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- /* Copyright (c) 2002-2012 Croteam Ltd.
- This program is free software; you can redistribute it and/or modify
- it under the terms of version 2 of the GNU General Public License as published by
- the Free Software Foundation
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
- // 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();
- }
- }
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