#include "diablo.h" int numthemes; // idb BOOL armorFlag; // weak int ThemeGoodIn[4]; BOOL weaponFlag; // weak BOOL treasureFlag; // weak BOOL mFountainFlag; // weak BOOL cauldronFlag; // weak BOOL tFountainFlag; // weak int zharlib; // weak int themex; // idb int themey; // idb int themeVar1; // idb ThemeStruct themes[MAXTHEMES]; BOOL pFountainFlag; // weak BOOL bFountainFlag; // weak BOOL bCrossFlag; // weak int ThemeGood[4] = { THEME_GOATSHRINE, THEME_SHRINE, THEME_SKELROOM, THEME_LIBRARY }; int trm5x[25] = { -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2 }; int trm5y[25] = { -2, -2, -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2 }; int trm3x[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 }; int trm3y[9] = { -1, -1, -1, 0, 0, 0, 1, 1, 1 }; _bool TFit_Shrine(int i) { int v1; // ecx int v2; // esi int v3; // eax int v4; // edx signed int v6; // [esp+Ch] [ebp-8h] int v7; // [esp+10h] [ebp-4h] v1 = themes[i].ttval; v7 = 0; v2 = 0; v6 = 0; while ( 1 ) { v3 = v2 + 112 * v7; if ( dTransVal[0][v3] != v1 ) /* check */ goto LABEL_20; v4 = dPiece[0][v3 - 1]; // *(_DWORD *)&dflags[39][4 * v3 + 36]; if ( nTrapTable[v4] && !nSolidTable[dPiece[-1][v3]] // !nSolidTable[*(_DWORD *)&dflags[28][4 * v3 + 32]] && !nSolidTable[dPiece[1][v3]] && dTransVal[-1][v3] == v1 // block_lvid[v3 + 1940] == v1 && dTransVal[1][v3] == v1 && !dObject[-1][v3 - 1] && !dObject[0][v3 + 111] ) { v6 = 1; } if ( v6 ) break; if ( !nTrapTable[dPiece[-1][v3]] // !nTrapTable[*(_DWORD *)&dflags[28][4 * v3 + 32]] || nSolidTable[v4] || nSolidTable[dPiece[0][v3 + 1]] || dTransVal[0][v3 - 1] != v1 // *(&byte_5B78EB + v3) != v1 || dTransVal[0][v3 + 1] != v1 || dObject[-1][v3 - 1] || dObject[-1][v3 + 1] ) /* check */ { goto LABEL_21; } v6 = 2; LABEL_20: if ( v6 ) break; LABEL_21: if ( ++v7 == 112 ) { ++v2; v7 = 0; if ( v2 == 112 ) return 0; } } themey = v2; themex = v7; themeVar1 = v6; return 1; } _bool TFit_Obj5(int t) { int v2; // ebx int v3; // esi int v4; // eax int v5; // edi int v6; // ecx signed int v7; // edx int v8; // ecx int v10; // [esp+Ch] [ebp-Ch] int v11; // [esp+10h] [ebp-8h] signed int v12; // [esp+14h] [ebp-4h] v2 = 0; v3 = 0; v4 = random(0, 5) + 1; v10 = v4; if ( v4 <= 0 ) { LABEL_19: themex = v2; themey = v3; return 1; } v5 = themes[t].ttval; v11 = v5; while ( 1 ) { v6 = v3 + 112 * v2; if ( dTransVal[0][v6] == v5 && !nSolidTable[dPiece[0][v6]] ) { v12 = 1; v7 = 0; do { if ( v7 >= 25 ) break; v8 = v3 + trm5y[v7] + 112 * (v2 + trm5x[v7]); if ( nSolidTable[dPiece[0][v8]] ) v12 = 0; v5 = v11; if ( dTransVal[0][v8] != v11 ) v12 = 0; ++v7; } while ( v12 ); if ( v12 ) { --v4; goto LABEL_18; } } if ( ++v2 != 112 ) goto LABEL_18; v2 = 0; if ( ++v3 != 112 ) goto LABEL_18; if ( v4 == v10 ) return 0; v3 = 0; LABEL_18: if ( v4 <= 0 ) goto LABEL_19; } } _bool TFit_SkelRoom(int t) { int i; // esi if ( leveltype != 1 && leveltype != 2 ) return 0; i = 0; if ( nummtypes <= 0 ) return 0; while ( !IsSkel(Monsters[i].mtype) ) { ++i; if ( i >= nummtypes ) return 0; } themeVar1 = i; return TFit_Obj5(t); } _bool TFit_GoatShrine(int t) { int i; // esi i = 0; if ( nummtypes <= 0 ) return 0; while ( !IsGoat(Monsters[i].mtype) ) { ++i; if ( i >= nummtypes ) return 0; } themeVar1 = i; return TFit_Obj5(t); } _bool CheckThemeObj3(int xp, int yp, int t, int f) { int i; // edi i = 0; while ( 1 ) { if ( xp + trm3x[i] < 0 ) break; if ( yp + trm3y[i] < 0 ) break; if ( nSolidTable[dPiece[xp + trm3x[i]][yp + trm3y[i]]] ) break; if ( dTransVal[xp + trm3x[i]][yp + trm3y[i]] != themes[t].ttval ) break; if ( dObject[xp + trm3x[i]][yp + trm3y[i]] ) break; if ( f != -1 ) { if ( !random(0, f) ) break; } ++i; if ( i >= 9 ) return 1; } return 0; } _bool TFit_Obj3(int t) { int yp; // edi int xp; // esi char objrnd[4]; // [esp+Bh] [ebp-5h] objrnd[0] = 4; objrnd[1] = 4; objrnd[2] = 3; objrnd[3] = 5; yp = 1; while ( 2 ) { xp = 1; do { if ( CheckThemeObj3(xp, yp, t, objrnd[leveltype-1]) ) { themex = xp; themey = yp; return 1; } ++xp; } while ( xp < 111 ); if ( ++yp < 111 ) continue; break; } return 0; } _bool CheckThemeReqs(int t) { _bool rv; // al int v2; // ecx int v3; // ecx int v4; // ecx int v5; // ecx _bool v6; // zf int v7; // ecx int v8; // ecx int v9; // ecx rv = 1; if ( t <= 10 ) { if ( t != 10 ) { v2 = t - 1; if ( v2 ) { v3 = v2 - 2; if ( v3 ) { v4 = v3 - 2; if ( v4 ) { v5 = v4 - 2; if ( v5 ) { if ( v5 != 2 ) return rv; v6 = pFountainFlag == 0; } else { v6 = bFountainFlag == 0; } LABEL_21: if ( !v6 ) return rv; return 0; } } } if ( leveltype != 3 ) { v6 = leveltype == DTYPE_HELL; goto LABEL_21; } return 0; } LABEL_16: v6 = leveltype == DTYPE_CATHEDRAL; goto LABEL_21; } v7 = t - 12; if ( v7 ) { v8 = v7 - 1; if ( !v8 ) { v6 = mFountainFlag == 0; goto LABEL_21; } v9 = v8 - 1; if ( !v9 ) { v6 = tFountainFlag == 0; goto LABEL_21; } if ( v9 != 2 ) return rv; goto LABEL_16; } if ( leveltype == DTYPE_HELL ) { v6 = cauldronFlag == 0; goto LABEL_21; } return 0; } _bool SpecialThemeFit(int i, int t) { _bool rv; // eax rv = CheckThemeReqs(t); switch ( t ) { case THEME_SHRINE: case THEME_LIBRARY: if ( rv ) rv = TFit_Shrine(i); break; case THEME_SKELROOM: if ( rv ) rv = TFit_SkelRoom(i); break; case THEME_TREASURE: rv = treasureFlag; if ( treasureFlag ) treasureFlag = 0; break; case THEME_TORTURE: case THEME_DECAPITATED: case THEME_ARMORSTAND: case THEME_BRNCROSS: case THEME_WEAPONRACK: if ( rv ) rv = TFit_Obj3(i); break; case THEME_BLOODFOUNTAIN: if ( rv ) { rv = TFit_Obj5(i); if ( rv ) bFountainFlag = 0; } break; case THEME_PURIFYINGFOUNTAIN: if ( rv ) { rv = TFit_Obj5(i); if ( rv ) pFountainFlag = 0; } break; case THEME_GOATSHRINE: if ( rv ) rv = TFit_GoatShrine(i); break; case THEME_CAULDRON: if ( rv ) { rv = TFit_Obj5(i); if ( rv ) cauldronFlag = 0; } break; case THEME_MURKYFOUNTAIN: if ( rv ) { rv = TFit_Obj5(i); if ( rv ) mFountainFlag = 0; } break; case THEME_TEARFOUNTAIN: if ( rv ) { rv = TFit_Obj5(i); if ( rv ) tFountainFlag = 0; } break; default: return rv; } return rv; } _bool CheckThemeRoom(int tv) { int v1; // esi int *v2; // edx signed int v3; // edi signed int v4; // esi signed int v5; // edx signed int v6; // eax int v7; // edi int *v8; // esi char *v9; // eax int *v10; // edx signed int v12; // [esp+Ch] [ebp-8h] v1 = 0; if ( numtrigs <= 0 ) { LABEL_5: v3 = 0; v4 = 0; do { v5 = 0; v6 = v4; do { if ( dTransVal[0][v6] == tv ) { if ( dFlags[0][v6] & 8 ) return 0; ++v3; } ++v5; v6 += 112; } while ( v5 < 112 ); ++v4; } while ( v4 < 112 ); if ( leveltype != 1 || v3 >= 9 && v3 <= 100 ) { v7 = 0; v8 = &dPiece[-1][111]; LABEL_16: v12 = 0; v9 = &dTransVal[-1][v7 + 111]; v10 = v8; while ( v9[1] != tv || nSolidTable[v10[1]] || (*(v9 - 111) == tv || nSolidTable[*(v10 - 111)]) /* check */ && (v9[113] == tv || nSolidTable[v10[113]]) && (*v9 == tv || nSolidTable[*v10]) && (v9[2] == tv || nSolidTable[v10[2]]) ) { ++v12; v10 += 112; v9 += 112; if ( v12 >= 112 ) { ++v8; ++v7; if ( (signed int)v8 < (signed int)&dPiece[0][111] ) goto LABEL_16; return 1; } } } } else { v2 = &trigs[0]._ty; while ( dTransVal[*(v2 - 1)][*v2] != tv ) { ++v1; v2 += 4; if ( v1 >= numtrigs ) goto LABEL_5; } } return 0; } void InitThemes() { int v0; // esi char v1; // bl int v2; // edi //int v3; // eax int i; // ebx //int v6; // eax int v8; // esi int v9; // ecx int j; // eax //int v11; // eax int *v13; // edi int v14; // esi int *v15; // ebx //int v16; // eax int v17; // eax int k; // esi int l; // ebx //int v20; // eax zharlib = -1; v0 = 0; bCrossFlag = 0; numthemes = 0; armorFlag = 1; bFountainFlag = 1; cauldronFlag = 1; mFountainFlag = 1; pFountainFlag = 1; tFountainFlag = 1; treasureFlag = 1; weaponFlag = 1; if ( currlevel != 16 ) { v1 = leveltype; if ( leveltype == DTYPE_CATHEDRAL ) { ThemeGoodIn[0] = 0; ThemeGoodIn[1] = 0; ThemeGoodIn[2] = 0; ThemeGoodIn[3] = 0; v2 = 0; do { if ( v0 >= MAXTHEMES ) break; //_LOBYTE(v3) = CheckThemeRoom(v2); if ( CheckThemeRoom(v2) ) { themes[v0].ttval = v2; for ( i = ThemeGood[random(0, 4)]; ; i = random(0, 17) ) { //_LOBYTE(v6) = SpecialThemeFit(numthemes, i); if ( SpecialThemeFit(numthemes, i) ) break; } v8 = numthemes; themes[numthemes].ttype = i; v1 = leveltype; v0 = v8 + 1; numthemes = v0; } ++v2; } while ( v2 < 256 ); } if ( v1 == 2 || v1 == 3 || v1 == 4 ) { v9 = themeCount; for ( j = 0; j < v9; ++j ) themes[j].ttype = -1; //_LOBYTE(v11) = QuestStatus(3); v13 = &themeLoc[0].ttval; if ( QuestStatus(3) ) { v14 = 0; if ( themeCount > 0 ) { v15 = &themeLoc[0].ttval; while ( 1 ) { themes[v14].ttval = *v15; //_LOBYTE(v16) = SpecialThemeFit(v14, 5); if ( SpecialThemeFit(v14, 5) ) break; ++v14; v15 += 5; if ( v14 >= themeCount ) goto LABEL_23; } themes[v14].ttype = 5; zharlib = v14; } } LABEL_23: v17 = themeCount; for ( k = 0; k < themeCount; v13 += 5 ) { if ( themes[k].ttype == -1 ) { themes[k].ttval = *v13; for ( l = ThemeGood[random(0, 4)]; ; l = random(0, 17) ) { //_LOBYTE(v20) = SpecialThemeFit(k, l); if ( SpecialThemeFit(k, l) ) break; } themes[k].ttype = l; } v17 = themeCount; ++k; } numthemes += v17; } } } void HoldThemeRooms() { int v0; // ebx int i; // esi char v2; // dl signed int v3; // ecx signed int v4; // eax signed int v5; // edi if ( currlevel != 16 ) { if ( leveltype == DTYPE_CATHEDRAL ) { v0 = numthemes; for ( i = 0; i < v0; ++i ) { v2 = themes[i].ttval; v3 = 0; do { v4 = v3; v5 = 112; do { if ( dTransVal[0][v4] == v2 ) dFlags[0][v4] |= 8u; v4 += 112; --v5; } while ( v5 ); ++v3; } while ( v3 < 112 ); } } else { DRLG_HoldThemeRooms(); } } } void PlaceThemeMonsts(int t, int f) { int numscattypes; // edx int i; // ecx int yp; // ebx int xp; // edi int scattertypes[111]; // [esp+Ch] [ebp-1D0h] int mtype; // [esp+1CCh] [ebp-10h] numscattypes = 0; if ( nummtypes > 0 ) { for(i = 0; i < nummtypes; i++) { if ( Monsters[i].mPlaceFlags & 1 ) scattertypes[numscattypes++] = i; } } mtype = scattertypes[random(0, numscattypes)]; for(yp = 0; yp < 112; yp++) { for(xp = 0; xp < 112; xp++) { if ( dTransVal[xp][yp] == themes[t].ttval && !nSolidTable[dPiece[xp][yp]] && !dItem[xp][yp] && !dObject[xp][yp] ) { if ( !random(0, f) ) AddMonster(xp, yp, random(0, 8), mtype, 1); } } } } void Theme_Barrel(int t) { int yp; // edi int xp; // ebx int r; char monstrnd[4]; char barrnd[4]; barrnd[0] = 2; barrnd[1] = 6; barrnd[2] = 4; barrnd[3] = 8; monstrnd[0] = 5; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; for(yp = 0; yp < 112; yp++) { for(xp = 0; xp < 112; xp++) { if ( dTransVal[xp][yp] == themes[t].ttval && !nSolidTable[dPiece[xp][yp]] ) { if ( !random(0, barrnd[leveltype-1]) ) { r = random(0, barrnd[leveltype-1]); AddObject((r != 0) + OBJ_BARREL, xp, yp); } } } } PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_Shrine(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 6; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Shrine(t); if ( themeVar1 == 1 ) { AddObject(OBJ_CANDLE2, themex - 1, themey); AddObject(OBJ_SHRINER, themex, themey); AddObject(OBJ_CANDLE2, themex + 1, themey); } else { AddObject(OBJ_CANDLE2, themex, themey - 1); AddObject(OBJ_SHRINEL, themex, themey); AddObject(OBJ_CANDLE2, themex, themey + 1); } PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_MonstPit(int