void GenerateImageChart (CUniverse &Universe, CXMLElement *pCmdLine) { int i; enum OrderTypes { orderSmallest = 1, orderLargest = 2, orderName = 3, orderLevel = 4, orderSovereign = 5, orderManufacturer = 6, }; // Item criteria bool bHasItemCriteria; CString sCriteria; CItemCriteria ItemCriteria; if (bHasItemCriteria = pCmdLine->FindAttribute(CONSTLIT("itemCriteria"), &sCriteria)) CItem::ParseCriteria(sCriteria, &ItemCriteria); else CItem::InitCriteriaAll(&ItemCriteria); // Get the criteria from the command line. CDesignTypeCriteria Criteria; if (pCmdLine->FindAttribute(CONSTLIT("criteria"), &sCriteria)) { if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR) { printf("ERROR: Unable to parse criteria.\n"); return; } } else if (bHasItemCriteria) { if (CDesignTypeCriteria::ParseCriteria(CONSTLIT("i"), &Criteria) != NOERROR) { printf("ERROR: Unable to parse criteria.\n"); return; } } else { printf("ERROR: Expected criteria.\n"); return; } bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all")); // Options bool bTextBoxesOnly = pCmdLine->GetAttributeBool(CONSTLIT("textBoxesOnly")); bool bFieldUNID = pCmdLine->GetAttributeBool(CONSTLIT("unid")); // Figure out what order we want CString sOrder = pCmdLine->GetAttribute(CONSTLIT("sort")); int iOrder; if (strEquals(sOrder, CONSTLIT("smallest"))) iOrder = orderSmallest; else if (strEquals(sOrder, CONSTLIT("largest"))) iOrder = orderLargest; else if (strEquals(sOrder, CONSTLIT("level"))) iOrder = orderLevel; else if (strEquals(sOrder, CONSTLIT("sovereign"))) iOrder = orderSovereign; else if (strEquals(sOrder, CONSTLIT("manufacturer"))) iOrder = orderManufacturer; else iOrder = orderName; bool b3DGrid = pCmdLine->GetAttributeBool(CONSTLIT("3DGrid")); bool bDockingPorts = pCmdLine->GetAttributeBool(CONSTLIT("portPos")); bool bDevicePos = pCmdLine->GetAttributeBool(CONSTLIT("devicePos")); // Image size int cxDesiredWidth; if (pCmdLine->FindAttributeInteger(CONSTLIT("width"), &cxDesiredWidth)) cxDesiredWidth = Max(512, cxDesiredWidth); else cxDesiredWidth = 1280; // Spacing int cxSpacing = pCmdLine->GetAttributeInteger(CONSTLIT("xSpacing")); int cxExtraMargin = pCmdLine->GetAttributeInteger(CONSTLIT("xMargin")); int cxImageMargin = 2 * pCmdLine->GetAttributeInteger(CONSTLIT("xImageMargin")); // Font for text CString sTypeface; int iSize; bool bBold; bool bItalic; if (!CG16bitFont::ParseFontDesc(pCmdLine->GetAttribute(CONSTLIT("font")), &sTypeface, &iSize, &bBold, &bItalic)) { sTypeface = CONSTLIT("Arial"); iSize = 10; bBold = false; bItalic = false; } CG16bitFont NameFont; NameFont.Create(sTypeface, -PointsToPixels(iSize), bBold, bItalic); CG32bitPixel rgbNameColor = CG32bitPixel(255, 255, 255); // Rotation int iRotation = pCmdLine->GetAttributeInteger(CONSTLIT("rotation")); // Output file CString sFilespec = pCmdLine->GetAttribute(CONSTLIT("output")); if (!sFilespec.IsBlank()) sFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp")); // Generate a sorted table of types TSortMap<CString, SEntryDesc> Table; for (i = 0; i < Universe.GetDesignTypeCount(); i++) { CDesignType *pType = Universe.GetDesignType(i); SEntryDesc NewEntry; // Make sure we match the criteria if (!pType->MatchesCriteria(Criteria)) continue; // Figure stuff stuff out based on the specific design type switch (pType->GetType()) { case designItemType: { CItemType *pItemType = CItemType::AsType(pType); CItem Item(pItemType, 1); // Skip if not in