mirror of
https://github.com/galaxyhaxz/devilution
synced 2025-02-22 12:34:59 +00:00
691 lines
14 KiB
C++
691 lines
14 KiB
C++
#include "diablo.h"
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unsigned char *tbuff;
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void LoadGame(BOOL firstflag)
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{
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int i, j;
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int dwLen;
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char szName[MAX_PATH];
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FreeGameMem();
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pfile_remove_temp_files();
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pfile_get_game_name(szName);
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unsigned char *LoadBuff = (unsigned char *)pfile_read(szName, &dwLen);
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tbuff = LoadBuff;
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if(ILoad() != 'RETL')
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app_fatal("Invalid save file");
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setlevel = OLoad();
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setlvlnum = WLoad();
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currlevel = WLoad();
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leveltype = WLoad();
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int _ViewX = WLoad();
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int _ViewY = WLoad();
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invflag = OLoad();
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chrflag = OLoad();
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int _nummonsters = WLoad();
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int _numitems = WLoad();
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int _nummissiles = WLoad();
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int _nobjects = WLoad();
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for(i = 0; i < NUMLEVELS; i++) {
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glSeedTbl[i] = ILoad();
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gnLevelTypeTbl[i] = WLoad();
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}
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LoadPlayer(myplr);
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for(i = 0; i < MAXQUESTS; i++)
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LoadQuest(i);
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for(i = 0; i < MAXPORTAL; i++)
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LoadPortal(i);
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LoadGameLevel(firstflag, 4);
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SyncInitPlr(myplr);
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SyncPlrAnim(myplr);
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ViewX = _ViewX;
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ViewY = _ViewY;
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nummonsters = _nummonsters;
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numitems = _numitems;
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nummissiles = _nummissiles;
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nobjects = _nobjects;
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for(i = 0; i < MAXMONSTERS; i++)
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monstkills[i] = ILoad();
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if(leveltype) {
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for(i = 0; i < MAXMONSTERS; i++)
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monstactive[i] = WLoad();
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for(i = 0; i < nummonsters; i++)
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LoadMonster(monstactive[i]);
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for(i = 0; i < MAXMISSILES; i++)
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missileactive[i] = BLoad();
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for(i = 0; i < MAXMISSILES; i++)
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missileavail[i] = BLoad();
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for(i = 0; i < nummissiles; i++)
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LoadMissile(missileactive[i]);
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for(i = 0; i < MAXOBJECTS; i++)
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objectactive[i] = BLoad();
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for(i = 0; i < MAXOBJECTS; i++)
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objectavail[i] = BLoad();
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for(i = 0; i < nobjects; i++)
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LoadObject(objectactive[i]);
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for(i = 0; i < nobjects; i++)
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SyncObjectAnim(objectactive[i]);
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numlights = WLoad();
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for(i = 0; i < MAXLIGHTS; i++)
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lightactive[i] = BLoad();
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for(i = 0; i < numlights; i++)
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LoadLighting(lightactive[i]);
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visionid = WLoad();
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numvision = WLoad();
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for(i = 0; i < numvision; i++)
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LoadVision(i);
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}
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for(i = 0; i < MAXITEMS; i++)
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itemactive[i] = BLoad();
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for(i = 0; i < MAXITEMS; i++)
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itemavail[i] = BLoad();
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for(i = 0; i < numitems; i++)
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LoadItem(itemactive[i]);
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for(i = 0; i < 128; i++)
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UniqueItemFlag[i] = OLoad();
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dLight[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dFlags[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dPlayer[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dItem[i][j] = BLoad();
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}
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if(leveltype) {
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dMonster[i][j] = WLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dDead[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dObject[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dLight[i][j] = BLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dPreLight[i][j] = BLoad();
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}
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for(j = 0; j < DMAXY; j++) {
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for(i = 0; i < DMAXX; i++)
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automapview[i][j] = OLoad();
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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dMissile[i][j] = BLoad();
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}
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}
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numpremium = WLoad();
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premiumlevel = WLoad();
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for(i = 0; i < 6; i++)
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LoadPremium(i);
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automapflag = OLoad();
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AutoMapScale = WLoad();
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mem_free_dbg(LoadBuff);
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AutomapZoomReset();
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ResyncQuests();
