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DynEconDlg.h
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#if !defined(AFX_GAMEINSPECT_H__9F97255C_A826_4F43_A436_1482185AA628__INCLUDED_)
#define AFX_GAMEINSPECT_H__9F97255C_A826_4F43_A436_1482185AA628__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// GameInspect.h : header file
//
#include "Base.h"
#include "Good.h"
struct FlNode;
struct FlTree;
/////////////////////////////////////////////////////////////////////////////
// CGameInspect class
class CGameInspect
{
// Construction
public:
enum { // must be in the same order as ID_GAME_IMPORT_*
IMPORT_PRICES = 0x01,
IMPORT_CREDITS = 0x02,
IMPORT_CARGOHOLD = 0x04,
//IMPORT_FACTIONS = 0x08,
};
int DoTask(DWORD flags);
private:
UINT CollectGoodPrice(DWORD id, LPVOID ptr);
UINT CollectFactions(DWORD id, LPVOID ptr);
UINT CGameInspect::TreeForEachRecurse(FlNode* nodePtr, FlNode* nodeNil, UINT (CGameInspect::*callback)(DWORD id, LPVOID ptr));
UINT TreeForEach(FlTree& tree, UINT (CGameInspect::*callback)(DWORD id, LPVOID ptr));
LPVOID TreeFindRecurse(FlNode* nodePtr, DWORD id, FlNode* nodeNil);
LPVOID TreeFind(FlTree& tree, DWORD id);
private:
HANDLE m_hflProcess;
CBase* m_base;
CMap<DWORD,DWORD,UINT,UINT> m_idGoodMap;
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_GAMEINSPECT_H__9F97255C_A826_4F43_A436_1482185AA628__INCLUDED_)