t) { int r; // eax int ixp; // ecx int iyp; // edx char monstrnd[4]; // [esp+4h] [ebp-8h] monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; r = random(0, 100) + 1; ixp = 0; iyp = 0; if ( r > 0 ) { while ( 1 ) { if ( dTransVal[ixp][iyp] == themes[t].ttval && !nSolidTable[dPiece[ixp][iyp]] ) --r; if ( r <= 0 ) break; if ( ++ixp == 112 ) { ixp = 0; if ( ++iyp == 112 ) iyp = 0; } } } CreateRndItem(ixp, iyp, 1u, 0, 1); ItemNoFlippy(); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_SkelRoom(int t) { int xp, yp, i; char monstrnd[4] = { 6, 7, 3, 9 }; TFit_SkelRoom(t); xp = themex; yp = themey; AddObject(OBJ_SKFIRE, xp, yp); if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp - 1, yp - 1); } else { AddObject(OBJ_BANNERL, xp - 1, yp - 1); } i = PreSpawnSkeleton(); SpawnSkeleton(i, xp, yp - 1); if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp + 1, yp - 1); } else { AddObject(OBJ_BANNERR, xp + 1, yp - 1); } if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp - 1, yp); } else { AddObject(OBJ_BANNERM, xp - 1, yp); } if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp + 1, yp); } else { AddObject(OBJ_BANNERM, xp + 1, yp); } if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp - 1, yp + 1); } else { AddObject(OBJ_BANNERR, xp - 1, yp + 1); } i = PreSpawnSkeleton(); SpawnSkeleton(i, xp, yp + 1); if(random(0, monstrnd[leveltype - 1]) != 0) { i = PreSpawnSkeleton(); SpawnSkeleton(i, xp + 1, yp + 1); } else { AddObject(OBJ_BANNERL, xp + 1, yp + 1); } if(dObject[xp][yp - 3] == 0) { AddObject(OBJ_SKELBOOK, xp, yp - 2); } if(dObject[xp][yp + 3] == 0) { AddObject(OBJ_SKELBOOK, xp, yp + 2); } } void Theme_Treasure(int t) { int i, rv; int xp, yp; char treasrnd[4] = { 4, 9, 7, 10 }; char monstrnd[4] = { 6, 8, 3, 7 }; /// ASSERT: assert((DWORD)t < MAXTHEMES); GetRndSeed(); for(yp = 0; yp < MAXDUNY; yp++) { for(xp = 0; xp < MAXDUNX; xp++) { if(dTransVal[xp][yp] == themes[t].ttval && !nSolidTable[dPiece[xp][yp]]) { rv = random(0, treasrnd[(unsigned char)leveltype-1]); if(!(2 * random(0, treasrnd[(unsigned char)leveltype-1]))) { CreateTypeItem(xp, yp, 0, ITYPE_GOLD, 0, 0, 1); ItemNoFlippy(); } if(!rv) { CreateRndItem(xp, yp, 0, 0, 1); ItemNoFlippy(); } if(!rv || rv >= treasrnd[(unsigned char)leveltype-1] - 2) { i = ItemNoFlippy(); if(rv >= treasrnd[(unsigned char)leveltype-1] - 2 && (unsigned char)leveltype != 1) item[i]._ivalue >>= 1; } } } } PlaceThemeMonsts(t, monstrnd[(unsigned char)leveltype-1]); } void Theme_Library(int t) { int xp, yp, oi; char librnd[4] = { 1, 2, 2, 5 }; char monstrnd[4] = { 5, 7, 3, 9 }; TFit_Shrine(t); if(themeVar1 == 1) { AddObject(OBJ_BOOKCANDLE, themex - 1, themey); AddObject(OBJ_BOOKCASER, themex, themey); AddObject(OBJ_BOOKCANDLE, themex + 1, themey); } else { AddObject(OBJ_BOOKCANDLE, themex, themey - 1); AddObject(OBJ_BOOKCASEL, themex, themey); AddObject(OBJ_BOOKCANDLE, themex, themey + 1); } for(yp = 1; yp < MAXDUNY - 1; yp++) { for(xp = 1; xp < MAXDUNX - 1; xp++) { if(CheckThemeObj3(xp, yp, t, -1) && dMonster[xp][yp] == 0 && random(0, librnd[leveltype - 1]) == 0) { AddObject(OBJ_BOOKSTAND, xp, yp); if(random(0, 2 * librnd[leveltype - 1]) != 0) { oi = dObject[xp][yp] - 1; object[oi]._oSelFlag = 0; object[oi]._oAnimFrame += 2; } } } } if(!QuestStatus(Q_ZHAR)) { PlaceThemeMonsts(t, monstrnd[leveltype]); /// BUGFIX: `leveltype - 1` } else if(t != zharlib) { PlaceThemeMonsts(t, monstrnd[leveltype]); /// BUGFIX: `leveltype - 1` } } void Theme_Torture(int t) { int v1; // ebx int v2; // esi char *v3; // edi //int v4; // eax int *x; // [esp+Ch] [ebp-14h] char monstrnd[4]; // [esp+10h] [ebp-10h] int *v8; // [esp+14h] [ebp-Ch] char tortrnd[4]; // [esp+18h] [ebp-8h] int v10; // [esp+1Ch] [ebp-4h] v1 = t; tortrnd[0] = 6; tortrnd[1] = 8; tortrnd[2] = 3; tortrnd[3] = 8; monstrnd[0] = 6; monstrnd[1] = 8; monstrnd[2] = 3; monstrnd[3] = 9; v2 = 1; v8 = &dPiece[1][1]; do { v10 = 1; v3 = &dTransVal[1][v2]; x = v8; do { if ( *v3 == themes[v1].ttval && !nSolidTable[*x] ) { //LOBYTE(v4) = CheckThemeObj3(v10, v2, v1, -1); if ( CheckThemeObj3(v10, v2, v1, -1) ) { if ( !random(0, tortrnd[leveltype-1]) ) AddObject(OBJ_TNUDEM2, v10, v2); } } ++v10; x += 112; v3 += 112; } while ( v10 < 111 ); ++v8; ++v2; } while ( (signed int)v8 < (signed int)&dPiece[1][111] ); PlaceThemeMonsts(v1, monstrnd[leveltype-1]); } void Theme_BloodFountain(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 8; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Obj5(t); AddObject(OBJ_BLOODFTN, themex, themey); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_Decap(int t) { int v1; // ebx int v2; // esi char *v3; // edi //int v4; // eax int *x; // [esp+Ch] [ebp-14h] char monstrnd[4]; // [esp+10h] [ebp-10h] int *v8; // [esp+14h] [ebp-Ch] char decaprnd[4]; // [esp+18h] [ebp-8h] int v10; // [esp+1Ch] [ebp-4h] v1 = t; decaprnd[0] = 6; decaprnd[1] = 8; decaprnd[2] = 3; decaprnd[3] = 8; monstrnd[0] = 6; monstrnd[1] = 8; monstrnd[2] = 3; monstrnd[3] = 9; v2 = 1; v8 = &dPiece[1][1]; do { v10 = 1; v3 = &dTransVal[1][v2]; x = v8; do { if ( *v3 == themes[v1].ttval && !nSolidTable[*x] ) { //LOBYTE(v4) = CheckThemeObj3(v10, v2, v1, -1); if ( CheckThemeObj3(v10, v2, v1, -1) ) { if ( !random(0, decaprnd[leveltype-1]) ) AddObject(OBJ_DECAP, v10, v2); } } ++v10; x += 112; v3 += 112; } while ( v10 < 111 ); ++v8; ++v2; } while ( (signed int)v8 < (signed int)&dPiece[1][111] ); PlaceThemeMonsts(v1, monstrnd[leveltype-1]); } void