comparison Chest.cpp @ 526:214d9d47cf1f

Chest working, but items are not laid correctly
author Gloval
date Sun, 03 Mar 2013 01:55:57 +0400
parents cb0ad52d6a26
children b1598f110b07 8e34868c8069
comparison
equal deleted inserted replaced
525:e7b3fa10d58d 526:214d9d47cf1f
27 size_t uNumChests; // idb 27 size_t uNumChests; // idb
28 struct ChestList *pChestList; 28 struct ChestList *pChestList;
29 Chest pChests[20]; 29 Chest pChests[20];
30 30
31 31
32 32 const int pChestPixelOffsetX[8] = {42, 18, 18, 42, 42, 42, 18, 42};
33 const int pChestPixelOffsetY[8] = {34, 30, 30, 34, 34, 34, 30, 34};
34 const int pChestWidthsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9};
35 const int pChestHeightsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9};
33 36
34 37
35 //----- (0042041E) -------------------------------------------------------- 38 //----- (0042041E) --------------------------------------------------------
36 bool Chest::Open(unsigned int uChestID) 39 bool Chest::Open( signed int uChestID )
37 { 40 {
38 //char *v1; // edi@5 41 //char *v1; // edi@5
39 unsigned int v2; // eax@8 42 unsigned int v2; // eax@8
40 GUIWindow *v3; // eax@15 43 GUIWindow *v3; // eax@15
41 int v5; // edx@16 44 int v5; // edx@16
42 int v6; // eax@16 45 int v6; // eax@16
77 float v41; // [sp+BCh] [bp-8h]@23 80 float v41; // [sp+BCh] [bp-8h]@23
78 int sRotY; // [sp+C0h] [bp-4h]@8 81 int sRotY; // [sp+C0h] [bp-4h]@8
79 82
80 //a4 = uChestID; 83 //a4 = uChestID;
81 assert(uChestID < 20); 84 assert(uChestID < 20);
82 auto chest = pChests + uChestID; 85 if ((uChestID <0)&&(uChestID >=20) )
86 return false;
87 auto chest = &pChests[uChestID];
83 88
84 ++pIcons_LOD->uTexturePacksCount; 89 ++pIcons_LOD->uTexturePacksCount;
85 if (!pIcons_LOD->uNumPrevLoadedFiles) 90 if (!pIcons_LOD->uNumPrevLoadedFiles)
86 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; 91 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
87 92
88 93
89 //v1 = (char *)&pChests[uChestID].uFlags; 94 //v1 = (char *)&pChests[uChestID].uFlags;
90 //v34 = v1; 95 //v34 = v1;
91 if (!chest->Initialized()) 96 if (!chest->Initialized())
92 Chest::_420284(uChestID); 97 Chest::PlaceItems(uChestID);
93 98
94 if ( !uActiveCharacter ) 99 if ( !uActiveCharacter )
95 return 0; 100 return 0;
96 *(float *)&sRotY = 0.0; 101 *(float *)&sRotY = 0.0;
97 v2 = pMapStats->GetMapInfo(pCurrentMapName); 102 v2 = pMapStats->GetMapInfo(pCurrentMapName);
231 { 236 {
232 if ( !dword_507CD8 ) 237 if ( !dword_507CD8 )
233 pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0); 238 pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0);
234 } 239 }
235 dword_507CD8 = 0; 240 dword_507CD8 = 0;
236 v3 = GUIWindow::Create(0, 0, 640u, 480u, WINDOW_Chest, a4, 0); 241
237 pGUIWindow_CurrentMenu = v3; 242 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640u, 480u, WINDOW_Chest, uChestID, 0);
238 pChestWindow = v3; 243 pChestWindow = pGUIWindow_CurrentMenu;
239 pBtn_ExitCancel = v3->CreateButton( 244 pBtn_ExitCancel = pChestWindow->CreateButton(0x1D7u, 0x1BDu, 0xA9u, 0x23u, 1, 0, 0x71u, 0, 0, pGlobalTXT_LocalizationStrings[79],// Exit
240 0x1D7u, 245 (Texture *)(uExitCancelTextureId != -1 ? (int)&pIcons_LOD->pTextures[uExitCancelTextureId] : 0), 0);
241 0x1BDu,
242 0xA9u,
243 0x23u,
244 1,
245 0,
246 0x71u,
247 0,
248 0,
249 pGlobalTXT_LocalizationStrings[79],// Exit
250 (Texture *)(uTextureID_506438 != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_506438] : 0),
251 0);
