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.
120 lines
2.7 KiB
C++
120 lines
2.7 KiB
C++
#if !defined(AFX_EDITENTITYDLG_H__C262B693_F353_11D2_B195_00C04F682855__INCLUDED_)
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#define AFX_EDITENTITYDLG_H__C262B693_F353_11D2_B195_00C04F682855__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// EditEntityDlg.h : header file
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//
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#define EDIT_GAME_MODEL 0
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#define EDIT_DAMAGE_OBJECTARMOR 1
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#define EDIT_DAMAGE_OBJECTINTERNAL 2
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#define EDIT_SUBSYSTEM 3
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class UndoGameModelChanges :
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public Stuff::Plug
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{
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public:
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UndoGameModelChanges() :
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Plug(Plug::DefaultData)
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{}
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CString attribute_name;
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CString attribute_value;
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};
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class UndoDamageObjectChanges :
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public Stuff::Plug
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{
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public:
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UndoDamageObjectChanges() :
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Plug(Plug::DefaultData)
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{}
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CString name;
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Stuff::Scalar value;
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};
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/////////////////////////////////////////////////////////////////////////////
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// EditEntityDlg dialog
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class EditEntityDlg : public CDialog
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{
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// Construction
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public:
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CString m_Title;
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EditEntityDlg(CWnd* pParent = NULL, Adept::Entity *entity = NULL,int type = EDIT_GAME_MODEL, void* data = NULL); // standard constructor
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~EditEntityDlg();
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int
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timer;
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bool
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needsSave;
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bool
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newGameModel;
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bool
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warned;
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int
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dlgType;
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void*
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exData;
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// Dialog Data
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//{{AFX_DATA(EditEntityDlg)
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enum { IDD = IDD_EDITENTITYDLG };
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CEdit m_gameModelEdit;
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CEdit m_floatingEdit;
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CListBox m_entityValueList;
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CButton m_CancelBtn;
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CListBox m_entityPropertiesList;
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//}}AFX_DATA
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(EditEntityDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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Adept::Entity
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*selectedEntity;
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ChainOf<UndoGameModelChanges*> modelUndoChain;
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ChainOf<UndoDamageObjectChanges*> damageUndoChain;
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(EditEntityDlg)
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virtual BOOL OnInitDialog();
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afx_msg void OnDblclkEntityProperties();
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afx_msg void OnSelchangeEntityProperties();
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afx_msg void OnSelchangeEntityValues();
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afx_msg void OnTimer(UINT nIDEvent);
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virtual void OnOK();
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virtual void OnCancel();
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afx_msg void OnGamemodelsavebtn();
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afx_msg void OnChangeEntityeditbox();
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afx_msg void OnKillfocusEntityeditbox();
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnMyok();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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void InitGameModel();
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void InitDamageObjectArmor();
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void InitDamageObjectInternal();
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void InitSubsystem();
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_EDITENTITYDLG_H__C262B693_F353_11D2_B195_00C04F682855__INCLUDED_)
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