Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
415
GameTools/WORLDCREATOR/DlgEffect.cpp
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415
GameTools/WORLDCREATOR/DlgEffect.cpp
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// DlgEffect.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "DlgEffect.h"
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#include "MainFrm.h"
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#include "WorldCreatorView.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgEffect dialog
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CDlgEffect::CDlgEffect(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgEffect::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgEffect)
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m_FadeIn = 0.0f;
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m_FadeOut = 0.0f;
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m_FadeInSpeed = 0.0f;
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m_A1 = 0.0f;
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m_A2 = 0.0f;
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m_A3 = 0.0f;
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m_A4 = 0.0f;
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m_B1 = 0.0f;
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m_B2 = 0.0f;
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m_B3 = 0.0f;
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m_B4 = 0.0f;
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m_G1 = 0.0f;
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m_G2 = 0.0f;
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m_G3 = 0.0f;
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m_G4 = 0.0f;
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m_Gx = 0.0f;
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m_Gy = 0.0f;
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m_Gz = 0.0f;
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m_ImX = 0.0f;
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m_ImY = 0.0f;
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m_ImZ = 0.0f;
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m_R1 = 0.0f;
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m_R2 = 0.0f;
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m_R3 = 0.0f;
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m_R4 = 0.0f;
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m_Rad = 0.0f;
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m_ParNum = 0;
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m_Size = 0.0;
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m_Center = 0.0;
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m_switch = FALSE;
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m_SwitchRad = 0.0;
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m_Vot = 0.0;
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m_Loop = FALSE;
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m_Fix = FALSE;
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m_RandAni = FALSE;
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m_RandMax = 0.0;
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m_RandMin = 0.0;
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m_EffName = _T("");
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m_BoidName = _T("");
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m_BoidNum = 0;
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m_BoidSpeed = 0.0f;
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m_BoidRange = 0.0f;
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m_WavePointNum = 0;
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m_WaveLayerUpNum = 0;
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m_WaveLayerDownNum = 0;
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m_WaveSpeed = 0.0f;
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m_WaveHigh = 0.0f;
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m_BoidRange2 = 0.0f;
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m_BoidRange3 = 0.0f;
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m_BoidVot = 0.0f;
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m_BoidAct = -1;
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m_WaterHeight = 20;
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m_WaterWHeight = 0.0f;
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m_WaterQuadSize = 10.0f;
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m_WaterChop = -8.0f;
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m_WaterWWidth = 20;
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m_BoidLimitHeight = 0.0f;
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m_bObjectCulling = FALSE;
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m_BoidKind = -1;
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//}}AFX_DATA_INIT
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}
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void CDlgEffect::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgEffect)
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DDX_Control(pDX, IDC_CHECK_EFFECTADD, m_CheckEffect);
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DDX_Control(pDX, IDC_LIST_EFFECTMETHOD, m_Effect);
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DDX_Text(pDX, IDC_FADEIN, m_FadeIn);
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DDV_MinMaxFloat(pDX, m_FadeIn, 0.f, 1.f);
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DDX_Text(pDX, IDC_FADEOUT, m_FadeOut);
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DDX_Text(pDX, IDC_FADEINSPEED, m_FadeInSpeed);
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DDX_Text(pDX, IDC_A1, m_A1);
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DDX_Text(pDX, IDC_A2, m_A2);
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DDX_Text(pDX, IDC_A3, m_A3);
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DDX_Text(pDX, IDC_A4, m_A4);
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DDX_Text(pDX, IDC_B1, m_B1);
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DDX_Text(pDX, IDC_B2, m_B2);
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DDX_Text(pDX, IDC_B3, m_B3);
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DDX_Text(pDX, IDC_B4, m_B4);
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DDX_Text(pDX, IDC_G1, m_G1);
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DDX_Text(pDX, IDC_G2, m_G2);
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DDX_Text(pDX, IDC_G3, m_G3);
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DDX_Text(pDX, IDC_G4, m_G4);
