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selectweapondlg.cpp
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#include "stdafx.h"
#include "dqmjse.h"
#include "selectweapondlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_DYNAMIC(CSelectWeaponDlg, CDialog)
BEGIN_MESSAGE_MAP(CSelectWeaponDlg, CDialog)
ON_NOTIFY(NM_DBLCLK, IDC_LIST_WEAPON_LIST, OnNMDblclkListWeaponList)
ON_NOTIFY(LVN_ITEMCHANGED, IDC_LIST_WEAPON_LIST, OnLvnItemchangedListWeaponList)
END_MESSAGE_MAP()
//////////////////////////////////////////////////////////////////////////
CSelectWeaponDlg::CSelectWeaponDlg(const DQMJ_SAVE_MONSTER_INFO &monsterinfo, BOOL normalize, CWnd *pParent) : CDialog(IDD_DQMJSE_SELECT_WEAPON, pParent)
{
m_bNormalize = normalize;
m_nWeapon = monsterinfo.weapon;
m_nRace = monsterinfo.race;
m_abilityList = monsterinfo.ability_list;
}
//////////////////////////////////////////////////////////////////////////
void CSelectWeaponDlg::DoDataExchange(CDataExchange *pDX)
{
::DDX_Control(pDX, IDC_LIST_WEAPON_LIST, m_lstWeapon);
CDialog::DoDataExchange(pDX);
}
BOOL CSelectWeaponDlg::OnInitDialog()
{
CDialog::OnInitDialog();
m_lstWeapon.SetExtendedStyle(m_lstWeapon.GetExtendedStyle() | LVS_EX_FULLROWSELECT);
VERIFY(m_lstWeapon.InsertColumn(COLUMN_NAME, _T("名前"), LVCFMT_LEFT, 86) == COLUMN_NAME);
VERIFY(m_lstWeapon.InsertColumn(COLUMN_TYPE, _T("種別"), LVCFMT_CENTER, 46) == COLUMN_TYPE);
m_lstWeapon.SetRedraw(FALSE);
int idx = 0;
const CIntList &list = theApp.GetWeaponList();
POSITION pos = list.GetHeadPosition();
while (pos)
{
int item = list.GetNext(pos);
DQMJ_SAVE_ITEM_SETTING is;
if (!::DQMJSaveGetItemSetting(item, &is))
continue;
if (m_bNormalize && !::DQMJSaveCheckEquippable(m_nRace, item, m_abilityList))
continue;
VERIFY(m_lstWeapon.InsertItem(idx, _T("")) == idx);
m_lstWeapon.SetItemData(idx, item);
m_lstWeapon.SetItemText(idx, COLUMN_NAME, is.name);
m_lstWeapon.SetItemText(idx, COLUMN_TYPE, GetWeaponTypeString(is.type));
if (item == m_nWeapon)
{
m_lstWeapon.SetItemState(idx, LVIS_SELECTED | LVIS_FOCUSED, LVIS_SELECTED | LVIS_FOCUSED);
m_lstWeapon.SetSelectionMark(idx);
m_lstWeapon.EnsureVisible(idx, FALSE);
}
idx++;
}
m_lstWeapon.SetRedraw(TRUE);
int sel = GetCurSel();
if (sel >= 0)
{
GetDlgItem(IDOK)->EnableWindow(TRUE);
}
else
{
m_nWeapon = 0x00;
GetDlgItem(IDOK)->EnableWindow(FALSE);
}
return TRUE;
}
void CSelectWeaponDlg::OnOK()
{
int sel = GetCurSel();
if (sel < 0)
return;
m_nWeapon = m_lstWeapon.GetItemData(sel);
CDialog::OnOK();
}
void CSelectWeaponDlg::OnNMDblclkListWeaponList(NMHDR *pNMHDR, LRESULT *pResult)
{
LPNMITEMACTIVATE pNMItemActivate = reinterpret_cast<LPNMITEMACTIVATE>(pNMHDR);
*pResult = 0;
OnOK();
}
void CSelectWeaponDlg::OnLvnItemchangedListWeaponList(NMHDR *pNMHDR, LRESULT *pResult)
{
LPNMLISTVIEW pNMLV = reinterpret_cast<LPNMLISTVIEW>(pNMHDR);
*pResult = 0;
if (!IsWindowVisible())
return;
GetDlgItem(IDOK)->EnableWindow(pNMLV->uNewState & LVIS_SELECTED);
}
//////////////////////////////////////////////////////////////////////////
int CSelectWeaponDlg::GetCurSel()
{
int sel = m_lstWeapon.GetSelectionMark();
if (!m_lstWeapon.GetItemState(sel, LVIS_SELECTED))
return LB_ERR;
return sel;
}
LPCTSTR CSelectWeaponDlg::GetWeaponTypeString(int type)
{
switch (type)
{
case DQMJ_ITEM_SWORD:
return _T("剣");
case DQMJ_ITEM_SPEAR:
return _T("やり");
case DQMJ_ITEM_AXE:
return _T("オノ");
case DQMJ_ITEM_HAMMER:
return _T("ハンマー");
case DQMJ_ITEM_WHIP:
return _T("ムチ");
case DQMJ_ITEM_CLAW:
return _T("ツメ");
case DQMJ_ITEM_STAFF:
return _T("つえ");
}
return _T("不明");
}
//////////////////////////////////////////////////////////////////////////