CNC_TS_and_RA2_Mission_Editor/MissionEditor/Houses.cpp
brbarnesEA a547a31a37 TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
2024-03-05 11:56:45 -08:00

826 lines
20 KiB
C++

/*
FinalSun/FinalAlert 2 Mission Editor
Copyright (C) 1999-2024 Electronic Arts, Inc.
Authored by Matthias Wagner
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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, see <https://www.gnu.org/licenses/>.
*/
// Houses.cpp: Implementierungsdatei
//
#include "stdafx.h"
#include "FinalSun.h"
#include "Houses.h"
#include "resource.h"
#include "finalsundlg.h"
#include "mapdata.h"
#include "variables.h"
#include "functions.h"
#include "newra2housedlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Eigenschaftenseite CHouses
IMPLEMENT_DYNCREATE(CHouses, CDialog)
CHouses::CHouses() : CDialog(CHouses::IDD)
{
//{{AFX_DATA_INIT(CHouses)
// HINWEIS: Der Klassen-Assistent fügt hier Elementinitialisierung ein
//}}AFX_DATA_INIT
}
CHouses::~CHouses()
{
}
void CHouses::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CHouses)
DDX_Control(pDX, IDC_HUMANPLAYER, m_HumanPlayer);
DDX_Control(pDX, IDC_TECHLEVEL, m_TechLevel);
DDX_Control(pDX, IDC_SIDE, m_Side);
DDX_Control(pDX, IDC_PLAYERCONTROL, m_PlayerControl);
DDX_Control(pDX, IDC_PERCENTBUILT, m_PercentBuilt);
DDX_Control(pDX, IDC_NODECOUNT, m_Nodecount);
DDX_Control(pDX, IDC_IQ, m_IQ);
DDX_Control(pDX, IDC_EDGE, m_Edge);
DDX_Control(pDX, IDC_CREDITS, m_Credits);
DDX_Control(pDX, IDC_COLOR, m_Color);
DDX_Control(pDX, IDC_ALLIES, m_Allies);
DDX_Control(pDX, IDC_ACTSLIKE, m_ActsLike);
DDX_Control(pDX, IDC_HOUSES, m_houses);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CHouses, CDialog)
//{{AFX_MSG_MAP(CHouses)
ON_CBN_SELCHANGE(IDC_HOUSES, OnSelchangeHouses)
ON_BN_CLICKED(IDC_PREPAREHOUSES, OnPreparehouses)
ON_WM_SHOWWINDOW()
ON_BN_CLICKED(IDC_ADDHOUSE, OnAddhouse)
ON_BN_CLICKED(IDC_DELETEHOUSE, OnDeletehouse)
ON_CBN_KILLFOCUS(IDC_IQ, OnKillfocusIq)
ON_CBN_KILLFOCUS(IDC_EDGE, OnKillfocusEdge)
ON_CBN_KILLFOCUS(IDC_SIDE, OnKillfocusSide)
ON_CBN_KILLFOCUS(IDC_COLOR, OnKillfocusColor)
ON_EN_KILLFOCUS(IDC_ALLIES, OnKillfocusAllies)
ON_EN_KILLFOCUS(IDC_CREDITS, OnKillfocusCredits)
ON_CBN_EDITCHANGE(IDC_ACTSLIKE, OnEditchangeActslike)
ON_CBN_KILLFOCUS(IDC_NODECOUNT, OnKillfocusNodecount)
ON_CBN_KILLFOCUS(IDC_TECHLEVEL, OnKillfocusTechlevel)
ON_CBN_KILLFOCUS(IDC_PERCENTBUILT, OnKillfocusPercentbuilt)
ON_CBN_KILLFOCUS(IDC_PLAYERCONTROL, OnKillfocusPlayercontrol)
ON_CBN_SELCHANGE(IDC_HUMANPLAYER, OnSelchangeHumanplayer)
ON_CBN_SELCHANGE(IDC_ACTSLIKE, OnSelchangeActslike)
ON_EN_SETFOCUS(IDC_ALLIES, OnSetfocusAllies)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// Behandlungsroutinen für Nachrichten CHouses
void CHouses::UpdateDialog()
{
while(this->m_houses.DeleteString(0)!=CB_ERR);
while(this->m_HumanPlayer.DeleteString(0)!=CB_ERR);
while(this->m_Color.DeleteString(0)!=CB_ERR);
while(this->m_ActsLike.DeleteString(0)!=CB_ERR);
ListHouses(m_Side, FALSE, TRUE);
int i;
for(i=0;i<rules.sections[HOUSES].values.size();i++)
{
#ifdef RA2_MODE
CString j=*rules.sections[HOUSES].GetValue(i);
j.MakeLower();
if(j=="nod" || j=="gdi") continue;
#endif
char house_id[5];
CString houseCString;
itoa(i,house_id,10);
houseCString=house_id;
houseCString+=" ";
houseCString+=TranslateHouse(*rules.sections[HOUSES].GetValue(i), TRUE);
