comparison mm7_5.cpp @ 986:b584c743cb47

Слияние
author Ritor1
date Sun, 12 May 2013 09:38:30 +0600
parents d982fffb8b96
children 9e132060ada3 c5d8ea1e6ccb
comparison
equal deleted inserted replaced
985:062788391c88 986:b584c743cb47
1034 dword_50C9D8 = 0; 1034 dword_50C9D8 = 0;
1035 } 1035 }
1036 if ( ptr_50C9A4 && ptr_50C9A4->uItemID ) 1036 if ( ptr_50C9A4 && ptr_50C9A4->uItemID )
1037 { 1037 {
1038 LOBYTE(ptr_50C9A4->uAttributes) &= 0xFu; 1038 LOBYTE(ptr_50C9A4->uAttributes) &= 0xFu;
1039 dword_50C9A8 = 0; 1039 _50C9A8_item_enchantment_timer = 0;
1040 ptr_50C9A4 = 0; 1040 ptr_50C9A4 = 0;
1041 } 1041 }
1042 if ( pGUIWindow_Settings ) 1042 if ( pGUIWindow_Settings )
1043 { 1043 {
1044 if ( pCurrentScreen == SCREEN_CHARACTERS ) 1044 if ( pCurrentScreen == SCREEN_CHARACTERS )
2229 ModalWindow(pFinalMessage, 196); 2229 ModalWindow(pFinalMessage, 196);
2230 uGameState = GAME_STATE_FINAL_WINDOW; 2230 uGameState = GAME_STATE_FINAL_WINDOW;
2231 continue; 2231 continue;
2232 case UIMSG_C4: 2232 case UIMSG_C4:
2233 __debugbreak; 2233 __debugbreak;
2234 uGameState = GAME_STATE_0; 2234 uGameState = GAME_STATE_PLAYING;
2235 strcpy((char *)pKeyActionMap->pPressedKeysBuffer, "2"); 2235 strcpy((char *)pKeyActionMap->pPressedKeysBuffer, "2");
2236 goto LABEL_524; 2236 goto LABEL_524;
2237 case UIMSG_DD: 2237 case UIMSG_DD:
2238 LABEL_524: 2238 LABEL_524:
2239 sprintf(pTmpBuf, "%s", pKeyActionMap->pPressedKeysBuffer); 2239 sprintf(pTmpBuf, "%s", pKeyActionMap->pPressedKeysBuffer);
3339 GUIWindow::Create(495, 282, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnCredits, 0); 3339 GUIWindow::Create(495, 282, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnCredits, 0);
3340 SetCurrentMenuID(MENU_CREDITS); 3340 SetCurrentMenuID(MENU_CREDITS);
3341 break; 3341 break;
3342 case UIMSG_ExitToWindows: 3342 case UIMSG_ExitToWindows:
3343 GUIWindow::Create(495, 337, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnExit, 0); 3343 GUIWindow::Create(495, 337, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnExit, 0);
3344 SetCurrentMenuID(MENU_FINISHED); 3344 SetCurrentMenuID(MENU_EXIT_GAME);
3345 break; 3345 break;
3346 case UIMSG_PlayerCreation_SelectAttribute: 3346 case UIMSG_PlayerCreation_SelectAttribute:
3347 pGUIWindow_CurrentMenu->pCurrentPosActiveItem = (pGUIWindow_CurrentMenu->pCurrentPosActiveItem - pGUIWindow_CurrentMenu->pStartingPosActiveItem) 3347 pGUIWindow_CurrentMenu->pCurrentPosActiveItem = (pGUIWindow_CurrentMenu->pCurrentPosActiveItem - pGUIWindow_CurrentMenu->pStartingPosActiveItem)
3348 % 7 + pGUIWindow_CurrentMenu->pStartingPosActiveItem + 7 * pParam; 3348 % 7 + pGUIWindow_CurrentMenu->pStartingPosActiveItem + 7 * pParam;
3349 uPlayerCreationUI_SelectedCharacter = pParam; 3349 uPlayerCreationUI_SelectedCharacter = pParam;
3433 case UIMSG_PlayerCreationClickOK: 3433 case UIMSG_PlayerCreationClickOK:
3434 GUIWindow::Create(580, 431, 0, 0, WINDOW_PressedButton2, (int)pPlayerCreationUI_BtnOK, 0); 3434 GUIWindow::Create(580, 431, 0, 0, WINDOW_PressedButton2, (int)pPlayerCreationUI_BtnOK, 0);
3435 if ( PlayerCreation_ComputeAttributeBonus() || !PlayerCreation_Chose4Skills() ) 3435 if ( PlayerCreation_ComputeAttributeBonus() || !PlayerCreation_Chose4Skills() )
3436 GameUI_Footer_TimeLeft = GetTickCount() + 4000; 3436 GameUI_Footer_TimeLeft = GetTickCount() + 4000;
3437 else 3437 else
3438 uGameState = GAME_STATE_6; 3438 uGameState = GAME_STATE_STARTING_NEW_GAME;
3439 break; 3439 break;
3440 case UIMSG_PlayerCreationClickReset: 3440 case UIMSG_PlayerCreationClickReset:
3441 GUIWindow::Create(527, 431, 0, 0, WINDOW_PressedButton2, (int)pPlayerCreationUI_BtnReset, 0); 3441 GUIWindow::Create(527, 431, 0, 0, WINDOW_PressedButton2, (int)pPlayerCreationUI_BtnReset, 0);
3442 pParty->Reset(); 3442 pParty->Reset();
3443 break; 3443 break;
9221 return TargetColor((unsigned __int8)uColor, BYTE1(uColor), BYTE2(uColor)); 9221 return TargetColor((unsigned __int8)uColor, BYTE1(uColor), BYTE2(uColor));
9222 } 9222 }
9223 9223
