comparison Engine/Objects/Chest.cpp @ 2497:82d5d92a097c

for MVS2012
author Ritor1
date Thu, 18 Sep 2014 23:59:29 +0600
parents
children 68cdef6879a0
comparison
equal deleted inserted replaced
2496:5abd8fc8f1c6 2497:82d5d92a097c
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6 #include <stdio.h>
7
8 #include "ErrorHandling.h"
9
10 #include "Items.h"
11 #include "Chest.h"
12 #include "FrameTableInc.h"
13 #include "LOD.h"
14 #include "MapInfo.h"
15 #include "Actor.h"
16 #include "Engine/Graphics/Outdoor.h"
17 #include "Engine/Graphics/DecorationList.h"
18 #include "Party.h"
19 #include "AudioPlayer.h"
20 #include "OurMath.h"
21 #include "Texts.h"
22 #include "ObjectList.h"
23 #include "GUIWindow.h"
24 #include "Timer.h"
25
26 #include "MM7.h"
27 #include "SpriteObject.h"
28 #include "Mouse.h"
29 #include "Engine/Graphics/Viewport.h"
30 #include "Engine/Graphics/Level/Decoration.h"
31
32 size_t uNumChests; // idb
33 struct ChestList *pChestList;
34 std::array<Chest, 20> pChests;
35
36
37 const int pChestPixelOffsetX[8] = {42, 18, 18, 42, 42, 42, 18, 42};
38 const int pChestPixelOffsetY[8] = {34, 30, 30, 34, 34, 34, 30, 34};
39 const int pChestWidthsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9};
40 const int pChestHeightsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9};
41
42
43 //----- (0042041E) --------------------------------------------------------
44 bool Chest::Open( signed int uChestID )
45 {
46 unsigned int pMapID; // eax@8
47 int pRandom; // edx@16
48 int v6; // eax@16
49 ODMFace *pODMFace; // eax@19
50 BLVFace *pBLVFace; // eax@20
51 int pObjectX; // ebx@21
52 int pObjectZ; // edi@21
53 double dir_x; // st7@23
54 double dir_y; // st6@23
55 double length_vector; // st7@23
56 int pDepth; // ecx@26
57 Vec3_int_ v; // ST4C_12@28
58 bool flag_shout; // edi@28
59 int pSpriteID[4]; // [sp+84h] [bp-40h]@16
60 Vec3_int_ pOut; // [sp+A0h] [bp-24h]@28
61 int pObjectY; // [sp+B0h] [bp-14h]@21
62 int sRotX; // [sp+B4h] [bp-10h]@23
63 float dir_z; // [sp+BCh] [bp-8h]@23
64 int sRotY; // [sp+C0h] [bp-4h]@8
65 SpriteObject pSpellObject; // [sp+14h] [bp-B0h]@28
66
67 assert( uChestID < 20 );
68 if ( ( uChestID < 0 ) && ( uChestID >= 20 ) )
69 return false;
70 Chest* chest = &pChests[uChestID];
71
72 ++pIcons_LOD->uTexturePacksCount;
73 if (!pIcons_LOD->uNumPrevLoadedFiles)
74 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
75
76 if (!chest->Initialized())
77 Chest::PlaceItems(uChestID);
78
79 if ( !uActiveCharacter )
80 return false;
81 flag_shout = false;
82 pMapID = pMapStats->GetMapInfo(pCurrentMapName);
83 if ( chest->Trapped() && pMapID )
84 {
85 if ( pPlayers[uActiveCharacter]->GetDisarmTrap() < 2 * pMapStats->pInfos[pMapID].LockX5 )
86 {
87 pSpriteID[0] = 811;
88 pSpriteID[1] = 812;
89 pSpriteID[2] = 813;
90 pSpriteID[3] = 814;
91 pRandom = rand() % 4;
92 v6 = PID_ID(EvtTargetObj);
93 if ( PID_TYPE(EvtTargetObj) == OBJECT_Decoration)
94 {
95 pObjectX = pLevelDecorations[v6].vPosition.x;
96 pObjectY = pLevelDecorations[v6].vPosition.y;
97 pObjectZ = pLevelDecorations[v6].vPosition.z + ( pDecorationList->pDecorations[pLevelDecorations[v6].uDecorationDescID].uDecorationHeight / 2 );
98 }
99 if ( PID_TYPE(EvtTargetObj) == OBJECT_BModel)
100 {
101 if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
102 {
103 pODMFace = &pOutdoor->pBModels[EvtTargetObj >> 9].pFaces[(EvtTargetObj >> 3) & 0x3F];
