Mercurial > mm7
view Chest.cpp @ 542:8e34868c8069
Слияние
author | Ritor1 |
---|---|
date | Sun, 03 Mar 2013 13:32:04 +0600 |
parents | db4631a484ae 214d9d47cf1f |
children | ec3546510fa1 |
line wrap: on
line source
#include <stdio.h> #include <assert.h> #include "Chest.h" #include "FrameTableInc.h" #include "Allocator.h" #include "LOD.h" #include "MapInfo.h" #include "Actor.h" #include "Indoor.h" #include "Outdoor.h" #include "DecorationList.h" #include "Party.h" #include "AudioPlayer.h" #include "Math.h" #include "Texts.h" #include "ObjectList.h" #include "GUIWindow.h" #include "Time.h" #include "Overlays.h" #include "mm7_data.h" size_t uNumChests; // idb struct ChestList *pChestList; Chest pChests[20]; const int pChestPixelOffsetX[8] = {42, 18, 18, 42, 42, 42, 18, 42}; const int pChestPixelOffsetY[8] = {34, 30, 30, 34, 34, 34, 30, 34}; const int pChestWidthsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; const int pChestHeightsByType[8] = {9, 9, 9, 9, 9, 9, 9, 9}; //----- (0042041E) -------------------------------------------------------- bool Chest::Open( signed int uChestID ) { //char *v1; // edi@5 unsigned int v2; // eax@8 GUIWindow *v3; // eax@15 int v5; // edx@16 int v6; // eax@16 ODMFace *v7; // eax@19 int v8; // edx@19 int v9; // edi@19 signed int v10; // ebx@19 int v11; // ecx@19 int v12; // eax@19 BLVFace *v13; // eax@20 int v14; // ebx@21 int v15; // edi@21 int v16; // ecx@22 __int64 v17; // qax@22 double v18; // st7@23 double v19; // st6@23 double v20; // st7@23 int v21; // ecx@26 char v22[12]; // ST4C_12@28 unsigned int *v23; // edi@28 unsigned __int16 v24; // di@28 signed int v25; // ecx@28 char *v26; // edx@29 unsigned __int16 v27; // ax@32 //SpriteObject a1; // [sp+14h] [bp-B0h]@28 int v29; // [sp+84h] [bp-40h]@16 int v30; // [sp+88h] [bp-3Ch]@16 int v31; // [sp+8Ch] [bp-38h]@16 int v32; // [sp+90h] [bp-34h]@16 float v33; // [sp+94h] [bp-30h]@23 //char *v34; // [sp+98h] [bp-2Ch]@5 int v35; // [sp+9Ch] [bp-28h]@16 Vec3_int_ pOut; // [sp+A0h] [bp-24h]@28 int a4; // [sp+ACh] [bp-18h]@1 int v38; // [sp+B0h] [bp-14h]@21 int sRotX; // [sp+B4h] [bp-10h]@23 float v40; // [sp+B8h] [bp-Ch]@23 float v41; // [sp+BCh] [bp-8h]@23 int sRotY; // [sp+C0h] [bp-4h]@8 //a4 = uChestID; assert(uChestID < 20); if ((uChestID <0)&&(uChestID >=20) ) return false; auto chest = &pChests[uChestID]; ++pIcons_LOD->uTexturePacksCount; if (!pIcons_LOD->uNumPrevLoadedFiles) pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; //v1 = (char *)&pChests[uChestID].uFlags; //v34 = v1; if (!chest->Initialized()) Chest::PlaceItems(uChestID); if ( !uActiveCharacter ) return 0; *(float *)&sRotY = 0.0; v2 = pMapStats->GetMapInfo(pCurrentMapName); if ( !chest->Trapped() || !v2 ) goto LABEL_12; if ( pPlayers[uActiveCharacter]->GetDisarmTrap() < 2 * pMapStats->pInfos[v2].LockX5 ) { v29 = 811; v30 = 812; v31 = 813; v32 = 814; v5 = rand() % 4; v6 = EvtTargetObj >> 3; v35 = v5; if ( (EvtTargetObj & 7) == OBJECT_Decoration) { v16 = v6; v14 = pLevelDecorations[v6].vPosition.x; v38 = pLevelDecorations[v6].vPosition.y; v17 = pDecorationList->pDecorations[pLevelDecorations[v6].uDecorationDescID].uDecorationHeight; v15 = pLevelDecorations[v16].vPosition.z + (((signed