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CnC_Renegade/Code/Commando/dlgevadatatab.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/dlgevadatatab.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/21/01 12:14p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgevadatatab.h"
#include "string_ids.h"
#include "translatedb.h"
#include "objectives.h"
#include "player.h"
#include "cnetwork.h"
#include "imagectrl.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//
// EvaDataTabClass
//
////////////////////////////////////////////////////////////////
EvaDataTabClass::EvaDataTabClass (void) :
ChildDialogClass (IDD_ENCYCLOPEDIA_DATA_TAB)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
EvaDataTabClass::On_Init_Dialog (void)
{
Fill_Statistics_List ();
ChildDialogClass::On_Init_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Fill_Statistics_List
//
////////////////////////////////////////////////////////////////
void
EvaDataTabClass::Fill_Statistics_List (void)
{
//
// Get a pointer to the list control
//
//ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LISTCTRL);
//if (list_ctrl == NULL) {
//return ;
//}
((ImageCtrlClass *)Get_Dlg_Item (IDC_GAME_TIME_IMAGE))->Set_Texture ("if_GameTime.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_WEAPONS_IMAGE))->Set_Texture ("if_Weapons.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_POWERUPS_IMAGE))->Set_Texture ("if_PowerUps.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_FRIENDLIES_IMAGE))->Set_Texture ("if_casualties.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_SHOTS_FIRED_IMAGE))->Set_Texture ("if_Ammo.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_ACCURACY_IMAGE))->Set_Texture ("if_Percentage.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_ENEMIES_KILLED_IMAGE))->Set_Texture ("if_NodKills.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_VEHICLE_TIME_IMAGE))->Set_Texture ("if_VehicleTime.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_VEHICLE_KILLS_IMAGE))->Set_Texture ("if_VehiclesKill.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_VEHICLE_SQUISHES_IMAGE))->Set_Texture ("if_RunOvers.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_VEHICLES_DESTROYED_IMAGE))->Set_Texture ("if_KillVehicles.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_BUILDINGS_DESTROYED_IMAGE))->Set_Texture ("if_buildingsKill.tga");
((ImageCtrlClass *)Get_Dlg_Item (IDC_HIT_MAP_IMAGE))->Set_Texture ("if_NodHits128.tga");
cPlayer *player = cNetwork::Get_My_Player_Object ();
if (player != NULL) {
Set_Dlg_Item_Int (IDC_WEAPONS_TEXT, player->Get_Weapon_Fired_Count ());
Set_Dlg_Item_Int (IDC_POWERUPS_TEXT, player->Get_Powerups_Collected ());
Set_Dlg_Item_Int (IDC_FRIENDLIES_TEXT, player->Get_Allies_Killed ());
Set_Dlg_Item_Int (IDC_SHOTS_FIRED_TEXT, player->Get_Shots_Fired ());
Set_Dlg_Item_Int (IDC_ENEMIES_KILLED_TEXT, player->Get_Enemies_Killed ());
Set_Dlg_Item_Int (IDC_VEHICLE_KILLS_TEXT, player->Get_Kills_From_Vehicle ());
Set_Dlg_Item_Int (IDC_VEHICLE_SQUISHES_TEXT, player->Get_Squishes ());
Set_Dlg_Item_Int (IDC_VEHICLES_KILLED_TEXT, player->Get_Vehiclies_Destroyed ());
Set_Dlg_Item_Int (IDC_BUILDINGS_KILLED_TEXT, player->Get_Building_Destroyed ());
Set_Dlg_Item_Int (IDC_HEAD_SHOT_TEXT, player->Get_Head_Shots ());
Set_Dlg_Item_Int (IDC_TORSO_SHOT_TEXT, player->Get_Torso_Shots ());
Set_Dlg_Item_Int (IDC_ARM_SHOT_TEXT, player->Get_Arm_Shots ());
Set_Dlg_Item_Int (IDC_CROTCH_SHOT_TEXT, player->Get_Crotch_Shots ());
Set_Dlg_Item_Int (IDC_LEG_SHOT_TEXT, player->Get_Leg_Shots ());
//
// Total up the number of shots and hits this player has mode
//
int total_shots = player->Get_Shots_Fired ();
int total_hits = player->Get_Head_Shots ();
total_hits += player->Get_Torso_Shots ();
total_hits += player->Get_Arm_Shots ();
total_hits += player->Get_Leg_Shots ();
total_hits += player->Get_Crotch_Shots ();
float accuracy = 100.0F;
if (total_shots > 0) {
accuracy = (total_hits * 100.0F) / (float)total_shots;
}
Set_Dlg_Item_Float (IDC_ACCURACY_TEXT, accuracy);
//
// Format the time in vehicles text
//
WideStringClass time_string;
float time = player->Get_Vehicle_Time ();
int hours = int(time / 3600.0F);
time -= hours * 3600.0F;
int minutes = int(time / 60.0F);
time -= minutes * 60.0F;
int seconds = (int)time;
if (hours > 0) {
time_string.Format (L"%.01d:%.02d:%.2d", hours, minutes, seconds);
} else {
time_string.Format (L"%.02d:%.2d", minutes, seconds);
}
Set_Dlg_Item_Text (IDC_VEHICLES_TIME_TEXT, time_string);
//
// Format the time in game text
//
time = player->Get_Game_Time ();
hours = int(time / 3600.0F);
time -= hours * 3600.0F;
minutes = int(time / 60.0F);
time -= minutes * 60.0F;
seconds = (int)time;
time_string.Format (L"%.02d", hours);
Set_Dlg_Item_Text (IDC_GAME_TIME_HOURS_TEXT, time_string);
time_string.Format (L"%.02d", minutes);
Set_Dlg_Item_Text (IDC_GAME_TIME_MINS_TEXT, time_string);
time_string.Format (L"%.02d", seconds);
Set_Dlg_Item_Text (IDC_GAME_TIME_SECS_TEXT, time_string);
/*WideStringClass entry;
entry.Format (TRANSLATE (IDS_EVA_DATA_GAME_TIME), / 60.0F);
list_ctrl->Insert_Entry (0xFF, entry);
entry.Format (TRANSLATE (IDS_EVA_DATA_HEAD_HIT), player->Get_Head_Hit ());
list_ctrl->Insert_Entry (0xFF, entry);
entry.Format (TRANSLATE (IDS_EVA_DATA_TORSO_HIT), player->Get_Torso_Hit ());
list_ctrl->Insert_Entry (0xFF, entry);
entry.Format (TRANSLATE (IDS_EVA_DATA_ARM_HIT), player->Get_Arm_Hit ());
list_ctrl->Insert_Entry (0xFF, entry);
entry.Format (TRANSLATE (IDS_EVA_DATA_LEG_HIT), player->Get_Leg_Hit ());
list_ctrl->Insert_Entry (0xFF, entry);
entry.Format (TRANSLATE (IDS_EVA_DATA_CROTCH_HIT), player->Get_Crotch_Hit ());
list_ctrl->Insert_Entry (0xFF, entry);
*/
}
return ;
}