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GameFuncRoom.cpp
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1458 lines (1323 loc) · 44.1 KB
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#include "ext.h"
#include "Game.h"
// parts
// CGame::xxx > Funcsions > Room
// 新規ユーザー情報の設定
void CGame::SetNewUser(type_session* sess, BOOL bAddLog)
{
SetSessionInfo(sess);
m_nAuthedCount = CalcAuthedUserCount();
if (!SetRoomCharacter(sess->sess_index)) // アバター
{
DXTRACE_ERR(L"SetNewUser::SetRoomCharacter", E_FAIL);
return;
}
UpdateUserList(sess->sess_index); // ユーザリストコントロール
UpdateWisperList(sess->sess_index); // 個人チャットリスト
if (sess->sess_index == m_nUserIndex)
SetChacterSelectInfo(sess->chara_type);
m_pTeamRulePropertyManager->Update((GetMySessionInfo()->master!=0), m_nTeamCount);
// 入室情報をログに追加
if (bAddLog)
AddLogRoomIn(sess->sess_index);
if (g_bDebug)
{
WCHAR log[96];
WCHAR cname[MAX_CHARACTER_NAME+1];
common::session::GetSessionName(sess, cname);
SafePrintf(log, 96, L"NewUser(%d):%s", sess->sess_index, cname);
AddMessageLog(log);
}
}
void CGame::AddLogRoomIn(int nCharaIndex)
{
WCHAR addlog[MAX_MSG_BUFFER];
WCHAR name[MAX_USER_NAME+1];
common::session::GetSessionName(&m_SessionArray[nCharaIndex], name);
SafePrintf(addlog, MAX_MSG_BUFFER, L"%s さんが入室しました。", name);
AddChatMessage(addlog, PK_USER_CHAT_SERVER_INFO);
}
// キャラセレ情報の設定
void CGame::SetChacterSelectInfo(int nObjType)
{
// ランダム
if (nObjType == ROOM_CHARA_RANDOM_ID)
{
SetChacterSelectInfoRandom();
return;
}
// スクリプト情報を取得
TCHARA_SCR_INFO* scrinfo = common::scr::FindCharaScrInfoFromCharaType(nObjType, &m_mapCharaScrInfo);
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_CHARA_NAME);
pStatic->SetText(scrinfo->name);
WCHAR wsCharaInfo[64];
pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_CHARA_INFO);
CDXUTColorListBox* pCLBBulletInfo = p_pUI->GetColorListBox(IDC_ROOM_LIST_CHARA_BLT_INFO);
SafePrintf(wsCharaInfo, 64, L"HP:%4d / MOVE:%4d / RANGE:%3d~%3d", scrinfo->max_hp, scrinfo->move, scrinfo->angle_range_min-180, scrinfo->angle_range_max-180);
pStatic->SetText(wsCharaInfo);
RECT rcBullet;
WCHAR wsBulletInfo[32];
// 弾リストをクリア
pCLBBulletInfo->RemoveAllItems();
CDXUTElement* pDefElement = pCLBBulletInfo->GetElement(2);
pDefElement->SetFont(IDC_ROOM_BTN_CHARA_SEL_FONT, 0xFFFFFFFF, DT_LEFT);
for (int i=0;i<scrinfo->blt_sel_count;i++)
{
WCHAR* wsInfo[] = {L"小",L"中",L"大"};
int nInfoAtkType = 0;
int nInfoDelayType = 0;
SetRect(&rcBullet,
scrinfo->blt_info[i].rec_blt_icon.left,
scrinfo->blt_info[i].rec_blt_icon.top,
scrinfo->blt_info[i].rec_blt_icon.left+scrinfo->blt_info[i].rec_blt_icon.right,
scrinfo->blt_info[i].rec_blt_icon.top+scrinfo->blt_info[i].rec_blt_icon.bottom
);
// 2=開始番号
CDXUTElement* pElement = new CDXUTElement(*pDefElement);
pElement->FontColor.Init(0xFFFFFFFF);
pElement->TextureColor.Init(0xFFFFFFFF);
pElement->SetTexture(scrinfo->res_index , &rcBullet, 0xFFFFFFFF);
pCLBBulletInfo->SetElement(scrinfo->res_index+i , pElement);
nInfoAtkType = 0;
if (scrinfo->blt_info[i].blt_atk >= ROOM_CHARA_INFO_ATK_MID)
nInfoAtkType = 1;
if (scrinfo->blt_info[i].blt_atk >= ROOM_CHARA_INFO_ATK_HIGH)
nInfoAtkType = 2;
nInfoDelayType=0;
if (scrinfo->blt_info[i].blt_delay >= ROOM_CHARA_INFO_DELAY_MID)
nInfoDelayType = 1;
if (scrinfo->blt_info[i].blt_delay >= ROOM_CHARA_INFO_DELAY_HIGH)
nInfoDelayType = 2;
SafePrintf(wsBulletInfo, 32, L"ATK: %s / DELAY: %s", wsInfo[nInfoAtkType], wsInfo[nInfoDelayType]);
pCLBBulletInfo->AddItem(wsBulletInfo, NULL, scrinfo->res_index+i );
SafeDelete(pElement);
}
pCLBBulletInfo->GetScrollBar()->SetPageSize(ROOM_LIST_CHARA_BLT_INFO_PAGE_SIZE);
pCLBBulletInfo->SetEnabled(true);
CDXUTSprite* pSprite = p_pUI->GetSprite(IDC_ROOM_SPRITE_SC);
SetRect(&rcBullet,
scrinfo->sc_info.rec_blt_icon.left,
scrinfo->sc_info.rec_blt_icon.top,
scrinfo->sc_info.rec_blt_icon.left+scrinfo->sc_info.rec_blt_icon.right,
