/*******************/ /*** Layer Actor ***/ /*******************/ #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" #include "LayerThing.h" #include "LayerActor.h" #include "Utils.h" #include "Export.h" /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ CLayerActor::CLayerActor(sLayerDef &Def) { InitLayer(Def); } /*****************************************************************************/ void CLayerActor::InitLayer(sLayerDef &Def) { ThingBank=new CElemBank(-1,-1,false,CElem::CentreModeLR | CElem::CentreModeB); CLayerThing::InitLayer(Def); LoadThingScript(theApp.GetConfigStr("LayerScript","ActorScript")); } /*****************************************************************************/ void CLayerActor::InitSubView(CCore *Core) { } /*****************************************************************************/ void CLayerActor::LoadDefThing(const char *Name,sLayerThing &ThisDef) { ThisDef.Data.Actor.ActorSpeed=ThingScript.GetInt(Name,"Speed"); ThisDef.Data.Actor.ActorTurnRate=ThingScript.GetInt(Name,"TurnRate"); ThisDef.Data.Actor.ActorHealth=ThingScript.GetInt(Name,"Health"); ThisDef.Data.Actor.ActorAttackStrength=ThingScript.GetInt(Name,"AttackStrength"); ThisDef.Data.Actor.ActorCollisionFlag=ThingScript.GetInt(Name,"Collision")==1; } /*****************************************************************************/ void CLayerActor::LoadOldThing(CFile *File,sLayerThing &ThisThing) { sLayerThingDataOLD OldThing; File->Read(&OldThing,sizeof(sLayerThingDataOLD)); ThisThing.Data.Actor.ActorSpeed=OldThing.Speed; ThisThing.Data.Actor.ActorTurnRate=OldThing.TurnRate; ThisThing.Data.Actor.ActorHealth=OldThing.Health; ThisThing.Data.Actor.ActorAttackStrength=OldThing.AttackStrength; ThisThing.Data.Actor.ActorCollisionFlag=OldThing.CollisionFlag; } /*****************************************************************************/ /*** Gui *********************************************************************/ /*****************************************************************************/ void CLayerActor::GUIInit(CCore *Core) { GUIActor.DisableCallback(true); Core->GUIAdd(GUIThing,IDD_LAYER_THING); Core->GUIAdd(GUIThingPos,IDD_LAYER_THING_POS); Core->GUIAdd(GUIActor,IDD_LAYER_ACTOR); GUIActor.DisableCallback(false); GUIActor.m_HealthSpin.SetRange(0,255); GUIActor.m_AttackSpin.SetRange(0,255); GUIActor.m_SpeedSpin.SetRange(0,255); GUIActor.m_TurnRateSpin.SetRange(0,255); } /*****************************************************************************/ void CLayerActor::GUIKill(CCore *Core) { Core->GUIRemove(GUIThing,IDD_LAYER_THING); Core->GUIRemove(GUIThingPos,IDD_LAYER_THING_POS); Core->GUIRemove(GUIActor,IDD_LAYER_ACTOR); } /*****************************************************************************/ void CLayerActor::GUIUpdate(CCore *Core) { int i,ListSize; CComboBox &List=GUIThing.m_DefList; // Setup Def Actor List ListSize=DefList.size(); List.ResetContent(); for (i=0; i<ListSize; i++) { List.AddString(DefList[i].Name); } List.SetCurSel(CurrentDefThing); GUIThingUpdate(); } /*****************************************************************************/ void CLayerActor::GUIThingDefClear() { CComboBox &List=GUIThing.m_DefList; CurrentDefThing=-1; List.SetCurSel(CurrentDefThing); } /*****************************************************************************/ void CLayerActor::GUIThingUpdate(bool OnlySel) { GUIThingUpdateList(GUIThing.m_List,false); // Params GUIActor.DisableCallback(true); if (CurrentThing!=-1) { sLayerThing &ThisThing=ThingList[CurrentThing]; GUIActor.SetVal(GUIActor.m_Speed,ThisThing.Data.Actor.ActorSpeed); GUIActor.SetVal(GUIActor.m_TurnRate,ThisThing.Data.Actor.ActorTurnRate); GUIActor.SetVal(GUIActor.m_Health,ThisThing.Data.Actor.ActorHealth); GUIActor.SetVal(GUIActor.m_Attack,ThisThing.Data.Actor.ActorAttackStrength); GUIActor.m_Collision.SetCheck(ThisThing.Data.Actor.ActorCollisionFlag); bool IsPlayer=ThingScript.GetInt(ThisThing.Name,"Player")==1; GUIActor.m_Player.SetCheck(IsPlayer); } else { GUIActor.m_Speed.SetWindowText(""); GUIActor.m_TurnRate.SetWindowText(""); GUIActor.m_Health.SetWindowText(""); GUIActor.m_Attack.SetWindowText(""); GUIActor.m_Collision.SetCheck(false); GUIActor.m_Player.SetCheck(false); } GUIActor.DisableCallback(false); } /*****************************************************************************/ void CLayerActor::GUIThingPointUpdate(bool OnlySel) { GUIThingPointUpdateList(GUIThingPos.m_List,OnlySel); } /*****************************************************************************/ void CLayerActor::GUIChanged(CCore *Core) { if (CurrentThing!=-1) { sLayerThing &ThisThing=ThingList[CurrentThing]; ThisThing.Data.Actor.ActorSpeed=GUIActor.GetVal(GUIActor.m_Speed); ThisThing.Data.Actor.ActorTurnRate=GUIActor.GetVal(GUIActor.m_TurnRate); ThisThing.Data.Actor.ActorHealth=GUIActor.GetVal(GUIActor.m_Health); ThisThing.Data.Actor.ActorAttackStrength=GUIActor.GetVal(GUIActor.m_Attack); ThisThing.Data.Actor.ActorCollisionFlag=GUIActor.m_Collision.GetCheck()!=0; } }