item criteria if (!Item.MatchesCriteria(ItemCriteria)) continue; // Skip virtual classes if (pItemType->IsVirtual()) continue; // Initialize the entry NewEntry.pType = pType; NewEntry.sName = pItemType->GetNounPhrase(0); NewEntry.pImage = &pItemType->GetImage(); NewEntry.iSize = RectWidth(NewEntry.pImage->GetImageRect()); break; } case designShipClass: { CShipClass *pClass = CShipClass::AsType(pType); // Skip non-generic classess if (!bAll && !pClass->HasLiteralAttribute(CONSTLIT("genericClass"))) continue; // Initialize the entry NewEntry.pType = pType; NewEntry.sName = pClass->GetNounPhrase(0); NewEntry.iSize = RectWidth(pClass->GetImage().GetImageRect()); NewEntry.pImage = &pClass->GetImage(); NewEntry.iRotation = pClass->Angle2Direction(iRotation); NewEntry.sSovereignName = (pClass->GetDefaultSovereign() ? pClass->GetDefaultSovereign()->GetTypeNounPhrase() : NULL_STR); break; } case designStationType: { CStationType *pStationType = CStationType::AsType(pType); // Skip generic classes if (!bAll && !pStationType->HasLiteralAttribute(CONSTLIT("generic"))) continue; NewEntry.pType = pType; NewEntry.sName = pStationType->GetNounPhrase(0); NewEntry.iSize = pStationType->GetSize(); NewEntry.sSovereignName = (pStationType->GetSovereign() ? pStationType->GetSovereign()->GetTypeNounPhrase() : NULL_STR); InitStationTypeImage(NewEntry, pStationType); break; } default: // Don't know how to handle this type continue; break; } // Adjust name if (bFieldUNID) NewEntry.sName = strPatternSubst(CONSTLIT("%s (%x)"), NewEntry.sName, NewEntry.pType->GetUNID()); // Compute the sort key char szBuffer[1024]; switch (iOrder) { case orderLargest: wsprintf(szBuffer, "%09d%s%x", 1000000 - NewEntry.iSize, NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); break; case orderLevel: wsprintf(szBuffer, "%09d%s%x", pType->GetLevel(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); break; case orderSmallest: wsprintf(szBuffer, "%09d%s%x", NewEntry.iSize, NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); break; case orderSovereign: wsprintf(szBuffer, "%s|%s|%x", NewEntry.sSovereignName.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); NewEntry.sCategorize = NewEntry.sSovereignName; break; case orderManufacturer: { CString sManufacturer = NewEntry.pType->GetPropertyString(CONSTLIT("manufacturer")); wsprintf(szBuffer, "%s|%s|%x", sManufacturer.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); NewEntry.sCategorize = sManufacturer; break; } default: wsprintf(szBuffer, "%s%x", NewEntry.sName.GetASCIIZPointer(), pType->GetUNID()); break; } // Add to list Table.Insert(CString(szBuffer), NewEntry); } // Allocate an arranger that tracks where to paint each world. CImageArranger Arranger; // Settings for the overall arrangement CImageArranger::SArrangeDesc Desc; Desc.cxDesiredWidth = Max(512, cxDesiredWidth - (2 * (cxSpacing + cxExtraMargin))); Desc.cxSpacing = cxSpacing; Desc.cxExtraMargin = cxExtraMargin; Desc.pHeader = &NameFont; // Generate a table of cells for the arranger TArray<CCompositeImageSelector> Selectors; Selectors.InsertEmpty(Table.GetCount()); CString sLastCategory; TArray<CImageArranger::SCellDesc> Cells; for (i = 0; i < Table.GetCount(); i++) { SEntryDesc &Entry = Table[i]; CImageArranger::SCellDesc *pNewCell = Cells.Insert(); pNewCell->cxWidth = (Entry.pImage ? RectWidth(Entry.pImage->GetImageRect()) : 0) + cxImageMargin; pNewCell->cyHeight = (Entry.pImage ? RectHeight(Entry.pImage->GetImageRect()) : 0) + cxImageMargin; pNewCell->sText = Entry.sName; if (!strEquals(sLastCategory, Entry.sCategorize)) { sLastCategory = Entry.sCategorize; pNewCell->bStartNewRow = true; } } // Arrange Arranger.ArrangeByRow(Desc, Cells); // Create a large image CG32bitImage Output; int cxWidth = Max(cxDesiredWidth, Arranger.GetWidth()); int cyHeight = Arranger.GetHeight(); Output.Create(cxWidth, cyHeight); printf("Creating %dx%d image.