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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/dlgcncbattleinfo.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/24/02 2:06p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dlgcncbattleinfo.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 "resource.h"
- #include "WOLGMode.h"
- #include <WWOnline\WOLUser.h>
- #include "translatedb.h"
- #include "string_ids.h"
- #include "mousemgr.h"
- #include "directinput.h"
- ////////////////////////////////////////////////////////////////
- // Local constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- COL_RANK,
- COL_NAME,
- COL_KD,
- COL_SCORE
- };
- static const BUILDING_COUNT = 5;
- static const BUILDING_SLOT_COUNT = 6;
- ////////////////////////////////////////////////////////////////
- // Local typedefs
- ////////////////////////////////////////////////////////////////
- typedef struct
- {
- const char * texture_name;
- BuildingConstants::BuildingType type;
- } BUILDING_INSTANCE_INFO;
- static const BUILDING_INSTANCE_INFO GDI_BUILDINGS[BUILDING_COUNT] =
- {
- { "HUD_C&C_G_GUARDTOW.TGA", BuildingConstants::TYPE_BASE_DEFENSE },
- { "HUD_C&C_G_REFINERY.TGA", BuildingConstants::TYPE_REFINERY },
- { "HUD_C&C_G_POWER.TGA", BuildingConstants::TYPE_POWER_PLANT },
- { "HUD_C&C_G_BARRACKS.TGA", BuildingConstants::TYPE_SOLDIER_FACTORY },
- { "HUD_C&C_G_WARFACT.TGA", BuildingConstants::TYPE_VEHICLE_FACTORY },
- };
- static const BUILDING_INSTANCE_INFO NOD_BUILDINGS[BUILDING_COUNT] =
- {
- { "HUD_C&C_OBLISK.TGA", BuildingConstants::TYPE_BASE_DEFENSE },
- { "HUD_C&C_N_REFINERY.TGA", BuildingConstants::TYPE_REFINERY },
- { "HUD_C&C_N_POWER.TGA", BuildingConstants::TYPE_POWER_PLANT },
- { "HUD_C&C_N_HANDOF.TGA", BuildingConstants::TYPE_SOLDIER_FACTORY },
- { "HUD_C&C_N_AIRSTRIP.TGA", BuildingConstants::TYPE_VEHICLE_FACTORY },
- };
- typedef struct
- {
- int icon_ctrl_id;
- int health_ctrl_id;
- } BUILDING_INFO;
- static const BUILDING_INFO GDI_BUILDING_CTRLS[BUILDING_SLOT_COUNT] =
- {
- { IDC_GDI_BUILDING01_ICON, IDC_GDI_BUILDING01_HEALTHBAR },
- { IDC_GDI_BUILDING02_ICON, IDC_GDI_BUILDING02_HEALTHBAR },
- { IDC_GDI_BUILDING03_ICON, IDC_GDI_BUILDING03_HEALTHBAR },
- { IDC_GDI_BUILDING04_ICON, IDC_GDI_BUILDING04_HEALTHBAR },
- { IDC_GDI_BUILDING05_ICON, IDC_GDI_BUILDING05_HEALTHBAR },
- { IDC_GDI_BUILDING06_ICON, IDC_GDI_BUILDING06_HEALTHBAR },
- };
- static const BUILDING_INFO NOD_BUILDING_CTRLS[BUILDING_SLOT_COUNT] =
- {
- { IDC_NOD_BUILDING01_ICON, IDC_NOD_BUILDING01_HEALTHBAR },
- { IDC_NOD_BUILDING02_ICON, IDC_NOD_BUILDING02_HEALTHBAR },
- { IDC_NOD_BUILDING03_ICON, IDC_NOD_BUILDING03_HEALTHBAR },
- { IDC_NOD_BUILDING04_ICON, IDC_NOD_BUILDING04_HEALTHBAR },
- { IDC_NOD_BUILDING05_ICON, IDC_NOD_BUILDING05_HEALTHBAR },
- { IDC_NOD_BUILDING06_ICON, IDC_NOD_BUILDING06_HEALTHBAR },
- };
- ////////////////////////////////////////////////////////////////
- //
- // CNCBattleInfoDialogClass
- //
- ////////////////////////////////////////////////////////////////
- CNCBattleInfoDialogClass::CNCBattleInfoDialogClass (void) :
- MenuDialogClass (IDD_CNC_BATTLE_INFO)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~CNCBattleInfoDialogClass
- //
- ////////////////////////////////////////////////////////////////
- CNCBattleInfoDialogClass::~CNCBattleInfoDialogClass (void)
- {
