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CnC_Renegade/Code/Tools/LevelEdit/PresetDialogueTab.cpp

289 lines
7.2 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 <http://www.gnu.org/licenses/>.
*/
// PresetDialogueTab.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "presetdialoguetab.h"
#include "definition.h"
#include "preset.h"
#include "utils.h"
#include "dialogue.h"
#include "combatchunkid.h"
#include "soldier.h"
#include "translateobj.h"
#include "translatedb.h"
#include "editdialoguedialog.h"
#include "conversationmgr.h"
#include "conversation.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Constants
/////////////////////////////////////////////////////////////////////////////
enum
{
COL_EVENT = 0,
COL_TEXT
};
/////////////////////////////////////////////////////////////////////////////
//
// PresetDialogueTabClass
//
/////////////////////////////////////////////////////////////////////////////
PresetDialogueTabClass::PresetDialogueTabClass (PresetClass *preset)
: m_Definition (NULL),
m_DialogueList (NULL),
m_IsReadOnly (false),
DockableFormClass(PresetDialogueTabClass::IDD)
{
//{{AFX_DATA_INIT(PresetDialogueTabClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
//
// Dig the soldier game object definition out from the preset
//
if (preset != NULL) {
DefinitionClass *definition = preset->Get_Definition ();
if (definition != NULL && definition->Get_Class_ID () == CLASSID_GAME_OBJECT_DEF_SOLDIER) {
m_Definition = (SoldierGameObjDef *)definition;
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// ~PresetDialogueTabClass
//
/////////////////////////////////////////////////////////////////////////////
PresetDialogueTabClass::~PresetDialogueTabClass (void)
{
SAFE_DELETE_ARRAY (m_DialogueList);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
/////////////////////////////////////////////////////////////////////////////
void
PresetDialogueTabClass::DoDataExchange (CDataExchange *pDX)
{
DockableFormClass::DoDataExchange(pDX);
//{{AFX_DATA_MAP(PresetDialogueTabClass)
DDX_Control(pDX, IDC_DIALOGUE_LIST, m_ListCtrl);
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(PresetDialogueTabClass, DockableFormClass)
//{{AFX_MSG_MAP(PresetDialogueTabClass)
ON_NOTIFY(NM_DBLCLK, IDC_DIALOGUE_LIST, OnDblclkDialogueList)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// PresetDialogueTabClass diagnostics
#ifdef _DEBUG
void PresetDialogueTabClass::AssertValid() const
{
DockableFormClass::AssertValid();
}
void PresetDialogueTabClass::Dump(CDumpContext& dc) const
{
DockableFormClass::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
//
// HandleInitDialog
//
/////////////////////////////////////////////////////////////////////////////
void
PresetDialogueTabClass::HandleInitDialog (void)
{
ASSERT (m_Definition != NULL);
//
// Configure the list control
//
m_ListCtrl.InsertColumn (COL_EVENT, "Event");
m_ListCtrl.InsertColumn (COL_TEXT, "Text");
m_ListCtrl.SetExtendedStyle (m_ListCtrl.GetExtendedStyle () | LVS_EX_FULLROWSELECT);
//
// Choose a size for the list control's columns
//
CRect rect;
m_ListCtrl.GetClientRect (&rect);
rect.right -= ::GetSystemMetrics (SM_CXVSCROLL);
m_ListCtrl.SetColumnWidth (COL_EVENT, rect.Width () / 2);
m_ListCtrl.SetColumnWidth (COL_TEXT, rect.Width () / 2);
//
// Allocate our own copy of the dialog list
//
m_DialogueList = new DialogueClass[DIALOG_MAX];
//
// Get the list of dialogues from the definition
//
DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
for (int index = 0; index < DIALOG_MAX; index ++) {
//
// Copy this dialog from the definition's list to our own internal list
//
m_DialogueList[index] = dialog_list[index];
//
// Add an entry to the list control for this dialogue
//
int item_index = m_ListCtrl.InsertItem (index, DIALOG_EVENT_NAMES[index]);
if (item_index >= 0) {
Update_Entry (item_index);
}
}
//
// Make the controls read-only if necessary
//
if (m_IsReadOnly) {
::EnableWindow (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST), false);
}
//
// Put the focus into the list control
//
::SetFocus (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST));
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Apply_Changes
//
/////////////////////////////////////////////////////////////////////////////
bool
PresetDialogueTabClass::Apply_Changes (void)
{
DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
//
// Copy the changes into the definition's dialog list
//
for (int index = 0; index < DIALOG_MAX; index ++) {
dialog_list[index] = m_DialogueList[index];
}
return true;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDblclkDialogueList
//
/////////////////////////////////////////////////////////////////////////////
void
PresetDialogueTabClass::OnDblclkDialogueList
(
NMHDR * pNMHDR,
LRESULT * pResult
)
{
(*pResult) = 0;
//
// Get the index of the currently selected entry
//
int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
if (index >= 0 && index < DIALOG_MAX) {
//
// Show a dialog to the user that will allow them to edit this entry
//
EditDialogueDialogClass dialog (this);
dialog.Set_Dialogue (&m_DialogueList[index]);
if (dialog.DoModal () == IDOK) {
Update_Entry (index);
InvalidateRect (NULL, TRUE);
//UpdateWindow ();
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Update_Entry
//
/////////////////////////////////////////////////////////////////////////////
void
PresetDialogueTabClass::Update_Entry (int index)
{
//
// Just pick the first remark in the list
//
DIALOGUE_OPTION_LIST &option_list = m_DialogueList[index].Get_Option_List ();
if (option_list.Count () > 0) {
//
// Lookup the string entry in our translation database
//
int conversation_id = option_list[0]->Get_Conversation_ID ();
ConversationClass *conversation = ConversationMgrClass::Find_Conversation (conversation_id);
if (conversation != NULL) {
//
// Put this text into the appropriate column in the list control
//
m_ListCtrl.SetItemText (index, COL_TEXT, conversation->Get_Name ());
REF_PTR_RELEASE (conversation);
}
} else {
m_ListCtrl.SetItemText (index, COL_TEXT, "");
}
return ;
}