1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
|
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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/.// maindialog.h
#ifndef _MAINDIALOG_H_
#define _MAINDIALOG_H_
class CInstanceManager;
class CRobotMain;
class CEvent;
class CD3DEngine;
class CInterface;
class CWindow;
class CControl;
class CParticule;
class CCamera;
class CSound;
enum Phase;
enum CameraType;
#define USERLISTMAX 100
#define MAXSCENE 1000
typedef struct
{
char numTry;
char bPassed;
}
SceneInfo;
typedef struct
{
int face; // visage
int glasses; // lunettes
D3DCOLORVALUE colorHair; // couleur cheveux
D3DCOLORVALUE colorCombi; // couleur combinaison
D3DCOLORVALUE colorBand; // couleur bandes
}
GamerPerso;
class CMainDialog
{
public:
CMainDialog(CInstanceManager* iMan);
~CMainDialog();
BOOL EventProcess(const Event &event);
void ChangePhase(Phase phase);
void SetSceneRead(char* name);
void SetStackRead(char* name);
void SetSceneName(char* name);
void SetSceneRank(int rank);
char* RetSceneRead();
char* RetStackRead();
char* RetSceneName();
int RetSceneRank();
char* RetSceneDir();
BOOL RetSceneSoluce();
char* RetSavegameDir();
char* RetPublicDir();
BOOL RetTooltip();
BOOL RetGlint();
BOOL RetSoluce4();
BOOL RetMovies();
BOOL RetNiceReset();
BOOL RetHimselfDamage();
void SetUserDir(char *base, int rank);
void BuildSceneName(char *filename, char *base, int rank);
void BuildResumeName(char *filename, char *base, int rank);
char* RetFilesDir();
void StartAbort();
void StartDeleteObject();
void StartDeleteGame(char *gamer);
void StartQuit();
void StartDialog(FPOINT dim, BOOL bFire, BOOL bOK, BOOL bCancel);
void FrameDialog(float rTime);
void StopDialog();
BOOL IsDialog();
void StartSuspend();
void StopSuspend();
void SetupMemorize();
void SetupRecall();
BOOL ReadGamerInfo();
BOOL WriteGamerInfo();
void SetGamerInfoTry(int rank, int numTry);
int RetGamerInfoTry(int rank);
void SetGamerInfoPassed(int rank, BOOL bPassed);
BOOL RetGamerInfoPassed(int rank);
BOOL NextMission();
void WriteGamerPerso(char *gamer);
void ReadGamerPerso(char *gamer);
void SetGamerFace(char *gamer, int face);
int RetGamerFace(char *gamer);
int RetGamerFace();
int RetGamerGlasses();
BOOL RetGamerOnlyHead();
float RetPersoAngle();
D3DCOLORVALUE RetGamerColorHair();
D3DCOLORVALUE RetGamerColorCombi();
D3DCOLORVALUE RetGamerColorBand();
void AllMissionUpdate();
void ShowSoluceUpdate();
protected:
void GlintMove();
void FrameParticule(float rTime);
void NiceParticule(FPOINT mouse, BOOL bPress);
void ReadNameList();
void UpdateNameList();
void UpdateNameEdit();
void UpdateNameControl();
void UpdateNameFace();
void NameSelect();
void NameCreate();
void NameDelete();
void UpdatePerso();
void CameraPerso();
void FixPerso(int rank, int index);
void ColorPerso();
void DefPerso();
BOOL IsIOReadScene();
void IOReadName();
void IOReadList();
void IOUpdateList();
void IODeleteScene();
BOOL IOWriteScene();
BOOL IOReadScene();
int RetChapPassed();
void UpdateSceneChap(int &chap);
void UpdateSceneList(int chap, int &sel);
void UpdateSceneResume(int rank);
void UpdateDisplayDevice();
void UpdateDisplayMode();
void ChangeDisplay();
void UpdateApply();
void UpdateSetupButtons();
void ChangeSetupButtons();
void ChangeSetupQuality(int quality);
void UpdateKey();
void ChangeKey(EventMsg event);
protected:
CInstanceManager* m_iMan;
CRobotMain* m_main;
CEvent* m_event;
CD3DEngine* m_engine;
CInterface* m_interface;
CParticule* m_particule;
CCamera* m_camera;
CSound* m_sound;
Phase m_phase; // copie de CRobotMain
Phase m_phaseSetup; // onglet choisi
Phase m_phaseTerm; // phase trainer/scene/proto
float m_phaseTime;
GamerPerso m_perso; // perso: description
GamerPerso m_persoCopy; // perso: copie pour annulation
int m_persoTab; // perso: onglet choisi
float m_persoAngle; // perso: angle de pr�sentation
char m_sceneDir[_MAX_FNAME]; // dossier scene\
char m_savegameDir[_MAX_FNAME]; // dossier savegame\
char m_publicDir[_MAX_FNAME]; // dossier program\
char m_userDir[_MAX_FNAME]; // dossier user\
char m_filesDir[_MAX_FNAME]; // dossier files\
int m_index; // 0..4
int m_chap[10]; // chapitre choisi (0..8)
int m_sel[10]; // mission choisie (0..98)
int m_maxList;
int m_accessChap;
char m_sceneRead[100]; // nom de la sc�ne � lire
char m_stackRead[100]; // nom de la sc�ne � lire
char m_sceneName[20]; // nom de la sc�ne � jouer
int m_sceneRank; // rang de la sc�ne � jouer
BOOL m_bSceneSoluce; // montre la solution
BOOL m_bSimulSetup; // r�glages pendant le jeu
BOOL m_accessEnable;
BOOL m_accessMission;
BOOL m_accessUser;
BOOL m_bDeleteGamer;
int m_userTotal;
char m_userList[USERLISTMAX][100];
int m_shotDelay; // nb de frames avant copie
char m_shotName[100]; // nom du fichier � g�n�rer
int m_setupSelDevice;
int m_setupSelMode;
BOOL m_setupFull;
BOOL m_bTooltip; // info-bulles � afficher ?
BOOL m_bGlint; // reflets sur boutons ?
BOOL m_bRain; // pluie dans l'interface ?
BOOL m_bSoluce4; // solutions dans programme 4 ?
BOOL m_bMovies; // cin�matiques ?
BOOL m_bNiceReset; // pour CTaskReset
BOOL m_bHimselfDamage; // pour les tirs
BOOL m_bCameraScroll; // pour CCamera
BOOL m_bCameraInvertX; // pour CCamera
BOOL m_bCameraInvertY; // pour CCamera
BOOL m_bEffect; // pour CCamera
FPOINT m_glintMouse;
float m_glintTime;
int m_loadingCounter;
BOOL m_bDialog; // dialogue pr�sent ?
BOOL m_bDialogFire; // cadre en feu ?
BOOL m_bDialogDelete;
FPOINT m_dialogPos;
FPOINT m_dialogDim;
float m_dialogParti;
float m_dialogTime;
BOOL m_bInitPause;
CameraType m_initCamera;
int m_partiPhase[10];
float m_partiTime[10];
FPOINT m_partiPos[10];
SceneInfo m_sceneInfo[MAXSCENE];
};
#endif //_MAINDIALOG_H_
|