mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 23:51:41 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
450
Code/Tools/LevelEdit/WeatherPropPage.cpp
Normal file
450
Code/Tools/LevelEdit/WeatherPropPage.cpp
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@@ -0,0 +1,450 @@
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// WeatherPropPage.cpp : implementation file
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//
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#include "stdafx.h"
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#include "weatherproppage.h"
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#include "backgroundmgr.h"
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#include "leveledit.h"
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#include "sceneeditor.h"
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#include "phys.h"
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#include "utils.h"
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#include "weathermgr.h"
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#include "colorpickerdialogclass.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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// Defines.
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#define SLIDER_RESOLUTION 100
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#define SPINNER_RESOLUTION 100
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/////////////////////////////////////////////////////////////////////////////
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// WeatherPropPageClass property page
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IMPLEMENT_DYNCREATE(WeatherPropPageClass, CPropertyPage)
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WeatherPropPageClass::WeatherPropPageClass() : CPropertyPage(WeatherPropPageClass::IDD)
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{
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//{{AFX_DATA_INIT(WeatherPropPageClass)
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//}}AFX_DATA_INIT
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}
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WeatherPropPageClass::~WeatherPropPageClass()
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{
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}
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void WeatherPropPageClass::DoDataExchange(CDataExchange* pDX)
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{
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(WeatherPropPageClass)
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DDX_Control(pDX, IDC_WIND_VARIABILITY, WindVariabilitySlider);
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DDX_Control(pDX, IDC_WIND_HEADING, WindHeadingSlider);
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DDX_Control(pDX, IDC_WIND_SPEED_SPIN, WindSpeedSpin);
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DDX_Control(pDX, IDC_PRECIPITATION_DENSITY_SPIN, PrecipitationDensitySpin);
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DDX_Control(pDX, IDC_LIGHTNING_DISTRIBUTION, LightningDistributionSlider);
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DDX_Control(pDX, IDC_LIGHTNING_END_DISTANCE, LightningEndDistanceSlider);
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DDX_Control(pDX, IDC_LIGHTNING_HEADING, LightningHeadingSlider);
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DDX_Control(pDX, IDC_LIGHTNING_START_DISTANCE, LightningStartDistanceSlider);
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DDX_Control(pDX, IDC_LIGHTNING_INTENSITY, LightningIntensitySlider);
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DDX_Control(pDX, IDC_FOG_START_SPIN, FogStartSpin);
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DDX_Control(pDX, IDC_FOG_END_SPIN, FogEndSpin);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(WeatherPropPageClass, CPropertyPage)
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//{{AFX_MSG_MAP(WeatherPropPageClass)
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ON_BN_CLICKED(IDC_FOG_CHECK, OnFogCheck)
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ON_BN_CLICKED(IDC_FOG_COLOR, OnFogColor)
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ON_WM_DRAWITEM()
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ON_WM_HSCROLL()
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ON_BN_CLICKED(IDC_PRECIPITATION_NONE, OnPrecipitationNone)
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ON_BN_CLICKED(IDC_PRECIPITATION_RAIN, OnPrecipitationRain)
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ON_BN_CLICKED(IDC_PRECIPITATION_SNOW, OnPrecipitationSnow)
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ON_BN_CLICKED(IDC_PRECIPITATION_ASH, OnPrecipitationAsh)
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ON_BN_CLICKED(IDC_LIGHTNING_NONE, OnLightningNone)
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ON_BN_CLICKED(IDC_LIGHTNING_LIGHTNING, OnLightningLightning)
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ON_BN_CLICKED(IDC_LIGHTNING_WAR_BLITZ, OnLightningWarBlitz)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// WeatherPropPageClass message handlers
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BOOL WeatherPropPageClass::OnInitDialog()
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{
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const int fogstartmax = 1000;
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const int fogendmax = 5000;
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const int precipitationdensitymax = 100;
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const int windspeedmax = 100;
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float fogstart, fogend;
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float lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution;
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float windheading, windspeed, windvariability;
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float precipitationdensity;
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CPropertyPage::OnInitDialog();
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Make_Edit_Float_Ctrl (PrecipitationDensitySpin.GetBuddy()->m_hWnd);
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Make_Edit_Float_Ctrl (WindSpeedSpin.GetBuddy()->m_hWnd);
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// Load the fog settings into the dialog controls.
