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