scrinfo->sc_info.rec_blt_icon.top+scrinfo->sc_info.rec_blt_icon.bottom);
pSprite->GetElement(0)->SetTexture(scrinfo->res_index, &rcBullet);
m_pRbSC->GetElement(0)->SetTexture(scrinfo->res_index, &rcBullet);
pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_SC_NAME);
pStatic->SetText(scrinfo->sc_info.name);
// int nCharaScrCount = m_mapCharaScrInfo.size();
for (std::map < int, TCHARA_SCR_INFO >::iterator it = m_mapCharaScrInfo.begin();
it != m_mapCharaScrInfo.end();
it++)
{
CDXUTRadioButton* pRadioButton = p_pUI->GetRadioButton((*it).first+IDC_ROOM_BTN_CHARA_SEL_LIST_BASE);
bool bChecked = (nObjType == (int)pRadioButton->GetUserData());
if (pRadioButton->GetChecked() != bChecked)
pRadioButton->SetChecked(bChecked);
}
m_pCharacterBtnList->SetEnable(true);
}
void CGame::SetChacterSelectInfoRandom()
{
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_CHARA_NAME);
pStatic->SetText(L"???");
pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_CHARA_INFO);
CDXUTColorListBox* pCLBBulletInfo = p_pUI->GetColorListBox(IDC_ROOM_LIST_CHARA_BLT_INFO);
pStatic->SetText(L"HP:? / MOVE:? / RANGE:?~?");
// 弾リストをクリア
pCLBBulletInfo->RemoveAllItems();
CDXUTSprite* pSprite = p_pUI->GetSprite(IDC_ROOM_SPRITE_SC);
RECT rcBullet = {0,0,0,0};
pSprite->GetElement(0)->SetTexture(m_nDefaultGUIResourceIndex, &rcBullet, 0);
m_pRbSC->GetElement(0)->SetTexture(m_nDefaultGUIResourceIndex, &rcBullet, 0);
pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_SC_NAME);
pStatic->SetText(L"");
m_pCharacterBtnList->SetEnable(true);
}
// アイテムアイコンボタン押下
void CGame::OnItemIconButtonDown(CDXUTRadioButton* pBtn)
{
int nIndex = (int)pBtn->GetUserData();
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_ITEM_INFO);
{
WCHAR wsDetail[MAX_GAME_ITEM_TEXT+9];
SafePrintf(wsDetail, MAX_GAME_ITEM_TEXT+8, L"コスト:%02d\n%s", c_tItemResouceInfoTable[nIndex].cost, c_tItemResouceInfoTable[nIndex].text);
pStatic->SetText(wsDetail);
}
// 選択したアイテムのアイコン切り替え
CDXUTButton* pIconBtn = p_pUI->GetButton(IDC_ROOM_BTN_ITEM_SEL_ICON);
if (nIndex != (int)pIconBtn->GetUserData())
{
RECT rcTexture;
SetRect(&rcTexture,
c_tItemResouceInfoTable[nIndex].left,
c_tItemResouceInfoTable[nIndex].top,
c_tItemResouceInfoTable[nIndex].right,
c_tItemResouceInfoTable[nIndex].bottom
);
CDXUTElement* pElement = pIconBtn->GetElement(1);
pElement->SetTexture(m_nDefaultGUIResourceIndex, &rcTexture);
pIconBtn->SetUserData((void*)nIndex);
}
}
// アイテムラジオボタンの用意
void CGame::SetItemIconButtonList()
{
RECT rcTexture;
CDXUTButton *pCharaSelBtnL;
p_pUI->AddButton( IDC_ROOM_RB_ITEM_L,L"",
IDC_ROOM_BTN_ITEM_SEL_LIST_X,
IDC_ROOM_BTN_ITEM_SEL_LIST_Y,
IDC_ROOM_BTN_ITEM_SEL_LIST_W,
IDC_ROOM_BTN_ITEM_SEL_LIST_H,
0, false, &pCharaSelBtnL );
SetRect( &rcTexture, IDC_ROOM_BTN_ITEM_SEL_LIST_L_IMG_RECT);
pCharaSelBtnL->GetElement(0)->TextureColor.Init(0,0,0);
pCharaSelBtnL->GetElement(1)->SetTexture( m_nDefaultGUIResourceIndex, &rcTexture );
pCharaSelBtnL->SetStateMouserOverOffset(0,0);
pCharaSelBtnL->SetStatePressedOverOffset(-1,0);
pCharaSelBtnL->SetEnabledRightClickEvent(true);
CDXUTButton *pCharaSelBtnR;
p_pUI->AddButton( IDC_ROOM_RB_ITEM_R, L"",
IDC_ROOM_BTN_ITEM_SEL_LIST_X,
IDC_ROOM_BTN_ITEM_SEL_LIST_Y,
IDC_ROOM_BTN_ITEM_SEL_LIST_W,
IDC_ROOM_BTN_ITEM_SEL_LIST_H,
0, false, &pCharaSelBtnR );
SetRect( &rcTexture, IDC_ROOM_BTN_ITEM_SEL_LIST_R_IMG_RECT);
pCharaSelBtnR->GetElement(0)->TextureColor.Init(0,0,0);
pCharaSelBtnR->GetElement(1)->SetTexture( m_nDefaultGUIResourceIndex, &rcTexture );
pCharaSelBtnR->SetStateMouserOverOffset(0,0);
pCharaSelBtnR->SetStatePressedOverOffset(1,0);
pCharaSelBtnR->SetEnabledRightClickEvent(true);
POINT pnt;
pnt.x = IDC_ROOM_BTN_CHARA_SEL_LIST_X;
pnt.y = IDC_ROOM_BTN_CHARA_SEL_LIST_Y;
m_pItemBtnList->Create(pCharaSelBtnL, pCharaSelBtnR, &pnt, 256);
int i=0;
while (c_tItemResouceInfoTable[i].flg)
{
RECT rcTexture;
CDXUTRadioButton *pRadioButton;
p_pUI->AddRadioButton( IDC_ROOM_RB_ITEM_BASE_INDEX+i,
IDC_ROOM_BTN_ITEM_SEL_BTN_GROUP, L"",
IDC_ROOM_BTN_CHARA_SEL_LIST_X,
IDC_ROOM_BTN_CHARA_SEL_LIST_Y,
GAME_ITEM_W,
GAME_ITEM_H,
0, 0, false, &pRadioButton );
pRadioButton->GetElement(0)->TextureColor.Init( D3DCOLOR_ARGB( 0, 255, 255, 255 ) ); // Transparent center
pRadioButton->GetElement(0)->TextureColor.States[ DXUT_STATE_NORMAL ] =D3DCOLOR_ARGB(255,255,255,255);
pRadioButton->GetElement(0)->TextureColor.States[ DXUT_STATE_MOUSEOVER ] = D3DCOLOR_ARGB(255, 255, 255, 255);
// 描画範囲
SetRect( &rcTexture,
c_tItemResouceInfoTable[i].left,
c_tItemResouceInfoTable[i].top,
c_tItemResouceInfoTable[i].right,
c_tItemResouceInfoTable[i].bottom);
// 追加した管理テクスチャ番号を指定
pRadioButton->GetElement(0)->SetTexture( m_nDefaultGUIResourceIndex, &rcTexture );
// ボタンとスクリプトID情報を関連付ける
SetRect( &rcTexture,
IDC_ROOM_BTN_CHARA_SEL_CUR_X,
IDC_ROOM_BTN_CHARA_SEL_CUR_Y,
(IDC_ROOM_BTN_CHARA_SEL_CUR_X+IDC_ROOM_BTN_CHARA_SEL_CUR_W),
(IDC_ROOM_BTN_CHARA_SEL_CUR_Y+IDC_ROOM_BTN_CHARA_SEL_CUR_H)
);
pRadioButton->GetElement(1)->SetTexture( m_nDefaultGUIResourceIndex, &rcTexture);
pRadioButton->SetUserData( (void*)i );
m_pItemBtnList->AddButton((CDXUTButton*)pRadioButton);
i++;
}
m_pItemBtnList->SetVisible(false);
}
void CGame::UpdateUserList(int nIndex)
{
if (nIndex >= GetMaxLoginNum() || nIndex < 0) return;
BOOL bAdd = TRUE;
CDXUTColorListBox* pColorListBox = (CDXUTColorListBox*)p_pUI->GetControl(IDC_ROOM_LB_USERLIST);
if (!pColorListBox)
{
DXUTTRACE(L"p_pUI->GetControl(IDC_ROOM_LB_USERLIST) == NULL");
return;
}
// 更新
for (int i=0;i<pColorListBox->GetSize();i++)
{
DXUTColorListBoxItem* pItem = (DXUTColorListBoxItem*)pColorListBox->GetItem(i);
DWORD dwObjNo = (DWORD)pItem->pData;
if (dwObjNo == (DWORD)nIndex)
{
// 部屋に居ないならリストから消す
if (m_SessionArray[dwObjNo].connect_state != CONN_STATE_AUTHED)
{
pColorListBox->RemoveItem(i);
bAdd = FALSE;
break;
}
bAdd = FALSE;
common::session::GetSessionName(&m_SessionArray[dwObjNo], pItem->strText);
pItem->pData = (void*)dwObjNo;
if (m_SessionArray[dwObjNo].scrinfo)
{
int nResIndex = m_SessionArray[dwObjNo].scrinfo->res_index;
pItem->nResourceIndex = nResIndex;
// pItem->bSelected = (0x80&pItem->bSelected)|(nResIndex&0x7F);
}
//#ifdef _DEBUG
else
{
pItem->bSelected = false;
pItem->nResourceIndex = 2;
// pItem->bSelected = (0x80&pItem->bSelected)|(2);
}
//#endif
break;
}
}
// 追加
if (bAdd)
{
WCHAR name[MAX_USER_NAME+1];
common::session::GetSessionName(&m_SessionArray[nIndex], name);
if (m_SessionArray[nIndex].scrinfo)
{
pColorListBox->AddItem(name,
(void*)((DWORD)nIndex),
m_SessionArray[nIndex].scrinfo->res_index);
}
//#ifdef _DEBUG
else
{
pColorListBox->AddItem(name,(void*)((DWORD)nIndex),2);
}
//#endif
}
if (!g_bOneClient)
{
WCHAR caption[64];
SafePrintf(caption, 64, L"%s %s [接続:%d人]", NAME_CAPTION_CLI, CLI_VER, pColorListBox->GetSize());
SetWindowTextW(g_hWnd, caption);
}
}
void CGame::SetSessionInfo(type_session *sess)
{
TCHARA_SCR_INFO* pScrInfo = NULL;
int nIndex = sess->sess_index;
if (sess->chara_type == ROOM_CHARA_RANDOM_ID)
{
// ランダム
m_SessionArray[nIndex].scrinfo = NULL;
}
else
{
// スクリプトと関連付け
pScrInfo = common::scr::FindCharaScrInfoFromCharaType(sess->chara_type, &m_mapCharaScrInfo);
if (!pScrInfo)
{
MessageBox(g_hWnd, L"スクリプトに未登録のキャラクタがログインしようとしました。", L"error", MB_OK);
return;
}
}
ZeroMemory(sess->chara_state, sizeof(char)*CHARA_STATE_COUNT);
memcpy(&m_SessionArray[nIndex], sess, sizeof(type_session));
m_SessionArray[nIndex].scrinfo = pScrInfo;
m_pTeamRulePropertyManager->Update((GetMySessionInfo()->master!=0), m_nTeamCount);
}
void CGame::UpdateWisperList(int nIndex)
{
if (nIndex >= GetMaxLoginNum() || nIndex < 0) return;
// 自分自身は更新しない(追加しない)
if (nIndex == m_nUserIndex) return;
int nCharaType = 0;
WCHAR* pUserName = NULL;
BOOL bAdd = TRUE;
