/* ** 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/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 ; }