/*
** 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 .
*/
/***********************************************************************************************
*** 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/dlgcncteaminfo.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/24/02 2:06p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgcncteaminfo.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 "assets.h"
#include "translatedb.h"
#include "WOLGMode.h"
#include
#include "string_ids.h"
#include "mousemgr.h"
#include "directinput.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
enum
{
COL_RANK,
COL_NAME,
COL_CREDITS,
COL_SCORE,
COL_CHARACTER,
COL_VEHICLE,
};
////////////////////////////////////////////////////////////////
//
// CNCTeamInfoDialogClass
//
////////////////////////////////////////////////////////////////
CNCTeamInfoDialogClass::CNCTeamInfoDialogClass (void) :
MenuDialogClass (IDD_CNC_TEAM_INFO)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ~CNCTeamInfoDialogClass
//
////////////////////////////////////////////////////////////////
CNCTeamInfoDialogClass::~CNCTeamInfoDialogClass (void)
{
GameInitMgrClass::Continue_Game ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
CNCTeamInfoDialogClass::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_LIST_CTRL);
if (list_ctrl != NULL) {
//
// Configure the columns
//
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_RANK), 0.065F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 0.2F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MP_MONEY), 0.092F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_SCORE), 0.075F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_TEXT004), 0.33F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_TEXT002), 0.24F, Vector3 (1, 1, 1));
//
// Configure the icon support
//
list_ctrl->Set_Min_Row_Height (20);
list_ctrl->Set_Icon_Size (19, 19);
}
//
// Fill in the player list
//
Populate_Player_List ();
//
// 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
CNCTeamInfoDialogClass::Configure_Icons (void)
{
BaseControllerClass *base = BaseControllerClass::Find_Base_For_Star ();
if (base == NULL) {
return ;
}
StringClass team_icon_name ("HUD_C&C_GDILOGO.TGA");
StringClass defenses_icon_name ("HUD_C&C_G_GUARDTOW.TGA");
StringClass refinery_icon_name ("HUD_C&C_G_REFINERY.TGA");
StringClass pplant_icon_name ("HUD_C&C_G_POWER.TGA");
StringClass sfact_icon_name ("HUD_C&C_G_BARRACKS.TGA");
StringClass vfact_icon_name ("HUD_C&C_G_WARFACT.TGA");
//
// Switch icons for the NOD team
//
if (COMBAT_STAR->Get_Player_Type () == PLAYERTYPE_NOD) {
team_icon_name = "HUD_C&C_NODLOGO.TGA";
defenses_icon_name = "HUD_C&C_OBLISK.TGA";
refinery_icon_name = "HUD_C&C_N_REFINERY.TGA";
pplant_icon_name = "HUD_C&C_N_POWER.TGA";
sfact_icon_name = "HUD_C&C_N_HANDOF.TGA";
vfact_icon_name = "HUD_C&C_N_AIRSTRIP.TGA";
}
const int ICON_CTRLS[] =
{
IDC_BUILDING01_ICON,
IDC_BUILDING02_ICON,
IDC_BUILDING03_ICON,
IDC_BUILDING04_ICON,
IDC_BUILDING05_ICON,
};
const int HEALTH_CTRLS[] =
{
IDC_BUILDING01_HEALTHBAR,
IDC_BUILDING02_HEALTHBAR,
IDC_BUILDING03_HEALTHBAR,
IDC_BUILDING04_HEALTHBAR,
IDC_BUILDING05_HEALTHBAR,
};
int next_slot = 0;
//
// Configure the image ctrls on the dialog
//
((ImageCtrlClass *)Get_Dlg_Item (IDC_TEAM_ICON))->Set_Texture (team_icon_name);
//
// Configure the base defense building
//
BuildingGameObj *building = base->Find_Building (BuildingConstants::TYPE_BASE_DEFENSE);
if (building != NULL) {
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (ICON_CTRLS[next_slot]))->Set_Texture (defenses_icon_name);
((HealthBarCtrlClass *)Get_Dlg_Item (HEALTH_CTRLS[next_slot]))->Set_Life (life);
next_slot ++;
}
//
// Configure the refinery building
//
building = base->Find_Building (BuildingConstants::TYPE_REFINERY);
if (building != NULL) {
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (ICON_CTRLS[next_slot]))->Set_Texture (refinery_icon_name);
((HealthBarCtrlClass *)Get_Dlg_Item (HEALTH_CTRLS[next_slot]))->Set_Life (life);
next_slot ++;
}
//