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if(leveltype)
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ProcessLightList();
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RedoPlayerVision();
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ProcessVisionList();
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missiles_process_charge();
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ResetPal();
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SetCursor_(1);
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gbProcessPlayers = 1;
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}
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char BLoad()
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{
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return *tbuff++;
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}
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int WLoad()
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{
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int rv = *tbuff++ << 24;
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rv |= *tbuff++ << 16;
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rv |= *tbuff++ << 8;
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rv |= *tbuff++;
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return rv;
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}
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int ILoad()
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{
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int rv = *tbuff++ << 24;
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rv |= *tbuff++ << 16;
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rv |= *tbuff++ << 8;
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rv |= *tbuff++;
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return rv;
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}
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BOOL OLoad()
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{
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if(*tbuff++ == TRUE)
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return TRUE;
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else
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return FALSE;
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}
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void LoadPlayer(int i)
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{
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memcpy(&plr[i], tbuff, sizeof(*plr) - (10 * sizeof(void *)));
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tbuff += sizeof(*plr) - (10 * sizeof(void *)); // omit last 10 pointers
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}
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void LoadMonster(int i)
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{
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memcpy(&monster[i], tbuff, sizeof(*monster) - (3 * sizeof(void *)));
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tbuff += sizeof(*monster) - (3 * sizeof(void *)); // omit last 3 pointers
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SyncMonsterAnim(i);
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}
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void LoadMissile(int i)
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{
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memcpy(&missile[i], tbuff, sizeof(*missile));
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tbuff += sizeof(*missile);
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}
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void LoadObject(int i)
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{
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memcpy(&object[i], tbuff, sizeof(*object));
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tbuff += sizeof(*object);
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}
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void LoadItem(int i)
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{
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memcpy(&item[i], tbuff, sizeof(*item));
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tbuff += sizeof(*item);
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GetItemFrm(i);
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}
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void LoadPremium(int i)
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{
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memcpy(&premiumitem[i], tbuff, sizeof(*premiumitem));
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tbuff += sizeof(*premiumitem);
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}
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void LoadQuest(int i)
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{
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memcpy(&quests[i], tbuff, sizeof(*quests));
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tbuff += sizeof(*quests);
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ReturnLvlX = WLoad();
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ReturnLvlY = WLoad();
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ReturnLvl = WLoad();
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ReturnLvlT = WLoad();
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DoomQuestState = WLoad();
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}
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void LoadLighting(int i)
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{
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memcpy(&LightList[i], tbuff, sizeof(*LightList));
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tbuff += sizeof(*LightList);
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}
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void LoadVision(int i)
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{
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memcpy(&VisionList[i], tbuff, sizeof(*VisionList));
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tbuff += sizeof(*VisionList);
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}
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void LoadPortal(int i)
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{
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memcpy(&portal[i], tbuff, sizeof(*portal));
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tbuff += sizeof(*portal);
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}
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void SaveGame()
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{
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int i, j;
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char szName[MAX_PATH];
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int dwLen = codec_get_encoded_len(FILEBUFF);
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unsigned char *SaveBuff = DiabloAllocPtr(dwLen);
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tbuff = SaveBuff;
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ISave('RETL');
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OSave((unsigned char)setlevel);
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WSave((unsigned char)setlvlnum);
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WSave(currlevel);
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WSave((unsigned char)leveltype);
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WSave(ViewX);
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WSave(ViewY);
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OSave(invflag);
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OSave(chrflag);
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WSave(nummonsters);
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WSave(numitems);
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WSave(nummissiles);
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WSave(nobjects);
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for(i = 0; i < NUMLEVELS; i++) {
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ISave(glSeedTbl[i]);
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WSave(gnLevelTypeTbl[i]);
