view GameUIs.cpp @ 698:b097497f07e2

monster table continue fixinf
author Gloval
date Sun, 17 Mar 2013 18:31:54 +0400
parents 797e1ec9fb83
children 735dab8d3c9a
line wrap: on
line source

#include <direct.h>
#include <io.h>
#include <assert.h>

#include "GUIWindow.h"
#include "GUIFont.h"
#include "LOD.h"
#include "SaveLoad.h"
#include "Render.h"
#include "texts.h"

#include "mm7_data.h"


//----- (0045E361) --------------------------------------------------------
void __fastcall GameUI_DrawLoadMenu(unsigned int uDialogueType)
{
  unsigned int v1; // ebp@5
  unsigned int v2; // eax@5
  //signed int v3; // ebp@11
  FILE *v4; // eax@14
  FILE *v5; // eax@18
  unsigned int v6; // eax@25
  GUIButton *v7; // eax@27
  const char *v8; // [sp-8h] [bp-26Ch]@25
  //char *v9; // [sp-4h] [bp-268h]@19
  enum TEXTURE_TYPE v10; // [sp-4h] [bp-268h]@25
  unsigned int uDialogueType_; // [sp+10h] [bp-254h]@1
  //RGBTexture *pTex; // [sp+10h] [bp-254h]@12
  //SavegameHeader *Dest; // [sp+14h] [bp-250h]@12
  //const char *Str1; // [sp+18h] [bp-24Ch]@12
  LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
  int v16; // [sp+260h] [bp-4h]@1

  uDialogueType_ = uDialogueType;
  dword_6BE138 = -1;
  ++pIcons_LOD->uTexturePacksCount;
  if ( !pIcons_LOD->uNumPrevLoadedFiles )
    pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
  memset(pSavegameUsedSlots, 0, sizeof(pSavegameUsedSlots));
  memset(pSavegameThumbnails, 0, 45 * sizeof(RGBTexture));
  uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
  uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
  uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
  uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
  uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
  uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
  if ( uDialogueType_ )
  {
    pRenderer->DrawTextureIndexed(8, 8, (Texture *)(uTextureID_loadsave != -1 ? &pIcons_LOD->pTextures[uTextureID_loadsave] : 0));
    if ( pCurrentScreen == SCREEN_SAVEGAME )
    {
      v1 = uTextureID_save_up;
      v2 = uTextureID_LS_saveU;
    }
    else
    {
      v1 = uTextureID_load_up;
      v2 = uTextureID_LS_loadU;
    }
    pRenderer->DrawTextureIndexed(241, 302, (Texture *)(v2 != -1 ? (int)&pIcons_LOD->pTextures[v2] : 0));
    pRenderer->DrawTextureIndexed(18, 141, (Texture *)(v1 != -1 ? (int)&pIcons_LOD->pTextures[v1] : 0));
    pRenderer->DrawTextureIndexed(351, 302, (Texture *)(uTextureID_x_u != -1 ? &pIcons_LOD->pTextures[uTextureID_x_u] : 0));
  }
  else
  {
    pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
  }
  pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType_], saveload_dlg_ys[uDialogueType_], saveload_dlg_zs[uDialogueType_],
                             saveload_dlg_ws[uDialogueType_], WINDOW_MainMenu_Load, 0, 0);
  pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
  pRenderer->Present();
  pSavegameList->Initialize(0);
  if ( pSaveListPosition > (signed int)uNumSavegameFiles )
  {
    pSaveListPosition = 0;
    uLoadGameUI_SelectedSlot = 0;
  }
  pLODFile.AllocSubIndicesAndIO(0x12C, 0);
  assert(sizeof(SavegameHeader) == 0x64);
  //v3 = 0;
  for (uint i = 0; i < uNumSavegameFiles; ++i)
  {
   
    sprintf(pTmpBuf, "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
    if (_access(pTmpBuf, 6))
    {
      pSavegameUsedSlots[i] = 0;
      strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
      continue;
    }
	pLODFile.LoadFile(pTmpBuf, 1);
    v4 = pLODFile.FindContainer("header.bin", true);
    if ( v4 )
      fread(&pSavegameHeader[i], 0x64, 1, v4);
    if ( !_strcmpi(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
      strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
    v5 = pLODFile.FindContainer("image.pcx", true);
    if ( !v5 )
    {
      pSavegameUsedSlots[i] = 0;
      strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
    }
    else
    {
      pSavegameThumbnails[i].LoadFromFILE(v5, 0, true);
      pLODFile.CloseWriteFile();
      pSavegameUsedSlots[i] = 1;
    }
  }

//LABEL_24:
  pLODFile.FreeSubIndexAndIO();
  if ( pCurrentScreen == SCREEN_SAVEGAME )
  {
    uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE);
  }
  else
  {
    uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE);
  }
  uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
  uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
  pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, 0xA5, 0, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, 0xA5, 1, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, 0xA5, 2, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, 0xA5, 3, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, 0xA5, 4, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, 0xA5, 5, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, 0xA5, 6, 0, "", 0);
  pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, 0xA4, 0, 0, "",
                 (Texture *)(uTextureID_LS_ != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_LS_] : 0), 0);
  pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, 0xA6, 0, 0, "",
                 (Texture *)(uTextureID_x_d != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_d] : 0), 0);
  pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, 0xA2, 0, 0, "",
                 (Texture *)(uTextureID_AR_UP_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_UP_DN] : 0), 0);
  pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 0x143, 0x11, 0x11, 1, 0, 0xA3, uNumSavegameFiles, 0, "",
         (Texture *)(uTextureID_AR_DN_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_DN_DN] : 0), 0);