// Configure the powerplant building
//
building = base->Find_Building (BuildingConstants::TYPE_POWER_PLANT);
if (building != NULL) {
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (ICON_CTRLS[next_slot]))->Set_Texture (pplant_icon_name);
((HealthBarCtrlClass *)Get_Dlg_Item (HEALTH_CTRLS[next_slot]))->Set_Life (life);
next_slot ++;
}
//
// Configure the soldier factory building
//
building = base->Find_Building (BuildingConstants::TYPE_SOLDIER_FACTORY);
if (building != NULL) {
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (ICON_CTRLS[next_slot]))->Set_Texture (sfact_icon_name);
((HealthBarCtrlClass *)Get_Dlg_Item (HEALTH_CTRLS[next_slot]))->Set_Life (life);
next_slot ++;
}
//
// Configure the soldier factory building
//
building = base->Find_Building (BuildingConstants::TYPE_VEHICLE_FACTORY);
if (building != NULL) {
float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
((ImageCtrlClass *)Get_Dlg_Item (ICON_CTRLS[next_slot]))->Set_Texture (vfact_icon_name);
((HealthBarCtrlClass *)Get_Dlg_Item (HEALTH_CTRLS[next_slot]))->Set_Life (life);
next_slot ++;
}
//
// Hide the remaining (unused) controls
//
for (int index = next_slot; index < 5; index ++) {
Get_Dlg_Item (ICON_CTRLS[index])->Show (false);
Get_Dlg_Item (HEALTH_CTRLS[index])->Show (false);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Populate_Player_List
//
////////////////////////////////////////////////////////////////
void
CNCTeamInfoDialogClass::Populate_Player_List (void)
{
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LIST_CTRL);
if (list_ctrl == NULL) {
return ;
}
//
// Determine which team the player is on
//
int team_id = COMBAT_STAR->Get_Player_Type ();
//
// Find the player's name that most closely matches the typed name
//
int index = 0;
for ( SLNode *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_CREDITS, (int) player->Get_Money ());
list_ctrl->Set_Entry_Int (item_index, COL_SCORE, (int) player->Get_Score ());
//
// Fill in the character and vehicle columns
//
SmartGameObj *game_obj = player->Get_GameObj ();
if (game_obj != NULL && game_obj->As_SoldierGameObj () != NULL) {
//StringClass tga_filename;
//::Strip_Path_From_Filename (tga_filename, game_obj->Get_Definition ().Get_Icon_Filename ());
//list_ctrl->Add_Icon (item_index, COL_CHARACTER, tga_filename);
const WCHAR *name = TRANSLATE (game_obj->Get_Translated_Name_ID ());
list_ctrl->Set_Entry_Text (item_index, COL_CHARACTER, name);
//
// Fill in the vehicle icon (if the player is in one)
//
SoldierGameObj *soldier = game_obj->As_SoldierGameObj ();
VehicleGameObj *vehicle = soldier->Get_Vehicle ();
if (vehicle != NULL) {
//::Strip_Path_From_Filename (tga_filename, vehicle->Get_Definition ().Get_Icon_Filename ());
//list_ctrl->Add_Icon (item_index, COL_VEHICLE, tga_filename);
name = TRANSLATE (vehicle->Get_Translated_Name_ID ());
list_ctrl->Set_Entry_Text (item_index, COL_VEHICLE, name);
}
}
//
// Put a star by the player's name if this is the local player
//
if (game_obj == 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_CREDITS, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_SCORE, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_CHARACTER, Vector3 (1.0F, 1.0F, 1.0F));
list_ctrl->Set_Entry_Color (item_index, COL_VEHICLE, Vector3 (1.0F, 1.0F, 1.0F));
}
//
// 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
CNCTeamInfoDialogClass::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
CNCTeamInfoDialogClass::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_TEAM_INFO_TOGGLE);
if ((DirectInput::Get_Keyboard_Button (dik_id) & DirectInput::DI_BUTTON_HELD) == 0) {
End_Dialog ();
}
return ;
}
void CNCTeamInfoDialogClass::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(gameMode);
WWASSERT(wolGame);
RefPtr user = wolGame->Get_WOL_User_Data(player->Get_Name());
if (user.IsValid()) {
// Set there clan information
RefPtr clan = user->GetSquad();
if (clan.IsValid()) {
outName.Format(L"%s [%S]", player->Get_Name(), clan->GetAbbr());
return;
}
}
}
#endif
outName = player->Get_Name();
}