\n", cxWidth, cyHeight); // Paint the images for (i = 0; i < Table.GetCount(); i++) { SEntryDesc &Entry = Table[i]; int x = Arranger.GetX(i); int y = Arranger.GetY(i); // Paint if (x != -1) { int xCenter = x + (Arranger.GetWidth(i) / 2); int yCenter = y + (Arranger.GetHeight(i) / 2); int xOffset; int yOffset; Entry.pImage->GetImageOffset(0, Entry.iRotation, &xOffset, &yOffset); int cxImage = RectWidth(Entry.pImage->GetImageRect()); int cyImage = RectHeight(Entry.pImage->GetImageRect()); // Paint image if (!bTextBoxesOnly && Entry.pImage) { Entry.pImage->PaintImageUL(Output, x + (Arranger.GetWidth(i) - cxImage) / 2, y + (Arranger.GetHeight(i) - cyImage) / 2, 0, Entry.iRotation); } // Paint type specific stuff switch (Entry.pType->GetType()) { case designStationType: { CStationType *pStationType = CStationType::AsType(Entry.pType); int xStationCenter = xCenter - xOffset; int yStationCenter = yCenter - yOffset; if (bDockingPorts) pStationType->PaintDockPortPositions(Output, xStationCenter, yStationCenter); if (bDevicePos) pStationType->PaintDevicePositions(Output, xStationCenter, yStationCenter); // If we have docking or device positions, mark the center of the station if (bDockingPorts || bDevicePos) { const int LINE_HALF_LENGTH = 24; const CG32bitPixel RGB_CENTER_CROSS(255, 255, 0); Output.DrawLine(xStationCenter - LINE_HALF_LENGTH, yStationCenter, xStationCenter + LINE_HALF_LENGTH, yStationCenter, 1, RGB_CENTER_CROSS); Output.DrawLine(xStationCenter, yStationCenter - LINE_HALF_LENGTH, xStationCenter, yStationCenter + LINE_HALF_LENGTH, 1, RGB_CENTER_CROSS); } break; } } // Paint the 3D grid, if necessary if (b3DGrid) { int iScale = Entry.pImage->GetImageViewportSize(); Metric rMaxRadius = g_KlicksPerPixel * cxImage * 0.5; const Metric rGridSize = LIGHT_SECOND; Metric rRadius; for (rRadius = rGridSize; rRadius <= rMaxRadius; rRadius += rGridSize) { int iRadius = (int)((rRadius / g_KlicksPerPixel) + 0.5); const int iGridAngle = 8; int iPrevAngle = 0; int iAngle; for (iAngle = iGridAngle; iAngle <= 360; iAngle += iGridAngle) { int xFrom, yFrom; C3DConversion::CalcCoord(iScale, iPrevAngle, iRadius, 0, &xFrom, &yFrom); int xTo, yTo; C3DConversion::CalcCoord(iScale, iAngle, iRadius, 0, &xTo, &yTo); Output.DrawLine(xFrom + xCenter, yFrom + yCenter, xTo + xCenter, yTo + yCenter, 1, CG32bitPixel(255, 255, 0)); iPrevAngle = iAngle; } } } // Paint name int xText = Arranger.GetTextX(i); int yText = Arranger.GetTextY(i); if (xText != -1) { if (bTextBoxesOnly) Output.Fill(xText, yText, Arranger.GetTextWidth(i), Arranger.GetTextHeight(i), 0xffff); if (!bTextBoxesOnly) { Output.FillColumn(xCenter, y + Arranger.GetHeight(i), yText - (y + Arranger.GetHeight(i)), rgbNameColor); NameFont.DrawText(Output, xText, yText, rgbNameColor, Entry.sName); } } } } // Write to file or clipboard OutputImage(Output, sFilespec); }
void GenerateTypeIslands (CUniverse &Universe, CXMLElement *pCmdLine) { int i, j; bool bExcludeImages = true; printf("TYPE ISLANDS\n"); printf("------------\n\n"); // Make a list of default types #if 0 g_DefaultTypes.SetAt(0x00001001, true); // independent sovereign g_DefaultTypes.SetAt(0x00001002, true); // Commonwealth sovereign g_DefaultTypes.SetAt(0x00001003, true); // independent sovereign g_DefaultTypes.SetAt(0x00001007, true); // ares sovereign g_DefaultTypes.SetAt(0x0000100c, true); // sung slavers sovereign g_DefaultTypes.SetAt(0x0000100f, true); // auton sovereign g_DefaultTypes.SetAt(0x00001011, true); // corporate hierarchy g_DefaultTypes.SetAt(0x00004027, true); // container of frozen supplies g_DefaultTypes.SetAt(0x0000402c, true); // pteracnium ore g_DefaultTypes.SetAt(0x000040ae, true); // helium3 reactor assembly g_DefaultTypes.SetAt(0x000040af, true); // pteracnium fuel g_DefaultTypes.SetAt(0x000040ca, true); // lancer cannon g_DefaultTypes.SetAt(0x000040e2, true); // worldship armor g_DefaultTypes.SetAt(0x00004100, true); // xenotite ore g_DefaultTypes.SetAt(0x00004109, true); // SN2500 reactor g_DefaultTypes.SetAt(0x00004167, true); // tetramite ore g_DefaultTypes.SetAt(0x00005004, true); // wreck ejecta g_DefaultTypes.SetAt(0x0000500c, true); // blast explosion 2 g_DefaultTypes.SetAt(0x0000500d, true); // blast explosion 3 g_DefaultTypes.SetAt(0x0000500e, true); // blast explosion 4 g_DefaultTypes.SetAt(0x0000500f, true); // thermo explosion 1 g_DefaultTypes.SetAt(0x00005011, true); // thermo explosion 3 g_DefaultTypes.SetAt(0x00005012, true); // thermo explosion 4 g_DefaultTypes.SetAt(0x00009004, true); // shield effect g_DefaultTypes.SetAt(0x00009007, true); // explosion effect g_DefaultTypes.SetAt(0x0000900a, true); // fire effect g_DefaultTypes.SetAt(0x0000A003, true); // dsAbandonedStation g_DefaultTypes.SetAt(0x0000a017, true); // dock screen? g_DefaultTypes.SetAt(0x001a200c, true); // wreck of the CSC Europa g_DefaultTypes.SetAt(0x001a200e, true); // sandstorm wreck g_DefaultTypes.SetAt(0x001c1002, true); // ares sect in Heretic g_DefaultTypes.SetAt(0x08020102, true); // huari empire sovereign g_DefaultTypes.SetAt(0x08040140, true); // gaian processor station #endif // Create a reverse index of all type dependencies ReverseIndexMap ReverseIndex; for (i = 0; i < Universe.GetDesignTypeCount(); i++) { CDesignType *pType = Universe.GetDesignType(i); // Get the list of UNIDs that this type uses TSortMap<DWORD, bool> TypesUsed; pType->AddTypesUsed(&TypesUsed); for (j = 0; j < TypesUsed.GetCount(); j++) { CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j)); if (pRequired == NULL) continue; // Add to reverse index TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID()); pList->Insert(pType->GetUNID()); } } // We create a list of islands. In each island, all the types refer to // each other and don't refer to types on any other island. TArray<IslandMap> AllIslands; // Loop over all types and add them to an island. for (i = 0; i < Universe.GetDesignTypeCount(); i++) { CDesignType *pType = Universe.GetDesignType(i); // Exclude images if (bExcludeImages && pType->GetType() == designImage) continue; if (pType->GetType() == designShipTable) continue; // Exclude default types if (g_DefaultTypes.Find(pType->GetUNID())) continue; // If this type is already on one of the islands, then we skip it. #if 0 bool bFound = false; for (j = 0; j < AllIslands.GetCount(); j++) if (AllIslands[j].Find(pType->GetUNID())) { bFound = true; break; } if (bFound) continue; #endif // Since this type is not on any island, we add start a new island and // add all related types to it. IslandMap *pIsland = AllIslands.Insert(); AddTypeToIsland(Universe, ReverseIndex, pIsland, pType); // Print printf("ISLAND %s\n", (char *)GetTypeDesc(pType)); for (j = 0; j < pIsland->GetCount(); j++) { CDesignType *pType = Universe.FindDesignType(pIsland->GetKey(j)); if (pType == NULL) continue; printf("%s\n", (char *)GetTypeDesc(pType)); } printf("\n"); } }
void GenerateTypeTable (CUniverse &Universe, CXMLElement *pCmdLine) { int i, j; // Get the criteria from the command line. CString sCriteria = pCmdLine->GetAttribute(CRITERIA_ATTRIB); // Parse it CDesignTypeCriteria Criteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR) { printf("ERROR: Unable to parse criteria.\n"); return; } // Generate a table of all matching types TSortMap<CString, CDesignType *> Table; // Loop over all items for this level and add them to // a sorted table. for (i = 0; i < Universe.GetDesignTypeCount(); i++) { CDesignType *pType = Universe.GetDesignType(i); int iLevel = pType->GetLevel(); if (!pType->MatchesCriteria(Criteria)) continue; // Get the name CString sName = pType->GetDataField(FIELD_NAME); if (*sName.GetASCIIZPointer() == '(') sName = strSubString(sName, 1, -1); // Figure out the sort order char szBuffer[1024]; wsprintf(szBuffer, "%02d%s%08x", iLevel, sName.GetASCIIZPointer(), pType->GetUNID()); Table.Insert(CString(szBuffer), pType); } // Generate a list of columns to display TArray<CString> Cols; Cols.Insert(FIELD_LEVEL); Cols.Insert(FIELD_NAME); for (i = 0; i < pCmdLine->GetAttributeCount(); i++) { CString sAttrib = pCmdLine->GetAttributeName(i); if (!IsMainCommandParam(sAttrib) && !strEquals(sAttrib, CONSTLIT("typetable"))) { CString sValue = pCmdLine->GetAttribute(i); if (!strEquals(sValue, CONSTLIT("true"))) Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue)); else Cols.Insert(sAttrib); } } // If we need to output total count, then load the table CDesignTypeStats TotalCount; if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT) || pCmdLine->GetAttributeBool(FIELD_COUNT_DISTRIBUTION)) { if (LoadDesignTypeStats(Universe.GetDesignCollection().GetAdventureUNID(), &TotalCount) != NOERROR) { printf("ERROR: Unable to load type count table.\n"); return; } } // If we've got any entries in the table, output now if (Table.GetCount()) { // Output the header for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); printf(Cols[j].GetASCIIZPointer()); } printf("\n"); // Output each row CCodeChainCtx CCCtx; for (i = 0; i < Table.GetCount(); i++) { CDesignType *pType = Table[i]; for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); const CString &sField = Cols[j]; // Format and output if (strEquals(sField, FIELD_TOTAL_COUNT)) { SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID()); double rCount = (pInfo ? pInfo->rPerGameMeanCount : 0.0); printf("%.2f", rCount); } else if (strEquals(sField, FIELD_COUNT_DISTRIBUTION)) { SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID()); printf("%s", (pInfo ? pInfo->sDistribution : NULL_STR).GetASCIIZPointer()); } else { ICCItem *pResult = pType->GetProperty(CCCtx, sField); CString sValue = pResult->Print(&g_pUniverse->GetCC(), PRFLAG_NO_QUOTES | PRFLAG_ENCODE_FOR_DISPLAY); pResult->Discard(&g_pUniverse->GetCC()); printf(sValue.GetASCIIZPointer()); } } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }
void GenerateTypeDependencies (CUniverse &Universe, CXMLElement *pCmdLine) { int i, j; bool bRecursive = pCmdLine->GetAttributeBool(CONSTLIT("recursive")); bool bReverse = pCmdLine->GetAttributeBool(CONSTLIT("reverse")); // Create a reverse index of all type dependencies TSortMap<DWORD, TArray<DWORD> > ReverseIndex; // Types and what they use if (!bReverse) { printf("TYPES AND WHAT THEY USE\n"); printf("-----------------------\n\n"); } for (i = 0; i < Universe.GetDesignTypeCount(); i++) { CDesignType *pType = Universe.GetDesignType(i); if (!bReverse) printf("%s\n", (char *)GetTypeDesc(pType)); // Get the list of UNIDs that this type uses TSortMap<DWORD, bool> TypesUsed; if (bRecursive) AddTypesUsedRecursive(Universe, pType->GetUNID(), &TypesUsed); else pType->AddTypesUsed(&TypesUsed); // Output the list for (j = 0; j < TypesUsed.GetCount(); j++) { CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j)); if (pRequired == NULL) continue; if (!bReverse) printf("\t%s\n", (char *)GetTypeDesc(pRequired)); // Add to reverse index TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID()); pList->Insert(pType->GetUNID()); } } // Types and what depends on them if (bReverse) { printf("\nTYPES AND WHAT USES THEM\n"); printf( "------------------------\n\n"); for (i = 0; i < ReverseIndex.GetCount(); i++) { CDesignType *pType = Universe.FindDesignType(ReverseIndex.GetKey(i)); if (pType == NULL) continue; printf("%s\n", (char *)GetTypeDesc(pType)); TArray<DWORD> &List = ReverseIndex.GetValue(i); for (j = 0; j < List.GetCount(); j++) { CDesignType *pRequiredBy = Universe.FindDesignType(List[j]); if (pRequiredBy) printf("\t%s\n", (char *)GetTypeDesc(pRequiredBy)); } } } }
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j, k; int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count")); if (iSystemSample == 0) iSystemSample = DEFAULT_SYSTEM_SAMPLE; // Keep track of stats for each type TSortMap<DWORD, STypeStats> AllStats; for (i = 0; i < iSystemSample; i++) { TSortMap<DWORD, STypeInfo> AllTypes; printf("sample %d...\n", i+1); // Initialize the game CString sError; if (error = Universe.InitGame(0, &sError)) { printf("%s\n", sError.GetASCIIZPointer()); return; } // Loop over all nodes for (j = 0; j < Universe.GetTopologyNodeCount(); j++) { CTopologyNode *pNode = Universe.GetTopologyNode(j); // Skip end game nodes if (pNode->IsEndGame()) continue; // Create the system CSystem *pSystem; if (error = Universe.CreateStarSystem(pNode, &pSystem, &sError)) { printf("ERROR: Unable to create star system: %s\n", sError.GetASCIIZPointer()); return; } // Accumulate AccumulateSystem(pNode, pSystem, AllTypes); // Done with old system Universe.DestroySystem(pSystem); } // Now accumulate all stats for (j = 0; j < Universe.GetDesignTypeCount(); j++) { CDesignType *pType = Universe.GetDesignType(j); STypeStats *pStats = AllStats.SetAt(pType->GetUNID()); STypeInfo *pTypeInfo = AllTypes.GetAt(pType->GetUNID()); if (pTypeInfo) { pStats->PerGame.Insert(pTypeInfo->iTotalCount); for (k = 0; k < MAX_TECH_LEVEL; k++) pStats->PerLevel[k].Insert(pTypeInfo->PerLevel[k]); } else { pStats->PerGame.Insert(0); for (k = 0; k < MAX_TECH_LEVEL; k++) pStats->PerLevel[k].Insert(0); } } Universe.Reinit(); } // Output if (error = OutputTypeTable(AllStats, iSystemSample)) return; // Create a table with the sum of all items for the game printf("Total count statistic computed.\n"); }