104 pObjectX = ( pODMFace->pBoundingBox.x1 + pODMFace->pBoundingBox.x2 ) / 2;
105 pObjectY = ( pODMFace->pBoundingBox.y1 + pODMFace->pBoundingBox.y2 ) / 2;
106 pObjectZ = ( pODMFace->pBoundingBox.z1 + pODMFace->pBoundingBox.z2 ) / 2;
107 }
108 else//Indoor
109 {
110 pBLVFace = &pIndoor->pFaces[v6];
111 pObjectX = ( pBLVFace->pBounding.x1 + pBLVFace->pBounding.x2 ) / 2;
112 pObjectY = ( pBLVFace->pBounding.y1 + pBLVFace->pBounding.y2 ) / 2;
113 pObjectZ = ( pBLVFace->pBounding.z1 + pBLVFace->pBounding.z2 ) / 2;
114 }
115 }
116 dir_x = (double)pParty->vPosition.x - (double)pObjectX;
117 dir_y = (double)pParty->vPosition.y - (double)pObjectY;
118 dir_z = ( (double)pParty->sEyelevel + (double)pParty->vPosition.z ) - (double)pObjectZ;
119 length_vector = sqrt( (dir_x * dir_x) + (dir_y * dir_y) + (dir_z * dir_z) );
120 if ( length_vector <= 1.0 )
121 {
122 *(float *)&sRotX = 0.0;
123 *(float *)&sRotY = 0.0;
124 }
125 else
126 {
127 sRotY = (signed __int64)sqrt(dir_x * dir_x + dir_y * dir_y);
128 sRotX = stru_5C6E00->Atan2((signed __int64)dir_x, (signed __int64)dir_y);
129 sRotY = stru_5C6E00->Atan2(dir_y * dir_y, (signed __int64)dir_z);
130 }
131 pDepth = 256;
132 if ( length_vector < 256.0 )
133 pDepth = (signed __int64)length_vector / 4;
134 v.x = pObjectX;
135 v.y = pObjectY;
136 v.z = pObjectZ;
137 Vec3_int_::Rotate(pDepth, sRotX, sRotY, v, &pOut.x, &pOut.z, &pOut.y);
138 SpriteObject::sub_42F7EB_DropItemAt(pSpriteID[pRandom], pOut.x, pOut.z, pOut.y, 0, 1, 0, 48, 0);
139
140 pSpellObject.stru_24.Reset();
141 pSpellObject.spell_skill = 0;
142 pSpellObject.spell_level = 0;
143 pSpellObject.spell_id = 0;
144 pSpellObject.field_54 = 0;
145 pSpellObject.uType = pSpriteID[pRandom];
146 pSpellObject.uObjectDescID = 0;
147 if ( pObjectList->uNumObjects )
148 {
149 for ( uint i = 0; i < (signed int)pObjectList->uNumObjects; ++i )
150 {
151 if ( pSpriteID[pRandom] == pObjectList->pObjects[i].uObjectID )
152 pSpellObject.uObjectDescID = i;
153 }
154 }
155 pSpellObject.vPosition.y = pOut.z;
156 pSpellObject.vPosition.x = pOut.x;
157 pSpellObject.vPosition.z = pOut.y;
158 pSpellObject.uSoundID = 0;
159 pSpellObject.uAttributes = 48;
160 pSpellObject.uSectorID = pIndoor->GetSector(pOut.x, pOut.z, pOut.y);
161 pSpellObject.uSpriteFrameID = 0;
162 pSpellObject.spell_caster_pid = 0;
163 pSpellObject.spell_target_pid = 0;
164 pSpellObject.uFacing = 0;
165 pSpellObject.Create(0, 0, 0, 0);
166 pAudioPlayer->PlaySound(SOUND_8, 0, 0, -1, 0, 0, 0, 0);
167 pSpellObject.ExplosionTraps();
168 chest->uFlags &= 0xFEu;
169 if ( uActiveCharacter && !_A750D8_player_speech_timer && !OpenedTelekinesis )
170 {
171 _A750D8_player_speech_timer = 256i64;
172 PlayerSpeechID = SPEECH_5;
173 uSpeakingCharacter = uActiveCharacter;
174 }
175 pIcons_LOD->RemoveTexturesPackFromTextureList();
176 OpenedTelekinesis = false;
177 return false;
178 }
179 chest->uFlags &= 0xFEu;
180 flag_shout = true;
181 }
182 pAudioPlayer->StopChannels(-1, -1);
183 pAudioPlayer->PlaySound(SOUND_OpenChest, 0, 0, -1, 0, 0, 0, 0);
184 if ( flag_shout == true )
185 {
186 if ( !OpenedTelekinesis )
187 pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0);
188 }
189 OpenedTelekinesis = false;
190 pChestWindow = pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, window->GetWidth(), window->GetHeight(), WINDOW_Chest, uChestID, 0);