m_ActsLike.AddString(houseCString);
}
CIniFile& ini=Map->GetIniFile();
if(ini.sections.find(MAPHOUSES)==ini.sections.end() && ini.sections.size()>0)
{
// MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else.");
}
else
{
m_HumanPlayer.AddString("None");
m_HumanPlayer.SetCurSel(0);
for(i=0;i<ini.sections[MAPHOUSES].values.size();i++)
{
#ifdef RA2_MODE
CString j=*ini.sections[MAPHOUSES].GetValue(i);
j.MakeLower();
if(j=="nod" || j=="gdi") continue;
#endif
m_houses.AddString(TranslateHouse(*ini.sections[MAPHOUSES].GetValue(i), TRUE));
m_HumanPlayer.AddString(TranslateHouse(*ini.sections[MAPHOUSES].GetValue(i), TRUE));
}
if(ini.sections["Basic"].values.find("Player")!=ini.sections["Basic"].values.end())
{
m_HumanPlayer.SetCurSel(m_HumanPlayer.FindStringExact(0, TranslateHouse(ini.sections["Basic"].values["Player"], TRUE)));
}
m_houses.SetCurSel(0);
m_ActsLike.SetWindowText("");
m_Allies.SetWindowText("");
m_Color.SetWindowText("");
m_Credits.SetWindowText("");
m_Edge.SetWindowText("");
m_IQ.SetWindowText("");
m_Nodecount.SetWindowText("");
m_PercentBuilt.SetWindowText("");
m_PlayerControl.SetWindowText("");
m_Side.SetWindowText("");
m_TechLevel.SetWindowText("");
OnSelchangeHouses();
}
// houses list done
// ok now color list
const auto& rulesColors = rules.sections["Colors"];
for(i=0;i< rulesColors.values.size();i++)
{
m_Color.AddString(*rulesColors.GetValueName(i));
}
for (i = 0;i < ini.sections["Colors"].values.size();i++)
{
auto col = *ini.sections["Colors"].GetValueName(i);
if(rulesColors.values.find(col) == rulesColors.values.end())
m_Color.AddString(*ini.sections["Colors"].GetValueName(i));
}
}
BOOL CHouses::OnInitDialog()
{
CDialog::OnInitDialog();
UpdateStrings();
UpdateDialog();
#ifdef RA2_MODE
m_ActsLike.ShowWindow(SW_HIDE);
//m_Edge.ShowWindow(SW_HIDE);
#endif
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX-Eigenschaftenseiten sollten FALSE zurückgeben
}
void CHouses::OnSelchangeHouses()
{
CIniFile& ini=Map->GetIniFile();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
// ListHouses(m_ActsLike, TRUE);
#ifndef RA2_MODE
m_ActsLike.SetWindowText(s.values["ActsLike"]);
#endif
m_Allies.SetWindowText(TranslateHouse(s.values["Allies"], TRUE));
m_Color.SetWindowText(s.values["Color"]);
m_Credits.SetWindowText(s.values["Credits"]);
m_Edge.SetWindowText(s.values["Edge"]);
m_IQ.SetWindowText(s.values["IQ"]);
m_Nodecount.SetWindowText(s.values["NodeCount"]);
m_PercentBuilt.SetWindowText(s.values["PercentBuilt"]);
m_PlayerControl.SetWindowText(s.values["PlayerControl"]);
#ifndef RA2_MODE
m_Side.SetWindowText(s.values["Side"]);
#else
m_Side.SetWindowText(TranslateHouse(s.values["Country"], TRUE));
#endif
m_TechLevel.SetWindowText(s.values["TechLevel"]);
}
void CHouses::OnPreparehouses()
{
CIniFile& ini=Map->GetIniFile();
#ifdef RA2_MODE
if(Map->IsMultiplayer())
{
ini.sections["Basic"].values["MultiplayerOnly"]="1";
int i;
for (i=0;i<rules.sections[HOUSES].values.size();i++)
{
char c[50];
int k=i;
itoa(k,c,10);
CString country=*rules.sections[HOUSES].GetValue(i);
// we now create a MAPHOUSE with the same name as the current rules house
ini.sections[MAPHOUSES].values[c]=country;
ini.sections[country].values["IQ"]="0";
ini.sections[country].values["Edge"]="North";
ini.sections[country].values["Color"]=rules.sections[country].values["Color"];
ini.sections[country].values["Allies"]=country;
