?? cbprompt.cpp
字號:
return &ml_Chao_Build_Main;
break;
case BUTTON_CHAO_MAIN_UPGRADE1:
return &ml_Chao_Main_Upgrade1 ;
break;
case BUTTON_CHAO_MAIN_UPGRADE2:
return &ml_Chao_Main_Upgrade2;
break;
case BUTTON_CHAO_MAIN_UPGRADE3:
return &ml_Chao_Main_Upgrade3 ;
break;
// 劉備主帥帳命令集的消息
case BUTTON_LIU_BUILD_MAIN:
return &ml_Liu_Build_Main;
break;
case BUTTON_LIU_MAIN_UPGRADE1:
return &ml_Liu_Main_Upgrade1 ;
break;
case BUTTON_LIU_MAIN_UPGRADE2:
return &ml_Liu_Main_Upgrade2 ;
break;
case BUTTON_LIU_MAIN_UPGRADE3:
return &ml_Liu_Main_Upgrade3 ;
break;
case 0 :
{
if( grade == 0 )
return &ml_Chao_Build_Main ;
else if( grade == 1 )
return &ml_Chao_Main_Upgrade1 ;
else if( grade == 2 )
return &ml_Chao_Main_Upgrade2 ;
else if( grade == 3 )
return &ml_Chao_Main_Upgrade3 ;
}
break;
case 1 :
{
if( grade == 0 )
return &ml_Liu_Build_Main ;
else if( grade == 1 )
return &ml_Liu_Main_Upgrade1 ;
else if( grade == 2 )
return &ml_Liu_Main_Upgrade2 ;
else if( grade == 3 )
return &ml_Liu_Main_Upgrade3 ;
}
break;
// 木材廠命令集的消息
case BUTTON_CHAO_BUILD_LUMBER:
case 4:
return &ml_Chao_Build_Lumber;
break;
case BUTTON_LIU_BUILD_LUMBER:
case 5:
return &ml_Liu_Build_Lumber;
break;
case BUTTON_LUMBER_UPGRADEBOW1:
return &ml_Lumber_UpgradeBow1 ;
break;
case BUTTON_LUMBER_UPGRADEBOW2:
return &ml_Lumber_UpgradeBow2 ;
break;
case BUTTON_LUMBER_UPGRADEBOW3:
return &ml_Lumber_UpgradeBow3 ;
break;
// 武器廠命令集的消息
case BUTTON_CHAO_BUILD_WEAPONFACTORY:
case 2:
return &ml_Chao_Build_WeaponFactory;
break;
case BUTTON_LIU_BUILD_WEAPONFACTORY:
case 3:
return &ml_Liu_Build_WeaponFactory;
break;
case BUTTON_WEAPONFACTORY_UPGRADEWEAPON1:
return &ml_WeaponFactory_UpgradeWeapon1 ;
break;
case BUTTON_WEAPONFACTORY_UPGRADEWEAPON2:
return &ml_WeaponFactory_UpgradeWeapon2 ;
break;
case BUTTON_WEAPONFACTORY_UPGRADEWEAPON3:
return &ml_WeaponFactory_UpgradeWeapon3 ;
break;
case BUTTON_WEAPONFACTORY_UPGRADEARMOR1:
return &ml_WeaponFactory_UpgradeArmor1 ;
break;
case BUTTON_WEAPONFACTORY_UPGRADEARMOR2:
return &ml_WeaponFactory_UpgradeArmor2 ;
break;
case BUTTON_WEAPONFACTORY_UPGRADEARMOR3:
return &ml_WeaponFactory_UpgradeArmor3 ;
break;
// 步兵所命令集的消息
case BUTTON_CHAO_BUILD_FOOTMANSCHOOL:
case 12:
return &ml_Chao_Build_FootmanSchool ;
break;
case BUTTON_LIU_BUILD_FOOTMANSCHOOL:
case 13:
return &ml_Liu_Build_FootmanSchool ;
break;
case 32:
case BUTTON_FOOTMANSCHOOL_100:
return &ml_FootmanSchool_100 ;
break;
case 38:
case BUTTON_FOOTMANSCHOOL_200:
return &ml_FootmanSchool_200 ;
break;
case BUTTON_FOOTMANSCHOOL_500:
case 41:
return &ml_FootmanSchool_500 ;
break;
case BUTTON_FOOTMANSCHOOL_1000:
case 43:
