file.Skip<uint32_t>(); // Skip actionFrame
for (uint8_t i = 0; i < giNumberOfLevels; i++)
player._pLvlVisited[i] = file.NextBool8();
for (uint8_t i = 0; i < giNumberOfLevels; i++)
player._pSLvlVisited[i] = file.NextBool8();
file.Skip(2); // Alignment
file.Skip<uint32_t>(); // skip _pGFXLoad
file.Skip<uint32_t>(8); // Skip pointers _pNAnim
player._pNFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pNWidth
file.Skip<uint32_t>(8); // Skip pointers _pWAnim
player._pWFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pWWidth
file.Skip<uint32_t>(8); // Skip pointers _pAAnim
player._pAFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pAWidth
player._pAFNum = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(8); // Skip pointers _pLAnim
file.Skip<uint32_t>(8); // Skip pointers _pFAnim
file.Skip<uint32_t>(8); // Skip pointers _pTAnim
player._pSFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pSWidth
player._pSFNum = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(8); // Skip pointers _pHAnim
player._pHFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pHWidth
file.Skip<uint32_t>(8); // Skip pointers _pDAnim
player._pDFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pDWidth
file.Skip<uint32_t>(8); // Skip pointers _pBAnim
player._pBFrames = file.NextLENarrow<int32_t, int8_t>();
file.Skip<uint32_t>(); // skip _pBWidth
for (Item &item : player.InvBody)
LoadItemData(file, item);
for (Item &item : player.InvList)
LoadItemData(file, item);
player._pNumInv = file.NextLE<int32_t>();
for (int8_t &cell : player.InvGrid)
cell = file.NextLE<int8_t>();
for (Item &item : player.SpdList)
LoadItemData(file, item);
LoadItemData(file, player.HoldItem);
player._pIMinDam = file.NextLE<int32_t>();
player._pIMaxDam = file.NextLE<int32_t>();
player._pIAC = file.NextLE<int32_t>();
player._pIBonusDam = file.NextLE<int32_t>();
player._pIBonusToHit = file.NextLE<int32_t>();
player._pIBonusAC = file.NextLE<int32_t>();
player._pIBonusDamMod = file.NextLE<int32_t>();
file.Skip(4); // Alignment
player._pISpells = file.NextLE<uint64_t>();
player._pIFlags = static_cast<ItemSpecialEffect>(file.NextLE<int32_t>());
player._pIGetHit = file.NextLE<int32_t>();
player._pISplLvlAdd = file.NextLE<int8_t>();
file.Skip(1); // Unused
file.Skip(2); // Alignment
player._pISplDur = file.NextLE<int32_t>();
player._pIEnAc = file.NextLE<int32_t>();
player._pIFMinDam = file.NextLE<int32_t>();
player._pIFMaxDam = file.NextLE<int32_t>();
player._pILMinDam = file.NextLE<int32_t>();
player._pILMaxDam = file.NextLE<int32_t>();
player._pOilType = static_cast<item_misc_id>(file.NextLE<int32_t>());
player.pTownWarps = file.NextLE<uint8_t>();
player.pDungMsgs = file.NextLE<uint8_t>();
player.pLvlLoad = file.NextLE<uint8_t>();
if (gbIsHellfireSaveGame) {
player.pDungMsgs2 = file.NextLE<uint8_t>();
player.pBattleNet = false;
} else {
player.pDungMsgs2 = 0;
player.pBattleNet = file.NextBool8();
}
player.pManaShield = file.NextBool8();
if (gbIsHellfireSaveGame) {
player.pOriginalCathedral = file.NextBool8();
} else {
file.Skip(1);
player.pOriginalCathedral = true;
}
file.Skip(2); // Available bytes
player.wReflections = file.NextLE<uint16_t>();
file.Skip(14); // Available bytes
player.pDiabloKillLevel = file.NextLE<uint32_t>();
player.pDifficulty = static_cast<_difficulty>(file.NextLE<uint32_t>());
player.pDamAcFlags = static_cast<ItemSpecialEffectHf>(file.NextLE<uint32_t>());
file.Skip(20); // Available bytes
CalcPlrItemVals(player, false);
player.executedSpell = player.queuedSpell; // Ensures backwards compatibility
// Omit pointer _pNData
// Omit pointer _pWData
// Omit pointer _pAData
// Omit pointer _pLData
// Omit pointer _pFData
// Omit pointer _pTData
// Omit pointer _pHData
// Omit pointer _pDData
// Omit pointer _pBData
// Omit pointer pReserved
// Ensure plrIsOnSetLevel and plrlevel is correctly initialized, cause in vanilla sometimes plrlevel is not updated to setlvlnum
if (setlevel)
player.setLevel(setlvlnum);
else
player.setLevel(currlevel);
}
bool gbSkipSync = false;
void LoadMonster(LoadHelper *file, Monster &monster)
{
monster.levelType = file->NextLE<int32_t>();
monster.mode = static_cast<MonsterMode>(file->NextLE<int32_t>());
monster.goal = static_cast<MonsterGoal>(file->NextLE<uint8_t>());
file->Skip(3); // Alignment
monster.goalVar1 = file->NextLENarrow<int32_t, int16_t>();
monster.goalVar2 = file->NextLENarrow<int32_t, int8_t>();
monster.goalVar3 = file->NextLENarrow<int32_t, int8_t>();
file->Skip(4); // Unused
monster.pathCount = file->NextLE<uint8_t>();
file->Skip(3); // Alignment
monster.position.tile.x = file->NextLE<int32_t>();
monster.position.tile.y = file->NextLE<int32_t>();
monster.position.future.x = file->NextLE<int32_t>();
monster.position.future.y = file->NextLE<int32_t>();
monster.position.old.x = file->NextLE<int32_t>();
monster.position.old.y = file->NextLE<int32_t>();
file->Skip<int32_t>(4); // Skip offset and velocity
monster.direction = static_cast<Direction>(file->NextLE<int32_t>());
monster.enemy = file->NextLE<int32_t>();
monster.enemyPosition.x = file->NextLE<uint8_t>();
monster.enemyPosition.y = file->NextLE<uint8_t>();
file->Skip(2); // Unused
file->Skip(4); // Skip pointer _mAnimData
monster.animInfo = {};
monster.animInfo.ticksPerFrame = file->NextLENarrow<int32_t, int8_t>();
// Ensure that we can increase the tickCounterOfCurrentFrame at least once without overflow (needed for backwards compatibility for sitting gargoyles)
monster.animInfo.tickCounterOfCurrentFrame = file->NextLENarrow<int32_t, int8_t>(1) - 1;
monster.animInfo.numberOfFrames = file->NextLENarrow<int32_t, int8_t>();
monster.animInfo.currentFrame = file->NextLENarrow<int32_t, int8_t>(-1);
file->Skip(4); // Skip _meflag
monster.isInvalid = file->NextBool32();
monster.var1 = file->NextLENarrow<int32_t, int16_t>();
monster.var2 = file->NextLENarrow<int32_t, int16_t>();
monster.var3 = file->NextLENarrow<int32_t, int8_t>();
monster.position.temp.x = file->NextLENarrow<int32_t, WorldTileCoord>();
monster.position.temp.y = file->NextLENarrow<int32_t, WorldTileCoord>();
file->Skip<int32_t>(2); // skip offset2;
file->Skip(4); // Skip actionFrame
monster.maxHitPoints = file->NextLE<int32_t>();
monster.hitPoints = file->NextLE<int32_t>();
monster.ai = static_cast<MonsterAIID>(file->NextLE<uint8_t>());
monster.intelligence = file->NextLE<uint8_t>();
file->Skip(2); // Alignment
monster.flags = file->NextLE<uint32_t>();
monster.activeForTicks = file->NextLE<uint8_t>();
file->Skip(3); // Alignment
file->Skip(4); // Unused
monster.position.last.x = file->NextLE<int32_t>();
monster.position.last.y = file->NextLE<int32_t>();
monster.rndItemSeed = file->NextLE<uint32_t>();
monster.aiSeed = file->NextLE<uint32_t>();
file->Skip(4); // Unused
monster.uniqueType = static_cast<UniqueMonsterType>(file->NextLE<uint8_t>() - 1);
monster.uniqTrans = file->NextLE<uint8_t>();
monster.corpseId = file->NextLE<int8_t>();
monster.whoHit = file->NextLE<int8_t>();
file->Skip(1); // Skip level - now calculated on the fly
file->Skip(1); // Alignment
file->Skip(2); // Skip exp - now calculated from monstdat when the monster dies
if (monster.isPlayerMinion()) // Don't skip for golems
monster.toHit = file->NextLE<uint8_t>();
else
file->Skip(1); // Skip hit as it's already initialized
monster.minDamage = file->NextLE<uint8_t>();
monster.maxDamage = file->NextLE<uint8_t>();
file->Skip(1); // Skip toHitSpecial as it's already initialized
monster.minDamageSpecial = file->NextLE<uint8_t>();
monster.maxDamageSpecial = file->NextLE<uint8_t>();
monster.armorClass = file->NextLE<uint8_t>();
file->Skip(1); // Alignment
monster.resistance = file->NextLE<uint16_t>();
file->Skip(2); // Alignment
monster.talkMsg = static_cast<_speech_id>(file->NextLE<int32_t>());
if (monster.talkMsg == TEXT_KING1) // Fix original bad mapping of NONE for monsters
monster.talkMsg = TEXT_NONE;
monster.leader = file->NextLE<uint8_t>();
if (monster.leader == 0)
monster.leader = Monster::NoLeader; // Golems shouldn't be leaders of other monsters
monster.leaderRelation = static_cast<LeaderRelation>(file->NextLE<uint8_t>());
monster.packSize = file->NextLE<uint8_t>();
monster.lightId = file->NextLE<int8_t>();
if (monster.lightId == 0)
monster.lightId = NO_LIGHT; // Correct incorect values in old saves
// Omit pointer name;
if (gbSkipSync)
return;
SyncMonsterAnim(monster);
}
/**
* @brief Recalculate the pack size of monster group that may have underflown
