Mercurial > mm7
view UIPartyCreation.cpp @ 1143:ed6a9efc6c90
sub_424829 little clean
author | Ritor1 |
---|---|
date | Sun, 02 Jun 2013 00:43:36 +0600 |
parents | d48c762de563 |
children | 29a8defbad9e |
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#include <assert.h> #include "MM7.h" #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "ParticleEngine.h" #include "Mouse.h" #include "Keyboard.h" #include "IndoorCameraD3D.h" #include "CShow.h" #include "GammaControl.h" #include "stru6.h" #include "stru9.h" #include "stru10.h" #include "stru11.h" #include "stru12.h" #include "MapInfo.h" #include "Game.h" #include "GUIWindow.h" #include "GUIFont.h" #include "GUIProgressBar.h" #include "Party.h" #include "AudioPlayer.h" #include "Outdoor.h" #include "IndoorCamera.h" #include "Overlays.h" #include "Monsters.h" #include "Arcomage.h" #include "LOD.h" #include "Actor.h" #include "Allocator.h" #include "Events.h" #include "Viewport.h" #include "FrameTableInc.h" #include "Math.h" #include "SpriteObject.h" #include "ObjectList.h" #include "Chest.h" #include "PaletteManager.h" #include "DecorationList.h" #include "SaveLoad.h" #include "stru123.h" #include "Time.h" #include "IconFrameTable.h" #include "Awards.h" #include "Autonotes.h" #include "stru160.h" #include "TurnEngine.h" #include "CastSpellInfo.h" #include "Weather.h" #include "stru298.h" #include "StorylineTextTable.h" #include "Events2D.h" #include "texts.h" #include "mm7_data.h" //----- (004908DE) -------------------------------------------------------- signed int __cdecl PlayerCreation_Chose4Skills() { Player *v0; // esi@1 signed int v1; // edx@2 unsigned short *v2; // eax@2 signed int v3; // ecx@2 v0 = pParty->pPlayers;//[0].pActiveSkills; while ( 1 ) { v1 = 0; v2 = v0->pActiveSkills; v3 = 37; do { if ( *v2 ) ++v1; ++v2; --v3; } while ( v3 ); if ( v1 < 4 ) break; ++v0; if ( v0 > &pParty->pPlayers[3] ) return 1; } return 0; } //----- (00491CB5) -------------------------------------------------------- void __cdecl LoadPlayerPortraintsAndVoices() { //Texture **v0; // ebx@1 //int v1; // eax@2 //int v2; // edi@3 char *v3; // esi@5 char *v4; // [sp+10h] [bp-4h]@1 pIcons_LOD->pFacesLock = pIcons_LOD->uNumLoadedFiles; for (uint i = 0; i < 4; ++i) for (uint j = 0; j < 56; ++j) { sprintf(pTmpBuf, "%s%02d", pPlayerPortraitsNames[pParty->pPlayers[i].uCurrentFace], j + 1); pTextures_PlayerFaces[i][j] = pIcons_LOD->LoadTexturePtr(pTmpBuf, TEXTURE_16BIT_PALETTE); } pTexture_PlayerFaceEradicated = pIcons_LOD->LoadTexturePtr("ERADCATE", TEXTURE_16BIT_PALETTE); pTexture_PlayerFaceDead = pIcons_LOD->LoadTexturePtr("DEAD", TEXTURE_16BIT_PALETTE); pTexture_PlayerFaceMask = pIcons_LOD->LoadTexturePtr("FACEMASK", TEXTURE_16BIT_PALETTE); if (SoundSetAction[24][0]) for (uint i = 0; i < 4; ++i) { pSoundList->LoadSound(2 * (SoundSetAction[24][0] + 50 * pParty->pPlayers[i].uVoiceID) + 4998, 0); pSoundList->LoadSound(2 * (SoundSetAction[24][0] + 50 * pParty->pPlayers[i].uVoiceID) + 4999, 0); } } //----- (00491DE7) -------------------------------------------------------- int __fastcall ReloadPlayerPortraits(int a1, int a2) { int result; // eax@1 const char **v3; // ebp@1 Texture **v4; // ebx@1 int v5; // esi@2 result = 0; v3 = &pPlayerPortraitsNames[a2]; v4 = pTextures_PlayerFaces[a1]; do { v5 = result + 1; sprintf(pTmpBuf, "%s%02d", *v3, result + 1); pIcons_LOD->ReloadTexture(*v4, pTmpBuf, 2); result = v5; ++v4; } while ( v5 < 56 ); return result; } //----- (00495B39) -------------------------------------------------------- void PlayerCreationUI_Draw() { int pTextCenter; // eax@3 IconFrame *pFrame; // eax@3 int pX; // ecx@7 GUIButton *uPosActiveItem; // edi@12 int uNumLet; // eax@14 char v8; // al@17 int v9; // ecx@17 char v10; // sf@17 size_t v16; // eax@28 int v17; // eax@33 int uStatLevel; // eax@44 unsigned int pStatColor; // eax@44 PLAYER_SKILL_TYPE pSkillsType; // eax@44 int v51; // eax@49 char *v52; // edi@52 char v53; // al@52 PLAYER_CLASS_TYPE uClassType; // edi@53 int pColorText; // eax@53 PLAYER_SKILL_TYPE pSkillId; // edi@72 size_t pLenText; // eax@72 signed int v104; // ecx@72 int pTextY; // ST08_4@81 signed int pBonusNum; // edi@82 const char *uRaceName; // [sp+0h] [bp-170h]@39 