void CFolderSummary::UpdateData() { CPlayerSummaryMgr *pPSummary = g_pGameClientShell->GetPlayerSummary(); if (!pPSummary) return; CMissionData* pMissionData = g_pInterfaceMgr->GetMissionData(); if (!pMissionData) return; int nMissionNum = pMissionData->GetMissionNum(); MISSION* pMission = g_pMissionMgr->GetMission(nMissionNum); if (!pMission) return; MISSIONSUMMARY* pMSummary = pPSummary->GetMissionSummary(nMissionNum); if (!pMSummary) return; pPSummary->ReadRankData(); RemoveFree(); CLTGUITextItemCtrl* pCtrl = LTNULL; CLTGUIColumnTextCtrl *pRanks=AddColumnText(LTNULL, LTNULL, LTTRUE, GetLargeFont()); // The rank header pRanks->AddColumn(IDS_STAT_RANK, 200, LTF_JUSTIFY_LEFT); if (m_nFolderID != FOLDER_ID_FAILURE) { pRanks->AddColumn(IDS_SUMMARY_BEST, 200, LTF_JUSTIFY_LEFT); } pRanks->Enable(LTFALSE); pRanks=AddColumnText(LTNULL, LTNULL, LTTRUE, GetSmallFont()); //rank LTFLOAT fRank = 0.0f; int nRankId = 0; if (m_nFolderID == FOLDER_ID_FAILURE) { pRanks->AddColumn(IDS_STAT_FAILED, 200, LTF_JUSTIFY_LEFT); } else { fRank = pMSummary->fCurRank; nRankId = g_pMissionMgr->GetMissionRating()->GetRankId(fRank); pRanks->AddColumn(nRankId, 200, LTF_JUSTIFY_LEFT); } if (m_nFolderID != FOLDER_ID_FAILURE) { //best rank fRank = pMSummary->fBestRank; nRankId = g_pMissionMgr->GetMissionRating()->GetRankId(fRank); pRanks->AddColumn(nRankId, 200, LTF_JUSTIFY_LEFT); } pRanks->Enable(LTFALSE); //time in mission char str[128]; LTFLOAT fSec = pMSummary->fTotalMissionTime; uint32 nMin = (uint32)fSec / 60; fSec -= (60.0f * (LTFLOAT)nMin); uint32 nHour = nMin / 60; nMin -= 60 * nHour; sprintf(str,"%02d:%02d:%.1f",nHour,nMin,fSec); HSTRING hTxt=g_pLTClient->FormatString(IDS_STAT_TIME,str); pCtrl= AddTextItem(hTxt,LTNULL,0,LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); //accuracy if (pMission->bAllowAwards) { pCtrl = AddTextItem(IDS_STAT_ACCURACY,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); LTFLOAT fAccuracy = 0.0f; if (pMSummary->dwNumShotsFired) { fAccuracy = (LTFLOAT) pMSummary->dwNumHits / (LTFLOAT) pMSummary->dwNumShotsFired; int nAccuracy =(int)( 100.0f * fAccuracy); //shots fired hTxt=g_pLTClient->FormatString(IDS_STAT_SHOTS, pMSummary->dwNumShotsFired,pMSummary->dwNumHits, nAccuracy); pCtrl= AddTextItem(hTxt,LTNULL,0,LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); //hit locations uint32 h = pMSummary->dwHitLocations[HL_HEAD]; uint32 t = pMSummary->dwHitLocations[HL_TORSO]; uint32 a = pMSummary->dwHitLocations[HL_ARM]; uint32 l = pMSummary->dwHitLocations[HL_LEG]; hTxt=g_pLTClient->FormatString(IDS_STAT_HITS,h,t,(a+l)); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); // casualties pCtrl = AddTextItem(IDS_STAT_CASUALTIES,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); hTxt=g_pLTClient->FormatString(IDS_STAT_KILLS, pMSummary->dwNumEnemyKills, pMSummary->dwNumFriendKills, pMSummary->dwNumNeutralKills); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); } else { hTxt=g_pLTClient->FormatString(IDS_STAT_NOSHOTS); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); } //stealth pCtrl = AddTextItem(IDS_STAT_STEALTH,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); hTxt=g_pLTClient->FormatString(IDS_STAT_DETECTED,pMSummary->dwNumTimesDetected,pMSummary->dwNumDisturbances); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); hTxt=g_pLTClient->FormatString(IDS_STAT_DETECTED2,pMSummary->dwNumBodies,pMSummary->dwNumTimesHit); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); } //inteligence pCtrl = AddTextItem(IDS_STAT_INTEL,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); int cur = pMSummary->m_nMissionCurNumIntel; int total = pMSummary->m_nMissionTotalIntel; hTxt=g_pLTClient->FormatString(IDS_SUMMARY_FOUND,cur,total); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); if (m_nFolderID == FOLDER_ID_FAILURE) { nContinueId = FOLDER_ID_LOAD; nContinueHelpId = IDS_HELP_LOAD; } else { // Generate Awards CFolderAwards* pAwards = (CFolderAwards*)m_pFolderMgr->GetFolderFromID(FOLDER_ID_AWARDS); pAwards->UpdateData(); if (pAwards->HasAwards()) { nContinueId = FOLDER_ID_AWARDS; nContinueHelpId = IDS_HELP_AWARDS; } else { nContinueId = FOLDER_ID_BRIEFING; nContinueHelpId = IDS_HELP_NEXTMISSION; } } UseContinue(nContinueId,nContinueHelpId); CalculateLastDrawn(); CheckArrows(); SetSelection(GetIndex(m_pContinue)); }