*/
void SyncPackSize(Monster &leader)
{
if (!leader.isUnique())
return;
if (leader.ai != MonsterAIID::Scavenger)
return;
leader.packSize = 0;
for (size_t i = 0; i < ActiveMonsterCount; i++) {
auto &minion = Monsters[ActiveMonsters[i]];
if (minion.leaderRelation == LeaderRelation::Leashed && minion.getLeader() == &leader)
leader.packSize++;
}
}
void LoadMissile(LoadHelper *file)
{
Missile missile = {};
missile._mitype = static_cast<MissileID>(file->NextLE<int32_t>());
missile.position.tile.x = file->NextLE<int32_t>();
missile.position.tile.y = file->NextLE<int32_t>();
missile.position.offset.deltaX = file->NextLE<int32_t>();
missile.position.offset.deltaY = file->NextLE<int32_t>();
missile.position.velocity.deltaX = file->NextLE<int32_t>();
missile.position.velocity.deltaY = file->NextLE<int32_t>();
missile.position.start.x = file->NextLE<int32_t>();
missile.position.start.y = file->NextLE<int32_t>();
missile.position.traveled.deltaX = file->NextLE<int32_t>();
missile.position.traveled.deltaY = file->NextLE<int32_t>();
missile._mimfnum = file->NextLE<int32_t>();
missile._mispllvl = file->NextLE<int32_t>();
missile._miDelFlag = file->NextBool32();
missile._miAnimType = static_cast<MissileGraphicID>(file->NextLE<uint8_t>());
file->Skip(3); // Alignment
missile._miAnimFlags = static_cast<MissileGraphicsFlags>(file->NextLE<int32_t>());
file->Skip(4); // Skip pointer _miAnimData
missile._miAnimDelay = file->NextLE<int32_t>();
missile._miAnimLen = file->NextLE<int32_t>();
missile._miAnimWidth = file->NextLE<int32_t>();
missile._miAnimWidth2 = file->NextLE<int32_t>();
missile._miAnimCnt = file->NextLE<int32_t>();
missile._miAnimAdd = file->NextLE<int32_t>();
missile._miAnimFrame = file->NextLE<int32_t>();
missile._miDrawFlag = file->NextBool32();
missile._miLightFlag = file->NextBool32();
missile._miPreFlag = file->NextBool32();
missile._miUniqTrans = file->NextLE<uint32_t>();
missile._mirange = file->NextLE<int32_t>();
missile._misource = file->NextLE<int32_t>();
missile._micaster = static_cast<mienemy_type>(file->NextLE<int32_t>());
missile._midam = file->NextLE<int32_t>();
missile._miHitFlag = file->NextBool32();
missile._midist = file->NextLE<int32_t>();
missile._mlid = file->NextLE<int32_t>();
missile._mirnd = file->NextLE<int32_t>();
missile.var1 = file->NextLE<int32_t>();
missile.var2 = file->NextLE<int32_t>();
missile.var3 = file->NextLE<int32_t>();
missile.var4 = file->NextLE<int32_t>();
missile.var5 = file->NextLE<int32_t>();
missile.var6 = file->NextLE<int32_t>();
missile.var7 = file->NextLE<int32_t>();
missile.limitReached = file->NextBool32();
missile.lastCollisionTargetHash = 0;
if (Missiles.size() < Missiles.max_size()) {
Missiles.push_back(missile);
}
}
_object_id ConvertFromHellfireObject(_object_id type)
{
if (leveltype == DTYPE_NEST) {
switch (type) {
case OBJ_BARREL:
return OBJ_POD;
case OBJ_BARRELEX:
return OBJ_PODEX;
default:
break;
}
}
if (leveltype == DTYPE_CRYPT) {
switch (type) {
case OBJ_BARREL:
return OBJ_URN;
case OBJ_BARRELEX:
return OBJ_URNEX;
case OBJ_STORYBOOK:
return OBJ_L5BOOKS;
case OBJ_STORYCANDLE:
return OBJ_L5CANDLE;
case OBJ_L1LDOOR:
return OBJ_L5LDOOR;
case OBJ_L1RDOOR:
return OBJ_L5RDOOR;
case OBJ_LEVER:
return OBJ_L5LEVER;
case OBJ_SARC:
return OBJ_L5SARC;
default:
break;
}
}
return type;
}
void LoadObject(LoadHelper &file, Object &object)
{
object._otype = ConvertFromHellfireObject(static_cast<_object_id>(file.NextLE<int32_t>()));
object.position.x = file.NextLE<int32_t>();
object.position.y = file.NextLE<int32_t>();
object._oLight = file.NextBool32();
object._oAnimFlag = file.NextBool32();
file.Skip(4); // Skip pointer _oAnimData
object._oAnimDelay = file.NextLE<int32_t>();
object._oAnimCnt = file.NextLE<int32_t>();
object._oAnimLen = file.NextLE<uint32_t>();
object._oAnimFrame = file.NextLE<uint32_t>();
object._oAnimWidth = static_cast<uint16_t>(file.NextLE<int32_t>());
file.Skip(4); // Skip _oAnimWidth2
object._oDelFlag = file.NextBool32();
object._oBreak = file.NextLE<int8_t>();
file.Skip(3); // Alignment
object._oSolidFlag = file.NextBool32();
object._oMissFlag = file.NextBool32();
object._oSelFlag = file.NextLE<int8_t>();
file.Skip(3); // Alignment
object._oPreFlag = file.NextBool32();
object._oTrapFlag = file.NextBool32();
object._oDoorFlag = file.NextBool32();
object._olid = file.NextLE<int32_t>();
object._oRndSeed = file.NextLE<uint32_t>();
object._oVar1 = file.NextLE<int32_t>();
object._oVar2 = file.NextLE<int32_t>();
object._oVar3 = file.NextLE<int32_t>();
object._oVar4 = file.NextLE<int32_t>();
object._oVar5 = file.NextLE<int32_t>();
object._oVar6 = file.NextLE<uint32_t>();
object.bookMessage = static_cast<_speech_id>(file.NextLE<int32_t>());
object._oVar8 = file.NextLE<int32_t>();
}
void LoadItem(LoadHelper &file, Item &item)
{
LoadItemData(file, item);
GetItemFrm(item);
}
void LoadPremium(LoadHelper &file, int i)
{
LoadItemData(file, premiumitems[i]);
}
void LoadQuest(LoadHelper *file, int i)
{
auto &quest = Quests[i];
quest._qlevel = file->NextLE<uint8_t>();
file->Skip<uint8_t>(); // _qtype, identical to _qidx
quest._qactive = static_cast<quest_state>(file->NextLE<uint8_t>());
quest._qlvltype = static_cast<dungeon_type>(file->NextLE<uint8_t>());
quest.position.x = file->NextLE<int32_t>();
quest.position.y = file->NextLE<int32_t>();
quest._qslvl = static_cast<_setlevels>(file->NextLE<uint8_t>());
quest._qidx = static_cast<quest_id>(file->NextLE<uint8_t>());
if (gbIsHellfireSaveGame) {
file->Skip(2); // Alignment
quest._qmsg = static_cast<_speech_id>(file->NextLE<int32_t>());
} else {
quest._qmsg = static_cast<_speech_id>(file->NextLE<uint8_t>());
}
quest._qvar1 = file->NextLE<uint8_t>();
quest._qvar2 = file->NextLE<uint8_t>();
file->Skip(2); // Alignment
if (!gbIsHellfireSaveGame)
file->Skip(1); // Alignment
quest._qlog = file->NextBool32();
ReturnLvlPosition.x = file->NextBE<int32_t>();
ReturnLvlPosition.y = file->NextBE<int32_t>();
ReturnLevel = file->NextBE<int32_t>();
ReturnLevelType = static_cast<dungeon_type>(file->NextBE<int32_t>());
file->Skip(sizeof(int32_t)); // Skip DoomQuestState
}
void LoadLighting(LoadHelper *file, Light *pLight)
{
pLight->position.tile.x = file->NextLE<int32_t>();
pLight->position.tile.y = file->NextLE<int32_t>();
pLight->_lradius = file->NextLE<int32_t>();
pLight->_lid = file->NextLE<int32_t>();
pLight->_ldel = file->NextBool32();
pLight->_lunflag = file->NextBool32();
file->Skip(4); // Unused
pLight->position.old.x = file->NextLE<int32_t>();
pLight->position.old.y = file->NextLE<int32_t>();
pLight->oldRadius = file->NextLE<int32_t>();
pLight->position.offset.deltaX = file->NextLE<int32_t>();
pLight->position.offset.deltaY = file->NextLE<int32_t>();
pLight->_lflags = file->NextBool32();
}
void LoadPortal(LoadHelper *file, int i)
{
Portal *pPortal = &Portals[i];
pPortal->open = file->NextBool32();
pPortal->position.x = file->NextLE<int32_t>();
pPortal->position.y = file->NextLE<int32_t>();
pPortal->level = file->NextLE<int32_t>();
pPortal->ltype = static_cast<dungeon_type>(file->NextLE<int32_t>());
pPortal->setlvl = file->NextBool32();
}
void GetLevelNames(string_view prefix, char *out)
{
char suf;
uint8_t num;
if (setlevel) {
suf = 's';
num = static_cast<uint8_t>(setlvlnum);
} else {
suf = 'l';
num = currlevel;
}
*fmt::format_to(out, "{}{}{:02d}", prefix, suf, num) = '\0';
}
void GetTempLevelNames(char *szTemp)
{
return GetLevelNames("temp", szTemp);
}
void GetPermLevelNames(char *szPerm)
{
return GetLevelNames("perm", szPerm);
}
bool LevelFileExists(SaveWriter &archive)
{
char szName[MaxMpqPathSize];
GetTempLevelNames(szName);
if (archive.HasFile(szName))
return true;
GetPermLevelNames(szName);
return archive.HasFile(szName);
}
void LoadMatchingItems(LoadHelper &file, const int n, Item *pItem)
{
Item tempItem;
for (int i = 0; i < n; i++) {
LoadItemData(file, tempItem);
if (pItem[i].isEmpty() || tempItem.isEmpty())
continue;
if (pItem[i]._iSeed != tempItem._iSeed)
continue;
if (tempItem.IDidx == IDI_EAR)
continue;
pItem[i] = tempItem;
}
}
/**
* @brief Loads items on the current dungeon floor
* @param file interface to the save file
* @param savedItemCount how many items to read from the save file
*/
void LoadDroppedItems(LoadHelper &file, size_t savedItemCount)
{
// Skip loading ActiveItems and AvailableItems, the indices are initialised below based on the number of valid items
file.Skip<uint8_t>(MAXITEMS * 2);