252 pChestWindow->CreateButton(7u, 8u, 460u, 343u, 1, 0, 0xCu, 0, 0, "", 0); 246 pChestWindow->CreateButton(7u, 8u, 460u, 343u, 1, 0, 0xCu, 0, 0, "", 0);
253 pCurrentScreen = SCREEN_CHEST; 247 pCurrentScreen = SCREEN_CHEST;
254 pEventTimer->Pause(); 248 pEventTimer->Pause();
255 return 1; 249 return 1;
256 } 250 }
257 251
258 //----- (0042092D) -------------------------------------------------------- 252 //----- (0042092D) --------------------------------------------------------
259 void Chest::DrawChestUI(unsigned int uChestID) 253 void Chest::DrawChestUI(unsigned int uChestID)
254 {
255
256 int chestBitmapId; // eax@1
257 unsigned int v5; // eax@1
258 int chest_item_index; // ecx@3
259 unsigned int item_texture_id; // eax@4
260 Texture *item_texture; // esi@4
261 signed int itemPixelWidth; // ecx@4
262 signed int itemPixelHeght; // edx@4
263 signed int v11; // eax@4
264 int v12; // eax@6
265 int v13; // eax@6
266 unsigned int itemPixelPosX; // ST34_4@8
267 int itemPixelPosY; // edi@8
268 int *v16; // [sp+Ch] [bp-28h]@1
269 int v17; // [sp+10h] [bp-24h]@4
270 int chest_offs_y; // [sp+14h] [bp-20h]@1
271 signed int chestHeghtCells; // [sp+18h] [bp-1Ch]@1
272 int chest_offs_x; // [sp+1Ch] [bp-18h]@1
273 signed int chestWidthCells; // [sp+20h] [bp-14h]@1
274 signed int cells_counter; // [sp+30h] [bp-4h]@1
275
276 v16 = pRenderer->pActiveZBuffer;
277 pRenderer->ClearZBuffer(0, 479);
278 chestBitmapId = pChests[uChestID].uChestBitmapID;
279 chest_offs_x = pChestPixelOffsetX[chestBitmapId];
280 chest_offs_y = pChestPixelOffsetY[chestBitmapId];
281 chestWidthCells = pChestWidthsByType[chestBitmapId];
282 chestHeghtCells = pChestHeightsByType[chestBitmapId];
283 sprintf(pTmpBuf, "chest%02d", pChestList->pChests[chestBitmapId].uTextureID);
284 v5 = pIcons_LOD->LoadTexture(pTmpBuf, TEXTURE_16BIT_PALETTE);
285 pRenderer->DrawTextureIndexed(8u, 8u, (Texture *)(v5 != -1 ? (int)&pIcons_LOD->pTextures[v5] : 0));
286
287 for (cells_counter = 0; cells_counter< chestWidthCells * chestHeghtCells; ++cells_counter)
288 {
289 chest_item_index = pChests[uChestID].pInventoryIndices[cells_counter];
290 if ( chest_item_index > 0 )
291 {
292 item_texture_id = pIcons_LOD->LoadTexture(
293 //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName,
294 pItemsTable->pItems[pChests[uChestID].igChestItems[chest_item_index-1].uItemID].pIconName, TEXTURE_16BIT_PALETTE);
295 item_texture = (Texture *)(item_texture_id != -1 ? &pIcons_LOD->pTextures[item_texture_id] : 0);
296 itemPixelWidth = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureWidth : 24);
297 itemPixelHeght = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureHeight : 26);
298 if ( itemPixelWidth < 14 )
299 itemPixelWidth = 14;
300 v12 = itemPixelWidth - 14;
301 v12 = v12 & 0xFFFFFFE0;
302 v13 = v12 + 32;
303 if ( itemPixelHeght < 14 )
304 itemPixelHeght = 14;
305 itemPixelPosX = chest_offs_x + (32 * cells_counter) % chestWidthCells + ((v13 - itemPixelWidth) >> 1);
306 itemPixelPosY = chest_offs_y + (32 * cells_counter) / chestHeghtCells +
307 ((((itemPixelHeght - 14) & 0xFFFFFFE0) - item_texture->uTextureHeight + 32) >> 1);
308 pRenderer->DrawTextureTransparent( itemPixelPosX, itemPixelPosY, item_texture);
309 sub_40F92A(&v16[itemPixelPosX + pSRZBufferLineOffsets[itemPixelPosY]], item_texture, cells_counter + 1);
310 }
311 }
312 pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY,
313 (Texture *)(uExitCancelTextureId != -1 ? (int)&pIcons_LOD->pTextures[uExitCancelTextureId] : 0));
314 }
315
316
317 //----- (0041FE71) --------------------------------------------------------