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DDX_Text(pDX, IDC_GX, m_Gx);
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DDX_Text(pDX, IDC_GY, m_Gy);
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DDX_Text(pDX, IDC_GZ, m_Gz);
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DDX_Text(pDX, IDC_IMPRESSX, m_ImX);
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DDX_Text(pDX, IDC_IMPRESSY, m_ImY);
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DDX_Text(pDX, IDC_IMPRESSZ, m_ImZ);
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DDX_Text(pDX, IDC_R1, m_R1);
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DDX_Text(pDX, IDC_R2, m_R2);
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DDX_Text(pDX, IDC_R3, m_R3);
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DDX_Text(pDX, IDC_R4, m_R4);
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DDX_Text(pDX, IDC_RAD, m_Rad);
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DDX_Text(pDX, IDC_PARNUM, m_ParNum);
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DDX_Text(pDX, IDC_PARSIZE, m_Size);
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DDX_Text(pDX, IDC_CENTER, m_Center);
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DDX_Check(pDX, IDC_SWITCH, m_switch);
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DDX_Text(pDX, IDC_SWITCHRAD, m_SwitchRad);
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DDX_Text(pDX, IDC_VOT, m_Vot);
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DDX_Check(pDX, IDC_LOOP, m_Loop);
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DDX_Check(pDX, IDC_FIX, m_Fix);
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DDX_Check(pDX, IDC_RANDANI, m_RandAni);
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DDX_Text(pDX, IDC_RANDMAX, m_RandMax);
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DDX_Text(pDX, IDC_RANDMIN, m_RandMin);
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DDX_Text(pDX, IDC_EFFNAME, m_EffName);
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DDX_Text(pDX, IDC_BOIDNAME, m_BoidName);
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DDX_Text(pDX, IDC_BOIDNUM, m_BoidNum);
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DDX_Text(pDX, IDC_BOIDSPEED, m_BoidSpeed);
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DDX_Text(pDX, IDC_BOIDRANGE, m_BoidRange);
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DDX_Text(pDX, IDC_WAVENUM, m_WavePointNum);
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DDX_Text(pDX, IDC_WAVEUP, m_WaveLayerUpNum);
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DDX_Text(pDX, IDC_WAVEDOWN, m_WaveLayerDownNum);
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DDX_Text(pDX, IDC_WAVESPEED, m_WaveSpeed);
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DDX_Text(pDX, IDC_WAVEHIGH, m_WaveHigh);
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DDX_Text(pDX, IDC_BOIDRANGE2, m_BoidRange2);
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DDX_Text(pDX, IDC_BOIDRANGE3, m_BoidRange3);
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DDX_Text(pDX, IDC_BOIDVOT, m_BoidVot);
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DDX_Radio(pDX, IDC_RADIO1, m_BoidAct);
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DDX_Text(pDX, IDC_WATERWHEIGHT, m_WaterHeight);
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DDX_Text(pDX, IDC_WATERWDEFAULT, m_WaterWHeight);
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DDX_Text(pDX, IDC_WATERQUADSIZE, m_WaterQuadSize);
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DDX_Text(pDX, IDC_WATERCHOP, m_WaterChop);
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DDX_Text(pDX, IDC_WATERWWIDTH, m_WaterWWidth);
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DDX_Text(pDX, IDC_LIMITHEIGHT, m_BoidLimitHeight);
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DDX_Check(pDX, IDC_MESHOBJECT, m_bObjectCulling);
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DDX_Radio(pDX, IDC_RADIO3, m_BoidKind);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgEffect, CDialog)
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//{{AFX_MSG_MAP(CDlgEffect)
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ON_LBN_DBLCLK(IDC_LIST_EFFECTMETHOD, OnDblclkListEffectmethod)
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ON_BN_CLICKED(IDC_CHECK_EFFECTADD, OnCheckEffectadd)
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ON_LBN_SELCHANGE(IDC_LIST_EFFECTMETHOD, OnSelchangeListEffectmethod)
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ON_BN_CLICKED(IDC_EFFGET, OnEffget)
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ON_BN_CLICKED(IDC_WAVECREAT, OnWavecreat)
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ON_BN_CLICKED(IDC_WAVEPOINTCLICK, OnWavepointclick)
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ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgEffect message handlers
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BOOL CDlgEffect::OnInitDialog()
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{
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CDialog::OnInitDialog();
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CString strEffectName;
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strEffectName="Vol-Fog";
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m_Effect.AddString(strEffectName);
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strEffectName="Boid";
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m_Effect.AddString(strEffectName);
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strEffectName="Mesh-ani";
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m_Effect.AddString(strEffectName);
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strEffectName="<EFBFBD>ĵ<EFBFBD>";
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m_Effect.AddString(strEffectName);
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strEffectName="<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>";
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m_Effect.AddString(strEffectName);
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m_A1 = 255;
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m_A2 = 255;
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m_A3 = 255;
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m_A4 = 255;
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m_B1 = 255;
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m_B2 = 255;
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m_B3 = 255;
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m_B4 = 255;