// Reset ActiveItems, the Items array will be populated from the start
std::iota(ActiveItems, ActiveItems + MAXITEMS, 0);
ActiveItemCount = 0;
// Clear dItem so we can populate valid drop locations
memset(dItem, 0, sizeof(dItem));
for (size_t i = 0; i < savedItemCount; i++) {
Item &item = Items[ActiveItemCount];
LoadItem(file, item);
if (!item.isEmpty()) {
// Loaded a valid item
ActiveItemCount++;
// populate its location in the lookup table with the offset in the Items array + 1 (so 0 can be used for "no item")
dItem[item.position.x][item.position.y] = ActiveItemCount;
}
}
}
int getHellfireLevelType(int type)
{
if (type == DTYPE_CRYPT)
return DTYPE_CATHEDRAL;
if (type == DTYPE_NEST)
return DTYPE_CAVES;
return type;
}
void SaveItem(SaveHelper &file, const Item &item)
{
auto idx = item.IDidx;
if (!gbIsHellfire)
idx = RemapItemIdxToDiablo(idx);
if (gbIsSpawn)
idx = RemapItemIdxToSpawn(idx);
ItemType iType = item._itype;
if (idx == -1) {
idx = _item_indexes::IDI_GOLD;
iType = ItemType::None;
}
file.WriteLE<int32_t>(item._iSeed);
file.WriteLE<int16_t>(item._iCreateInfo);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(static_cast<int32_t>(iType));
file.WriteLE<int32_t>(item.position.x);
file.WriteLE<int32_t>(item.position.y);
file.WriteLE<uint32_t>(item._iAnimFlag ? 1 : 0);
file.Skip(4); // Skip pointer _iAnimData
file.WriteLE<int32_t>(item.AnimInfo.numberOfFrames);
file.WriteLE<int32_t>(item.AnimInfo.currentFrame + 1);
// write _iAnimWidth for vanilla compatibility
file.WriteLE<int32_t>(ItemAnimWidth);
// write _iAnimWidth2 for vanilla compatibility
file.WriteLE<int32_t>(CalculateWidth2(ItemAnimWidth));
file.Skip<uint32_t>(); // _delFlag, unused since 1.02
file.WriteLE<uint8_t>(item._iSelFlag);
file.Skip(3); // Alignment
file.WriteLE<uint32_t>(item._iPostDraw ? 1 : 0);
file.WriteLE<uint32_t>(item._iIdentified ? 1 : 0);
file.WriteLE<int8_t>(item._iMagical);
file.WriteBytes(item._iName, 64);
file.WriteBytes(item._iIName, 64);
file.WriteLE<int8_t>(item._iLoc);
file.WriteLE<uint8_t>(item._iClass);
file.Skip(1); // Alignment
file.WriteLE<int32_t>(item._iCurs);
file.WriteLE<int32_t>(item._ivalue);
file.WriteLE<int32_t>(item._iIvalue);
file.WriteLE<int32_t>(item._iMinDam);
file.WriteLE<int32_t>(item._iMaxDam);
file.WriteLE<int32_t>(item._iAC);
file.WriteLE<uint32_t>(static_cast<uint32_t>(item._iFlags));
file.WriteLE<int32_t>(item._iMiscId);
file.WriteLE<int32_t>(static_cast<int8_t>(item._iSpell));
file.WriteLE<int32_t>(item._iCharges);
file.WriteLE<int32_t>(item._iMaxCharges);
file.WriteLE<int32_t>(item._iDurability);
file.WriteLE<int32_t>(item._iMaxDur);
file.WriteLE<int32_t>(item._iPLDam);
file.WriteLE<int32_t>(item._iPLToHit);
file.WriteLE<int32_t>(item._iPLAC);
file.WriteLE<int32_t>(item._iPLStr);
file.WriteLE<int32_t>(item._iPLMag);
file.WriteLE<int32_t>(item._iPLDex);
file.WriteLE<int32_t>(item._iPLVit);
file.WriteLE<int32_t>(item._iPLFR);
file.WriteLE<int32_t>(item._iPLLR);
file.WriteLE<int32_t>(item._iPLMR);
file.WriteLE<int32_t>(item._iPLMana);
file.WriteLE<int32_t>(item._iPLHP);
file.WriteLE<int32_t>(item._iPLDamMod);
file.WriteLE<int32_t>(item._iPLGetHit);
file.WriteLE<int32_t>(item._iPLLight);
file.WriteLE<int8_t>(item._iSplLvlAdd);
file.WriteLE<int8_t>(item._iRequest ? 1 : 0);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(item._iUid);
file.WriteLE<int32_t>(item._iFMinDam);
file.WriteLE<int32_t>(item._iFMaxDam);
file.WriteLE<int32_t>(item._iLMinDam);
file.WriteLE<int32_t>(item._iLMaxDam);
file.WriteLE<int32_t>(item._iPLEnAc);
file.WriteLE<int8_t>(item._iPrePower);
file.WriteLE<int8_t>(item._iSufPower);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(item._iVAdd1);
file.WriteLE<int32_t>(item._iVMult1);
file.WriteLE<int32_t>(item._iVAdd2);
file.WriteLE<int32_t>(item._iVMult2);
file.WriteLE<int8_t>(item._iMinStr);
file.WriteLE<uint8_t>(item._iMinMag);
file.WriteLE<int8_t>(item._iMinDex);
file.Skip(1); // Alignment
file.WriteLE<uint32_t>(item._iStatFlag ? 1 : 0);
file.WriteLE<int32_t>(idx);
file.WriteLE<uint32_t>(item.dwBuff);
if (gbIsHellfire)
file.WriteLE<uint32_t>(static_cast<uint32_t>(item._iDamAcFlags));
}
void SavePlayer(SaveHelper &file, const Player &player)
{
file.WriteLE<int32_t>(player._pmode);
for (int8_t step : player.walkpath)
file.WriteLE<int8_t>(step);
file.WriteLE<uint8_t>(player.plractive ? 1 : 0);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(player.destAction);
file.WriteLE<int32_t>(player.destParam1);
file.WriteLE<int32_t>(player.destParam2);
file.WriteLE<int32_t>(static_cast<int32_t>(player.destParam3));
file.WriteLE<int32_t>(player.destParam4);
file.WriteLE<uint32_t>(player.plrlevel);
file.WriteLE<int32_t>(player.position.tile.x);
file.WriteLE<int32_t>(player.position.tile.y);
file.WriteLE<int32_t>(player.position.future.x);
file.WriteLE<int32_t>(player.position.future.y);
// For backwards compatibility
const Point target = player.GetTargetPosition();
file.WriteLE<int32_t>(target.x);
file.WriteLE<int32_t>(target.y);
file.WriteLE<int32_t>(player.position.last.x);
file.WriteLE<int32_t>(player.position.last.y);
file.WriteLE<int32_t>(player.position.old.x);
file.WriteLE<int32_t>(player.position.old.y);
DisplacementOf<int16_t> offset = {};
DisplacementOf<int16_t> offset2 = {};
DisplacementOf<int16_t> velocity = {};
if (player.isWalking()) {
offset = player.position.CalculateWalkingOffset(player._pdir, player.AnimInfo);
offset2 = player.position.CalculateWalkingOffsetShifted8(player._pdir, player.AnimInfo);
velocity = player.position.GetWalkingVelocityShifted8(player._pdir, player.AnimInfo);
}
file.WriteLE<int32_t>(offset.deltaX);
file.WriteLE<int32_t>(offset.deltaY);
file.WriteLE<int32_t>(velocity.deltaX);
file.WriteLE<int32_t>(velocity.deltaY);
file.WriteLE<int32_t>(static_cast<int32_t>(player._pdir));
file.Skip(4); // Unused
file.WriteLE<uint32_t>(player._pgfxnum);
file.Skip(4); // Skip pointer _pAnimData
file.WriteLE<int32_t>(std::max(0, player.AnimInfo.ticksPerFrame - 1));
file.WriteLE<int32_t>(player.AnimInfo.tickCounterOfCurrentFrame);
file.WriteLE<int32_t>(player.AnimInfo.numberOfFrames);
file.WriteLE<int32_t>(player.AnimInfo.currentFrame + 1);
// write _pAnimWidth for vanilla compatibility
const int animWidth = player.getSpriteWidth();
file.WriteLE<int32_t>(animWidth);
// write _pAnimWidth2 for vanilla compatibility
file.WriteLE<int32_t>(CalculateWidth2(animWidth));
file.Skip<uint32_t>(); // Skip _peflag
file.WriteLE<int32_t>(player._plid);
file.WriteLE<int32_t>(player._pvid);
file.WriteLE<int32_t>(static_cast<int8_t>(player.queuedSpell.spellId));
file.WriteLE<int8_t>(static_cast<int8_t>(player.queuedSpell.spellType));
file.WriteLE<int8_t>(player.queuedSpell.spellFrom);
file.Skip(2); // Alignment
file.WriteLE<int32_t>(static_cast<int8_t>(player.inventorySpell));
file.Skip<int8_t>(); // Skip _pTSplType
file.Skip(3); // Alignment
file.WriteLE<int32_t>(static_cast<int8_t>(player._pRSpell));
file.WriteLE<int8_t>(static_cast<uint8_t>(player._pRSplType));
file.Skip(3); // Alignment
file.WriteLE<int32_t>(static_cast<int8_t>(player._pSBkSpell));
file.Skip<int8_t>(); // Skip _pSBkSplType
for (int8_t spellLevel : player._pSplLvl)
file.WriteLE<int8_t>(spellLevel);
file.Skip(7); // Alignment
file.WriteLE<uint64_t>(player._pMemSpells);
file.WriteLE<uint64_t>(player._pAblSpells);
file.WriteLE<uint64_t>(player._pScrlSpells);
file.WriteLE<uint8_t>(static_cast<uint8_t>(player._pSpellFlags));
file.Skip(3); // Alignment
// Extra hotkeys: to keep single player save compatibility, write only 4 hotkeys here, rely on SaveHotkeys for the rest
for (size_t i = 0; i < 4; i++) {
file.WriteLE<int32_t>(static_cast<int8_t>(player._pSplHotKey[i]));
}
for (size_t i = 0; i < 4; i++) {
file.WriteLE<uint8_t>(static_cast<uint8_t>(player._pSplTHotKey[i]));
}
file.WriteLE<int32_t>(player.UsesRangedWeapon() ? 1 : 0);
file.WriteLE<uint8_t>(player._pBlockFlag ? 1 : 0);
file.WriteLE<uint8_t>(player._pInvincible ? 1 : 0);
file.WriteLE<int8_t>(player._pLightRad);
file.WriteLE<uint8_t>(player._pLvlChanging ? 1 : 0);
file.WriteBytes(player._pName, PlayerNameLength);
file.WriteLE<int8_t>(static_cast<int8_t>(player._pClass));
file.Skip(3); // Alignment
file.WriteLE<int32_t>(player._pStrength);
file.WriteLE<int32_t>(player._pBaseStr);
file.WriteLE<int32_t>(player._pMagic);
file.WriteLE<int32_t>(player._pBaseMag);
file.WriteLE<int32_t>(player._pDexterity);
file.WriteLE<int32_t>(player._pBaseDex);
