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CnC_Renegade/Code/Commando/dlgevaviewertab.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 : Combat *
* *
* $Archive:: /Commando/Code/commando/dlgevaviewertab.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/07/02 6:12p $*
* *
* $Revision:: 17 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgevaviewertab.h"
#include "resource.h"
#include "mapctrl.h"
#include "combat.h"
#include "soldier.h"
#include "objectives.h"
#include "translatedb.h"
#include "translateobj.h"
#include "listctrl.h"
#include "dialogtext.h"
#include "assets.h"
#include "ini.h"
#include "inisup.h"
#include "listnode.h"
#include "viewerctrl.h"
#include "rendobj.h"
#include "wheelvehicle.h"
#include "string_ids.h"
////////////////////////////////////////////////////////////////
//
// EvaViewerTabClass
//
////////////////////////////////////////////////////////////////
EvaViewerTabClass::EvaViewerTabClass (int resource_id) :
ListCtrl (NULL),
DescriptionCtrl (NULL),
AffiliationCtrl (NULL),
ViewerCtrl (NULL),
EncyclopediaType (EncyclopediaMgrClass::TYPE_CHARACTER),
ChildDialogClass (resource_id)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::On_Init_Dialog (void)
{
//
// Generate a set of data to display to the user (from an INI)
//
Build_Object_List ();
//
// Configure the list control
//
ListCtrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 1.0F, Vector3 (1, 1, 1));
//
// Add this data to the list control
//
int total_obj_count = 0;
for (int index = 0; index < ObjectList.Count (); index ++) {
EvaViewerObjectClass &object = ObjectList[index];
//
// Check to see if this entry should be displayed
//
if (EncyclopediaMgrClass::Is_Object_Revealed (EncyclopediaType, object.Get_ID ())) {
//
// Add an entry to the list control for this object
//
int item_index = ListCtrl->Insert_Entry (index, object.Get_Name ());
if (item_index >= 0) {
ListCtrl->Set_Entry_Data (item_index, 0, (uint32)&object);
//
// Colorize the entry
//
Vector3 color (1.0F, 1.0F, 1.0F);
if (object.Get_Player_Type () == PLAYERTYPE_GDI) {
color.Set (1.0F, 0.832F, 0.156F);
} else if (object.Get_Player_Type () == PLAYERTYPE_NOD) {
color.Set (1.0F, 0.0F, 0.0F);
}
ListCtrl->Set_Entry_Color (item_index, 0, color);
total_obj_count ++;
}
}
}
//
// Now, sort the players by rank
//
ListCtrl->Sort (ListSortCallback, 0);
//
// Select and view the first entry by default
//
if (total_obj_count > 0) {
ListCtrl->Set_Curr_Sel (0);
View_Entry (0);
} else {
if (AffiliationCtrl != NULL) {
AffiliationCtrl->Set_Text (L"");
}
}
ChildDialogClass::On_Init_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Destroy_Dialog
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::On_Destroy_Dialog (void)
{
if (ViewerCtrl != NULL) {
ViewerCtrl->Set_Model ((RenderObjClass *)NULL);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Build_Object_List
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::Build_Object_List (void)
{
ObjectList.Delete_All ();
//
// Get the INI file which contains the data for this viewer
//
INIClass *ini_file = ::Get_INI (INIFilename);
if (ini_file != NULL) {
//
// Loop over all the sections in the INI
//
List<INISection *> &section_list = ini_file->Get_Section_List ();
for ( INISection *section = section_list.First ();
section != NULL;
section = section->Next_Valid ())
{
//
// Read this object's data from the INI file
//
StringClass name_id (0, true);
StringClass description_id (0, true);
StringClass affiliation_id (0, true);
StringClass model_name (0, true);
StringClass anim_name (0, true);
StringClass definition_name (0, true);
StringClass player_type_str (0, true);
ini_file->Get_String (name_id, section->Section, "NameID");
ini_file->Get_String (description_id, section->Section, "DescriptionID");
ini_file->Get_String (affiliation_id, section->Section, "AffiliationID");
ini_file->Get_String (model_name, section->Section, "Model");
ini_file->Get_String (anim_name, section->Section, "Anim");
ini_file->Get_String (definition_name, section->Section, "DefinitionName");
ini_file->Get_String (player_type_str, section->Section, "PlayerType");
int id = ini_file->Get_Int (section->Section, "ID");
float min_dist = ini_file->Get_Float (section->Section, "MinDist");
//
// Determine the player type
//
int player_type = PLAYERTYPE_NEUTRAL;
if (player_type_str.Compare_No_Case ("GDI") == 0) {
player_type = PLAYERTYPE_GDI;
} else if (player_type_str.Compare_No_Case ("NOD") == 0) {
player_type = PLAYERTYPE_NOD;
}
//
// Translate the data
//
const WCHAR *name = TRANSLATE_BY_DESC(name_id);
const WCHAR *description = TRANSLATE_BY_DESC(description_id);
const WCHAR *affiliation = TRANSLATE_BY_DESC(affiliation_id);
//
// Configure an object that will hold this data for us
//
EvaViewerObjectClass object;
object.Set_ID (id);
object.Set_Name (name);
object.Set_Description (description);
object.Set_Affiliation (affiliation);
object.Set_Model_Name (model_name);
object.Set_Anim_Name (anim_name);
object.Set_Definition_Name (definition_name);
object.Set_Min_Distance (min_dist);
object.Set_Player_Type (player_type);
//
// Add this object to the list
//
ObjectList.Add (object);
}
delete ini_file;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_ListCtrl_Sel_Change
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::On_ListCtrl_Sel_Change
(
ListCtrlClass * list_ctrl,
int ctrl_id,
int old_index,
int new_index
)
{
View_Entry (new_index);
return ;
}
////////////////////////////////////////////////////////////////
//
// View_Entry
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::View_Entry (int entry_index)
{
WideStringClass name;
WideStringClass description;
WideStringClass affiliation;
StringClass model_name;
StringClass anim_name;
StringClass definition_name;
float min_dist = 0.0F;
//
// Is there new data to display?