return &ml_FootmanSchool_1000 ;
break;
// 騎兵所命令集的消息
case BUTTON_CHAO_BUILD_KNIGHTSCHOOL:
case 6:
return &ml_Chao_Build_KnightSchool;
break;
case BUTTON_LIU_BUILD_KNIGHTSCHOOL:
case 7:
return &ml_Liu_Build_KnightSchool;
break;
case BUTTON_KNIGHTSCHOOL_100:
case 36:
return &ml_KnightSchool_100 ;
break;
case BUTTON_KNIGHTSCHOOL_200:
case 37:
return &ml_KnightSchool_200 ;
break;
case BUTTON_KNIGHTSCHOOL_500:
case 40:
return &ml_KnightSchool_500 ;
break;
// 弓兵所命令集的消息
case BUTTON_CHAO_BUILD_BOWMANSCHOOL:
case 14:
return &ml_Chao_Build_BowmanSchool ;
break;
case BUTTON_LIU_BUILD_BOWMANSCHOOL:
case 15:
return &ml_Liu_Build_BowmanSchool ;
break;
case BUTTON_BOWMANSCHOOL_100:
case 45:
return &ml_BowmanSchool_100 ;
break;
case BUTTON_BOWMANSCHOOL_200:
case 39:
return &ml_BowmanSchool_200 ;
break;
case BUTTON_BOWMANSCHOOL_500:
case 42:
return &ml_BowmanSchool_500 ;
break;
case BUTTON_BOWMANSCHOOL_1000:
case 44:
return &ml_BowmanSchool_1000 ;
break;
// 車兵所命令集的消息
case BUTTON_CHAO_BUILD_VEHICLEMANSCHOOL:
case 8:
return &ml_Chao_Build_VehiclemanSchool ;
break;
case BUTTON_LIU_BUILD_VEHICLEMANSCHOOL:
case 9:
return &ml_Liu_Build_VehiclemanSchool ;
break;
case BUTTON_VEHICLEMANSCHOOL_VEHICLEMAN :
case 34:
return &ml_VehiclemanSchool_Vehicleman ;
break;
case BUTTON_VEHICLEMANSCHOOL_UPGRADE1:
return &ml_VehiclemanSchool_Upgrade1 ;
break;
case BUTTON_VEHICLEMANSCHOOL_UPGRADE2:
return &ml_VehiclemanSchool_Upgrade2 ;
break;
// 造船廠命令集的消息
case BUTTON_CHAO_BUILD_SHIPYARD:
// case BUTTON_LIU_BUILD_SHIPYARD:
case 20:
return &ml_Chao_Build_Shipyard ;
break;
case BUTTON_SHIPYARD_DESTROYER:
case 46:
return &ml_Shipyard_Destroyer ;
break;
case BUTTON_SHIPYARD_TRANSPORT:
case 47:
return &ml_Shipyard_Transport ;
break;
case BUTTON_SHIPYARD_BATTLESHIP :
case 48:
return &ml_Shipyard_Battleship ;
break;
case BUTTON_SHIPYARD_GROUPSHIP:
case 49:
return &ml_Shipyard_GroupShip ;
break;
case BUTTON_SHIPYARD_UPGRADEDESTROYER:
return &ml_Shipyard_UpgradeDestroyer ;
break;
case BUTTON_SHIPYARD_UPGRADEBATTLESHIP:
return &ml_Shipyard_UpgradeBattleship ;
break;
case BUTTON_SHIPYARD_UPGRADESHIPARMOR:
return &ml_Shipyard_UpgradeShipArmor ;
break;
// 錢莊命令集的消息
case BUTTON_SHOP_SALE100WOOD:
return &ml_Shop_Sale100Wood;
break;
case BUTTON_SHOP_SALE100FOOD:
return &ml_Shop_Sale100Food;
break;
case BUTTON_SHOP_SALE100IRON:
return &ml_Shop_Sale100Iron;
break;
case BUTTON_SHOP_SALE1000WOOD:
return &ml_Shop_Sale1000Wood;
break;
case BUTTON_SHOP_SALE1000FOOD:
return &ml_Shop_Sale1000Food;
break;
case BUTTON_SHOP_SALE1000IRON:
return &ml_Shop_Sale1000Iron;
break;
// 君主為曹操的工人的建造命令集的消息
case BUTTON_CHAO_BUILD_FARM:
