mirror of
https://github.com/diasurgical/devilution.git
synced 2025-07-23 12:33:00 +02:00
726 lines
16 KiB
C++
726 lines
16 KiB
C++
/**
|
|
* @file loadsave.cpp
|
|
*
|
|
* Implementation of save game functionality.
|
|
*/
|
|
#include "all.h"
|
|
|
|
BYTE *tbuff;
|
|
|
|
static char BLoad()
|
|
{
|
|
return *tbuff++;
|
|
}
|
|
|
|
static int WLoad()
|
|
{
|
|
int rv = *tbuff++ << 24;
|
|
rv |= *tbuff++ << 16;
|
|
rv |= *tbuff++ << 8;
|
|
rv |= *tbuff++;
|
|
|
|
return rv;
|
|
}
|
|
|
|
static int ILoad()
|
|
{
|
|
int rv = *tbuff++ << 24;
|
|
rv |= *tbuff++ << 16;
|
|
rv |= *tbuff++ << 8;
|
|
rv |= *tbuff++;
|
|
|
|
return rv;
|
|
}
|
|
|
|
static BOOL OLoad()
|
|
{
|
|
if (*tbuff++ == TRUE)
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
static void LoadPlayer(int i)
|
|
{
|
|
memcpy(&plr[i], tbuff, sizeof(*plr) - (10 * sizeof(void *)));
|
|
tbuff += sizeof(*plr) - (10 * sizeof(void *)); // omit last 10 pointers
|
|
}
|
|
|
|
static void LoadMonster(int i)
|
|
{
|
|
memcpy(&monster[i], tbuff, sizeof(*monster) - (3 * sizeof(void *)));
|
|
tbuff += sizeof(*monster) - (3 * sizeof(void *)); // omit last 3 pointers
|
|
SyncMonsterAnim(i);
|
|
}
|
|
|
|
static void LoadMissile(int i)
|
|
{
|
|
memcpy(&missile[i], tbuff, sizeof(*missile));
|
|
tbuff += sizeof(*missile);
|
|
}
|
|
|
|
static void LoadObject(int i)
|
|
{
|
|
memcpy(&object[i], tbuff, sizeof(*object));
|
|
tbuff += sizeof(*object);
|
|
}
|
|
|
|
static void LoadItem(int i)
|
|
{
|
|
memcpy(&item[i], tbuff, sizeof(*item));
|
|
tbuff += sizeof(*item);
|
|
GetItemFrm(i);
|
|
}
|
|
|
|
static void LoadPremium(int i)
|
|
{
|
|
memcpy(&premiumitem[i], tbuff, sizeof(*premiumitem));
|
|
tbuff += sizeof(*premiumitem);
|
|
}
|
|
|
|
static void LoadQuest(int i)
|
|
{
|
|
memcpy(&quests[i], tbuff, sizeof(*quests));
|
|
tbuff += sizeof(*quests);
|
|
ReturnLvlX = WLoad();
|
|
ReturnLvlY = WLoad();
|
|
ReturnLvl = WLoad();
|
|
ReturnLvlT = WLoad();
|
|
DoomQuestState = WLoad();
|
|
}
|
|
|
|
static void LoadLighting(int i)
|
|
{
|
|
memcpy(&LightList[i], tbuff, sizeof(*LightList));
|
|
tbuff += sizeof(*LightList);
|
|
}
|
|
|
|
static void LoadVision(int i)
|
|
{
|
|
memcpy(&VisionList[i], tbuff, sizeof(*VisionList));
|
|
tbuff += sizeof(*VisionList);
|
|
}
|
|
|
|
static void LoadPortal(int i)
|
|
{
|
|
memcpy(&portal[i], tbuff, sizeof(*portal));
|
|
tbuff += sizeof(*portal);
|
|
}
|
|
|
|
/**
|
|
* @brief Load game state
|
|
* @param firstflag Can be set to false if we are simply reloading the current game
|
|
*/
|
|
void LoadGame(BOOL firstflag)
|
|
{
|
|
int i, j;
|
|
DWORD dwLen;
|
|
char szName[MAX_PATH];
|
|
BYTE *LoadBuff;
|
|
int _ViewX, _ViewY, _nummonsters, _numitems, _nummissiles, _nobjects;
|
|
|
|
FreeGameMem();
|
|
pfile_remove_temp_files();
|
|
pfile_get_game_name(szName);
|
|
LoadBuff = pfile_read(szName, &dwLen);
|
|
tbuff = LoadBuff;
|
|
|
|
#ifdef HELLFIRE
|
|
if (ILoad() != 'HELF')
|
|
#elif defined(SPAWN)
|
|
if (ILoad() != 'SHAR')
|
|
#else
|
|
if (ILoad() != 'RETL')
|
|
#endif
|
|
app_fatal("Invalid save file");
|
|
|
|
setlevel = OLoad();
|
|
setlvlnum = WLoad();
|
|
currlevel = WLoad();
|
|
leveltype = WLoad();
|
|
_ViewX = WLoad();
|
|
_ViewY = WLoad();
|
|
invflag = OLoad();
|
|
