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389 lines
11 KiB
C++
389 lines
11 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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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 the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// PlayerWeaponsDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "editor.h"
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#include "PlayerWeaponsDialog.h"
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#include "RobotEditWeaponsDialog.h"
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#include "ship.h"
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#include "weapon.h"
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#include "pserror.h"
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#include "soundload.h"
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#ifdef _DEBUG
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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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//char *WeaponListText[MAX_PLAYER_WEAPONS] =
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//{
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// "Primary 1",
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// "Primary 2",
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// "Primary 3",
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// "Primary 4",
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// "Primary 5",
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// "Primary 6",
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// "Primary 7",
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// "Primary 8",
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// "Primary 9",
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// "Primary 10",
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// "Secondary 1",
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// "Secondary 2",
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// "Secondary 3",
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// "Secondary 4",
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// "Secondary 5",
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// "Secondary 6",
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// "Secondary 7",
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// "Secondary 8",
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// "Secondary 9",
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// "Secondary 10",
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// "Flare"
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//};
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//Use the real weapon names in this dialog
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#define WeaponListText Static_weapon_names
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/////////////////////////////////////////////////////////////////////////////
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// PlayerWeaponsDialog dialog
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PlayerWeaponsDialog::PlayerWeaponsDialog(int current_ship, CWnd* pParent /*=NULL*/)
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: CDialog(PlayerWeaponsDialog::IDD, pParent)
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{
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//{{AFX_DATA_INIT(PlayerWeaponsDialog)
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m_current_wb_text = _T("");
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//}}AFX_DATA_INIT
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m_current_ship = current_ship;
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}
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void PlayerWeaponsDialog::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(PlayerWeaponsDialog)
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DDX_CBString(pDX, IDC_CURRENT_WEAPON_BATTERY_COMBO, m_current_wb_text);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(PlayerWeaponsDialog, CDialog)
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//{{AFX_MSG_MAP(PlayerWeaponsDialog)
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ON_BN_CLICKED(IDC_EDIT_WB_BUTTON, OnEditWbButton)
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ON_CBN_SELENDOK(IDC_CURRENT_WEAPON_BATTERY_COMBO, OnSelendokCurrentWeaponBatteryCombo)
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ON_BN_CLICKED(IDC_FIRES_FUSION, OnFiresFusion)
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ON_BN_CLICKED(IDC_CONTINUOUS_FIRING_SOUND, OnContinuousFiringSound)
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ON_BN_CLICKED(IDC_FIRING_RELEASE_SOUND, OnFiringReleaseSound)
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ON_CBN_SELCHANGE(IDC_FIRING_SOUND_PULLDOWN, OnSelchangeFiringSoundPulldown)
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ON_CBN_SELCHANGE(IDC_RELEASE_SOUND_PULLDOWN, OnSelchangeReleaseSoundPulldown)
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ON_CBN_SELCHANGE(IDC_SPEW_POWERUP_PULLDOWN, OnSelchangeSpewPowerupPulldown)
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ON_BN_CLICKED(IDC_ONOFF, OnOnoff)
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ON_BN_CLICKED(IDC_ZOOM, OnZoom)
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ON_EN_KILLFOCUS(IDC_MAX_AMMO, OnKillfocusMaxAmmo)
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ON_BN_CLICKED(IDC_SHOW_TENTHS, OnShowTenths)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// PlayerWeaponsDialog message handlers
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int PlayerWeaponsDialog::CurrentWBIndex()
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{
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int i;
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for(i = 0; i < MAX_PLAYER_WEAPONS; i++)
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{
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if(!stricmp(WeaponListText[i], m_current_wb_text)) break;
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}
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ASSERT(i < MAX_PLAYER_WEAPONS);
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return i;
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}
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void PlayerWeaponsDialog::OnEditWbButton()
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{
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int i = CurrentWBIndex();
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// All player wb profiles are considered to be wb 0 as far as RobotEditWeaponsDialog is concerned. :)
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RobotEditWeaponsDialog dlg(&Ships[m_current_ship].static_wb[i], GetPolymodelPointer(Ships[m_current_ship].model_handle));