191 pBtn_ExitCancel = pChestWindow->CreateButton(471, 445, 169, 35, 1, 0, UIMSG_Escape, 0, 0, pGlobalTXT_LocalizationStrings[79], pIcons_LOD->GetTexture(uExitCancelTextureId), 0);// Exit
192 pChestWindow->CreateButton( 7, 8, 460, 343, 1, 0, UIMSG_CHEST_ClickItem, 0, 0, "", 0);
193 pCurrentScreen = SCREEN_CHEST;
194 pEventTimer->Pause();
195 return true;
196 }
197
198 //----- (0042038D) --------------------------------------------------------
199 void Chest::ChestUI_WritePointedObjectStatusString()
200 {
201 int v1; // ecx@2
202 POINT cursor; // [sp+8h] [bp-8h]@1
203
204 pMouse->GetCursorPos(&cursor);
205 if ( cursor.y < 350 )
206 {
207 v1 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]];
208 if ( v1 != 0 && v1 != -65536 )
209 {
210 if ( v1 )
211 {
212 ItemGen* item = &pChests[pChestWindow->par1C].igChestItems[pChests[pChestWindow->par1C].pInventoryIndices[(v1 & 0xFFFF) - 1] - 1];
213 GameUI_SetFooterString(item->GetDisplayName());
214 }
215 }
216 }
217 }
218
219 //----- (0042092D) --------------------------------------------------------
220 void Chest::DrawChestUI(signed int uChestID)
221 {
222
223 int chestBitmapId; // eax@1
224 unsigned int v5; // eax@1
225 int chest_item_index; // ecx@3
226 unsigned int item_texture_id; // eax@4
227 Texture *item_texture; // esi@4
228 signed int itemPixelWidth; // ecx@4
229 signed int itemPixelHeght; // edx@4
230 // signed int v11; // eax@4
231 int v12; // eax@6
232 int v13; // eax@6
233 unsigned int itemPixelPosX; // ST34_4@8
234 int itemPixelPosY; // edi@8
235 int *v16; // [sp+Ch] [bp-28h]@1
236 // int v17; // [sp+10h] [bp-24h]@4
237 int chest_offs_y; // [sp+14h] [bp-20h]@1
238 signed int chestHeghtCells; // [sp+18h] [bp-1Ch]@1
239 int chest_offs_x; // [sp+1Ch] [bp-18h]@1
240 signed int chestWidthCells; // [sp+20h] [bp-14h]@1
241 signed int item_counter; // [sp+30h] [bp-4h]@1
242
243 v16 = pRenderer->pActiveZBuffer;
244 pRenderer->ClearZBuffer(0, 479);
245 chestBitmapId = pChests[uChestID].uChestBitmapID;
246 chest_offs_x = pChestPixelOffsetX[chestBitmapId];
247 chest_offs_y = pChestPixelOffsetY[chestBitmapId];
248 chestWidthCells = pChestWidthsByType[chestBitmapId];
249 chestHeghtCells = pChestHeightsByType[chestBitmapId];
250 sprintfex(pTmpBuf.data(), "chest%02d", pChestList->pChests[chestBitmapId].uTextureID);
251 v5 = pIcons_LOD->LoadTexture(pTmpBuf.data(), TEXTURE_16BIT_PALETTE);
252 pRenderer->DrawTextureIndexed(8u, 8u, pIcons_LOD->GetTexture(v5));
253
254 for (item_counter = 0; item_counter < chestWidthCells * chestHeghtCells; ++item_counter)
255 {
256 chest_item_index = pChests[uChestID].pInventoryIndices[item_counter];
257 if ( chest_item_index > 0 )
258 {
259 item_texture_id = pIcons_LOD->LoadTexture(
260 //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName,
261 pChests[uChestID].igChestItems[chest_item_index - 1].GetIconName(), TEXTURE_16BIT_PALETTE);
262 item_texture = pIcons_LOD->GetTexture(item_texture_id);
263 itemPixelWidth = item_texture->uTextureWidth;
264 itemPixelHeght = item_texture->uTextureHeight;
265 if ( itemPixelWidth < 14 )
266 itemPixelWidth = 14;
267 v12 = itemPixelWidth - 14;
268 v12 = v12 & 0xFFFFFFE0;
269 v13 = v12 + 32;
270 if ( itemPixelHeght < 14 )
271 itemPixelHeght = 14;
272 itemPixelPosX = chest_offs_x + 32 * (item_counter % chestWidthCells) + ((signed int)(v13 - itemPixelWidth)/2);