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}
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SavePlayer(myplr);
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for(i = 0; i < MAXQUESTS; i++)
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SaveQuest(i);
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for(i = 0; i < MAXPORTAL; i++)
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SavePortal(i);
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for(i = 0; i < MAXMONSTERS; i++)
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ISave(monstkills[i]);
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if(leveltype) {
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for(i = 0; i < MAXMONSTERS; i++)
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WSave(monstactive[i]);
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for(i = 0; i < nummonsters; i++)
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SaveMonster(monstactive[i]);
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for(i = 0; i < MAXMISSILES; i++)
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BSave(missileactive[i]);
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for(i = 0; i < MAXMISSILES; i++)
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BSave(missileavail[i]);
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for(i = 0; i < nummissiles; i++)
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SaveMissile(missileactive[i]);
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for(i = 0; i < MAXOBJECTS; i++)
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BSave(objectactive[i]);
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for(i = 0; i < MAXOBJECTS; i++)
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BSave(objectavail[i]);
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for(i = 0; i < nobjects; i++)
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SaveObject(objectactive[i]);
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WSave(numlights);
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for(i = 0; i < MAXLIGHTS; i++)
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BSave(lightactive[i]);
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for(i = 0; i < numlights; i++)
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SaveLighting(lightactive[i]);
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WSave(visionid);
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WSave(numvision);
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for(i = 0; i < numvision; i++)
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SaveVision(i);
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}
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for(i = 0; i < MAXITEMS; i++)
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BSave(itemactive[i]);
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for(i = 0; i < MAXITEMS; i++)
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BSave(itemavail[i]);
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for(i = 0; i < numitems; i++)
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SaveItem(itemactive[i]);
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for(i = 0; i < 128; i++)
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OSave(UniqueItemFlag[i]);
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dLight[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dFlags[i][j] & 0xF8);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dPlayer[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dItem[i][j]);
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}
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if(leveltype) {
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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WSave(dMonster[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dDead[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dObject[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dLight[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dPreLight[i][j]);
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}
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for(j = 0; j < DMAXY; j++) {
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for(i = 0; i < DMAXX; i++)
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OSave(automapview[i][j]);
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}
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dMissile[i][j]);
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}
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}
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WSave(numpremium);
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WSave(premiumlevel);
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for(i = 0; i < 6; i++)
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SavePremium(i);
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OSave(automapflag);
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WSave(AutoMapScale);
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pfile_get_game_name(szName);
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dwLen = codec_get_encoded_len(tbuff - SaveBuff);
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pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
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mem_free_dbg(SaveBuff);
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gbValidSaveFile = TRUE;
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pfile_rename_temp_to_perm();
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pfile_write_hero();
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}
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void BSave(char v)
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{
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*tbuff++ = v;
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}
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void WSave(int v)
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{
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*tbuff++ = v >> 24;
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*tbuff++ = v >> 16;
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*tbuff++ = v >> 8;
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*tbuff++ = v;
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}
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void ISave(int v)
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{
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*tbuff++ = v >> 24;
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*tbuff++ = v >> 16;
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*tbuff++ = v >> 8;
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*tbuff++ = v;
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}
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void OSave(BOOL v)
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{
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if(v != FALSE)
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*tbuff++ = TRUE;
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else
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*tbuff++ = FALSE;
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}
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void SavePlayer(int i)
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{
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memcpy(tbuff, &plr[i], sizeof(*plr) - (10 * sizeof(void *)));
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tbuff += sizeof(*plr) - (10 * sizeof(void *)); // omit last 10 pointers
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}
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void SaveMonster(int i)
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{
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memcpy(tbuff, &monster[i], sizeof(*monster) - (3 * sizeof(void *)));
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tbuff += sizeof(*monster) - (3 * sizeof(void *)); // omit last 3 pointers
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}
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void SaveMissile(int i)
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{
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memcpy(tbuff, &missile[i], sizeof(*missile));
