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https://github.com/electronicarts/CNC_TS_and_RA2_Mission_Editor.git
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779 lines
19 KiB
C++
779 lines
19 KiB
C++
/*
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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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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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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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//
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#include "stdafx.h"
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#include "FinalSun.h"
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#include "Houses.h"
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#include "resource.h"
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#include "finalsundlg.h"
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#include "mapdata.h"
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#include "variables.h"
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#include "functions.h"
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#include "newra2housedlg.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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/////////////////////////////////////////////////////////////////////////////
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// Eigenschaftenseite CHouses
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IMPLEMENT_DYNCREATE(CHouses, CDialog)
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CHouses::CHouses() : CDialog(CHouses::IDD)
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{
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//{{AFX_DATA_INIT(CHouses)
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// HINWEIS: Der Klassen-Assistent fügt hier Elementinitialisierung ein
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//}}AFX_DATA_INIT
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}
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CHouses::~CHouses()
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{
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}
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void CHouses::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CHouses)
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DDX_Control(pDX, IDC_HUMANPLAYER, m_HumanPlayer);
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DDX_Control(pDX, IDC_TECHLEVEL, m_TechLevel);
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DDX_Control(pDX, IDC_SIDE, m_Side);
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DDX_Control(pDX, IDC_PLAYERCONTROL, m_PlayerControl);
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DDX_Control(pDX, IDC_PERCENTBUILT, m_PercentBuilt);
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DDX_Control(pDX, IDC_NODECOUNT, m_Nodecount);
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DDX_Control(pDX, IDC_IQ, m_IQ);
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DDX_Control(pDX, IDC_EDGE, m_Edge);
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DDX_Control(pDX, IDC_CREDITS, m_Credits);
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DDX_Control(pDX, IDC_COLOR, m_Color);
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DDX_Control(pDX, IDC_ALLIES, m_Allies);
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DDX_Control(pDX, IDC_ACTSLIKE, m_ActsLike);
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DDX_Control(pDX, IDC_HOUSES, m_houses);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CHouses, CDialog)
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//{{AFX_MSG_MAP(CHouses)
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ON_CBN_SELCHANGE(IDC_HOUSES, OnSelchangeHouses)
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ON_BN_CLICKED(IDC_PREPAREHOUSES, OnPreparehouses)
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ON_WM_SHOWWINDOW()
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ON_BN_CLICKED(IDC_ADDHOUSE, OnAddhouse)
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ON_BN_CLICKED(IDC_DELETEHOUSE, OnDeletehouse)
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ON_CBN_KILLFOCUS(IDC_IQ, OnKillfocusIq)
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ON_CBN_KILLFOCUS(IDC_EDGE, OnKillfocusEdge)
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ON_CBN_KILLFOCUS(IDC_SIDE, OnKillfocusSide)
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ON_CBN_KILLFOCUS(IDC_COLOR, OnKillfocusColor)
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ON_EN_KILLFOCUS(IDC_ALLIES, OnKillfocusAllies)
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ON_EN_KILLFOCUS(IDC_CREDITS, OnKillfocusCredits)
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ON_CBN_EDITCHANGE(IDC_ACTSLIKE, OnEditchangeActslike)
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ON_CBN_KILLFOCUS(IDC_NODECOUNT, OnKillfocusNodecount)
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ON_CBN_KILLFOCUS(IDC_TECHLEVEL, OnKillfocusTechlevel)
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ON_CBN_KILLFOCUS(IDC_PERCENTBUILT, OnKillfocusPercentbuilt)
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ON_CBN_KILLFOCUS(IDC_PLAYERCONTROL, OnKillfocusPlayercontrol)
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ON_CBN_SELCHANGE(IDC_HUMANPLAYER, OnSelchangeHumanplayer)
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ON_CBN_SELCHANGE(IDC_ACTSLIKE, OnSelchangeActslike)
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ON_EN_SETFOCUS(IDC_ALLIES, OnSetfocusAllies)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// Behandlungsroutinen für Nachrichten CHouses
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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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ListHouses(m_Side, FALSE, TRUE);
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int i;
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auto const& houseSec = rules[HOUSES];
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for (i = 0; i < houseSec.Size(); i++) {
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#ifdef RA2_MODE
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auto const& name = houseSec.Nth(i).second;
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if (!name.CompareNoCase("nod") || !name.CompareNoCase("gdi")) {
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continue;
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}
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#endif
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char house_id[5];
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itoa(i, house_id, 10);
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CString houseCString = house_id;
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houseCString += " ";
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houseCString += TranslateHouse(name, TRUE);
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m_ActsLike.AddString(houseCString);
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}
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CIniFile& ini = Map->GetIniFile();
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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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} 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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#ifdef RA2_MODE
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if (!id.CompareNoCase("nod") || !id.CompareNoCase("gdi")) {
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continue;
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}
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#endif
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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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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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m_Credits.SetWindowText("");
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m_Edge.SetWindowText("");
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m_IQ.SetWindowText("");
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m_Nodecount.SetWindowText("");
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m_PercentBuilt.SetWindowText("");
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m_PlayerControl.SetWindowText("");
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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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m_Color.AddString(id);
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}
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for (auto const& [id, def] : ini["Colors"]) {
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if (!rulesColors.Exists(id)) {
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m_Color.AddString(id);
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}
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}
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}
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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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#ifdef RA2_MODE
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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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}
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void CHouses::OnSelchangeHouses()
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{