273 itemPixelPosY = chest_offs_y + 32 * (item_counter / chestHeghtCells) +
274 ((signed int)(((itemPixelHeght - 14) & 0xFFFFFFE0) + 32- item_texture->uTextureHeight ) /2);
275 pRenderer->DrawTextureTransparent( itemPixelPosX, itemPixelPosY, item_texture);
276 ZBuffer_DoFill2(&v16[itemPixelPosX + pSRZBufferLineOffsets[itemPixelPosY]], item_texture, item_counter + 1);
277 }
278 }
279 pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uExitCancelTextureId));
280 }
281
282
283 //----- (0041FE71) --------------------------------------------------------
284 bool Chest::CanPlaceItemAt( signed int test_cell_position, int item_id, signed int uChestID )
285 {
286 // int v3; // eax@1
287 unsigned int item_texture_id; // eax@1
288 Texture *item_texture; // ecx@1
289 signed int v6; // eax@1
290 // signed int v7; // edi@3
291 signed int v8; // eax@3
292 int texture_cell_width; // edi@3
293 int texture_cell_height; // ebx@5
294 int _row; // esi@9
295 int _cell_rows; // edx@10
296 int _column; // ecx@11
297 // char *v14; // eax@12
298 int chest_cell_heght; // [sp+Ch] [bp-Ch]@1
299 // signed int v17; // [sp+10h] [bp-8h]@1
300 signed int chest_cell_width; // [sp+14h] [bp-4h]@1
301
302 chest_cell_heght = pChestHeightsByType[pChests[uChestID].uChestBitmapID];
303 chest_cell_width = pChestWidthsByType[pChests[uChestID].uChestBitmapID];
304 item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_id].pIconName, TEXTURE_16BIT_PALETTE);
305 item_texture = pIcons_LOD->GetTexture(item_texture_id);
306 v6 = item_texture->uTextureWidth;
307 if ( v6 < 14 )
308 v6 = 14;
309 texture_cell_width = ((v6 - 14) >> 5) + 1;
310 v8 = item_texture->uTextureHeight;
311 if ( v8 < 14 )
312 v8 = 14;
313 texture_cell_height = ((v8 - 14) >> 5) + 1;
314 if ( !areWeLoadingTexture )
315 {
316 item_texture->Release();
317 pIcons_LOD->SyncLoadedFilesCount();
318 }
319 if ( (texture_cell_width + test_cell_position % chest_cell_width <= chest_cell_width) &&
320 (texture_cell_height + test_cell_position / chest_cell_width <= chest_cell_heght) )
321 { //we not put over borders
322 _row = 0;
323 if ( texture_cell_height <= 0 )
324 return true;
325 _cell_rows = 0;
326 while ( 1 )
327 {
328 _column = 0;
329 if ( texture_cell_width > 0 )
330 {
331 while ( pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]==0)
332 {
333 ++_column;
334 if ( _column >= texture_cell_width )
335 break;
336 }
337 if (pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]!=0)
338 return false;
339 }
340 _cell_rows += chest_cell_width;
341 ++_row;
342 if ( _row >= texture_cell_height )
343 return true;
344 }
345
346 }
347 return false;
348 }
349 // 506128: using guessed type int areWeLoadingTexture;
350
351 //----- (0041FF64) --------------------------------------------------------
352 int Chest::CountChestItems(signed int uChestID)
353 {
354 signed int item_count; // eax@1
355 int max_items; // edx@1
356 item_count = 0;
357 max_items = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID];
358 if ( max_items <= 0 )
359 item_count = -1;
360 else
361 {
362 while ( pChests[uChestID].igChestItems[item_count].uItemID )
363 {
364 ++item_count;
365 if ( item_count >= max_items )
366 {
367 item_count = -1;
368 break;
369 }
370 }
371 }
372 return item_count;
373 }
374
375 //----- (0041FFA2) --------------------------------------------------------