case 10:
return &ml_Chao_Build_Farm;
break;
case BUTTON_CHAO_BUILD_DOOR:
case 16:
return &ml_Chao_Build_Door;
break;
case BUTTON_CHAO_BUILD_TOWER:
case 18:
return &ml_Chao_Build_Tower;
break;
case BUTTON_CHAO_BUILD_SHOP:
// case BUTTON_LIU_BUILD_SHOP:
case 23:
// return &ml_Liu_Build_Shop;
return &ml_Chao_Build_Shop;
break;
case BUTTON_CHAO_BUILD_FLAG:
// case BUTTON_LIU_BUILD_FLAG:
case 26:
// return &ml_Liu_Build_Flag;
return &ml_Chao_Build_Flag;
break;
case 24:
return &prompt_Chao_House;
break;
// 君主為劉備的工人的建造命令集的消息
case BUTTON_LIU_BUILD_FARM:
case 11:
return &ml_Liu_Build_Farm;
break;
case BUTTON_LIU_BUILD_DOOR:
case 17:
return &ml_Liu_Build_Door;
break;
case BUTTON_LIU_BUILD_TOWER:
case 19:
return &ml_Liu_Build_Tower;
break;
case 25:
return &prompt_Liu_House;
break;
// some special resourcd
case 22:
return &prompt_Iron_Mine;
break;
case 27:
return &prompt_Citizen_Male;
break;
case 28:
return &prompt_Citizen_Female;
break;
}
return &ml_Main_Peasant ;
}
void GetLineUp( int LineUpFlag )
{
if(LineUpFlag<1 || LineUpFlag>10)
LineUpKind[0] = '\0';
else
{
// to read the all string first
CText_apply Text;
Text.Text_open ("set\\hz.ext");
Text.Text_use (LineUpKind,19+LineUpFlag);
Text.Text_close ();
}
}
////////////////////////////////////
// to updata the resource amount
BOOL FACE_UpdateGrade(int new_grade)
{
int iResult;
class CDDText infor_text; // the text that inpur from FACE_CURRENT_PROMPT_BLOCK
char Grade[8]; // 級別
if( FACE_CURRENT_PROMPT_BLOCK.PromptBlockId != PROMPT_CONSTRUCTION_IDLESS )
return FALSE;
// to blit part of the prompt background to the back buffer
POINT Dest ;
RECT temp ;
Dest.x = 552 ; Dest.y = 194 ;
temp.left = 552 ; temp.top = 194 ;
temp.right = 620 ; temp.bottom = 210 ;
bmPromptArea.Blit(&Dest, &temp);
// to blit the word of grade to the prompt area
FACE_CURRENT_PROMPT_BLOCK.PromptBlockUnion.Construction_Idless.ConstructionGrade = new_grade ;
// if the ConstructionBitmapId == 22 (鐵礦) , don't show it grade, ironmine have no grade
int gradetemp = FACE_CURRENT_PROMPT_BLOCK.PromptBlockUnion.Construction_Idless.ConstructionGrade ;
if( gradetemp >= 0 && gradetemp < 5 )
{
CText_apply Text;
Text.Text_open ("set\\hz.ext");
Text.Text_use (Grade, gradetemp+4); // the string "一 級" is place in #4 in the hz.set file
Text.Text_close ();
}
else
{
_itoa(FACE_CURRENT_PROMPT_BLOCK.PromptBlockUnion.Construction_Idless.ConstructionGrade, Grade, 10 );
}
// Grade[8] = '\0';
iResult = infor_text.BeginText( 8 ); // ( 640 - 30 ) / 16
if( ! iResult )
return FALSE;
// to set the color of this text show
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