//
if (entry_index >= 0) {
//
// Load the data for this selection
//
EvaViewerObjectClass *object = (EvaViewerObjectClass *)ListCtrl->Get_Entry_Data (entry_index, 0);
name = object->Get_Name ();
description = object->Get_Description ();
affiliation = object->Get_Affiliation ();
model_name = object->Get_Model_Name ();
anim_name = object->Get_Anim_Name ();
min_dist = object->Get_Min_Distance ();
definition_name = object->Get_Definition_Name ();
}
//
// Display the data
//
if (DescriptionCtrl != NULL) {
DescriptionCtrl->Set_Text (description);
}
if (AffiliationCtrl != NULL) {
AffiliationCtrl->Set_Text (affiliation);
}
if (ViewerCtrl != NULL) {
ViewerCtrl->Set_Camera_Min_Dist (min_dist);
//
// Special-case vehicles so we can get the wheels to "drop"
//
if (EncyclopediaType == EncyclopediaMgrClass::TYPE_VEHICLE) {
RenderObjClass *new_model = NULL;
//
// Try to find the definition that this vehicle is defined by
//
DefinitionClass *definition = DefinitionMgrClass::Find_Typed_Definition (definition_name, CLASSID_GAME_OBJECTS);
if (definition != NULL) {
PhysicalGameObj *game_obj = (PhysicalGameObj *)definition->Create ();
if (game_obj != NULL) {
//
// Is the physics object associated with this game object a vehicle?
//
PhysClass *phys_obj = game_obj->Peek_Physical_Object ();
if (phys_obj != NULL && phys_obj->As_VehiclePhysClass () != NULL) {
//
// Drop the wheels on this object and clone its model
//
phys_obj->As_VehiclePhysClass ()->Non_Physical_Wheel_Update (0.7F, 0);
new_model = phys_obj->Peek_Model ()->Clone ();
}
//
// Delete the game object
//
game_obj->Set_Delete_Pending ();
}
}
//
// Set the model we dug out of the definition, or
// simply create the object from its W3D
//
if (new_model != NULL) {
ViewerCtrl->Set_Model (new_model);
} else {
ViewerCtrl->Set_Model (model_name);
}
} else {
ViewerCtrl->Set_Model (model_name);
}
//
// Play the animation on the object
//
ViewerCtrl->Set_Animation (anim_name);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_ViewerCtrl_Model_Loaded
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::On_ViewerCtrl_Model_Loaded
(
ViewerCtrlClass * viewer_ctrl,
int ctrl_id,
RenderObjClass * model
)
{
if (model != NULL) {
Prepare_Model (model);
//
// Start the image rotating again...
//
ViewerCtrl->Set_Interface_Mode (ViewerCtrlClass::Z_ROTATION, 45.0F);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Prepare_Model
//
////////////////////////////////////////////////////////////////
void
EvaViewerTabClass::Prepare_Model (RenderObjClass *model)
{
if (model != NULL) {
//
// Attempt to hide the muzzle flashes
//
for (int index = 0; index < model->Get_Num_Sub_Objects(); index ++) {
RenderObjClass *sub_obj = model->Get_Sub_Object (index);
//
// Hide the muzzle flash (if necessary)
//
if (::strstr (sub_obj->Get_Name (),"MUZZLEFLASH") != NULL) {
sub_obj->Set_Hidden (true);
}
//
// Recurse into this sub-object
//
Prepare_Model (sub_obj);
REF_PTR_RELEASE (sub_obj);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// ListSortCallback
//
////////////////////////////////////////////////////////////////
int CALLBACK
EvaViewerTabClass::ListSortCallback
(
ListCtrlClass * list_ctrl,
int item_index1,
int item_index2,
uint32 user_param
)
{
//
// Lookup the data associated with these entries
//
EvaViewerObjectClass *object1 = (EvaViewerObjectClass *)list_ctrl->Get_Entry_Data (item_index1, 0);
EvaViewerObjectClass *object2 = (EvaViewerObjectClass *)list_ctrl->Get_Entry_Data (item_index2, 0);
int player_type1 = object1->Get_Player_Type ();
int player_type2 = object2->Get_Player_Type ();
int result = 0;
//
// Sort alphatically if the types are the same
//
if (player_type1 == player_type2) {
result = ::wcsicmp (object1->Get_Name (), object2->Get_Name ());
} else {
//
// Sort by type...
//
if (player_type1 == PLAYERTYPE_NEUTRAL) {
result = -1;
} else if (player_type2 == PLAYERTYPE_NEUTRAL) {
result = 1;
} else if (player_type1 == PLAYERTYPE_GDI) {
result = -1;
} else if (player_type2 == PLAYERTYPE_GDI) {
result = 1;
}
}
return result;
}