376 int Chest::PutItemInChest(int position, ItemGen *put_item, signed int uChestID)
377 {//(rus: положить предмет в ящик)
378 ItemGen *v4; // edi@1
379 int v5; // esi@1
380 int result; // eax@11
381 unsigned int v7; // eax@12
382 int v8; // edx@12
383 Texture *texture; // ecx@12
384 signed int v10; // eax@12
385 signed int v11; // edi@14
386 unsigned int v12; // esi@14
387 int v13; // edi@16
388 void *v14; // edi@21
389 int v15; // edi@21
390 int i; // ecx@21
391 ItemGen *Src; // [sp+Ch] [bp-18h]@1
392 signed int item_in_chest_count; // [sp+10h] [bp-14h]@2
393 int v19; // [sp+14h] [bp-10h]@1
394 int v20; // [sp+18h] [bp-Ch]@19
395 signed int v21; // [sp+1Ch] [bp-8h]@1
396 // signed int v22; // [sp+20h] [bp-4h]@3
397 int v23; // [sp+20h] [bp-4h]@19
398
399 v21 = 0;
400 v4 = put_item;
401 v5 = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID];
402 Src = put_item;
403 v19 = pChestWidthsByType[pChests[uChestID].uChestBitmapID];
404 if ( position == -1 )
405 {
406 item_in_chest_count = CountChestItems(uChestID);
407 if ( item_in_chest_count == -1 )
408 return 0;
409 for( int _i = 0; _i < v5; _i++)
410 {
411 if ( Chest::CanPlaceItemAt(_i, v4->uItemID, pChestWindow->par1C) )
412 v21 = _i;
413 }
414 if ( v21 == v5 )
415 {
416 if ( uActiveCharacter )
417 pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0);
418 return 0;
419 }
420 v7 = pIcons_LOD->LoadTexture(v4->GetIconName(), TEXTURE_16BIT_PALETTE);
421 HIWORD(v8) = 0;
422 texture = pIcons_LOD->GetTexture(v7);
423 v10 = texture->uTextureWidth;
424 if ( texture->uTextureWidth < 14 )
425 v10 = 14;
426 v12 = ((v10 - 14) >> 5) + 1;
427 v11 = texture->uTextureHeight;
428 if ( texture->uTextureHeight < 14 )
429 v11 = 14;
430 v13 = ((v11 - 14) >> 5) + 1;
431 if ( !areWeLoadingTexture )
432 {
433 texture->Release();
434 pIcons_LOD->SyncLoadedFilesCount();
435 }
436 if ( v13 > 0 )
437 {
438 v23 = 0;
439 v20 = v13;
440 do
441 {
442 if ( (signed int)v12 > 0 )
443 {
444 v14 = &pChests[uChestID].pInventoryIndices[v21 + v23];
445 LOWORD(v8) = -1 - v21;
446 v8 <<= 16;
447 LOWORD(v8) = -1 - v21;
448 memset32(v14, v8, v12 >> 1);
449 v15 = (int)((char *)v14 + 4 * (v12 >> 1));
450 for ( i = v12 & 1; i; --i )
451 {
452 *(short *)v15 = v8;
453 v15 += 2;
454 }
455 }
456 v23 += v19;
457 --v20;
458 }
459 while ( v20 );
460 }
461 pChests[uChestID].pInventoryIndices[v21] = item_in_chest_count + 1;
462 memcpy(&pChests[uChestID].igChestItems[item_in_chest_count], put_item, sizeof(ItemGen));
463 result = v21 + 1;
464 }
465 else
466 result = 1;
467 return result;
468 }
469 // 506128: using guessed type int areWeLoadingTexture;
470
471 //----- (0042013E) --------------------------------------------------------
472 void Chest::PlaceItemAt( unsigned int put_cell_pos, unsigned int item_at_cell, signed int uChestID )
473 {
474 int uItemID; // edi@1
475 int v6; // edx@4
476 unsigned int v7; // eax@5
477 Texture *texture; // ecx@5
478 signed int v9; // eax@5
479 signed int v10; // edi@7
480 unsigned int texture_cell_width; // ebx@7
481 int textute_cell_height; // edi@9
482 int chest_cell_row_pos; // edx@12
483 int chest_cell_width; // [sp+10h] [bp-Ch]@11
484
485 uItemID = pChests[ uChestID].igChestItems[item_at_cell].uItemID;
486 pItemsTable->SetSpecialBonus(&pChests[ uChestID].igChestItems[item_at_cell]);
