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#include "../StdAfx.h"
#include "CustomiseWeapons1.h"

namespace Creator {
        void CustomiseWeapons1::UpdateShields()
        {
                this->ComboShield->Items->Clear();

                CGameDirectories *game = ((CustomiseShip ^)m_pParent)->gameDirectories();
                for(Utils::WString shield = game->firstShield(); !shield.empty(); shield = game->nextShield()) {
                        this->ComboShield->Items->Add(_US(shield));
                }

                // add some defaults if we dont have any
                if ( !this->ComboShield->Items->Count ) {
                        for ( int i = 0; i < 6; i++ )
                                this->ComboShield->Items->Add("SS_SHIELD_" + Convert::ToString(i));
                }
        }

        void CustomiseWeapons1::UpdateDisplay()
        {
                m_bUpdateing = true;
                if ( m_pShipData->iShieldType >= this->ComboShield->Items->Count )
                        this->ComboShield->SelectedIndex = this->ComboShield->Items->Count - 1;
                else
                        this->ComboShield->SelectedIndex = m_pShipData->iShieldType;
                this->NumShieldMax->Value = m_pShipData->iMaxShields;
                this->NumHull->Value = m_pShipData->iHull;
                this->NumReactor->Value = m_pShipData->iPower;
                this->NumWeaponEnergy->Value = m_pShipData->iLaserEnergy;
                this->TextRecharge->Text = Convert::ToString(Convert::ToDouble(m_pShipData->fLaserRecharge));
                this->NumReaction->Value = m_pShipData->iReactionDelay;
                this->NumMissiles->Value = m_pShipData->iMissileCount;
                m_bUpdateing = false;
        }
};