CDXUTComboBox* pComboBox = (CDXUTComboBox*)p_pUI->GetControl(IDC_ROOM_CMB_CHAT);
if (!pComboBox)
{
DXUTTRACE(L"p_pUI->GetControl(IDC_ROOM_CMB_CHAT) == NULL");
return;
}
// 更新 (0=ALL、1=TEAM、2~=個人)
for (int i=2;i < (int)pComboBox->GetNumItems();i++)
{
DXUTComboBoxItem* pItem = pComboBox->GetItem(i);
DWORD dwObjNo = (DWORD)pItem->pData;
if (dwObjNo == (DWORD)nIndex)
{
// 部屋に居ないならリストから消す
if (m_SessionArray[dwObjNo].connect_state != CONN_STATE_AUTHED)
{
WCHAR log[64];
SafePrintf(log, 64, L"DeleteWhisperList:%s", pItem->strText);
AddMessageLog(log);
pComboBox->RemoveItem(i);
return;
}
bAdd = FALSE;
common::session::GetSessionName(&m_SessionArray[nIndex], pItem->strText);
pItem->pData = (void*)dwObjNo;
break;
}
}
// 追加
if (bAdd)
{
WCHAR name[MAX_USER_NAME+1];
common::session::GetSessionName(&m_SessionArray[nIndex], name);
pComboBox->AddItem(name, (void*)((DWORD)nIndex));
}
}
// セッション情報からキャラクタを部屋にセット
BOOL CGame::SetRoomCharacter(int nIndex)
{
HRESULT hr;
TCHARA_SCR_INFO* pScrInfo = (TCHARA_SCR_INFO*)m_SessionArray[nIndex].scrinfo;
if (!pScrInfo)
{
if (m_SessionArray[nIndex].chara_type == ROOM_CHARA_RANDOM_ID)
{
V(m_pRoomCharacters[nIndex]->Create(m_pDefaultGUIResourceTexture, m_nDefaultGUIResourceIndex, p_pUI, &m_SessionArray[nIndex], ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_W, ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_H, ROOM_BTN_CHARA_SEL_RANDOM_IMG_X, ROOM_BTN_CHARA_SEL_RANDOM_IMG_Y, ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_W, ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_H));
}
else
{
AddMessageLog(L"SetRoomCharacter no scrinfo!!!");
return FALSE;
}
}
else
V(m_pRoomCharacters[nIndex]->Create(pScrInfo->pTexture, m_nDefaultGUIResourceIndex, p_pUI, &m_SessionArray[nIndex], pScrInfo->rec_tex_chr.right, pScrInfo->rec_tex_chr.bottom, pScrInfo->tex_chr_num, pScrInfo->draw_w, pScrInfo->draw_h));
// 自キャラなら自キャラ情報窓を更新
if (nIndex == m_nUserIndex)
UpdateMyCharaInfo();
return TRUE;
}
// セッション情報からキャラクタを更新
BOOL CGame::UpdateRoomCharacter(int nIndex)
{
int nCharaType = m_SessionArray[nIndex].chara_type;
// キャラランダム
if (nCharaType == ROOM_CHARA_RANDOM_ID)
{
m_SessionArray[nIndex].scrinfo = NULL;
m_pRoomCharacters[nIndex]->UpdateTexture(m_pDefaultGUIResourceTexture, ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_W,ROOM_BTN_CHARA_SEL_RANDOM_CHARA_SIZE_H, ROOM_BTN_CHARA_SEL_RANDOM_IMG_X, ROOM_BTN_CHARA_SEL_RANDOM_IMG_Y, ROOM_BTN_CHARA_SEL_RANDOM_IMG_W, ROOM_BTN_CHARA_SEL_RANDOM_IMG_H);
// 自キャラなら自キャラ情報窓を更新
if (nIndex == m_nUserIndex)
UpdateMyCharaInfo();
return TRUE;
}
// キャラタイプIDからスクリプト情報を検索
TCHARA_SCR_INFO* pScrInfo = common::scr::FindCharaScrInfoFromCharaType(nCharaType, &m_mapCharaScrInfo);
// スクリプトとの関連付けの更新が必要なら更新
if (m_SessionArray[nIndex].scrinfo != pScrInfo)
{
m_SessionArray[nIndex].scrinfo = pScrInfo;
m_pRoomCharacters[nIndex]->UpdateTexture(pScrInfo->pTexture, pScrInfo->rec_tex_chr.right, pScrInfo->rec_tex_chr.bottom, pScrInfo->tex_chr_num, pScrInfo->draw_w, pScrInfo->draw_h);
// 自キャラなら自キャラ情報窓を更新
if (nIndex == m_nUserIndex)
UpdateMyCharaInfo();
}
return TRUE;
}
// 自キャラ情報更新
void CGame::UpdateMyCharaInfo()
{
// キャラ名が未設定なら
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_MY_NAME);
if (! pStatic->GetUserData() )
{
WCHAR wsName[MAX_USER_NAME+1];
common::session::GetSessionName(&m_SessionArray[m_nUserIndex], wsName);
pStatic->SetText(wsName);
// 設定済みにする
pStatic->SetUserData((void*)1L);
}
}
// キャラ、アイテム、ルール表示ボタン
void CGame::OnClickViewButton(int nControl)
{
