mirror of
https://github.com/electronicarts/CNC_TS_and_RA2_Mission_Editor.git
synced 2025-07-17 19:56:38 -04:00
code reformatted .
This commit is contained in:
parent
76d336504f
commit
1de6ad56c2
265 changed files with 18240 additions and 21591 deletions
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@ -1,21 +1,21 @@
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/*
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FinalSun/FinalAlert 2 Mission Editor
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FinalSun/FinalAlert 2 Mission Editor
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Copyright (C) 1999-2024 Electronic Arts, Inc.
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Authored by Matthias Wagner
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Copyright (C) 1999-2024 Electronic Arts, Inc.
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Authored by Matthias Wagner
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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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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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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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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
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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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 <https://www.gnu.org/licenses/>.
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*/
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// Houses.cpp: Implementierungsdatei
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@ -103,10 +103,10 @@ END_MESSAGE_MAP()
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void CHouses::UpdateDialog()
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{
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while(this->m_houses.DeleteString(0)!=CB_ERR);
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while(this->m_HumanPlayer.DeleteString(0)!=CB_ERR);
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while(this->m_Color.DeleteString(0)!=CB_ERR);
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while(this->m_ActsLike.DeleteString(0)!=CB_ERR);
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while (this->m_houses.DeleteString(0) != CB_ERR);
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while (this->m_HumanPlayer.DeleteString(0) != CB_ERR);
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while (this->m_Color.DeleteString(0) != CB_ERR);
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while (this->m_ActsLike.DeleteString(0) != CB_ERR);
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ListHouses(m_Side, FALSE, TRUE);
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@ -127,16 +127,14 @@ void CHouses::UpdateDialog()
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m_ActsLike.AddString(houseCString);
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}
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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if(!ini.TryGetSection(MAPHOUSES) && ini.Size()>0) {
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if (!ini.TryGetSection(MAPHOUSES) && ini.Size() > 0) {
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// MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else.");
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}
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else {
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} else {
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m_HumanPlayer.AddString("None");
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m_HumanPlayer.SetCurSel(0);
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for(auto const& [seq, id]: ini[MAPHOUSES])
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{
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for (auto const& [seq, id] : ini[MAPHOUSES]) {
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#ifdef RA2_MODE
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if (!id.CompareNoCase("nod") || !id.CompareNoCase("gdi")) {
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continue;
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@ -145,14 +143,14 @@ void CHouses::UpdateDialog()
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m_houses.AddString(TranslateHouse(id, TRUE));
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m_HumanPlayer.AddString(TranslateHouse(id, TRUE));
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}
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auto const& playerHouseStr = ini.GetString("Basic", "Player");
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if(!playerHouseStr.IsEmpty()) {
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if (!playerHouseStr.IsEmpty()) {
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m_HumanPlayer.SetCurSel(m_HumanPlayer.FindStringExact(0, TranslateHouse(playerHouseStr, TRUE)));
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}
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m_houses.SetCurSel(0);
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m_ActsLike.SetWindowText("");
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m_Allies.SetWindowText("");
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m_Color.SetWindowText("");
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@ -165,14 +163,14 @@ void CHouses::UpdateDialog()
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m_Side.SetWindowText("");
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m_TechLevel.SetWindowText("");
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OnSelchangeHouses();
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}
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// houses list done
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// ok now color list
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const auto& rulesColors = rules["Colors"];
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for (auto const& [id, def] : rulesColors) {
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@ -185,10 +183,10 @@ void CHouses::UpdateDialog()
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}
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}
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BOOL CHouses::OnInitDialog()
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BOOL CHouses::OnInitDialog()
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{
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CDialog::OnInitDialog();
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UpdateStrings();
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UpdateDialog();
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@ -196,23 +194,23 @@ BOOL CHouses::OnInitDialog()
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m_ActsLike.ShowWindow(SW_HIDE);
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//m_Edge.ShowWindow(SW_HIDE);
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#endif
