706
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1 #include <assert.h>
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847
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2 #include <io.h>
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706
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3 #include "MM7.h"
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4
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1016
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5 #include "Mouse.h"
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6 #include "Keyboard.h"
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7
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706
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8 #include "MapInfo.h"
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9 #include "Game.h"
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10 #include "GUIWindow.h"
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11 #include "GUIFont.h"
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12 #include "GUIProgressBar.h"
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13 #include "Party.h"
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14 #include "AudioPlayer.h"
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15 #include "Outdoor.h"
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16 #include "IndoorCamera.h"
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17 #include "Overlays.h"
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18 #include "Monsters.h"
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19 #include "Arcomage.h"
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20 #include "LOD.h"
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21 #include "Actor.h"
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22 #include "Allocator.h"
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23 #include "Events.h"
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24 #include "Viewport.h"
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25 #include "FrameTableInc.h"
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26 #include "Math.h"
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27 #include "SpriteObject.h"
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28 #include "ObjectList.h"
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29 #include "Chest.h"
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30 #include "PaletteManager.h"
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31 #include "DecorationList.h"
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32 #include "SaveLoad.h"
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33 #include "stru123.h"
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34 #include "Time.h"
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35 #include "IconFrameTable.h"
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36 #include "Awards.h"
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37 #include "Autonotes.h"
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38 #include "stru160.h"
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39 #include "TurnEngine.h"
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924
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40 #include "CastSpellInfo.h"
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41 #include "Weather.h"
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42 #include "stru298.h"
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43 #include "StorylineTextTable.h"
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44 #include "Events2D.h"
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45 #include "texts.h"
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46
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47 #include "mm7_data.h"
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48
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49
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50 //----- (004601B7) --------------------------------------------------------
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1033
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51 static void UI_DrawSaveLoad(bool save)
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52 {
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53 unsigned __int16 v1; // bx@1
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54 unsigned int v2; // edi@4
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55 unsigned int v3; // eax@4
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56 unsigned int v4; // eax@8
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57 int v5; // edi@8
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58 unsigned int v6; // eax@8
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59 unsigned int pMapID; // eax@10
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60 signed __int64 v8; // qax@10
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61 unsigned int v9; // ebx@10
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62 unsigned __int64 v10; // qax@10
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63 __int64 v11; // qax@10
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64 char v12; // di@10
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65 unsigned __int64 v13; // qtt@10
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66 unsigned int v14; // ecx@10
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67 __int64 pOurHour; // qax@10
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68 int v16; // edi@10
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69 signed int pHour; // ebx@22
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70 //const char *v18; // ST14_4@32
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71 int v19; // eax@32
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72 const char *v20; // ST18_4@32
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73 int v21; // eax@32
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74 //const char *v22; // ST14_4@32
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75 int v23; // eax@32
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76 const char *pSlotName; // edi@36
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77 int v25; // eax@43
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78 GUIWindow pWindow; // [sp+Ch] [bp-78h]@8
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79 /*unsigned int Dst; // [sp+Ch] [bp-78h]@8
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80 unsigned int v27; // [sp+10h] [bp-74h]@8
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81 int v28; // [sp+14h] [bp-70h]@8
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82 int v29; // [sp+18h] [bp-6Ch]@8
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83 unsigned int v30; // [sp+1Ch] [bp-68h]@8
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84 unsigned int v31; // [sp+20h] [bp-64h]@8*/
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85 int pMinutes; // [sp+60h] [bp-24h]@10
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86 int pMonthNum; // [sp+68h] [bp-1Ch]@10
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87 unsigned int pSaveFiles; // [sp+70h] [bp-14h]@10
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88 __int64 pAMPM2; // [sp+74h] [bp-10h]@10
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89 int pYear; // [sp+7Ch] [bp-8h]@10
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1033
