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1 #include <direct.h>
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2 #include <io.h>
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3 #include <assert.h>
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4
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5 #include "GUIWindow.h"
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6 #include "GUIFont.h"
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7 #include "LOD.h"
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8 #include "SaveLoad.h"
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9 #include "Render.h"
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189
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10 #include "texts.h"
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0
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11
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12 #include "mm7_data.h"
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13
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14
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15 //----- (0045E361) --------------------------------------------------------
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16 void __fastcall GameUI_DrawLoadMenu(unsigned int uDialogueType)
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17 {
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18 unsigned int v1; // ebp@5
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19 unsigned int v2; // eax@5
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20 //signed int v3; // ebp@11
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21 FILE *v4; // eax@14
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22 FILE *v5; // eax@18
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23 unsigned int v6; // eax@25
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24 GUIButton *v7; // eax@27
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25 const char *v8; // [sp-8h] [bp-26Ch]@25
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26 //char *v9; // [sp-4h] [bp-268h]@19
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27 enum TEXTURE_TYPE v10; // [sp-4h] [bp-268h]@25
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28 unsigned int uDialogueType_; // [sp+10h] [bp-254h]@1
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29 //RGBTexture *pTex; // [sp+10h] [bp-254h]@12
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30 //SavegameHeader *Dest; // [sp+14h] [bp-250h]@12
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31 //const char *Str1; // [sp+18h] [bp-24Ch]@12
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32 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
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33 int v16; // [sp+260h] [bp-4h]@1
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34
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35 uDialogueType_ = uDialogueType;
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36 dword_6BE138 = -1;
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37 ++pIcons_LOD->uTexturePacksCount;
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38 if ( !pIcons_LOD->uNumPrevLoadedFiles )
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39 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
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40 memset(pSavegameUsedSlots, 0, sizeof(pSavegameUsedSlots));
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41 memset(pSavegameThumbnails, 0, 45 * sizeof(RGBTexture));
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42 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
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43 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
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44 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
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45 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
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46 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
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47 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
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48 if ( uDialogueType_ )
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49 {
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50 pRenderer->DrawTextureIndexed(8, 8, (Texture *)(uTextureID_loadsave != -1 ? &pIcons_LOD->pTextures[uTextureID_loadsave] : 0));
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151
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51 if ( pCurrentScreen == SCREEN_SAVEGAME )
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0
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52 {
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53 v1 = uTextureID_save_up;
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54 v2 = uTextureID_LS_saveU;
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55 }
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56 else
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57 {
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58 v1 = uTextureID_load_up;
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59 v2 = uTextureID_LS_loadU;
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60 }
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61 pRenderer->DrawTextureIndexed(241, 302, (Texture *)(v2 != -1 ? (int)&pIcons_LOD->pTextures[v2] : 0));
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62 pRenderer->DrawTextureIndexed(18, 141, (Texture *)(v1 != -1 ? (int)&pIcons_LOD->pTextures[v1] : 0));
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63 pRenderer->DrawTextureIndexed(351, 302, (Texture *)(uTextureID_x_u != -1 ? &pIcons_LOD->pTextures[uTextureID_x_u] : 0));
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64 }
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65 else
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66 {
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67 pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
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68 }
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69 pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType_], saveload_dlg_ys[uDialogueType_], saveload_dlg_zs[uDialogueType_],
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70 saveload_dlg_ws[uDialogueType_], WINDOW_MainMenu_Load, 0, 0);
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71 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
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72 pRenderer->Present();
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73 pSavegameList->Initialize(0);
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2
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74 if ( pSaveListPosition > (signed int)uNumSavegameFiles )
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0
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75 {
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2
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76 pSaveListPosition = 0;
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0
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77 uLoadGameUI_SelectedSlot = 0;
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78 }
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79 pLODFile.AllocSubIndicesAndIO(0x12C, 0);
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80 assert(sizeof(SavegameHeader) == 0x64);
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81 //v3 = 0;
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82 for (uint i = 0; i < uNumSavegameFiles; ++i)
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83 {
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423
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84
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382
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85 sprintf(pTmpBuf, "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
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0
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86 if (_access(pTmpBuf, 6))
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87 {
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88 pSavegameUsedSlots[i] = 0;
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89 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
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90 continue;
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91 }
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92 pLODFile.LoadFile(pTmpBuf, 1);