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX-Eigenschaftenseiten sollten FALSE zurückgeben
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// EXCEPTION: OCX-Eigenschaftenseiten sollten FALSE zurückgeben
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}
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void CHouses::OnSelchangeHouses()
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void CHouses::OnSelchangeHouses()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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auto const& s = ini[name];
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@ -238,20 +236,19 @@ void CHouses::OnSelchangeHouses()
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}
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void CHouses::OnPreparehouses()
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void CHouses::OnPreparehouses()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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#ifdef RA2_MODE
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if(Map->IsMultiplayer())
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{
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if (Map->IsMultiplayer()) {
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ini.SetInteger("Basic", "MultiplayerOnly", 1);
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auto const rulesHouseSec = rules[HOUSES];
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for (auto i = 0;i < rulesHouseSec.Size();++i) {
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for (auto i = 0; i < rulesHouseSec.Size(); ++i) {
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char c[50];
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int k=i;
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itoa(k,c,10);
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int k = i;
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itoa(k, c, 10);
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auto const& country = rulesHouseSec.Nth(i).second;
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// we now create a MAPHOUSE with the same name as the current rules house
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ini.SetString(MAPHOUSES, c, country);
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ini.SetString(country, "PlayerControl", "no");
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}
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UpdateDialog();
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return;
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}
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@ -287,7 +284,7 @@ void CHouses::OnPreparehouses()
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void CHouses::AddHouse(const CString& name)
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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if (ini.TryGetSection(name)) {
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MessageBox("Sorry this name is not available. " + name + " is already used in the map file. You need to use another name.");
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#endif
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int c;
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//okay, get a free slot
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int pos=-1;
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int pos = -1;
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#ifdef RA2_MODE
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int pos2=-1;
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int pos2 = -1;
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#endif
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for(c=0;c>-1;c++)
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{
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for (c = 0; c > -1; c++) {
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char k[50];
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itoa(c,k,10);
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itoa(c, k, 10);
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if (!ini[MAPHOUSES].Exists(k)) {
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pos = c;
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}
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@ -323,27 +319,26 @@ void CHouses::AddHouse(const CString& name)
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}
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}
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#ifdef RA2_MODE
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for(c=0;c>-1;c++)
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{
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for (c = 0; c > -1; c++) {
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char k[50];
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itoa(c,k,10);
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itoa(c, k, 10);
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if (!ini[HOUSES].Exists(k)) {
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pos2=c;
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pos2 = c;
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}
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if(pos2!=-1) break;
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if (pos2 != -1) break;
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}
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#endif
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char k[50];
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itoa(pos,k,10);
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itoa(pos, k, 10);
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auto const translatedHouseName = TranslateHouse(name);
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ini.SetString(MAPHOUSES, k, translatedHouseName);
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CString country;
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country = name;
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country.Replace(" House", "");
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country.Replace("House","");
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country.Replace("House", "");
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if (country.Find(" ") >= 0) {
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country.Replace(" ", "_"); //=country.Left(country.Find(" "));
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}
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if (strstr(name, "Nod") != NULL) {
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#ifndef RA2_MODE
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ini.sections[translatedHouseName].values["Side"]="Nod";
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ini.sections[translatedHouseName].values["Side"] = "Nod";
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#endif
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ini.SetString(translatedHouseName, "Color", "DarkRed");
