Batch #4320 by eAthena: 3 byte-identical, 11 confirmed by peer review. - fn_17437 UIVideoWnd::UIVideoWnd: logic confirmed by peer review - fn_17439 UIVideoWnd::`scalar deleting destructor': logic confirmed by peer review - fn_17440 UIVideoWnd::Slot02: byte-identical - fn_17441 UIVideoWnd::Slot15: logic confirmed by peer review - fn_17442 UIVideoSkipButton::Paint: logic confirmed by peer review - fn_17443 UIVideoWnd::Paint: logic confirmed by peer review - fn_17444 UIVideoWnd::Slot19: logic confirmed by peer review - fn_17445 UIVideoWnd::SendMsg: logic confirmed by peer review - fn_17446 UIWaitDBSaveWnd::UIWaitDBSaveWnd: logic confirmed by peer review - fn_17448 UIWaitDBSaveWnd::Slot15: logic confirmed by peer review - fn_17449 UIWaitDBSaveWnd::Slot18: byte-identical - fn_17450 UIWaitDBSaveWnd::Paint: logic confirmed by peer review - fn_17451 UIWaitDBSaveWnd::Slot27: byte-identical - fn_17452 UIWaitDBSaveWnd::Slot19: logic confirmed by peer review Peer-reviewed-by: youko, Lumen, tayoba, Snow, KWDev, Bruwuno Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). Adds to the build: Source/UI/Window/UIVideoWnd.cpp, Source/UI/Dialogs/UIWaitDBSaveWnd.cpp
171 lines
5.6 KiB
C++
171 lines
5.6 KiB
C++
#include "UI/Dialogs/UIWaitDBSaveWnd.h"
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#include "Render/Textures/SpritePixels.h"
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#include "Resource/Bitmap/BitmapResource.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Resource/Sprites/SpriteResource.h"
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#include "Resource/TextureNames.h"
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#include "UI/Buttons/UIButton.h"
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#include "UI/Window/WindowManagerWindows.h"
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#include "Utility/Cipher/XorBytes.h"
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#include <cstddef>
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#include <cstdint>
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#include <windows.h>
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#include <timeapi.h>
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namespace {
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template <std::size_t Length, std::uint64_t Key>
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class EncryptedName {
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public:
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explicit EncryptedName(const std::uint8_t (&source)[Length]) : m_encrypted(true) {
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for (std::uint64_t index = 0; index < Length; ++index) {
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this->m_text[index] = source[index];
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}
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}
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~EncryptedName() {
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for (std::uint64_t index = 0; index < Length; ++index) {
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this->m_text[index] = 0;
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}
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}
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const char* Text() {
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if (this->m_encrypted) {
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utility::XorBytes(this->m_text, Length, Key);
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this->m_encrypted = false;
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}
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return reinterpret_cast<const char*>(this->m_text);
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}
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private:
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std::uint8_t m_text[Length];
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bool m_encrypted;
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};
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}
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// OFFSET: 0x00AB49D0
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// FUNCTION: fn_17446
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UIWaitDBSaveWnd::UIWaitDBSaveWnd(UIWindowContext& windowContext, UIWaitDBSaveWndContext& waitContext)
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: UIWindow(windowContext, 0), m_animation(0), m_frame(0), m_loopLimit(0), m_sprite(nullptr), m_action(nullptr), m_startTime(0), m_loop(1),
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m_closeTime(0), m_waitContext(&waitContext) {
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const std::uint8_t actionSource[] = {0x36, 0xCE, 0xE6, 0x4D, 0xCF, 0x8B, 0xAC, 0x76, 0x17, 0xCA, 0xD3, 0x77, 0xE4,
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0xBE, 0xB3, 0x78, 0x00, 0xCB, 0xE6, 0x57, 0xEC, 0xE7, 0x9E, 0x74, 0x15, 0xAF};
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thread_local EncryptedName<sizeof(actionSource), 0x17FFC98B398FAF61ULL> actionName(actionSource);
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const char* action = actionName.Text();
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const std::uint8_t spriteSource[] = {0x1A, 0x44, 0xF0, 0x3D, 0x17, 0x01, 0xD2, 0x66, 0x3B, 0x40, 0xC5, 0x07, 0x3C,
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0x34, 0xCD, 0x68, 0x2C, 0x41, 0xF0, 0x27, 0x34, 0x6D, 0xF2, 0x77, 0x3F, 0x25};
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thread_local EncryptedName<sizeof(spriteSource), 0x078143534999254DULL> spriteName(spriteSource);
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const char* sprite = spriteName.Text();
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this->m_closeTime = timeGetTime() + 60000;
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this->m_sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load(sprite));
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this->m_action = static_cast<CActRes*>(ResourceMgr::Instance().Load(action));
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this->m_startTime = timeGetTime();
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}
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// OFFSET: 0x00AB4CE0
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// FUNCTION: fn_17448
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void UIWaitDBSaveWnd::Slot15(int width, int height) {
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UIButton* button = new UIButton(*this->m_context, this->m_waitContext->buttons);
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button->SetSize(width, height);
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button->Move(0, 0);
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button->SetId(0);