9224 //----- (0040DEF3) -------------------------------------------------------- 9224 //----- (0040DEF3) --------------------------------------------------------
9225 unsigned short TargetColor( unsigned __int16 r, unsigned __int16 g, unsigned __int16 b ) 9225 unsigned short TargetColor( unsigned __int16 r, unsigned __int16 g, unsigned __int16 b )
9226 { 9226 {
9227 return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) + 9227 return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) +
9228 LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) + 9228 LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) +
9229 LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8)); 9229 LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8));
9230 } 9230 }
9231 9231
10280 } 10280 }
10281 else if ( pCurrentScreen == SCREEN_F ) 10281 else if ( pCurrentScreen == SCREEN_F )
10282 { 10282 {
10283 pRenderer->ClearZBuffer(0, 479); 10283 pRenderer->ClearZBuffer(0, 479);
10284 draw_leather(); 10284 draw_leather();
10285 CharacterUI_InventoryTab_Draw(uActiveCharacter, 1); 10285 CharacterUI_InventoryTab_Draw(pPlayers[uActiveCharacter], true);
10286 pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uExitCancelTextureId)); 10286 pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uExitCancelTextureId));
10287 } 10287 }
10288 continue; 10288 continue;
10289 } 10289 }
10290 case WINDOW_SaveLoadButtons: 10290 case WINDOW_SaveLoadButtons:
10328 } 10328 }
10329 case WINDOW_CastSpell_InInventory: 10329 case WINDOW_CastSpell_InInventory:
10330 { 10330 {
10331 pRenderer->ClearZBuffer(0, 479); 10331 pRenderer->ClearZBuffer(0, 479);
10332 draw_leather(); 10332 draw_leather();
10333 CharacterUI_InventoryTab_Draw(uActiveCharacter, 1); 10333 CharacterUI_InventoryTab_Draw(pPlayers[uActiveCharacter], true);
10334 CharacterUI_DrawPaperdoll(uActiveCharacter); 10334 CharacterUI_DrawPaperdoll(uActiveCharacter);
10335 pRenderer->DrawTextureTransparent(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uTextureID_x_x_u)); 10335 pRenderer->DrawTextureTransparent(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, pIcons_LOD->GetTexture(uTextureID_x_x_u));
10336 continue; 10336 continue;
10337 } 10337 }
10338 case WINDOW_FinalWindow: 10338 case WINDOW_FinalWindow:
10779 LODWORD(v32) = pOut.y; 10779 LODWORD(v32) = pOut.y;
10780 LOBYTE(v32) = LOBYTE(pOut.y) | 0x18; 10780 LOBYTE(v32) = LOBYTE(pOut.y) | 0x18;
10781 HIDWORD(v27->uExpireTime) = HIDWORD(v32); 10781 HIDWORD(v27->uExpireTime) = HIDWORD(v32);
10782 v27->uAttributes = v32; 10782 v27->uAttributes = v32;
10783 } 10783 }
10784 dword_50C9A8 = 256; 10784 _50C9A8_item_enchantment_timer = 256;
10785 goto LABEL_92; 10785 goto LABEL_92;
10786 } 10786 }
10787 v36 = (70.0 - (double)pParty->pPickedItem.uEnchantmentType) * 0.01; 10787 v36 = (70.0 - (double)pParty->pPickedItem.uEnchantmentType) * 0.01;
10788 if ( v36 < 0.0 ) 10788 if ( v36 < 0.0 )
10789 v36 = 0.0; 10789 v36 = 0.0;
11457 Dst.DrawTitleText(pFontCreate, 0, 0, 0, pTmpBuf, 3u); 11457 Dst.DrawTitleText(pFontCreate, 0, 0, 0, pTmpBuf, 3u);
11458 return Dst.DrawText(pFontSmallnum, 1, LOBYTE(pFontLucida->uFontHeight), 0, v2, 0, 0, 0); 11458 return Dst.DrawText(pFontSmallnum, 1, LOBYTE(pFontLucida->uFontHeight), 0, v2, 0, 0, 0);
11459 } 11459 }
11460 11460
11461 //----- (00417AD4) -------------------------------------------------------- 11461 //----- (00417AD4) --------------------------------------------------------
11462 unsigned int __fastcall GetSkillColor(unsigned int uPlayerClass, PLAYER_SKILL_TYPE uPlayerSkillType, signed int skill_level) 11462 unsigned int GetSkillColor(unsigned int uPlayerClass, PLAYER_SKILL_TYPE uPlayerSkillType, signed int skill_level)
11463 { 11463 {
11464 int v8; // eax@10 11464 int v8; // eax@10
11465 int v12; // eax@14 11465 int v12; // eax@14
11466 unsigned int yellow; // [sp+Ch] [bp-Ch]@1 11466 unsigned int yellow; // [sp+Ch] [bp-Ch]@1
11467 unsigned int red; // [sp+10h] [bp-8h]@1 11467 unsigned int red; // [sp+10h] [bp-8h]@1