318 bool Chest::CanPlaceItemAt( signed int test_cell_position, int item_id, unsigned int uChestID )
319 {
320 int v3; // eax@1
321 unsigned int item_texture_id; // eax@1
322 Texture *item_texture; // ecx@1
323 signed int v6; // eax@1
324 signed int v7; // edi@3
325 signed int v8; // eax@3
326 int texture_cell_width; // edi@3
327 int texture_cell_height; // ebx@5
328 int _row; // esi@9
329 int _cell_rows; // edx@10
330 int _column; // ecx@11
331 char *v14; // eax@12
332 int chest_cell_heght; // [sp+Ch] [bp-Ch]@1
333 signed int v17; // [sp+10h] [bp-8h]@1
334 signed int chest_cell_width; // [sp+14h] [bp-4h]@1
335
336 v17 = test_cell_position;
337
338 chest_cell_heght = pChestHeightsByType[pChests[uChestID].uChestBitmapID];
339 chest_cell_width = pChestWidthsByType[pChests[uChestID].uChestBitmapID];
340 item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_id].pIconName, TEXTURE_16BIT_PALETTE);
341 item_texture = (Texture *)(item_texture_id != -1 ? (int)&pIcons_LOD->pTextures[item_texture_id] : 0);
342 v6 = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureWidth : 24);
343 if ( v6 < 14 )
344 v6 = 14;
345 texture_cell_width = (v6 - 14 >> 5) + 1;
346 v8 = item_texture->uTextureHeight;
347 if ( v8 < 14 )
348 v8 = 14;
349 texture_cell_height = ((v8 - 14) >> 5) + 1;
350 if ( !areWeLoadingTexture )
351 {
352 item_texture->Release();
353 pIcons_LOD->_40F9C5();
354 }
355 if ( (texture_cell_width + test_cell_position % chest_cell_width <= chest_cell_width) &&
356 (texture_cell_height + test_cell_position / chest_cell_width <= chest_cell_heght) )
357 { //we not put over borders
358 _row = 0;
359 if ( texture_cell_height <= 0 )
360 return true;
361 _cell_rows = 0;
362 while ( 1 )
363 {
364 _column = 0;
365 if ( texture_cell_width > 0 )
366 {
367 while ( !pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column])
368 {
369 ++_column;
370 if ( _column >= texture_cell_width )
371 break;
372 }
373 }
374 _cell_rows += chest_cell_width;
375 ++_row;
376 if ( _row >= texture_cell_height )
377 return true;
378 }
379
380 }
381 return false;
382 }
383 // 506128: using guessed type int areWeLoadingTexture;
384
385 //----- (0041FF64) --------------------------------------------------------
386 int Chest::CountChestItems(unsigned int uChestID)
260 { 387 {
261 Render *v1; // edi@1 388 signed int item_count; // eax@1
262 unsigned int v2; // ebx@1 389 int max_items; // edx@1
263 unsigned int v3; // ebx@1 390 item_count = 0;
264 int v4; // eax@1 391 max_items = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID];
265 unsigned int v5; // eax@1 392 if ( max_items <= 0 )
266 int v6; // ecx@3 393 {
267 unsigned int v7; // eax@4 394 item_count = -1;
268 Texture *v8; // esi@4 395 }
269 signed int v9; // ecx@4 396 else
270 signed int v10; // edx@4 397 {
271 signed int v11; // eax@4 398 while ( pChests[uChestID].igChestItems[item_count].uItemID )
272 int v12; // eax@6 399 {
273 int v13; // eax@6 400 ++item_count;
274 unsigned int v14; // ST34_4@8 401 if ( item_count >= max_items )
275 int v15; // edi@8 402 {
276 int *v16; // [sp+Ch] [bp-28h]@1 403 item_count = -1;
277 int v17; // [sp+10h] [bp-24h]@4 404 break;
278 int v18; // [sp+14h] [bp-20h]@1 405 }
279 signed int v19; // [sp+18h] [bp-1Ch]@1 406 }
280 int v20; // [sp+1Ch] [bp-18h]@1 407 }
281 signed int v21; // [sp+20h] [bp-14h]@1 408 return item_count;
282 char *v22; // [sp+2Ch] [bp-8h]@2
283 signed int v23; // [sp+30h] [bp-4h]@1
284
285 v1 = pRenderer;
286 v2 = uChestID;
287 v16 = pRenderer->pActiveZBuffer;
