コード例 #1
0
void CArmorDisplay::Update (void)

//	Update
//
//	Updates buffer from data

	{
	int i;

	if (m_pPlayer == NULL)
		return;

	CShip *pShip = m_pPlayer->GetShip();
	const CPlayerSettings *pSettings = pShip->GetClass()->GetPlayerSettings();
	CItemListManipulator ItemList(pShip->GetItemList());
	const CG16bitFont &SmallFont = m_pPlayer->GetTrans()->GetFonts().Small;
	m_Text.DeleteAll();

	//	If we've changed ships then we need to delete the painters

	if (m_dwCachedShipID != pShip->GetID())
		{
		if (m_pShieldPainter)
			{
			m_pShieldPainter->Delete();
			m_pShieldPainter = NULL;
			}

		m_dwCachedShipID = pShip->GetID();
		}

	//	Erase everything

	m_Buffer.Fill(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT, DEFAULT_TRANSPARENT_COLOR);

	//	Figure out the status of the shields

	int iHP = 0;
	int iMaxHP = 10;
	CInstalledDevice *pShield = pShip->GetNamedDevice(devShields);
	if (pShield)
		pShield->GetStatus(pShip, &iHP, &iMaxHP);

	//	Draw the base ship image, if we have it

	const SArmorImageDesc &ArmorDesc = pSettings->GetArmorDesc();
	if (!ArmorDesc.ShipImage.IsEmpty())
		{
		const RECT &rcShip = ArmorDesc.ShipImage.GetImageRect();

		m_Buffer.ColorTransBlt(rcShip.left, 
				rcShip.top, 
				RectWidth(rcShip), 
				RectHeight(rcShip), 
				255,
				ArmorDesc.ShipImage.GetImage(NULL_STR), 
				DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShip)) / 2),
				(SHIELD_IMAGE_HEIGHT - RectHeight(rcShip)) / 2);
		}

	//	Draw the old-style shields

	const SShieldImageDesc &ShieldDesc = pSettings->GetShieldDesc();
	if (!ShieldDesc.pShieldEffect)
		{
		int iWhole = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 100);
		int iIndex = (100 - iWhole) / 20;

		const RECT &rcShield = ShieldDesc.Image.GetImageRect();
		m_Buffer.ColorTransBlt(rcShield.left, 
				rcShield.top + (RectHeight(rcShield) * iIndex), 
				RectWidth(rcShield), 
				RectHeight(rcShield), 
				255,
				ShieldDesc.Image.GetImage(NULL_STR), 
				DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShield)) / 2),
				(SHIELD_IMAGE_HEIGHT - RectHeight(rcShield)) / 2);
		}

	if (pShield)
		{
		m_Buffer.Fill(SHIELD_HP_DISPLAY_X,
				SHIELD_HP_DISPLAY_Y, 
				SHIELD_HP_DISPLAY_WIDTH, 
				SHIELD_HP_DISPLAY_HEIGHT,
				SHIELD_HP_DISPLAY_BACK_COLOR);
		
		CString sHP = strFromInt(iHP);
		int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL);
		m_pFonts->Medium.DrawText(m_Buffer,
				SHIELD_HP_DISPLAY_X + (SHIELD_HP_DISPLAY_WIDTH - cxWidth) / 2,
				SHIELD_HP_DISPLAY_Y - 1,
				CG16bitImage::LightenPixel(m_pFonts->wAltGreenColor, 60),
				sHP);

		DrawBrokenLine(m_Buffer,
				0,
				SHIELD_HP_DISPLAY_Y,
				SHIELD_HP_DISPLAY_X,
				SHIELD_HP_DISPLAY_Y,
				0,
				SHIELD_HP_DISPLAY_LINE_COLOR);

		WORD wColor;
		if (pShield->IsEnabled() && !pShield->IsDamaged() && !pShield->IsDisrupted())
			wColor = m_pFonts->wAltGreenColor;
		else
			wColor = DISABLED_TEXT_COLOR;

		CString sShieldName = pShield->GetClass()->GetName();
		int cyHeight;
		cxWidth = m_pFonts->Medium.MeasureText(sShieldName, &cyHeight);

		//	Add the shield name to list of text to paint

		STextPaint *pPaint = m_Text.Insert();
		pPaint->sText = sShieldName;
		pPaint->x = 0;
		pPaint->y = SHIELD_HP_DISPLAY_Y;
		pPaint->pFont = &m_pFonts->Medium;
		pPaint->wColor = wColor;