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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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CString name;
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m_houses.GetLBText(cusel, name);
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name = TranslateHouse(name);
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auto const& s = ini[name];
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// ListHouses(m_ActsLike, TRUE);
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#ifndef RA2_MODE
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m_ActsLike.SetWindowText(s.values["ActsLike"]);
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#endif
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m_Allies.SetWindowText(TranslateHouse(s.GetString("Allies"), TRUE));
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m_Color.SetWindowText(s.GetString("Color"));
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m_Credits.SetWindowText(s.GetString("Credits"));
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m_Edge.SetWindowText(s.GetString("Edge"));
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m_IQ.SetWindowText(s.GetString("IQ"));
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m_Nodecount.SetWindowText(s.GetString("NodeCount"));
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m_PercentBuilt.SetWindowText(s.GetString("PercentBuilt"));
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m_PlayerControl.SetWindowText(s.GetString("PlayerControl"));
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#ifndef RA2_MODE
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m_Side.SetWindowText(s.GetString("Side"));
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#else
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m_Side.SetWindowText(TranslateHouse(s.GetString("Country"), TRUE));
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#endif
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m_TechLevel.SetWindowText(s.GetString("TechLevel"));
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}
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void CHouses::OnPreparehouses()
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{
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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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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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char c[50];
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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, "IQ", "0");
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ini.SetString(country, "Edge", "North");
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ini.SetString(country, "Color", rules.GetString(country, "Color"));
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ini.SetString(country, "Allies", country);
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ini.SetString(country, "Country", country);
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ini.SetString(country, "Credits", "0");
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ini.SetString(country, "NodeCount", "0");
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ini.SetString(country, "TechLevel", "1");
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ini.SetString(country, "PercentBuilt", "0");
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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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#endif
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// import the rules.ini houses
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if (ini[MAPHOUSES].Size() > 0) {
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MessageBox("There are already houses in your map. You need to delete these first.");
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return;
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}
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for (auto const& [seq, id] : rules[HOUSES]) {
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AddHouse(GetHouseSectionName(id));
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}
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}
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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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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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return;
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}
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if (ini.TryGetSection(TranslateHouse(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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return;
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}
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#ifdef RA2_MODE
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CNewRA2HouseDlg dlg;
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if (dlg.DoModal() == IDCANCEL) {
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return;
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}
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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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#ifdef RA2_MODE
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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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char k[50];
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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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if (pos != -1) {
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break;
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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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char k[50];
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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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}
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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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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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if (country.Find(" ") >= 0) {
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country.Replace(" ", "_"); //=country.Left(country.Find(" "));
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}
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#ifdef RA2_MODE
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_itoa(pos2, k, 10);
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ini.SetString(HOUSES, k, country);
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#endif
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ini.SetInteger(translatedHouseName, "IQ", 0);
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ini.SetString(translatedHouseName, "Edge", "West");
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ini.SetString(translatedHouseName, "Allies", translatedHouseName);
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CString side = name;
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#ifdef RA2_MODE
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side = rules.GetString(TranslateHouse(dlg.m_Country), "Side");
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#endif
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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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#endif
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ini.SetString(translatedHouseName, "Color", "DarkRed");
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if (name != "Nod") {
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ini.SetString(name, "Allies", ini.GetString(name, "Allies") + ",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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#endif
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ini.SetString(translatedHouseName, "Color", "Gold");
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if (name != "GDI") {
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ini.SetString(translatedHouseName, "Allies", ini.GetString(translatedHouseName, "Allies") + ",GDI");
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}
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}
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ini.SetInteger(translatedHouseName, "Credits", 0);
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#ifndef RA2_MODE
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ini.SetInteger(translatedHouseName, "ActsLike", 0);
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#else
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ini.SetString(translatedHouseName, "Country", TranslateHouse(country));
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#endif
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ini.SetInteger(translatedHouseName, "NodeCount", 0);
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ini.SetInteger(translatedHouseName, "TechLevel", 10);
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ini.SetInteger(translatedHouseName, "PercentBuilt", 100);
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ini.SetBool(translatedHouseName, "PlayerControl", false);
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#ifdef RA2_MODE
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dlg.m_Country = TranslateHouse(dlg.m_Country); // just to make sure...