487 if ( uItemID >= 135 && uItemID <= 159 && !pChests[ uChestID].igChestItems[item_at_cell].uNumCharges)
488 {
489 v6 = rand() % 21 + 10;
490 pChests[ uChestID].igChestItems[item_at_cell].uNumCharges = v6;
491 pChests[ uChestID].igChestItems[item_at_cell].uMaxCharges = v6;
492 }
493 v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
494 texture = pIcons_LOD->GetTexture(v7);
495 v9 = texture->uTextureWidth;
496 if ( texture->uTextureWidth < 14 )
497 v9 = 14;
498 texture_cell_width = ((v9 - 14) >> 5) + 1;
499 v10 = texture->uTextureHeight;
500 if ( texture->uTextureHeight < 14 )
501 v10 = 14;
502 textute_cell_height = ((v10 - 14) >> 5) + 1;
503 if ( !areWeLoadingTexture )
504 {
505 texture->Release();
506 pIcons_LOD->SyncLoadedFilesCount();
507 }
508 chest_cell_width = pChestWidthsByType[pChests[ uChestID].uChestBitmapID];
509 chest_cell_row_pos = 0;
510 for(int i = 0; i < textute_cell_height; ++i)
511 {
512 for (int j = 0; j < texture_cell_width; ++j)
513 pChests[uChestID].pInventoryIndices[put_cell_pos + chest_cell_row_pos+j]=(signed __int16)-(put_cell_pos+1);
514 chest_cell_row_pos += chest_cell_width;
515 }
516 pChests[uChestID].pInventoryIndices[put_cell_pos] = item_at_cell + 1;
517 }
518 // 506128: using guessed type int areWeLoadingTexture;
519
520 //----- (00420284) --------------------------------------------------------
521 void Chest::PlaceItems(signed int uChestID )
522 {
523 int uChestArea; // edi@1
524 int random_chest_pos; // eax@2
525 int test_position; // ebx@11
526 char chest_cells_map[144]; // [sp+Ch] [bp-A0h]@1
527 int chest_item_id; // [sp+9Ch] [bp-10h]@10
528 unsigned int items_counter; // [sp+A4h] [bp-8h]@8
529
530 pRenderer->ClearZBuffer(0, 479);
531 uChestArea = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID];
532 memset(chest_cells_map, 0, 144);
533 //fill cell map at random positions
534 for ( items_counter = 0; items_counter < uChestArea; ++items_counter )
535 {
536 //get random position in chest
537 do
538 random_chest_pos = (unsigned __int8)rand();
539 while ( random_chest_pos >= uChestArea );
540 //if this pos occupied move to next
541 while ( chest_cells_map[random_chest_pos] )
542 {
543 ++random_chest_pos;
544 if ( random_chest_pos == uChestArea )
545 random_chest_pos = 0;
546 }
547 chest_cells_map[random_chest_pos] = items_counter;
548 }
549 items_counter = 0;
550
551 for (items_counter = 0; items_counter<uChestArea; ++items_counter)
552 {
553 chest_item_id = pChests[uChestID].igChestItems[items_counter].uItemID;
554 if ( chest_item_id )
555 {
556 test_position = 0;
557 while ( !Chest::CanPlaceItemAt((unsigned __int8)chest_cells_map[test_position], chest_item_id, uChestID) )
558 {
559 ++test_position;
560 if ( test_position >= uChestArea )
561 break;
562 }
563 if(test_position<uChestArea)
564 {
565 Chest::PlaceItemAt((unsigned __int8)chest_cells_map[test_position], items_counter, uChestID);
566 if ( pChests[uChestID].uFlags & CHEST_OPENED)
567 pChests[uChestID].igChestItems[items_counter].SetIdentified();
568 }
569 }
570 }
571 pChests[uChestID].SetInitialized(true);
572 }
573 // 420284: using guessed type char Dst[144];
574
575 //----- (00448A17) --------------------------------------------------------
576 void Chest::ToggleFlag(signed int uChestID, unsigned __int16 uFlag, unsigned int bToggle)
577 {
578 if ( uChestID >= 0 && uChestID <= 19 )
579 {
