mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 10:50:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
215 lines
6.4 KiB
C++
215 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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// DlgPlayerSettings.cpp : implementation file
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//
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#include "stdafx.h"
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#ifdef _DEBUG
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#undef new
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPlayerSettings dialog
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CDlgPlayerSettings::CDlgPlayerSettings(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgPlayerSettings::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgPlayerSettings)
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//}}AFX_DATA_INIT
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}
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void CDlgPlayerSettings::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgPlayerSettings)
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DDX_Control(pDX, IDC_AVAILABLE_CONTROLS, m_listAvailableControls);
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DDX_Control(pDX, IDC_AVAILABLE_PLAYERS, m_listAvailablePlayers);
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//}}AFX_DATA_MAP
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// if dialog is giving data
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if( pDX->m_bSaveAndValidate != FALSE)
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{
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// get selected player
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INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
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ASSERT( iSelectedPlayer != LB_ERR);
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// remember selected player
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_pGame->gm_iWEDSinglePlayer = iSelectedPlayer;
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// get selected controls
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INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
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ASSERT( iSelectedControls != LB_ERR);
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// remember selected controls
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// _pGame->gm_apiPlayerInfo[iSelectedPlayer].pi_iControls = iSelectedControls;
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}
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}
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BEGIN_MESSAGE_MAP(CDlgPlayerSettings, CDialog)
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//{{AFX_MSG_MAP(CDlgPlayerSettings)
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ON_BN_CLICKED(IDC_PLAYER_APPEARANCE, OnPlayerAppearance)
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ON_BN_CLICKED(IDC_EDIT_CONTROLS, OnEditControls)
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ON_BN_CLICKED(IDC_RENAME_CONTROLS, OnRenameControls)
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ON_BN_CLICKED(IDC_RENAME_PLAYER, OnRenamePlayer)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPlayerSettings message handlers
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void CDlgPlayerSettings::OnPlayerAppearance()
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{
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return;
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/*
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CPlayerInfo plPlayerInfo;
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// get selected player
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INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
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ASSERT( iSelectedPlayer != LB_ERR);
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CTFileName fnPlayerName;
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fnPlayerName.PrintF( "%sPlayers\\Player%d.plr", iSelectedPlayer);
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try
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{
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// load it from the file
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plPlayerInfo.Load_t( fnPlayerName);
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// call player appearance dialog
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CDlgPlayerAppearance dlgPlayerAppearance( plPlayerInfo.pi_pcPlayerCharacter);
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// if user wants to change player's appearance
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if( dlgPlayerAppearance.DoModal() == IDOK)
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{
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// set new appearance
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plPlayerInfo.pi_pcPlayerCharacter = dlgPlayerAppearance.m_pcPlayerCharacter;
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// and save new player's attributes
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plPlayerInfo.Save_t( fnPlayerName);
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// reload players and controls
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_pGame->LoadPlayersAndControls();
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}
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}
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catch (char *strError)
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{
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AfxMessageBox( strError);
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}
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*/
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}
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void CDlgPlayerSettings::InitPlayersAndControlsLists(void)
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{
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if( !::IsWindow( m_listAvailablePlayers.m_hWnd)) return;
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m_listAvailablePlayers.ResetContent();
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m_listAvailableControls.ResetContent();
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// fill players and controls lists
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for( INDEX iPC=0; iPC<8; iPC++)
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{
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CTString strPlayer = _pGame->gm_apcPlayers[ iPC].pc_strName;
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m_listAvailablePlayers.AddString( strPlayer);
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//CTString strControls = _pGame->gm_actrlControls[ iPC].ctrl_strName;
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m_listAvailableControls.AddString( "dummy");
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}
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m_listAvailableControls.SetCurSel( 0);
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m_listAvailablePlayers.SetCurSel( 0);
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}
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BOOL CDlgPlayerSettings::OnInitDialog()
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{
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CDialog::OnInitDialog();
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InitPlayersAndControlsLists();
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return TRUE;
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}
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void CDlgPlayerSettings::OnEditControls()
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{
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CControls &ctrlControls = *_pGame->gm_ctrlControlsExtra;
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// try to
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try
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{
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// get selected controls
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INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
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ASSERT( iSelectedControls != LB_ERR);
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CTFileName fnControlsName;
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fnControlsName.PrintF( "Controls\\Controls%d.ctl", iSelectedControls);
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// load it from the file
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ctrlControls.Load_t( fnControlsName);
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// call controls dialog
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CDlgPlayerControls dlgControls( ctrlControls);
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// if user wants to change controls
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if( dlgControls.DoModal() == IDOK)
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{
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// set new controls
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ctrlControls = dlgControls.m_ctrlControls;
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// depending on axis attributes and type (rotation or translation), calculates axis
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// influence factors for all axis actions
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ctrlControls.CalculateInfluencesForAllAxis();
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// save new controls
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ctrlControls.Save_t( fnControlsName);
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// reload players and controls
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_pGame->LoadPlayersAndControls();
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}
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}
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catch (char *strError)
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{
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AfxMessageBox( strError);
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return;
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}
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}
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void CDlgPlayerSettings::OnRenameControls()
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{
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CDlgRenameControls dlgRename;
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// get selected controls
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INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
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ASSERT( iSelectedControls != LB_ERR);
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// CTString strName = _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName;
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dlgRename.m_strName = "dummy";
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// if new file properly edited and ok pressed
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if( (dlgRename.DoModal() == IDOK) &&
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(strlen( dlgRename.m_strName) != 0) )
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{
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// _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName = dlgRename.m_strName;
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// save players and controls
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_pGame->SavePlayersAndControls();
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InitPlayersAndControlsLists();
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}
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}
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void CDlgPlayerSettings::OnRenamePlayer()
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{
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CDlgRenameControls dlgRename;
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// get selected controls
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INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
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ASSERT( iSelectedPlayer != LB_ERR);
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CTString strName = _pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName;
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dlgRename.m_strName = strName;
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// if new file properly edited and ok pressed
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if( (dlgRename.DoModal() == IDOK) &&
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(strlen( dlgRename.m_strName) != 0) )
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{
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_pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName = dlgRename.m_strName;
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// save players and controls
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_pGame->SavePlayersAndControls();
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InitPlayersAndControlsLists();
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}
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}
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