288 pRenderer->ClearZBuffer(0, 479);
289 v3 = v2;
290 v4 = pChests[v3].uChestBitmapID;
291 v20 = pChestSmthn1ByType[v4];
292 v18 = pChestSmthn2ByType[v4];
293 v21 = pChestWidthsByType[v4];
294 v19 = pChestHeightsByType[v4];
295 sprintf(pTmpBuf, "chest%02d", pChestList->pChests[pChests[v3].uChestBitmapID].uTextureID);
296 v5 = pIcons_LOD->LoadTexture(pTmpBuf, TEXTURE_16BIT_PALETTE);
297 pRenderer->DrawTextureIndexed(8u, 8u, (Texture *)(v5 != -1 ? (int)&pIcons_LOD->pTextures[v5] : 0));
298 v23 = 0;
299 if ( v21 * v19 > 0 )
300 {
301 v22 = (char *)pChests[v3].pInventoryIndices;
302 do
303 {
304 v6 = *(short *)v22;
305 if ( v6 > 0 )
306 {
307 v17 = v18 + 32 * v23 / v19;
308 v7 = pIcons_LOD->LoadTexture(
309 pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName,
310 TEXTURE_16BIT_PALETTE);
311 v8 = (Texture *)(v7 != -1 ? &pIcons_LOD->pTextures[v7] : 0);
312 v9 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24);
313 v10 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureHeight : 26);
314 v11 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24);
315 if ( v9 < 14 )
316 v11 = 14;
317 v12 = v11 - 14;
318 LOBYTE(v12) = v12 & 0xE0;
319 v13 = v12 + 32;
320 if ( (signed int)v8->uTextureHeight < 14 )
321 v10 = 14;
322 v14 = v20 + 32 * v23 % v21 + ((v13 - v9) >> 1);
323 v15 = v17 + ((((v10 - 14) & 0xFFFFFFE0) - v8->uTextureHeight + 32) >> 1);
324 pRenderer->DrawTextureTransparent(
325 v14,
326 v17 + ((((v10 - 14) & 0xFFFFFFE0) - v8->uTextureHeight + 32) >> 1),
327 v8);
328 sub_40F92A(&v16[v14 + pSRZBufferLineOffsets[v15]], v8, v23 + 1);
329 v1 = pRenderer;
330 }
331 ++v23;
332 v22 += 2;
333 }
334 while ( v23 < v21 * v19 );
335 }
336 pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY,
337 (Texture *)(uTextureID_506438 != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_506438] : 0));
338 } 409 }
339 410
340
341 //----- (0041FE71) --------------------------------------------------------
342 int Chest::CanPlaceItemAt(signed int a1, int a2, unsigned int uChestID)
343 {
344 int v3; // eax@1
345 unsigned int v4; // eax@1
346 Texture *v5; // ecx@1
347 signed int v6; // eax@1
348 signed int v7; // edi@3
349 signed int v8; // eax@3
350 int v9; // edi@3
351 int v10; // ebx@5
352 int v11; // esi@9
353 int v12; // edx@10
354 int v13; // ecx@11
355 char *v14; // eax@12
356 int v16; // [sp+Ch] [bp-Ch]@1
357 signed int v17; // [sp+10h] [bp-8h]@1
358 signed int v18; // [sp+14h] [bp-4h]@1
359
360 v17 = a1;
361 v3 = pChests[uChestID].uChestBitmapID;
362 v16 = pChestHeightsByType[v3];
363 v18 = pChestWidthsByType[v3];
364 v4 = pIcons_LOD->LoadTexture(pItemsTable->pItems[a2].pIconName, TEXTURE_16BIT_PALETTE);
365 v5 = (Texture *)(v4 != -1 ? (int)&pIcons_LOD->pTextures[v4] : 0);
366 v6 = (v4 != -1 ? pIcons_LOD->pTextures[v4].uTextureWidth : 24);
367 if ( v6 < 14 )
368 v6 = 14;
369 v7 = v6 - 14;
370 v8 = v5->uTextureHeight;
371 v9 = (v7 >> 5) + 1;
372 if ( v8 < 14 )
373 v8 = 14;
374 v10 = ((v8 - 14) >> 5) + 1;
375 if ( !areWeLoadingTexture )
376 {
377 v5->Release();
378 pIcons_LOD->_40F9C5();
379 }
380 if ( v9 + v17 % v18 <= v18 && v10 + v17 / v18 <= v16 )
381 {
382 v11 = 0;
383 if ( v10 <= 0 )
384 return 1;
385 v12 = 0;
386 while ( 1 )
387 {
388 v13 = 0;
389 if ( v9 > 0 )
390 break;
391 LABEL_15:
392 v12 += v18;
393 ++v11;
394 if ( v11 >= v10 )
395 return 1;
396 }
397 v14 = (char *)&pChests[0].pInventoryIndices[v17 + v12 + 2662 * uChestID];
398 while ( !*(short *)v14 )
399 {
400 ++v13;
401 v14 += 2;
402 if ( v13 >= v9 )
403 goto LABEL_15;
404 }
