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CnC_Renegade/Code/Commando/dlgcncbattleinfo.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : commando *
* *
* $Archive:: /Commando/Code/Commando/dlgcncbattleinfo.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/24/02 2:06p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgcncbattleinfo.h"
#include "resource.h"
#include "listctrl.h"
#include "imagectrl.h"
#include "playertype.h"
#include "combat.h"
#include "playermanager.h"
#include "player.h"
#include "soldier.h"
#include "gameinitmgr.h"
#include "gamemode.h"
#include "input.h"
#include "healthbarctrl.h"
#include "basecontroller.h"
#include "building.h"
#include "damage.h"
#include "vehicle.h"
#include "resource.h"
#include "WOLGMode.h"
#include <WWOnline\WOLUser.h>
#include "translatedb.h"
#include "string_ids.h"
#include "mousemgr.h"
#include "directinput.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
enum
{
COL_RANK,
COL_NAME,
COL_KD,
COL_SCORE
};
static const BUILDING_COUNT = 5;
static const BUILDING_SLOT_COUNT = 6;
////////////////////////////////////////////////////////////////
// Local typedefs
////////////////////////////////////////////////////////////////
typedef struct
{
const char * texture_name;
BuildingConstants::BuildingType type;
} BUILDING_INSTANCE_INFO;
static const BUILDING_INSTANCE_INFO GDI_BUILDINGS[BUILDING_COUNT] =
{
{ "HUD_C&C_G_GUARDTOW.TGA", BuildingConstants::TYPE_BASE_DEFENSE },
{ "HUD_C&C_G_REFINERY.TGA", BuildingConstants::TYPE_REFINERY },
{ "HUD_C&C_G_POWER.TGA", BuildingConstants::TYPE_POWER_PLANT },
{ "HUD_C&C_G_BARRACKS.TGA", BuildingConstants::TYPE_SOLDIER_FACTORY },
{ "HUD_C&C_G_WARFACT.TGA", BuildingConstants::TYPE_VEHICLE_FACTORY },
};
static const BUILDING_INSTANCE_INFO NOD_BUILDINGS[BUILDING_COUNT] =
{
{ "HUD_C&C_OBLISK.TGA", BuildingConstants::TYPE_BASE_DEFENSE },
{ "HUD_C&C_N_REFINERY.TGA", BuildingConstants::TYPE_REFINERY },
{ "HUD_C&C_N_POWER.TGA", BuildingConstants::TYPE_POWER_PLANT },
{ "HUD_C&C_N_HANDOF.TGA", BuildingConstants::TYPE_SOLDIER_FACTORY },
{ "HUD_C&C_N_AIRSTRIP.TGA", BuildingConstants::TYPE_VEHICLE_FACTORY },
};
typedef struct
{
int icon_ctrl_id;
int health_ctrl_id;
} BUILDING_INFO;
static const BUILDING_INFO GDI_BUILDING_CTRLS[BUILDING_SLOT_COUNT] =
{
{ IDC_GDI_BUILDING01_ICON, IDC_GDI_BUILDING01_HEALTHBAR },
{ IDC_GDI_BUILDING02_ICON, IDC_GDI_BUILDING02_HEALTHBAR },
{ IDC_GDI_BUILDING03_ICON, IDC_GDI_BUILDING03_HEALTHBAR },
{ IDC_GDI_BUILDING04_ICON, IDC_GDI_BUILDING04_HEALTHBAR },
{ IDC_GDI_BUILDING05_ICON, IDC_GDI_BUILDING05_HEALTHBAR },
{ IDC_GDI_BUILDING06_ICON, IDC_GDI_BUILDING06_HEALTHBAR },
};
static const BUILDING_INFO NOD_BUILDING_CTRLS[BUILDING_SLOT_COUNT] =
{
{ IDC_NOD_BUILDING01_ICON, IDC_NOD_BUILDING01_HEALTHBAR },
{ IDC_NOD_BUILDING02_ICON, IDC_NOD_BUILDING02_HEALTHBAR },
{ IDC_NOD_BUILDING03_ICON, IDC_NOD_BUILDING03_HEALTHBAR },
{ IDC_NOD_BUILDING04_ICON, IDC_NOD_BUILDING04_HEALTHBAR },
{ IDC_NOD_BUILDING05_ICON, IDC_NOD_BUILDING05_HEALTHBAR },
{ IDC_NOD_BUILDING06_ICON, IDC_NOD_BUILDING06_HEALTHBAR },
};
////////////////////////////////////////////////////////////////
//
// CNCBattleInfoDialogClass
//
////////////////////////////////////////////////////////////////
CNCBattleInfoDialogClass::CNCBattleInfoDialogClass (void) :
MenuDialogClass (IDD_CNC_BATTLE_INFO)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ~CNCBattleInfoDialogClass
//
////////////////////////////////////////////////////////////////
CNCBattleInfoDialogClass::~CNCBattleInfoDialogClass (void)
{
GameInitMgrClass::Continue_Game ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
CNCBattleInfoDialogClass::On_Init_Dialog (void)
{
MenuDialogClass::On_Init_Dialog ();
MouseMgrClass::Show_Cursor (false);
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_GDI_LIST_CTRL);
if (list_ctrl != NULL) {
//
// Configure the columns
//
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_RANK), 0.175F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 0.425F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_KD_RATIO), 0.2F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_SCORE), 0.2F, Vector3 (1, 1, 1));
Populate_Player_List (list_ctrl, PLAYERTYPE_GDI);
}
//
// Get a pointer to the list control
//
list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_NOD_LIST_CTRL);
if (list_ctrl != NULL) {
//
// Configure the columns
//
