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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/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 <WWOnline\WOLUser.h>
- #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<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_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<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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