ini.sections[country].values["Country"]=country;
ini.sections[country].values["Credits"]="0";
ini.sections[country].values["NodeCount"]="0";
ini.sections[country].values["TechLevel"]="1";
ini.sections[country].values["PercentBuilt"]="0";
ini.sections[country].values["PlayerControl"]="no";
}
UpdateDialog();
return;
}
#endif
// import the rules.ini houses
if(ini.sections.find(MAPHOUSES)!=ini.sections.end())
{
if(ini.sections[MAPHOUSES].values.size()>0)
{
MessageBox("There are already houses in your map. You need to delete these first.");
return;
}
}
int i;
for(i=0;i<rules.sections[HOUSES].values.size();i++)
{
AddHouse(GetHouseSectionName(*rules.sections[HOUSES].GetValue(i)));
}
}
void CHouses::AddHouse(const char *name)
{
CIniFile& ini=Map->GetIniFile();
if(ini.sections.find(name)!=ini.sections.end())
{
MessageBox(((CString)"Sorry this name is not available. " + name + (CString)" is already used in the map file. You need to use another name."));
return;
}
if(ini.sections.find(TranslateHouse(name))!=ini.sections.end())
{
MessageBox(((CString)"Sorry this name is not available. " + name + (CString)" is already used in the map file. You need to use another name."));
return;
}
#ifdef RA2_MODE
CNewRA2HouseDlg dlg;
if(dlg.DoModal()==IDCANCEL) return;
#endif
int c;
//okay, get a free slot
int pos=-1;
#ifdef RA2_MODE
int pos2=-1;
#endif
for(c=0;c>-1;c++)
{
char k[50];
itoa(c,k,10);
if(ini.sections[MAPHOUSES].values.find(k)==ini.sections[MAPHOUSES].values.end())
pos=c;
if(pos!=-1) break;
}
#ifdef RA2_MODE
for(c=0;c>-1;c++)
{
char k[50];
itoa(c,k,10);
if(ini.sections[HOUSES].values.find(k)==ini.sections[HOUSES].values.end())
pos2=c;
if(pos2!=-1) break;
}
#endif
char k[50];
itoa(pos,k,10);
ini.sections[MAPHOUSES].values[k]=TranslateHouse(name);
CString country;
country=name;
country.Replace(" House", "");
country.Replace("House","");
if(country.Find(" ")>=0) country.Replace(" ", "_"); //=country.Left(country.Find(" "));
#ifdef RA2_MODE
itoa(pos2, k, 10);
ini.sections[HOUSES].values[k]=country;
#endif
ini.sections[TranslateHouse(name)].values["IQ"]="0";
ini.sections[TranslateHouse(name)].values["Edge"]="West";
ini.sections[TranslateHouse(name)].values["Allies"]=TranslateHouse(name);
CString side=name;
#ifdef RA2_MODE
side=rules.sections[TranslateHouse(dlg.m_Country)].values["Side"];
#endif
if(strstr(name, "Nod")!=NULL)
{
#ifndef RA2_MODE
ini.sections[TranslateHouse(name)].values["Side"]="Nod";
#endif
ini.sections[TranslateHouse(name)].values["Color"]="DarkRed";
if(name!="Nod") ini.sections[name].values["Allies"]+=",Nod";
}
else
{
#ifndef RA2_MODE
ini.sections[TranslateHouse(name)].values["Side"]="GDI";
#endif
ini.sections[TranslateHouse(name)].values["Color"]="Gold";
if(name!="GDI") ini.sections[TranslateHouse(name)].values["Allies"]+=",GDI";
}
ini.sections[TranslateHouse(name)].values["Credits"]="0";
#ifndef RA2_MODE
ini.sections[TranslateHouse(name)].values["ActsLike"]="0";
#else
ini.sections[TranslateHouse(name)].values["Country"]=TranslateHouse(country);
#endif
ini.sections[TranslateHouse(name)].values["NodeCount"]="0";
ini.sections[TranslateHouse(name)].values["TechLevel"]="10";
ini.sections[TranslateHouse(name)].values["PercentBuilt"]="100";
ini.sections[TranslateHouse(name)].values["PlayerControl"]="no";
#ifdef RA2_MODE
dlg.m_Country=TranslateHouse(dlg.m_Country); // just to make sure...