		//	Paint the modifiers

		if (pShield->GetMods().IsNotEmpty() || pShield->GetBonus() != 0)
			{
			pShip->SetCursorAtNamedDevice(ItemList, devShields);
			CString sMods = pShield->GetEnhancedDesc(pShip, &ItemList.GetItemAtCursor());
			if (!sMods.IsBlank())
				{
				bool bDisadvantage = (*(sMods.GetASCIIZPointer()) == '-');

				int cx = SmallFont.MeasureText(sMods);
				m_Buffer.Fill(SHIELD_HP_DISPLAY_X - cx - 8,
						SHIELD_HP_DISPLAY_Y,
						cx + 8,
						SHIELD_HP_DISPLAY_HEIGHT,
						(bDisadvantage ? ARMOR_DAMAGED_BACK_COLOR : ARMOR_ENHANCE_BACK_COLOR));

				SmallFont.DrawText(m_Buffer,
						SHIELD_HP_DISPLAY_X - cx - 4,
						SHIELD_HP_DISPLAY_Y + (SHIELD_HP_DISPLAY_HEIGHT - SmallFont.GetHeight()) / 2,
						(bDisadvantage ? ARMOR_DAMAGED_TEXT_COLOR : ARMOR_ENHANCE_TEXT_COLOR),
						sMods);
				}
			}
		}

	//	Draw armor

	int iArmorCount = Min(pShip->GetArmorSectionCount(), pSettings->GetArmorDescCount());
	for (i = 0; i < iArmorCount; i++)
		{
		const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i);

		CInstalledArmor *pArmor = pShip->GetArmorSection(i);
		int iMaxHP = pArmor->GetMaxHP(pShip);
		int iWhole = (iMaxHP == 0 ? 100 : (pArmor->GetHitPoints() * 100) / iMaxHP);
		int iIndex = (100 - iWhole) / 20;
		
		if (iIndex < 5)
			{
			const RECT &rcImage = pImage->Image.GetImageRect();
			m_Buffer.ColorTransBlt(rcImage.left,
					rcImage.top + iIndex * RectHeight(rcImage),
					RectWidth(rcImage),
					RectHeight(rcImage),
					255,
					pImage->Image.GetImage(NULL_STR),
					DESCRIPTION_WIDTH + pImage->xDest,
					pImage->yDest);
			}
		}

	//	Draw the new style shields on top

	if (ShieldDesc.pShieldEffect)
		{
		int x = DESCRIPTION_WIDTH + SHIELD_IMAGE_WIDTH / 2;
		int y = SHIELD_IMAGE_HEIGHT / 2;

		SViewportPaintCtx Ctx;
		Ctx.iTick = g_pUniverse->GetTicks();
		Ctx.iVariant = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 0);
		Ctx.iDestiny = pShip->GetDestiny();
		Ctx.iRotation = 90;

		if (m_pShieldPainter == NULL)
			m_pShieldPainter = ShieldDesc.pShieldEffect->CreatePainter();

		m_pShieldPainter->Paint(m_Buffer, x, y, Ctx);
		}

	//	Draw armor names

	for (i = 0; i < iArmorCount; i++)
		{
		const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i);
		CInstalledArmor *pArmor = pShip->GetArmorSection(i);

		//	Paint the HPs

		if (i == m_iSelection)
			{
			m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP - 1, 
					pImage->yHP - 1, 
					HP_DISPLAY_WIDTH + 2, 
					HP_DISPLAY_HEIGHT + 2,
					CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128));
			}
		else
			{
			m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP, 
					pImage->yHP, 
					HP_DISPLAY_WIDTH, 
					HP_DISPLAY_HEIGHT,
					HP_DISPLAY_BACK_COLOR);
			}

		CString sHP = strFromInt(pArmor->GetHitPoints());
		int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL);
		m_pFonts->Medium.DrawText(m_Buffer,
				DESCRIPTION_WIDTH + pImage->xHP + (HP_DISPLAY_WIDTH - cxWidth) / 2,
				pImage->yHP - 1,
				m_pFonts->wTitleColor,
				sHP);

		//	Paint the armor name line

		DrawBrokenLine(m_Buffer,
				0,
				pImage->yName + m_pFonts->Medium.GetHeight(),
				DESCRIPTION_WIDTH + pImage->xHP + pImage->xNameDestOffset,
				pImage->yHP + pImage->yNameDestOffset,
				pImage->cxNameBreak,
				(i == m_iSelection ? CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128) : ARMOR_LINE_COLOR));

		//	Paint the armor names

		CString sName = pArmor->GetClass()->GetShortName();
		int cy;
		int cx = m_pFonts->Medium.MeasureText(sName, &cy) + 4;
		if (i == m_iSelection)
			{
			m_Buffer.Fill(0, 
					pImage->yName, 
					cx, 
					cy,
					CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128));
			}

