| 1 | cycrow | 1 | #include "../StdAfx.h"
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           |  |  | 2 | #include "CustomiseWeapons.h"
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           |  |  | 3 |   | 
        
           |  |  | 4 | namespace Creator {
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           |  |  | 5 | 	void CustomiseWeapons::SetupControls()
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           |  |  | 6 | 	{
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           |  |  | 7 | 		this->Dock = System::Windows::Forms::DockStyle::Fill;
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           |  |  | 8 |   | 
        
           |  |  | 9 | 		this->ComboGameLaser->Items->Clear();
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           |  |  | 10 | 		this->ComboGameLaser->Items->Add("- Default -");
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           |  |  | 11 | 	}
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           |  |  | 12 |   | 
        
           | 94 | cycrow | 13 | 	void _addToList(CyStringList *list, std::pair<Utils::String, Utils::String> &pair, int idPos)
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           |  |  | 14 | 	{
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           |  |  | 15 | 		Utils::String group = pair.first.token(";", idPos);
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           |  |  | 16 | 		SStringList *found = list->FindString(group);
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           |  |  | 17 | 		if ( found ) {
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           |  |  | 18 | 			found->data += ", ";
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           |  |  | 19 | 			found->data += pair.second;
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           |  |  | 20 | 		}
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           |  |  | 21 | 		else
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           |  |  | 22 | 			list->PushBack(CyString(group), CyString(pair.second));
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           |  |  | 23 | 	}
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           |  |  | 24 |   | 
        
           | 1 | cycrow | 25 | 	void CustomiseWeapons::UpdateWeaponsList()
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           |  |  | 26 | 	{
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           |  |  | 27 | 		m_bUpdating = true;
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           |  |  | 28 |   | 
        
           |  |  | 29 | 		this->ListWeapons->Items->Clear();
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           |  |  | 30 | 		bool added = false;
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           |  |  | 31 |   | 
        
           |  |  | 32 | 		CyStringList List;
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           |  |  | 33 | 		int idPos = 23;
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           |  |  | 34 |   | 
        
           |  |  | 35 | 		int mask = 0;
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           | 103 | cycrow | 36 | 		int defaultMask = 0;
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           | 1 | cycrow | 37 |   | 
        
           | 94 | cycrow | 38 | 		CGameDirectories *gameDir = ((CustomiseShip ^)m_pParent)->gameDirectories();
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           |  |  | 39 |   | 
        
           | 1 | cycrow | 40 | 		if ( this->ComboGameLaser->SelectedIndex > 0 )
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           |  |  | 41 | 		{
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           |  |  | 42 | 			this->CheckWeaponDefault->Visible = true;
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           |  |  | 43 | 			this->ButCopyDefault->Visible = true;
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           |  |  | 44 |   | 
        
           |  |  | 45 | 			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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           |  |  | 46 | 			{
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           |  |  | 47 | 				if ( m->iGame == this->ComboGameLaser->SelectedIndex )
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           |  |  | 48 | 				{
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           |  |  | 49 | 					if ( this->RadioMissiles->Checked )
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           |  |  | 50 | 						mask = m->iMissileMask;
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           |  |  | 51 | 					else
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           |  |  | 52 | 						mask = m->iLaserMask;
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           |  |  | 53 | 					break;
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           |  |  | 54 | 				}
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           |  |  | 55 | 			}
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           |  |  | 56 | 			this->CheckWeaponDefault->Checked = (mask == -1) ? true : false;
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           |  |  | 57 | 		}
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           |  |  | 58 | 		else
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           |  |  | 59 | 		{
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           |  |  | 60 | 			this->ButCopyDefault->Visible = false;
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           |  |  | 61 | 			this->CheckWeaponDefault->Visible = false;
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           |  |  | 62 | 			this->CheckWeaponDefault->Checked = false;
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           |  |  | 63 | 			if ( this->RadioMissiles->Checked )
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           |  |  | 64 | 				mask = m_pShipData->iMissileMask;
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           |  |  | 65 | 			else
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           |  |  | 66 | 				mask = m_pShipData->iLaserMask;
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           |  |  | 67 | 		}
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           |  |  | 68 |   | 
        