country=TranslateHouse(country);
ini.sections[country].values["ParentCountry"]=dlg.m_Country;
ini.sections[country].values["Name"]=country;
ini.sections[country].values["Suffix"]=rules.sections[dlg.m_Country].values["Suffix"];
ini.sections[country].values["Prefix"]=rules.sections[dlg.m_Country].values["Prefix"];
ini.sections[country].values["Color"]=rules.sections[dlg.m_Country].values["Color"];
ini.sections[country].values["Side"]=rules.sections[dlg.m_Country].values["Side"];
ini.sections[country].values["SmartAI"]=rules.sections[dlg.m_Country].values["SmartAI"];
ini.sections[country].values["CostUnitsMult"]="1";
#endif
int cusel=m_houses.GetCurSel();
UpdateDialog();
((CFinalSunDlg*)theApp.m_pMainWnd)->UpdateDialogs();
if(cusel!=-1)m_houses.SetCurSel(cusel);
}
void CHouses::OnShowWindow(BOOL bShow, UINT nStatus)
{
CDialog::OnShowWindow(bShow, nStatus);
CIniFile& ini=Map->GetIniFile();
if(bShow)
{
if(ini.sections.find(MAPHOUSES)==ini.sections.end() && ini.sections.size()>0)
{
#ifndef RA2_MODE
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.");
#else
MessageBox("No houses do exist, if you want to use houses, you should use ""Prepare houses"" before doing anything else.");
#endif
}
}
else
{
// call all KillFocus !
OnKillfocusIq();
OnEditchangeActslike();
OnKillfocusAllies();
OnKillfocusColor();
OnKillfocusCredits();
OnKillfocusEdge();
OnKillfocusNodecount();
OnKillfocusPercentbuilt();
OnKillfocusPlayercontrol();
OnKillfocusSide();
OnKillfocusTechlevel();
}
}
void CHouses::OnAddhouse()
{
CString name=InputBox(GetLanguageStringACP("AddHouse"),GetLanguageStringACP("AddHouseCap"));
if(name.GetLength()==0) return;
name=GetHouseSectionName(name);
//name=TranslateHouse(name);
AddHouse(name);
}
void CHouses::OnDeletehouse()
{
CIniFile& ini=Map->GetIniFile();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
CString uiname;
m_houses.GetLBText(cusel, name);
uiname=name;
name=TranslateHouse(name);
CString str=GetLanguageStringACP("DeleteHouse");
str=TranslateStringVariables(1, str, uiname);
if(MessageBox(str,GetLanguageStringACP("DeleteHouseCap"),MB_YESNO)==IDNO) return;
ini.sections.erase((LPCTSTR)name);
int i;
for(i=0;i<ini.sections[MAPHOUSES].values.size();i++)
{
if(*ini.sections[MAPHOUSES].GetValue(i)==name)
{
ini.sections[MAPHOUSES].values.erase(*ini.sections[MAPHOUSES].GetValueName(i));
}
}
if(ini.sections[MAPHOUSES].values.size()==0)
ini.sections.erase(MAPHOUSES);
((CFinalSunDlg*)theApp.m_pMainWnd)->UpdateDialogs();
UpdateDialog();
}
void CHouses::OnKillfocusIq()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_IQ.GetWindowText(t);
s.values["IQ"]=t;
}
void CHouses::OnKillfocusEdge()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Edge.GetWindowText(t);
s.values["Edge"]=t;
}
void CHouses::OnKillfocusSide()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Side.GetWindowText(t);
t=TranslateHouse(t);
#ifndef RA2_MODE
s.values["Side"]=t;
#else
s.values["Country"]=t;
#endif
}
void CHouses::OnKillfocusColor()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Color.GetWindowText(t);
s.values["Color"]=t;
//Map->UpdateIniFile(MAPDATA_UPDATE_FROM_INI);
// MW fix: Only update structures
// this recalculates the colors
Map->UpdateStructures(FALSE);
// and minimap
Map->RedrawMinimap();
((CFinalSunDlg*)theApp.m_pMainWnd)->m_view.m_isoview->RedrawWindow();