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if (dlg.DoModal() == IDOK)
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dlg.GetData();
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}
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#define NULL_NAME "<none>"
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BOOL PlayerWeaponsDialog::OnInitDialog()
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{
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CDialog::OnInitDialog();
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int i;
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SendDlgItemMessage( IDC_CURRENT_WEAPON_BATTERY_COMBO, CB_RESETCONTENT,0,0);
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for (i=0; i<MAX_PLAYER_WEAPONS; i++)
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{
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if(!stricmp("", WeaponListText[i])) break;
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SendDlgItemMessage( IDC_CURRENT_WEAPON_BATTERY_COMBO, CB_ADDSTRING,0,(LPARAM) (LPCTSTR) WeaponListText[i]);
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}
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SendDlgItemMessage( IDC_CURRENT_WEAPON_BATTERY_COMBO, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) WeaponListText[0]);
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SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_RESETCONTENT,0,0);
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for (i=0;i<MAX_SOUNDS;i++)
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{
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if (Sounds[i].used)
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SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_ADDSTRING,0,(LPARAM) (LPCTSTR) Sounds[i].name);
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}
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SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) Sounds[0].name);
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SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_RESETCONTENT,0,0);
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for (i=0;i<MAX_SOUNDS;i++)
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{
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if (Sounds[i].used)
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SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_ADDSTRING,0,(LPARAM) (LPCTSTR) Sounds[i].name);
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}
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SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) Sounds[0].name);
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//Update powerup list
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SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_RESETCONTENT,0,0);
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SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_ADDSTRING,0,(LPARAM) (LPCTSTR) NULL_NAME);
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for (i=0;i<MAX_OBJECT_IDS;i++)
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if (Object_info[i].type == OBJ_POWERUP)
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SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_ADDSTRING,0,(LPARAM) (LPCTSTR) Object_info[i].name);
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SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) NULL_NAME);
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m_current_wb_text = WeaponListText[0];
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UpdateDialog();
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void PlayerWeaponsDialog::UpdateDialog()
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{
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CButton *bbox;
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int index = CurrentWBIndex();
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ship *ship = &Ships[m_current_ship];
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int fire_flags=Ships[m_current_ship].fire_flags[index];
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int result;
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//if(!UpdateData(true)) return;
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bbox = (CButton *)GetDlgItem(IDC_FIRES_FUSION);
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bbox->SetCheck(fire_flags & SFF_FUSION);
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bbox = (CButton *)GetDlgItem(IDC_ONOFF);
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bbox->SetCheck(ship->static_wb[index].flags & WBF_ON_OFF);
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bbox = (CButton *)GetDlgItem(IDC_ZOOM);
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bbox->SetCheck(fire_flags & SFF_ZOOM);
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//Set checkboxes & enable/disable pulldown boxes
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int firing_sound = Ships[m_current_ship].firing_sound[index];
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int release_sound = Ships[m_current_ship].firing_release_sound[index];
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bbox = (CButton *)GetDlgItem(IDC_CONTINUOUS_FIRING_SOUND);
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bbox->SetCheck(firing_sound != -1);
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((CButton *)GetDlgItem(IDC_FIRING_SOUND_PULLDOWN))->EnableWindow(firing_sound != -1);
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bbox = (CButton *)GetDlgItem(IDC_FIRING_RELEASE_SOUND);
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bbox->SetCheck(release_sound != -1);
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((CButton *)GetDlgItem(IDC_RELEASE_SOUND_PULLDOWN))->EnableWindow(release_sound != -1);
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//Update sounds in pulldown box
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SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) ((firing_sound == -1) ? Sounds[0].name : Sounds[firing_sound].name));
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SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) ((release_sound == -1) ? Sounds[0].name : Sounds[release_sound].name));
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//Update powerup pulldown box
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try_again:;
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result = SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_SELECTSTRING,0,(LPARAM) (LPCTSTR) ((Ships[m_current_ship].spew_powerup[index] == -1) ? NULL_NAME : Object_info[Ships[m_current_ship].spew_powerup[index]].name));
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if (result == -1) {
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Int3(); //Can't find requested powerup in list, so spew powerup to none.