           | 103 | cycrow | 69 | 		if ( this->RadioMissiles->Checked )
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           |  |  | 70 | 			defaultMask = m_pShipData->iMissileMask;
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           |  |  | 71 | 		else
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           |  |  | 72 | 			defaultMask = m_pShipData->iLaserMask;
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           |  |  | 73 |   | 
        
           |  |  | 74 | 		if ( defaultMask == -1 ) defaultMask = 0;
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           | 1 | cycrow | 75 | 		if ( mask == -1 ) mask = 0;
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           |  |  | 76 |   | 
        
           | 103 | cycrow | 77 | 		if ( this->ComboGameLaser->SelectedIndex > 0 ) {
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           | 94 | cycrow | 78 | 			gameDir->setSelectedGameDirectory(this->ComboGameLaser->SelectedIndex, true);
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           | 103 | cycrow | 79 | 			if ( gameDir->selectedVFS() ) 
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           |  |  | 80 | 				((CustomiseShip ^)m_pParent)->LoadText(gameDir->selectedVFS());
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           |  |  | 81 | 		}
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           |  |  | 82 |   | 
        
           |  |  | 83 | 		if ( !this->RadioMissiles->Checked ) {
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           |  |  | 84 | 			for ( std::pair<Utils::String, Utils::String> laser = gameDir->firstLaser(); !laser.first.empty(); laser = gameDir->nextLaser() ) {
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           |  |  | 85 | 				_addToList(&List, laser, 6);
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           | 1 | cycrow | 86 | 			}
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           | 103 | cycrow | 87 | 		}
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           |  |  | 88 | 		else {
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           |  |  | 89 | 			for ( std::pair<Utils::String, Utils::String> missile = gameDir->firstMissile(); !missile.first.empty(); missile = gameDir->nextMissile() ) {
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           |  |  | 90 | 				_addToList(&List, missile, 6);
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           | 94 | cycrow | 91 | 			}
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           | 103 | cycrow | 92 | 		}
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           |  |  | 93 | 		if ( this->ComboGameLaser->SelectedIndex > 0 )
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           | 94 | cycrow | 94 | 			gameDir->reselectTemporaryDirectory();
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           | 1 | cycrow | 95 |   | 
        
           | 103 | cycrow | 96 | 		if ( this->ComboGameLaser->SelectedIndex > 0 && this->CheckWeaponDefault->Checked )
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           |  |  | 97 | 			mask = defaultMask;
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           |  |  | 98 |   | 
        
           | 1 | cycrow | 99 | 		for ( int i = 0; i < 32; i++ )
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           |  |  | 100 | 		{
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           |  |  | 101 | 			if ( List.Count() > i )
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           |  |  | 102 | 			{
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           |  |  | 103 | 				ListViewItem ^item = gcnew ListViewItem(SystemStringFromCyString(List.GetAt(i)->str));
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           |  |  | 104 | 				item->SubItems->Add(SystemStringFromCyString(List.GetAt(i)->data));
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           |  |  | 105 | 				this->ListWeapons->Items->Add(item);
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           |  |  | 106 | 				if ( this->RadioMissiles->Checked )
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           |  |  | 107 | 				{
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           |  |  | 108 | 					if ( List.GetAt(i)->str.IsNumber() )
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           |  |  | 109 | 						item->Tag = List.GetAt(i)->str.ToInt();
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           |  |  | 110 | 					else
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           |  |  | 111 | 						item->Tag = CShipData::ConvertMissileGroupToID(List.GetAt(i)->str);
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           |  |  | 112 | 				}
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           |  |  | 113 | 				else
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           |  |  | 114 | 					item->Tag = i;
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           |  |  | 115 |   | 
        