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button->SetDrawLabel(0);
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this->AddChild(button);
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}
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// OFFSET: 0x00AB4D80
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// FUNCTION: fn_17449
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void UIWaitDBSaveWnd::Slot18() {
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}
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// OFFSET: 0x00AB4D90
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// FUNCTION: fn_17450
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void UIWaitDBSaveWnd::Paint() {
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if (!this->geometry.surface) {
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return;
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}
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this->ClearSurface(0xFFFF00FF);
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ResourceMgr& resources = ResourceMgr::Instance();
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const std::uint8_t backgroundSource[] = {0xF3, 0x3C, 0x8D, 0x6F, 0x5B, 0x5B, 0x9E, 0x56, 0xF5, 0x77, 0x8D, 0x59, 0x26, 0x2F, 0x07, 0xCC, 0x52, 0xFA, 0x39,
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0xD1, 0xD9, 0xC6, 0x3A, 0xED, 0x56, 0xCF, 0x21, 0xFA, 0xFA, 0xF1, 0x32, 0xF5, 0x54, 0xBD, 0x2F, 0xF8, 0xEB, 0x95};
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thread_local EncryptedName<sizeof(backgroundSource), 0x9B5B959B954D9333ULL> backgroundName(backgroundSource);
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CBitmapRes* background = static_cast<CBitmapRes*>(resources.Load(Resolve(backgroundName.Text())));
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if (background) {
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this->DrawBitmap(
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static_cast<int>((this->geometry.width - background->image.width) * 0.5), static_cast<int>((this->geometry.height - background->image.height) * 0.5),
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&background->image, false
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);
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}
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if (!this->m_sprite || !this->m_action) {
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return;
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}
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const ActionFrame* frame = &this->m_action->Frame(this->m_animation, this->m_frame);
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if (!frame || !this->m_sprite->palette) {
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return;
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}
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for (unsigned index = 0; index < frame->cells.size(); ++index) {
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const SpriteFrameCell& cell = frame->Cell(index);
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if (cell.image == -1 || cell.imageType >= 2) {
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continue;
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}
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const std::vector<SpriteRleImage*>& images = this->m_sprite->images[cell.imageType];
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if (images.size() <= static_cast<unsigned>(cell.image)) {
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continue;
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}
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const SpriteRleImage* image = images[cell.image];
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if (image) {
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this->AddSpriteCellOverlay(
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static_cast<int>(this->geometry.width * 0.5), static_cast<int>(this->geometry.height * 0.5), reinterpret_cast<int>(this->m_action),
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reinterpret_cast<int>(this->m_sprite), image, &cell, 1.0f, 0.0f, 0xFFFFFFFF, this->m_sprite->palette, 1.0f
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);
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}
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}
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}
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// OFFSET: 0x00AB5060
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// FUNCTION: fn_17451
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void UIWaitDBSaveWnd::Slot27(int, int) {
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}
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// OFFSET: 0x00AB5070
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// FUNCTION: fn_17452
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void UIWaitDBSaveWnd::Slot19() {
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if (this->m_closeTime != 0 && timeGetTime() >= this->m_closeTime) {
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this->m_closeTime = 0;
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this->m_waitContext->windows.CloseWindow(10024);
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return;
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}
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if (!this->m_action || this->m_action->Speed(this->m_animation) == 0.0f) {
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return;
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}
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const float elapsed = static_cast<float>(timeGetTime() - this->m_startTime);
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const unsigned frames = static_cast<unsigned>(elapsed / (this->m_action->Speed(this->m_animation) * 24.0f));
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if (this->m_loopLimit != 0) {
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if (this->m_loop > this->m_loopLimit) {
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return;
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}
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if (frames >= this->m_action->FrameCount(this->m_animation) * this->m_loop) {
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++this->m_loop;
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}
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}
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this->m_frame = frames % this->m_action->FrameCount(this->m_animation);
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this->Invalidate();
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}
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