file.WriteLE<int32_t>(player._pVitality);
file.WriteLE<int32_t>(player._pBaseVit);
file.WriteLE<int32_t>(player._pStatPts);
file.WriteLE<int32_t>(player._pDamageMod);
file.WriteLE<int32_t>(player._pBaseToBlk);
file.WriteLE<int32_t>(player._pHPBase);
file.WriteLE<int32_t>(player._pMaxHPBase);
file.WriteLE<int32_t>(player._pHitPoints);
file.WriteLE<int32_t>(player._pMaxHP);
file.Skip<int32_t>(); // Skip _pHPPer
file.WriteLE<int32_t>(player._pManaBase);
file.WriteLE<int32_t>(player._pMaxManaBase);
file.WriteLE<int32_t>(player._pMana);
file.WriteLE<int32_t>(player._pMaxMana);
file.Skip<int32_t>(); // Skip _pManaPer
file.WriteLE<int8_t>(player._pLevel);
file.WriteLE<int8_t>(player._pMaxLvl);
file.Skip(2); // Alignment
file.WriteLE<uint32_t>(player._pExperience);
file.Skip<uint32_t>(); // Skip _pMaxExp
file.WriteLE<uint32_t>(player._pNextExper);
file.WriteLE<int8_t>(player._pArmorClass);
file.WriteLE<int8_t>(player._pMagResist);
file.WriteLE<int8_t>(player._pFireResist);
file.WriteLE<int8_t>(player._pLghtResist);
file.WriteLE<int32_t>(player._pGold);
file.WriteLE<uint32_t>(player._pInfraFlag ? 1 : 0);
int32_t tempPositionX = player.position.temp.x;
int32_t tempPositionY = player.position.temp.y;
if (player._pmode == PM_WALK_NORTHWARDS) {
// For backwards compatibility, save this as an offset
tempPositionX -= player.position.tile.x;
tempPositionY -= player.position.tile.y;
}
file.WriteLE<int32_t>(tempPositionX);
file.WriteLE<int32_t>(tempPositionY);
file.WriteLE<int32_t>(static_cast<int32_t>(player.tempDirection));
file.WriteLE<int32_t>(player.queuedSpell.spellLevel);
file.Skip<int32_t>(); // skip _pVar5, was used for storing position of a tile which should have its HorizontalMovingPlayer flag removed after walking
file.WriteLE<int32_t>(offset2.deltaX);
file.WriteLE<int32_t>(offset2.deltaY);
file.Skip<int32_t>(); // Skip _pVar8
for (uint8_t i = 0; i < giNumberOfLevels; i++)
file.WriteLE<uint8_t>(player._pLvlVisited[i] ? 1 : 0);
for (uint8_t i = 0; i < giNumberOfLevels; i++)
file.WriteLE<uint8_t>(player._pSLvlVisited[i] ? 1 : 0); // only 10 used
file.Skip(2); // Alignment
file.Skip<int32_t>(); // Skip _pGFXLoad
file.Skip<uint32_t>(8); // Skip pointers _pNAnim
file.WriteLE<int32_t>(player._pNFrames);
file.Skip<uint32_t>(); // Skip _pNWidth
file.Skip<uint32_t>(8); // Skip pointers _pWAnim
file.WriteLE<int32_t>(player._pWFrames);
file.Skip<uint32_t>(); // Skip _pWWidth
file.Skip<uint32_t>(8); // Skip pointers _pAAnim
file.WriteLE<int32_t>(player._pAFrames);
file.Skip<uint32_t>(); // Skip _pAWidth
file.WriteLE<int32_t>(player._pAFNum);
file.Skip<uint32_t>(8); // Skip pointers _pLAnim
file.Skip<uint32_t>(8); // Skip pointers _pFAnim
file.Skip<uint32_t>(8); // Skip pointers _pTAnim
file.WriteLE<int32_t>(player._pSFrames);
file.Skip<uint32_t>(); // Skip _pSWidth
file.WriteLE<int32_t>(player._pSFNum);
file.Skip<uint32_t>(8); // Skip pointers _pHAnim
file.WriteLE<int32_t>(player._pHFrames);
file.Skip<uint32_t>(); // Skip _pHWidth
file.Skip<uint32_t>(8); // Skip pointers _pDAnim
file.WriteLE<int32_t>(player._pDFrames);
file.Skip<uint32_t>(); // Skip _pDWidth
file.Skip<uint32_t>(8); // Skip pointers _pBAnim
file.WriteLE<int32_t>(player._pBFrames);
file.Skip<uint32_t>(); // Skip _pBWidth
for (const Item &item : player.InvBody)
SaveItem(file, item);
for (const Item &item : player.InvList)
SaveItem(file, item);
file.WriteLE<int32_t>(player._pNumInv);
for (int8_t cell : player.InvGrid)
file.WriteLE<int8_t>(cell);
for (const Item &item : player.SpdList)
SaveItem(file, item);
SaveItem(file, player.HoldItem);
file.WriteLE<int32_t>(player._pIMinDam);
file.WriteLE<int32_t>(player._pIMaxDam);
file.WriteLE<int32_t>(player._pIAC);
file.WriteLE<int32_t>(player._pIBonusDam);
file.WriteLE<int32_t>(player._pIBonusToHit);
file.WriteLE<int32_t>(player._pIBonusAC);
file.WriteLE<int32_t>(player._pIBonusDamMod);
file.Skip(4); // Alignment
file.WriteLE<uint64_t>(player._pISpells);
file.WriteLE<int32_t>(static_cast<int32_t>(player._pIFlags));
file.WriteLE<int32_t>(player._pIGetHit);
file.WriteLE<int8_t>(player._pISplLvlAdd);
file.Skip<uint8_t>(); // Skip _pISplCost
file.Skip(2); // Alignment
file.WriteLE<int32_t>(player._pISplDur);
file.WriteLE<int32_t>(player._pIEnAc);
file.WriteLE<int32_t>(player._pIFMinDam);
file.WriteLE<int32_t>(player._pIFMaxDam);
file.WriteLE<int32_t>(player._pILMinDam);
file.WriteLE<int32_t>(player._pILMaxDam);
file.WriteLE<int32_t>(player._pOilType);
file.WriteLE<uint8_t>(player.pTownWarps);
file.WriteLE<uint8_t>(player.pDungMsgs);
file.WriteLE<uint8_t>(player.pLvlLoad);
if (gbIsHellfire)
file.WriteLE<uint8_t>(player.pDungMsgs2);
else
file.WriteLE<uint8_t>(player.pBattleNet ? 1 : 0);
file.WriteLE<uint8_t>(player.pManaShield ? 1 : 0);
file.WriteLE<uint8_t>(player.pOriginalCathedral ? 1 : 0);
file.Skip(2); // Available bytes
file.WriteLE<uint16_t>(player.wReflections);
file.Skip(14); // Available bytes
file.WriteLE<uint32_t>(player.pDiabloKillLevel);
file.WriteLE<uint32_t>(player.pDifficulty);
file.WriteLE<uint32_t>(static_cast<uint32_t>(player.pDamAcFlags));
file.Skip(20); // Available bytes
// Omit pointer _pNData
// Omit pointer _pWData
// Omit pointer _pAData
// Omit pointer _pLData
// Omit pointer _pFData
// Omit pointer _pTData
// Omit pointer _pHData
// Omit pointer _pDData
// Omit pointer _pBData
// Omit pointer pReserved
}
void SaveMonster(SaveHelper *file, Monster &monster)
{
file->WriteLE<int32_t>(monster.levelType);
file->WriteLE<int32_t>(static_cast<int>(monster.mode));
file->WriteLE<uint8_t>(static_cast<uint8_t>(monster.goal));
file->Skip(3); // Alignment
file->WriteLE<int32_t>(monster.goalVar1);
file->WriteLE<int32_t>(monster.goalVar2);
file->WriteLE<int32_t>(monster.goalVar3);
file->Skip(4); // Unused
file->WriteLE<uint8_t>(monster.pathCount);
file->Skip(3); // Alignment
file->WriteLE<int32_t>(monster.position.tile.x);
file->WriteLE<int32_t>(monster.position.tile.y);
file->WriteLE<int32_t>(monster.position.future.x);
file->WriteLE<int32_t>(monster.position.future.y);
file->WriteLE<int32_t>(monster.position.old.x);
file->WriteLE<int32_t>(monster.position.old.y);
DisplacementOf<int16_t> offset = {};
DisplacementOf<int16_t> offset2 = {};
DisplacementOf<int16_t> velocity = {};
if (monster.isWalking()) {
offset = monster.position.CalculateWalkingOffset(monster.direction, monster.animInfo);
offset2 = monster.position.CalculateWalkingOffsetShifted4(monster.direction, monster.animInfo);
velocity = monster.position.GetWalkingVelocityShifted4(monster.direction, monster.animInfo);
}
file->WriteLE<int32_t>(offset.deltaX);
file->WriteLE<int32_t>(offset.deltaY);
file->WriteLE<int32_t>(velocity.deltaX);
file->WriteLE<int32_t>(velocity.deltaY);
file->WriteLE<int32_t>(static_cast<int32_t>(monster.direction));
file->WriteLE<int32_t>(monster.enemy);
file->WriteLE<uint8_t>(monster.enemyPosition.x);
file->WriteLE<uint8_t>(monster.enemyPosition.y);
file->Skip(2); // Unused
file->Skip(4); // Skip pointer _mAnimData
file->WriteLE<int32_t>(monster.animInfo.ticksPerFrame);
file->WriteLE<int32_t>(monster.animInfo.tickCounterOfCurrentFrame);
file->WriteLE<int32_t>(monster.animInfo.numberOfFrames);
file->WriteLE<int32_t>(monster.animInfo.currentFrame + 1);
file->Skip<uint32_t>(); // Skip _meflag
file->WriteLE<uint32_t>(monster.isInvalid ? 1 : 0);
file->WriteLE<int32_t>(monster.var1);
file->WriteLE<int32_t>(monster.var2);
file->WriteLE<int32_t>(monster.var3);
file->WriteLE<int32_t>(monster.position.temp.x);
file->WriteLE<int32_t>(monster.position.temp.y);
file->WriteLE<int32_t>(offset2.deltaX);
file->WriteLE<int32_t>(offset2.deltaY);
file->Skip<int32_t>(); // Skip _mVar8
file->WriteLE<int32_t>(monster.maxHitPoints);
file->WriteLE<int32_t>(monster.hitPoints);
file->WriteLE<uint8_t>(static_cast<int8_t>(monster.ai));
file->WriteLE<uint8_t>(monster.intelligence);
file->Skip(2); // Alignment
file->WriteLE<uint32_t>(monster.flags);
file->WriteLE<uint8_t>(monster.activeForTicks);
file->Skip(3); // Alignment
file->Skip(4); // Unused
file->WriteLE<int32_t>(monster.position.last.x);
file->WriteLE<int32_t>(monster.position.last.y);
file->WriteLE<uint32_t>(monster.rndItemSeed);
file->WriteLE<uint32_t>(monster.aiSeed);
file->Skip(4); // Unused
file->WriteLE<uint8_t>(static_cast<uint8_t>(monster.uniqueType) + 1);
file->WriteLE<uint8_t>(monster.uniqTrans);
file->WriteLE<int8_t>(monster.corpseId);
file->WriteLE<int8_t>(monster.whoHit);
