SBSPSS/Utils/MapEdit/LayerItem.cpp

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/**********************/
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/*** Layer Item ***/
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/**********************/
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#include "stdafx.h"
#include <Vector3.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "GLEnabledView.h"
#include "MapEdit.h"
#include "MapEditDoc.h"
#include "MapEditView.h"
#include "MainFrm.h"
#include "Core.h"
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#include "LayerThing.h"
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#include "LayerItem.h"
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#include "Utils.h"
#include "Export.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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CLayerItem::CLayerItem(sLayerDef &Def)
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{
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InitLayer(Def);
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}
/*****************************************************************************/
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void CLayerItem::InitLayer(sLayerDef &Def)
{
CLayerThing::InitLayer(Def);
LoadThingScript(theApp.GetConfigStr("LayerScript","ItemScript"));
}
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/*****************************************************************************/
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void CLayerItem::InitSubView(CCore *Core)
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{
}
/*****************************************************************************/
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/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerItem::GUIInit(CCore *Core)
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{
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// GUI.DisableCallback(true);
// Core->GUIAdd(GUI,IDD_LAYER_Item);
// GUI.DisableCallback(false);
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}
/*****************************************************************************/
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void CLayerItem::GUIKill(CCore *Core)
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{
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// Core->GUIRemove(GUI,IDD_LAYER_Item);
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}
/*****************************************************************************/
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void CLayerItem::GUIUpdate(CCore *Core)
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{
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/*
int i,ListSize;
CComboBox &List=GUI.m_List;
// Setup Def Item List
ListSize=DefList.size();
List.ResetContent();
for (i=0; i<ListSize; i++)
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{
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List.AddString(DefList[i].Name);
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}
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List.SetCurSel(CurrentDefThing);
GUIThingUpdate();
*/
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}
/*****************************************************************************/
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void CLayerItem::GUIThingDefClear()
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{
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/*
CComboBox &List=GUI.m_List;
CurrentDefThing=-1;
List.SetCurSel(CurrentDefThing);
*/
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}
/*****************************************************************************/
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void CLayerItem::GUIThingUpdate()
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{
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/*
int i,ListSize;
CComboBox &List=GUI.m_LevelList;
// Setup ThingList
ListSize=ThingList.size();
TRACE1("%i\n",ListSize);
List.ResetContent();
for (i=0; i<ListSize; i++)
{
List.AddString(ThingList[i].Name);
}
List.SetCurSel(CurrentThing);
GUIThingPointUpdate();
// Params
GUI.DisableCallback(true);
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
GUI.SetVal(GUI.m_Speed,ThisThing.Data.Speed);
GUI.SetVal(GUI.m_TurnRate,ThisThing.Data.TurnRate);
GUI.SetVal(GUI.m_Health,ThisThing.Data.Health);
GUI.SetVal(GUI.m_Attack,ThisThing.Data.AttackStrength);
GUI.m_Collision.SetCheck(ThisThing.Data.CollisionFlag);
GUI.m_Player.SetCheck(ThisThing.Data.PlayerFlag);
}
else
{
GUI.m_Speed.SetWindowText("");
GUI.m_TurnRate.SetWindowText("");
GUI.m_Health.SetWindowText("");
GUI.m_Attack.SetWindowText("");
GUI.m_Collision.SetCheck(false);
GUI.m_Player.SetCheck(false);
}
GUI.DisableCallback(false);
*/
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}
/*****************************************************************************/
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void CLayerItem::GUIThingPointUpdate()
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{
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/*
int i,ListSize;
sLayerThing &ThisThing=ThingList[CurrentThing];
CListBox &List=GUI.m_PosList;
List.ResetContent();
if (CurrentThing==-1)
{
}
else
{
// Setup ThingPointList
ListSize=ThisThing.XY.size();
for (i=0; i<ListSize; i++)
{
CString Str;
Str.Format("%i: %i, %i",i,ThisThing.XY[i].x,ThisThing.XY[i].y);
List.AddString(Str);
}
List.SetCurSel(CurrentThingPoint);
}
*/
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}
/*****************************************************************************/
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void CLayerItem::GUIChanged(CCore *Core)
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{
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/*
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
ThisThing.Data.Speed=GUI.GetVal(GUI.m_Speed);
ThisThing.Data.TurnRate=GUI.GetVal(GUI.m_TurnRate);
ThisThing.Data.Health=GUI.GetVal(GUI.m_Health);
ThisThing.Data.AttackStrength=GUI.GetVal(GUI.m_Attack);
ThisThing.Data.CollisionFlag=GUI.m_Collision.GetCheck()!=0;
ThisThing.Data.PlayerFlag=GUI.m_Player.GetCheck()!=0;
}
*/
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}
/*****************************************************************************/
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/*** Functions ***************************************************************/
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/*****************************************************************************/
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void CLayerItem::ExportThing(CExport &Exp,sLayerThing &ThisThing)
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{
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/*
int i,ListSize=ThisThing.XY.size();
sExpLayerItem OutThing;
// Point List
Exp.Write(&ListSize,sizeof(int));
for (i=0 ;i<ListSize; i++)
{
Exp.Write(&ThisThing.XY[i],sizeof(CPoint));
}
// Thing
OutThing.Health=ThisThing.Data.Health;
OutThing.AttackStrength=ThisThing.Data.AttackStrength;
OutThing.Speed=ThisThing.Data.Speed;
OutThing.TurnRate=ThisThing.Data.TurnRate;
OutThing.CollisionFlag=ThisThing.Data.CollisionFlag;
OutThing.PlayerFlag=ThisThing.Data.PlayerFlag;
Exp.Write(&OutThing,sizeof(sExpLayerItem));
*/
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}