p_pUI->GetControl(IDC_ROOM_CHK_RULE_1)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_2)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_3)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_4)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_BTN_ADD_ITEM)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_BTN_ITEM_SEL_ICON)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_ITEM_INFO)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_CHARA_INFO)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_LIST_CHARA_BLT_INFO)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_CHARA_NAME)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_SC_NAME)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_SPRITE_SC)->SetVisible(false);
p_pUI->GetControl(IDC_STATIC_SPIN_LIMIT_TURN_TEXT)->SetVisible(false);
m_pSpinTurnLimit001->SetVisible(false);
m_pSpinTurnLimit010->SetVisible(false);
m_pSpinTurnLimit100->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_ACT_TIME_LIMIT_TEXT)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_STATIC_ACT_TIME_LIMIT_VALUE)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_BTN_ACT_TIME_LIMIT_L)->SetVisible(false);
p_pUI->GetControl(IDC_ROOM_BTN_ACT_TIME_LIMIT_R)->SetVisible(false);
m_pItemBtnList->SetVisible(false);
m_pCharacterBtnList->SetVisible(false);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_CHARA)->GetElement(1)->rcTexture, IDC_CHECK_BTN_OFF);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_CHARA)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL]= D3DXCOLOR(0xFFFFFFFF);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_ITEM)->GetElement(1)->rcTexture, IDC_CHECK_BTN_OFF);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_ITEM)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL] = D3DXCOLOR(0xFFFFFFFF);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_RULE)->GetElement(1)->rcTexture, IDC_CHECK_BTN_OFF);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_RULE)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL] = D3DXCOLOR(0xFFFFFFFF);
switch (nControl)
{
case IDC_ROOM_BTN_VIEW_CHARA:
p_pUI->GetControl(IDC_ROOM_STATIC_CHARA_NAME)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_STATIC_CHARA_INFO)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_LIST_CHARA_BLT_INFO)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_STATIC_SC_NAME)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_SPRITE_SC)->SetVisible(true);
m_pCharacterBtnList->SetVisible(true);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_CHARA)->GetElement(1)->rcTexture, IDC_ROOM_BTN_VIEW_CHARA_RECT);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_CHARA)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL] = D3DXCOLOR(0xFF0000FF);
break;
case IDC_ROOM_BTN_VIEW_ITEM:
p_pUI->GetControl(IDC_ROOM_BTN_ADD_ITEM)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_BTN_ITEM_SEL_ICON)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_STATIC_ITEM_INFO)->SetVisible(true);
m_pItemBtnList->SetVisible(true);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_ITEM)->GetElement(1)->rcTexture, IDC_ROOM_BTN_VIEW_ITEM_RECT);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_ITEM)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL] = D3DXCOLOR(0xFF0000FF);
break;
case IDC_ROOM_BTN_VIEW_RULE:
p_pUI->GetControl(IDC_ROOM_CHK_RULE_1)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_2)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_3)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_CHK_RULE_4)->SetVisible(true);
SetRect(&p_pUI->GetControl(IDC_ROOM_BTN_VIEW_RULE)->GetElement(1)->rcTexture, IDC_ROOM_BTN_VIEW_RULE_RECT);
p_pUI->GetControl(IDC_ROOM_BTN_VIEW_RULE)->GetElement(1)->FontColor.States[DXUT_STATE_NORMAL] = D3DXCOLOR(0xFF0000FF);
p_pUI->GetControl(IDC_STATIC_SPIN_LIMIT_TURN_TEXT)->SetVisible(true);
m_pSpinTurnLimit001->SetVisible(true);
m_pSpinTurnLimit010->SetVisible(true);
m_pSpinTurnLimit100->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_STATIC_ACT_TIME_LIMIT_TEXT)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_STATIC_ACT_TIME_LIMIT_VALUE)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_BTN_ACT_TIME_LIMIT_L)->SetVisible(true);
