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	void AddAnimation(CyStringList *list);
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	void AddAnimation(CyStringList *list);
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	void AddAnimation(const Utils::String &data) { m_lAnimations.PushBack(CyString(data), true); _changed(); }
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	void AddAnimation(const Utils::String &data) { m_lAnimations.PushBack(CyString(data), true); _changed(); }
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	void AddBodies(const Utils::String &data);
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	void AddBodies(const Utils::String &data);
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	void AddBody(const Utils::String &section, const Utils::String &data);
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	void AddBody(const Utils::String &section, const Utils::String &data);
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	void AddCutData(const Utils::String &;data) { m_lCutData.PushBack(CyString(data), true); _changed(); }
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	void addCutData(const Utils::String&; data);
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	void AddText(int id, const Utils::String &name, const Utils::String &desc );
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	void AddText(int id, const Utils::String &name, const Utils::String &desc );
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	void AddCockpit(const Utils::String &cockpit, int game, int mask = -1, int index = -1 );
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	void AddCockpit(const Utils::String &cockpit, int game, int mask = -1, int index = -1 );
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	void AddCockpitWeapon(const Utils::String &cockpit, int game, int mask);
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	void AddCockpitWeapon(const Utils::String &cockpit, int game, int mask);
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	void NewCockpit(const Utils::String &id, const Utils::String &scene, int mask );
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	void NewCockpit(const Utils::String &id, const Utils::String &scene, int mask );
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	void EditCockpit(const Utils::String &id, const Utils::String &cockpit);
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	void EditCockpit(const Utils::String &id, const Utils::String &cockpit);
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	void AddShipyard ( int s ) { m_iShipyard |= s; _changed(); }
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	void AddShipyard ( int s ) { m_iShipyard |= s; _changed(); }
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	void RemoveShipyard ( int s ) { m_iShipyard &= ~(s); _changed(); }
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	void RemoveShipyard ( int s ) { m_iShipyard &= ~(s); _changed(); }
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	void SetShipyard(int s, bool b) { if ( b ) AddShipyard(s); else RemoveShipyard(s); }
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	void SetShipyard(int s, bool b) { if ( b ) AddShipyard(s); else RemoveShipyard(s); }
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	void ToggleShipyard(int s) { if ( this->IsShipyard(s) ) RemoveShipyard(s); else AddShipyard(s); }
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	void ToggleShipyard(int s) { if ( this->IsShipyard(s) ) RemoveShipyard(s); else AddShipyard(s); }
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	bool RemoveCutData(const Utils::String &cut);
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	bool removeCutData(const Utils::String &cut);
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	bool RemoveCockpit(const Utils::String &cockpitid);
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	bool RemoveCockpit(const Utils::String &cockpitid);
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	bool RemoveComponent(const Utils::String &section1, const Utils::String &section2, const Utils::String &data);
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	bool RemoveComponent(const Utils::String &section1, const Utils::String &section2, const Utils::String &data);
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	bool RemoveDummy(const Utils::String &section, const Utils::String &data);
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	bool RemoveDummy(const Utils::String &section, const Utils::String &data);
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	bool RemoveBodies(const Utils::String &body);
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	bool RemoveBodies(const Utils::String &body);
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	bool RemoveAnimation(const Utils::String &ani);
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	bool RemoveAnimation(const Utils::String &ani);
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	Utils::String GetShipName(int lang);
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	Utils::String GetShipName(int lang);
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	bool ConvertOld(const Utils::String &file);
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	bool ConvertOld(const Utils::String &file);
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	CyStringList *GetAnimations() { return &m_lAnimations; }
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	CyStringList *GetAnimations() { return &m_lAnimations; }
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	CyStringList *GetCutData() { return &m_lCutData; }
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	const Utils::CStringList &getCutData() const { return _lCutData; }
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	CyStringList *GetBodies() { return &m_lBodies; }
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	CyStringList *GetBodies() { return &m_lBodies; }
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	CLinkList<SWeaponMask> *GetLaserMasks() { return &m_lWeaponMasks; }
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	CLinkList<SWeaponMask> *GetLaserMasks() { return &m_lWeaponMasks; }
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	CLinkList<SWeaponMask> *GetMissileMasks() { return &m_lMissileMasks; }