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90 //int a4; // [sp+80h] [bp-4h]@1
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91 int pFilesID;
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92
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93 v1 = 255;
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949
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94 TargetColor(0xFF, 0xFF, 0xFF);
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95 TargetColor(0xFF, 0xFF, 0x9B);
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96 pRenderer->BeginScene();
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961
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97 if ( GetCurrentMenuID() != MENU_SAVELOAD && GetCurrentMenuID() != MENU_LoadingProcInMainMenu )
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98 {
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948
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99 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
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1033
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100 if (save)
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101 {
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102 v2 = uTextureID_save_up;
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103 v3 = uTextureID_LS_saveU;
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104 }
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105 else
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106 {
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107 v2 = uTextureID_load_up;
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108 v3 = uTextureID_LS_loadU;
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109 }
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948
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110 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v3));
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111 pRenderer->DrawTextureIndexed (18, 139, pIcons_LOD->GetTexture(v2));
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112 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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113 v1 = 255;
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114 }
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115 if ( pSavegameUsedSlots[uLoadGameUI_SelectedSlot] )
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116 {
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117 memset(&pWindow, 0, 0x54);
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118 pWindow.uFrameX = pGUIWindow_CurrentMenu->uFrameX + 240;
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119 v4 = pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight;
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120 pWindow.uFrameWidth = 220;
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121 v4 += 157;
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122 pWindow.uFrameY = v4;
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123 v5 = pFontSmallnum->uFontHeight;
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124 pWindow.uFrameZ = pWindow.uFrameX + 219;
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125 pWindow.uFrameHeight = v5;
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126 pWindow.uFrameW = v5 + v4 - 1;
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127 v6 = uLoadGameUI_SelectedSlot;
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128 if (pSavegameThumbnails[uLoadGameUI_SelectedSlot].pPixels)
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129 {
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130 pRenderer->DrawTextureRGB(pGUIWindow_CurrentMenu->uFrameX + 276, pGUIWindow_CurrentMenu->uFrameY + 171, pSavegameThumbnails + uLoadGameUI_SelectedSlot);
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131 v6 = uLoadGameUI_SelectedSlot;
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132 }
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133 pMapID = pMapStats->GetMapInfo(pSavegameHeader[v6].pLocationName);
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134 pWindow.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapID].pName, 3);
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135 v8 = (signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60;
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136 pMinutes = (int)(((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) >> 32);
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137 v9 = v8;
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138 v8 /= 60i64;
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139 pAMPM2 = v8;
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140 v10 = (unsigned int)v8 / 24;
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141 pSaveFiles = v10;
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142 v11 = (unsigned int)(v10 / 7);
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143 v12 = v11;
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144 LODWORD(v13) = (unsigned int)v11 >> 2;
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145 HIDWORD(v13) = HIDWORD(v11);
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146 pMonthNum = v13 % 12;
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147 pYear = v13 / 12;
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148 pMinutes = (int)__PAIR__(pMinutes, v9) % 60;
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149 pOurHour = pAMPM2 % 24;
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150 v14 = (unsigned __int64)(pAMPM2 % 24) >> 32;
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151 LODWORD(pAMPM2) = pAMPM2 % 24;
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152 HIDWORD(pOurHour) = pSaveFiles % 28;
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153 pYear += game_starting_year;
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154 v16 = v12 & 3;
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155 pWindow.uFrameY = pGUIWindow_CurrentMenu->uFrameY + 261;
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156 HIDWORD(pAMPM2) = v14 == 0 && ((signed int)v14 > 0 || (unsigned int)pOurHour >= 12)
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157 && (signed int)v14 <= 0 && (v14 != 0 || (unsigned int)pOurHour < 24);
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158 if ( v14 != 0 || ((signed int)v14 <= 0) && (unsigned int)pOurHour <= 12 )
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159 {
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160 if ( !(v14 | (unsigned int)pOurHour) )
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161 {
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162 pSaveFiles = 0;
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163 pHour = 12;
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164 goto LABEL_23;
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165 }
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166 }
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167 else
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168 {
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169 v14 = (__PAIR__(v14, (unsigned int)pOurHour) - 12) >> 32;
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170 LODWORD(pOurHour) = pOurHour - 12;
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171 }
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172 pHour = pOurHour;