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Ships[m_current_ship].spew_powerup[index] = -1;
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goto try_again;
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}
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//Update max ammo
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char str[200];
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bbox = (CButton *)GetDlgItem(IDC_MAX_AMMO);
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sprintf(str, "%d", ship->max_ammo[index]);
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bbox->SetWindowText(str);
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//Update tenths checkbox
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bbox = (CButton *)GetDlgItem(IDC_SHOW_TENTHS);
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bbox->SetCheck(fire_flags & SFF_TENTHS);
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// Add new UpdateDialog stuff here. -- note from Chris
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}
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void PlayerWeaponsDialog::OnSelendokCurrentWeaponBatteryCombo()
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{
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int cur;
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char name[200];
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//if(!UpdateData(true)) return;
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cur=SendDlgItemMessage( IDC_CURRENT_WEAPON_BATTERY_COMBO, CB_GETCURSEL,0,0);
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SendDlgItemMessage( IDC_CURRENT_WEAPON_BATTERY_COMBO, CB_GETLBTEXT,cur,(LPARAM) (LPCTSTR)name);
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m_current_wb_text = name;
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//UpdateData(false);
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnFiresFusion()
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{
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int i = CurrentWBIndex();
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Ships[m_current_ship].fire_flags[i] &= ~(SFF_ZOOM);
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Ships[m_current_ship].static_wb[i].flags &= ~(WBF_ON_OFF);
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Ships[m_current_ship].fire_flags[i] |= SFF_FUSION;
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnContinuousFiringSound()
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{
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int i = CurrentWBIndex();
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CButton *btn;
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btn = (CButton *)GetDlgItem(IDC_CONTINUOUS_FIRING_SOUND);
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if (btn->GetCheck())
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Ships[m_current_ship].firing_sound[i]=0;
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else
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Ships[m_current_ship].firing_sound[i]=-1;
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnFiringReleaseSound()
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{
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int i = CurrentWBIndex();
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CButton *btn;
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btn = (CButton *)GetDlgItem(IDC_FIRING_RELEASE_SOUND);
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if (btn->GetCheck())
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Ships[m_current_ship].firing_release_sound[i]=0;
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else
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Ships[m_current_ship].firing_release_sound[i]=-1;
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnSelchangeFiringSoundPulldown()
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{
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int cur;
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char name[200];
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cur = SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_GETCURSEL,0,0);
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SendDlgItemMessage( IDC_FIRING_SOUND_PULLDOWN, CB_GETLBTEXT,cur,(LPARAM) (LPCTSTR) name);
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int i = CurrentWBIndex();
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for (int s=0;s<MAX_SOUNDS;s++) {
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if (Sounds[s].used && !strcmp(name,Sounds[s].name)) {
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Ships[m_current_ship].firing_sound[i] = s;
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break;
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}
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}
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}
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void PlayerWeaponsDialog::OnSelchangeReleaseSoundPulldown()
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{
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int cur;
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char name[200];
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cur = SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_GETCURSEL,0,0);
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SendDlgItemMessage( IDC_RELEASE_SOUND_PULLDOWN, CB_GETLBTEXT,cur,(LPARAM) (LPCTSTR) name);
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int i = CurrentWBIndex();
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for (int s=0;s<MAX_SOUNDS;s++) {
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if (Sounds[s].used && !strcmp(name,Sounds[s].name)) {
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Ships[m_current_ship].firing_release_sound[i] = s;
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break;
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}
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}
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}
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void PlayerWeaponsDialog::OnSelchangeSpewPowerupPulldown()
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{
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int cur;
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char name[200];
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int i,id;
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cur = SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_GETCURSEL,0,0);
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SendDlgItemMessage( IDC_SPEW_POWERUP_PULLDOWN, CB_GETLBTEXT,cur,(LPARAM) (LPCTSTR) name);
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i = CurrentWBIndex();
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id = FindObjectIDName(name);
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Ships[m_current_ship].spew_powerup[i] = id;
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}
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void PlayerWeaponsDialog::OnOnoff()
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{
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int i = CurrentWBIndex();
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Ships[m_current_ship].fire_flags[i] &= ~(SFF_FUSION|SFF_ZOOM);
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Ships[m_current_ship].static_wb[i].flags |= WBF_ON_OFF;
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnZoom()
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{
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int i = CurrentWBIndex();
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Ships[m_current_ship].fire_flags[i] &= ~(SFF_FUSION);
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Ships[m_current_ship].static_wb[i].flags &= ~(WBF_ON_OFF);
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Ships[m_current_ship].fire_flags[i] |= SFF_ZOOM;
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UpdateDialog();
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}
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void PlayerWeaponsDialog::OnKillfocusMaxAmmo()
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{
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int i = CurrentWBIndex();
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char str[200];
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CButton *bbox = (CButton *)GetDlgItem(IDC_MAX_AMMO);
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bbox->GetWindowText(str,sizeof(str));
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Ships[m_current_ship].max_ammo[i] = atoi(str);
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}
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void PlayerWeaponsDialog::OnShowTenths()
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{
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int i = CurrentWBIndex();
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CButton *bbox = (CButton *)GetDlgItem(IDC_SHOW_TENTHS);
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if (bbox->GetCheck())
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Ships[m_current_ship].fire_flags[i] |= SFF_TENTHS;
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else
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Ships[m_current_ship].fire_flags[i] &= ~SFF_TENTHS;
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UpdateDialog();
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}
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