580 if ( bToggle )
581 pChests[uChestID].uFlags |= uFlag;
582 else
583 pChests[uChestID].uFlags &= ~uFlag;
584 }
585 }
586
587 //----- (00458B03) --------------------------------------------------------
588 void ChestList::ToFile()
589 {
590 FILE *v2; // eax@1
591 FILE *v3; // edi@1
592
593 v2 = fopen("data\\dchest.bin", "wb");
594 v3 = v2;
595 if ( !v2 )
596 Error("Unable to save dchest.bin!");
597
598 fwrite(this, 4, 1, v2);
599 fwrite(this->pChests, 36, this->uNumChests, v3);
600 fclose(v3);
601 }
602
603
604 //----- (00458B4F) --------------------------------------------------------
605 void ChestList::FromFile(void *data_mm6, void *data_mm7, void *data_mm8)
606 {
607 uint num_mm6_chests = data_mm6 ? *(int *)data_mm6 : 0,
608 num_mm7_chests = data_mm7 ? *(int *)data_mm7 : 0,
609 num_mm8_chests = data_mm8 ? *(int *)data_mm8 : 0;
610
611 uNumChests = num_mm6_chests + num_mm7_chests + num_mm8_chests;
612 assert(uNumChests);
613 assert(!num_mm8_chests);
614
615 pChests = (ChestDesc *)malloc(uNumChests * sizeof(ChestDesc));
616 memcpy(pChests, (char *)data_mm7 + 4, num_mm7_chests * sizeof(ChestDesc));
617 memcpy(pChests + num_mm7_chests, (char *)data_mm6 + 4, num_mm6_chests * sizeof(ChestDesc));
618 memcpy(pChests + num_mm6_chests + num_mm7_chests, (char *)data_mm8 + 4, num_mm8_chests * sizeof(ChestDesc));
619 }
620
621
622 //----- (00458B9C) --------------------------------------------------------
623 int ChestList::FromFileTxt(const char *Args)
624 {
625 //ChestList *v2; // ebx@1
626 __int32 v3; // edi@1
627 FILE *v4; // eax@1
628 unsigned int v5; // esi@3
629 const void *v6; // ST18_4@9
630 void *v7; // eax@9
631 FILE *v8; // ST0C_4@11
632 char *i; // eax@11
633 char v10; // al@14
634 const char *v11; // ST14_4@14
635 char v12; // al@14
636 const char *v13; // ST10_4@14
637 char Buf; // [sp+8h] [bp-2F0h]@3
638 FrameTableTxtLine v16; // [sp+1FCh] [bp-FCh]@4
639 FrameTableTxtLine v17; // [sp+278h] [bp-80h]@4
640 FILE *File; // [sp+2F4h] [bp-4h]@1
641 unsigned int Argsa; // [sp+300h] [bp+8h]@3
642
643 //v2 = this;
644 free(this->pChests);
645 v3 = 0;
646 this->pChests = 0;
647 this->uNumChests = 0;
648 v4 = fopen(Args, "r");
649 File = v4;
650 if ( !v4 )
651 Error("ChestDescriptionList::load - Unable to open file: %s.");
652
653 v5 = 0;
654 Argsa = 0;
655 if ( fgets(&Buf, 490, v4) )
656 {
657 do
658 {
659 *strchr(&Buf, 10) = 0;
660 memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17));
661 if ( v17.uPropCount && *v17.pProperties[0] != 47 )
662 ++Argsa;
663 }
664 while ( fgets(&Buf, 490, File) );
665 v5 = Argsa;
666 v3 = 0;
667 }
668 v6 = this->pChests;
669 this->uNumChests = v5;
670 v7 = malloc(36 * v5);
671 this->pChests = (ChestDesc *)v7;
672 if ( v7 == (void *)v3 )
673 Error("ChestDescriptionList::load - Out of Memory!");
674
675 memset(v7, v3, 36 * this->uNumChests);
676 v8 = File;
677 this->uNumChests = v3;
678 fseek(v8, v3, v3);
679 for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) )
680 {
681 *strchr(&Buf, 10) = 0;
682 memcpy(&v17, txt_file_frametable_parser(&Buf, &v16), sizeof(v17));
683 if ( v17.uPropCount && *v17.pProperties[0] != 47 )
684 {
685 strcpy(this->pChests[this->uNumChests].pName, v17.pProperties[0]);
686 v10 = atoi(v17.pProperties[1]);
687 v11 = v17.pProperties[2];
688 this->pChests[this->uNumChests].uWidth = v10;
689 v12 = atoi(v11);