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tbuff += sizeof(*missile);
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}
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void SaveObject(int i)
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{
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memcpy(tbuff, &object[i], sizeof(*object));
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tbuff += sizeof(*object);
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}
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void SaveItem(int i)
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{
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memcpy(tbuff, &item[i], sizeof(*item));
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tbuff += sizeof(*item);
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}
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void SavePremium(int i)
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{
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memcpy(tbuff, &premiumitem[i], sizeof(*premiumitem));
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tbuff += sizeof(*premiumitem);
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}
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void SaveQuest(int i)
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{
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memcpy(tbuff, &quests[i], sizeof(*quests));
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tbuff += sizeof(*quests);
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WSave(ReturnLvlX);
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WSave(ReturnLvlY);
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WSave(ReturnLvl);
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WSave(ReturnLvlT);
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WSave(DoomQuestState);
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}
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void SaveLighting(int i)
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{
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memcpy(tbuff, &LightList[i], sizeof(*LightList));
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tbuff += sizeof(*LightList);
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}
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void SaveVision(int i)
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{
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memcpy(tbuff, &VisionList[i], sizeof(*VisionList));
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tbuff += sizeof(*VisionList);
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}
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void SavePortal(int i)
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{
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memcpy(tbuff, &portal[i], sizeof(*portal));
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tbuff += sizeof(*portal);
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}
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void SaveLevel()
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{
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int i, j;
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char szName[MAX_PATH];
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if(!currlevel)
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glSeedTbl[0] = GetRndSeed();
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int dwLen = codec_get_encoded_len(FILEBUFF);
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unsigned char *SaveBuff = DiabloAllocPtr(dwLen);
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tbuff = SaveBuff;
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if(leveltype) {
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for(j = 0; j < MAXDUNY; j++) {
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for(i = 0; i < MAXDUNX; i++)
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BSave(dDead[i][j]);
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}
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}
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WSave(nummonsters);
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WSave(numitems);
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WSave(nobjects);
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if(leveltype) {
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for(i = 0; i < MAXMONSTERS; i++)
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WSave(monstactive[i]);
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for(i = 0; i < nummonsters; i++)
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SaveMonster(monstactive[i]);
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for(i = 0; i < MAXOBJECTS; i++)
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BSave(objectactive[i]);
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for(i = 0; i < MAXOBJECTS; i++)
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BSave(objectavail[i]);
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for(i = 0; i < nobjects; i++)
|
|
SaveObject(objectactive[i]);
|
|
}
|
|
|
|
for(i = 0; i < MAXITEMS; i++)
|
|
BSave(itemactive[i]);
|
|
for(i = 0; i < MAXITEMS; i++)
|
|
BSave(itemavail[i]);
|
|
for(i = 0; i < numitems; i++)
|
|
SaveItem(itemactive[i]);
|
|
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dFlags[i][j] & 0xF8);
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dItem[i][j]);
|
|
}
|
|
|
|
if(leveltype) {
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
WSave(dMonster[i][j]);
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dObject[i][j]);
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dLight[i][j]);
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dPreLight[i][j]);
|
|
}
|
|
for(j = 0; j < DMAXY; j++) {
|
|
for(i = 0; i < DMAXX; i++)
|
|
OSave(automapview[i][j]);
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
BSave(dMissile[i][j]);
|
|
}
|
|
}
|
|
|
|
GetTempLevelNames(szName);
|
|
dwLen = codec_get_encoded_len(tbuff - SaveBuff);
|
|
pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
|
|
mem_free_dbg(SaveBuff);
|
|
|
|
if(setlevel == 0)
|
|
plr[myplr]._pLvlVisited[currlevel] = 1;
|
|
else
|
|
plr[myplr]._pSLvlVisited[(unsigned char)setlvlnum] = 1;
|
|
}
|
|
|
|
void LoadLevel()
|
|
{
|
|
int i, j;
|
|
int dwLen;
|
|
char szName[MAX_PATH];
|
|
|
|
GetPermLevelNames(szName);
|
|
unsigned char *LoadBuff = (unsigned char *)pfile_read(szName, &dwLen);
|
|
tbuff = LoadBuff;
|
|
|
|
if(leveltype) {
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dDead[i][j] = BLoad();
|
|
}
|
|
SetDead();
|
|
}
|
|
|
|
nummonsters = WLoad();
|
|
numitems = WLoad();
|
|
nobjects = WLoad();
|
|
|
|
if(leveltype) {
|
|
for(i = 0; i < MAXMONSTERS; i++)
|
|
monstactive[i] = WLoad();
|
|
for(i = 0; i < nummonsters; i++)
|
|
LoadMonster(monstactive[i]);
|
|
for(i = 0; i < MAXOBJECTS; i++)
|
|
objectactive[i] = BLoad();
|
|
for(i = 0; i < MAXOBJECTS; i++)
|
|
objectavail[i] = BLoad();
|
|
for(i = 0; i < nobjects; i++)
|
|
LoadObject(objectactive[i]);
|
|
for(i = 0; i < nobjects; i++)
|
|
SyncObjectAnim(objectactive[i]);
|
|
}
|
|
|
|
for(i = 0; i < MAXITEMS; i++)
|
|
itemactive[i] = BLoad();
|
|
for(i = 0; i < MAXITEMS; i++)
|
|
itemavail[i] = BLoad();
|
|
for(i = 0; i < numitems; i++)
|
|
LoadItem(itemactive[i]);
|
|
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dFlags[i][j] = BLoad();
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dItem[i][j] = BLoad();
|
|
}
|
|
|
|
if(leveltype) {
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dMonster[i][j] = WLoad();
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dObject[i][j] = BLoad();
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dLight[i][j] = BLoad();
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dPreLight[i][j] = BLoad();
|
|
}
|
|
for(j = 0; j < DMAXY; j++) {
|
|
for(i = 0; i < DMAXX; i++)
|
|
automapview[i][j] = OLoad();
|
|
}
|
|
for(j = 0; j < MAXDUNY; j++) {
|
|
for(i = 0; i < MAXDUNX; i++)
|
|
dMissile[i][j] = 0; /// BUGFIX: supposed to load saved missiles with "BLoad()"?
|
|
}
|
|
}
|
|
|
|
AutomapZoomReset();
|
|
ResyncQuests();
|
|
SyncPortals();
|
|
dolighting = 1;
|
|
|
|
for(i = 0; i < MAX_PLRS; i++) {
|
|
if(plr[i].plractive && currlevel == plr[i].plrlevel)
|
|
LightList[plr[i]._plid]._lunflag = 1;
|
|
}
|
|
|
|
mem_free_dbg(LoadBuff);
|
|
}
|