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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ShipCheckListBox.h"
/////////////////////////////////////////////////////////////////////////////
// player_start_editor dialog
class player_start_editor : public CDialog
{
// Construction
public:
player_start_editor(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(player_start_editor)
enum { IDD = IDD_LOADOUT_EDITOR };
CSpinButtonCtrl m_pool_spin;
CSpinButtonCtrl m_delay_spin;
CSpinButtonCtrl m_spin1;
CCheckListBox m_ship_list;
CCheckListBox m_weapon_list;
CCheckListBox m_ship_variable_list;
CCheckListBox m_weapon_variable_list;
int m_delay;
int m_weapon_pool;
int m_ship_pool;
CComboBox m_ship_quantity_variable;
CComboBox m_weapon_quantity_variable;
CStatic m_ships_used_in_wings;
CStatic m_weapons_used_in_wings;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(player_start_editor)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual BOOL OnCommand(WPARAM wParam, LPARAM lParam);
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(player_start_editor)
virtual BOOL OnInitDialog();
afx_msg void OnInitMenu(CMenu* pMenu);
afx_msg void OnSelchangeShipList();
afx_msg void OnSelchangeWeaponList();
afx_msg void OnUpdateShipPool();
afx_msg void OnUpdateWeaponPool();
void OnCancel();
void OnOK();
afx_msg void OnSelchangeShipVariablesList();
afx_msg void OnSelchangeWeaponVariablesList();
afx_msg void OnSelchangeShipVariablesCombo();
afx_msg void OnSelchangeWeaponVariablesCombo();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
// if we've finished initializing the dialog
int dlg_inited;
// team we're currently working with
int selected_team;
int previous_team; // The last team we worked with
bool autobalance;
// ship pool info
int static_ship_pool[MAX_TVT_TEAMS][MAX_SHIP_CLASSES]; // Holds the number of ships of a class that was set by the team loadout
int dynamic_ship_pool[MAX_TVT_TEAMS][MAX_SEXP_VARIABLES];
int static_ship_variable_pool[MAX_TVT_TEAMS][MAX_SHIP_CLASSES];
int dynamic_ship_variable_pool[MAX_TVT_TEAMS][MAX_SEXP_VARIABLES];
// weapon pool info
int static_weapon_pool[MAX_TVT_TEAMS][MAX_WEAPON_TYPES];
int dynamic_weapon_pool[MAX_TVT_TEAMS][MAX_SEXP_VARIABLES];
int static_weapon_variable_pool[MAX_TVT_TEAMS][MAX_WEAPON_TYPES];
int dynamic_weapon_variable_pool[MAX_TVT_TEAMS][MAX_SEXP_VARIABLES];
// ship and weapon usage pools
int ship_usage[MAX_TVT_TEAMS][MAX_SHIP_CLASSES];
int weapon_usage[MAX_TVT_TEAMS][MAX_WEAPON_TYPES];
// regenerate all controls
void reset_controls();
int GetSelectedShipListIndex();
int GetSelectedShipVariableListIndex();
int GetSelectedWeaponListIndex();
int GetSelectedWeaponVariableListIndex();
void UpdateQuantityVariable(CComboBox *variable_list, int pool_value);
};
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