		STextPaint *pPaint = m_Text.Insert();
		pPaint->sText = sName;
		pPaint->x = 2;
		pPaint->y = pImage->yName;
		pPaint->pFont = &m_pFonts->Medium;
		pPaint->wColor = m_pFonts->wTitleColor;

		//	Paint the modifiers

		if (pArmor->GetMods().IsNotEmpty())
			{
			pShip->SetCursorAtArmor(ItemList, i);
			CString sMods = ItemList.GetItemAtCursor().GetEnhancedDesc(pShip);
			if (!sMods.IsBlank())
				{
				int cx = SmallFont.MeasureText(sMods);
				m_Buffer.Fill(ARMOR_ENHANCE_X - cx - 4,
						pImage->yName + m_pFonts->Medium.GetHeight() - HP_DISPLAY_HEIGHT,
						cx + 8,
						HP_DISPLAY_HEIGHT,
						ARMOR_ENHANCE_BACK_COLOR);

				SmallFont.DrawText(m_Buffer,
						ARMOR_ENHANCE_X - cx,
						pImage->yName + 3,
						ARMOR_ENHANCE_TEXT_COLOR,
						sMods);
				}
			}
		}
	}
コード例 #2
0
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Compute the list of weapons to show, making sure we filter to weapons
	//	and missiles only.

	CItemTypeTable Selection;
	if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB))
			|| (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm"))))
		{
		printf("No entries match criteria.\n");
		return;
		}

	Selection.Sort();

	//	Ship to use

	DWORD dwPlatformUNID;
	if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID))
		dwPlatformUNID = WEAPON_PLATFORM_UNID;

	//	Compute some metrics

	int iFramesPerItem = 10;
	int cxFrameHorzMargin = 10;
	int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel));
	int cyFrame = 64;
	int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick);

	int iHitEffectFramesPerItem = 5;
	int cxHitEffect = 128;
	int cyHitEffect = 128;
	
	int cyRowTitle = 20;
	int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem);
	int cxRow = ITEM_ICON_WIDTH + cxFrame;

	int iColumns = Max(1, mathSqrt(Selection.GetCount()));
	int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns;

	int cxImage = cxRow * iColumns;
	int cyImage = cyRow * iRows;

	//	Initialize the output

	COutputChart Output;
	Output.SetContentSize(cxImage, cyImage);
	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Initialize fonts

	Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF));

	//	Prepare the universe

	CSystem *pSystem;
	if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR)
		{
		printf("ERROR: Unable to create empty star system.\n");
		return;
		}

	//	Create a target in the center of the system

	CSpaceObject *pStation;
	CStationType *pTargetType = Universe.FindStationType(TARGET_UNID);
	if (pTargetType == NULL 
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}
コード例 #3
0
void CPlayerGameStats::GenerateGameStats (CGameStats &Stats, CSpaceObject *pPlayerShip, bool bGameOver) const

//	GenerateGameStats
//
//	Generates a stats for everything we track

	{
	int j;

	CShip *pShip = (pPlayerShip ? pPlayerShip->AsShip() : NULL);
	if (pShip == NULL)
		return;

	CPlayerShipController *pPlayer = (CPlayerShipController *)pShip->GetController();
	if (pPlayer == NULL)
		return;

	CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID);
	if (pPlayerSovereign == NULL)
		return;

	//	Base stats

	Stats.Insert(CONSTLIT("Genome"), strCapitalize(GetGenomeName(pPlayer->GetPlayerGenome())));
	Stats.Insert(CONSTLIT("Score"), strFormatInteger(CalcEndGameScore(), -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED));
	Stats.Insert(CONSTLIT("Ship class"), pShip->GetNounPhrase(0));

	CTimeSpan Time = GetPlayTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time played"), Time.Format(NULL_STR));

#ifdef REAL_TIME
	Time = GetGameTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time elapsed in game"), Time.Format(NULL_STR));
#endif

	//	Some combat stats

	CString sDestroyed = GetStat(ENEMY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(ENEMY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy stations destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly stations destroyed"), sDestroyed, CONSTLIT("combat"));

	//	Add stat for every station destroyed

	CStatCounterArray CounterArray;

	CMapIterator i;
	m_StationStats.Reset(i);
	while (m_StationStats.HasMore(i))
		{
		SStationTypeStats *pStats;
		DWORD dwUNID = m_StationStats.GetNext(i, &pStats);
		CStationType *pType = g_pUniverse->FindStationType(dwUNID);
		if (pType == NULL)
			continue;

		CString sName = pType->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pType->GetLevel(), sName);

		if (pType->GetSovereign()->IsEnemy(pPlayerSovereign))
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Enemy stations destroyed"), sSort);
		else
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Friendly stations destroyed"), sSort);
		}