chrflag = OLoad();
|
|
_nummonsters = WLoad();
|
|
_numitems = WLoad();
|
|
_nummissiles = WLoad();
|
|
_nobjects = WLoad();
|
|
|
|
for (i = 0; i < NUMLEVELS; i++) {
|
|
glSeedTbl[i] = ILoad();
|
|
gnLevelTypeTbl[i] = WLoad();
|
|
}
|
|
|
|
LoadPlayer(myplr);
|
|
|
|
#ifdef HELLFIRE
|
|
gnDifficulty = plr[myplr].pDifficulty;
|
|
if (gnDifficulty < DIFF_NORMAL || gnDifficulty > DIFF_HELL)
|
|
gnDifficulty = DIFF_NORMAL;
|
|
#endif
|
|
for (i = 0; i < MAXQUESTS; i++)
|
|
LoadQuest(i);
|
|
for (i = 0; i < MAXPORTAL; i++)
|
|
LoadPortal(i);
|
|
|
|
LoadGameLevel(firstflag, ENTRY_LOAD);
|
|
SyncInitPlr(myplr);
|
|
SyncPlrAnim(myplr);
|
|
|
|
ViewX = _ViewX;
|
|
ViewY = _ViewY;
|
|
nummonsters = _nummonsters;
|
|
numitems = _numitems;
|
|
nummissiles = _nummissiles;
|
|
nobjects = _nobjects;
|
|
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
monstkills[i] = ILoad();
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
monstactive[i] = WLoad();
|
|
for (i = 0; i < nummonsters; i++)
|
|
LoadMonster(monstactive[i]);
|
|
for (i = 0; i < MAXMISSILES; i++)
|
|
missileactive[i] = BLoad();
|
|
for (i = 0; i < MAXMISSILES; i++)
|
|
missileavail[i] = BLoad();
|
|
for (i = 0; i < nummissiles; i++)
|
|
LoadMissile(missileactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
objectactive[i] = BLoad();
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
objectavail[i] = BLoad();
|
|
for (i = 0; i < nobjects; i++)
|
|
LoadObject(objectactive[i]);
|
|
for (i = 0; i < nobjects; i++)
|
|
SyncObjectAnim(objectactive[i]);
|
|
|
|
numlights = WLoad();
|
|
|
|
for (i = 0; i < MAXLIGHTS; i++)
|
|
lightactive[i] = BLoad();
|
|
for (i = 0; i < numlights; i++)
|
|
LoadLighting(lightactive[i]);
|
|
|
|
visionid = WLoad();
|
|
numvision = WLoad();
|
|
|
|
for (i = 0; i < numvision; i++)
|
|
LoadVision(i);
|
|
}
|
|
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
itemactive[i] = BLoad();
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
itemavail[i] = BLoad();
|
|
for (i = 0; i < numitems; i++)
|
|
LoadItem(itemactive[i]);
|
|
for (i = 0; i < 128; i++)
|
|
UniqueItemFlag[i] = OLoad();
|
|
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dLight[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dFlags[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dPlayer[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dItem[i][j] = BLoad();
|
|
}
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dMonster[i][j] = WLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dDead[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dObject[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dLight[i][j] = BLoad(); // BUGFIX: dLight got loaded already
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dPreLight[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < DMAXY; j++) {
|
|
for (i = 0; i < DMAXX; i++)
|
|
automapview[i][j] = OLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dMissile[i][j] = BLoad();
|
|
}
|
|
}
|
|
|
|
numpremium = WLoad();
|
|
premiumlevel = WLoad();
|
|
|
|
for (i = 0; i < SMITH_PREMIUM_ITEMS; i++)
|
|
LoadPremium(i);
|
|
|
|
automapflag = OLoad();
|
|
AutoMapScale = WLoad();
|
|
mem_free_dbg(LoadBuff);
|
|
AutomapZoomReset();
|
|
ResyncQuests();
