TSharedRef<FJsonObject> UFlareSaveWriter::SavePlayer(FFlarePlayerSave* Data) { TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject()); JsonObject->SetStringField("ScenarioId", FormatInt32(Data->ScenarioId)); JsonObject->SetStringField("CompanyIdentifier", Data->CompanyIdentifier.ToString()); JsonObject->SetStringField("LastFlownShipIdentifier", Data->LastFlownShipIdentifier.ToString()); JsonObject->SetObjectField("Quest", SaveQuest(&Data->QuestData)); return JsonObject; }
void __cdecl SaveGame() { int v0; // eax signed int v1; // ebx signed int v2; // esi int v3; // esi int v4; // esi int *v5; // esi int *v6; // esi int i; // esi int *v8; // esi int *v9; // esi int j; // esi int *v11; // esi int *v12; // esi int k; // esi signed int v14; // esi int l; // esi int m; // esi int *v17; // esi int *v18; // esi int n; // esi int *v20; // esi char *v21; // edi signed int v22; // ebx _BYTE *v23; // edi signed int v24; // ebx char *v25; // edi signed int v26; // ebx char *v27; // edi int (*v28)[112]; // ebx int *v29; // edi signed int v30; // ebx char *v31; // edi signed int v32; // ebx char *v33; // edi signed int v34; // ebx char *v35; // edi signed int v36; // ebx char *v37; // edi signed int v38; // ebx unsigned char *v39; // edi signed int v40; // ebx char *v41; // edi int v42; // esi void *v43; // esi int v44; // eax char v45[260]; // [esp+Ch] [ebp-10Ch] void *ptr; // [esp+110h] [ebp-8h] int v47; // [esp+114h] [ebp-4h] v0 = codec_get_encoded_len(262147); /* FILEBUFF */ ptr = DiabloAllocPtr(v0); tbuff = ptr; ISave_2('RETL'); OSave(setlevel); ISave((unsigned char)setlvlnum); ISave(currlevel); ISave((unsigned char)leveltype); ISave(ViewX); ISave(ViewY); OSave(invflag); OSave(chrflag); ISave(nummonsters); ISave(numitems); ISave(nummissiles); ISave(nobjects); v1 = 0; v2 = 0; do { ISave_2(glSeedTbl[v2]); ISave(gnLevelTypeTbl[v2]); ++v2; } while ( v2 < 17 ); SavePlayer(myplr); v3 = 0; do SaveQuest(v3++); while ( v3 < 16 ); v4 = 0; do SavePortal(v4++); while ( v4 < 4 ); v5 = monstkills; do { ISave_2(*v5); ++v5; } while ( (signed int)v5 < (signed int)&monstkills[200] ); if ( leveltype ) { v6 = monstactive; do { ISave(*v6); ++v6; } while ( (signed int)v6 < (signed int)&monstactive[200] ); for ( i = 0; i < nummonsters; ++i ) SaveMonster(monstactive[i]); v8 = missileactive; do { BSave(*(_BYTE *)v8); ++v8; } while ( (signed int)v8 < (signed int)&missileactive[125] ); v9 = missileavail; do { BSave(*(_BYTE *)v9); ++v9; } while ( (signed int)v9 < (signed int)&missileavail[125] ); for ( j = 0; j < nummissiles; ++j ) SaveMissile(missileactive[j]); v11 = objectactive; do { BSave(*(_BYTE *)v11); ++v11; } while ( (signed int)v11 < (signed int)&objectactive[127] ); v12 = objectavail; do { BSave(*(_BYTE *)v12); ++v12; } while ( (signed int)v12 < (signed int)&objectavail[127] ); for ( k = 0; k < nobjects; ++k ) SaveObject(objectactive[k]); ISave(numlights); v14 = 0; do BSave(lightactive[v14++]); while ( v14 < 32 ); for ( l = 0; l < numlights; ++l ) SaveLighting((unsigned char)lightactive[l]); ISave(visionid); ISave(numvision); for ( m = 0; m < numvision; ++m ) SaveVision(m); } v17 = itemactive; do { BSave(*(_BYTE *)v17); ++v17; } while ( (signed int)v17 < (signed int)&itemactive[127] ); v18 = itemavail; do { BSave(*(_BYTE *)v18); ++v18; } while ( (signed int)v18 < (signed int)&itemavail[127] ); for ( n = 0; n < numitems; ++n ) SaveItem(itemactive[n]); v20 = UniqueItemFlag; do { OSave(*v20); ++v20; } while ( (signed int)v20 < (signed int)&UniqueItemFlag[128] ); do { v21 = (char *)dTransVal + v1; v47 = 112; do { BSave(*v21); v21 += 112; --v47; } while ( v47 ); ++v1; } while ( v1 < 112 ); v22 = 0; do { v23 = (unsigned char *)dFlags + v22; v47 = 112; do { BSave(*v23 & 0xF8); v23 += 112; --v47; } while ( v47 ); ++v22; } while ( v22 < 112 ); v24 = 0; do { v25 = (char *)dPlayer + v24; v47 = 112; do { BSave(*v25); v25 += 112; --v47; } while ( v47 ); ++v24; } while ( v24 < 112 ); v26 = 0; do { v27 = (char *)dItem + v26; v47 = 112; do { BSave(*v27); v27 += 112; --v47; } while ( v47 ); ++v26; } while ( v26 < 112 ); if ( leveltype ) { v28 = dMonster; do { v29 = (int *)v28; v47 = 112; do { ISave(*v29); v29 += 112; --v47; } while ( v47 ); v28 = (int (*)[112])((char *)v28 + 4); } while ( (signed int)v28 < (signed int)dMonster[1] ); v30 = 0; do { v31 = (char *)dDead + v30; v47 = 112; do { BSave(*v31); v31 += 112; --v47; } while ( v47 ); ++v30; } while ( v30 < 112 ); v32 = 0; do { v33 = (char *)dObject + v32; v47 = 112; do { BSave(*v33); v33 += 112; --v47; } while ( v47 ); ++v32; } while ( v32 < 112 ); v34 = 0; do { v35 = (char *)dTransVal + v34; v47 = 112; do { BSave(*v35); v35 += 112; --v47; } while ( v47 ); ++v34; } while ( v34 < 112 ); v36 = 0; do { v37 = (char *)dTransVal2 + v36; v47 = 112; do { BSave(*v37); v37 += 112; --v47; } while ( v47 ); ++v36; } while ( v36 < 112 ); v38 = 0; do { v39 = (unsigned char *)automapview + v38; v47 = 40; do { OSave(*v39); v39 += 40; --v47; } while ( v47 ); ++v38; } while ( v38 < 40 ); v40 = 0; do { v41 = (char *)dMissile + v40; v47 = 112; do { BSave(*v41); v41 += 112; --v47; } while ( v47 ); ++v40; } while ( v40 < 112 ); } ISave(numpremium); ISave(premiumlevel); v42 = 0; do SavePremium(v42++); while ( v42 < 6 ); OSave(automapflag); ISave(AutoMapScale); pfile_get_game_name(v45); v43 = ptr; v44 = codec_get_encoded_len((_BYTE *)tbuff - (_BYTE *)ptr); pfile_write_save_file(v45, v43, (_BYTE *)tbuff - (_BYTE *)v43, v44); mem_free_dbg(v43); *(_DWORD *)&gbValidSaveFile = 1; pfile_rename_temp_to_perm(); pfile_write_hero(); }