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173 pSaveFiles = v14;
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174 LABEL_23:
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175 auto day = aDayNames[HIDWORD(pOurHour) % 7];
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176 auto ampm = aAMPMNames[HIDWORD(pAMPM2)];
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177 auto month = aMonthNames[pMonthNum];
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178 //sprintf(pTmpBuf, "%s %d:%02d%s\n%d %s %d", _d, v17, (int)32, _a, 3, _m, pFilesID);
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179 sprintf(pTmpBuf, "%s %d:%02d%s\n%d %s %d", day, pHour, pMinutes, ampm, 7 * v16 + HIDWORD(pOurHour) % 7 + 1, month, pYear);
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180 pWindow.DrawTitleText(pFontSmallnum, 0, 0, 0, pTmpBuf, 3u);
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181 v1 = 255;
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182 }
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1038
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183 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CONFIRMED)
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184 {
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1038
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185 pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
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186 strcpy((char *)&pSavegameHeader + 100 * uLoadGameUI_SelectedSlot, (const char *)pKeyActionMap->pPressedKeysBuffer);
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187 pMessageQueue_50CBD0->AddMessage(UIMSG_SaveGame, 0, 0);
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188 }
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189 else
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190 {
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1038
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191 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CANCELLED)
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192 pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
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193 }
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961
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194 if (GetCurrentMenuID() == MENU_LoadingProcInMainMenu)
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195 {
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196 //v18 = pGlobalTXT_LocalizationStrings[135];
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197 v19 = pFontSmallnum->AlignText_Center(0xBA, pGlobalTXT_LocalizationStrings[135]);//""
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198 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, v19 + 25, 220, 0, pGlobalTXT_LocalizationStrings[135], 0, 0, 0);
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199 v20 = (const char *)(pSavegameHeader + uLoadGameUI_SelectedSlot);
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200 v21 = pFontSmallnum->AlignText_Center(0xBA, (const char *)pSavegameHeader + 100 * uLoadGameUI_SelectedSlot);
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201 pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, v21 + 25, 0x106, 0, v20, 185, 0);
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202 //v22 = pGlobalTXT_LocalizationStrings[165];
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203 v23 = pFontSmallnum->AlignText_Center(0xBA, pGlobalTXT_LocalizationStrings[165]);//", "
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204 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, v23 + 25, 304, 0, pGlobalTXT_LocalizationStrings[165], 0, 0, 0);
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205 }
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206 else
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207 {
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208 if ( save )
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209 pSaveFiles = 40;
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210 else
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211 pSaveFiles = uNumSavegameFiles;
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212 int a4 = 199;
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213 pFilesID = pSaveListPosition;
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214 pSlotName = (const char *)(&pSavegameHeader[pSaveListPosition]);//draw name for save slot
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215 do
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216 {
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217 if ( pFilesID >= (signed int)pSaveFiles )
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218 break;
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219 short clr;
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949
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220 HIDWORD(pAMPM2) = clr = (pFilesID == uLoadGameUI_SelectedSlot ? TargetColor(v1, v1, 0x64) : 0);
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1038
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221 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 != WINDOW_INPUT_IN_PROGRESS || pFilesID != uLoadGameUI_SelectedSlot )
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222 {
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223 pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 0x1B, a4, clr, pSlotName, 185, 0);
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224 }
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225 else
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226 {
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227 v25 = pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 0x1B, a4, clr, (const char *)pKeyActionMap->pPressedKeysBuffer, 175, 1);
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228 pGUIWindow_CurrentMenu->DrawFlashingInputCursor(v25 + 27, a4, pFontSmallnum);
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229 }
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230 a4 += 21;
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231 ++pFilesID;
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232 pSlotName += 100;
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233 }
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234 while ( a4 < 346 );
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235 }
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236 pRenderer->EndScene();
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237 }
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238 // 6A0C9C: using guessed type int dword_6A0C9C;
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239
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240 //----- (004606F7) --------------------------------------------------------
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241 void LoadUI_Draw()
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242 {
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243 UI_DrawSaveLoad(false);
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244 }
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245
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246 //----- (004606FE) --------------------------------------------------------
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247 void SaveUI_Draw()
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248 {
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249 UI_DrawSaveLoad(true);