((CFinalSunDlg*)theApp.m_pMainWnd)->m_view.m_minimap.RedrawWindow();
}
void CHouses::OnKillfocusAllies()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Allies.GetWindowText(t);
t=TranslateHouse(t);
s.values["Allies"]=t;
}
void CHouses::OnKillfocusCredits()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Credits.GetWindowText(t);
s.values["Credits"]=t;
}
void CHouses::OnEditchangeActslike()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_ActsLike.GetWindowText(t);
TruncSpace(t);
t=TranslateHouse(t);
s.values["ActsLike"]=t;
}
void CHouses::OnKillfocusNodecount()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_Nodecount.GetWindowText(t);
s.values["NodeCount"]=t;
}
void CHouses::OnKillfocusTechlevel()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_TechLevel.GetWindowText(t);
s.values["TechLevel"]=t;
}
void CHouses::OnKillfocusPercentbuilt()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_PercentBuilt.GetWindowText(t);
s.values["PercentBuilt"]=t;
}
void CHouses::OnKillfocusPlayercontrol()
{
CIniFile& ini=Map->GetIniFile();
SetMainStatusBarReady();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_PlayerControl.GetWindowText(t);
s.values["PlayerControl"]=t;
}
void CHouses::OnSelchangeHumanplayer()
{
CIniFile& ini=Map->GetIniFile();
CString pl;
m_HumanPlayer.GetLBText(m_HumanPlayer.GetCurSel(),pl);
pl=TranslateHouse(pl);
if(pl.GetLength()==0 || pl=="None")
{
ini.sections["Basic"].values.erase("Player");
}
else
{
ini.sections["Basic"].values["Player"]=(LPCTSTR)pl;
}
}
void CHouses::OnSelchangeActslike()
{
CIniFile& ini=Map->GetIniFile();
int cusel;
cusel=m_houses.GetCurSel();
if(cusel==-1) return;
CString name;
m_houses.GetLBText(cusel, name);
name=TranslateHouse(name);
CIniFileSection& s=ini.sections[(LPCTSTR)name];
CString t;
m_ActsLike.GetLBText(m_ActsLike.GetCurSel(),t);
TruncSpace(t);
t=TranslateHouse(t);
s.values["ActsLike"]=t;
}
void CHouses::UpdateStrings()
{
SetDlgItemText(IDC_DESC, GetLanguageStringACP("HousesDesc"));
SetDlgItemText(IDC_LPLAYER, GetLanguageStringACP("HousesPlayerHouse"));
SetDlgItemText(IDC_LHOUSE, GetLanguageStringACP("HousesHouse"));
SetDlgItemText(IDC_LIQ, GetLanguageStringACP("HousesIQ"));
SetDlgItemText(IDC_LEDGE, GetLanguageStringACP("HousesEdge"));
SetDlgItemText(IDC_LSIDE, GetLanguageStringACP("HousesSide"));
SetDlgItemText(IDC_LCOLOR, GetLanguageStringACP("HousesColor"));
SetDlgItemText(IDC_LALLIES, GetLanguageStringACP("HousesAllies"));
SetDlgItemText(IDC_LCREDITS, GetLanguageStringACP("HousesCredits"));
SetDlgItemText(IDC_LACTSLIKE, GetLanguageStringACP("HousesActsLike"));
SetDlgItemText(IDC_LNODECOUNT, GetLanguageStringACP("HousesNodeCount"));
SetDlgItemText(IDC_LTECHLEVEL, GetLanguageStringACP("HousesTechlevel"));
SetDlgItemText(IDC_LBUILDACTIVITY, GetLanguageStringACP("HousesBuildActivity"));
SetDlgItemText(IDC_LPLAYERCONTROL, GetLanguageStringACP("HousesPlayerControl"));
SetDlgItemText(IDC_PREPAREHOUSES, GetLanguageStringACP("HousesPrepareHouses"));
SetDlgItemText(IDC_ADDHOUSE, GetLanguageStringACP("HousesAddHouse"));
SetDlgItemText(IDC_DELETEHOUSE, GetLanguageStringACP("HousesDeleteHouse"));
SetWindowText(TranslateStringACP(HOUSES));
}
void CHouses::OnSetfocusAllies()
{
SetMainStatusBar(GetLanguageStringACP("HousesAlliesHelp"));
}
void CHouses::PostNcDestroy()
{
CDialog::PostNcDestroy();
}