690 v13 = v17.pProperties[3];
691 this->pChests[this->uNumChests].uHeight = v12;
692 this->pChests[this->uNumChests++].uTextureID = atoi(v13);
693 }
694 }
695 fclose(File);
696 return 1;
697 }
698
699 //----- (00420B13) --------------------------------------------------------
700 void __fastcall sub_420B13(int a1, int a2)
701 { //Give item from chest(rus: Взять предмет из ящика)
702 void *v2; // eax@1
703 unsigned int v4; // eax@1
704 Texture *texture; // ecx@1
705 signed int v6; // eax@1
706 signed int v7; // edi@3
707 signed int v8; // eax@3
708 int v9; // edi@3
709 int v10; // eax@5
710 int v11; // esi@8
711 unsigned int v12; // ecx@10
712 void *v13; // edi@10
713 unsigned __int8 v14; // cf@10
714 int v15; // edi@10
715 int i; // ecx@10
716 int v17; // [sp+Ch] [bp-14h]@1
717 int v18; // [sp+10h] [bp-10h]@3
718 int v21; // [sp+1Ch] [bp-4h]@5
719 int v22; // [sp+1Ch] [bp-4h]@8
720
721 v2 = (void *)(5324 * (int)pChestWindow->ptr_1C);
722 v17 = pChestWidthsByType[pChests[(int)pChestWindow->ptr_1C].uChestBitmapID];
723 v4 = pIcons_LOD->LoadTexture(pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].GetIconName(), TEXTURE_16BIT_PALETTE);
724 texture = pIcons_LOD->GetTexture(v4);
725
726 v6 = texture->uTextureWidth;
727 if ( texture->uTextureWidth < 14 )
728 v6 = 14;
729 v7 = v6 - 14;
730 v9 = (v7 >> 5) + 1;
731 v18 = v9;
732
733 v8 = texture->uTextureHeight;
734 if ( texture->uTextureHeight < 14 )
735 v8 = 14;
736 v10 = ((v8 - 14) >> 5) + 1;
737 v21 = v10;
738
739 if ( !areWeLoadingTexture )
740 {
741 texture->Release();
742 pIcons_LOD->SyncLoadedFilesCount();
743 v10 = v21;
744 }
745 if ( v10 > 0 )
746 {
747 v11 = 0;
748 for ( v22 = v10; v22; --v22 )
749 {
750 if ( v9 > 0 )
751 {
752 v12 = v9;
753 v13 = &pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11];
754 v14 = v12 & 1;
755 v12 >>= 1;
756 memset(&pChests[(int)pChestWindow->ptr_1C].pInventoryIndices[a2 + v11], 0, 4 * v12);
757 v15 = (int)((char *)v13 + 4 * v12);
758 for ( i = v14; i; --i )
759 {
760 *(short *)v15 = 0;
761 v15 += 2;
762 }
763 v9 = v18;
764 }
765 v11 += v17;
766 }
767 }
768 pChests[(int)pChestWindow->ptr_1C].igChestItems[a1].Reset();
769 }
770 // 506128: using guessed type int areWeLoadingTexture;
771 //----- (00420E01) --------------------------------------------------------
772 void Chest::OnChestLeftClick()
773 {
774 int v2; // eax@2
775 int v3; // ebx@4
776 int v4; // esi@6
777 POINT cursor; // [sp+84h] [bp-8h]@2
778
779 SpriteObject v6; // [sp+Ch] [bp-80h]@1
780 if ( pParty->pPickedItem.uItemID )
781 {
782 if ( Chest::PutItemInChest(-1, &pParty->pPickedItem, pGUIWindow_CurrentMenu->par1C) )
783 pMouse->RemoveHoldingItem();
784 }
785 else
786 {
787 pMouse->GetCursorPos(&cursor);
788 v2 = pRenderer->pActiveZBuffer[cursor.x + pSRZBufferLineOffsets[cursor.y]] & 0xFFFF;
789 if ( v2 )
790 {
791 if ( v2 )
792 v3 = v2 - 1;
793 else
794 v3 = -1;
795 v4 = pChests[(int)pGUIWindow_CurrentMenu->par1C].pInventoryIndices[v3] - 1;
796 if ( pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].GetItemEquipType() == EQUIP_GOLD )
797 {
798 pParty->PartyFindsGold(pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4].uSpecEnchantmentType, 0);
799 viewparams->bRedrawGameUI = 1;
800 }
801 else
802 pParty->SetHoldingItem(&pChests[(int)pGUIWindow_CurrentMenu->par1C].igChestItems[v4]);
803 sub_420B13(v4, v3);
804 }
805 }
806 }