void __fastcall LoadGame(bool firstflag) { int v1; // esi int v2; // edi int v5; // ebx int v6; // eax int v7; // eax int v8; // ecx bool v9; // sf unsigned char v10; // of int *v11; // esi int *v12; // esi int i; // esi int *v14; // esi int *v15; // esi int j; // esi int *v17; // esi int *v18; // esi int k; // esi int l; // esi signed int v21; // esi int m; // esi int v23; // esi int *v24; // esi int *v25; // esi int n; // esi int *v27; // esi char *v29; // edi char *v30; // edi char *v31; // edi char *v32; // edi int (*v33)[112]; // ebx _DWORD *v34; // edi char *v35; // edi char *v36; // edi char *v37; // edi char *v38; // edi signed int v39; // ebx bool *v40; // edi char *v41; // edi int v42; // esi char dst[260]; // [esp+0h] [ebp-120h] int len; // [esp+104h] [ebp-1Ch] int v46; // [esp+108h] [ebp-18h] int v47; // [esp+10Ch] [ebp-14h] void *ptr; // [esp+110h] [ebp-10h] int v49; // [esp+114h] [ebp-Ch] int from_save; // [esp+118h] [ebp-8h] int quest_num; // [esp+11Ch] [ebp-4h] FreeGameMem(); pfile_remove_temp_files(); pfile_get_game_name(dst); ptr = pfile_read(dst, &len); tbuff = ptr; if ( ILoad_2() != 'RETL' ) TermMsg("Invalid save file"); setlevel = OLoad(); setlvlnum = ILoad(); currlevel = ILoad(); leveltype = ILoad(); v1 = ILoad(); v2 = ILoad(); invflag = OLoad(); chrflag = OLoad(); v5 = ILoad(); v47 = ILoad(); v49 = ILoad(); v6 = ILoad(); quest_num = 0; v46 = v6; do { *(int *)((char *)glSeedTbl + quest_num) = ILoad_2(); v7 = ILoad(); v8 = quest_num; quest_num += 4; v10 = __OFSUB__(quest_num, 68); v9 = quest_num - 68 < 0; *(int *)((char *)gnLevelTypeTbl + v8) = v7; } while ( v9 ^ v10 ); LoadPlayer(myplr); quest_num = 0; do LoadQuest(quest_num++); while ( quest_num < 16 ); quest_num = 0; do LoadPortal(quest_num++); while ( quest_num < 4 ); LoadGameLevel(firstflag, 4); SyncInitPlr(myplr); SyncPlrAnim(myplr); ViewX = v1; numitems = v47; nummissiles = v49; ViewY = v2; nummonsters = v5; nobjects = v46; v11 = monstkills; do { *v11 = ILoad_2(); ++v11; } while ( (signed int)v11 < (signed int)&monstkills[200] ); if ( leveltype ) { v12 = monstactive; do { *v12 = ILoad(); ++v12; } while ( (signed int)v12 < (signed int)&monstactive[200] ); for ( i = 0; i < nummonsters; ++i ) LoadMonster(monstactive[i]); v14 = missileactive; do { *v14 = BLoad(); ++v14; } while ( (signed int)v14 < (signed int)&missileactive[125] ); v15 = missileavail; do { *v15 = BLoad(); ++v15; } while ( (signed int)v15 < (signed int)&missileavail[125] ); for ( j = 0; j < nummissiles; ++j ) LoadMissile(missileactive[j]); v17 = objectactive; do { *v17 = BLoad(); ++v17; } while ( (signed int)v17 < (signed int)&objectactive[127] ); v18 = objectavail; do { *v18 = BLoad(); ++v18; } while ( (signed int)v18 < (signed int)&objectavail[127] ); for ( k = 0; k < nobjects; ++k ) LoadObject(objectactive[k]); for ( l = 0; l < nobjects; ++l ) SyncObjectAnim(objectactive[l]); numlights = ILoad(); v21 = 0; do lightactive[v21++] = BLoad(); while ( v21 < 32 ); for ( m = 0; m < numlights; ++m ) LoadLighting((unsigned char)lightactive[m]); visionid = ILoad(); v23 = 0; numvision = ILoad(); if ( numvision > 0 ) { do LoadVision(v23++); while ( v23 < numvision ); } } v24 = itemactive; do { *v24 = BLoad(); ++v24; } while ( (signed int)v24 < (signed int)&itemactive[127] ); v25 = itemavail; do { *v25 = BLoad(); ++v25; } while ( (signed int)v25 < (signed int)&itemavail[127] ); for ( n = 0; n < numitems; ++n ) LoadItem(itemactive[n]); v27 = UniqueItemFlag; do { *v27 = OLoad(); ++v27; } while ( (signed int)v27 < (signed int)&UniqueItemFlag[128] ); quest_num = 0; do { from_save = 112; v29 = (char *)dTransVal + quest_num; do { *v29 = BLoad(); v29 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v30 = (char *)dFlags + quest_num; do { *v30 = BLoad(); v30 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v31 = (char *)dPlayer + quest_num; do { *v31 = BLoad(); v31 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v32 = (char *)dItem + quest_num; do { *v32 = BLoad(); v32 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); if ( leveltype ) { v33 = dMonster; do { v34 = (unsigned int *)v33; from_save = 112; do { *v34 = ILoad(); v34 += 112; --from_save; } while ( from_save ); v33 = (int (*)[112])((char *)v33 + 4); } while ( (signed int)v33 < (signed int)dMonster[1] ); quest_num = 0; do { from_save = 112; v35 = (char *)dDead + quest_num; do { *v35 = BLoad(); v35 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v36 = (char *)dObject + quest_num; do { *v36 = BLoad(); v36 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v37 = (char *)dTransVal + quest_num; do { *v37 = BLoad(); v37 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); quest_num = 0; do { from_save = 112; v38 = (char *)dTransVal2 + quest_num; do { *v38 = BLoad(); v38 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); v39 = 0; do { v40 = (bool *)automapview + v39; from_save = 40; do { *v40 = OLoad(); v40 += 40; --from_save; } while ( from_save ); ++v39; } while ( v39 < 40 ); quest_num = 0; do { from_save = 112; v41 = (char *)dMissile + quest_num; do { *v41 = BLoad(); v41 += 112; --from_save; } while ( from_save ); ++quest_num; } while ( quest_num < 112 ); } numpremium = ILoad(); premiumlevel = ILoad(); v42 = 0; do LoadPremium(v42++); while ( v42 < 6 ); automapflag = OLoad(); AutoMapScale = ILoad(); mem_free_dbg(ptr); AutomapZoomReset(); ResyncQuests(); if ( leveltype ) ProcessLightList(); RedoPlayerVision(); ProcessVisionList(); missiles_process_charge(); ResetPal(); SetCursor(CURSOR_HAND); gbProcessPlayers = 1; }
void CTextures::SetMap(unsigned int ID) { CMaps *Map = GetLoadedMap(ID); for (unsigned int i = 0; i < Map->NumberOfPlatforms; i++) { CPlatforms *CurrentPlatform = GetLoadedPlatform(ID, Map->Platforms[i]->ID); if (CurrentPlatform == NULL) { LoadPlatform(ID, Map->Platforms[i]->ID); CurrentPlatform = GetLoadedPlatform(ID, Map->Platforms[i]->ID); } CPlatforms *NewPlatform = new CPlatforms(); (*NewPlatform) = (*CurrentPlatform); NewPlatform->X = Map->Platforms[i]->X; NewPlatform->Y = Map->Platforms[i]->Y; Platforms.push_back( NewPlatform ); } for (unsigned int i = 0; i < Map->NumberOfBackgrounds; i++) { CBackgrounds *CurrentBackground = GetLoadedBackground(ID, Map->Backgrounds[i]->ID); if (CurrentBackground == NULL) { LoadBackground(ID, Map->Backgrounds[i]->ID); CurrentBackground = GetLoadedBackground(ID, Map->Backgrounds[i]->ID); } CBackgrounds *NewBackground = new CBackgrounds(); (*NewBackground) = (*CurrentBackground); NewBackground->X = Map->Backgrounds[i]->X; NewBackground->Y = Map->Backgrounds[i]->Y; Backgrounds.push_back( NewBackground ); } for (unsigned int i = 0; i < Map->NumberOfMobs; i++) { CMobs *CurrentMob = GetLoadedMob(Map->Mobs[i]->ID); if (CurrentMob == NULL) { LoadMob(Map->Mobs[i]->ID); CurrentMob = GetLoadedMob(Map->Mobs[i]->ID); } CMobs *NewMob = new CMobs(); (*NewMob) = (*CurrentMob); NewMob->X = Map->Mobs[i]->X; NewMob->Y = Map->Mobs[i]->Y; NewMob->Instance = i; //Temporary, might be changed. Doesn't look like it needs to be though. Mobs.push_back( NewMob ); } for (unsigned int i = 0; i < Map->NumberOfPortals; i++) { CPortals *CurrentPortal = GetLoadedPortal(Map->Portals[i]->ID); if (CurrentPortal == NULL) { LoadPortal(Map->Portals[i]->ID); CurrentPortal = GetLoadedPortal(Map->Portals[i]->ID); } CPortals *NewPortal = new CPortals(); (*NewPortal) = (*CurrentPortal); NewPortal->PortalID = Map->Portals[i]->ID; NewPortal->X = Map->Portals[i]->X; NewPortal->Y = Map->Portals[i]->Y; NewPortal->TargetMapID = Map->Portals[i]->TargetMapID; Portals.push_back( NewPortal ); } Player.CurrentMapID = ID; }