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_RANK), 0.175F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 0.425F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_KD_RATIO), 0.2F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_SCORE), 0.2F, Vector3 (1, 1, 1));
Populate_Player_List (list_ctrl, PLAYERTYPE_NOD);
}
//
// Setup the team and building icons on the dialog
//
Configure_Icons ();
//
// Activate the menu game mode (if necessary)
//
GameModeClass *menu_game_mode = GameModeManager::Find ("Menu");
if (menu_game_mode != NULL && menu_game_mode->Is_Active () == false) {
menu_game_mode->Activate ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Configure_Icons
//
////////////////////////////////////////////////////////////////
void
CNCBattleInfoDialogClass::Configure_Icons (void)
{
BaseControllerClass *base = BaseControllerClass::Find_Base_For_Star ();
if (base == NULL) {
return ;
}
//
// Configure the team icons
//
((ImageCtrlClass *)Get_Dlg_Item (IDC_GDI_TEAM_ICON))->Set_Texture ("HUD_C&C_GDILOGO.TGA");
((ImageCtrlClass *)Get_Dlg_Item (IDC_NOD_TEAM_ICON))->Set_Texture ("HUD_C&C_NODLOGO.TGA");
//
// Find the two base controllers
//
BaseControllerClass *gdi_base = BaseControllerClass::Find_Base ( PLAYERTYPE_GDI );
BaseControllerClass *nod_base = BaseControllerClass::Find_Base ( PLAYERTYPE_NOD );
int next_slot = 0;
//
// Fill in the GDI buildings
//
for (int index = 0; index < BUILDING_COUNT; index ++) {
//
// Find the building
//
BuildingGameObj *building = gdi_base->Find_Building (GDI_BUILDINGS[index].type);
if (building != NULL) {
//
// Configure the controls for this building
//
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
ImageCtrlClass *image_ctrl = (ImageCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].icon_ctrl_id);
HealthBarCtrlClass *health_ctrl = (HealthBarCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].health_ctrl_id);
image_ctrl->Set_Texture (GDI_BUILDINGS[index].texture_name);
health_ctrl->Set_Life (life);
next_slot ++;
}
}
//
// Now fill in the harvester
//
VehicleGameObj *gdi_harvester = gdi_base->Get_Harvester_Vehicle ();
if (gdi_harvester != NULL) {
float life = gdi_harvester->Get_Defense_Object ()->Get_Health () / gdi_harvester->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture ("HUD_C&C_G_HARVISTER.TGA");
((HealthBarCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
next_slot ++;
}
//
// Hide the remaining (unused) controls
//
for (index = next_slot; index < BUILDING_SLOT_COUNT; index ++) {
Get_Dlg_Item (GDI_BUILDING_CTRLS[index].icon_ctrl_id)->Show (false);
Get_Dlg_Item (GDI_BUILDING_CTRLS[index].health_ctrl_id)->Show (false);
}
//
// Fill in the NOD buildings
//
next_slot = 0;
for (index = 0; index < BUILDING_COUNT; index ++) {
//
// Find the building
//
BuildingGameObj *building = nod_base->Find_Building (NOD_BUILDINGS[index].type);
if (building != NULL) {
//
// Configure the controls for this building
//
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture (NOD_BUILDINGS[index].texture_name);
((HealthBarCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
next_slot ++;
}
}
//
// Now fill in the harvester
//
VehicleGameObj *nod_harvester = nod_base->Get_Harvester_Vehicle ();
if (nod_harvester != NULL) {
float life = nod_harvester->Get_Defense_Object ()->Get_Health () / nod_harvester->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture ("HUD_C&C_N_HARVISTER.TGA");
((HealthBarCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
next_slot ++;
}
//
// Hide the remaining (unused) controls
//
for (index = next_slot; index < BUILDING_SLOT_COUNT; index ++) {
Get_Dlg_Item (NOD_BUILDING_CTRLS[index].icon_ctrl_id)->Show (false);
Get_Dlg_Item (NOD_BUILDING_CTRLS[index].health_ctrl_id)->Show (false);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Populate_Player_List
//
////////////////////////////////////////////////////////////////
void
CNCBattleInfoDialogClass::Populate_Player_List (ListCtrlClass *list_ctrl, int team_id)
{
//
// Find the player's name that most closely matches the typed name
//
int index = 0;
for ( SLNode<cPlayer> *player_node = cPlayerManager::Get_Player_Object_List ()->Head ();
player_node != NULL;
player_node = player_node->Next ())
{
cPlayer *player = player_node->Data ();
WWASSERT (player != NULL);
if (player->Get_Is_Active().Is_False()) {
continue;
}
//
// Does this player belong to the same team?