	CounterArray.GenerateGameStats(Stats);
		
	//	Add stat for every ship class destroyed

	CounterArray.DeleteAll();
	m_ShipStats.Reset(i);
	while (m_ShipStats.HasMore(i))
		{
		SShipClassStats *pStats;
		DWORD dwUNID = m_ShipStats.GetNext(i, &pStats);
		CShipClass *pClass = g_pUniverse->FindShipClass(dwUNID);
		if (pClass == NULL)
			continue;

		CString sName = pClass->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%09d%s"), 100000000 - pClass->GetScore(), sName);

		if (pStats->iEnemyDestroyed > 0)
			CounterArray.Insert(sName, pStats->iEnemyDestroyed, CONSTLIT("Enemy ships destroyed"), sSort);

		if (pStats->iFriendDestroyed > 0)
			CounterArray.Insert(sName, pStats->iFriendDestroyed, CONSTLIT("Friendly ships destroyed"), sSort);
		}

	CounterArray.GenerateGameStats(Stats);

	//	Add stat for every weapon fired

	m_ItemStats.Reset(i);
	while (m_ItemStats.HasMore(i))
		{
		SItemTypeStats *pStats;
		DWORD dwUNID = m_ItemStats.GetNext(i, &pStats);
		CItemType *pItemType = g_pUniverse->FindItemType(dwUNID);
		if (pItemType == NULL)
			continue;

		CString sName = pItemType->GetNounPhrase(nounShort);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pItemType->GetLevel(), sName);

		//	Installed items

		if (pStats->dwFirstInstalled != INVALID_TIME)
			Stats.Insert(sName, NULL_STR, CONSTLIT("Items installed"), sSort);

		if (pStats->iCountFired > 0)
			Stats.Insert(sName, 
					strFormatInteger(pStats->iCountFired, -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED), 
					CONSTLIT("Weapons fired"), 
					sSort);
		}

	//	Stats for player equipment (but only if the game is done)

	if (bGameOver)
		{
		TSortMap<CString, CItem> InstalledItems;

		//	First we generate a sorted list of installed items
		//	(We do this in case there are multiple of the same device/armor so that
		//	we can coalesce them together into a single line).

		CItemListManipulator ItemList(pShip->GetItemList());
		ItemList.ResetCursor();
		while (ItemList.MoveCursorForward())
			{
			const CItem &Item(ItemList.GetItemAtCursor());

			if (Item.IsInstalled())
				{
				CString sEnhancement = Item.GetEnhancedDesc(pShip);
				CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly | nounShort);
				CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));

				bool bInserted;
				CItem *pEntry = InstalledItems.SetAt(sLine, &bInserted);
				if (bInserted)
					{
					*pEntry = Item;
					pEntry->SetCount(1);
					}
				else
					pEntry->SetCount(pEntry->GetCount() + 1);
				}
			}

		//	Now add all the installed items to the stats

		for (j = 0; j < InstalledItems.GetCount(); j++)
			{
			//	Redo the line now that we know the proper count

			CString sEnhancement = InstalledItems[j].GetEnhancedDesc(pShip);
			CString sItemName = InstalledItems[j].GetNounPhrase(nounActual | nounCountOnly);
			CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));

			//	Compute the sort order

			int iOrder;
			switch (InstalledItems[j].GetType()->GetCategory())
				{
				case itemcatWeapon:
					iOrder = 0;
					break;

				case itemcatLauncher:
					iOrder = 1;
					break;

				case itemcatShields:
					iOrder = 2;
					break;

				case itemcatArmor:
					iOrder = 3;
					break;

				case itemcatReactor:
					iOrder = 4;
					break;

				case itemcatDrive:
					iOrder = 5;
					break;

				default:
					iOrder = 6;
					break;
				}

			CString sSort = strPatternSubst(CONSTLIT("%d%03d%s"), iOrder, 100 - InstalledItems[j].GetType()->GetLevel(), sLine);
			Stats.Insert(sLine, NULL_STR, CONSTLIT("Final equipment"), sSort);
			}

		//	Add the remaining items

		ItemList.ResetCursor();
		while (ItemList.MoveCursorForward())
			{
			const CItem &Item(ItemList.GetItemAtCursor());

			if (!Item.IsInstalled())
				{
				CString sEnhancement = Item.GetEnhancedDesc(pShip);
				CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly);
				CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));
				CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - Item.GetType()->GetLevel(), sLine);

				Stats.Insert(sLine, NULL_STR, CONSTLIT("Final items"), sSort);
				}
			}
		}
	}