#include "UI/Dialogs/UIWaitDBSaveWnd.h" #include "Render/Textures/SpritePixels.h" #include "Resource/Bitmap/BitmapResource.h" #include "Resource/ResourceMgr.h" #include "Resource/Sprites/ActionResource.h" #include "Resource/Sprites/SpriteResource.h" #include "Resource/TextureNames.h" #include "UI/Buttons/UIButton.h" #include "UI/Window/WindowManagerWindows.h" #include "Utility/Cipher/XorBytes.h" #include #include #include #include namespace { template class EncryptedName { public: // INLINED template explicit EncryptedName(const Byte (&source)[Length]) : m_encrypted(true) { for (std::uint64_t index = 0; index < Length; ++index) { this->m_text[index] = source[index]; } } ~EncryptedName() { for (std::uint64_t index = 0; index < Length; ++index) { this->m_text[index] = 0; } } const char* Text() { if (this->m_encrypted) { utility::XorBytes(this->m_text, Length, Key); this->m_encrypted = false; } return reinterpret_cast(this->m_text); } private: std::uint8_t m_text[Length]; bool m_encrypted; }; // INLINED __forceinline const char* WaitSpriteName() { const char spriteSource[] = {'\x1A', '\x44', '\xF0', '\x3D', '\x17', '\x01', '\xD2', '\x66', '\x3B', '\x40', '\xC5', '\x07', '\x3C', '\x34', '\xCD', '\x68', '\x2C', '\x41', '\xF0', '\x27', '\x34', '\x6D', '\xF2', '\x77', '\x3F', '\x25'}; thread_local EncryptedName spriteName(spriteSource); return spriteName.Text(); } // INLINED __forceinline const char* WaitActionName() { const char actionSource[] = {'\x36', '\xCE', '\xE6', '\x4D', '\xCF', '\x8B', '\xAC', '\x76', '\x17', '\xCA', '\xD3', '\x77', '\xE4', '\xBE', '\xB3', '\x78', '\x00', '\xCB', '\xE6', '\x57', '\xEC', '\xE7', '\x9E', '\x74', '\x15', '\xAF'}; thread_local EncryptedName actionName(actionSource); return actionName.Text(); } } // INLINED UIWaitDBSaveWnd::UIWaitDBSaveWnd(const char* sprite, const char* action) : UIWindow(0), m_animation(0), m_frame(0), m_loopLimit(0), m_sprite(nullptr), m_action(nullptr), m_startTime(0), m_loop(1), m_closeTime(0) { this->m_closeTime = timeGetTime() + 60000; this->m_sprite = static_cast(ResourceMgr::Instance().Load(sprite)); this->m_action = static_cast(ResourceMgr::Instance().Load(action)); this->m_startTime = timeGetTime(); } // OFFSET: 0x00AB49D0 // FUNCTION: fn_17446 UIWaitDBSaveWnd::UIWaitDBSaveWnd() : UIWaitDBSaveWnd(WaitSpriteName(), WaitActionName()) { } // OFFSET: 0x00AB4CE0 // FUNCTION: fn_17448 void UIWaitDBSaveWnd::Slot15(int width, int height) { UIButton* button = new UIButton(); button->SetSize(width, height); button->Move(0, 0); button->SetId(0); button->SetDrawLabel(0); this->AddChild(button); } // OFFSET: 0x00AB4D80 // FUNCTION: fn_17449 void UIWaitDBSaveWnd::Slot18() { } // OFFSET: 0x00AB4D90 // FUNCTION: fn_17450 void UIWaitDBSaveWnd::Paint() { if (!this->geometry.surface) { return; } this->ClearSurface(0xFFFF00FF); ResourceMgr& resources = ResourceMgr::Instance(); const std::uint8_t backgroundSource[] = {0xF3, 0x3C, 0x8D, 0x6F, 0x5B, 0x5B, 0x9E, 0x56, 0xF5, 0x77, 0x8D, 0x59, 0x26, 0x2F, 0x07, 0xCC, 0x52, 0xFA, 0x39, 0xD1, 0xD9, 0xC6, 0x3A, 0xED, 0x56, 0xCF, 0x21, 0xFA, 0xFA, 0xF1, 0x32, 0xF5, 0x54, 0xBD, 0x2F, 0xF8, 0xEB, 0x95}; thread_local EncryptedName backgroundName(backgroundSource); CBitmapRes* background = static_cast(resources.Load(Resolve(backgroundName.Text()))); if (background) { this->DrawBitmap( static_cast((this->geometry.width - background->image.width) * 0.5), static_cast((this->geometry.height - background->image.height) * 0.5), &background->image, false ); } if (!this->m_sprite || !this->m_action) { return; } const ActionFrame* frame = &this->m_action->Frame(this->m_animation, this->m_frame); if (!frame || !this->m_sprite->palette) { return; } for (unsigned index = 0; index < frame->cells.size(); ++index) { const SpriteFrameCell& cell = frame->Cell(index); if (cell.image == -1 || cell.imageType >= 2) { continue; } const std::vector& images = this->m_sprite->images[cell.imageType]; if (images.size() <= static_cast(cell.image)) { continue; } const SpriteRleImage* image = images[cell.image]; if (image) { this->AddSpriteCellOverlay( static_cast(this->geometry.width * 0.5), static_cast(this->geometry.height * 0.5), reinterpret_cast(this->m_action), reinterpret_cast(this->m_sprite), image, &cell, 1.0f, 0.0f, 0xFFFFFFFF, this->m_sprite->palette, 1.0f ); } } } // OFFSET: 0x00AB5060 // FUNCTION: fn_17451 void UIWaitDBSaveWnd::Slot27(int, int) { } // OFFSET: 0x00AB5070 // FUNCTION: fn_17452 void UIWaitDBSaveWnd::Slot19() { if (this->m_closeTime != 0 && timeGetTime() >= this->m_closeTime) { this->m_closeTime = 0; g_windowMgr.CloseWindow(10024); return; } if (!this->m_action || this->m_action->Speed(this->m_animation) == 0.0f) { return; } const float elapsed = static_cast(timeGetTime() - this->m_startTime); const unsigned frames = static_cast(elapsed / (this->m_action->Speed(this->m_animation) * 24.0f)); if (this->m_loopLimit != 0) { if (this->m_loop > this->m_loopLimit) { return; } if (frames >= this->m_action->FrameCount(this->m_animation) * this->m_loop) { ++this->m_loop; } } this->m_frame = frames % this->m_action->FrameCount(this->m_animation); this->Invalidate(); }