/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ // DlgPlayerSettings.cpp : implementation file // #include "stdafx.h" #ifdef _DEBUG #undef new #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CDlgPlayerSettings dialog CDlgPlayerSettings::CDlgPlayerSettings(CWnd* pParent /*=NULL*/) : CDialog(CDlgPlayerSettings::IDD, pParent) { //{{AFX_DATA_INIT(CDlgPlayerSettings) //}}AFX_DATA_INIT } void CDlgPlayerSettings::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CDlgPlayerSettings) DDX_Control(pDX, IDC_AVAILABLE_CONTROLS, m_listAvailableControls); DDX_Control(pDX, IDC_AVAILABLE_PLAYERS, m_listAvailablePlayers); //}}AFX_DATA_MAP // if dialog is giving data if( pDX->m_bSaveAndValidate != FALSE) { // get selected player INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel(); ASSERT( iSelectedPlayer != LB_ERR); // remember selected player _pGame->gm_iWEDSinglePlayer = iSelectedPlayer; // get selected controls INDEX iSelectedControls = m_listAvailableControls.GetCurSel(); ASSERT( iSelectedControls != LB_ERR); // remember selected controls // _pGame->gm_apiPlayerInfo[iSelectedPlayer].pi_iControls = iSelectedControls; } } BEGIN_MESSAGE_MAP(CDlgPlayerSettings, CDialog) //{{AFX_MSG_MAP(CDlgPlayerSettings) ON_BN_CLICKED(IDC_PLAYER_APPEARANCE, OnPlayerAppearance) ON_BN_CLICKED(IDC_EDIT_CONTROLS, OnEditControls) ON_BN_CLICKED(IDC_RENAME_CONTROLS, OnRenameControls) ON_BN_CLICKED(IDC_RENAME_PLAYER, OnRenamePlayer) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CDlgPlayerSettings message handlers void CDlgPlayerSettings::OnPlayerAppearance() { return; /* CPlayerInfo plPlayerInfo; // get selected player INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel(); ASSERT( iSelectedPlayer != LB_ERR); CTFileName fnPlayerName; fnPlayerName.PrintF( "%sPlayers\\Player%d.plr", iSelectedPlayer); try { // load it from the file plPlayerInfo.Load_t( fnPlayerName); // call player appearance dialog CDlgPlayerAppearance dlgPlayerAppearance( plPlayerInfo.pi_pcPlayerCharacter); // if user wants to change player's appearance if( dlgPlayerAppearance.DoModal() == IDOK) { // set new appearance plPlayerInfo.pi_pcPlayerCharacter = dlgPlayerAppearance.m_pcPlayerCharacter; // and save new player's attributes plPlayerInfo.Save_t( fnPlayerName); // reload players and controls _pGame->LoadPlayersAndControls(); } } catch (char *strError) { AfxMessageBox( strError); } */ } void CDlgPlayerSettings::InitPlayersAndControlsLists(void) { if( !::IsWindow( m_listAvailablePlayers.m_hWnd)) return; m_listAvailablePlayers.ResetContent(); m_listAvailableControls.ResetContent(); // fill players and controls lists for( INDEX iPC=0; iPC<8; iPC++) { CTString strPlayer = _pGame->gm_apcPlayers[ iPC].pc_strName; m_listAvailablePlayers.AddString( strPlayer); //CTString strControls = _pGame->gm_actrlControls[ iPC].ctrl_strName; m_listAvailableControls.AddString( "dummy"); } m_listAvailableControls.SetCurSel( 0); m_listAvailablePlayers.SetCurSel( 0); } BOOL CDlgPlayerSettings::OnInitDialog() { CDialog::OnInitDialog(); InitPlayersAndControlsLists(); return TRUE; } void CDlgPlayerSettings::OnEditControls() { CControls &ctrlControls = _pGame->gm_ctrlControlsExtra; // try to try { // get selected controls INDEX iSelectedControls = m_listAvailableControls.GetCurSel(); ASSERT( iSelectedControls != LB_ERR); CTFileName fnControlsName; fnControlsName.PrintF( "Controls\\Controls%d.ctl", iSelectedControls); // load it from the file ctrlControls.Load_t( fnControlsName); // call controls dialog CDlgPlayerControls dlgControls( ctrlControls); // if user wants to change controls if( dlgControls.DoModal() == IDOK) { // set new controls ctrlControls = dlgControls.m_ctrlControls; // depending on axis attributes and type (rotation or translation), calculates axis // influence factors for all axis actions ctrlControls.CalculateInfluencesForAllAxis(); // save new controls ctrlControls.Save_t( fnControlsName); // reload players and controls _pGame->LoadPlayersAndControls(); } } catch (char *strError) { AfxMessageBox( strError); return; } } void CDlgPlayerSettings::OnRenameControls() { CDlgRenameControls dlgRename; // get selected controls INDEX iSelectedControls = m_listAvailableControls.GetCurSel(); ASSERT( iSelectedControls != LB_ERR); // CTString strName = _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName; dlgRename.m_strName = "dummy"; // if new file properly edited and ok pressed if( (dlgRename.DoModal() == IDOK) && (strlen( dlgRename.m_strName) != 0) ) { // _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName = dlgRename.m_strName; // save players and controls _pGame->SavePlayersAndControls(); InitPlayersAndControlsLists(); } } void CDlgPlayerSettings::OnRenamePlayer() { CDlgRenameControls dlgRename; // get selected controls INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel(); ASSERT( iSelectedPlayer != LB_ERR); CTString strName = _pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName; dlgRename.m_strName = strName; // if new file properly edited and ok pressed if( (dlgRename.DoModal() == IDOK) && (strlen( dlgRename.m_strName) != 0) ) { _pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName = dlgRename.m_strName; // save players and controls _pGame->SavePlayersAndControls(); InitPlayersAndControlsLists(); } }