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	CLinkList<SWeaponMask> *GetMissileMasks() { return &m_lMissileMasks; }
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	CLinkList<SText> *GetTexts() { return &m_lText; }
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	CLinkList<SText> *GetTexts() { return &m_lText; }
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	CLinkList<SDummy> *GetDummies() { return &m_lDummy; }
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	CLinkList<SDummy> *GetDummies() { return &m_lDummy; }
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	void SetCreatedShipData(CShipData *data) { m_sData = data->CreateData().ToString(); }
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	void SetCreatedShipData(CShipData *data) { m_sData = data->CreateData().ToString(); }
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	bool AnyTexts() { return !m_lText.empty(); }
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	bool AnyTexts() { return !m_lText.empty(); }
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	bool AnyDummies() { return !m_lDummy.empty(); }
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	bool AnyDummies() { return !m_lDummy.empty(); }
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	bool AnyComponents() { return !m_lComponent.empty(); }
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	bool AnyComponents() { return !m_lComponent.empty(); }
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	bool AnyCockpits() { return !m_lCockpit.empty(); }
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	bool AnyCockpits() { return !m_lCockpit.empty(); }
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	bool AnyCutData() { return !m_lCutData.Empty(); }
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	bool anyCutData() { return !_lCutData.empty(); }
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	bool AnyBodies() { return !m_lBodies.Empty(); }
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	bool AnyBodies() { return !m_lBodies.Empty(); }
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	bool AnyAnimations() { return !m_lAnimations.Empty(); }
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	bool AnyAnimations() { return !m_lAnimations.Empty(); }
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	void clearCutData();
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	Utils::String GetShipClass();
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	Utils::String GetShipClass();
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	bool UpdateSigned(bool updateFiles) { m_bSigned = false; return false; }
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	bool UpdateSigned(bool updateFiles) { m_bSigned = false; return false; }
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	// ship extraction
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	// ship extraction
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	virtual void Delete ();
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	virtual void Delete ();
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	virtual void SetDefaults ();
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	virtual void SetDefaults ();
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	virtual bool CheckHeader(const Utils::String header) const;
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	virtual bool CheckHeader(const Utils::String header) const;
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	SCockpit *_findCockpit(const Utils::String &sID);
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	SCockpit *_findCockpit(const Utils::String &sID);
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	void _addSection(Utils::CList<STypesSection> &list, const Utils::String &section, const Utils::String &data);
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	void _addSection(Utils::CList<STypesSection> &list, const Utils::String &section, const Utils::String &data);
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	void _addDataSection(CyStringList &;list, Utils::CList&lt;STypesSection> &sectionList, bool bUseFirst);
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	void _addDataSection(CyStringList&; list, Utils::CList&lt;STypesSection>& sectionList, bool bUseFirst);
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	void _addDataSection(Utils::CStringList& list, Utils::CList<STypesSection>& sectionList, bool bUseFirst);
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	bool _addTextFromFile(CFileIO &F, int textId = -1);
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	bool _addTextFromFile(CFileIO &F, int textId = -1);
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protected:
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protected:
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	C_File *m_pSceneFile, *m_pCockpitFile;
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	C_File *m_pSceneFile, *m_pCockpitFile;
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	int m_iOrgDesc;
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	int m_iOrgDesc;
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	Utils::String m_sID;
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	Utils::String m_sID;
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	Utils::String m_sData;
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	Utils::String m_sData;
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	CyStringList			m_lCutData;
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	Utils::CStringList		_lCutData;
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	CyStringList			m_lBodies;
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	CyStringList			m_lBodies;
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	CyStringList			m_lAnimations;
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	CyStringList			m_lAnimations;
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	CLinkList<SCockpit>		m_lCockpit;
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	CLinkList<SCockpit>		m_lCockpit;
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	CLinkList<SText>		m_lText;
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	CLinkList<SText>		m_lText;
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	CLinkList<SComponent>	m_lComponent;
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	CLinkList<SComponent>	m_lComponent;