p_pUI->GetControl(IDC_ROOM_BTN_ACT_TIME_LIMIT_R)->SetVisible(true);
break;
}
}
// キャラ発言
// nIndex : キャラNo
// message : 発言内容
void CGame::CharacterSay(int nIndex, WCHAR *message)
{
// ユーザNo範囲外
if (nIndex >= GetMaxLoginNum() || nIndex < 0) return;
if ( m_eGameState == eGameRoom)
{
if (m_pRoomCharacters[nIndex] && m_pRoomCharacters[nIndex]->IsCreated())
m_pRoomCharacters[nIndex]->Say(message);
}
}
// アイテムアイコンボタン押下
void CGame::OnSelectItemBtnList(CDXUTRadioButton* pBtn)
{
int nIndex = (int)pBtn->GetUserData();
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_ITEM_INFO);
WCHAR wsDetail[MAX_GAME_ITEM_TEXT+9];
SafePrintf(wsDetail, MAX_GAME_ITEM_TEXT+8, L"コスト:%02d\n%s", c_tItemResouceInfoTable[nIndex].cost, c_tItemResouceInfoTable[nIndex].text);
pStatic->SetText(wsDetail);
// pStatic->SetText(c_tItemResouceInfoTable[nIndex].text);
// 選択したアイテムのアイコン切り替え
CDXUTButton* pIconBtn = p_pUI->GetButton(IDC_ROOM_BTN_ITEM_SEL_ICON);
if (nIndex != (int)pIconBtn->GetUserData())
{
RECT rcTexture;
SetRect(&rcTexture,
c_tItemResouceInfoTable[nIndex].left,
c_tItemResouceInfoTable[nIndex].top,
c_tItemResouceInfoTable[nIndex].right,
c_tItemResouceInfoTable[nIndex].bottom
);
CDXUTElement* pElement = pIconBtn->GetElement(1);
pElement->SetTexture(m_nDefaultGUIResourceIndex, &rcTexture);
pIconBtn->SetUserData((void*)nIndex);
}
p_pUI->GetControl(IDC_ROOM_BTN_ADD_ITEM)->SetEnabled(GetMySessionInfo()->cost>= c_tItemResouceInfoTable[nIndex].cost);
}
// キャラ選択ラジオボタンにチェックを入れる
void CGame::CheckCharacterSelectRadioBtnFromID(int nObjType)
{
CDXUTRadioButton* pRadioButton = NULL;
// ボタンに設定されたユーザデータと照合
for (int i=0;pRadioButton = p_pUI->GetRadioButton(IDC_ROOM_BTN_CHARA_SEL_LIST_BASE+i);i++)
{
if (nObjType == (int)pRadioButton->GetUserData())
{
pRadioButton->SetChecked(true);
break;
}
}
}
#if RTRIAL
#else
// キャラ選択ラジオボタン押下イベント
void CGame::OnCharacterSelectRadioBtnDown(CDXUTRadioButton* pBtn)
{
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
int nCharaType = (int)pBtn->GetUserData();
// 選択済みならしない
if (m_SessionArray[m_nUserIndex].chara_type == nCharaType) return;
m_pCharacterBtnList->SetEnable(false);
// キャラ選択パケット送信
packetSize = PacketMaker::MakePacketData_RoomCharacterSelect((BYTE)nCharaType, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
#endif
// 選択ステージの変更
void CGame::SetStageIndex(int nStageIndex)
{
// if (m_nStageIndex == nStageIndex) return;
TSTAGE_SCR_INFO* pScrInfo = common::scr::FindStageScrInfoFromStageIndex(nStageIndex, &m_mapStageScrInfo);
if (!pScrInfo) return;
m_nStageIndex = nStageIndex;
m_pSelectedStageScrInfo = pScrInfo;
CDXUTButton* pBtnStageMain = p_pUI->GetButton(IDC_ROOM_BTN_STAGE_BASE);
CDXUTStatic* pStaticStageTitle = p_pUI->GetStatic(IDC_ROOM_STATIC_STAGE_TITLE);
// ステージ画像更新
CDXUTElement* pElement = pBtnStageMain->GetElement(0);
if (m_nStageIndex != (int)pBtnStageMain->GetUserData())
{
RECT rcTexture;
SetRect(&rcTexture,0,0, pScrInfo->thumnail.size.cx,pScrInfo->thumnail.size.cy);
pElement->SetTexture(pScrInfo->res_index, &rcTexture);
if (!pBtnStageMain->GetVisible())
pBtnStageMain->SetVisible(true);
// ステージタイトル更新
pStaticStageTitle->SetText(pScrInfo->name);
// 設定したステージインデックスを入れておく
pBtnStageMain->SetUserData((void*)m_nStageIndex);
}
UpdateStageSelectButton();
}
void CGame::UpdateStageSelectButton()
{
CDXUTButton* pBtnStageL = p_pUI->GetButton(IDC_ROOM_BTN_STAGE_L);
CDXUTButton* pBtnStageR = p_pUI->GetButton(IDC_ROOM_BTN_STAGE_R); // 選択ボタン設定
CDXUTButton* pBtnStageRnd = p_pUI->GetButton(IDC_ROOM_BTN_STAGE_RND);
if (m_SessionArray[m_nUserIndex].master)
{
pBtnStageL->SetEnabled( m_nStageIndex > 0 );
pBtnStageR->SetEnabled( (m_nStageIndex+1) < (int)m_mapStageScrInfo.size() );
pBtnStageRnd->SetEnabled(true);
}
else
{
if (pBtnStageL->GetEnabled()) pBtnStageL->SetEnabled(false);
if (pBtnStageR->GetEnabled()) pBtnStageR->SetEnabled(false);