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// CheckDlgButton (IDC_FOG_CHECK, ::Get_Scene_Editor()->Get_Fog_Enable());
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CheckDlgButton (IDC_FOG_CHECK, WeatherMgrClass::Get_Fog_Enable());
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OnFogCheck();
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FogColor = ::Get_Scene_Editor()->Get_Fog_Color();
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// ::Get_Scene_Editor ()->Get_Fog_Range (&fogstart, &fogend);
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WeatherMgrClass::Get_Fog_Range (fogstart, fogend);
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FogStartSpin.SetRange (0, fogstartmax);
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FogEndSpin.SetRange (0, fogendmax);
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FogStartSpin.SetPos (fogstart);
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FogEndSpin.SetPos (fogend);
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// Load the lightning/war-blitz settings into the dialog controls.
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BackgroundMgrClass::Get_Lightning (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
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if (lightningintensity > 0.0f) {
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OnLightningLightning();
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} else {
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BackgroundMgrClass::Get_War_Blitz (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
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if (lightningintensity > 0.0f) {
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OnLightningWarBlitz();
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} else {
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OnLightningNone();
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}
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}
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LightningIntensitySlider.SetRange (0, SLIDER_RESOLUTION);
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LightningIntensitySlider.SetPos (WWMath::Float_To_Long (lightningintensity * SLIDER_RESOLUTION));
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LightningStartDistanceSlider.SetRange (0, SLIDER_RESOLUTION);
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LightningStartDistanceSlider.SetPos (WWMath::Float_To_Long (lightningstartdistance * SLIDER_RESOLUTION));
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LightningEndDistanceSlider.SetRange (0, SLIDER_RESOLUTION);
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LightningEndDistanceSlider.SetPos (WWMath::Float_To_Long (lightningenddistance * SLIDER_RESOLUTION));
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LightningHeadingSlider.SetRange (0, 359);
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LightningHeadingSlider.SetPos (WWMath::Float_To_Long (lightningheading));
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LightningDistributionSlider.SetRange (0, SLIDER_RESOLUTION);
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LightningDistributionSlider.SetPos (WWMath::Float_To_Long (lightningdistribution * SLIDER_RESOLUTION));
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Update_Lightning_Values();
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// Load the precipitation settings into the dialog controls.
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WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, precipitationdensity);
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if (precipitationdensity > 0.0f) {
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OnPrecipitationRain();
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} else {
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WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, precipitationdensity);
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if (precipitationdensity > 0.0f) {
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OnPrecipitationSnow();
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} else {
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WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, precipitationdensity);
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if (precipitationdensity > 0.0f) {
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OnPrecipitationAsh();
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} else {
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OnPrecipitationNone();
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}
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}
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}
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PrecipitationDensitySpin.SetRange (0, precipitationdensitymax * SPINNER_RESOLUTION);
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SetWindowFloat (PrecipitationDensitySpin.GetBuddy()->m_hWnd, precipitationdensity);
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// Load the wind settings into the dialog controls.
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WeatherMgrClass::Get_Wind (windheading, windspeed, windvariability);
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WindHeadingSlider.SetRange (0, 359);
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WindHeadingSlider.SetPos (WWMath::Float_To_Long (windheading));
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WindSpeedSpin.SetRange (0, windspeedmax * SPINNER_RESOLUTION);
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SetWindowFloat (WindSpeedSpin.GetBuddy()->m_hWnd, windspeed);
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WindVariabilitySlider.SetRange (0, SLIDER_RESOLUTION);
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WindVariabilitySlider.SetPos (WWMath::Float_To_Long (windvariability * SLIDER_RESOLUTION));
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Update_Wind_Values();
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void WeatherPropPageClass::OnFogCheck()
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{
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bool enabled = (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
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// Enable/disable fog controls.
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FogStartSpin.EnableWindow (enabled);
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FogEndSpin.EnableWindow (enabled);
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// Fog colors are now under programmatic control. Don't let the user edit this.
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_COLOR), false);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_START_EDIT), enabled);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_END_EDIT), enabled);
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}
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void WeatherPropPageClass::OnFogColor()
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{
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int red, green, blue;
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red = MIN (UCHAR_MAX, FogColor.X * ((float) (UCHAR_MAX + 1)));
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green = MIN (UCHAR_MAX, FogColor.Y * ((float) (UCHAR_MAX + 1)));
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blue = MIN (UCHAR_MAX, FogColor.Z * ((float) (UCHAR_MAX + 1)));
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if (::Show_Color_Picker (&red, &green, &blue)) {
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const float ooucharmaxplusone = 1.0f / (UCHAR_MAX + 1);
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FogColor.Set ((red + 0.5f) * ooucharmaxplusone, (green + 0.5f) * ooucharmaxplusone, (blue + 0.5f) * ooucharmaxplusone);
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// Repaint the fog color button.