int)v17 - HIDWORD(v17)) >> 1); } else { if ( (EvtTargetObj & 7) != OBJECT_BModel) goto LABEL_12; if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor) { v7 = &pOutdoor->pBModels[EvtTargetObj >> 9].pFaces[(EvtTargetObj >> 3) & 0x3F]; v8 = v7->pBoundingBox.y1; v9 = v7->pBoundingBox.z2; v10 = v7->pBoundingBox.x1 + v7->pBoundingBox.x2; v11 = v7->pBoundingBox.y2; v12 = v7->pBoundingBox.z1; } else { v13 = &pIndoor->pFaces[v6]; v8 = v13->pBounding.y1; v9 = v13->pBounding.z2; v10 = v13->pBounding.x1 + v13->pBounding.x2; v11 = v13->pBounding.y2; v12 = v13->pBounding.z1; } v14 = v10 >> 1; v38 = (v8 + v11) >> 1; v15 = (v12 + v9) >> 1; } v18 = (double)pParty->vPosition.x - (double)v14; *(float *)&a4 = v18; v19 = (double)pParty->vPosition.y - (double)v38; v33 = v19; v41 = (double)pParty->sEyelevel + (double)pParty->vPosition.z - (double)v15; *(float *)&sRotY = v19 * v19; *(float *)&sRotX = v18 * v18; v20 = sqrt(v41 * v41 + *(float *)&sRotX + *(float *)&sRotY); v40 = v20; if ( v20 <= 1.0 ) { *(float *)&sRotX = 0.0; *(float *)&sRotY = 0.0; } else { sRotY = (signed __int64)sqrt(*(float *)&sRotX + *(float *)&sRotY); sRotX = stru_5C6E00->Atan2((signed __int64)*(float *)&a4, (signed __int64)v33); sRotY = stru_5C6E00->Atan2(sRotY, (signed __int64)v41); } v21 = 256; if ( v40 < 256.0 ) v21 = (signed __int64)v40 / 4; *(int *)&v22[8] = v15; *(_QWORD *)v22 = __PAIR__(v38, v14); Vec3_int_::Rotate(v21, sRotX, sRotY, *(Vec3_int_ *)v22, &pOut.x, &pOut.z, &pOut.y); v23 = (unsigned int *)(&v29 + v35); sub_42F7EB_DropItemAt(*v23, pOut.x, pOut.z, pOut.y, 0, 1, 0, 0x30u, 0); SpriteObject a1; // [sp+14h] [bp-B0h]@28 //SpriteObject::SpriteObject(&a1); a1.stru_24.Reset(); v24 = *(short *)v23; v25 = 0; a1.field_50 = 0; a1.field_4C = 0; a1.field_48 = 0; a1.field_54 = 0; a1.uType = v24; if ( (signed int)pObjectList->uNumObjects <= 0 ) { LABEL_32: v27 = 0; } else { v26 = (char *)&pObjectList->pObjects->uObjectID; while ( v24 != *(short *)v26 ) { ++v25; v26 += 56; if ( v25 >= (signed int)pObjectList->uNumObjects ) goto LABEL_32; } v27 = v25; } a1.uObjectDescID = v27; a1.vPosition.y = pOut.z; a1.vPosition.x = pOut.x; a1.vPosition.z = pOut.y; a1.uSoundID = 0; a1.uAttributes = 48; a1.uSectorID = pIndoor->GetSector(pOut.x, pOut.z, pOut.y); a1.uSpriteFrameID = 0; a1.field_58_pid = 0; a1.field_5C = 0; a1.uFacing = 0; a1.Create(0, 0, 0, 0); pAudioPlayer->PlaySound(SOUND_8, 0, 0, -1, 0, 0, 0, 0); a1._438E35(); chest->SetInitialized(false);//*v34 &= 0xFEu; if ( uActiveCharacter && !qword_A750D8 && !dword_507CD8 ) { qword_A750D8 = 256i64; word_A750E0 = 5; word_A750E2 = uActiveCharacter; } pIcons_LOD->_4114F2(); dword_507CD8 = 0; return 0; } chest->SetInitialized(false);//*v1 &= 0xFEu; sRotY = 1; LABEL_12: pAudioPlayer->StopChannels(-1, -1); pAudioPlayer->PlaySound(SOUND_OpenChest, 0, 0, -1, 0, 0, 0, 0); if ( *(float *)&sRotY != 0.0 ) { if ( !dword_507CD8 ) pPlayers[uActiveCharacter]->PlaySound(SPEECH_4, 0); } dword_507CD8 = 0; pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640u, 480u, WINDOW_Chest, uChestID, 0); pChestWindow = pGUIWindow_CurrentMenu; pBtn_ExitCancel = pChestWindow->CreateButton(0x1D7u, 0x1BDu, 0xA9u, 0x23u, 1, 0, 0x71u, 0, 0, pGlobalTXT_LocalizationStrings[79],// Exit (Texture *)(uExitCancelTextureId != -1 ? (int)&pIcons_LOD->pTextures[uExitCancelTextureId] : 0), 0); pChestWindow->CreateButton(7u, 8u, 460u, 343u, 1, 0, 0xCu, 0, 0, "", 0); pCurrentScreen = SCREEN_CHEST; pEventTimer->Pause(); return 1; } //----- (0042092D) -------------------------------------------------------- void Chest::DrawChestUI(unsigned int uChestID) { int chestBitmapId; // eax@1 unsigned int v5; // eax@1 int chest_item_index; // ecx@3 unsigned int item_texture_id; // eax@4 Texture *item_texture; // esi@4 signed int itemPixelWidth; // ecx@4 signed int itemPixelHeght; // edx@4 signed int v11; // eax@4 int v12; // eax@6 int v13; // eax@6 unsigned int itemPixelPosX; // ST34_4@8 int itemPixelPosY; // edi@8 int *v16; // [sp+Ch] [bp-28h]@1 int v17; // [sp+10h] [bp-24h]@4 int chest_offs_y; // [sp+14h] [bp-20h]@1 signed int chestHeghtCells; // [sp+18h] [bp-1Ch]@1 int chest_offs_x; // [sp+1Ch] [bp-18h]@1 signed int chestWidthCells; // [sp+20h] [bp-14h]@1 signed int cells_counter; // [sp+30h] [bp-4h]@1 v16 = pRenderer->pActiveZBuffer; pRenderer->ClearZBuffer(0, 479); chestBitmapId = pChests[uChestID].uChestBitmapID; chest_offs_x = pChestPixelOffsetX[chestBitmapId]; chest_offs_y = pChestPixelOffsetY[chestBitmapId]; chestWidthCells = pChestWidthsByType[chestBitmapId]; chestHeghtCells = pChestHeightsByType[chestBitmapId]; sprintf(pTmpBuf, "chest%02d", pChestList->pChests[chestBitmapId].uTextureID); v5 = pIcons_LOD->LoadTexture(pTmpBuf, TEXTURE_16BIT_PALETTE); pRenderer->DrawTextureIndexed(8u, 8u, (Texture *)(v5 != -1 ? (int)&pIcons_LOD->pTextures[v5] : 0)); for (cells_counter = 0; cells_counter< chestWidthCells * chestHeghtCells; ++cells_counter) { chest_item_index = pChests[uChestID].pInventoryIndices[cells_counter]; if ( chest_item_index > 0 ) { item_texture_id = pIcons_LOD->LoadTexture( //pItemsTable->pItems[*(int *)((char *)&pOtherOverlayList->pOverlays[49].field_4 + 36 * v6 + v3 * 5324)].pIconName, pItemsTable->pItems[pChests[uChestID].igChestItems[chest_item_index-1].uItemID].pIconName, TEXTURE_16BIT_PALETTE); item_texture = (Texture *)(item_texture_id != -1 ? &pIcons_LOD->pTextures[item_texture_id] : 0); itemPixelWidth = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureWidth : 24); itemPixelHeght = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureHeight : 26); if ( itemPixelWidth < 14 ) itemPixelWidth = 14; v12 = itemPixelWidth - 14; v12 = v12 & 0xFFFFFFE0; v13 = v12 + 32; if ( itemPixelHeght < 14 ) itemPixelHeght = 14; itemPixelPosX = chest_offs_x + (32 * cells_counter) % chestWidthCells + ((v13 - itemPixelWidth) >> 1); itemPixelPosY = chest_offs_y + (32 * cells_counter) / chestHeghtCells + ((((itemPixelHeght - 14) & 0xFFFFFFE0) - item_texture->uTextureHeight + 32) >> 1); pRenderer->DrawTextureTransparent( itemPixelPosX, itemPixelPosY, item_texture); sub_40F92A(&v16[itemPixelPosX + pSRZBufferLineOffsets[itemPixelPosY]], item_texture, cells_counter + 1); } } pRenderer->DrawTextureIndexed(pBtn_ExitCancel->uX, pBtn_ExitCancel->uY, (Texture *)(uExitCancelTextureId != -1 ? (int)&pIcons_LOD->pTextures[uExitCancelTextureId] : 0)); } //----- (0041FE71) -------------------------------------------------------- bool Chest::CanPlaceItemAt( signed int test_cell_position, int item_id, unsigned int uChestID ) { int v3; // eax@1 unsigned int item_texture_id; // eax@1 Texture *item_texture; // ecx@1 signed int v6; // eax@1 signed int v7; // edi@3 signed int v8; // eax@3 int texture_cell_width; // edi@3 int texture_cell_height; // ebx@5 int _row; // esi@9 int _cell_rows; // edx@10 int _column; // ecx@11 char *v14; // eax@12 int chest_cell_heght; // [sp+Ch] [bp-Ch]@1 signed int v17; // [sp+10h] [bp-8h]@1 signed int chest_cell_width; // [sp+14h] [bp-4h]@1 v17 = test_cell_position; chest_cell_heght = pChestHeightsByType[pChests[uChestID].uChestBitmapID]; chest_cell_width = pChestWidthsByType[pChests[uChestID].uChestBitmapID]; item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_id].pIconName, TEXTURE_16BIT_PALETTE); item_texture = (Texture *)(item_texture_id != -1 ? (int)&pIcons_LOD->pTextures[item_texture_id] : 0); v6 = (item_texture_id != -1 ? pIcons_LOD->pTextures[item_texture_id].uTextureWidth : 24); if ( v6 < 14 ) v6 = 14; texture_cell_width = (v6 - 14 >> 5) + 1; v8 = item_texture->uTextureHeight; if ( v8 < 14 ) v8 = 14; texture_cell_height = ((v8 - 14) >> 5) + 1; if ( !areWeLoadingTexture ) { item_texture->Release(); pIcons_LOD->_40F9C5(); } if ( (texture_cell_width + test_cell_position % chest_cell_width <= chest_cell_width) && (texture_cell_height + test_cell_position / chest_cell_width <= chest_cell_heght) ) { //we not put over borders _row = 0; if ( texture_cell_height <= 0 ) return true; _cell_rows = 0; while ( 1 ) { _column = 0; if ( texture_cell_width > 0 ) { while ( !pChests[uChestID].pInventoryIndices[test_cell_position + _cell_rows+_column]) { ++_column; if ( _column >= texture_cell_width ) break; } } _cell_rows += chest_cell_width; ++_row; if ( _row >= texture_cell_height ) return true; } } return false; } // 506128: using guessed type int areWeLoadingTexture; //----- (0041FF64) -------------------------------------------------------- int Chest::CountChestItems(unsigned int uChestID) { signed int item_count; // eax@1 int max_items; // edx@1 item_count = 0; max_items = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; if ( max_items <= 0 ) { item_count = -1; } else { while ( pChests[uChestID].igChestItems[item_count].uItemID ) { ++item_count; if ( item_count >= max_items ) { item_count = -1; break; } } } return item_count; } //----- (0041FFA2) -------------------------------------------------------- int Chest::PutItemInChest(int position, ItemGen *put_item, unsigned int uChestID) { int v3; // eax@1 ItemGen *v4; // edi@1 int v5; // esi@1 int result; // eax@11 unsigned int v7; // eax@12 int v8; // edx@12 int v9; // ecx@12 signed int v10; // eax@12 signed int v11; // edi@14 unsigned int v12; // esi@14 int v13; // edi@16 void *v14; // edi@21 int v15; // edi@21 int i; // ecx@21 ItemGen *Src; // [sp+Ch] [bp-18h]@1 signed int item_in_chest_count; // [sp+10h] [bp-14h]@2 int v19; // [sp+14h] [bp-10h]@1 int v20; // [sp+18h] [bp-Ch]@19 signed int v21; // [sp+1Ch] [bp-8h]@1 signed int v22; // [sp+20h] [bp-4h]@3 int v23; // [sp+20h] [bp-4h]@19 v21 = 0; v3 = pChests[uChestID].uChestBitmapID; v4 = put_item; v5 = pChestWidthsByType[v3] * pChestHeightsByType[v3]; Src = put_item; v19 = pChestWidthsByType[v3]; if ( position == -1 ) { item_in_chest_count = CountChestItems(uChestID); if ( item_in_chest_count == -1 ) return 0; v22 = 0; if ( v5 > 0 ) { while ( !Chest::CanPlaceItemAt(v22, v4->uItemID, pChestWindow->par1C) ) { ++v22; if ( v22 >= v5 ) goto LABEL_8; } v21 = v22; } LABEL_8: if ( v22 == v5 ) { if ( uActiveCharacter ) pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0); return 0; } v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[v4->uItemID].pIconName, TEXTURE_16BIT_PALETTE); HIWORD(v8) = 0; v9 = v7 != -1 ? (int)&pIcons_LOD->pTextures[v7] : 0; v10 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24); if ( v10 < 14 ) v10 = 14; v11 = *(short *)(v9 + 26); v12 = ((v10 - 14) >> 5) + 1; if ( v11 < 14 ) v11 = 14; v13 = ((v11 - 14) >> 5) + 1; if ( !areWeLoadingTexture ) { ((Texture *)v9)->Release(); pIcons_LOD->_40F9C5(); } if ( v13 > 0 ) { v23 = 0; v20 = v13; do { if ( (signed int)v12 > 0 ) { v14 = &pChests[uChestID].pInventoryIndices[v21 + v23]; LOWORD(v8) = -1 - v21; v8 <<= 16; LOWORD(v8) = -1 - v21; memset32(v14, v8, v12 >> 1); v15 = (int)((char *)v14 + 4 * (v12 >> 1)); for ( i = v12 & 1; i; --i ) { *(short *)v15 = v8; v15 += 2; } } v23 += v19; --v20; } while ( v20 ); } pChests[uChestID].pInventoryIndices[v21] = item_in_chest_count + 1; memcpy(&pChests[uChestID].igChestItems[item_in_chest_count], put_item, sizeof(ItemGen)); result = v21 + 1; } else { result = 1; } return result; } // 506128: using guessed type int areWeLoadingTexture; //----- (0042013E) -------------------------------------------------------- void Chest::PlaceItemAt( unsigned int put_cell_pos, unsigned int uItemIdx, unsigned int uChestID ) { int v3; // esi@1 unsigned int v4; // ebx@1 int uItemID; // edi@1 int v6; // edx@4 unsigned int v7; // eax@5 Texture *v8; // ecx@5 signed int v9; // eax@5 signed int v10; // edi@7 unsigned int v11; // ebx@7 int v12; // edi@9 int v13; // edx@12 void *v14; // edi@14 int v15; // edi@14 int i; // ecx@14 unsigned int result; // eax@18 __int16 v18; // [sp+Ch] [bp-10h]@1 int v19; // [sp+10h] [bp-Ch]@11 int v20; // [sp+14h] [bp-8h]@12 unsigned int v21; // [sp+18h] [bp-4h]@1 v3 = 5324 * uChestID; v21 = put_cell_pos; v4 = 5324 * uChestID + 36 * uItemIdx; v18 = uItemIdx; uItemID = pChests[ uChestID].igChestItems[uItemIdx].uItemID; pItemsTable->SetSpecialBonus(&pChests[ uChestID].igChestItems[uItemIdx]); if ( uItemID >= 135 && uItemID <= 159 && !pChests[ uChestID].igChestItems[uItemIdx].uNumCharges) { v6 = rand() % 21 + 10; pChests[ uChestID].igChestItems[uItemIdx].uNumCharges = v6; pChests[ uChestID].igChestItems[uItemIdx].uMaxCharges = v6; } v7 = pIcons_LOD->LoadTexture(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE); v8 = (Texture *)(v7 != -1 ? (int)&pIcons_LOD->pTextures[v7] : 0); v9 = (v7 != -1 ? pIcons_LOD->pTextures[v7].uTextureWidth : 24); if ( v9 < 14 ) v9 = 14; v10 = v8->uTextureHeight; v11 = ((v9 - 14) >> 5) + 1; if ( v10 < 14 ) v10 = 14; v12 = ((v10 - 14) >> 5) + 1; if ( !areWeLoadingTexture ) { v8->Release(); pIcons_LOD->_40F9C5(); } v19 = pChestWidthsByType[pChests[ uChestID].uChestBitmapID]; if ( v12 > 0 ) { v13 = 0; v20 = v12; do { if ( (signed int)v11 > 0 ) { v14 = &pChests[uChestID].pInventoryIndices[v21 + v13]; LOWORD(v3) = -1 - v21; v3 <<= 16; LOWORD(v3) = -1 - v21; memset32(v14, v3, v11 >> 1); v15 = (int)((char *)v14 + 4 * (v11 >> 1)); for ( i = v11 & 1; i; --i ) { *(short *)v15 = v3; v15 += 2; } } v13 += v19; --v20; } while ( v20 ); } pChests[uChestID].pInventoryIndices[v21] = v18 + 1; } // 506128: using guessed type int areWeLoadingTexture; //----- (00420284) -------------------------------------------------------- void Chest::PlaceItems( unsigned int uChestID ) { int uChestArea; // edi@1 int random_chest_pos; // eax@2 int test_position; // ebx@11 char chest_cells_map[144]; // [sp+Ch] [bp-A0h]@1 int chest_item_id; // [sp+9Ch] [bp-10h]@10 unsigned int cell_counter; // [sp+A4h] [bp-8h]@8 pRenderer->ClearZBuffer(0, 479); uChestArea = pChestWidthsByType[pChests[uChestID].uChestBitmapID] * pChestHeightsByType[pChests[uChestID].uChestBitmapID]; memset(chest_cells_map, 0, 144); //fill cell map at random positions for (cell_counter = 0; cell_counter<uChestArea; ++cell_counter) { //get random position in chest do random_chest_pos = (unsigned __int8)rand(); while ( random_chest_pos >= uChestArea ); //if this pos occupied move to next while ( chest_cells_map[random_chest_pos] ) { ++random_chest_pos; if ( random_chest_pos == uChestArea ) random_chest_pos = 0; } chest_cells_map[random_chest_pos] = cell_counter; } cell_counter = 0; for (cell_counter = 0; cell_counter<uChestArea; ++cell_counter) { chest_item_id = pChests[uChestID].igChestItems[cell_counter].uItemID; if ( chest_item_id ) { test_position = 0; while ( !Chest::CanPlaceItemAt((unsigned __int8)chest_cells_map[test_position], chest_item_id, uChestID) ) { ++test_position; if ( test_position >= uChestArea ) break; } if(test_position<uChestArea) { Chest::PlaceItemAt((unsigned __int8)chest_cells_map[test_position], cell_counter, uChestID); if ( pChests[uChestID].uFlags & 4 ) pChests[uChestID].igChestItems[cell_counter].SetIdentified(); } } } pChests[uChestID].uFlags = pChests[uChestID].uFlags & 0xFFFB | 2; } // 420284: using guessed type char Dst[144]; //----- (00458B03) -------------------------------------------------------- void ChestList::ToFile() { ChestList *v1; // esi@1 FILE *v2; // eax@1 FILE *v3; // edi@1 v1 = this; v2 = fopen("data\\dchest.bin", "wb"); v3 = v2; if ( !v2 ) Abortf("Unable to save dchest.bin!"); fwrite(v1, 4u, 1u, v2); fwrite(v1->pChests, 0x24u, v1->uNumChests, v3); fclose(v3); } //----- (00458B4F) -------------------------------------------------------- void ChestList::FromFile(void *pSerialized) { uNumChests = *(int *)pSerialized; pChests = (ChestDesc *)pAllocator->AllocNamedChunk(pChests, 36 * uNumChests, "Chest Descrip"); memcpy(pChests, (char *)pSerialized + 4, 36 * uNumChests); } //----- (00458B9C) -------------------------------------------------------- int ChestList::FromFileTxt(const char *Args) { ChestList *v2; // ebx@1 __int32 v3; // edi@1 FILE *v4; // eax@1 unsigned int v5; // esi@3 const void *v6; // ST18_4@9 void *v7; // eax@9 FILE *v8; // ST0C_4@11 char *i; // eax@11 char v10; // al@14 const char *v11; // ST14_4@14 char v12; // al@14 const char *v13; // ST10_4@14 char Buf; // [sp+8h] [bp-2F0h]@3 