           |  |  | 116 | 				int flag = (1 << Convert::ToInt32(item->Tag));
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           | 103 | cycrow | 117 |   | 
        
           | 1 | cycrow | 118 | 				if ( mask & flag )
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           |  |  | 119 | 					item->Checked = true;
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           |  |  | 120 | 				added = true;
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           |  |  | 121 | 			}
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           |  |  | 122 |   | 
        
           |  |  | 123 | 			if ( !added )
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           |  |  | 124 | 			{
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           |  |  | 125 | 				ListViewItem ^added;
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           |  |  | 126 | 				if ( this->RadioMissiles->Checked )
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           |  |  | 127 | 					added = this->ListWeapons->Items->Add("MISSILEGROUP_" + Convert::ToString(i + 1));
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           |  |  | 128 | 				else
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           |  |  | 129 | 					added = this->ListWeapons->Items->Add("LASERGROUP_" + Convert::ToString(i + 1));
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           |  |  | 130 | 				added->Tag = i;
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           |  |  | 131 | 				if ( mask & (1 << i) )
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           |  |  | 132 | 					added->Checked = true;
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           |  |  | 133 | 			}
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           |  |  | 134 | 		}
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           |  |  | 135 |   | 
        
           |  |  | 136 | 		this->ListWeapons->AutoResizeColumns(ColumnHeaderAutoResizeStyle::HeaderSize);
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           |  |  | 137 |   | 
        
           |  |  | 138 | 		m_bUpdating = false;
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           |  |  | 139 | 	}
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           |  |  | 140 |   | 
        
           |  |  | 141 | 	void CustomiseWeapons::SaveWeaponsList()
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           |  |  | 142 | 	{
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           |  |  | 143 | 		if ( m_bUpdating )
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           |  |  | 144 | 			return;
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           |  |  | 145 |   | 
        
           |  |  | 146 | 		// compute the mask
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           |  |  | 147 | 		int mask = 0;
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           |  |  | 148 | 		for ( int i = 0; i < this->ListWeapons->Items->Count; i++ )
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           |  |  | 149 | 		{
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           |  |  | 150 | 			ListViewItem ^item = this->ListWeapons->Items[i];
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           |  |  | 151 | 			if ( !item->Checked )
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           |  |  | 152 | 				continue;
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           |  |  | 153 | 			mask += (1 << Convert::ToInt32(item->Tag));
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           |  |  | 154 | 		}
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           |  |  | 155 |   | 
        
           |  |  | 156 | 		// edit the default lasers
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           |  |  | 157 | 		if ( !this->ComboGameLaser->SelectedIndex )
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           |  |  | 158 | 		{
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           |  |  | 159 | 			if ( this->RadioMissiles->Checked )
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           |  |  | 160 | 				m_pShipData->iMissileMask = mask;
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           |  |  | 161 | 			else
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           |  |  | 162 | 				m_pShipData->iLaserMask = mask;
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           |  |  | 163 | 		}
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           |  |  | 164 | 		// otherwise adjust for the game
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           |  |  | 165 | 		else
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           |  |  | 166 | 		{
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           |  |  | 167 | 			for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
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           |  |  | 168 | 			{
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           |  |  | 169 | 				if ( m->iGame == this->ComboGameLaser->SelectedIndex )
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           |  |  | 170 | 				{
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           |  |  | 171 | 					if ( this->RadioMissiles->Checked )
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           |  |  | 172 | 						m->iMissileMask = mask;
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           |  |  | 173 | 					else
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           |  |  | 174 | 						m->iLaserMask = mask;
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           |  |  | 175 | 					break;
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           |  |  | 176 | 				}
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           |  |  | 177 | 			}
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           |  |  | 178 | 		}
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           |  |  | 179 | 	}
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           |  |  | 180 | };
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