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::InvalidateRect (::GetDlgItem (m_hWnd, IDC_FOG_COLOR), NULL, TRUE);
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}
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}
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void WeatherPropPageClass::OnDrawItem (int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct)
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{
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Vector3 color;
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UINT state = DFCS_BUTTONPUSH | DFCS_ADJUSTRECT;
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CRect rect = lpDrawItemStruct->rcItem;
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CDC dc;
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int r, g, b;
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color = FogColor;
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// Determine what state to draw the button in (pushed or normal).
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if (lpDrawItemStruct->itemState & ODS_SELECTED) {
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state |= DFCS_PUSHED;
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}
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// Draw the button's outline.
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::DrawFrameControl (lpDrawItemStruct->hDC, rect, DFC_BUTTON, state);
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// Fill the button with the appropriate color.
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dc.Attach (lpDrawItemStruct->hDC);
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r = MIN (UCHAR_MAX, FogColor.X * ((float) (UCHAR_MAX + 1)));
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g = MIN (UCHAR_MAX, FogColor.Y * ((float) (UCHAR_MAX + 1)));
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b = MIN (UCHAR_MAX, FogColor.Z * ((float) (UCHAR_MAX + 1)));
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dc.FillSolidRect (&rect, RGB (r, g, b));
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dc.Detach();
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// Draw the focus rectangle (if necessary).
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if (lpDrawItemStruct->itemState & ODS_FOCUS) {
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::DrawFocusRect (lpDrawItemStruct->hDC, &rect);
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}
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CPropertyPage::OnDrawItem (nIDCtl, lpDrawItemStruct);
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}
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void WeatherPropPageClass::OnLightningNone()
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{
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CheckDlgButton (IDC_LIGHTNING_NONE, 1);
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CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 0);
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CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 0);
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Enable_Lightning_Controls (false);
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}
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void WeatherPropPageClass::OnLightningLightning()
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{
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CheckDlgButton (IDC_LIGHTNING_NONE, 0);
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CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 1);
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CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 0);
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Enable_Lightning_Controls (true);
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}
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void WeatherPropPageClass::OnLightningWarBlitz()
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{
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CheckDlgButton (IDC_LIGHTNING_NONE, 0);
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CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 0);
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CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 1);
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Enable_Lightning_Controls (true);
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}
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void WeatherPropPageClass::Enable_Lightning_Controls (bool enable)
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{
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_INTENSITY), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_INTENSITY_VALUE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_START_DISTANCE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_START_DISTANCE_VALUE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_END_DISTANCE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_END_DISTANCE_VALUE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_HEADING), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_HEADING_VALUE), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_DISTRIBUTION), enable);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_DISTRIBUTION_VALUE), enable);
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}
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void WeatherPropPageClass::OnPrecipitationNone()
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{
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CheckDlgButton (IDC_PRECIPITATION_NONE, 1);
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CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
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CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
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CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), false);
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}
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void WeatherPropPageClass::OnPrecipitationRain()
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{
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CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
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CheckDlgButton (IDC_PRECIPITATION_RAIN, 1);
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CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
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CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
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}
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void WeatherPropPageClass::OnPrecipitationSnow()
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{
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CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
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CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
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CheckDlgButton (IDC_PRECIPITATION_SNOW, 1);
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CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