char pText[200]; // [sp+10h] [bp-160h]@14 GUIWindow pWindow; // [sp+D8h] [bp-98h]@83 size_t v120; // [sp+130h] [bp-40h]@25 int uColor1; // [sp+144h] [bp-2Ch]@1 int v126; // [sp+148h] [bp-28h]@25 int uColorGreen; // [sp+14Ch] [bp-24h]@1 int pIntervalY; // [sp+150h] [bp-20h]@14 int pX_Numbers; // [sp+154h] [bp-1Ch]@18 int uColorTeal; // [sp+158h] [bp-18h]@1 int uColorWhite; // [sp+15Ch] [bp-14h]@1 int uX; // [sp+160h] [bp-10h]@18 unsigned int v133; // [sp+164h] [bp-Ch]@25 int pOrder; // [sp+168h] [bp-8h]@14 int pIntervalX; int pCorrective; const char *pSkillName; uColor1 = TargetColor(0xD1, 0xBB, 0x61); uColorTeal = TargetColor(0, 0xF7, 0xF7); uColorGreen = TargetColor(0, 0xFF, 0); uColorWhite = TargetColor(0xFF, 0xFF, 0xFF); pRenderer->BeginScene(); pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX); uPlayerCreationUI_SkySliderPos = (GetTickCount() % 12800) / 20; pRenderer->DrawTextureIndexed(uPlayerCreationUI_SkySliderPos, 2, pTexture_MAKESKY); pRenderer->DrawTextureIndexed(uPlayerCreationUI_SkySliderPos - 640, 2, pTexture_MAKESKY); pRenderer->DrawTextureTransparent(0, 0, pTexture_MAKETOP); uPlayerCreationUI_SelectedCharacter = (pGUIWindow_CurrentMenu->pCurrentPosActiveItem - pGUIWindow_CurrentMenu->pStartingPosActiveItem) / 7; switch (uPlayerCreationUI_SelectedCharacter) { case 0: pX = 12; break; case 1: pX = 171; break; case 2: pX = 329; break; case 3: pX = 488; break; default: assert(false && "Invalid selected character"); } pTextCenter = pFontCChar->AlignText_Center(640, pGlobalTXT_LocalizationStrings[51]); pGUIWindow_CurrentMenu->DrawText(pFontCChar, pTextCenter + 1, 0, 0, pGlobalTXT_LocalizationStrings[51], 0, 0, 0); pRenderer->DrawTextureTransparent(17, 35, pPlayerPortraits[pParty->pPlayers[0].uCurrentFace]); pRenderer->DrawTextureTransparent(176, 35, pPlayerPortraits[pParty->pPlayers[1].uCurrentFace]); pRenderer->DrawTextureTransparent(335, 35, pPlayerPortraits[pParty->pPlayers[2].uCurrentFace]); pRenderer->DrawTextureTransparent(494, 35, pPlayerPortraits[pParty->pPlayers[3].uCurrentFace]); pFrame = pIconsFrameTable->GetFrame(uIconID_CharacterFrame, pEventTimer->uStartTime); pRenderer->DrawTextureTransparent(pX, 29, &pIcons_LOD->pTextures[pFrame->uTextureID]); uPosActiveItem = pGUIWindow_CurrentMenu->GetControl(pGUIWindow_CurrentMenu->pCurrentPosActiveItem); uPlayerCreationUI_ArrowAnim = 19 - (GetTickCount() % 500) / 25; pRenderer->DrawTextureTransparent(uPosActiveItem->uZ - 4, uPosActiveItem->uY, pTextures_arrowl[uPlayerCreationUI_ArrowAnim]); pRenderer->DrawTextureTransparent(uPosActiveItem->uX - 12, uPosActiveItem->uY, pTextures_arrowr[uPlayerCreationUI_ArrowAnim]); memset(pText, 0, 200); strcpy(pText, pGlobalTXT_LocalizationStrings[205]);// "Skills" uNumLet = strlen(pText) - 1; pOrder = uNumLet; if ( uNumLet >= 0 ) { while ( 1 ) { v8 = toupper((unsigned __int8)pText[uNumLet]); v9 = pOrder; v10 = pOrder-- - 1 < 0; pText[v9] = v8; if ( v10 ) break; uNumLet = pOrder; } } pIntervalX = 18; pIntervalY = pFontCreate->uFontHeight - 2; //v124 = 0; uX = 32; pX_Numbers = 493; for (int i = 0; i < 4; ++i) { auto player = pParty->pPlayers + i; pGUIWindow_CurrentMenu->DrawText(pFontCreate, pIntervalX + 73, 100, 0, pClassNames[player->classType], 0, 0, 0); pRenderer->DrawTextureTransparent(pIntervalX + 77, 50, pTexture_IC_KNIGHT[player->classType / 4]); if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 != WINDOW_INPUT_NONE && pGUIWindow_CurrentMenu->ptr_1C == (void *)i ) { switch ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 ) { case WINDOW_INPUT_IN_PROGRESS://press name panel v17 = pGUIWindow_CurrentMenu->DrawTextInRect(pFontCreate, 159 * (int)pGUIWindow_CurrentMenu->ptr_1C + 18, 124, 0, (const char *)pKeyActionMap->pPressedKeysBuffer, 120, 1); pGUIWindow_CurrentMenu->DrawFlashingInputCursor(159 * (unsigned int)pGUIWindow_CurrentMenu->ptr_1C + v17 + 20, 124, pFontCreate); break; case WINDOW_INPUT_CONFIRMED: // press enter pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE; v120 = strlen((const char *)pKeyActionMap->pPressedKeysBuffer); v126 = 0; v133 = 0; if ( strlen((const char *)pKeyActionMap->pPressedKeysBuffer) )//edit name { do { if ( pKeyActionMap->pPressedKeysBuffer[v133] == ' ' ) ++v126; ++v133; v16 = strlen((const char *)pKeyActionMap->pPressedKeysBuffer); } while ( v133 < v16 ); } if ( v120 && v126 != v120 ) strcpy(player->pName, (const char *)pKeyActionMap->pPressedKeysBuffer); pGUIWindow_CurrentMenu->DrawTextInRect(pFontCreate, pIntervalX, 124, 0, player->pName, 130, 0); *(short *)&player->field_1988[27] = 1; break; case WINDOW_INPUT_CANCELLED: // press escape pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE; pGUIWindow_CurrentMenu->DrawTextInRect(pFontCreate, pIntervalX, 124, 0, player->pName, 130, 0); SetCurrentMenuID(MENU_NAMEPANELESC); break; } } else { pGUIWindow_CurrentMenu->DrawTextInRect(pFontCreate, pIntervalX, 124, 0, player->pName, 130, 0); } switch (player->GetRace()) { case 0: uRaceName = pGlobalTXT_LocalizationStrings[99]; break; // "Human" case 1: uRaceName = pGlobalTXT_LocalizationStrings[103]; break; // "Dwarf" case 2: uRaceName = pGlobalTXT_LocalizationStrings[106]; break; // "Goblin" case 3: uRaceName = pGlobalTXT_LocalizationStrings[101]; break; // "Elf" }; strcpy(pTmpBuf, uRaceName); pGUIWindow_CurrentMenu->DrawTextInRect(pFontCreate, pIntervalX + 72, pIntervalY + 12, 0, pTmpBuf, 130, 0);//Race Name pTextCenter = pFontCreate->AlignText_Center(150, pText); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + uX - 24, 291, uColor1, pText, 0, 0, 0); // Skills uStatLevel = player->GetActualMight(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[144], pX_Numbers, uStatLevel);// "Might" pStatColor = player->GetStatColor(0); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualIntelligence(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[116], pX_Numbers, uStatLevel);// "Intellect" pStatColor = player->GetStatColor(1); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualWillpower(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[163], pX_Numbers, uStatLevel);// "Personality" pStatColor = player->GetStatColor(2); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 2 * pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualEndurance(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[75], pX_Numbers, uStatLevel);// "Endurance" pStatColor = player->GetStatColor(3); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 3 * pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualAccuracy(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[1], pX_Numbers, uStatLevel);// "Accuracy" pStatColor = player->GetStatColor(4); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 4 * pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualSpeed(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[211], pX_Numbers, uStatLevel);// "Speed" pStatColor = player->GetStatColor(5); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 5 * pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); uStatLevel = player->GetActualLuck(); sprintf(pTmpBuf, "%s\r%03d%d", pGlobalTXT_LocalizationStrings[136], pX_Numbers, uStatLevel);// "Luck" pStatColor = player->GetStatColor(6); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX, 6 * pIntervalY + 169, pStatColor, pTmpBuf, 0, 0, 0); pSkillsType = player->GetSkillIdxByOrder(0); pTextCenter = pFontCreate->AlignText_Center(150, pSkillNames[pSkillsType]); sprintf(pTmpBuf, "\t%03u%s", pTextCenter, pSkillNames[pSkillsType]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX - 24, 311, uColorWhite, pTmpBuf, 0, 0, 0); pSkillsType = player->GetSkillIdxByOrder(1); pTextCenter = pFontCreate->AlignText_Center(150, pSkillNames[pSkillsType]); sprintf(pTmpBuf, "\t%03u%s", pTextCenter, pSkillNames[pSkillsType]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX - 24, pIntervalY + 311, uColorWhite, pTmpBuf, 0, 0, 0); pSkillsType = player->GetSkillIdxByOrder(2); pTextCenter = pFontCreate->AlignText_Center(150, pSkillNames[pSkillsType]); sprintf(pTmpBuf, "\t%03u%s", pTextCenter, pSkillNames[pSkillsType]); pColorText = uColorGreen; if ( (signed int)pSkillsType >= 37 ) pColorText = uColorTeal; pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX - 24, 2 * pIntervalY + 311, pColorText, pTmpBuf, 0, 0, 0); pSkillsType = player->GetSkillIdxByOrder(3); pTextCenter = pFontCreate->AlignText_Center(150, pSkillNames[pSkillsType]); sprintf(pTmpBuf, "\t%03u%s", pTextCenter, pSkillNames[pSkillsType]); pColorText = uColorGreen; if ( (signed int)pSkillsType >= 37 ) pColorText = uColorTeal; pGUIWindow_CurrentMenu->DrawText(pFontCreate, uX - 24, 3 * pIntervalY + 311, pColorText, pTmpBuf, 0, 0, 0); //v124 = (char *)v124 + 1; pIntervalX += 159; pX_Numbers -= 158; uX += 158; } strcpy(pText, pGlobalTXT_LocalizationStrings[41]);// "Class" v51 = strlen(pText) - 1; pOrder = v51; if ( v51 >= 0 ) { while ( 1 ) { v52 = &pText[v51]; v53 = toupper((unsigned __int8)pText[v51]); v10 = pOrder-- - 1 < 0; *v52 = v53; if ( v10 ) break; v51 = pOrder; } } uClassType = pParty->pPlayers[uPlayerCreationUI_SelectedCharacter].classType; pTextCenter = pFontCreate->AlignText_Center(193, pText); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 324, 395, uColor1, pText, 0, 0, 0);//Classes pColorText = uColorTeal; if ( uClassType ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[0]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 323, 417, pColorText, pClassNames[0], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_PALADIN ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[12]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 323, pIntervalY + 417, pColorText, pClassNames[12], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_DRUID ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[20]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 323, 2 * pIntervalY + 417, pColorText, pClassNames[20], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_CLERIC ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[24]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 388, 417, pColorText, pClassNames[24], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_DRUID) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[28]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 388, pIntervalY + 417, pColorText, pClassNames[28], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_SORCERER ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[32]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 388, 2 * pIntervalY + 417, pColorText, pClassNames[32], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_ARCHER ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[16]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 453, 417, pColorText, pClassNames[16], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_MONK ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[8]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 453, pIntervalY + 417, pColorText, pClassNames[8], 0, 0, 0); pColorText = uColorTeal; if ( uClassType != PLAYER_CLASS_THEIF ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(65, pClassNames[4]); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 453, 2 * pIntervalY + 417, pColorText, pClassNames[4], 0, 0, 0); pTextCenter = pFontCreate->AlignText_Center(236, pGlobalTXT_LocalizationStrings[20]); // "Available Skills" pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 37, 395, uColor1, pGlobalTXT_LocalizationStrings[20], 0, 0, 0); for (uint i = 0; i < 9; ++i) { pSkillId = pParty->pPlayers[uPlayerCreationUI_SelectedCharacter].GetSkillIdxByOrder(i + 4); strcpy(pText, pSkillNames[pSkillId]); pLenText = strlen(pText); v104 = 0; if ( (signed int)pLenText > 0 ) { if ( pText[v104] == 32 ) { pText[v104] = 0; } else { while ( pText[v104] != 32 ) { ++v104; if ( v104 >= (signed int)pLenText ) break; } } } pCorrective = -10;//-5 if ( (signed int)pLenText < 8 )//if ( (signed int)v124 > 2 ) pCorrective = 0; pColorText = uColorTeal; if ( !pParty->pPlayers[uPlayerCreationUI_SelectedCharacter].pActiveSkills[pSkillId] ) pColorText = uColorWhite; pTextCenter = pFontCreate->AlignText_Center(100, pText); pGUIWindow_CurrentMenu->DrawText(pFontCreate, 100 * (i / 3) + pTextCenter + pCorrective + 17, pIntervalY * (i % 3) + 417, pColorText, pText, 0, 0, 0); } pTextCenter = pFontCreate->AlignText_Center(0x5C, pGlobalTXT_LocalizationStrings[30]);// "Bonus" pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 533, 394, uColor1, pGlobalTXT_LocalizationStrings[30], 0, 0, 0); pBonusNum = PlayerCreation_ComputeAttributeBonus(); sprintf(pTmpBuf, "%d", pBonusNum); pTextCenter = pFontCreate->AlignText_Center(84, pTmpBuf); pGUIWindow_CurrentMenu->DrawText(pFontCreate, pTextCenter + 530, 410, uColorWhite, pTmpBuf, 0, 0, 0); if ( GameUI_Footer_TimeLeft > GetTickCount() ) { pWindow.Hint = pGlobalTXT_LocalizationStrings[412];// "Create Party cannot be completed unless you have assigned all characters 2 extra skills and have spent all of your bonus points." if ( pBonusNum < 0 ) pWindow.Hint = pGlobalTXT_LocalizationStrings[413];// "You can't spend more than 50 points." pWindow.uFrameWidth = 300; pWindow.uFrameHeight = 100; pWindow.uFrameX = 170; pWindow.uFrameY = 140; pWindow.uFrameZ = 469; pWindow.uFrameW = 239; pWindow.DrawMessageBox(0); } pRenderer->EndScene(); } //----- (0049695A) -------------------------------------------------------- void __cdecl PlayerCreationUI_Initialize() { unsigned int v0; // ebx@5 unsigned int v1; // eax@6 int v2; // ecx@6 //unsigned int v3; // eax@8 //signed int v4; // ecx@8 signed int uControlParam; // [sp+10h] [bp-Ch]@7 unsigned int uControlParama; // [sp+10h] [bp-Ch]@9 unsigned int uControlParamb; // [sp+10h] [bp-Ch]@11 unsigned int uControlParamc; // [sp+10h] [bp-Ch]@13 signed int uControlParamd; // [sp+10h] [bp-Ch]@15 signed int uX; // [sp+14h] [bp-8h]@5 unsigned int uXa; // [sp+14h] [bp-8h]@9 unsigned int uXb; // [sp+14h] [bp-8h]@11 unsigned int uXc; // [sp+14h] [bp-8h]@13 signed int uXd; // [sp+14h] [bp-8h]@16 pMessageQueue_50CBD0->Flush(); pAudioPlayer->SetMusicVolume(pSoundVolumeLevels[uMusicVolimeMultiplier] * 64.0f); ++pIcons_LOD->uTexturePacksCount; if ( !pIcons_LOD->uNumPrevLoadedFiles ) pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; pCurrentScreen = SCREEN_PARTY_CREATION; uPlayerCreationUI_ArrowAnim = 0; uPlayerCreationUI_SkySliderPos = 0; uPlayerCreationUI_SelectedCharacter = 0; v0 = LOBYTE(pFontCreate->uFontHeight) - 2; pTexture_IC_KNIGHT[0] = pIcons_LOD->LoadTexturePtr("IC_KNIGHT", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[1] = pIcons_LOD->LoadTexturePtr("IC_THIEF", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[2] = pIcons_LOD->LoadTexturePtr("IC_MONK", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[3] = pIcons_LOD->LoadTexturePtr("IC_PALAD", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[4] = pIcons_LOD->LoadTexturePtr("IC_ARCH", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[5] = pIcons_LOD->LoadTexturePtr("IC_RANGER", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[6] = pIcons_LOD->LoadTexturePtr("IC_CLER", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[7] = pIcons_LOD->LoadTexturePtr("IC_DRUID", TEXTURE_16BIT_PALETTE); pTexture_IC_KNIGHT[8] = pIcons_LOD->LoadTexturePtr("IC_SORC", TEXTURE_16BIT_PALETTE); pTexture_MAKETOP = pIcons_LOD->LoadTexturePtr("MAKETOP", TEXTURE_16BIT_PALETTE); pTexture_MAKESKY = pIcons_LOD->LoadTexturePtr("MAKESKY", TEXTURE_16BIT_PALETTE); for(uX=0;uX < 22;++uX ) // load PlayerPortraits texture { sprintf(pTmpBuf, "%s01", pPlayerPortraitsNames[uX]); v1 = pIcons_LOD->LoadTexture(pTmpBuf, TEXTURE_16BIT_PALETTE); pPlayerPortraits[uX] = &pIcons_LOD->pTextures[v1]; } pTexture_PlayerFaceMask = pIcons_LOD->LoadTexturePtr("FACEMASK", TEXTURE_16BIT_PALETTE); pTexture_buttminu = pIcons_LOD->LoadTexturePtr("buttminu", TEXTURE_16BIT_PALETTE); pTexture_buttplus = pIcons_LOD->LoadTexturePtr("buttplus", TEXTURE_16BIT_PALETTE); pTexture_pressrigh = pIcons_LOD->LoadTexturePtr("presrigh", TEXTURE_16BIT_PALETTE); pTexture_presleft = pIcons_LOD->LoadTexturePtr("presleft", TEXTURE_16BIT_PALETTE); uControlParam = 1; do { sprintf(pTmpBuf, "arrowl%d", uControlParam); pTextures_arrowl[uControlParam] = pIcons_LOD->LoadTexturePtr(pTmpBuf, TEXTURE_16BIT_PALETTE); sprintf(pTmpBuf, "arrowr%d", uControlParam); pTextures_arrowr[uControlParam] = pIcons_LOD->LoadTexturePtr(pTmpBuf, TEXTURE_16BIT_PALETTE); } while ( ++uControlParam < 20 ); pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_MainMenu, 0, 0); uControlParama = 0; uXa = 8; do { pGUIWindow_CurrentMenu->CreateButton(uXa, 120, 145, 25, 1, 0, UIMSG_PlayerCreationChangeName, uControlParama, 0, "", 0); uXa += 158; ++uControlParama; } while ( (signed int)uXa < 640 ); pCreationUI_BtnPressLeft[0] = pGUIWindow_CurrentMenu->CreateButton( 10, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FacePrev, 0, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft[1] = pGUIWindow_CurrentMenu->CreateButton(169, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FacePrev, 1, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft[2] = pGUIWindow_CurrentMenu->CreateButton(327, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FacePrev, 2, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft[3] = pGUIWindow_CurrentMenu->CreateButton(486, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FacePrev, 3, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressRight[0] = pGUIWindow_CurrentMenu->CreateButton( 74, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FaceNext, 0, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight[1] = pGUIWindow_CurrentMenu->CreateButton(233, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FaceNext, 1, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight[2] = pGUIWindow_CurrentMenu->CreateButton(391, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FaceNext, 2, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight[3] = pGUIWindow_CurrentMenu->CreateButton(549, 32, 11, 13, 1, 0, UIMSG_PlayerCreation_FaceNext, 3, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressLeft2[0] = pGUIWindow_CurrentMenu->CreateButton( 10, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoicePrev, 0, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft2[1] = pGUIWindow_CurrentMenu->CreateButton(169, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoicePrev, 1, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft2[2] = pGUIWindow_CurrentMenu->CreateButton(327, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoicePrev, 2, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressLeft2[3] = pGUIWindow_CurrentMenu->CreateButton(486, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoicePrev, 3, 0, "", pTexture_presleft, 0); pCreationUI_BtnPressRight2[0] = pGUIWindow_CurrentMenu->CreateButton( 74, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoiceNext, 0, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight2[1] = pGUIWindow_CurrentMenu->CreateButton(233, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoiceNext, 1, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight2[2] = pGUIWindow_CurrentMenu->CreateButton(391, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoiceNext, 2, 0, "", pTexture_pressrigh, 0); pCreationUI_BtnPressRight2[3] = pGUIWindow_CurrentMenu->CreateButton(549, 103, 11, 13, 1, 0, UIMSG_PlayerCreation_VoiceNext, 3, 0, "", pTexture_pressrigh, 0); uControlParamb = 0; uXb = 8; do { pGUIWindow_CurrentMenu->CreateButton(uXb, 308, 150, v0, 1, 0, UIMSG_48, uControlParamb, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXb, v0 + 308, 150, v0, 1, 0, UIMSG_49, uControlParamb, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXb, 2 * v0 + 308, 150, v0, 1, 0, UIMSG_PlayerCreationRemoveUpSkill, uControlParamb, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXb, 3 * v0 + 308, 150, v0, 1, 0, UIMSG_PlayerCreationRemoveDownSkill, uControlParamb, 0, "", 0); uXb += 158; ++uControlParamb; } while ( (signed int)uXb < 640 ); pGUIWindow_CurrentMenu->CreateButton( 5, 21, 153, 365, 1, 0, UIMSG_PlayerCreation_SelectAttribute, 0, '1', "", 0); pGUIWindow_CurrentMenu->CreateButton(163, 21, 153, 365, 1, 0, UIMSG_PlayerCreation_SelectAttribute, 1, '2', "", 0); pGUIWindow_CurrentMenu->CreateButton(321, 21, 153, 365, 1, 0, UIMSG_PlayerCreation_SelectAttribute, 2, '3', "", 0); pGUIWindow_CurrentMenu->CreateButton(479, 21, 153, 365, 1, 0, UIMSG_PlayerCreation_SelectAttribute, 3, '4', "", 0); uXc = 23; uControlParamc = 2; do { pGUIWindow_CurrentMenu->CreateButton(uXc, 169, 120, 20, 1, 0, UIMSG_0, uControlParamc - 2, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc - 1, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, 2 * v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, 3 * v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc + 1, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, 4 * v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc + 2, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, 5 * v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc + 3, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(uXc, 6 * v0 + 169, 120, 20, 1, 0, UIMSG_0, uControlParamc + 4, 0, "", 0); uControlParamc += 7; uXc += 158; } while ( (signed int)uControlParamc < 30 ); pGUIWindow_CurrentMenu->_41D08F_set_keyboard_control_group(28, 0, 7, 40); pGUIWindow_CurrentMenu->CreateButton(323, 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(323, v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0xC, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(323, 2 * v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0x14, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(388, 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0x18, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(388, v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0x1C, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(388, 2 * v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0x20, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(453, 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 0x10, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(453, v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 8, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(453, 2 * v0 + 417, 65, v0, 1, 0, UIMSG_PlayerCreationSelectClass, 4, 0, "", 0); uControlParamd = 0; do { uXd = -5; if ( uControlParamd <= 3 ) uXd = 0; pGUIWindow_CurrentMenu->CreateButton(100 * (uControlParamd / 3) + uXd + 17, v0 * (uControlParamd % 3) + 417, 100, v0, 1, 0, UIMSG_PlayerCreationSelectActiveSkill, uControlParamd, 0, "", 0); ++uControlParamd; } while ( uControlParamd < 9 ); pPlayerCreationUI_BtnOK = pGUIWindow_CurrentMenu->CreateButton(580, 431, 51, 39, 1, 0, UIMSG_PlayerCreationClickOK, 0, '\r', "", pIcons_LOD->GetTexture(uTextureID_BUTTMAKE), 0); pPlayerCreationUI_BtnReset = pGUIWindow_CurrentMenu->CreateButton(527, 431, 51, 39, 1, 0, UIMSG_PlayerCreationClickReset, 0, 'C', "", pIcons_LOD->GetTexture(uTextureID_BUTTMAKE2), 0); pPlayerCreationUI_BtnMinus = pGUIWindow_CurrentMenu->CreateButton(523, 393, 20, 35, 1, 0, UIMSG_PlayerCreationClickMinus, 0, '-', "", pTexture_buttminu, 0); pPlayerCreationUI_BtnPlus = pGUIWindow_CurrentMenu->CreateButton(613, 393, 20, 35, 1, 0, UIMSG_PlayerCreationClickPlus, 1, '+', "", pTexture_buttplus, 0); pFontCChar = LoadFont("cchar.fnt", "FONTPAL", NULL); } // 4E28F8: using guessed type int pCurrentScreen; //----- (0049750E) -------------------------------------------------------- void DeleteCCharFont() { pAllocator->FreeChunk(pFontCChar); pFontCChar = 0; } //----- (00497526) -------------------------------------------------------- bool PlayerCreationUI_Loop() { //RGBTexture *pTexture; // ebx@1 //UINT v1; // esi@1 unsigned int v2; // ecx@3 LONG uMouseX; // edi@6 LONG uMouseY; // eax@6 GUIButton *pControlsHead; // edx@6 //unsigned int pNumMessage; // ecx@7 int pControlParam; // esi@12 signed int v8; // edi@30 int v9; // edx@31 char *v10; // ebx@37 Player *v11; // esi@38 //signed int uSpellBookPageCount; // ecx@40 int v13; // eax@40 //signed int uSkillIdx; // eax@45 int v15; // eax@70 signed int v16; // ecx@70 //unsigned int v18; // [sp-4h] [bp-84h]@48 ItemGen item; // [sp+Ch] [bp-74h]@37 char v20[32]; // [sp+30h] [bp-50h]@29 //char v21; // [sp+31h] [bp-4Fh]@29 //__int16 v22; // [sp+4Dh] [bp-33h]@29 char v23; // [sp+4Fh] [bp-31h]@29 MSG Msg; // [sp+50h] [bp-30h]@17 POINT v25; // [sp+6Ch] [bp-14h]@6 bool v26; // [sp+74h] [bp-Ch]@1 //POINT v24; // [sp+78h] [bp-8h]@6 //Player *pPlayer; //pTexture = &pTexture_PCX; v26 = 0; pTexture_PCX.Release(); pTexture_PCX.Load("makeme.pcx", 0); v2 = 6; pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE; //LABEL_27: SetCurrentMenuID((MENU_STATE)v2); while ( GetCurrentMenuID() == MENU_CREATEPARTY ) { uMouseX = pMouse->GetCursorPos(&v25)->x; uMouseY = pMouse->GetCursorPos(&v25)->y; pControlsHead = pGUIWindow_CurrentMenu->pControlsHead; //does nothing actually /*if ( pControlsHead != (GUIButton *)v1 ) { pNumMessage = pMessageQueue_50CBD0->uNumMessages; do { if ( uMouseX >= (signed int)pControlsHead->uX && uMouseX <= (signed int)pControlsHead->uZ && uMouseY >= (signed int)pControlsHead->uY && uMouseY <= (signed int)pControlsHead->uW )//mouse movement { pControlParam = pControlsHead->uControlParam; pMessageQueue_50CBD0->AddMessage((UIMessageType)pControlsHead->field_1C, pControlParam, 0); v1 = 0; } pControlsHead = pControlsHead->pNext; } while ( pControlsHead != (GUIButton *)v1 ); }*/ while ( PeekMessageA(&Msg, 0, 0, 0, PM_REMOVE) ) { if ( Msg.message == WM_QUIT ) Game_DeinitializeAndTerminate(0); TranslateMessage(&Msg); DispatchMessageA(&Msg); } if ( BYTE1(dword_6BE364_game_settings_1) & 1 ) { WaitMessage(); } else { PlayerCreationUI_Draw(); GUI_MainMenuMessageProc(); pRenderer->BeginScene(); GUI_UpdateWindows(); pRenderer->EndScene(); pRenderer->Present(); if ( uGameState == GAME_FINISHED )//if click Esc in PlayerCreation Window { v26 = 1; //v2 = 0; //goto LABEL_27; SetCurrentMenuID(MENU_MAIN); continue; } if ( uGameState == GAME_STATE_STARTING_NEW_GAME )//if click OK in PlayerCreation Window { uGameState = GAME_STATE_PLAYING; //v2 = 1; //goto LABEL_27; SetCurrentMenuID(MENU_NEWGAME); continue; } } } pTexture_PCX.Release(); pGUIWindow_CurrentMenu->Release(); pIcons_LOD->_4114F2(); int v1 = 0; memset(v20, 0, 32); do { v8 = 0; do { v9 = rand() % 32; if ( !v20[v9] ) break; ++v8; } while ( v8 < 10 ); if ( v8 == 10 ) { v9 = 0; if ( v20[0] ) { do ++v9; while ( v20[v9] ); } } pParty->field_854[v1++] = v9; v20[v9] = 1; } while ( (signed int)v1 < 32 ); //v10 = (char *)&pParty->pPlayers[0].sResMagicBase; item.Reset(); //for ( pPlayer = &pParty->pPlayers[0]; pPlayer < &pParty->pPlayers[4]; pPlayer++) for (uint i = 0; i < 4; ++i) { auto player = &pParty->pPlayers[i]; //v11 = pPlayer; if (player->classType == PLAYER_CLASS_KNIGHT) player->sResMagicBase = 10; //*((short *)v10 + 400) = 0; player->pPlayerBuffs[22].uExpireTime = 0; for (uint j = 0; j < 9; j++) { if (player->pActiveSkills[PLAYER_SKILL_FIRE + j]) { player->lastOpenedSpellbookPage = j; break; } } pItemsTable->GenerateItem(2, 40, &item); player->AddItem2(-1, &item); //uSkillIdx = 0; //v24.y = 0; player->sHealth = player->GetMaxHealth(); player->sMana = player->GetMaxMana(); for (uint j = 0; j < 37; ++j) { if (!player->pActiveSkills[j]) continue; switch (j) { case PLAYER_SKILL_STAFF: player->AddItem(-1, 61); break; case PLAYER_SKILL_SWORD: player->AddItem(-1, 1); break; case PLAYER_SKILL_DAGGER: player->AddItem(-1, 15); break; case PLAYER_SKILL_AXE: player->AddItem(-1, 23); break; case PLAYER_SKILL_SPEAR: player->AddItem(-1, 31); break; case PLAYER_SKILL_BOW: player->AddItem(-1, 47); break; case PLAYER_SKILL_MACE: player->AddItem(-1, 50); break; case PLAYER_SKILL_BLASTER: assert(false); break; case PLAYER_SKILL_SHIELD: player->AddItem(-1, 84); break; case PLAYER_SKILL_LEATHER: player->AddItem(-1, 66); break; case PLAYER_SKILL_CHAIN: player->AddItem(-1, 71); break; case PLAYER_SKILL_PLATE: player->AddItem(-1, 76); break; case PLAYER_SKILL_FIRE: player->AddItem(-1, 0x191); player->spellbook.pFireSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_AIR: player->AddItem(-1, 0x19C); player->spellbook.pAirSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_WATER: player->AddItem(-1, 0x1A7); player->spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_EARTH: player->AddItem(-1, 0x1B2); player->spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_SPIRIT: player->AddItem(-1, 0x1BD); player->spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_MIND: player->AddItem(-1, 0x1C8); player->spellbook.pMindSpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_BODY: player->AddItem(-1, 0x1D3); player->spellbook.pBodySpellbook.bIsSpellAvailable[0] = true; break; case PLAYER_SKILL_LIGHT: case PLAYER_SKILL_DARK: case PLAYER_SKILL_DIPLOMACY: assert(false); break; case PLAYER_SKILL_ITEM_ID: case PLAYER_SKILL_REPAIR: case PLAYER_SKILL_MEDITATION: case PLAYER_SKILL_PERCEPTION: case PLAYER_SKILL_TRAP_DISARM: case PLAYER_SKILL_LEARNING: player->AddItem(-1, 0xDC); player->AddItem(-1, 5 * (rand() % 3 + 40)); break; case PLAYER_SKILL_DODGE: player->AddItem(-1, 115); break; case PLAYER_SKILL_UNARMED: player->AddItem(-1, 110); break; default: break; } for (uint k = 0; k < 138; k++) { if (player->pInventoryItems[k].uItemID) player->pInventoryItems[k].SetIdentified(); } } } pAudioPlayer->StopChannels(-1, -1); return v26; }