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m_R1 = 255;
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m_R2 = 255;
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m_R3 = 255;
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m_R4 = 255;
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m_G1 = 255;
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m_G2 = 255;
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m_G3 = 255;
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m_G4 = 255;
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m_ImX = 1.0;
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m_ImY = 0.0;
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m_ImZ = 1.0;
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m_Loop = true;
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m_FadeIn = 1.0;
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m_FadeOut = 0.0;
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m_FadeInSpeed = 3.0;
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m_ParNum = 10;
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m_Size = 500;
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m_Center = 1000;
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m_BoidNum = 10;
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m_BoidRange = 2000.0f;
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m_BoidSpeed = 3.0f;
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m_WaveLayerDownNum = 0;
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m_WaveLayerUpNum = 0;
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m_WavePointNum = 0;
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m_WaveSpeed = 1.0f;
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UpdateData(FALSE);
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return TRUE;
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}
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void CDlgEffect::OnDblclkListEffectmethod()
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{
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long EffectKind = m_Effect.GetCurSel();
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m_Select = EffectKind;
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_MouseInterface=100+m_Select;
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// TODO: Add your control notification handler code here
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}
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void CDlgEffect::OnCheckEffectadd()
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{
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UpdateData(TRUE);
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_LandscapeEffectValue.m_A1 = m_A1 / 255.0f;
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av->m_LandscapeEffectValue.m_A2 = m_A2 / 255.0f;
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av->m_LandscapeEffectValue.m_A3 = m_A3 / 255.0f;
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av->m_LandscapeEffectValue.m_A4 = m_A4 / 255.0f;
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av->m_LandscapeEffectValue.m_B1 = m_B1 / 255.0f;
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av->m_LandscapeEffectValue.m_B2 = m_B2 / 255.0f;
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av->m_LandscapeEffectValue.m_B3 = m_B3 / 255.0f;
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av->m_LandscapeEffectValue.m_B4 = m_B4 / 255.0f;
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av->m_LandscapeEffectValue.m_R1 = m_R1 / 255.0f;
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av->m_LandscapeEffectValue.m_R2 = m_R2 / 255.0f;
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av->m_LandscapeEffectValue.m_R3 = m_R3 / 255.0f;
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av->m_LandscapeEffectValue.m_R4 = m_R4 / 255.0f;
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av->m_LandscapeEffectValue.m_G1 = m_G1 / 255.0f;
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av->m_LandscapeEffectValue.m_G2 = m_G2 / 255.0f;
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av->m_LandscapeEffectValue.m_G3 = m_G3 / 255.0f;
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av->m_LandscapeEffectValue.m_G4 = m_G4 / 255.0f;
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av->m_LandscapeEffectValue.m_Center = m_Center;
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av->m_LandscapeEffectValue.m_Num = m_ParNum;
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av->m_LandscapeEffectValue.m_FadeIn = m_FadeIn;
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av->m_LandscapeEffectValue.m_FadeInSpeed = m_FadeInSpeed;
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av->m_LandscapeEffectValue.m_FadeOut = m_FadeOut;
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av->m_LandscapeEffectValue.m_Gx = m_Gx;
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av->m_LandscapeEffectValue.m_Gy = m_Gy;
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av->m_LandscapeEffectValue.m_Gz = m_Gz;
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av->m_LandscapeEffectValue.m_ImX = m_ImX;
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av->m_LandscapeEffectValue.m_ImY = m_ImY;
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av->m_LandscapeEffectValue.m_ImZ = m_ImZ;
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av->m_LandscapeEffectValue.m_Rad = m_Rad;
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av->m_LandscapeEffectValue.m_Size = m_Size;
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//<2F><EFBFBD>
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av->m_LandscapeEffectValue.m_switch = (m_switch) ? 1 : 0;
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av->m_LandscapeEffectValue.m_switchRad = m_SwitchRad;
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av->m_LandscapeEffectValue.m_Vot = m_Vot;
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av->m_LandscapeEffectValue.m_loop = (m_Loop) ? 1 : 0;
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av->m_LandscapeEffectValue.m_Fix = (m_Fix) ? 1 : 0;
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av->m_LandscapeEffectValue.m_RandAni = (m_RandAni) ? 1 : 0;
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av->m_LandscapeEffectValue.m_RandMax = m_RandMax;
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av->m_LandscapeEffectValue.m_RandMin = m_RandMin;
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av->m_LandscapeEffectValue.m_EffName = m_EffName;
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av->m_LandscapeEffectValue.m_ObjectCulling = (m_bObjectCulling) ? 1 : 0;
