// * This file is part of the COLOBOT source code // * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch // * // * This program is free software: you can redistribute it and/or modify // * it under the terms of the GNU General Public License as published by // * the Free Software Foundation, either version 3 of the License, or // * (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have received a copy of the GNU General Public License // * along with this program. If not, see http://www.gnu.org/licenses/. // maindialog.h #pragma once #include "common/struct.h" #include "graphics/common/camera.h" #include "object/robotmain.h" class CInstanceManager; class CEvent; class CD3DEngine; class CInterface; class CWindow; class CControl; class CParticule; class CSound; #define USERLISTMAX 100 #define MAXSCENE 1000 typedef struct { char numTry; char bPassed; } SceneInfo; typedef struct { int face; // face int glasses; // glasses D3DCOLORVALUE colorHair; // hair color D3DCOLORVALUE colorCombi; // spacesuit volor D3DCOLORVALUE colorBand; // strips color } GamerPerso; class CMainDialog { public: CMainDialog(CInstanceManager* iMan); ~CMainDialog(); BOOL EventProcess(const Event &event); void ChangePhase(Phase phase); void SetSceneRead(char* name); void SetStackRead(char* name); void SetSceneName(char* name); void SetSceneRank(int rank); char* RetSceneRead(); char* RetStackRead(); char* RetSceneName(); int RetSceneRank(); char* RetSceneDir(); BOOL RetSceneSoluce(); char* RetSavegameDir(); char* RetPublicDir(); BOOL RetTooltip(); BOOL RetGlint(); BOOL RetSoluce4(); BOOL RetMovies(); BOOL RetNiceReset(); BOOL RetHimselfDamage(); void SetUserDir(char *base, int rank); void BuildSceneName(char *filename, char *base, int rank); void BuildResumeName(char *filename, char *base, int rank); char* RetFilesDir(); void StartAbort(); void StartDeleteObject(); void StartDeleteGame(char *gamer); void StartQuit(); void StartDialog(FPOINT dim, BOOL bFire, BOOL bOK, BOOL bCancel); void FrameDialog(float rTime); void StopDialog(); BOOL IsDialog(); void StartSuspend(); void StopSuspend(); void SetupMemorize(); void SetupRecall(); BOOL ReadGamerInfo(); BOOL WriteGamerInfo(); void SetGamerInfoTry(int rank, int numTry); int RetGamerInfoTry(int rank); void SetGamerInfoPassed(int rank, BOOL bPassed); BOOL RetGamerInfoPassed(int rank); BOOL NextMission(); void WriteGamerPerso(char *gamer); void ReadGamerPerso(char *gamer); void SetGamerFace(char *gamer, int face); int RetGamerFace(char *gamer); int RetGamerFace(); int RetGamerGlasses(); BOOL RetGamerOnlyHead(); float RetPersoAngle(); D3DCOLORVALUE RetGamerColorHair(); D3DCOLORVALUE RetGamerColorCombi(); D3DCOLORVALUE RetGamerColorBand(); void AllMissionUpdate(); void ShowSoluceUpdate(); protected: void GlintMove(); void FrameParticule(float rTime); void NiceParticule(FPOINT mouse, BOOL bPress); void ReadNameList(); void UpdateNameList(); void UpdateNameEdit(); void UpdateNameControl(); void UpdateNameFace(); void NameSelect(); void NameCreate(); void NameDelete(); void UpdatePerso(); void CameraPerso(); void FixPerso(int rank, int index); void ColorPerso(); void DefPerso(); BOOL IsIOReadScene(); void IOReadName(); void IOReadList(); void IOUpdateList(); void IODeleteScene(); BOOL IOWriteScene(); BOOL IOReadScene(); int RetChapPassed(); void UpdateSceneChap(int &chap); void UpdateSceneList(int chap, int &sel); void UpdateSceneResume(int rank); void UpdateDisplayDevice(); void UpdateDisplayMode(); void ChangeDisplay(); void UpdateApply(); void UpdateSetupButtons(); void ChangeSetupButtons(); void ChangeSetupQuality(int quality); void UpdateKey(); void ChangeKey(EventMsg event); protected: CInstanceManager* m_iMan; CRobotMain* m_main; CEvent* m_event; CD3DEngine* m_engine; CInterface* m_interface; CParticule* m_particule; CCamera* m_camera; CSound* m_sound; Phase m_phase; // copy of CRobotMain Phase m_phaseSetup; // tab selected Phase m_phaseTerm; // phase trainer/scene/proto float m_phaseTime; GamerPerso m_perso; // perso: description GamerPerso m_persoCopy; // perso: copy for cancellation int m_persoTab; // perso: tab selected float m_persoAngle; // perso: angle of presentation char m_sceneDir[_MAX_FNAME]; // scene folder char m_savegameDir[_MAX_FNAME]; // savegame folder char m_publicDir[_MAX_FNAME]; // program folder char m_userDir[_MAX_FNAME]; // user folder char m_filesDir[_MAX_FNAME]; // case files int m_index; // 0..4 int m_chap[10]; // selected chapter (0..8) int m_sel[10]; // chosen mission (0..98) int m_maxList; int m_accessChap; char m_sceneRead[100]; // name of the scene to read char m_stackRead[100]; // name of the scene to read char m_sceneName[20]; // name of the scene to play int m_sceneRank; // rank of the scene to play BOOL m_bSceneSoluce; // shows the solution BOOL m_bSimulSetup; // adjustment during the game BOOL m_accessEnable; BOOL m_accessMission; BOOL m_accessUser; BOOL m_bDeleteGamer; int m_userTotal; char m_userList[USERLISTMAX][100]; int m_shotDelay; // number of frames before copy char m_shotName[100]; // generate a file name int m_setupSelDevice; int m_setupSelMode; BOOL m_setupFull; BOOL m_bTooltip; // tooltips to be displayed? BOOL m_bGlint; // reflections on buttons? BOOL m_bRain; // rain in the interface? BOOL m_bSoluce4; // solutions in program 4? BOOL m_bMovies; // cinematics? BOOL m_bNiceReset; // for CTaskReset BOOL m_bHimselfDamage; // for shots BOOL m_bCameraScroll; // for CCamera BOOL m_bCameraInvertX; // for CCamera BOOL m_bCameraInvertY; // for CCamera BOOL m_bEffect; // for CCamera FPOINT m_glintMouse; float m_glintTime; int m_loadingCounter; BOOL m_bDialog; // this dialogue? BOOL m_bDialogFire; // setting on fire? BOOL m_bDialogDelete; FPOINT m_dialogPos; FPOINT m_dialogDim; float m_dialogParti; float m_dialogTime; BOOL m_bInitPause; CameraType m_initCamera; int m_partiPhase[10]; float m_partiTime[10]; FPOINT m_partiPos[10]; SceneInfo m_sceneInfo[MAXSCENE]; };