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250 }
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251
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252
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847
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253 //----- (0045E361) --------------------------------------------------------
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1033
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254 void LoadUI_Load(unsigned int uDialogueType)
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948
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255 {
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847
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256 unsigned int v1; // ebp@5
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257 unsigned int v2; // eax@5
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258 //signed int v3; // ebp@11
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259 FILE *v4; // eax@14
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260 FILE *v5; // eax@18
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261 unsigned int v6; // eax@25
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262 GUIButton *v7; // eax@27
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263 const char *v8; // [sp-8h] [bp-26Ch]@25
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264 //char *v9; // [sp-4h] [bp-268h]@19
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265 enum TEXTURE_TYPE v10; // [sp-4h] [bp-268h]@25
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266 unsigned int uDialogueType_; // [sp+10h] [bp-254h]@1
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267 //RGBTexture *pTex; // [sp+10h] [bp-254h]@12
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268 //SavegameHeader *Dest; // [sp+14h] [bp-250h]@12
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269 //const char *Str1; // [sp+18h] [bp-24Ch]@12
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270 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
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271 int v16; // [sp+260h] [bp-4h]@1
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272
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273 uDialogueType_ = uDialogueType;
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274 dword_6BE138 = -1;
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275 pIcons_LOD->_inlined_sub2();
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276
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277 memset(pSavegameUsedSlots, 0, sizeof(pSavegameUsedSlots));
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278 memset(pSavegameThumbnails, 0, 45 * sizeof(RGBTexture));
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279 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
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280 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
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281 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
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282 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
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283 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
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284 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
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285 if ( uDialogueType_ )
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286 {
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948
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287 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
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847
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288 if ( pCurrentScreen == SCREEN_SAVEGAME )
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289 {
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290 v1 = uTextureID_save_up;
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291 v2 = uTextureID_LS_saveU;
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292 }
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293 else
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294 {
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295 v1 = uTextureID_load_up;
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296 v2 = uTextureID_LS_loadU;
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297 }
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948
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298 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v2));
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299 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(v1));
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300 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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847
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301 }
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302 else
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303 {
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304 pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
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305 }
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306 pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType_], saveload_dlg_ys[uDialogueType_], saveload_dlg_zs[uDialogueType_],
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307 saveload_dlg_ws[uDialogueType_], WINDOW_MainMenu_Load, 0, 0);
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308 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
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309 pRenderer->Present();
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310 pSavegameList->Initialize(0);
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311 if ( pSaveListPosition > (signed int)uNumSavegameFiles )
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312 {
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313 pSaveListPosition = 0;
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314 uLoadGameUI_SelectedSlot = 0;
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315 }
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316 pLODFile.AllocSubIndicesAndIO(0x12C, 0);
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317 assert(sizeof(SavegameHeader) == 0x64);
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318 //v3 = 0;
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319 for (uint i = 0; i < uNumSavegameFiles; ++i)
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320 {
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321
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322 sprintf(pTmpBuf, "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
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323 if (_access(pTmpBuf, 6))
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324 {
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325 pSavegameUsedSlots[i] = 0;
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326 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
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327 continue;
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328 }
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329 pLODFile.LoadFile(pTmpBuf, 1);
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330 v4 = pLODFile.FindContainer("header.bin", true);