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country = TranslateHouse(country);
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ini.SetString(country, "ParentCountry", dlg.m_Country);
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ini.SetString(country, "Name", country);
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ini.SetString(country, "Suffix", rules.GetString(dlg.m_Country, "Suffix"));
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ini.SetString(country, "Prefix", rules.GetString(dlg.m_Country, "Prefix"));
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ini.SetString(country, "Color", rules.GetString(dlg.m_Country, "Color"));
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ini.SetString(country, "Side", rules.GetString(dlg.m_Country, "Side"));
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ini.SetString(country, "SmartAI", rules.GetString(dlg.m_Country, "SmartAI"));
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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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UpdateDialog();
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((CFinalSunDlg*)theApp.m_pMainWnd)->UpdateDialogs();
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if (cusel != -1) {
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m_houses.SetCurSel(cusel);
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}
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}
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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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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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#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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} else {
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// call all KillFocus !
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OnKillfocusIq();
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OnEditchangeActslike();
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OnKillfocusAllies();
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OnKillfocusColor();
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OnKillfocusCredits();
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OnKillfocusEdge();
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OnKillfocusNodecount();
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OnKillfocusPercentbuilt();
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OnKillfocusPlayercontrol();
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OnKillfocusSide();
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OnKillfocusTechlevel();
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}
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}
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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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//name=TranslateHouse(name);
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AddHouse(name);
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}
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void CHouses::OnDeletehouse()
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{
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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) {
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return;
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}
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CString name;
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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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name = TranslateHouse(name);
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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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}
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ini.DeleteSection(name);
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ini.RemoveValueByKey(MAPHOUSES, name);
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if (ini[MAPHOUSES].Size() == 0) {
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ini.DeleteSection(MAPHOUSES);
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}
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((CFinalSunDlg*)theApp.m_pMainWnd)->UpdateDialogs();
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UpdateDialog();
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}
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void CHouses::OnKillfocusIq()
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{
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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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CString name;
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m_houses.GetLBText(cusel, name);
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name = TranslateHouse(name);
|
|
|
|
CString t;
|
|
m_IQ.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Edge.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Side.GetWindowText(t);
|
|
t = TranslateHouse(t);
|
|
#ifndef RA2_MODE
|
|
ini.SetString(name, "Side", t);
|
|
#else
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Color.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Allies.GetWindowText(t);
|
|
t = TranslateHouse(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Credits.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_ActsLike.GetWindowText(t);
|
|
TruncSpace(t);
|
|
t = TranslateHouse(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_Nodecount.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_TechLevel.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_PercentBuilt.GetWindowText(t);
|
|
ini.SetString(name, "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);
|
|
|
|
CString t;
|
|
m_PlayerControl.GetWindowText(t);
|
|
ini.SetString(name, "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.RemoveValueByKey("Basic", "Player");
|
|
return;
|
|
}
|
|
|
|
ini.SetString("Basic", "Player", 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);
|
|
|
|
CString t;
|
|
m_ActsLike.GetLBText(m_ActsLike.GetCurSel(), t);
|
|
TruncSpace(t);
|
|
t = TranslateHouse(t);
|
|
ini.SetString(name, "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"));
|
|
#ifndef RA2_MODE
|
|
SetDlgItemText(IDC_LACTSLIKE, GetLanguageStringACP("HousesActsLike"));
|
|
#endif
|
|
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();
|
|
}
|