Theme_PurifyingFountain(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Obj5(t); AddObject(OBJ_PURIFYINGFTN, themex, themey); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_ArmorStand(int t) { int v1; // esi int v2; // ebx char *v3; // edi //int v4; // eax int ta; // [esp+Ch] [ebp-14h] int *v7; // [esp+10h] [ebp-10h] char monstrnd[4]; // [esp+14h] [ebp-Ch] int *v9; // [esp+18h] [ebp-8h] char armorrnd[4]; // [esp+1Ch] [ebp-4h] v1 = 0; ta = t; armorrnd[0] = 6; armorrnd[1] = 8; armorrnd[2] = 3; armorrnd[3] = 8; monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; if ( armorFlag ) { TFit_Obj3(t); AddObject(OBJ_ARMORSTAND, themex, themey); } v9 = (int *)dPiece; do { v2 = 0; v3 = (char *)dTransVal + v1; v7 = v9; do { if ( *v3 == themes[ta].ttval && !nSolidTable[*v7] ) { //LOBYTE(v4) = CheckThemeObj3(v2, v1, ta, -1); if ( CheckThemeObj3(v2, v1, ta, -1) ) { if ( !random(0, armorrnd[leveltype-1]) ) AddObject(OBJ_ARMORSTANDN, v2, v1); } } v7 += 112; ++v2; v3 += 112; } while ( v2 < 112 ); ++v9; ++v1; } while ( (signed int)v9 < (signed int)dPiece[1] ); PlaceThemeMonsts(ta, monstrnd[leveltype-1]); armorFlag = 0; } void Theme_GoatShrine(int t) { int v1; // edx int v2; // esi int v3; // ecx int v4; // edi int v5; // eax char *v6; // ebx _DWORD *v7; // [esp+4h] [ebp-8h] TFit_GoatShrine(t); AddObject(OBJ_GOATSHRINE, themex, themey); v1 = themey; v2 = themey - 1; if ( themey - 1 <= themey + 1 ) { v3 = themex; do { v4 = v3 - 1; if ( (unsigned char)(__OFSUB__(v3 - 1, v3 + 1) ^ 1) | (v3 - 1 == v3 + 1) ) { v5 = v2 + 112 * v4; v6 = (char *)dTransVal + v5; v7 = (_DWORD *)((char *)dPiece + 4 * v5); do { if ( *v6 == themes[t].ttval && !nSolidTable[*v7] && (v4 != v3 || v2 != v1) ) { AddMonster(v4, v2, 1, themeVar1, 1); v1 = themey; v3 = themex; } v7 += 112; ++v4; v6 += 112; } while ( v4 <= v3 + 1 ); } ++v2; } while ( v2 <= v1 + 1 ); } } void Theme_Cauldron(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Obj5(t); AddObject(OBJ_CAULDRON, themex, themey); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_MurkyFountain(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Obj5(t); AddObject(OBJ_MURKYFTN, themex, themey); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_TearFountain(int t) { char monstrnd[4]; // [esp+3h] [ebp-5h] monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; TFit_Obj5(t); AddObject(OBJ_TEARFTN, themex, themey); PlaceThemeMonsts(t, monstrnd[leveltype-1]); } void Theme_BrnCross(int t) { int v1; // esi int v2; // ebx char *v3; // edi //int v4; // eax int ta; // [esp+Ch] [ebp-14h] int *v7; // [esp+10h] [ebp-10h] char monstrnd[4]; // [esp+14h] [ebp-Ch] int *v9; // [esp+18h] [ebp-8h] char bcrossrnd[4]; // [esp+1Ch] [ebp-4h] ta = t; monstrnd[0] = 6; monstrnd[1] = 8; monstrnd[2] = 3; monstrnd[3] = 9; bcrossrnd[0] = 5; bcrossrnd[1] = 7; bcrossrnd[2] = 