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93 v4 = pLODFile.FindContainer("header.bin", true);
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94 if ( v4 )
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95 fread(&pSavegameHeader[i], 0x64, 1, v4);
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382
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96 if ( !_strcmpi(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
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43
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97 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
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4
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98 v5 = pLODFile.FindContainer("image.pcx", true);
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0
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99 if ( !v5 )
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100 {
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101 pSavegameUsedSlots[i] = 0;
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382
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102 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
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0
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103 }
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104 else
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105 {
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106 pSavegameThumbnails[i].LoadFromFILE(v5, 0, true);
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107 pLODFile.CloseWriteFile();
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108 pSavegameUsedSlots[i] = 1;
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109 }
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110 }
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111
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112 //LABEL_24:
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113 pLODFile.FreeSubIndexAndIO();
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151
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114 if ( pCurrentScreen == SCREEN_SAVEGAME )
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0
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115 {
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423
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116 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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117 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE);
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0
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118 }
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119 else
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120 {
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423
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121 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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122 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE);
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123 }
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124 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
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125 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
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126 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, 0xA5, 0, 0, "", 0);
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127 pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, 0xA5, 1, 0, "", 0);
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128 pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, 0xA5, 2, 0, "", 0);
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129 pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, 0xA5, 3, 0, "", 0);
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130 pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, 0xA5, 4, 0, "", 0);
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131 pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, 0xA5, 5, 0, "", 0);
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132 pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, 0xA5, 6, 0, "", 0);
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2
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133 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, 0xA4, 0, 0, "",
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0
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134 (Texture *)(uTextureID_LS_ != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_LS_] : 0), 0);
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2
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135 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, 0xA6, 0, 0, "",
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0
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136 (Texture *)(uTextureID_x_d != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_d] : 0), 0);
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2
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137 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, 0xA2, 0, 0, "",
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0
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138 (Texture *)(uTextureID_AR_UP_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_UP_DN] : 0), 0);
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2
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139 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 0x143, 0x11, 0x11, 1, 0, 0xA3, uNumSavegameFiles, 0, "",
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0
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140 (Texture *)(uTextureID_AR_DN_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_DN_DN] : 0), 0);
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423
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141
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0
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142 }
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143
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144 //----- (0045E93E) --------------------------------------------------------
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382
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145 void GameUI_DrawSaveMenu()
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0
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146 {
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147 unsigned int v0; // ebp@4
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148 unsigned int v1; // eax@4
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149 char *v3; // eax@7
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150 FILE *v4; // eax@11
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151 FILE *v5; // eax@11
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152 LODWriteableFile v11; // [sp+1Ch] [bp-248h]@1
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153
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154 ++pIcons_LOD->uTexturePacksCount;
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155 if ( !pIcons_LOD->uNumPrevLoadedFiles )
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156 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
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157 memset(pSavegameUsedSlots, 0, 0xB4u);
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158 memset(&pSavegameThumbnails, 0, 0x708u);
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159 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
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160 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
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161 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
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162 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
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163 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
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164 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
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382
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165 pRenderer->DrawTextureIndexed( 8u, 8u,
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0
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166 (Texture *)(uTextureID_loadsave != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_loadsave] : 0));