|
|
|
|
if (leveltype != DTYPE_TOWN)
|
|
ProcessLightList();
|
|
|
|
RedoPlayerVision();
|
|
ProcessVisionList();
|
|
missiles_process_charge();
|
|
ResetPal();
|
|
SetCursor_(CURSOR_HAND);
|
|
gbProcessPlayers = TRUE;
|
|
}
|
|
|
|
static void BSave(char v)
|
|
{
|
|
*tbuff++ = v;
|
|
}
|
|
|
|
static void WSave(int v)
|
|
{
|
|
*tbuff++ = v >> 24;
|
|
*tbuff++ = v >> 16;
|
|
*tbuff++ = v >> 8;
|
|
*tbuff++ = v;
|
|
}
|
|
|
|
static void ISave(int v)
|
|
{
|
|
*tbuff++ = v >> 24;
|
|
*tbuff++ = v >> 16;
|
|
*tbuff++ = v >> 8;
|
|
*tbuff++ = v;
|
|
}
|
|
|
|
static void OSave(BOOL v)
|
|
{
|
|
if (v != FALSE)
|
|
*tbuff++ = TRUE;
|
|
else
|
|
*tbuff++ = FALSE;
|
|
}
|
|
|
|
static void SavePlayer(int i)
|
|
{
|
|
memcpy(tbuff, &plr[i], sizeof(*plr) - (10 * sizeof(void *)));
|
|
tbuff += sizeof(*plr) - (10 * sizeof(void *)); // omit last 10 pointers
|
|
}
|
|
|
|
static void SaveMonster(int i)
|
|
{
|
|
memcpy(tbuff, &monster[i], sizeof(*monster) - (3 * sizeof(void *)));
|
|
tbuff += sizeof(*monster) - (3 * sizeof(void *)); // omit last 3 pointers
|
|
}
|
|
|
|
static void SaveMissile(int i)
|
|
{
|
|
memcpy(tbuff, &missile[i], sizeof(*missile));
|
|
tbuff += sizeof(*missile);
|
|
}
|
|
|
|
static void SaveObject(int i)
|
|
{
|
|
memcpy(tbuff, &object[i], sizeof(*object));
|
|
tbuff += sizeof(*object);
|
|
}
|
|
|
|
static void SaveItem(int i)
|
|
{
|
|
memcpy(tbuff, &item[i], sizeof(*item));
|
|
tbuff += sizeof(*item);
|
|
}
|
|
|
|
static void SavePremium(int i)
|
|
{
|
|
memcpy(tbuff, &premiumitem[i], sizeof(*premiumitem));
|
|
tbuff += sizeof(*premiumitem);
|
|
}
|
|
|
|
static void SaveQuest(int i)
|
|
{
|
|
memcpy(tbuff, &quests[i], sizeof(*quests));
|
|
tbuff += sizeof(*quests);
|
|
WSave(ReturnLvlX);
|
|
WSave(ReturnLvlY);
|
|
WSave(ReturnLvl);
|
|
WSave(ReturnLvlT);
|
|
WSave(DoomQuestState);
|
|
}
|
|
|
|
static void SaveLighting(int i)
|
|
{
|
|
memcpy(tbuff, &LightList[i], sizeof(*LightList));
|
|
tbuff += sizeof(*LightList);
|
|
}
|
|
|
|
static void SaveVision(int i)
|
|
{
|
|
memcpy(tbuff, &VisionList[i], sizeof(*VisionList));
|
|
tbuff += sizeof(*VisionList);
|
|
}
|
|
|
|
static void SavePortal(int i)
|
|
{
|
|
memcpy(tbuff, &portal[i], sizeof(*portal));
|
|
tbuff += sizeof(*portal);
|
|
}
|
|
|
|
void SaveGame()
|
|
{
|
|
int i, j;
|
|
char szName[MAX_PATH];
|
|
|
|
DWORD dwLen = codec_get_encoded_len(FILEBUFF);
|
|
BYTE *SaveBuff = DiabloAllocPtr(dwLen);
|
|
tbuff = SaveBuff;
|
|
|
|
#ifdef HELLFIRE
|
|
ISave('HELF');
|
|
#elif defined(SPAWN)
|
|
ISave('SHAR');
|
|
#else
|
|
ISave('RETL');
|
|
#endif
|
|
OSave(setlevel);
|
|
WSave(setlvlnum);
|
|
WSave(currlevel);
|
|
WSave(leveltype);
|
|
WSave(ViewX);
|
|
WSave(ViewY);
|
|
OSave(invflag);
|
|
OSave(chrflag);
|
|
WSave(nummonsters);
|
|
WSave(numitems);
|
|
WSave(nummissiles);
|
|
WSave(nobjects);
|
|
|
|
for (i = 0; i < NUMLEVELS; i++) {
|
|
ISave(glSeedTbl[i]);
|
|
WSave(gnLevelTypeTbl[i]);
|
|
}
|
|
|
|
#ifdef HELLFIRE
|
|
plr[myplr].pDifficulty = gnDifficulty;
|
|
#endif
|
|
SavePlayer(myplr);
|
|
|
|
for (i = 0; i < MAXQUESTS; i++)
|
|
SaveQuest(i);
|
|
for (i = 0; i < MAXPORTAL; i++)
|
|
SavePortal(i);
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
ISave(monstkills[i]);