3; bcrossrnd[3] = 8; v1 = 0; v9 = (int *)dPiece; do { v2 = 0; v3 = (char *)dTransVal + v1; v7 = v9; do { if ( *v3 == themes[ta].ttval && !nSolidTable[*v7] ) { //LOBYTE(v4) = CheckThemeObj3(v2, v1, ta, -1); if ( CheckThemeObj3(v2, v1, ta, -1) ) { if ( !random(0, bcrossrnd[leveltype-1]) ) AddObject(OBJ_TBCROSS, v2, v1); } } v7 += 112; ++v2; v3 += 112; } while ( v2 < 112 ); ++v9; ++v1; } while ( (signed int)v9 < (signed int)dPiece[1] ); PlaceThemeMonsts(ta, monstrnd[leveltype-1]); bCrossFlag = 1; } void Theme_WeaponRack(int t) { int v1; // esi int v2; // ebx char *v3; // edi //int v4; // eax int ta; // [esp+Ch] [ebp-14h] int *v7; // [esp+10h] [ebp-10h] char monstrnd[4]; // [esp+14h] [ebp-Ch] int *v9; // [esp+18h] [ebp-8h] char weaponrnd[4]; // [esp+1Ch] [ebp-4h] v1 = 0; ta = t; weaponrnd[0] = 6; weaponrnd[1] = 8; weaponrnd[2] = 5; weaponrnd[3] = 8; monstrnd[0] = 6; monstrnd[1] = 7; monstrnd[2] = 3; monstrnd[3] = 9; if ( weaponFlag ) { TFit_Obj3(t); AddObject(OBJ_WEAPONRACK, themex, themey); } v9 = (int *)dPiece; do { v2 = 0; v3 = (char *)dTransVal + v1; v7 = v9; do { if ( *v3 == themes[ta].ttval && !nSolidTable[*v7] ) { //LOBYTE(v4) = CheckThemeObj3(v2, v1, ta, -1); if ( CheckThemeObj3(v2, v1, ta, -1) ) { if ( !random(0, weaponrnd[leveltype-1]) ) AddObject(OBJ_WEAPONRACKN, v2, v1); } } v7 += 112; ++v2; v3 += 112; } while ( v2 < 112 ); ++v9; ++v1; } while ( (signed int)v9 < (signed int)dPiece[1] ); PlaceThemeMonsts(ta, monstrnd[leveltype-1]); weaponFlag = 0; } void UpdateL4Trans() { int i; // ecx int j; // edx for(i = 0; i < 112; i++) { for(j = 0; j < 112; j++) { if ( dTransVal[i][j] ) dTransVal[i][j] = 1; } } } void CreateThemeRooms() { int i; // esi if ( currlevel != 16 ) { InitObjFlag = 1; for ( i = 0; i < numthemes; i++ ) { themex = 0; themey = 0; switch ( themes[i].ttype ) { case THEME_BARREL: Theme_Barrel(i); break; case THEME_SHRINE: Theme_Shrine(i); break; case THEME_MONSTPIT: Theme_MonstPit(i); break; case THEME_SKELROOM: Theme_SkelRoom(i); break; case THEME_TREASURE: Theme_Treasure(i); break; case THEME_LIBRARY: Theme_Library(i); break; case THEME_TORTURE: Theme_Torture(i); break; case THEME_BLOODFOUNTAIN: Theme_BloodFountain(i); break; case THEME_DECAPITATED: Theme_Decap(i); break; case THEME_PURIFYINGFOUNTAIN: Theme_PurifyingFountain(i); break; case THEME_ARMORSTAND: Theme_ArmorStand(i); break; case THEME_GOATSHRINE: Theme_GoatShrine(i); break; case THEME_CAULDRON: Theme_Cauldron(i); break; case THEME_MURKYFOUNTAIN: Theme_MurkyFountain(i); break; case THEME_TEARFOUNTAIN: Theme_TearFountain(i); break; case THEME_BRNCROSS: Theme_BrnCross(i); break; case THEME_WEAPONRACK: Theme_WeaponRack(i); break; default: continue; } } InitObjFlag = 0; if ( leveltype == DTYPE_HELL && themeCount > 0 ) UpdateL4Trans(); } }