- GameInitMgrClass::Continue_Game ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // On_Init_Dialog
- //
- ////////////////////////////////////////////////////////////////
- void
- CNCBattleInfoDialogClass::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_GDI_LIST_CTRL);
- if (list_ctrl != NULL) {
- //
- // Configure the columns
- //
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_RANK), 0.175F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 0.425F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_KD_RATIO), 0.2F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_SCORE), 0.2F, Vector3 (1, 1, 1));
- Populate_Player_List (list_ctrl, PLAYERTYPE_GDI);
- }
- //
- // Get a pointer to the list control
- //
- list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_NOD_LIST_CTRL);
- if (list_ctrl != NULL) {
- //
- // Configure the columns
- //
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_RANK), 0.175F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_NAME), 0.425F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_KD_RATIO), 0.2F, Vector3 (1, 1, 1));
- list_ctrl->Add_Column (TRANSLATE (IDS_MENU_SCORE), 0.2F, Vector3 (1, 1, 1));
- Populate_Player_List (list_ctrl, PLAYERTYPE_NOD);
- }
- //
- // 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
- CNCBattleInfoDialogClass::Configure_Icons (void)
- {
- BaseControllerClass *base = BaseControllerClass::Find_Base_For_Star ();
- if (base == NULL) {
- return ;
- }
- //
- // Configure the team icons
- //
- ((ImageCtrlClass *)Get_Dlg_Item (IDC_GDI_TEAM_ICON))->Set_Texture ("HUD_C&C_GDILOGO.TGA");
- ((ImageCtrlClass *)Get_Dlg_Item (IDC_NOD_TEAM_ICON))->Set_Texture ("HUD_C&C_NODLOGO.TGA");
- //
- // Find the two base controllers
- //
- BaseControllerClass *gdi_base = BaseControllerClass::Find_Base ( PLAYERTYPE_GDI );
- BaseControllerClass *nod_base = BaseControllerClass::Find_Base ( PLAYERTYPE_NOD );
- int next_slot = 0;
- //
- // Fill in the GDI buildings
- //
- for (int index = 0; index < BUILDING_COUNT; index ++) {
- //
- // Find the building
- //
- BuildingGameObj *building = gdi_base->Find_Building (GDI_BUILDINGS[index].type);
- if (building != NULL) {
- //
- // Configure the controls for this building
- //
- float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
- ImageCtrlClass *image_ctrl = (ImageCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].icon_ctrl_id);
- HealthBarCtrlClass *health_ctrl = (HealthBarCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].health_ctrl_id);
- image_ctrl->Set_Texture (GDI_BUILDINGS[index].texture_name);
- health_ctrl->Set_Life (life);
- next_slot ++;
- }
- }
- //
- // Now fill in the harvester
- //
- VehicleGameObj *gdi_harvester = gdi_base->Get_Harvester_Vehicle ();
- if (gdi_harvester != NULL) {
- float life = gdi_harvester->Get_Defense_Object ()->Get_Health () / gdi_harvester->Get_Defense_Object ()->Get_Health_Max ();
- ((ImageCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture ("HUD_C&C_G_HARVISTER.TGA");
- ((HealthBarCtrlClass *)Get_Dlg_Item (GDI_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
- next_slot ++;
- }
- //
- // Hide the remaining (unused) controls
- //
- for (index = next_slot; index < BUILDING_SLOT_COUNT; index ++) {
- Get_Dlg_Item (GDI_BUILDING_CTRLS[index].icon_ctrl_id)->Show (false);
- Get_Dlg_Item (GDI_BUILDING_CTRLS[index].health_ctrl_id)->Show (false);
- }
- //
- // Fill in the NOD buildings