file->WriteLE<int8_t>(static_cast<int8_t>(monster.level(sgGameInitInfo.nDifficulty)));
file->Skip(1); // Alignment
file->WriteLE<uint16_t>(static_cast<uint16_t>(std::min<unsigned>(std::numeric_limits<uint16_t>::max(), monster.exp(sgGameInitInfo.nDifficulty))));
file->WriteLE<uint8_t>(static_cast<uint8_t>(std::min<uint16_t>(monster.toHit, std::numeric_limits<uint8_t>::max()))); // For backwards compatibility
file->WriteLE<uint8_t>(monster.minDamage);
file->WriteLE<uint8_t>(monster.maxDamage);
file->WriteLE<uint8_t>(static_cast<uint8_t>(std::min<uint16_t>(monster.toHitSpecial(sgGameInitInfo.nDifficulty), std::numeric_limits<uint8_t>::max()))); // For backwards compatibility
file->WriteLE<uint8_t>(monster.minDamageSpecial);
file->WriteLE<uint8_t>(monster.maxDamageSpecial);
file->WriteLE<uint8_t>(monster.armorClass);
file->Skip(1); // Alignment
file->WriteLE<uint16_t>(monster.resistance);
file->Skip(2); // Alignment
file->WriteLE<int32_t>(monster.talkMsg == TEXT_NONE ? 0 : monster.talkMsg); // Replicate original bad mapping of none for monsters
file->WriteLE<uint8_t>(monster.leader == Monster::NoLeader ? 0 : monster.leader); // Vanilla uses 0 as the default leader which corresponds to player 0s golem
file->WriteLE<uint8_t>(static_cast<std::uint8_t>(monster.leaderRelation));
file->WriteLE<uint8_t>(monster.packSize);
// vanilla compatibility
if (monster.lightId == NO_LIGHT)
file->WriteLE<int8_t>(0);
else
file->WriteLE<int8_t>(monster.lightId);
// Omit pointer name;
}
void SaveMissile(SaveHelper *file, const Missile &missile)
{
file->WriteLE<int32_t>(static_cast<int8_t>(missile._mitype));
file->WriteLE<int32_t>(missile.position.tile.x);
file->WriteLE<int32_t>(missile.position.tile.y);
file->WriteLE<int32_t>(missile.position.offset.deltaX);
file->WriteLE<int32_t>(missile.position.offset.deltaY);
file->WriteLE<int32_t>(missile.position.velocity.deltaX);
file->WriteLE<int32_t>(missile.position.velocity.deltaY);
file->WriteLE<int32_t>(missile.position.start.x);
file->WriteLE<int32_t>(missile.position.start.y);
file->WriteLE<int32_t>(missile.position.traveled.deltaX);
file->WriteLE<int32_t>(missile.position.traveled.deltaY);
file->WriteLE<int32_t>(missile._mimfnum);
file->WriteLE<int32_t>(missile._mispllvl);
file->WriteLE<uint32_t>(missile._miDelFlag ? 1 : 0);
file->WriteLE<uint8_t>(static_cast<uint8_t>(missile._miAnimType));
file->Skip(3); // Alignment
file->WriteLE<int32_t>(static_cast<int32_t>(missile._miAnimFlags));
file->Skip(4); // Skip pointer _miAnimData
file->WriteLE<int32_t>(missile._miAnimDelay);
file->WriteLE<int32_t>(missile._miAnimLen);
file->WriteLE<int32_t>(missile._miAnimWidth);
file->WriteLE<int32_t>(missile._miAnimWidth2);
file->WriteLE<int32_t>(missile._miAnimCnt);
file->WriteLE<int32_t>(missile._miAnimAdd);
file->WriteLE<int32_t>(missile._miAnimFrame);
file->WriteLE<uint32_t>(missile._miDrawFlag ? 1 : 0);
file->WriteLE<uint32_t>(missile._miLightFlag ? 1 : 0);
file->WriteLE<uint32_t>(missile._miPreFlag ? 1 : 0);
file->WriteLE<uint32_t>(missile._miUniqTrans);
file->WriteLE<int32_t>(missile._mirange);
file->WriteLE<int32_t>(missile._misource);
file->WriteLE<int32_t>(missile._micaster);
file->WriteLE<int32_t>(missile._midam);
file->WriteLE<uint32_t>(missile._miHitFlag ? 1 : 0);
file->WriteLE<int32_t>(missile._midist);
file->WriteLE<int32_t>(missile._mlid);
file->WriteLE<int32_t>(missile._mirnd);
file->WriteLE<int32_t>(missile.var1);
file->WriteLE<int32_t>(missile.var2);
file->WriteLE<int32_t>(missile.var3);
file->WriteLE<int32_t>(missile.var4);
file->WriteLE<int32_t>(missile.var5);
file->WriteLE<int32_t>(missile.var6);
file->WriteLE<int32_t>(missile.var7);
file->WriteLE<uint32_t>(missile.limitReached ? 1 : 0);
}
_object_id ConvertToHellfireObject(_object_id type)
{
if (leveltype == DTYPE_NEST) {
switch (type) {
case OBJ_POD:
return OBJ_BARREL;
case OBJ_PODEX:
return OBJ_BARRELEX;
default:
break;
}
}
if (leveltype == DTYPE_CRYPT) {
switch (type) {
case OBJ_URN:
return OBJ_BARREL;
case OBJ_URNEX:
return OBJ_BARRELEX;
case OBJ_L5BOOKS:
return OBJ_STORYBOOK;
case OBJ_L5CANDLE:
return OBJ_STORYCANDLE;
case OBJ_L5LDOOR:
return OBJ_L1LDOOR;
case OBJ_L5RDOOR:
return OBJ_L1RDOOR;
case OBJ_L5LEVER:
return OBJ_LEVER;
case OBJ_L5SARC:
return OBJ_SARC;
default:
break;
}
}
return type;
}
void SaveObject(SaveHelper &file, const Object &object)
{
file.WriteLE<int32_t>(ConvertToHellfireObject(object._otype));
file.WriteLE<int32_t>(object.position.x);
file.WriteLE<int32_t>(object.position.y);
file.WriteLE<uint32_t>(object._oLight ? 1 : 0);
file.WriteLE<uint32_t>(object._oAnimFlag ? 1 : 0);
file.Skip(4); // Skip pointer _oAnimData
file.WriteLE<int32_t>(object._oAnimDelay);
file.WriteLE<int32_t>(object._oAnimCnt);
file.WriteLE<uint32_t>(object._oAnimLen);
file.WriteLE<uint32_t>(object._oAnimFrame);
file.WriteLE<int32_t>(object._oAnimWidth);
file.WriteLE<int32_t>(CalculateWidth2(static_cast<int>(object._oAnimWidth))); // Write _oAnimWidth2 for vanilla compatibility
file.WriteLE<uint32_t>(object._oDelFlag ? 1 : 0);
file.WriteLE<int8_t>(object._oBreak);
file.Skip(3); // Alignment
file.WriteLE<uint32_t>(object._oSolidFlag ? 1 : 0);
file.WriteLE<uint32_t>(object._oMissFlag ? 1 : 0);
file.WriteLE<int8_t>(object._oSelFlag);
file.Skip(3); // Alignment
file.WriteLE<uint32_t>(object._oPreFlag ? 1 : 0);
file.WriteLE<uint32_t>(object._oTrapFlag ? 1 : 0);
file.WriteLE<uint32_t>(object._oDoorFlag ? 1 : 0);
file.WriteLE<int32_t>(object._olid);
file.WriteLE<uint32_t>(object._oRndSeed);
file.WriteLE<int32_t>(object._oVar1);
file.WriteLE<int32_t>(object._oVar2);
file.WriteLE<int32_t>(object._oVar3);
file.WriteLE<int32_t>(object._oVar4);
file.WriteLE<int32_t>(object._oVar5);
file.WriteLE<uint32_t>(object._oVar6);
file.WriteLE<int32_t>(object.bookMessage);
file.WriteLE<int32_t>(object._oVar8);
}
void SaveQuest(SaveHelper *file, int i)
{
auto &quest = Quests[i];
file->WriteLE<uint8_t>(quest._qlevel);
file->WriteLE<uint8_t>(quest._qidx); // _qtype for compatability, used in DRLG_CheckQuests
file->WriteLE<uint8_t>(quest._qactive);
file->WriteLE<uint8_t>(quest._qlvltype);
file->WriteLE<int32_t>(quest.position.x);
file->WriteLE<int32_t>(quest.position.y);
file->WriteLE<uint8_t>(quest._qslvl);
file->WriteLE<uint8_t>(quest._qidx);
if (gbIsHellfire) {
file->Skip(2); // Alignment
file->WriteLE<int32_t>(quest._qmsg);
} else {
file->WriteLE<uint8_t>(quest._qmsg);
}
file->WriteLE<uint8_t>(quest._qvar1);
file->WriteLE<uint8_t>(quest._qvar2);
file->Skip(2); // Alignment
if (!gbIsHellfire)
file->Skip(1); // Alignment
file->WriteLE<uint32_t>(quest._qlog ? 1 : 0);
file->WriteBE<int32_t>(ReturnLvlPosition.x);
file->WriteBE<int32_t>(ReturnLvlPosition.y);
file->WriteBE<int32_t>(ReturnLevel);
file->WriteBE<int32_t>(ReturnLevelType);
file->Skip(sizeof(int32_t)); // Skip DoomQuestState
}
void SaveLighting(SaveHelper *file, Light *pLight)
{
file->WriteLE<int32_t>(pLight->position.tile.x);
file->WriteLE<int32_t>(pLight->position.tile.y);
file->WriteLE<int32_t>(pLight->_lradius);
file->WriteLE<int32_t>(pLight->_lid);
file->WriteLE<uint32_t>(pLight->_ldel ? 1 : 0);
file->WriteLE<uint32_t>(pLight->_lunflag ? 1 : 0);
file->Skip(4); // Unused
file->WriteLE<int32_t>(pLight->position.old.x);
file->WriteLE<int32_t>(pLight->position.old.y);
file->WriteLE<int32_t>(pLight->oldRadius);
file->WriteLE<int32_t>(pLight->position.offset.deltaX);
file->WriteLE<int32_t>(pLight->position.offset.deltaY);
file->WriteLE<uint32_t>(pLight->_lflags ? 1 : 0);
}
void SavePortal(SaveHelper *file, int i)
{
Portal *pPortal = &Portals[i];
file->WriteLE<uint32_t>(pPortal->open ? 1 : 0);
file->WriteLE<int32_t>(pPortal->position.x);
file->WriteLE<int32_t>(pPortal->position.y);
file->WriteLE<int32_t>(pPortal->level);
file->WriteLE<int32_t>(pPortal->ltype);
file->WriteLE<uint32_t>(pPortal->setlvl ? 1 : 0);
}
/**
* @brief Saves items on the current dungeon floor
* @param file interface to the save file
* @return a map converting from runtime item indexes to the relative position in the save file, used by SaveDroppedItemLocations
* @see SaveDroppedItemLocations
*/
std::unordered_map<uint8_t, uint8_t> SaveDroppedItems(SaveHelper &file)
{
// Vanilla Diablo/Hellfire initialise the ActiveItems and AvailableItems arrays based on saved data, so write valid values for compatibility
for (uint8_t i = 0; i < MAXITEMS; i++)
file.WriteLE<uint8_t>(i); // Strictly speaking everything from ActiveItemCount onwards is unused but no harm writing non-zero values here.