405 }
406 return 0;
407 }
408 // 506128: using guessed type int areWeLoadingTexture;
409
410 //----- (0041FF64) --------------------------------------------------------
411 int Chest::_41FF64(unsigned int uChestID)
412 {
413 unsigned int v1; // ecx@1
414 signed int result; // eax@1
415 int v3; // edx@1
416 ItemGen *pItem; // ecx@2
417
418 v1 = uChestID;
419 result = 0;
420 v3 = pChestWidthsByType[pChests[v1].uChestBitmapID] * pChestHeightsByType[pChests[v1].uChestBitmapID];
421 if ( v3 <= 0 )
422 {
423 LABEL_5:
424 result = -1;
425 }
426 else
427 {
428 pItem = pChests[v1].mm7__vector_pItems;
429 while ( pItem->uItemID )
430 {
431 ++result;
432 ++pItem;
433 if ( result >= v3 )
434 goto LABEL_5;
435 }
436 }
437 return result;
438 }
439
440 //----- (0041FFA2) -------------------------------------------------------- 411 //----- (0041FFA2) --------------------------------------------------------
441 int Chest::_41FFA2(int a1, ItemGen *a2, unsigned int uChestID) 412 int Chest::PutItemInChest(int position, ItemGen *put_item, unsigned int uChestID)
442 { 413 {
443 int v3; // eax@1 414 int v3; // eax@1
444 ItemGen *v4; // edi@1 415 ItemGen *v4; // edi@1
445 int v5; // esi@1 416 int v5; // esi@1
446 int result; // eax@11 417 int result; // eax@11
453 int v13; // edi@16 424 int v13; // edi@16
454 void *v14; // edi@21 425 void *v14; // edi@21
455 int v15; // edi@21 426 int v15; // edi@21
456 int i; // ecx@21 427 int i; // ecx@21
457 ItemGen *Src; // [sp+Ch] [bp-18h]@1 428 ItemGen *Src; // [sp+Ch] [bp-18h]@1
458 signed int v18; // [sp+10h] [bp-14h]@2 429 signed int item_in_chest_count; // [sp+10h] [bp-14h]@2
459 int v19; // [sp+14h] [bp-10h]@1 430 int v19; // [sp+14h] [bp-10h]@1
460 int v20; // [sp+18h] [bp-Ch]@19 431 int v20; // [sp+18h] [bp-Ch]@19
461 signed int v21; // [sp+1Ch] [bp-8h]@1 432 signed int v21; // [sp+1Ch] [bp-8h]@1
462 signed int v22; // [sp+20h] [bp-4h]@3 433 signed int v22; // [sp+20h] [bp-4h]@3
463 int v23; // [sp+20h] [bp-4h]@19 434 int v23; // [sp+20h] [bp-4h]@19
464 435
465 v21 = 0; 436 v21 = 0;
466 v3 = pChests[uChestID].uChestBitmapID; 437 v3 = pChests[uChestID].uChestBitmapID;
467 v4 = a2; 438 v4 = put_item;
468 v5 = pChestWidthsByType[v3] * pChestHeightsByType[v3]; 439 v5 = pChestWidthsByType[v3] * pChestHeightsByType[v3];
469 Src = a2; 440 Src = put_item;
470 v19 = pChestWidthsByType[v3]; 441 v19 = pChestWidthsByType[v3];
471 if ( a1 == -1 ) 442 if ( position == -1 )
472 { 443 {
473 v18 = _41FF64(uChestID); 444 item_in_chest_count = CountChestItems(uChestID);
474 if ( v18 == -1 ) 445 if ( item_in_chest_count == -1 )
475 return 0; 446 return 0;
476 v22 = 0; 447 v22 = 0;
477 if ( v5 > 0 ) 448 if ( v5 > 0 )
478 { 449 {
479 while ( !Chest::CanPlaceItemAt(v22, v4->uItemID, (unsigned int)pChestWindow->ptr_1C) ) 450 while ( !Chest::CanPlaceItemAt(v22, v4->uItemID, pChestWindow->par1C) )
480 { 451 {
481 ++v22; 452 ++v22;
482 if ( v22 >= v5 ) 453 if ( v22 >= v5 )
483 goto LABEL_8; 454 goto LABEL_8;
484 } 455 }
513 v20 = v13; 484 v20 = v13;
514 do 485 do
515 { 486 {
516 if ( (signed int)v12 > 0 ) 487 if ( (signed int)v12 > 0 )
517 { 488 {
518 v14 = &pChests[0].pInventoryIndices[v21 + v23 + 2662 * uChestID]; 489 v14 = &pChests[uChestID].pInventoryIndices[v21 + v23];
519 LOWORD(v8) = -1 - v21; 490 LOWORD(v8) = -1 - v21;
520 v8 <<= 16; 491 v8 <<= 16;
521 LOWORD(v8) = -1 - v21; 492 LOWORD(v8) = -1 - v21;
522 memset32(v14, v8, v12 >> 1); 493 memset32(v14, v8, v12 >> 1);
523 v15 = (int)((char *)v14 + 4 * (v12 >> 1)); 494 v15 = (int)((char *)v14 + 4 * (v12 >> 1));