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
WSave(monstactive[i]);
|
|
for (i = 0; i < nummonsters; i++)
|
|
SaveMonster(monstactive[i]);
|
|
for (i = 0; i < MAXMISSILES; i++)
|
|
BSave(missileactive[i]);
|
|
for (i = 0; i < MAXMISSILES; i++)
|
|
BSave(missileavail[i]);
|
|
for (i = 0; i < nummissiles; i++)
|
|
SaveMissile(missileactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
BSave(objectactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
BSave(objectavail[i]);
|
|
for (i = 0; i < nobjects; i++)
|
|
SaveObject(objectactive[i]);
|
|
|
|
WSave(numlights);
|
|
|
|
for (i = 0; i < MAXLIGHTS; i++)
|
|
BSave(lightactive[i]);
|
|
for (i = 0; i < numlights; i++)
|
|
SaveLighting(lightactive[i]);
|
|
|
|
WSave(visionid);
|
|
WSave(numvision);
|
|
|
|
for (i = 0; i < numvision; i++)
|
|
SaveVision(i);
|
|
}
|
|
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
BSave(itemactive[i]);
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
BSave(itemavail[i]);
|
|
for (i = 0; i < numitems; i++)
|
|
SaveItem(itemactive[i]);
|
|
for (i = 0; i < 128; i++)
|
|
OSave(UniqueItemFlag[i]);
|
|
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dLight[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dFlags[i][j] & ~(BFLAG_MISSILE | BFLAG_VISIBLE | BFLAG_DEAD_PLAYER));
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dPlayer[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dItem[i][j]);
|
|
}
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
WSave(dMonster[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dDead[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dObject[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dLight[i][j]); // BUGFIX: dLight got saved already
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dPreLight[i][j]);
|
|
}
|
|
for (j = 0; j < DMAXY; j++) {
|
|
for (i = 0; i < DMAXX; i++)
|
|
OSave(automapview[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dMissile[i][j]);
|
|
}
|
|
}
|
|
|
|
WSave(numpremium);
|
|
WSave(premiumlevel);
|
|
|
|
for (i = 0; i < SMITH_PREMIUM_ITEMS; i++)
|
|
SavePremium(i);
|
|
|
|
OSave(automapflag);
|
|
WSave(AutoMapScale);
|
|
pfile_get_game_name(szName);
|
|
dwLen = codec_get_encoded_len(tbuff - SaveBuff);
|
|
pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
|
|
mem_free_dbg(SaveBuff);
|
|
gbValidSaveFile = TRUE;
|
|
pfile_rename_temp_to_perm();
|
|
pfile_write_hero();
|
|
}
|
|
|
|
void SaveLevel()
|
|
{
|
|
int i, j;
|
|
char szName[MAX_PATH];
|
|
int dwLen;
|
|
BYTE *SaveBuff;
|
|
|
|
if (currlevel == 0)
|
|
glSeedTbl[0] = GetRndSeed();
|
|
|
|
dwLen = codec_get_encoded_len(FILEBUFF);
|
|
SaveBuff = DiabloAllocPtr(dwLen);
|
|
tbuff = SaveBuff;
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dDead[i][j]);
|
|
}
|
|
}
|
|
|
|
WSave(nummonsters);
|
|
WSave(numitems);
|
|
WSave(nobjects);
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
WSave(monstactive[i]);
|
|
for (i = 0; i < nummonsters; i++)
|
|
SaveMonster(monstactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
BSave(objectactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
BSave(objectavail[i]);
|
|
for (i = 0; i < nobjects; i++)
|
|
SaveObject(objectactive[i]);
|
|
}
|
|
