Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
167 lines
3.9 KiB
C++
167 lines
3.9 KiB
C++
// ChangeResDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "mw4gameed2.h"
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#include "ChangeResDlg.h"
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#include "ObjCreateInfo.h"
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#include <MW4\MW4.hpp>
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/////////////////////////////////////////////////////////////////////////////
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// CChangeResDlg dialog
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CChangeResDlg::CChangeResDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CChangeResDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CChangeResDlg)
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//}}AFX_DATA_INIT
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}
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void CChangeResDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CChangeResDlg)
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DDX_Control(pDX, IDC_RESOURCELIST, m_RList);
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DDX_Control(pDX, IDC_TYPETAB, m_TTab);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CChangeResDlg, CDialog)
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//{{AFX_MSG_MAP(CChangeResDlg)
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ON_NOTIFY(TCN_SELCHANGE, IDC_TYPETAB, OnSelchangeTypetab)
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ON_WM_CLOSE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CChangeResDlg message handlers
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void CChangeResDlg::OnSelchangeTypetab(NMHDR* pNMHDR, LRESULT* pResult)
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{
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// TODO: Add your control notification handler code here
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GetGameData();
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*pResult = 0;
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}
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void CChangeResDlg::OnCancel()
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{
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// TODO: Add extra cleanup here
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CDialog::OnCancel();
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}
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void CChangeResDlg::OnOK()
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{
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ObjCreateInfo *inf=(ObjCreateInfo *)m_RList.GetItemData(m_RList.GetCurSel());
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m_CreateInfo=*inf;
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m_NewResource=inf->Path;
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CDialog::OnOK();
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}
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void CChangeResDlg::GetGameData()
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{
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if(Adept::ResourceManager::Instance==NULL) return;
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Adept::Resource curres;
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curres.First(NULL);
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CString res_name,base_name,dir_name;
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int item,tabsel;
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tabsel=m_TTab.GetCurSel();
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int depth,sp,i;
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for(i=0;i<m_RList.GetCount();i++)
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{
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ObjCreateInfo *inf=(ObjCreateInfo *)m_RList.GetItemData(i);
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if(inf) delete inf;
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}
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m_RList.ResetContent();
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while(curres.ReadAndNext())
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{
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res_name=(char *)curres.GetName();
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res_name.MakeLower();
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if(res_name.Right(9).Compare(".instance")==NULL)
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{ // This is a Data File
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base_name=res_name.Mid(res_name.ReverseFind('\\')+1);
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base_name=base_name.Left(base_name.GetLength()-9);
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if(base_name.CompareNoCase("Interface"))
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{
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if(tabsel==BuildList)
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sp=res_name.Find("buildings\\");
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else if(tabsel==VehList)
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sp=res_name.Find("vehicles\\");
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else if(tabsel==MechList)
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sp=res_name.Find("mechs\\");
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else if(tabsel==CultList)
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sp=res_name.Find("culturals\\");
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depth=0;
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if(sp>=0)
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for(i=sp;i<res_name.GetLength();i++)
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if(res_name[i]=='\\')
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depth++; // Count Tree Depth
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if( sp!=-1 &&
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(res_name.Find("transpork")<0)
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&&(
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(tabsel==BuildList && depth==2) ||
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(tabsel==VehList && depth==2) ||
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(tabsel==MechList && depth==2) ||
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(tabsel==CultList && depth==2) )
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)
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{
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item=m_RList.AddString(base_name);
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ObjCreateInfo *inf=new ObjCreateInfo;
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inf->CreateType=ObjCreateInfo::OT_GAMEOBJ;
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inf->Path=res_name;
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m_RList.SetItemData(item,(unsigned long)inf);
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}
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}
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}
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}
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m_RList.SetCurSel(0);
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}
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BOOL CChangeResDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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int idx=0;
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MechList=m_TTab.InsertItem(idx++,"Mechs");
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BuildList=m_TTab.InsertItem(idx++,"Buildings");
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VehList=m_TTab.InsertItem(idx++,"Vehicles");
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LightList=m_TTab.InsertItem(idx++,"Lights");
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CultList=m_TTab.InsertItem(idx++,"Culturals");
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GetGameData();
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CChangeResDlg::OnClose()
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{
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for(int i=0;i<m_RList.GetCount();i++)
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{
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ObjCreateInfo *inf=(ObjCreateInfo *)m_RList.GetItemData(i);
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if(inf) delete inf;
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}
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CDialog::OnClose();
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}
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