for (uint8_t i = 0; i < MAXITEMS; i++)
file.WriteLE<uint8_t>((i + ActiveItemCount) % MAXITEMS);
std::unordered_map<uint8_t, uint8_t> itemIndexes = { { 0, 0 } };
for (uint8_t i = 0; i < ActiveItemCount; i++) {
itemIndexes[ActiveItems[i] + 1] = i + 1;
SaveItem(file, Items[ActiveItems[i]]);
}
return itemIndexes;
}
/**
* @brief Saves the position of dropped items (in dItem)
* @param file interface to the save file
* @param itemIndexes a map converting from runtime item indexes to the relative position in the save file
*/
void SaveDroppedItemLocations(SaveHelper &file, const std::unordered_map<uint8_t, uint8_t> &itemIndexes)
{
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<uint8_t>(itemIndexes.at(dItem[i][j]));
}
}
constexpr uint32_t VersionAdditionalMissiles = 0;
void SaveAdditionalMissiles(SaveWriter &saveWriter)
{
constexpr size_t BytesWrittenBySaveMissile = 180;
uint32_t missileCountAdditional = (Missiles.size() > MaxMissilesForSaveGame) ? static_cast<uint32_t>(Missiles.size() - MaxMissilesForSaveGame) : 0;
SaveHelper file(saveWriter, "additionalMissiles", sizeof(uint32_t) + sizeof(uint32_t) + (missileCountAdditional * BytesWrittenBySaveMissile));
file.WriteLE<uint32_t>(VersionAdditionalMissiles);
file.WriteLE<uint32_t>(missileCountAdditional);
if (missileCountAdditional > 0) {
auto it = Missiles.cbegin();
// std::list::const_iterator doesn't provide operator+() :/ using std::advance to get past the missiles we've already saved
std::advance(it, MaxMissilesForSaveGame);
for (; it != Missiles.cend(); it++) {
SaveMissile(&file, *it);
}
}
}
void LoadAdditionalMissiles()
{
LoadHelper file(OpenSaveArchive(gSaveNumber), "additionalMissiles");
if (!file.IsValid()) {
// no addtional Missiles saved
return;
}
auto loadedVersion = file.NextLE<uint32_t>();
if (loadedVersion > VersionAdditionalMissiles) {
// unknown version
return;
}
auto missileCountAdditional = file.NextLE<uint32_t>();
for (uint32_t i = 0U; i < missileCountAdditional; i++) {
LoadMissile(&file);
}
}
const int DiabloItemSaveSize = 368;
const int HellfireItemSaveSize = 372;
} // namespace
void ConvertLevels(SaveWriter &saveWriter)
{
// Backup current level state
bool tmpSetlevel = setlevel;
_setlevels tmpSetlvlnum = setlvlnum;
int tmpCurrlevel = currlevel;
dungeon_type tmpLeveltype = leveltype;
gbSkipSync = true;
setlevel = false; // Convert regular levels
for (int i = 0; i < giNumberOfLevels; i++) {
currlevel = i;
if (!LevelFileExists(saveWriter))
continue;
leveltype = GetLevelType(currlevel);
LoadLevel();
SaveLevel(saveWriter);
}
setlevel = true; // Convert quest levels
for (auto &quest : Quests) {
if (quest._qactive == QUEST_NOTAVAIL) {
continue;
}
leveltype = quest._qlvltype;
if (leveltype == DTYPE_NONE) {
continue;
}
setlvlnum = quest._qslvl;
if (!LevelFileExists(saveWriter))
continue;
LoadLevel();
SaveLevel(saveWriter);
}
gbSkipSync = false;
// Restore current level state
setlevel = tmpSetlevel;
setlvlnum = tmpSetlvlnum;
currlevel = tmpCurrlevel;
leveltype = tmpLeveltype;
}
void RemoveInvalidItem(Item &item)
{
bool isInvalid = !IsItemAvailable(item.IDidx) || !IsUniqueAvailable(item._iUid);
if (!gbIsHellfire) {
isInvalid = isInvalid || (item._itype == ItemType::Staff && GetSpellStaffLevel(item._iSpell) == -1);
isInvalid = isInvalid || (item._iMiscId == IMISC_BOOK && GetSpellBookLevel(item._iSpell) == -1);
isInvalid = isInvalid || item._iDamAcFlags != ItemSpecialEffectHf::None;
isInvalid = isInvalid || item._iPrePower > IPL_LASTDIABLO;
isInvalid = isInvalid || item._iSufPower > IPL_LASTDIABLO;
}
if (isInvalid) {
item.clear();
}
}
_item_indexes RemapItemIdxFromDiablo(_item_indexes i)
{
constexpr auto GetItemIdValue = [](int i) -> int {
if (i == IDI_SORCERER) {
return IDI_SORCERER_DIABLO;
}
if (i >= 156) {
i += 5; // Hellfire exclusive items
}
if (i >= 88) {
i += 1; // Scroll of Search
}
if (i >= 83) {
i += 4; // Oils
}
return i;
};
return static_cast<_item_indexes>(GetItemIdValue(i));
}
_item_indexes RemapItemIdxToDiablo(_item_indexes i)
{
constexpr auto GetItemIdValue = [](int i) -> int {
if (i == IDI_SORCERER_DIABLO) {
return IDI_SORCERER;
}
if ((i >= 83 && i <= 86) || i == 92 || i >= 161) {
return -1; // Hellfire exclusive items
}
if (i >= 93) {
i -= 1; // Scroll of Search
}
if (i >= 87) {
i -= 4; // Oils
}
return i;
};
return static_cast<_item_indexes>(GetItemIdValue(i));
}
_item_indexes RemapItemIdxFromSpawn(_item_indexes i)
{
constexpr auto GetItemIdValue = [](int i) {
if (i >= 62) {
i += 9; // Medium and heavy armors
}
if (i >= 96) {
i += 1; // Scroll of Stone Curse
}
if (i >= 98) {
i += 1; // Scroll of Guardian
}
if (i >= 99) {
i += 1; // Scroll of ...
}
if (i >= 101) {
i += 1; // Scroll of Golem
}
if (i >= 102) {
i += 1; // Scroll of None
}
if (i >= 104) {
i += 1; // Scroll of Apocalypse
}
return i;
};
return static_cast<_item_indexes>(GetItemIdValue(i));
}
_item_indexes RemapItemIdxToSpawn(_item_indexes i)
{
constexpr auto GetItemIdValue = [](int i) {
if (i >= 104) {
i -= 1; // Scroll of Apocalypse
}
if (i >= 102) {
i -= 1; // Scroll of None
}
if (i >= 101) {
i -= 1; // Scroll of Golem
}
if (i >= 99) {
i -= 1; // Scroll of ...
}
if (i >= 98) {
i -= 1; // Scroll of Guardian
}
if (i >= 96) {
i -= 1; // Scroll of Stone Curse
}
if (i >= 71) {
i -= 9; // Medium and heavy armors
}
return i;
};
return static_cast<_item_indexes>(GetItemIdValue(i));
}
bool IsHeaderValid(uint32_t magicNumber)
{
gbIsHellfireSaveGame = false;
if (magicNumber == LoadLE32("SHAR")) {
return true;
}
if (magicNumber == LoadLE32("SHLF")) {
gbIsHellfireSaveGame = true;
return true;
}
if (!gbIsSpawn && magicNumber == LoadLE32("RETL")) {
return true;
}
if (!gbIsSpawn && magicNumber == LoadLE32("HELF")) {
gbIsHellfireSaveGame = true;
return true;
}
return false;
}
// Returns the size of the hotkeys file with the number of hotkeys passed and if a header with the number of hotkeys is present in the file
size_t HotkeysSize(size_t nHotkeys = NumHotkeys)
{
// header spells spell types active spell active spell type
return sizeof(uint8_t) + (nHotkeys * sizeof(int32_t)) + (nHotkeys * sizeof(uint8_t)) + sizeof(int32_t) + sizeof(uint8_t);
}
void LoadHotkeys()
{
LoadHelper file(OpenSaveArchive(gSaveNumber), "hotkeys");
if (!file.IsValid())
return;
Player &myPlayer = *MyPlayer;
size_t nHotkeys = 4; // Defaults to old save format number
// Refill the spell arrays with no selection
std::fill(myPlayer._pSplHotKey, myPlayer._pSplHotKey + NumHotkeys, SpellID::Invalid);
std::fill(myPlayer._pSplTHotKey, myPlayer._pSplTHotKey + NumHotkeys, SpellType::Invalid);
// Checking if the save file has the old format with only 4 hotkeys and no header
if (file.IsValid(HotkeysSize(nHotkeys))) {
// The file contains a header byte and at least 4 entries, so we can assume it's a new format save
nHotkeys = file.NextLE<uint8_t>();
}
// Read all hotkeys in the file
for (size_t i = 0; i < nHotkeys; i++) {
// Do not load hotkeys past the size of the spell types array, discard the rest
if (i < NumHotkeys) {
myPlayer._pSplHotKey[i] = static_cast<SpellID>(file.NextLE<int32_t>());
} else {
file.Skip<int32_t>();
}
}
for (size_t i = 0; i < nHotkeys; i++) {
// Do not load hotkeys past the size of the spells array, discard the rest
if (i < NumHotkeys) {
myPlayer._pSplTHotKey[i] = static_cast<SpellType>(file.NextLE<uint8_t>());
} else {
file.Skip<uint8_t>();
}
}
// Load the selected spell last
myPlayer._pRSpell = static_cast<SpellID>(file.NextLE<int32_t>());
myPlayer._pRSplType = static_cast<SpellType>(file.NextLE<uint8_t>());
}
void SaveHotkeys(SaveWriter &saveWriter, const Player &player)
{
SaveHelper file(saveWriter, "hotkeys", HotkeysSize());
// Write the number of spell hotkeys
file.WriteLE<uint8_t>(static_cast<uint8_t>(NumHotkeys));
// Write the spell hotkeys
for (auto &spellId : player._pSplHotKey) {
file.WriteLE<int32_t>(static_cast<int8_t>(spellId));
}
for (auto &spellType : player._pSplTHotKey) {
file.WriteLE<uint8_t>(static_cast<uint8_t>(spellType));
}
// Write the selected spell last
file.WriteLE<int32_t>(static_cast<int8_t>(player._pRSpell));
file.WriteLE<uint8_t>(static_cast<uint8_t>(player._pRSplType));
}
void LoadHeroItems(Player &player)
{
LoadHelper file(OpenSaveArchive(gSaveNumber), "heroitems");
if (!file.IsValid())
return;
gbIsHellfireSaveGame = file.NextBool8();
LoadMatchingItems(file, NUM_INVLOC, player.InvBody);
LoadMatchingItems(file, InventoryGridCells, player.InvList);