//
if (player->Get_Player_Type () == team_id) {
//
// Make a new entry for this player
//
int item_index = list_ctrl->Insert_Entry (index ++, L"");
if (item_index >= 0) {
WideStringClass displayName(0, true);
Build_Player_Display_Name(player, displayName);
list_ctrl->Set_Entry_Text(item_index, COL_NAME, (const WCHAR*)displayName);
list_ctrl->Set_Entry_Int (item_index, COL_RANK, player->Get_Rung ());
list_ctrl->Set_Entry_Int (item_index, COL_SCORE, player->Get_Score ());
//
// Put a star by the player's name if this is the local player
//
if (player->Get_GameObj () == COMBAT_STAR) {
list_ctrl->Add_Icon (item_index, COL_NAME, "IF_LRGSTAR.TGA");
list_ctrl->Set_Entry_Color (item_index, COL_RANK, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_NAME, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_KD, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_SCORE, Vector3 (1.0F, 1.0F, 1.0F));
}
//
// Convert the kill to death ratio to a string and put it into the right column
//
WideStringClass number_str;
float ktd_ratio = player->Get_Kill_To_Death_Ratio ();
if (ktd_ratio >= 0) {
number_str.Format(L"%-8.1f", ktd_ratio);
} else {
number_str.Format(L"%-8s", L"-");
}
list_ctrl->Set_Entry_Text (item_index, COL_KD, number_str);
//
// Set the ranking as this entries user data so we can sort by it...
//
list_ctrl->Set_Entry_Data (item_index, COL_RANK, player->Get_Rung ());
}
}
}
//
// Now, sort the players by rank
//
list_ctrl->Sort (ListSortCallback, 0);
//list_ctrl->Auto_Size_Columns_Include_Contents (4.0F);
return ;
}
////////////////////////////////////////////////////////////////
//
// ListSortCallback
//
////////////////////////////////////////////////////////////////
int CALLBACK
CNCBattleInfoDialogClass::ListSortCallback
(
ListCtrlClass * list_ctrl,
int item_index1,
int item_index2,
uint32 user_param
)
{
int rank1 = (int)list_ctrl->Get_Entry_Data (item_index1, COL_RANK);
int rank2 = (int)list_ctrl->Get_Entry_Data (item_index2, COL_RANK);
return (rank1 - rank2);
}
////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
////////////////////////////////////////////////////////////////
void
CNCBattleInfoDialogClass::On_Frame_Update (void)
{
//
// End the dialog when the user releases the player list key
//
int dik_id = Input::Get_Primary_Key_For_Function (INPUT_FUNCTION_BATTLE_INFO_TOGGLE);
if ((DirectInput::Get_Keyboard_Button (dik_id) & DirectInput::DI_BUTTON_HELD) == 0) {
End_Dialog ();
}
return ;
}
void CNCBattleInfoDialogClass::Build_Player_Display_Name(const cPlayer* player, WideStringClass& outName)
{
// Denzil 02/24/02 Day 1 Patch - Do not show clan abbreviation for now because
// it does not always fit in the space alloted. For now it is better not to
// show it than to have it chopped off.
#if(0)
GameModeClass* gameMode = GameModeManager::Find("WOL");
if (gameMode && gameMode->Is_Active()) {
WolGameModeClass* wolGame = static_cast<WolGameModeClass*>(gameMode);
WWASSERT(wolGame);
RefPtr<WWOnline::UserData> user = wolGame->Get_WOL_User_Data(player->Get_Name());
if (user.IsValid()) {
// Set there clan information
RefPtr<WWOnline::SquadData> clan = user->GetSquad();
if (clan.IsValid()) {
outName.Format(L"%s [%S]", player->Get_Name(), clan->GetAbbr());
return;
}
}
}
#endif
outName = player->Get_Name();
}