📄 dlghero.cpp
字号:
// DlgHero.cpp : implementation file
//
#include "stdafx.h"
#include "TerrainEffectEditor.h"
#include "DlgHero.h"
#include "Hero.h"
#include <vector>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgHero dialog
CDlgHero::CDlgHero(CWnd* pParent /*=NULL*/)
: CDialog(CDlgHero::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgHero)
//}}AFX_DATA_INIT
}
void CDlgHero::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDlgHero)
DDX_Control(pDX, IDC_LIST_ARMOR, m_ctlArmor);
DDX_Control(pDX, IDC_LIST_ACTION, m_ctlAction);
DDX_Control(pDX, IDC_LIST_WEAPON, m_ctlWeapon);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDlgHero, CDialog)
//{{AFX_MSG_MAP(CDlgHero)
ON_LBN_SELCHANGE(IDC_LIST_WEAPON, OnSelchangeListWeapon)
ON_LBN_SELCHANGE(IDC_LIST_ACTION, OnSelchangeListAction)
ON_LBN_SELCHANGE(IDC_LIST_ARMOR, OnSelchangeListArmor)
ON_BN_CLICKED(IDC_BUTTON_MAN, OnButtonMan)
ON_BN_CLICKED(IDC_BUTTON_WOMAN, OnButtonWoman)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgHero message handlers
void CDlgHero::OnOK()
{
// TODO: Add extra validation here
return;
CDialog::OnOK();
}
BOOL CDlgHero::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
//---------------------------------------
{
FILE* fp = fopen("ini/weapon.ini", "r");
if(!fp)
return true;
char szLine[1024];
char szTitle[1024];
DWORD dwOldMesh = 0;
m_ctlWeapon.InsertString(0, "000000");
while(true)
{
// scan title
if(EOF == fscanf(fp, "%s\n", szLine))
{
fclose(fp);
break;
}
if(1 != sscanf(szLine, "[Weapon%s]", szTitle))
continue;
szTitle[strlen(szTitle)-1] = '\0';
// get info ...
DWORD idMesh=0, idTexture=0;
fscanf(fp, "Mesh=%u\n", &idMesh);
fscanf(fp, "Texture=%u\n", &idTexture);
if(dwOldMesh != idMesh)
{
dwOldMesh = idMesh;
m_ctlWeapon.InsertString(m_ctlWeapon.GetCount(), szTitle);
}
}
fclose(fp);
}
{
FILE* fp = fopen("ini/armor.ini", "r");
if(!fp)
return true;
char szLine[1024];
char szTitle[1024];
DWORD dwOldMesh = 0;
while(true)
{
// scan title
if(EOF == fscanf(fp, "%s\n", szLine))
{
fclose(fp);
break;
}
if(1 != sscanf(szLine, "[Armor%s]", szTitle))
continue;
szTitle[strlen(szTitle)-1] = '\0';
// get info ...
DWORD idMesh=0, idTexture=0;
fscanf(fp, "Mesh=%u\n", &idMesh);
fscanf(fp, "Texture=%u\n", &idTexture);
if(dwOldMesh != idMesh)
{
dwOldMesh = idMesh;
m_ctlArmor.InsertString(m_ctlArmor.GetCount(), szTitle);
}
}
fclose(fp);
}
this->FlashAction();
this->UpdateData(false);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CDlgHero::FlashAction()
{
int nLook = g_objHero.GetLook();
FILE* fp = fopen("ini/3DMotion.ini", "r");
if(!fp)
return;
std::vector<DWORD> setAction;
while(true)
{
char szLine[1024] = "";
if (EOF == fscanf(fp, "%s\n", szLine))
break;
DWORD id = ID_NONE;
char szFile[256] = "";
if (2 == sscanf(szLine, "%u=%s", &id, szFile))
{
if(id/1000000 == nLook)
{
int i = 0;
for(i = 0; i < setAction.size(); i ++)
{
if(setAction[i] == id%1000)
break;
}
if(i == setAction.size())
{
setAction.push_back(id%1000);
}
}
}
}
fclose(fp);
m_ctlAction.ResetContent();
for(int i = 0; i < setAction.size(); i ++)
{
char szAction[256];
sprintf(szAction, "%d", setAction[i]);
m_ctlAction.InsertString(m_ctlAction.GetCount(), szAction);
}
}
void CDlgHero::OnSelchangeListWeapon()
{
// TODO: Add your control notification handler code here
CString str;
m_ctlWeapon.GetText(m_ctlWeapon.GetCurSel(), str);
DWORD dwWeapon = 0;
sscanf(str, "%u", &dwWeapon);
g_objHero.SetRWeapon(dwWeapon);
}
void CDlgHero::OnSelchangeListAction()
{
// TODO: Add your control notification handler code here
CString str;
m_ctlAction.GetText(m_ctlAction.GetCurSel(), str);
DWORD dwAction = 0;
sscanf(str, "%u", &dwAction);
//g_objHero.Emotion(dwAction);
g_objHero.SetActionCmd(dwAction);
}
void CDlgHero::OnSelchangeListArmor()
{
// TODO: Add your control notification handler code here
CString str;
m_ctlArmor.GetText(m_ctlArmor.GetCurSel(), str);
DWORD dwArmor = 0;
sscanf(str, "%u", &dwArmor);
if(g_objHero.GetLook() != dwArmor/1000000)
{
g_objHero.SetLook(dwArmor/1000000);
this->FlashAction();
}
g_objHero.SetArmor(dwArmor);
}
void CDlgHero::OnButtonMan()
{
// TODO: Add your control notification handler code here
g_objHero.SetLook(1);
this->FlashAction();
}
void CDlgHero::OnButtonWoman()
{
// TODO: Add your control notification handler code here
g_objHero.SetLook(2);
this->FlashAction();
}
void CDlgHero::OnButtonNoweapon()
{
// TODO: Add your control notification handler code here
g_objHero.SetRWeapon(0);
}
void CDlgHero::OnCancel()
{
// TODO: Add extra cleanup here
return;
CDialog::OnCancel();
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -