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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/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 ;
- }
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