335 lines
9.4 KiB
C++
335 lines
9.4 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/commando/dlgcharacteroptions.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/07/02 10:56a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "dlgcharacteroptions.h"
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#include "listctrl.h"
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#include "translatedb.h"
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#include "string_ids.h"
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#include "skinpackagemgr.h"
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#include "skinpackage.h"
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#include "comboboxctrl.h"
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#include "purchasesettings.h"
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#include "viewerctrl.h"
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#include "physicalgameobj.h"
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#include "assets.h"
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#include "savegame.h"
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////////////////////////////////////////////////////////////////
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//
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// CharacterOptionsMenuClass
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//
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////////////////////////////////////////////////////////////////
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CharacterOptionsMenuClass::CharacterOptionsMenuClass (void) :
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UnloadDefs (false),
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MenuDialogClass (IDD_OPTIONS_CHARACTER)
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{
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SkinPackageMgrClass::Reset_List ();
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SkinPackageMgrClass::Build_List ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~CharacterOptionsMenuClass
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//
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////////////////////////////////////////////////////////////////
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CharacterOptionsMenuClass::~CharacterOptionsMenuClass (void)
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{
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SkinPackageMgrClass::Reset_List ();
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//
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// Unload the definitions as necessary
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//
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if (UnloadDefs) {
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DefinitionMgrClass::Free_Definitions ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Init_Dialog
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::On_Init_Dialog (void)
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{
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Ensure_Definitions_Are_Loaded ();
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ComboBoxCtrlClass *combo_box = (ComboBoxCtrlClass *)Get_Dlg_Item (IDC_PACKAGE_COMBO);
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if (combo_box != NULL) {
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const StringClass &curr_package_name = SkinPackageMgrClass::Get_Current_Package ().Get_Name ();
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//
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// Add an entry for each package to the combobox
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//
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int count = SkinPackageMgrClass::Get_Package_Count ();
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for (int index = 0; index < count; index ++) {
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//
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// Add this entry to the combobox
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//
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const StringClass &name = SkinPackageMgrClass::Get_Package (index)->Get_Name ();
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WideStringClass wide_name;
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wide_name.Convert_From (name);
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int item_index = combo_box->Add_String (wide_name);
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//
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// Select this entry if its the active package
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//
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if (name.Compare_No_Case (curr_package_name) == 0) {
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combo_box->Set_Curr_Sel (item_index);
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}
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}
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//
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// Ensure that at least the first entry is selected
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//
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int curr_sel = combo_box->Get_Curr_Sel ();
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if (curr_sel == -1) {
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curr_sel = 0;
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combo_box->Set_Curr_Sel (curr_sel);
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}
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}
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//
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// Fill in the list of characters that can be overridden
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//
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Fill_Character_Combobox ();
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MenuDialogClass::On_Init_Dialog ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Command
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::On_Command (int ctrl_id, int message_id, DWORD param)
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{
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MenuDialogClass::On_Command (ctrl_id, message_id, param);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Fill_Character_Combobox
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::Fill_Character_Combobox (void)
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{
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PurchaseSettingsDefClass *settings1 = PurchaseSettingsDefClass::Find_Definition (PurchaseSettingsDefClass::TYPE_CLASSES, PurchaseSettingsDefClass::TEAM_GDI);
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PurchaseSettingsDefClass *settings2 = PurchaseSettingsDefClass::Find_Definition (PurchaseSettingsDefClass::TYPE_CLASSES, PurchaseSettingsDefClass::TEAM_NOD);
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if (settings1 == NULL || settings2 == NULL) {
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return ;
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}
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ComboBoxCtrlClass *combo_box = (ComboBoxCtrlClass *)Get_Dlg_Item (IDC_CHARACTER_COMBO);
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if (combo_box == NULL) {
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return ;
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}
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//
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// Fill in the GDI characters
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//
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const int MAX_ENTRIES = 10;
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for (int index = 0; index < MAX_ENTRIES; index ++) {
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int item_index = combo_box->Add_String (settings1->Get_Name (index));
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if (item_index != -1) {
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combo_box->Set_Item_Data (item_index, settings1->Get_Definition (index));
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}
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}
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//
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// Fill in the NOD characters
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//
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for (index = 0; index < MAX_ENTRIES; index ++) {
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int item_index = combo_box->Add_String (settings2->Get_Name (index));
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if (item_index != -1) {
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combo_box->Set_Item_Data (item_index, settings2->Get_Definition (index));
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}
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}
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//
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// Select the first entry by default
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//
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combo_box->Set_Curr_Sel (0);
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On_Character_Selected (0);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_ComboBoxCtrl_Sel_Change
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::On_ComboBoxCtrl_Sel_Change
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(
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ComboBoxCtrlClass * combo_ctrl,
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int ctrl_id,
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int old_sel,
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int new_sel
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)
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{
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if (ctrl_id == IDC_PACKAGE_COMBO) {
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//
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// Select the current package and populate the skin list control
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//
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SkinPackageMgrClass::Set_Current_Package (new_sel);
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} else if (ctrl_id == IDC_CHARACTER_COMBO) {
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On_Character_Selected (new_sel);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Character_Selected
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::On_Character_Selected (int index)
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{
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ComboBoxCtrlClass *combo_box = (ComboBoxCtrlClass *)Get_Dlg_Item (IDC_CHARACTER_COMBO);
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if (combo_box == NULL) {
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return ;
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}
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//
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// Display the model for this purchase
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//
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uint32 definition_id = combo_box->Get_Item_Data (index);
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Display_Default_Model (definition_id);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Display_Default_Model
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::Display_Default_Model (int definition_id)
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{
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//
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// Lookup the definition that goes with this character
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//
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DefinitionClass *definition = DefinitionMgrClass::Find_Definition (definition_id);
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if (definition != NULL) {
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PhysicalGameObjDef *phys_game_obj_def = static_cast<PhysicalGameObjDef *> (definition);
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//
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// Now, lookup the physics definition that this game object uses
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//
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DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (phys_game_obj_def->Get_Phys_Def_ID ());
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if (phys_def != NULL) {
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//
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// Display the model that this physics definition requires
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//
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const char *model_name = ((PhysDefClass *)phys_def)->Get_Model_Name ();
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Display_Model (model_name);
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Display_Model
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::Display_Model (const char *model_name)
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{
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ViewerCtrlClass *viewer_ctrl = (ViewerCtrlClass *)Get_Dlg_Item (IDC_MODEL_VIEWER);
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if (viewer_ctrl == NULL) {
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return ;
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}
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//
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// Create and display model
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//
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RenderObjClass *model = ::Create_Render_Obj_From_Filename (model_name);
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viewer_ctrl->Set_Model (model);
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viewer_ctrl->Set_Animation ("S_A_HUMAN.H_A_A0A0");
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viewer_ctrl->Set_Interface_Mode (ViewerCtrlClass::Z_ROTATION, 45.0F);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Ensure_Definitions_Are_Loaded
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//
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////////////////////////////////////////////////////////////////
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void
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CharacterOptionsMenuClass::Ensure_Definitions_Are_Loaded (void)
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{
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if (DefinitionMgrClass::Get_First () != NULL) {
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return ;
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}
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//
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// Force load the definitions as necessary
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//
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SaveGameManager::Load_Definitions ();
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UnloadDefs = true;
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return ;
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}
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