FrameTableTxtLine v16; // [sp+1FCh] [bp-FCh]@4 FrameTableTxtLine v17; // [sp+278h] [bp-80h]@4 FILE *File; // [sp+2F4h] [bp-4h]@1 unsigned int Argsa; // [sp+300h] [bp+8h]@3 v2 = this; pAllocator->FreeChunk(this->pChests); v3 = 0; v2->pChests = 0; v2->uNumChests = 0; v4 = fopen(Args, "r"); File = v4; if ( !v4 ) Abortf("ChestDescriptionList::load - Unable to open file: %s."); v5 = 0; Argsa = 0; if ( fgets(&Buf, 490, v4) ) { do { *strchr(&Buf, 10) = 0; memcpy(&v17, texture_frame_table_txt_parser(&Buf, &v16), sizeof(v17)); if ( v17.field_0 && *v17.pProperties[0] != 47 ) ++Argsa; } while ( fgets(&Buf, 490, File) ); v5 = Argsa; v3 = 0; } v6 = v2->pChests; v2->uNumChests = v5; v7 = pAllocator->AllocNamedChunk(v6, 36 * v5, "Chest Descrip"); v2->pChests = (ChestDesc *)v7; if ( v7 == (void *)v3 ) Abortf("ChestDescriptionList::load - Out of Memory!"); memset(v7, v3, 36 * v2->uNumChests); v8 = File; v2->uNumChests = v3; fseek(v8, v3, v3); for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) ) { *strchr(&Buf, 10) = 0; memcpy(&v17, texture_frame_table_txt_parser(&Buf, &v16), sizeof(v17)); if ( v17.field_0 && *v17.pProperties[0] != 47 ) { strcpy(v2->pChests[v2->uNumChests].pName, v17.pProperties[0]); v10 = atoi(v17.pProperties[1]); v11 = v17.pProperties[2]; v2->pChests[v2->uNumChests].uWidth = v10; v12 = atoi(v11); v13 = v17.pProperties[3]; v2->pChests[v2->uNumChests].uHeight = v12; v2->pChests[v2->uNumChests++].uTextureID = atoi(v13); } } fclose(File); return 1; } //----- (00420B13) -------------------------------------------------------- void __fastcall sub_420B13(int a1, int a2) { void *v2; // eax@1 ItemGen *v3; // ebx@1 unsigned int v4; // eax@1 Texture *v5; // ecx@1 signed int v6; // eax@1 signed int v7; // edi@3 signed int v8; // eax@3 int v9; // edi@3 int v10; // eax@5 int v11; // esi@8 unsigned int v12; // ecx@10 void *v13; // edi@10 unsigned __int8 v14; // cf@10 int v15; // edi@10 int i; // ecx@10 int v17; // [sp+Ch] [bp-14h]@1 int v18; // [sp+10h] [bp-10h]@3 int v19; // [sp+14h] [bp-Ch]@1 void *v20; // [sp+18h] [bp-8h]@1 int v21; // [sp+1Ch] [bp-4h]@5 int v22; // [sp+1Ch] [bp-4h]@8 v19 = a2; v2 = pChestWindow->ptr_1C; v20 = v2; v2 = (void *)(5324 * (int)v2); v3 = (ItemGen *)((char *)v2 + 36 * a1 + (int)((char *)pChests + 4)); v17 = pChestWidthsByType[*(short *)((char *)v2 + (int)pChests)]; v4 = pIcons_LOD->LoadTexture(pItemsTable->pItems[v3->uItemID].pIconName, TEXTURE_16BIT_PALETTE); v5 = (Texture *)(v4 != -1 ? (int)&pIcons_LOD->pTextures[v4] : 0); v6 = (v4 != -1 ? pIcons_LOD->pTextures[v4].uTextureWidth : 24); if ( v6 < 14 ) v6 = 14; v7 = v6 - 14; v8 = v5->uTextureHeight; v9 = (v7 >> 5) + 1; v18 = v9; if ( v8 < 14 ) v8 = 14; v10 = ((v8 - 14) >> 5) + 1; v21 = v10; if ( !areWeLoadingTexture ) { v5->Release(); pIcons_LOD->_40F9C5(); v10 = v21; } if ( v10 > 0 ) { v11 = 0; v22 = v10; do { if ( v9 > 0 ) { v12 = v9; v13 = &pChests[0].pInventoryIndices[v19 + v11 + 2662 * (int)v20]; v14 = v12 & 1; v12 >>= 1; memset(v13, 0, 4 * v12); v15 = (int)((char *)v13 + 4 * v12); for ( i = v14; i; --i ) { *(short *)v15 = 0; v15 += 2; } v9 = v18; } v11 += v17; --v22; } while ( v22 ); } v3->Reset(); } // 506128: using guessed type int areWeLoadingTexture;