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// boid
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av->m_LandscapeEffectValue.m_BoidNum = m_BoidNum;
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av->m_LandscapeEffectValue.m_BoidRange = m_BoidRange;
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av->m_LandscapeEffectValue.m_BoidRange2 = m_BoidRange2;
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av->m_LandscapeEffectValue.m_BoidRange3 = m_BoidRange3;
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av->m_LandscapeEffectValue.m_BoidLimitHeight = m_BoidLimitHeight;
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av->m_LandscapeEffectValue.m_BoidKind = m_BoidKind;
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av->m_LandscapeEffectValue.m_BoidSpeed = m_BoidSpeed;
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av->m_LandscapeEffectValue.m_BoidVot = m_BoidVot;
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av->m_LandscapeEffectValue.m_BoidName = m_BoidName;
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av->m_LandscapeEffectValue.m_BoidAct = m_BoidAct;
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// water space
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av->m_LandscapeEffectValue.m_WaterHeight = m_WaterHeight;
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av->m_LandscapeEffectValue.m_WaterWidth = m_WaterWWidth;
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// limit height
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av->m_LandscapeEffectValue.m_WaterWHeight = m_WaterWHeight;
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av->m_LandscapeEffectValue.m_WaterWQuadSize = m_WaterQuadSize;
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av->m_LandscapeEffectValue.m_WaterWChop = m_WaterChop;
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/*
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static int click = 0;
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// TODO: Add your control notification handler code here
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long EffectKind = m_Effect.GetCurSel();
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if(click == 1) {
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m_CheckEffect.SetCheck(0);
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_MouseInterface=-1;
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}
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else {
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m_CheckEffect.SetCheck(1);
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m_Select = EffectKind;
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_MouseInterface=70+m_Select;
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}
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click = m_CheckEffect.GetCheck();
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*/
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}
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void CDlgEffect::OnSelchangeListEffectmethod()
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{
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// TODO: Add your control notification handler code here
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long EffectKind = m_Effect.GetCurSel();
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m_Select = EffectKind;
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_MouseInterface=100+m_Select;
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}
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void CDlgEffect::OnCancel()
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{
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// TODO: Add extra cleanup here
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_MouseInterface=-1;
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CDialog::OnCancel();
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}
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void CDlgEffect::OnEffget()
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{
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// TODO: Add your control notification handler code here
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CString strFilter = "Effect Files (*.eff)|*.eff|All Files (*.*)|*.*||";
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CFileDialog filedia(TRUE,NULL,NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,strFilter,this);
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filedia.DoModal();
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m_EffName=filedia.GetFileName();
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UpdateData(false);
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}
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void CDlgEffect::OnWavecreat()
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{
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// TODO: Add your control notification handler code here
|
||||
UpdateData(TRUE);
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->m_LandscapeEffectValue.m_UpLayerNum = m_WaveLayerUpNum;
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av->m_LandscapeEffectValue.m_DownLayerNum = m_WaveLayerDownNum;
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av->m_LandscapeEffectValue.m_WaveCreate = true;
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||||
}
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||||
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||||
|
||||
void CDlgEffect::OnWavepointclick()
|
||||
{
|
||||
// TODO: Add your control notification handler code here
|
||||
UpdateData(TRUE);
|
||||
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
|
||||
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
|
||||
|
||||
av->m_LandscapeEffectValue.m_WaveCreate = false;
|
||||
av->m_LandscapeEffectValue.m_WavePointNum = 0;
|
||||
av->m_LandscapeEffectValue.m_WaveHigh = m_WaveHigh;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void CDlgEffect::OnButton1()
|
||||
{
|
||||
// TODO: Add your control notification handler code here
|
||||
UpdateData(TRUE);
|
||||
char str[] = "GEM <20><><EFBFBD><EFBFBD>(*.Gem) |*.gem| <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(*.*)|*.*||";
|
||||
CString strFilter = str;
|
||||
CString t_name;
|
||||
|
||||
CFileDialog filedia(TRUE,NULL,NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,strFilter,this);
|
||||
filedia.DoModal();
|
||||
m_BoidName = filedia.GetFileName();
|
||||
UpdateData(FALSE);
|
||||
}
|
||||
Reference in New Issue
Block a user