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
BSave(itemactive[i]);
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
BSave(itemavail[i]);
|
|
for (i = 0; i < numitems; i++)
|
|
SaveItem(itemactive[i]);
|
|
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dFlags[i][j] & ~(BFLAG_MISSILE | BFLAG_VISIBLE | BFLAG_DEAD_PLAYER));
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dItem[i][j]);
|
|
}
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
WSave(dMonster[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dObject[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dLight[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dPreLight[i][j]);
|
|
}
|
|
for (j = 0; j < DMAXY; j++) {
|
|
for (i = 0; i < DMAXX; i++)
|
|
OSave(automapview[i][j]);
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
BSave(dMissile[i][j]);
|
|
}
|
|
}
|
|
|
|
GetTempLevelNames(szName);
|
|
dwLen = codec_get_encoded_len(tbuff - SaveBuff);
|
|
pfile_write_save_file(szName, SaveBuff, tbuff - SaveBuff, dwLen);
|
|
mem_free_dbg(SaveBuff);
|
|
|
|
if (!setlevel)
|
|
plr[myplr]._pLvlVisited[currlevel] = TRUE;
|
|
else
|
|
plr[myplr]._pSLvlVisited[setlvlnum] = TRUE;
|
|
}
|
|
|
|
void LoadLevel()
|
|
{
|
|
int i, j;
|
|
DWORD dwLen;
|
|
char szName[MAX_PATH];
|
|
BYTE *LoadBuff;
|
|
|
|
GetPermLevelNames(szName);
|
|
LoadBuff = pfile_read(szName, &dwLen);
|
|
tbuff = LoadBuff;
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dDead[i][j] = BLoad();
|
|
}
|
|
SyncUniqDead();
|
|
}
|
|
|
|
nummonsters = WLoad();
|
|
numitems = WLoad();
|
|
nobjects = WLoad();
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (i = 0; i < MAXMONSTERS; i++)
|
|
monstactive[i] = WLoad();
|
|
for (i = 0; i < nummonsters; i++)
|
|
LoadMonster(monstactive[i]);
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
objectactive[i] = BLoad();
|
|
for (i = 0; i < MAXOBJECTS; i++)
|
|
objectavail[i] = BLoad();
|
|
for (i = 0; i < nobjects; i++)
|
|
LoadObject(objectactive[i]);
|
|
for (i = 0; i < nobjects; i++)
|
|
SyncObjectAnim(objectactive[i]);
|
|
}
|
|
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
itemactive[i] = BLoad();
|
|
for (i = 0; i < MAXITEMS; i++)
|
|
itemavail[i] = BLoad();
|
|
for (i = 0; i < numitems; i++)
|
|
LoadItem(itemactive[i]);
|
|
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dFlags[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dItem[i][j] = BLoad();
|
|
}
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dMonster[i][j] = WLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dObject[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dLight[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dPreLight[i][j] = BLoad();
|
|
}
|
|
for (j = 0; j < DMAXY; j++) {
|
|
for (i = 0; i < DMAXX; i++)
|
|
automapview[i][j] = OLoad();
|
|
}
|
|
for (j = 0; j < MAXDUNY; j++) {
|
|
for (i = 0; i < MAXDUNX; i++)
|
|
dMissile[i][j] = 0; /// BUGFIX: supposed to load saved missiles with "BLoad()"?
|
|
}
|
|
}
|
|
|
|
AutomapZoomReset();
|
|
ResyncQuests();
|
|
SyncPortals();
|
|
dolighting = TRUE;
|
|
|
|
for (i = 0; i < MAX_PLRS; i++) {
|
|
if (plr[i].plractive && currlevel == plr[i].plrlevel)
|
|
LightList[plr[i]._plid]._lunflag = TRUE;
|
|
}
|
|
|
|
mem_free_dbg(LoadBuff);
|
|
}
|