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if (name != "Nod") {
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}
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} else {
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#ifndef RA2_MODE
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ini.sections[translatedHouseName].values["Side"]="GDI";
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ini.sections[translatedHouseName].values["Side"] = "GDI";
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#endif
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ini.SetString(translatedHouseName, "Color", "Gold");
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if (name != "GDI") {
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ini.SetInteger(country, "CostUnitsMult", 1);
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#endif
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int cusel=m_houses.GetCurSel();
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int cusel = m_houses.GetCurSel();
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UpdateDialog();
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((CFinalSunDlg*)theApp.m_pMainWnd)->UpdateDialogs();
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if (cusel != -1) {
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}
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}
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void CHouses::OnShowWindow(BOOL bShow, UINT nStatus)
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void CHouses::OnShowWindow(BOOL bShow, UINT nStatus)
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{
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CDialog::OnShowWindow(bShow, nStatus);
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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if (bShow) {
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if (!ini.TryGetSection(MAPHOUSES) && ini.Size() > 0) {
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#ifndef RA2_MODE
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MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else. Note that in a multiplayer map independent computer players cannot be created by using the names GDI and Nod for the house. Just use something like GDI_AI.");
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MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else. Note that in a multiplayer map independent computer players cannot be created by using the names GDI and Nod for the house. Just use something like GDI_AI.");
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#else
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MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else.");
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MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else.");
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#endif
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}
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@ -441,19 +436,19 @@ void CHouses::OnShowWindow(BOOL bShow, UINT nStatus)
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}
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}
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void CHouses::OnAddhouse()
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void CHouses::OnAddhouse()
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{
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CString name=InputBox(GetLanguageStringACP("AddHouse"),GetLanguageStringACP("AddHouseCap"));
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if(name.GetLength()==0) return;
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name=GetHouseSectionName(name);
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CString name = InputBox(GetLanguageStringACP("AddHouse"), GetLanguageStringACP("AddHouseCap"));
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if (name.GetLength() == 0) return;
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name = GetHouseSectionName(name);
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//name=TranslateHouse(name);
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AddHouse(name);
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}
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void CHouses::OnDeletehouse()
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void CHouses::OnDeletehouse()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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int cusel;
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cusel = m_houses.GetCurSel();
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@ -465,10 +460,10 @@ void CHouses::OnDeletehouse()
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CString uiname;
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m_houses.GetLBText(cusel, name);
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uiname=name;
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uiname = name;
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name = TranslateHouse(name);
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CString str=GetLanguageStringACP("DeleteHouse");
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CString str = GetLanguageStringACP("DeleteHouse");
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str = TranslateStringVariables(1, str, uiname);
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if (MessageBox(str, GetLanguageStringACP("DeleteHouseCap"), MB_YESNO) == IDNO) {
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return;
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@ -486,61 +481,61 @@ void CHouses::OnDeletehouse()
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UpdateDialog();
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}
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void CHouses::OnKillfocusIq()
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void CHouses::OnKillfocusIq()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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SetMainStatusBarReady();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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CString t;
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m_IQ.GetWindowText(t);
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ini.SetString(name, "IQ", t);
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}
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void CHouses::OnKillfocusEdge()
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void CHouses::OnKillfocusEdge()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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SetMainStatusBarReady();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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CString t;
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m_Edge.GetWindowText(t);
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ini.SetString(name, "Edge", t);
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}