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}
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void WeatherPropPageClass::OnPrecipitationAsh()
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{
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CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
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CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
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CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
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CheckDlgButton (IDC_PRECIPITATION_ASH, 1);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
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}
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void WeatherPropPageClass::OnHScroll (UINT sbcode, UINT pos, CScrollBar *scrollbar)
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{
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Update_Lightning_Values();
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Update_Wind_Values();
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CPropertyPage::OnHScroll (sbcode, pos, scrollbar);
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}
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||||
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void WeatherPropPageClass::Update_Lightning_Values()
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{
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||||
const unsigned buffersize = 10;
|
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const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
|
||||
|
||||
char buffer [buffersize];
|
||||
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buffer [buffersize - 1] = '\0';
|
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|
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_snprintf (buffer, buffersize - 1, "%.2f", LightningIntensitySlider.GetPos() * oosliderresolution);
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GetDlgItem (IDC_LIGHTNING_INTENSITY_VALUE)->SetWindowText (buffer);
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_snprintf (buffer, buffersize - 1, "%.2f", LightningStartDistanceSlider.GetPos() * oosliderresolution);
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GetDlgItem (IDC_LIGHTNING_START_DISTANCE_VALUE)->SetWindowText (buffer);
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||||
_snprintf (buffer, buffersize - 1, "%.2f", LightningEndDistanceSlider.GetPos() * oosliderresolution);
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GetDlgItem (IDC_LIGHTNING_END_DISTANCE_VALUE)->SetWindowText (buffer);
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_snprintf (buffer, buffersize - 1, "%.2f", (float) LightningHeadingSlider.GetPos());
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GetDlgItem (IDC_LIGHTNING_HEADING_VALUE)->SetWindowText (buffer);
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_snprintf (buffer, buffersize - 1, "%.2f", LightningDistributionSlider.GetPos() * oosliderresolution);
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GetDlgItem (IDC_LIGHTNING_DISTRIBUTION_VALUE)->SetWindowText (buffer);
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}
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||||
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||||
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||||
void WeatherPropPageClass::Update_Wind_Values()
|
||||
{
|
||||
const unsigned buffersize = 10;
|
||||
const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
|
||||
|
||||
char buffer [buffersize];
|
||||
|
||||
buffer [buffersize - 1] = '\0';
|
||||
|
||||
_snprintf (buffer, buffersize - 1, "%.2f", (float) WindHeadingSlider.GetPos());
|
||||
GetDlgItem (IDC_WIND_HEADING_VALUE)->SetWindowText (buffer);
|
||||
_snprintf (buffer, buffersize - 1, "%.2f", WindVariabilitySlider.GetPos() * oosliderresolution);
|
||||
GetDlgItem (IDC_WIND_VARIABILITY_VALUE)->SetWindowText (buffer);
|
||||
}
|
||||
|
||||
|
||||
void WeatherPropPageClass::OnOK()
|
||||
{
|
||||
const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
|
||||
|
||||
float lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution;
|
||||
float windheading, windspeed, windvariability;
|
||||
float precipitationdensity;
|
||||
|
||||
// Configure fog system.
|
||||
// ::Get_Scene_Editor()->Set_Fog_Enable (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
|
||||
WeatherMgrClass::Set_Fog_Enable (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
|
||||
::Get_Scene_Editor()->Set_Fog_Color (FogColor);
|
||||
// ::Get_Scene_Editor()->Set_Fog_Range (FogStartSpin.GetPos(), FogEndSpin.GetPos());
|
||||
WeatherMgrClass::Set_Fog_Range (FogStartSpin.GetPos(), FogEndSpin.GetPos());
|
||||
|
||||
// Configure lightning/war-blitz.
|
||||
lightningintensity = LightningIntensitySlider.GetPos() * oosliderresolution;
|
||||
lightningstartdistance = LightningStartDistanceSlider.GetPos() * oosliderresolution;
|
||||
lightningenddistance = LightningEndDistanceSlider.GetPos() * oosliderresolution;
|
||||
lightningheading = (float) LightningHeadingSlider.GetPos();
|
||||
lightningdistribution = LightningDistributionSlider.GetPos() * oosliderresolution;
|
||||
if (IsDlgButtonChecked (IDC_LIGHTNING_NONE) == 1) {
|
||||
BackgroundMgrClass::Set_Lightning_Intensity (0.0f);
|
||||
BackgroundMgrClass::Set_War_Blitz (0.0f);
|
||||
} else {
|
||||
if (IsDlgButtonChecked (IDC_LIGHTNING_LIGHTNING) == 1) {
|
||||
BackgroundMgrClass::Set_Lightning (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
|
||||
BackgroundMgrClass::Set_War_Blitz (0.0f);
|
||||
} else {
|
||||
WWASSERT (IsDlgButtonChecked (IDC_LIGHTNING_WAR_BLITZ) == 1);
|
||||
BackgroundMgrClass::Set_Lightning_Intensity (0.0f);
|
||||
BackgroundMgrClass::Set_War_Blitz (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
|
||||
}
|
||||
}
|
||||
|
||||
// Configure wind.
|
||||
windheading = WindHeadingSlider.GetPos();
|
||||
windspeed = GetWindowFloat (WindSpeedSpin.GetBuddy()->m_hWnd, true);
|
||||
windvariability = WindVariabilitySlider.GetPos() * oosliderresolution;
|
||||
WeatherMgrClass::Set_Wind (windheading, windspeed, windvariability);
|
||||
|
||||
// Configure precipitation.
|
||||
precipitationdensity = GetWindowFloat (PrecipitationDensitySpin.GetBuddy()->m_hWnd, true);
|
||||
if (IsDlgButtonChecked (IDC_PRECIPITATION_NONE) == 1) {
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
|
||||
} else {
|
||||
if (IsDlgButtonChecked (IDC_PRECIPITATION_RAIN) == 1) {
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, precipitationdensity);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
|
||||
} else {
|
||||
if (IsDlgButtonChecked (IDC_PRECIPITATION_SNOW) == 1) {
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, precipitationdensity);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
|
||||
} else {
|
||||
WWASSERT (IsDlgButtonChecked (IDC_PRECIPITATION_ASH) == 1);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
|
||||
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, precipitationdensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CPropertyPage::OnOK();
|
||||
}
|
||||
Reference in New Issue
Block a user