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331 if ( v4 )
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332 fread(&pSavegameHeader[i], 0x64, 1, v4);
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333 if ( !_strcmpi(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
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334 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
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335 v5 = pLODFile.FindContainer("image.pcx", true);
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336 if ( !v5 )
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337 {
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338 pSavegameUsedSlots[i] = 0;
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339 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
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340 }
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341 else
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342 {
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343 pSavegameThumbnails[i].LoadFromFILE(v5, 0, true);
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344 pLODFile.CloseWriteFile();
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345 pSavegameUsedSlots[i] = 1;
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346 }
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347 }
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348
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349 //LABEL_24:
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350 pLODFile.FreeSubIndexAndIO();
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351 if ( pCurrentScreen == SCREEN_SAVEGAME )
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352 {
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353 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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354 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE);
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355 }
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356 else
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357 {
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358 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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359 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE);
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360 }
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361 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
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362 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
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363 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
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364 pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
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365 pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
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366 pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
|
|
367 pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
|
|
368 pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
|
|
369 pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
|
961
|
370 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
|
948
|
371 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
|
|
372 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
|
|
373 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
|
|
374 }
|
847
|
375
|
|
376 //----- (0045E93E) --------------------------------------------------------
|
1033
|
377 void SaveUI_Load()
|
948
|
378 {
|
847
|
379 unsigned int v0; // ebp@4
|
|
380 unsigned int v1; // eax@4
|
|
381 char *v3; // eax@7
|
|
382 FILE *v4; // eax@11
|
|
383 FILE *v5; // eax@11
|
|
384 LODWriteableFile v11; // [sp+1Ch] [bp-248h]@1
|
|
385
|
|
386 ++pIcons_LOD->uTexturePacksCount;
|
|
387 if ( !pIcons_LOD->uNumPrevLoadedFiles )
|
|
388 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
|
|
389 memset(pSavegameUsedSlots, 0, 0xB4u);
|
|
390 memset(&pSavegameThumbnails, 0, 0x708u);
|
|
391 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
|
|
392 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
|
|
393 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
|
|
394 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
|
|
395 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
|
|
396 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
|
948
|
397 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
|
847
|
398 if ( pCurrentScreen == SCREEN_SAVEGAME )
|
948
|
399 {
|
847
|
400 v0 = uTextureID_save_up;
|
|
401 v1 = uTextureID_LS_saveU;
|
|
402 }
|
|
403 else
|
948
|
404 {
|
847
|
405 v0 = uTextureID_load_up;
|
|
406 v1 = uTextureID_LS_loadU;
|
|
407 }
|
948
|
408 pRenderer->DrawTextureIndexed(0xF1u, 0x12Eu, pIcons_LOD->GetTexture(v1));
|
|
409 pRenderer->DrawTextureIndexed(0x15Fu, 0x12Eu, pIcons_LOD->GetTexture(uTextureID_x_u));
|
|
410 pRenderer->DrawTextureIndexed(0x12u, 0x8Du, pIcons_LOD->GetTexture(v0));
|
847
|
411 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);
|
|
412 pRenderer->Present();
|
|
413 pSavegameList->Initialize(1u);
|
|
414 v11.AllocSubIndicesAndIO(0x12Cu, 0);
|
|
415 //v2 = pSavegameUsedSlots;
|
|
416 // Dest = pSavegameHeader;
|
|
417 // this_ = pSavegameThumbnails;
|
|
418 // v8 = (char *)pSavegameList->pSavesNames;
|
|
419 for (uint i = 0; i < 40; ++i)
|
|
420 {
|
|
421 v3 = pSavegameList->pFileList[i].pSaveFileName;
|
|
422 if ( !*pSavegameList->pFileList[i].pSaveFileName )
|
|
423 v3 = "1.mm7";
|
|
424 sprintf(pTmpBuf, "saves\\%s", v3);
|
|
425 if ( _access(pTmpBuf, 0) || _access(pTmpBuf, 6) )
|
|
426 {
|
|
427 pSavegameUsedSlots[i] = 0;
|
|
428 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
|
|
429 }
|
|
430 else
|
|
431 {
|
|
432 v11.LoadFile(pTmpBuf, 1);
|
|
433 v4 = v11.FindContainer("header.bin", 1);
|
|
434 fread(&pSavegameHeader[i], 100, 1u, v4);
|
|
435 v5 = v11.FindContainer("image.pcx", 1);
|
|
436 if ( v5 )
|
|
437 {
|
|
438 pSavegameThumbnails[i].LoadFromFILE(v5, 0, 1u);
|
|
439 v11.CloseWriteFile();
|
|
440 pSavegameUsedSlots[i] = 1;
|
|
441 }
|
|
442 else
|
|
443 {
|
|
444 pSavegameUsedSlots[i] = 0;
|
|
445 }
|
|
446 }
|
|
447
|
|
448 }
|
|
449
|
|
450 v11.FreeSubIndexAndIO();
|
|
451 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
|
|
452 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
|
|
453 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
|
|
454 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
|
961
|
455 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_SaveLoadButtons, 0, 0);
|
948
|
456 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
|
|
457 pGUIWindow_CurrentMenu->CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
|
|
458 pGUIWindow_CurrentMenu->CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
|
|
459 pGUIWindow_CurrentMenu->CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
|
|
460 pGUIWindow_CurrentMenu->CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
|
|
461 pGUIWindow_CurrentMenu->CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
|
|
462 pGUIWindow_CurrentMenu->CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
|
961
|
463 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
|
948
|
464 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
|
|
465 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
|
|
466 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
|
|
467 }
|