}

//----- (0045E93E) --------------------------------------------------------
void  GameUI_DrawSaveMenu()
{
  unsigned int v0; // ebp@4
  unsigned int v1; // eax@4
  char *v3; // eax@7
  FILE *v4; // eax@11
  FILE *v5; // eax@11
  LODWriteableFile v11; // [sp+1Ch] [bp-248h]@1

  ++pIcons_LOD->uTexturePacksCount;
  if ( !pIcons_LOD->uNumPrevLoadedFiles )
    pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
  memset(pSavegameUsedSlots, 0, 0xB4u);
  memset(&pSavegameThumbnails, 0, 0x708u);
  uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
  uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
  uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
  uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
  uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
  uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
  pRenderer->DrawTextureIndexed( 8u, 8u,
    (Texture *)(uTextureID_loadsave != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_loadsave] : 0));
  if ( pCurrentScreen == SCREEN_SAVEGAME )
  {
    v0 = uTextureID_save_up;
    v1 = uTextureID_LS_saveU;
  }
  else
  {
    v0 = uTextureID_load_up;
    v1 = uTextureID_LS_loadU;
  }
  pRenderer->DrawTextureIndexed(0xF1u, 0x12Eu, (Texture *)(v1 != -1 ? (int)&pIcons_LOD->pTextures[v1] : 0));
  pRenderer->DrawTextureIndexed(0x15Fu, 0x12Eu,
    (Texture *)(uTextureID_x_u != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_u] : 0));
  pRenderer->DrawTextureIndexed(0x12u, 0x8Du, (Texture *)(v0 != -1 ? (int)&pIcons_LOD->pTextures[v0] : 0));
  pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);
  pRenderer->Present();
  pSavegameList->Initialize(1u);
  v11.AllocSubIndicesAndIO(0x12Cu, 0);
  //v2 = pSavegameUsedSlots;
 // Dest = pSavegameHeader;
 // this_ = pSavegameThumbnails;
 // v8 = (char *)pSavegameList->pSavesNames;
  for (uint i = 0; i < 40; ++i)
	  {
    v3 = pSavegameList->pFileList[i].pSaveFileName;
    if ( !*pSavegameList->pFileList[i].pSaveFileName )
      v3 = "1.mm7";
    sprintf(pTmpBuf, "saves\\%s", v3);
    if ( _access(pTmpBuf, 0) || _access(pTmpBuf, 6) )
    {
      pSavegameUsedSlots[i] = 0;
      strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
    }
    else
    {
      v11.LoadFile(pTmpBuf, 1);
      v4 = v11.FindContainer("header.bin", 1);
      fread(&pSavegameHeader[i], 100, 1u, v4);
      v5 = v11.FindContainer("image.pcx", 1);
      if ( v5 )
      {
        pSavegameThumbnails[i].LoadFromFILE(v5, 0, 1u);
        v11.CloseWriteFile();
        pSavegameUsedSlots[i] = 1;
      }
      else
      {
        pSavegameUsedSlots[i] = 0;
      }
    }
 
  }
  
  v11.FreeSubIndexAndIO();
  uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
  uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
  uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
  uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
  pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, (WindowType)(WINDOW_Chest|WINDOW_MainMenu|0x2), 0, 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 198u, 0xBFu, 0x12u, 1, 0, 0xA5u, 0, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 218u, 0xBFu, 0x12u, 1, 0, 0xA5u, 1u, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 238u, 0xBFu, 0x12u, 1, 0, 0xA5u, 2u, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 258u, 0xBFu, 0x12u, 1, 0, 0xA5u, 3u, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 278u, 0xBFu, 0x12u, 1, 0, 0xA5u, 4u, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 298u, 0xBFu, 0x12u, 1, 0, 0xA5u, 5u, 0, "", 0);
  pGUIWindow_CurrentMenu->CreateButton(21u, 318u, 0xBFu, 0x12u, 1, 0, 0xA5u, 6u, 0, "", 0);
  pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(0xF1u, 0x12Eu, 0x69u, 0x28u, 1, 0, 0xA4u, 0, 0, "",
                 (Texture *)(uTextureID_LS_ != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_LS_] : 0), 0);
  pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(0x15Eu, 0x12Eu, 0x69u, 0x28u, 1, 0, 0xA6u, 0, 0, "",
                 (Texture *)(uTextureID_x_d != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_x_d] : 0), 0);
  pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton( 0xD7u, 0xC7u, 0x11u, 0x11u, 1, 0, 0xA2u, 0, 0, "",
         (Texture *)(uTextureID_AR_UP_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_UP_DN] : 0), 0);
  pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton( 0xD7u, 0x143u, 0x11u, 0x11u, 1, 0, 0xA3u, 0x22u, 0, "",
         (Texture *)(uTextureID_AR_DN_DN != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_AR_DN_DN] : 0), 0);
}