if (pBtnStageRnd->GetEnabled()) pBtnStageRnd->SetEnabled(false);
}
}
// ステージ選択LRボタン押下
void CGame::OnStageSelectButtonDown(int nNum)
{
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
int nReqStageIndex = m_nStageIndex+nNum;
// インデックスチェック
if (nReqStageIndex < 0)
{
p_pUI->GetButton(IDC_ROOM_BTN_STAGE_L)->SetEnabled(false);
return;
}
else if (nReqStageIndex >= (int)m_mapStageScrInfo.size())
{
p_pUI->GetButton(IDC_ROOM_BTN_STAGE_R)->SetEnabled(false);
return;
}
packetSize = PacketMaker::MakePacketData_RoomSelectStage(nReqStageIndex, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
void CGame::OnStageRandomButtonDown()
{
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
int nReqStageIndex = genrand_int32() % (int)m_mapStageScrInfo.size();
packetSize = PacketMaker::MakePacketData_RoomSelectStage(nReqStageIndex, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
// ルール用チェックボタン押下
void CGame::OnRuleCheckButtonDown(BYTE flg)
{
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
if (!m_SessionArray[m_nUserIndex].master) return;
// 変更
m_bytRuleFlg ^= flg;
packetSize = PacketMaker::MakePacketData_RoomRule(m_bytRuleFlg, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
// ルール変更
void CGame::SetRule(BYTE rule_flg)
{
p_pUI->GetCheckBox(IDC_ROOM_CHK_RULE_1)->SetChecked((rule_flg & GAME_RULE_01)?true:false);
p_pUI->GetCheckBox(IDC_ROOM_CHK_RULE_2)->SetChecked((rule_flg & GAME_RULE_02)?true:false);
p_pUI->GetCheckBox(IDC_ROOM_CHK_RULE_3)->SetChecked((rule_flg & GAME_RULE_03)?true:false);
p_pUI->GetCheckBox(IDC_ROOM_CHK_RULE_4)->SetChecked((rule_flg & GAME_RULE_04)?true:false);
m_bytRuleFlg = rule_flg;
}
// 制限ターン数設定
void CGame::SetTurnLimit(int turn)
{
m_nLimitTurn = turn;
int nTurn = turn;
if (nTurn)
{
int nTemp = nTurn/100;
m_pSpinTurnLimit100->SetValue(nTemp);
nTurn -= nTemp*100;
nTemp = nTurn/10;
m_pSpinTurnLimit010->SetValue(nTemp);
nTurn -= nTemp*10;
m_pSpinTurnLimit001->SetValue(nTurn);
}
else
{
m_pSpinTurnLimit001->SetValue(0);
m_pSpinTurnLimit010->SetValue(0);
m_pSpinTurnLimit100->SetValue(0);
}
}
// 制限時間設定更新
void CGame::SetActTimeLimit(int time)
{
m_nActTimeLimit = time;
WCHAR wsTime[4];
SafePrintf(wsTime, 4, L"%02d", time);
p_pUI->GetStatic(IDC_ROOM_STATIC_ACT_TIME_LIMIT_VALUE)->SetText(wsTime);
}
// 使用アイテム追加ボタン押下
void CGame::OnAddItemButtonDown()
{
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
// インデックス確認
if (m_nUserIndex >= GetMaxLoginNum() || m_nUserIndex < 0) return;
int nItemIndex=0;
// 空いているアイテム欄を探す
for (;nItemIndex<g_nMaxItemStockCount;nItemIndex++)
{
if (!m_SessionArray[m_nUserIndex].items[nItemIndex])
break;
}
// 見つからなかったら、追加ボタンを無効化
if (nItemIndex >= g_nMaxItemStockCount)
{
p_pUI->GetControl(IDC_ROOM_BTN_ADD_ITEM)->SetEnabled(false);
return;
}
// 選択中のアイテムアイコンのユーザーデータにアイテムのインデックスが保持されている
CDXUTButton* pIconBtn = p_pUI->GetButton(IDC_ROOM_BTN_ITEM_SEL_ICON);
int nItemTableIndex = (int)pIconBtn->GetUserData();
// インデックス確認
if (nItemTableIndex < 0 && nItemTableIndex >= GAME_ITEM_COUNT) return;
DWORD dwItemFlg = c_tItemResouceInfoTable[nItemTableIndex].flg;
// アイテム選択要求の結果パケット受信まで追加ボタン無効化
p_pUI->GetControl(IDC_ROOM_BTN_ADD_ITEM)->SetEnabled(false);
packetSize = PacketMaker::MakePacketData_RoomSelectItem(nItemIndex, dwItemFlg, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
// 自キャラの使用アイテムの更新
void CGame::UpdateMyItems()
{
// アイテムの表示更新
int i=0;
for (i=0;i<GAME_ITEM_STOCK_MAX_COUNT;i++)
{
CDXUTButton* pBtn = p_pUI->GetButton(IDC_ROOM_BTN_MY_ITEM_BASE+i);
if (!(m_bytRuleFlg & GAME_RULE_ITEM_ENABLE))
{
pBtn->SetEnabled(false);
continue;
}
if (i>=g_nMaxItemStockCount) {
pBtn->SetVisible(false);
pBtn->SetEnabled(false);
continue;
}
// フラグがNULLなら未使用欄で非表示
if (!GetMySessionInfo()->items[i])
{
pBtn->SetUserData((void*)0);
pBtn->GetElement(1)->TextureColor.Init(0,0);
pBtn->SetEnabled(false);
}
else
{
// アイテムを探す
int j=0;
int nItemFlg = 0;