LoadMatchingItems(file, MaxBeltItems, player.SpdList);
gbIsHellfireSaveGame = gbIsHellfire;
}
constexpr uint8_t StashVersion = 0;
void LoadStash()
{
const char *filename;
if (!gbIsMultiplayer)
filename = "spstashitems";
else
filename = "mpstashitems";
Stash = {};
LoadHelper file(OpenStashArchive(), filename);
if (!file.IsValid())
return;
auto version = file.NextLE<uint8_t>();
if (version > StashVersion)
return;
Stash.gold = file.NextLE<uint32_t>();
auto pages = file.NextLE<uint32_t>();
for (unsigned i = 0; i < pages; i++) {
auto page = file.NextLE<uint32_t>();
for (auto &row : Stash.stashGrids[page]) {
for (uint16_t &cell : row) {
cell = file.NextLE<uint16_t>();
}
}
}
auto itemCount = file.NextLE<uint32_t>();
Stash.stashList.resize(itemCount);
for (unsigned i = 0; i < itemCount; i++) {
LoadItemData(file, Stash.stashList[i]);
}
Stash.SetPage(file.NextLE<uint32_t>());
}
void RemoveEmptyInventory(Player &player)
{
for (int i = InventoryGridCells; i > 0; i--) {
int8_t idx = player.InvGrid[i - 1];
if (idx > 0 && player.InvList[idx - 1].isEmpty()) {
player.RemoveInvItem(idx - 1);
}
}
}
void LoadGame(bool firstflag)
{
FreeGameMem();
LoadHelper file(OpenSaveArchive(gSaveNumber), "game");
if (!file.IsValid())
app_fatal(_("Unable to open save file archive"));
if (!IsHeaderValid(file.NextLE<uint32_t>()))
app_fatal(_("Invalid save file"));
if (gbIsHellfireSaveGame) {
giNumberOfLevels = 25;
giNumberQuests = 24;
giNumberOfSmithPremiumItems = 15;
} else {
// Todo initialize additional levels and quests if we are running Hellfire
giNumberOfLevels = 17;
giNumberQuests = 16;
giNumberOfSmithPremiumItems = 6;
}
pfile_remove_temp_files();
setlevel = file.NextBool8();
setlvlnum = static_cast<_setlevels>(file.NextBE<uint32_t>());
currlevel = file.NextBE<uint32_t>();
leveltype = static_cast<dungeon_type>(file.NextBE<uint32_t>());
if (!setlevel)
leveltype = GetLevelType(currlevel);
int viewX = file.NextBE<int32_t>();
int viewY = file.NextBE<int32_t>();
invflag = file.NextBool8();
chrflag = file.NextBool8();
int tmpNummonsters = file.NextBE<int32_t>();
auto savedItemCount = file.NextBE<uint32_t>();
int tmpNummissiles = file.NextBE<int32_t>();
int tmpNobjects = file.NextBE<int32_t>();
if (!gbIsHellfire && IsAnyOf(leveltype, DTYPE_NEST, DTYPE_CRYPT))
app_fatal(_("Player is on a Hellfire only level"));
for (uint8_t i = 0; i < giNumberOfLevels; i++) {
glSeedTbl[i] = file.NextBE<uint32_t>();
file.Skip(4); // Skip loading gnLevelTypeTbl
}
Player &myPlayer = *MyPlayer;
LoadPlayer(file, myPlayer);
sgGameInitInfo.nDifficulty = myPlayer.pDifficulty;
if (sgGameInitInfo.nDifficulty < DIFF_NORMAL || sgGameInitInfo.nDifficulty > DIFF_HELL)
sgGameInitInfo.nDifficulty = DIFF_NORMAL;
for (int i = 0; i < giNumberQuests; i++)
LoadQuest(&file, i);
for (int i = 0; i < MAXPORTAL; i++)
LoadPortal(&file, i);
if (gbIsHellfireSaveGame != gbIsHellfire) {
pfile_convert_levels();
RemoveEmptyInventory(myPlayer);
}
LoadGameLevel(firstflag, ENTRY_LOAD);
SyncInitPlr(myPlayer);
SyncPlrAnim(myPlayer);
ViewPosition = { viewX, viewY };
ActiveMonsterCount = tmpNummonsters;
ActiveObjectCount = tmpNobjects;
for (int &monstkill : MonsterKillCounts)
monstkill = file.NextBE<int32_t>();
// skip ahead for vanilla save compatibility (Related to bugfix where MonsterKillCounts[MaxMonsters] was changed to MonsterKillCounts[NUM_MTYPES]
file.Skip(4 * (MaxMonsters - NUM_MTYPES));
if (leveltype != DTYPE_TOWN) {
for (int &monsterId : ActiveMonsters)
monsterId = file.NextBE<int32_t>();
for (size_t i = 0; i < ActiveMonsterCount; i++)
LoadMonster(&file, Monsters[ActiveMonsters[i]]);
for (size_t i = 0; i < ActiveMonsterCount; i++)
SyncPackSize(Monsters[ActiveMonsters[i]]);
// Skip ActiveMissiles
file.Skip<int8_t>(MaxMissilesForSaveGame);
// Skip AvailableMissiles
file.Skip<int8_t>(MaxMissilesForSaveGame);
for (int i = 0; i < tmpNummissiles; i++)
LoadMissile(&file);
for (int &objectId : ActiveObjects)
objectId = file.NextLE<int8_t>();
for (int &objectId : AvailableObjects)
objectId = file.NextLE<int8_t>();
for (int i = 0; i < ActiveObjectCount; i++)
LoadObject(file, Objects[ActiveObjects[i]]);
for (int i = 0; i < ActiveObjectCount; i++)
SyncObjectAnim(Objects[ActiveObjects[i]]);
ActiveLightCount = file.NextBE<int32_t>();
for (uint8_t &lightId : ActiveLights)
lightId = file.NextLE<uint8_t>();
for (int i = 0; i < ActiveLightCount; i++)
LoadLighting(&file, &Lights[ActiveLights[i]]);
VisionId = file.NextBE<int32_t>();
VisionCount = file.NextBE<int32_t>();
for (int i = 0; i < VisionCount; i++)
LoadLighting(&file, &VisionList[i]);
}
LoadDroppedItems(file, savedItemCount);
LoadAdditionalMissiles();
for (bool &uniqueItemFlag : UniqueItemFlags)
uniqueItemFlag = file.NextBool8();
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dLight[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dFlags[i][j] = static_cast<DungeonFlag>(file.NextLE<uint8_t>()) & DungeonFlag::LoadedFlags;
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dPlayer[i][j] = file.NextLE<int8_t>();
}
// skip dItem indexes, this gets populated in LoadDroppedItems
file.Skip<uint8_t>(MAXDUNX * MAXDUNY);
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dMonster[i][j] = file.NextBE<int32_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dCorpse[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dObject[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dLight[i][j] = file.NextLE<int8_t>(); // BUGFIX: dLight got loaded already
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dPreLight[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) // NOLINT(modernize-loop-convert)
AutomapView[i][j] = file.NextLE<uint8_t>();
}
file.Skip(MAXDUNX * MAXDUNY); // dMissile
}
numpremium = file.NextBE<int32_t>();
premiumlevel = file.NextBE<int32_t>();
for (int i = 0; i < giNumberOfSmithPremiumItems; i++)
LoadPremium(file, i);
if (gbIsHellfire && !gbIsHellfireSaveGame)
SpawnPremium(myPlayer);
AutomapActive = file.NextBool8();
AutoMapScale = file.NextBE<int32_t>();
AutomapZoomReset();
ResyncQuests();
if (leveltype != DTYPE_TOWN)
ProcessLightList();
RedoPlayerVision();
ProcessVisionList();
// convert stray manashield missiles into pManaShield flag
for (auto &missile : Missiles) {
if (missile._mitype == MissileID::ManaShield && !missile._miDelFlag) {
Players[missile._misource].pManaShield = true;
missile._miDelFlag = true;
}
}
missiles_process_charge();
RedoMissileFlags();
NewCursor(CURSOR_HAND);
gbProcessPlayers = IsDiabloAlive(!firstflag);
if (gbIsHellfireSaveGame != gbIsHellfire) {
SaveGame();
}
gbIsHellfireSaveGame = gbIsHellfire;
}
void SaveHeroItems(SaveWriter &saveWriter, Player &player)
{
size_t itemCount = static_cast<size_t>(NUM_INVLOC) + InventoryGridCells + MaxBeltItems;
SaveHelper file(saveWriter, "heroitems", itemCount * (gbIsHellfire ? HellfireItemSaveSize : DiabloItemSaveSize) + sizeof(uint8_t));
file.WriteLE<uint8_t>(gbIsHellfire ? 1 : 0);
for (const Item &item : player.InvBody)
SaveItem(file, item);
for (const Item &item : player.InvList)
SaveItem(file, item);
for (const Item &item : player.SpdList)
SaveItem(file, item);
}
void SaveStash(SaveWriter &stashWriter)
{
const char *filename;
if (!gbIsMultiplayer)
filename = "spstashitems";
else
filename = "mpstashitems";
const int itemSize = (gbIsHellfire ? HellfireItemSaveSize : DiabloItemSaveSize);
SaveHelper file(
stashWriter,
filename,
sizeof(uint8_t)
+ sizeof(uint32_t)
+ sizeof(uint32_t)
+ (sizeof(uint32_t) + 10 * 10 * sizeof(uint16_t)) * Stash.stashGrids.size()
+ sizeof(uint32_t)
+ itemSize * Stash.stashList.size()
+ sizeof(uint32_t));
file.WriteLE<uint8_t>(StashVersion);
file.WriteLE<uint32_t>(Stash.gold);
std::vector<unsigned> pagesToSave;
for (const auto &stashPage : Stash.stashGrids) {
if (std::any_of(stashPage.second.cbegin(), stashPage.second.cend(), [](const auto &row) {
return std::any_of(row.cbegin(), row.cend(), [](auto cell) {
return cell > 0;
});
})) {
// found a page that contains at least one item
pagesToSave.push_back(stashPage.first);
}
};
// Current stash size is 100 pages. Will definitely fit in a 32 bit value.
file.WriteLE<uint32_t>(static_cast<uint32_t>(pagesToSave.size()));
for (const auto &page : pagesToSave) {
file.WriteLE<uint32_t>(page);
for (const auto &row : Stash.stashGrids[page]) {
for (uint16_t cell : row) {
file.WriteLE<uint16_t>(cell);
}
}
}
// 100 pages of 100 items is still only 10 000, as with the page count will definitely fit in 32 bits even in the worst case.