- //
- next_slot = 0;
- for (index = 0; index < BUILDING_COUNT; index ++) {
- //
- // Find the building
- //
- BuildingGameObj *building = nod_base->Find_Building (NOD_BUILDINGS[index].type);
- if (building != NULL) {
- //
- // Configure the controls for this building
- //
- float life = building->Get_Defense_Object ()->Get_Health () / building->Get_Defense_Object ()->Get_Health_Max ();
- ((ImageCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture (NOD_BUILDINGS[index].texture_name);
- ((HealthBarCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
- next_slot ++;
- }
- }
- //
- // Now fill in the harvester
- //
- VehicleGameObj *nod_harvester = nod_base->Get_Harvester_Vehicle ();
- if (nod_harvester != NULL) {
- float life = nod_harvester->Get_Defense_Object ()->Get_Health () / nod_harvester->Get_Defense_Object ()->Get_Health_Max ();
- ((ImageCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].icon_ctrl_id))->Set_Texture ("HUD_C&C_N_HARVISTER.TGA");
- ((HealthBarCtrlClass *)Get_Dlg_Item (NOD_BUILDING_CTRLS[next_slot].health_ctrl_id))->Set_Life (life);
- next_slot ++;
- }
- //
- // Hide the remaining (unused) controls
- //
- for (index = next_slot; index < BUILDING_SLOT_COUNT; index ++) {
- Get_Dlg_Item (NOD_BUILDING_CTRLS[index].icon_ctrl_id)->Show (false);
- Get_Dlg_Item (NOD_BUILDING_CTRLS[index].health_ctrl_id)->Show (false);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Populate_Player_List
- //
- ////////////////////////////////////////////////////////////////
- void
- CNCBattleInfoDialogClass::Populate_Player_List (ListCtrlClass *list_ctrl, int team_id)
- {
- //
- // Find the player's name that most closely matches the typed name
- //
- int index = 0;
- for ( SLNode<cPlayer> *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_SCORE, player->Get_Score ());
- //
- // Put a star by the player's name if this is the local player
- //
- if (player->Get_GameObj () == 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_KD, Vector3 (1.0F, 1.0F, 1.0F));
- list_ctrl->Set_Entry_Color (item_index, COL_SCORE, Vector3 (1.0F, 1.0F, 1.0F));
- }
- //
- // Convert the kill to death ratio to a string and put it into the right column
- //
- WideStringClass number_str;
- float ktd_ratio = player->Get_Kill_To_Death_Ratio ();
- if (ktd_ratio >= 0) {
- number_str.Format(L"%-8.1f", ktd_ratio);
- } else {
- number_str.Format(L"%-8s", L"-");
- }
- list_ctrl->Set_Entry_Text (item_index, COL_KD, number_str);
- //
- // 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
- CNCBattleInfoDialogClass::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
- CNCBattleInfoDialogClass::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_BATTLE_INFO_TOGGLE);
- if ((DirectInput::Get_Keyboard_Button (dik_id) & DirectInput::DI_BUTTON_HELD) == 0) {
- End_Dialog ();
- }
- return ;
- }
- void CNCBattleInfoDialogClass::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<WolGameModeClass*>(gameMode);
- WWASSERT(wolGame);
- RefPtr<WWOnline::UserData> user = wolGame->Get_WOL_User_Data(player->Get_Name());
- if (user.IsValid()) {
- // Set there clan information
- RefPtr<WWOnline::SquadData> clan = user->GetSquad();
- if (clan.IsValid()) {
- outName.Format(L"%s [%S]", player->Get_Name(), clan->GetAbbr());
- return;
- }
- }
- }
- #endif
- outName = player->Get_Name();
- }
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