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151
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167 if ( pCurrentScreen == SCREEN_SAVEGAME )
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0
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168 {
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169 v0 = uTextureID_save_up;
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170 v1 = uTextureID_LS_saveU;
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171 }
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172 else
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173 {
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174 v0 = uTextureID_load_up;
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175 v1 = uTextureID_LS_loadU;
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176 }
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177 pRenderer->DrawTextureIndexed(0xF1u, 0x12Eu, (Texture *)(v1 != -1 ? (int)&pIcons_LOD->pTextures[v1] : 0));
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382
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178 pRenderer->DrawTextureIndexed(0x15Fu, 0x12Eu,
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0
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179 (Texture *)(uTextureID_x_u != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_u] : 0));
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180 pRenderer->DrawTextureIndexed(0x12u, 0x8Du, (Texture *)(v0 != -1 ? (int)&pIcons_LOD->pTextures[v0] : 0));
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181 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);
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182 pRenderer->Present();
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183 pSavegameList->Initialize(1u);
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184 v11.AllocSubIndicesAndIO(0x12Cu, 0);
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382
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185 //v2 = pSavegameUsedSlots;
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186 // Dest = pSavegameHeader;
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187 // this_ = pSavegameThumbnails;
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188 // v8 = (char *)pSavegameList->pSavesNames;
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189 for (uint i = 0; i < 40; ++i)
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190 {
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191 v3 = pSavegameList->pFileList[i].pSaveFileName;
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556
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192 if ( !*pSavegameList->pFileList[i].pSaveFileName )
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0
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193 v3 = "1.mm7";
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194 sprintf(pTmpBuf, "saves\\%s", v3);
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195 if ( _access(pTmpBuf, 0) || _access(pTmpBuf, 6) )
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196 {
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382
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197 pSavegameUsedSlots[i] = 0;
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198 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
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0
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199 }
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200 else
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201 {
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202 v11.LoadFile(pTmpBuf, 1);
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203 v4 = v11.FindContainer("header.bin", 1);
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382
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204 fread(&pSavegameHeader[i], 100, 1u, v4);
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0
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205 v5 = v11.FindContainer("image.pcx", 1);
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206 if ( v5 )
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207 {
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382
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208 pSavegameThumbnails[i].LoadFromFILE(v5, 0, 1u);
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0
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209 v11.CloseWriteFile();
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382
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210 pSavegameUsedSlots[i] = 1;
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0
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211 }
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212 else
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213 {
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382
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214 pSavegameUsedSlots[i] = 0;
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0
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215 }
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216 }
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382
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217
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0
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218 }
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382
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219
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0
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220 v11.FreeSubIndexAndIO();
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221 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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222 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
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223 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
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224 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
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225 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_17, 0, 0);
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226 pGUIWindow_CurrentMenu->CreateButton(21u, 198u, 0xBFu, 0x12u, 1, 0, 0xA5u, 0, 0, "", 0);
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227 pGUIWindow_CurrentMenu->CreateButton(21u, 218u, 0xBFu, 0x12u, 1, 0, 0xA5u, 1u, 0, "", 0);
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228 pGUIWindow_CurrentMenu->CreateButton(21u, 238u, 0xBFu, 0x12u, 1, 0, 0xA5u, 2u, 0, "", 0);
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229 pGUIWindow_CurrentMenu->CreateButton(21u, 258u, 0xBFu, 0x12u, 1, 0, 0xA5u, 3u, 0, "", 0);
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230 pGUIWindow_CurrentMenu->CreateButton(21u, 278u, 0xBFu, 0x12u, 1, 0, 0xA5u, 4u, 0, "", 0);
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231 pGUIWindow_CurrentMenu->CreateButton(21u, 298u, 0xBFu, 0x12u, 1, 0, 0xA5u, 5u, 0, "", 0);
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232 pGUIWindow_CurrentMenu->CreateButton(21u, 318u, 0xBFu, 0x12u, 1, 0, 0xA5u, 6u, 0, "", 0);
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2
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233 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(0xF1u, 0x12Eu, 0x69u, 0x28u, 1, 0, 0xA4u, 0, 0, "",
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234 (Texture *)(uTextureID_LS_ != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_LS_] : 0), 0);
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235 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(0x15Eu, 0x12Eu, 0x69u, 0x28u, 1, 0, 0xA6u, 0, 0, "",
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236 (Texture *)(uTextureID_x_d != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_d] : 0), 0);
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237 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton( 0xD7u, 0xC7u, 0x11u, 0x11u, 1, 0, 0xA2u, 0, 0, "",
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238 (Texture *)(uTextureID_AR_UP_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_UP_DN] : 0), 0);
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239 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton( 0xD7u, 0x143u, 0x11u, 0x11u, 1, 0, 0xA3u, 0x22u, 0, "",
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240 (Texture *)(uTextureID_AR_DN_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_DN_DN] : 0), 0);
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0
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241 } |