file.WriteLE<uint32_t>(static_cast<uint32_t>(Stash.stashList.size()));
for (const Item &item : Stash.stashList) {
SaveItem(file, item);
}
file.WriteLE<uint32_t>(static_cast<uint32_t>(Stash.GetPage()));
}
void SaveGameData(SaveWriter &saveWriter)
{
SaveHelper file(saveWriter, "game", 320 * 1024);
if (gbIsSpawn && !gbIsHellfire)
file.WriteLE<uint32_t>(LoadLE32("SHAR"));
else if (gbIsSpawn && gbIsHellfire)
file.WriteLE<uint32_t>(LoadLE32("SHLF"));
else if (!gbIsSpawn && gbIsHellfire)
file.WriteLE<uint32_t>(LoadLE32("HELF"));
else if (!gbIsSpawn && !gbIsHellfire)
file.WriteLE<uint32_t>(LoadLE32("RETL"));
else
app_fatal(_("Invalid game state"));
if (gbIsHellfire) {
giNumberOfLevels = 25;
giNumberQuests = 24;
giNumberOfSmithPremiumItems = 15;
} else {
giNumberOfLevels = 17;
giNumberQuests = 16;
giNumberOfSmithPremiumItems = 6;
}
file.WriteLE<uint8_t>(setlevel ? 1 : 0);
file.WriteBE<uint32_t>(setlvlnum);
file.WriteBE<uint32_t>(currlevel);
file.WriteBE<uint32_t>(getHellfireLevelType(leveltype));
file.WriteBE<int32_t>(ViewPosition.x);
file.WriteBE<int32_t>(ViewPosition.y);
file.WriteLE<uint8_t>(invflag ? 1 : 0);
file.WriteLE<uint8_t>(chrflag ? 1 : 0);
file.WriteBE<int32_t>(ActiveMonsterCount);
file.WriteBE<int32_t>(ActiveItemCount);
// ActiveMissileCount will be a value from 0-125 (for vanilla compatibility). Writing an unsigned value here to avoid
// warnings about casting from unsigned to signed, but there's no sign extension issues when reading this as a signed
// value later so it doesn't have to match in LoadGameData().
file.WriteBE<uint32_t>(static_cast<uint32_t>(std::min(Missiles.size(), MaxMissilesForSaveGame)));
file.WriteBE<int32_t>(ActiveObjectCount);
for (uint8_t i = 0; i < giNumberOfLevels; i++) {
file.WriteBE<uint32_t>(glSeedTbl[i]);
file.WriteBE<int32_t>(getHellfireLevelType(GetLevelType(i)));
}
Player &myPlayer = *MyPlayer;
myPlayer.pDifficulty = sgGameInitInfo.nDifficulty;
SavePlayer(file, myPlayer);
for (int i = 0; i < giNumberQuests; i++)
SaveQuest(&file, i);
for (int i = 0; i < MAXPORTAL; i++)
SavePortal(&file, i);
for (int monstkill : MonsterKillCounts)
file.WriteBE<int32_t>(monstkill);
// add padding for vanilla save compatibility (Related to bugfix where MonsterKillCounts[MaxMonsters] was changed to MonsterKillCounts[NUM_MTYPES]
file.Skip(4 * (MaxMonsters - NUM_MTYPES));
if (leveltype != DTYPE_TOWN) {
for (int monsterId : ActiveMonsters)
file.WriteBE<int32_t>(monsterId);
for (size_t i = 0; i < ActiveMonsterCount; i++)
SaveMonster(&file, Monsters[ActiveMonsters[i]]);
// Write ActiveMissiles
for (uint8_t activeMissile = 0; activeMissile < MaxMissilesForSaveGame; activeMissile++)
file.WriteLE<uint8_t>(activeMissile);
// Write AvailableMissiles
for (size_t availableMissiles = Missiles.size(); availableMissiles < MaxMissilesForSaveGame; availableMissiles++)
file.WriteLE(static_cast<uint8_t>(availableMissiles));
const size_t savedMissiles = std::min(Missiles.size(), MaxMissilesForSaveGame);
file.Skip<uint8_t>(savedMissiles);
// Write Missile Data
{
auto missilesEnd = Missiles.cbegin();
std::advance(missilesEnd, savedMissiles);
for (auto it = Missiles.cbegin(); it != missilesEnd; it++) {
SaveMissile(&file, *it);
}
}
for (int objectId : ActiveObjects)
file.WriteLE(static_cast<int8_t>(objectId));
for (int objectId : AvailableObjects)
file.WriteLE(static_cast<int8_t>(objectId));
for (int i = 0; i < ActiveObjectCount; i++)
SaveObject(file, Objects[ActiveObjects[i]]);
file.WriteBE<int32_t>(ActiveLightCount);
for (uint8_t lightId : ActiveLights)
file.WriteLE<uint8_t>(lightId);
for (int i = 0; i < ActiveLightCount; i++)
SaveLighting(&file, &Lights[ActiveLights[i]]);
file.WriteBE<int32_t>(VisionId);
file.WriteBE<int32_t>(VisionCount);
for (int i = 0; i < VisionCount; i++)
SaveLighting(&file, &VisionList[i]);
}
auto itemIndexes = SaveDroppedItems(file);
for (bool uniqueItemFlag : UniqueItemFlags)
file.WriteLE<uint8_t>(uniqueItemFlag ? 1 : 0);
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dLight[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<uint8_t>(static_cast<uint8_t>(dFlags[i][j] & DungeonFlag::SavedFlags));
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dPlayer[i][j]);
}
SaveDroppedItemLocations(file, itemIndexes);
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteBE<int32_t>(dMonster[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dCorpse[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dObject[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dLight[i][j]); // BUGFIX: dLight got saved already
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dPreLight[i][j]);
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<uint8_t>(AutomapView[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(TileContainsMissile({ i, j }) ? -1 : 0); // For backwards compatability
}
}
file.WriteBE<int32_t>(numpremium);
file.WriteBE<int32_t>(premiumlevel);
for (int i = 0; i < giNumberOfSmithPremiumItems; i++)
SaveItem(file, premiumitems[i]);
file.WriteLE<uint8_t>(AutomapActive ? 1 : 0);
file.WriteBE<int32_t>(AutoMapScale);
SaveAdditionalMissiles(saveWriter);
}
void SaveGame()
{
gbValidSaveFile = true;
pfile_write_hero(/*writeGameData=*/true);
sfile_write_stash();
}
void SaveLevel(SaveWriter &saveWriter)
{
Player &myPlayer = *MyPlayer;
DoUnVision(myPlayer.position.tile, myPlayer._pLightRad); // fix for vision staying on the level
if (leveltype == DTYPE_TOWN)
glSeedTbl[0] = AdvanceRndSeed();
char szName[MaxMpqPathSize];
GetTempLevelNames(szName);
SaveHelper file(saveWriter, szName, 256 * 1024);
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dCorpse[i][j]);
}
}
file.WriteBE<int32_t>(ActiveMonsterCount);
file.WriteBE<int32_t>(ActiveItemCount);
file.WriteBE<int32_t>(ActiveObjectCount);
if (leveltype != DTYPE_TOWN) {
for (int monsterId : ActiveMonsters)
file.WriteBE<int32_t>(monsterId);
for (size_t i = 0; i < ActiveMonsterCount; i++)
SaveMonster(&file, Monsters[ActiveMonsters[i]]);
for (int objectId : ActiveObjects)
file.WriteLE<int8_t>(objectId);
for (int objectId : AvailableObjects)
file.WriteLE<int8_t>(objectId);
for (int i = 0; i < ActiveObjectCount; i++)
SaveObject(file, Objects[ActiveObjects[i]]);
}
auto itemIndexes = SaveDroppedItems(file);
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<uint8_t>(static_cast<uint8_t>(dFlags[i][j] & DungeonFlag::SavedFlags));
}
SaveDroppedItemLocations(file, itemIndexes);
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteBE<int32_t>(dMonster[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dObject[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dLight[i][j]);
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(dPreLight[i][j]);
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<uint8_t>(AutomapView[i][j]);
}
}
if (!setlevel)
myPlayer._pLvlVisited[currlevel] = true;
else
myPlayer._pSLvlVisited[setlvlnum] = true;
}
void LoadLevel()
{
char szName[MaxMpqPathSize];
std::optional<SaveReader> archive = OpenSaveArchive(gSaveNumber);
GetTempLevelNames(szName);
if (!archive || !archive->HasFile(szName))
GetPermLevelNames(szName);
LoadHelper file(std::move(archive), szName);
if (!file.IsValid())
app_fatal(_("Unable to open save file archive"));
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dCorpse[i][j] = file.NextLE<int8_t>();
}
SyncUniqDead();
}
ActiveMonsterCount = file.NextBE<int32_t>();
auto savedItemCount = file.NextBE<uint32_t>();
ActiveObjectCount = file.NextBE<int32_t>();
if (leveltype != DTYPE_TOWN) {
for (int &monsterId : ActiveMonsters)
monsterId = file.NextBE<int32_t>();
for (size_t i = 0; i < ActiveMonsterCount; i++)
LoadMonster(&file, Monsters[ActiveMonsters[i]]);
for (int &objectId : ActiveObjects)
objectId = file.NextLE<int8_t>();
for (int &objectId : AvailableObjects)
objectId = file.NextLE<int8_t>();
for (int i = 0; i < ActiveObjectCount; i++)
LoadObject(file, Objects[ActiveObjects[i]]);
if (!gbSkipSync) {
for (int i = 0; i < ActiveObjectCount; i++)
SyncObjectAnim(Objects[ActiveObjects[i]]);
}
}
LoadDroppedItems(file, savedItemCount);
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dFlags[i][j] = static_cast<DungeonFlag>(file.NextLE<uint8_t>()) & DungeonFlag::LoadedFlags;
}
// skip dItem indexes, this gets populated in LoadDroppedItems
file.Skip<uint8_t>(MAXDUNX * MAXDUNY);
if (leveltype != DTYPE_TOWN) {
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dMonster[i][j] = file.NextBE<int32_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dObject[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dLight[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
dPreLight[i][j] = file.NextLE<int8_t>();
}
for (int j = 0; j < DMAXY; j++) {
for (int i = 0; i < DMAXX; i++) { // NOLINT(modernize-loop-convert)
const auto automapView = static_cast<MapExplorationType>(file.NextLE<uint8_t>());
AutomapView[i][j] = automapView == MAP_EXP_OLD ? MAP_EXP_SELF : automapView;
}
}
}
if (!gbSkipSync) {
AutomapZoomReset();
ResyncQuests();
RedoMissileFlags();
UpdateLighting = true;
}
for (Player &player : Players) {
if (player.plractive && player.isOnActiveLevel())
Lights[player._plid]._lunflag = true;
}
}
} // namespace devilution