530 v23 += v19; 501 v23 += v19;
531 --v20; 502 --v20;
532 } 503 }
533 while ( v20 ); 504 while ( v20 );
534 } 505 }
535 pChests[0].pInventoryIndices[v21 + 2662 * uChestID] = v18 + 1; 506 pChests[uChestID].pInventoryIndices[v21] = item_in_chest_count + 1;
536 memcpy(&pChests[uChestID].mm7__vector_pItems[v18], Src, 0x24u); 507 memcpy(&pChests[uChestID].igChestItems[item_in_chest_count], put_item, sizeof(ItemGen));
537 result = v21 + 1; 508 result = v21 + 1;
538 } 509 }
539 else 510 else
540 { 511 {
541 result = 1; 512 result = 1;
543 return result; 514 return result;
544 } 515 }
545 // 506128: using guessed type int areWeLoadingTexture; 516 // 506128: using guessed type int areWeLoadingTexture;
546 517
547 //----- (0042013E) -------------------------------------------------------- 518 //----- (0042013E) --------------------------------------------------------
548 unsigned int Chest::PlaceItemAt(unsigned int a1, unsigned int uItemIdx, unsigned int uChestID) 519 void Chest::PlaceItemAt( unsigned int put_cell_pos, unsigned int uItemIdx, unsigned int uChestID )
549 { 520 {
550 int v3; // esi@1 521 int v3; // esi@1
551 unsigned int v4; // ebx@1 522 unsigned int v4; // ebx@1
552 int uItemID; // edi@1 523 int uItemID; // edi@1
553 int v6; // edx@4 524 int v6; // edx@4
554 unsigned int v7; // eax@5 525 unsigned int v7; // eax@5
566 int v19; // [sp+10h] [bp-Ch]@11 537 int v19; // [sp+10h] [bp-Ch]@11
567 int v20; // [sp+14h] [bp-8h]@12 538 int v20; // [sp+14h] [bp-8h]@12
568 unsigned int v21; // [sp+18h] [bp-4h]@1 539 unsigned int v21; // [sp+18h] [bp-4h]@1
569 540
570 v3 = 5324 * uChestID; 541 v3 = 5324 * uChestID;
571 v21 = a1; 542 v21 = put_cell_pos;
572 v4 = 5324 * uChestID + 36 * uItemIdx; 543 v4 = 5324 * uChestID + 36 * uItemIdx;
573 v18 = uItemIdx; 544 v18 = uItemIdx;
574 uItemID = *(unsigned int *)((char *)&pChests[0].mm7__vector_pItems[0].uItemID + v4); 545 uItemID = pChests[ uChestID].igChestItems[uItemIdx].uItemID;
575 pItemsTable->SetSpecialBonus((ItemGen *)((char *)pChests[0].mm7__vector_pItems + v4)); 546 pItemsTable->SetSpecialBonus(&pChests[ uChestID].igChestItems[uItemIdx]);
576 if ( uItemID >= 135 && uItemID <= 159 && !*(int *)((char *)&pChests[0].mm7__vector_pItems[0].uNumCharges + v4) ) 547 if ( uItemID >= 135 && uItemID <= 159 && !pChests[ uChestID].igChestItems[uItemIdx].uNumCharges)
577 { 548 {
578 v6 = rand() % 21 + 10; 549 v6 = rand() % 21 + 10;
579 *(int *)((char *)&pChests[0].mm7__vector_pItems[0].uNumCharges + v4) = v6; 550 pChests[ uChestID].igChestItems[uItemIdx].uNumCharges = v6;
580 *(&pChests[0].mm7__vector_pItems[0].uMaxCharges + v4) = v6; 551 pChests[ uChestID].igChestItems[uItemIdx].uMaxCharges = v6;
581 } 552 }
582 v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE); 553 v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
583 v8 = (Texture *)(v7 != -1 ? (int)&pIcons_LOD->pTextures[v7] : 0); 554 v8 = (Texture *)(v7 != -1 ? (int)&pIcons_LOD->pTextures[v7] : 0);
584 v9 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24); 555 v9 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24);
585 if ( v9 < 14 ) 556 if ( v9 < 14 )
592 if ( !areWeLoadingTexture ) 563 if ( !areWeLoadingTexture )
593 { 564 {
594 v8->Release(); 565 v8->Release();
595 pIcons_LOD->_40F9C5(); 566 pIcons_LOD->_40F9C5();
596 } 567 }
597 v19 = pChestWidthsByType[*(unsigned __int16 *)((char *)&pChests[0].uChestBitmapID + v3)]; 568 v19 = pChestWidthsByType[pChests[ uChestID].uChestBitmapID];
598 if ( v12 > 0 ) 569 if ( v12 > 0 )
599 { 570 {