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void CHouses::OnKillfocusSide()
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void CHouses::OnKillfocusSide()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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SetMainStatusBarReady();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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CString t;
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m_Side.GetWindowText(t);
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t=TranslateHouse(t);
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t = TranslateHouse(t);
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#ifndef RA2_MODE
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ini.SetString(name, "Side", t);
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#else
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@ -548,24 +543,24 @@ void CHouses::OnKillfocusSide()
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#endif
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}
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void CHouses::OnKillfocusColor()
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void CHouses::OnKillfocusColor()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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SetMainStatusBarReady();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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CString t;
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m_Color.GetWindowText(t);
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ini.SetString(name, "Color", t);
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//Map->UpdateIniFile(MAPDATA_UPDATE_FROM_INI);
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// MW fix: Only update structures
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// this recalculates the colors
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@ -576,151 +571,151 @@ void CHouses::OnKillfocusColor()
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((CFinalSunDlg*)theApp.m_pMainWnd)->m_view.m_minimap.RedrawWindow();
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}
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void CHouses::OnKillfocusAllies()
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void CHouses::OnKillfocusAllies()
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{
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CIniFile& ini=Map->GetIniFile();
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CIniFile& ini = Map->GetIniFile();
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SetMainStatusBarReady();
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int cusel;
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cusel=m_houses.GetCurSel();
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if(cusel==-1) return;
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cusel = m_houses.GetCurSel();
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if (cusel == -1) return;
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CString name;
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m_houses.GetLBText(cusel, name);
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name=TranslateHouse(name);
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name = TranslateHouse(name);
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CString t;
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||||
m_Allies.GetWindowText(t);
|
||||
t=TranslateHouse(t);
|
||||
t = TranslateHouse(t);
|
||||
ini.SetString(name, "Allies", t);
|
||||
}
|
||||
|
||||
void CHouses::OnKillfocusCredits()
|
||||
void CHouses::OnKillfocusCredits()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_Credits.GetWindowText(t);
|
||||
ini.SetString(name, "Credits", t);
|
||||
}
|
||||
|
||||
void CHouses::OnEditchangeActslike()
|
||||
void CHouses::OnEditchangeActslike()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_ActsLike.GetWindowText(t);
|
||||
TruncSpace(t);
|
||||
t=TranslateHouse(t);
|
||||
t = TranslateHouse(t);
|
||||
ini.SetString(name, "ActsLike", t);
|
||||
}
|
||||
|
||||
void CHouses::OnKillfocusNodecount()
|
||||
void CHouses::OnKillfocusNodecount()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_Nodecount.GetWindowText(t);
|
||||
ini.SetString(name, "NodeCount", t);
|
||||
}
|
||||
|
||||
void CHouses::OnKillfocusTechlevel()
|
||||
void CHouses::OnKillfocusTechlevel()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_TechLevel.GetWindowText(t);
|
||||
ini.SetString(name, "TechLevel", t);
|
||||
}
|
||||
|
||||
void CHouses::OnKillfocusPercentbuilt()
|
||||
void CHouses::OnKillfocusPercentbuilt()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_PercentBuilt.GetWindowText(t);
|
||||
ini.SetString(name, "PercentBuilt", t);
|
||||
}
|
||||
|
||||
void CHouses::OnKillfocusPlayercontrol()
|
||||
void CHouses::OnKillfocusPlayercontrol()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
SetMainStatusBarReady();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_PlayerControl.GetWindowText(t);
|
||||
ini.SetString(name, "PlayerControl", t);
|
||||
}
|
||||
|
||||
void CHouses::OnSelchangeHumanplayer()
|
||||
void CHouses::OnSelchangeHumanplayer()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
CString pl;
|
||||
m_HumanPlayer.GetLBText(m_HumanPlayer.GetCurSel(),pl);
|
||||
pl=TranslateHouse(pl);
|
||||
m_HumanPlayer.GetLBText(m_HumanPlayer.GetCurSel(), pl);
|
||||
pl = TranslateHouse(pl);
|
||||
|
||||
if(pl.GetLength()==0 || pl=="None") {
|
||||
if (pl.GetLength() == 0 || pl == "None") {
|
||||
ini.RemoveValueByKey("Basic", "Player");
|
||||
return;
|
||||
}
|
||||
|
@ -728,22 +723,22 @@ void CHouses::OnSelchangeHumanplayer()
|
|||
ini.SetString("Basic", "Player", pl);
|
||||
}
|
||||
|
||||
void CHouses::OnSelchangeActslike()
|
||||
void CHouses::OnSelchangeActslike()
|
||||
{
|
||||
CIniFile& ini=Map->GetIniFile();
|
||||
CIniFile& ini = Map->GetIniFile();
|
||||
|
||||
int cusel;
|
||||
cusel=m_houses.GetCurSel();
|
||||
if(cusel==-1) return;
|
||||
cusel = m_houses.GetCurSel();
|
||||
if (cusel == -1) return;
|
||||
|
||||
CString name;
|
||||
m_houses.GetLBText(cusel, name);
|
||||
name=TranslateHouse(name);
|
||||
name = TranslateHouse(name);
|
||||
|
||||
CString t;
|
||||
m_ActsLike.GetLBText(m_ActsLike.GetCurSel(),t);
|
||||
m_ActsLike.GetLBText(m_ActsLike.GetCurSel(), t);
|
||||
TruncSpace(t);
|
||||
t=TranslateHouse(t);
|
||||
t = TranslateHouse(t);
|
||||
ini.SetString(name, "ActsLike", t);
|
||||
}
|
||||
|
||||
|
@ -771,12 +766,12 @@ void CHouses::UpdateStrings()
|
|||
SetWindowText(TranslateStringACP(HOUSES));
|
||||
}
|
||||
|
||||
void CHouses::OnSetfocusAllies()
|
||||
void CHouses::OnSetfocusAllies()
|
||||
{
|
||||
SetMainStatusBar(GetLanguageStringACP("HousesAlliesHelp"));
|
||||
SetMainStatusBar(GetLanguageStringACP("HousesAlliesHelp"));
|
||||
}
|
||||
|
||||
void CHouses::PostNcDestroy()
|
||||
void CHouses::PostNcDestroy()
|
||||
{
|
||||
CDialog::PostNcDestroy();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue