void CListSaveFilesTask::CreateFileEntry (CGameFile &GameFile, const CTimeDate &ModifiedTime, int yStart, IAnimatron **retpEntry, int *retcyHeight) // CreateFileEntry // // Creates a display entry for the save file { const CVisualPalette &VI = m_HI.GetVisuals(); const CG16bitFont &MediumFont = VI.GetFont(fontMedium); const CG16bitFont &SubTitleFont = VI.GetFont(fontSubTitle); int x = 0; int y = 0; int xText = x + ADVENTURE_ICON_WIDTH + ICON_SPACING_HORZ; int cxText = m_cxWidth - (ADVENTURE_ICON_WIDTH + 2 * ICON_SPACING_HORZ + SHIP_IMAGE_WIDTH); // Start with a sequencer CAniSequencer *pRoot = new CAniSequencer; pRoot->SetPropertyVector(PROP_POSITION, CVector(0, yStart)); // Add the character name and current star system CString sHeading = strPatternSubst(CONSTLIT("%s — %s"), GameFile.GetPlayerName(), GameFile.GetSystemName()); IAnimatron *pName = new CAniText; pName->SetPropertyVector(PROP_POSITION, CVector(xText, y)); pName->SetPropertyVector(PROP_SCALE, CVector(10000, 1000)); pName->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogInput)); pName->SetPropertyFont(PROP_FONT, &SubTitleFont); pName->SetPropertyString(PROP_TEXT, sHeading); pRoot->AddTrack(pName, 0); y += SubTitleFont.GetHeight(); // Now add some additional information CShipClass *pClass = g_pUniverse->FindShipClass(GameFile.GetPlayerShip()); CString sShipClass = (pClass ? pClass->GetName() : NULL_STR); CString sGenome = strCapitalize(GetGenomeName(GameFile.GetPlayerGenome())); CString sState; if (GameFile.IsGameResurrect()) sState = strPatternSubst(CONSTLIT("Resurrect in the %s System"), GameFile.GetSystemName()); else sState = strPatternSubst(CONSTLIT("Continue in the %s System"), GameFile.GetSystemName()); CString sDesc; if (!sGenome.IsBlank() && !sShipClass.IsBlank()) sDesc = strPatternSubst(CONSTLIT("%s — %s — %s"), sGenome, sShipClass, sState); else sDesc = sState; IAnimatron *pDesc = new CAniText; pDesc->SetPropertyVector(PROP_POSITION, CVector(xText, y)); pDesc->SetPropertyVector(PROP_SCALE, CVector(cxText, 1000)); pDesc->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogInput)); pDesc->SetPropertyFont(PROP_FONT, &MediumFont); pDesc->SetPropertyString(PROP_TEXT, sDesc); RECT rcLine; pDesc->GetSpacingRect(&rcLine); pRoot->AddTrack(pDesc, 0); y += RectHeight(rcLine); // Adventure info CExtension *pAdventure = NULL; bool bHasAdventureIcon = false; if (g_pUniverse->FindExtension(GameFile.GetAdventure(), 0, &pAdventure)) { // Adventure icon CG16bitImage *pIcon; pAdventure->CreateIcon(ADVENTURE_ICON_WIDTH, ADVENTURE_ICON_HEIGHT, &pIcon); if (pIcon) { int xOffset = (ADVENTURE_ICON_WIDTH - pIcon->GetWidth()) / 2; IAnimatron *pIconAni = new CAniRect; pIconAni->SetPropertyVector(PROP_POSITION, CVector(x + xOffset, 0)); pIconAni->SetPropertyVector(PROP_SCALE, CVector(pIcon->GetWidth(), pIcon->GetHeight())); pIconAni->SetFillMethod(new CAniImageFill(pIcon, true)); pRoot->AddTrack(pIconAni, 0); bHasAdventureIcon = true; } // Adventure name pName = new CAniText; pName->SetPropertyVector(PROP_POSITION, CVector(xText, y)); pName->SetPropertyVector(PROP_SCALE, CVector(10000, 1000)); pName->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogLabel)); pName->SetPropertyFont(PROP_FONT, &MediumFont); pName->SetPropertyString(PROP_TEXT, pAdventure->GetName()); pRoot->AddTrack(pName, 0); y += MediumFont.GetHeight(); } // Create an image of the ship class if (pClass) { const CObjectImageArray &ObjImage = pClass->GetImage(); if (ObjImage.IsLoaded()) { RECT rcRect = ObjImage.GetImageRect(); CG16bitImage &Image = ObjImage.GetImage(NULL_STR); int cxImage = RectWidth(rcRect); int cyImage = RectHeight(rcRect); int cxNewWidth = Min(SHIP_IMAGE_WIDTH, cxImage); int cyNewHeight = cxNewWidth; CG16bitImage *pNewImage = new CG16bitImage; pNewImage->CreateFromImageTransformed(Image, rcRect.left, rcRect.top, cxImage, cyImage, (Metric)cxNewWidth / cxImage, (Metric)cyNewHeight / cyImage, 0.0); // Position int xImage = x + m_cxWidth - SHIP_IMAGE_WIDTH + (SHIP_IMAGE_WIDTH - cxNewWidth) / 2; int yImage = (SHIP_IMAGE_HEIGHT - cyNewHeight) / 2; // New image frame IAnimatron *pImageFrame = new CAniRect; pImageFrame->SetPropertyVector(PROP_POSITION, CVector(xImage, yImage)); pImageFrame->SetPropertyVector(PROP_SCALE, CVector(cxNewWidth, cyNewHeight)); pImageFrame->SetFillMethod(new CAniImageFill(pNewImage, true)); pRoot->AddTrack(pImageFrame, 0); } } // Extra information CString sEpitaph = GameFile.GetEpitaph(); int iScore = GameFile.GetScore(); CTimeDate LocalTime = ModifiedTime.ToLocalTime(); CString sModifiedTime = LocalTime.Format("%d %B %Y %I:%M %p"); CString sFilename = pathGetFilename(GameFile.GetFilespec()); CString sGameType; if (GameFile.IsRegistered()) sGameType = CONSTLIT("Registered"); else if (GameFile.IsDebug()) sGameType = CONSTLIT("Debug"); else sGameType = CONSTLIT("Unregistered"); CString sExtra; if (!sEpitaph.IsBlank()) sExtra = strPatternSubst(CONSTLIT("Score %d — %s\n%s — %s — %s"), iScore, sEpitaph, sGameType, sModifiedTime, sFilename); else if (iScore > 0) sExtra = strPatternSubst(CONSTLIT("Score %d\n%s — %s — %s"), iScore, sGameType, sModifiedTime, sFilename); else sExtra = strPatternSubst(CONSTLIT("%s — %s — %s"), sGameType, sModifiedTime, sFilename); pDesc = new CAniText; pDesc->SetPropertyVector(PROP_POSITION, CVector(xText, y)); pDesc->SetPropertyVector(PROP_SCALE, CVector(cxText, 1000)); pDesc->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogLabel)); pDesc->SetPropertyFont(PROP_FONT, &MediumFont); pDesc->SetPropertyString(PROP_TEXT, sExtra); pDesc->GetSpacingRect(&rcLine); pRoot->AddTrack(pDesc, 0); y += RectHeight(rcLine); // Done *retpEntry = pRoot; if (retcyHeight) *retcyHeight = (bHasAdventureIcon ? Max(ADVENTURE_ICON_HEIGHT, y) : y); }
ALERROR CDesignCollection::BindDesign (const TArray<CExtension *> &BindOrder, bool bNewGame, bool bNoResources, CString *retsError) // BindDesign // // Binds the design collection to the set of design types in the given list of // extensions. { DEBUG_TRY ALERROR error; int i; // Unbind everything DEBUG_TRY CShipClass::UnbindGlobal(); for (i = 0; i < m_AllTypes.GetCount(); i++) m_AllTypes.GetEntry(i)->UnbindDesign(); m_AllTypes.DeleteAll(); DEBUG_CATCH_MSG("Crash unbinding types."); // Reset the bind tables for (i = 0; i < designCount; i++) m_ByType[i].DeleteAll(); m_CreatedTypes.DeleteAll(true); m_OverrideTypes.DeleteAll(); // Reset m_pTopology = NULL; m_pAdventureExtension = NULL; // Create a design load context SDesignLoadCtx Ctx; Ctx.bBindAsNewGame = bNewGame; Ctx.bNoResources = bNoResources; // Loop over the bind list in order and add appropriate types to m_AllTypes // (The order guarantees that the proper types override) for (i = 0; i < BindOrder.GetCount(); i++) { CExtension *pExtension = BindOrder[i]; try { const CDesignTable &Types = pExtension->GetDesignTypes(); #ifdef DEBUG_BIND ::OutputDebugString(strPatternSubst(CONSTLIT("EXTENSION %s\n"), pExtension->GetName())); for (int j = 0; j < Types.GetCount(); j++) { ::OutputDebugString(strPatternSubst(CONSTLIT("%08x: %s\n"), Types.GetEntry(j)->GetUNID(), Types.GetEntry(j)->GetTypeName())); } #endif // Run globals for the extension if (error = pExtension->ExecuteGlobals(Ctx)) { *retsError = Ctx.sError; return error; } // Add the types m_AllTypes.Merge(Types, &m_OverrideTypes); // If this is the adventure, then remember it if (pExtension->GetType() == extAdventure) { m_pAdventureExtension = pExtension; m_pAdventureDesc = pExtension->GetAdventureDesc(); } // If this is an adventure or the base extension then take the // topology. if (pExtension->GetType() == extAdventure || pExtension->GetType() == extBase) m_pTopology = &pExtension->GetTopology(); } catch (...) { ::kernelDebugLogMessage("Crash processing extension:"); CExtension::DebugDump(pExtension, true); throw; } } // If this is a new game, then create all the Template types if (bNewGame) { DEBUG_TRY m_DynamicUNIDs.DeleteAll(); m_DynamicTypes.DeleteAll(); if (error = FireOnGlobalTypesInit(Ctx)) { *retsError = Ctx.sError; return error; } if (error = CreateTemplateTypes(Ctx)) { *retsError = Ctx.sError; return error; } DEBUG_CATCH_MSG("Crash defining dynamic types."); } // Add all the dynamic types. These came either from the saved game file or // from the Template types above. m_AllTypes.Merge(m_DynamicTypes, &m_OverrideTypes); // Now resolve all overrides and inheritance if (error = ResolveOverrides(Ctx)) { *retsError = Ctx.sError; return error; } // Initialize the byType lists DEBUG_TRY for (i = 0; i < m_AllTypes.GetCount(); i++) { CDesignType *pEntry = m_AllTypes.GetEntry(i); m_ByType[pEntry->GetType()].AddEntry(pEntry); } DEBUG_CATCH_MSG("Crash initializing byType lists."); // Set our adventure desc as current; since adventure descs are always // loaded this is the only thing that we can use to tell if we should // call global events. // // This must happen after Unbind (because that clears it) and before // PrepareBindDesign. // // NOTE: m_pAdventureDesc can be NULL (e.g., in the intro screen). DEBUG_TRY if (m_pAdventureDesc) m_pAdventureDesc->SetCurrentAdventure(); DEBUG_CATCH_MSG("Crash setting current adventure."); // Cache a map between currency name and economy type // We need to do this before Bind because some types will lookup // a currency name during Bind. DEBUG_TRY m_EconomyIndex.DeleteAll(); for (i = 0; i < GetCount(designEconomyType); i++) { CEconomyType *pEcon = CEconomyType::AsType(GetEntry(designEconomyType, i)); const CString &sName = pEcon->GetSID(); bool bUnique; CEconomyType **ppDest = m_EconomyIndex.SetAt(sName, &bUnique); if (!bUnique) { pEcon->ComposeLoadError(Ctx, CONSTLIT("Currency ID must be unique")); *retsError = Ctx.sError; return ERR_FAIL; } *ppDest = pEcon; } DEBUG_CATCH_MSG("Crash initializing economies."); // Prepare to bind. This is used by design elements that need two passes // to bind. We also use it to set up the inheritence hierarchy, which means // that we rely on the map from UNID to valid design type (m_AllTypes) m_DisplayAttribs.DeleteAll(); DEBUG_TRY for (i = 0; i < m_AllTypes.GetCount(); i++) { CDesignType *pEntry = m_AllTypes.GetEntry(i); if (error = pEntry->PrepareBindDesign(Ctx)) { *retsError = Ctx.sError; return error; } // We take this opportunity to build a list of display attributes // defined by each type. const CDisplayAttributeDefinitions &Attribs = pEntry->GetDisplayAttributes(); if (!Attribs.IsEmpty()) m_DisplayAttribs.Append(Attribs); } DEBUG_CATCH_MSG("Crash in PrepareBind."); // Now call Bind on all active design entries for (i = 0; i < evtCount; i++) m_EventsCache[i]->DeleteAll(); DEBUG_TRY for (i = 0; i < m_AllTypes.GetCount(); i++) { CDesignType *pEntry = m_AllTypes.GetEntry(i); if (error = pEntry->BindDesign(Ctx)) { *retsError = Ctx.sError; return error; } // Cache some global events. We keep track of the global events for // all types so that we can access them faster. CacheGlobalEvents(pEntry); } DEBUG_CATCH_MSG("Crash in BindDesign."); // Finish binding. This pass is used by design elements // that need to do stuff after all designs are bound. DEBUG_TRY for (i = 0; i < m_AllTypes.GetCount(); i++) { CDesignType *pEntry = m_AllTypes.GetEntry(i); if (error = pEntry->FinishBindDesign(Ctx)) { *retsError = Ctx.sError; return error; } } DEBUG_CATCH_MSG("Crash in FinishBind."); // Remember what we bound m_BoundExtensions = BindOrder; return NOERROR; DEBUG_CATCH }