600 v13 = 0; 571 v13 = 0;
601 v20 = v12; 572 v20 = v12;
602 do 573 do
603 { 574 {
604 if ( (signed int)v11 > 0 ) 575 if ( (signed int)v11 > 0 )
605 { 576 {
606 v14 = &pChests[0].pInventoryIndices[v21 + v13 + 2662 * uChestID]; 577 v14 = &pChests[uChestID].pInventoryIndices[v21 + v13];
607 LOWORD(v3) = -1 - v21; 578 LOWORD(v3) = -1 - v21;
608 v3 <<= 16; 579 v3 <<= 16;
609 LOWORD(v3) = -1 - v21; 580 LOWORD(v3) = -1 - v21;
610 memset32(v14, v3, v11 >> 1); 581 memset32(v14, v3, v11 >> 1);
611 v15 = (int)((char *)v14 + 4 * (v11 >> 1)); 582 v15 = (int)((char *)v14 + 4 * (v11 >> 1));
617 } 588 }
618 v13 += v19; 589 v13 += v19;
619 --v20; 590 --v20;
620 } 591 }
621 while ( v20 ); 592 while ( v20 );
622 } 593 }
623 result = v21 + 2662 * uChestID; 594 pChests[uChestID].pInventoryIndices[v21] = v18 + 1;
624 pChests[0].pInventoryIndices[result] = v18 + 1;
625 return result;
626 } 595 }
627 // 506128: using guessed type int areWeLoadingTexture; 596 // 506128: using guessed type int areWeLoadingTexture;
628 597
629 //----- (00420284) -------------------------------------------------------- 598 //----- (00420284) --------------------------------------------------------
630 char *Chest::_420284(unsigned int uChestID) 599 void Chest::PlaceItems( unsigned int uChestID )
631 { 600 {
632 int v1; // ebx@1 601 int uChestArea; // edi@1
633 unsigned int v2; // esi@1 602 int random_chest_pos; // eax@2
634 unsigned int v3; // esi@1 603 int test_position; // ebx@11
635 int uChestArea; // edi@1 604 char chest_cells_map[144]; // [sp+Ch] [bp-A0h]@1
636 int v5; // eax@2 605 int chest_item_id; // [sp+9Ch] [bp-10h]@10
637 int v6; // ebx@11 606 unsigned int cell_counter; // [sp+A4h] [bp-8h]@8
638 char *result; // eax@18 607
639 char Dst[144]; // [sp+Ch] [bp-A0h]@1 608 pRenderer->ClearZBuffer(0, 479);
640 int v9; // [sp+9Ch] [bp-10h]@10 609 uChestArea = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID];
641 unsigned int v10; // [sp+A0h] [bp-Ch]@1 610 memset(chest_cells_map, 0, 144);
642 unsigned int v11; // [sp+A4h] [bp-8h]@8 611 //fill cell map at random positions
643 ItemGen *v12; // [sp+A8h] [bp-4h]@9 612 for (cell_counter = 0; cell_counter<uChestArea; ++cell_counter)
644
645 v1 = 0;
646 v2 = uChestID;
647 v10 = uChestID;
648 pRenderer->ClearZBuffer(0, 479);
649 v3 = v2;
650 uChestArea = pChestWidthsByType[pChests[v3].uChestBitmapID] * pChestHeightsByType[pChests[v3].uChestBitmapID];
651 memset(Dst, 0, 0x90u);
652 if ( uChestArea > 0 )
653 {
654 do
655 {
656 do
657 v5 = (unsigned __int8)rand();
658 while ( v5 >= uChestArea );
659 while ( Dst[v5] )
660 {
661 ++v5;
662 if ( v5 == uChestArea )
663 v5 = 0;
664 }
665 Dst[v5] = v1++;
666 }
667 while ( v1 < uChestArea );
668 }
669 v11 = 0;
670 if ( uChestArea > 0 )
671 {
672 v12 = pChests[v3].mm7__vector_pItems;//&pChests[v3].mm7__vector_pItems[0].uAttributes;
673 do
674 {
675 v9 = v12->uItemID;
676 if ( v9 )
677 {
678 v6 = 0;
679 while ( !Chest::CanPlaceItemAt((unsigned __int8)Dst[v6], v9, v10) )
680 { 613 {
681 ++v6; 614 //get random position in chest
682 if ( v6 >= uChestArea ) 615 do
683 break; 616 random_chest_pos = (unsigned __int8)rand();
617 while ( random_chest_pos >= uChestArea );
618 //if this pos occupied move to next
619 while ( chest_cells_map[random_chest_pos] )
620 {
621 ++random_chest_pos;
622 if ( random_chest_pos == uChestArea )
623 random_chest_pos = 0;
624 }
625 chest_cells_map[random_chest_pos] = cell_counter;
684 } 626 }
685 if(v6<uChestArea) 627 cell_counter = 0;
686 { 628