for (;j<GAME_ITEM_COUNT;j++)
{
if (m_SessionArray[m_nUserIndex].items[i] == c_tItemResouceInfoTable[j].flg)
{
nItemFlg = c_tItemResouceInfoTable[j].flg;
break;
}
}
// アイテムテーブルになかった
if (j== GAME_ITEM_COUNT)
{
// 未使用に設定要求
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
packetSize = PacketMaker::MakePacketData_RoomSelectItem(i, 0x0, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
continue;
}
// テクスチャセット、設定済みなら設定しない
if ((int)pBtn->GetUserData() != nItemFlg)
{
pBtn->SetUserData((void*)c_tItemResouceInfoTable[j].flg);
// テクスチャセット
RECT rcTexture;
SetRect(&rcTexture,
c_tItemResouceInfoTable[j].left,
c_tItemResouceInfoTable[j].top,
c_tItemResouceInfoTable[j].right,
c_tItemResouceInfoTable[j].bottom);
CDXUTElement* pElement = pBtn->GetElement(1);
pElement->SetTexture( m_nDefaultGUIResourceIndex, &rcTexture);
pElement->TextureColor.Init(0xFFFFFFFF,0xFFFFFFFF);
}
// 表示
if (!pBtn->GetEnabled())
pBtn->SetEnabled(true);
if (m_eGameState == GAME_STATE_MAIN)
{
if (!pBtn->GetVisible())
pBtn->SetVisible(true);
}
}
}
WCHAR wsCost[8];
SafePrintf(wsCost, 8, L"%d", (int)m_SessionArray[m_nUserIndex].cost);
CDXUTStatic* pStatic = p_pUI->GetStatic(IDC_ROOM_STATIC_ITEM_REST_COST);
pStatic->SetText(wsCost);
// アイテム追加ボタンの有効状態更新
CheckEnableItemAddButton();
}
// アイテム追加ボタンの有効状態確認
void CGame::CheckEnableItemAddButton()
{
bool bEnable = false;
CDXUTButton* pAddBtn = p_pUI->GetButton(IDC_ROOM_BTN_ADD_ITEM);
// 準備OK状態なら無効
if (!m_SessionArray[m_nUserIndex].game_ready)
{
// 追加可能なアイテム欄があるか確認
for (int i=0;i<g_nMaxItemStockCount;i++)
{
// フラグがNULLなら未使用欄
if (!m_SessionArray[m_nUserIndex].items[i])
{
bEnable = true;
break;
}
}
if (bEnable)
{
// 選択中のアイテムのコストと残りコストを確認
int nItemTableIndex = (int)p_pUI->GetButton(IDC_ROOM_BTN_ITEM_SEL_ICON)->GetUserData();
if (nItemTableIndex >= 0 && nItemTableIndex < GAME_ITEM_COUNT)
bEnable = (m_SessionArray[m_nUserIndex].cost >= c_tItemResouceInfoTable[nItemTableIndex].cost);
}
}
// 状態設定
if (pAddBtn->GetEnabled() != bEnable)
pAddBtn->SetEnabled(bEnable);
}
// 使用アイテム一覧クリック(使用アイテムを消す)
BOOL CGame::OnMyItemButtonDown(int nControlID)
{
int nItemIndex = nControlID - IDC_ROOM_BTN_MY_ITEM_BASE;
if (nItemIndex < 0 || nItemIndex >= g_nMaxItemStockCount) return FALSE;
if (!GetMySessionInfo()->items[nItemIndex])
return FALSE;
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
// 0x00で使用アイテムを消す
packetSize = PacketMaker::MakePacketData_RoomSelectItem(nItemIndex, 0x00, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
return TRUE;
}
// チーム設定変更ボタン押下
void CGame::OnTeamRuleButtonDown(int nNum)
{
// マスター以外は変更できない FAILSAFE
if (!m_SessionArray[m_nUserIndex].master)
{
p_pUI->GetControl(IDC_ROOM_BTN_RULE_TEAM_L)->SetEnabled(false);
p_pUI->GetControl(IDC_ROOM_BTN_RULE_TEAM_R)->SetEnabled(false);
return;
}
// 変更要求値の確認
int nReqTeamCount = m_nTeamCount+nNum;
//> 20101105 端数でもチーム設定できるようにする
int nMaxTeamCount = min(MAXUSERNUM-1,m_nAuthedCount-1);
// int nMaxTeamCount = (int)( (float)m_nAuthedCount/ 2.0f);
// BOOL bOver = TRUE;
// 割り切れる数を探す
// while (nReqTeamCount >= 1 && nReqTeamCount <= nMaxTeamCount)
// {
// if (!(m_nAuthedCount % nReqTeamCount))
// {
// bOver = FALSE;
// break;
// }
// nReqTeamCount += nNum;
// }
// 変更値が最大・最小値を越えていた
// if (bOver)
// {
if (nReqTeamCount < 1)
{
p_pUI->GetControl(IDC_ROOM_BTN_RULE_TEAM_L)->SetEnabled(false);
return;
}
// 最大チーム数を越えているか確認
if (nReqTeamCount > nMaxTeamCount)
{
p_pUI->GetControl(IDC_ROOM_BTN_RULE_TEAM_R)->SetEnabled(false);
return;
}
// }
//> 20101105 端数でもチーム設定できるようにする
// パケット送信
WORD packetSize = 0;
BYTE packetData[MAX_PACKET_SIZE];
packetSize = PacketMaker::MakePacketData_RoomTeamCount(nReqTeamCount, packetData);
if (packetSize)
AddPacket(packetData, packetSize);
}
// チーム数設定変更
void CGame::SetTeamCount(int nTeamCount)
{
m_nTeamCount = nTeamCount;
m_pTeamRulePropertyManager->Update((GetMySessionInfo()->master!=0), m_nTeamCount);