687 Chest::PlaceItemAt((unsigned __int8)Dst[v6], v11, v10); 629 for (cell_counter = 0; cell_counter<uChestArea; ++cell_counter)
688 if ( pChests[v3].uFlags & 4 ) 630 {
689 v12->SetIdentified(); 631 chest_item_id = pChests[uChestID].igChestItems[cell_counter].uItemID;
690 } 632 if ( chest_item_id )
691 } 633 {
692 ++v11; 634 test_position = 0;
693 ++v12; 635 while ( !Chest::CanPlaceItemAt((unsigned __int8)chest_cells_map[test_position], chest_item_id, uChestID) )
694 } 636 {
695 while ( (signed int)v11 < uChestArea ); 637 ++test_position;
696 } 638 if ( test_position >= uChestArea )
697 result = (char *)&pChests[v3].uFlags; 639 break;
698 pChests[v3].uFlags = pChests[v3].uFlags & 0xFFFB | 2; 640 }
699 return result; 641 if(test_position<uChestArea)
700 } 642 {
643 Chest::PlaceItemAt((unsigned __int8)chest_cells_map[test_position], cell_counter, uChestID);
644 if ( pChests[uChestID].uFlags & 4 )
645 pChests[uChestID].igChestItems[cell_counter].SetIdentified();
646 }
647 }
648 }
649 pChests[uChestID].uFlags = pChests[uChestID].uFlags & 0xFFFB | 2;
650 }
701 // 420284: using guessed type char Dst[144]; 651 // 420284: using guessed type char Dst[144];
702 652
703 //----- (00458B03) -------------------------------------------------------- 653 //----- (00458B03) --------------------------------------------------------
704 void ChestList::ToFile() 654 void ChestList::ToFile()
705 { 655 {
799 } 749 }
800 } 750 }
801 fclose(File); 751 fclose(File);
802 return 1; 752 return 1;
803 } 753 }
754
755 //----- (00420B13) --------------------------------------------------------
756 void __fastcall sub_420B13(int a1, int a2)
757 {
758 void *v2; // eax@1
759 ItemGen *v3; // ebx@1
760 unsigned int v4; // eax@1
761 Texture *v5; // ecx@1
762 signed int v6; // eax@1
763 signed int v7; // edi@3
764 signed int v8; // eax@3
765 int v9; // edi@3
766 int v10; // eax@5
767 int v11; // esi@8
768 unsigned int v12; // ecx@10
769 void *v13; // edi@10
770 unsigned __int8 v14; // cf@10
771 int v15; // edi@10
772 int i; // ecx@10
773 int v17; // [sp+Ch] [bp-14h]@1
774 int v18; // [sp+10h] [bp-10h]@3
775 int v19; // [sp+14h] [bp-Ch]@1
776 void *v20; // [sp+18h] [bp-8h]@1
777 int v21; // [sp+1Ch] [bp-4h]@5
778 int v22; // [sp+1Ch] [bp-4h]@8
779
780 v19 = a2;
781 v2 = pChestWindow->ptr_1C;
782 v20 = v2;
783 v2 = (void *)(5324 * (int)v2);
784 v3 = (ItemGen *)((char *)v2 + 36 * a1 + (int)((char *)pChests + 4));
785 v17 = pChestWidthsByType[*(short *)((char *)v2 + (int)pChests)];
786 v4 = pIcons_LOD->LoadTexture(pItemsTable->pItems[v3->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
787 v5 = (Texture *)(v4 != -1 ? (int)&pIcons_LOD->pTextures[v4] : 0);
788 v6 = (v4 != -1 ? pIcons_LOD->pTextures[v4].uTextureWidth : 24);
789 if ( v6 < 14 )
790 v6 = 14;
791 v7 = v6 - 14;
792 v8 = v5->uTextureHeight;
793 v9 = (v7 >> 5) + 1;
794 v18 = v9;
795 if ( v8 < 14 )
796 v8 = 14;
797 v10 = ((v8 - 14) >> 5) + 1;
798 v21 = v10;
799 if ( !areWeLoadingTexture )
800 {
801 v5->Release();
802 pIcons_LOD->_40F9C5();
803 v10 = v21;
804 }
805 if ( v10 > 0 )
806 {
807 v11 = 0;
808 v22 = v10;
809 do
810 {
811 if ( v9 > 0 )
812 {
813 v12 = v9;
814 v13 = &pChests[0].pInventoryIndices[v19 + v11 + 2662 * (int)v20];
815 v14 = v12 & 1;
816 v12 >>= 1;
817 memset(v13, 0, 4 * v12);
818 v15 = (int)((char *)v13 + 4 * v12);
819 for ( i = v14; i; --i )
820 {
821 *(short *)v15 = 0;
822 v15 += 2;
823 }
824 v9 = v18;
825 }
826 v11 += v17;
827 --v22;
828 }
829 while ( v22 );
830 }
831 v3->Reset();
832 }
833 // 506128: using guessed type int areWeLoadingTexture;