void CFolderStats::UpdateData() { CPlayerSummaryMgr *pPSummary = g_pGameClientShell->GetPlayerSummary(); if (!pPSummary) return; CMissionData* pMissionData = g_pInterfaceMgr->GetMissionData(); if (!pMissionData) return; int nMissionNum = pMissionData->GetMissionNum(); MISSION* pMission = g_pMissionMgr->GetMission(nMissionNum); MISSIONSUMMARY* pMSummary = pPSummary->GetMissionSummary(nMissionNum); pPSummary->ReadRankData(); RemoveFree(); CLTGUITextItemCtrl* pCtrl = LTNULL; HSTRING hTxt = LTNULL; //time in mission char str[128]; LTFLOAT fSec = pMSummary->fTotalMissionTime; uint32 nMin = (uint32)fSec / 60; fSec -= (60.0f * (LTFLOAT)nMin); uint32 nHour = nMin / 60; nMin -= 60 * nHour; sprintf(str,"%02d:%02d:%.1f",nHour,nMin,fSec); hTxt=g_pLTClient->FormatString(IDS_STAT_TIME,str); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); AddBlankLine(); //accuracy pCtrl = AddTextItem(IDS_STAT_ACCURACY,LTNULL,0,LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); LTFLOAT fAccuracy = 0.0f; if (pMSummary->dwNumShotsFired) { fAccuracy = (LTFLOAT) pMSummary->dwNumHits / (LTFLOAT) pMSummary->dwNumShotsFired; int nAccuracy =(int)( 100.0f * fAccuracy); //shots fired hTxt=g_pLTClient->FormatString(IDS_STAT_SHOTS, pMSummary->dwNumShotsFired,pMSummary->dwNumHits, nAccuracy); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); //hit locations uint32 h = pMSummary->dwHitLocations[HL_HEAD]; uint32 t = pMSummary->dwHitLocations[HL_TORSO]; uint32 a = pMSummary->dwHitLocations[HL_ARM]; uint32 l = pMSummary->dwHitLocations[HL_LEG]; hTxt=g_pLTClient->FormatString(IDS_STAT_HITS,h,t,(a+l)); pCtrl= AddTextItem(hTxt,LTNULL,0,LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); AddBlankLine(); // casualties pCtrl = AddTextItem(IDS_STAT_CASUALTIES,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); hTxt=g_pLTClient->FormatString(IDS_STAT_KILLS, pMSummary->dwNumEnemyKills, pMSummary->dwNumFriendKills, pMSummary->dwNumNeutralKills); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); } else { hTxt=g_pLTClient->FormatString(IDS_STAT_NOSHOTS); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); } AddBlankLine(); //stealth pCtrl = AddTextItem(IDS_STAT_STEALTH,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); hTxt=g_pLTClient->FormatString(IDS_STAT_DETECTED,pMSummary->dwNumTimesDetected,pMSummary->dwNumDisturbances); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); hTxt=g_pLTClient->FormatString(IDS_STAT_DETECTED2,pMSummary->dwNumBodies,pMSummary->dwNumTimesHit); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); g_pLTClient->FreeString(hTxt); AddBlankLine(); //inteligence int cur = pMSummary->m_nMissionCurNumIntel; if (cur) { pCtrl = AddTextItem(IDS_STAT_INTEL,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); hTxt=g_pLTClient->FormatString(IDS_STAT_FOUND,cur); pCtrl= AddTextItem(hTxt,LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } if (cur || pMSummary->m_nMissionMaxIntel) AddTextItem(IDS_VIEW_GALLERY,CMD_INTEL,IDS_HELP_VIEW_GALLERY, LTFALSE, GetSmallFont()); CalculateLastDrawn(); CheckArrows(); }
void CFolderAwards::UpdateData() { CPlayerSummaryMgr *pPSummary = g_pGameClientShell->GetPlayerSummary(); if (!pPSummary) return; CMissionData* pMissionData = g_pInterfaceMgr->GetMissionData(); if (!pMissionData) return; int nMissionNum = pMissionData->GetMissionNum(); MISSION* pMission = g_pMissionMgr->GetMission(nMissionNum); if (!pMission) return; MISSIONSUMMARY* pMSummary = pPSummary->GetMissionSummary(nMissionNum); if (!pMSummary) return; pPSummary->ReadRankData(); RemoveFree(); CLTGUITextItemCtrl* pCtrl = LTNULL; g_pLTClient->CPrint("best:%0.2f,old best:%0.2f",pMSummary->fBestRank, pMSummary->fOldBestRank); if (pMSummary->fBestRank > pMSummary->fOldBestRank) { RANKBONUS oldBonus; RANKBONUS newBonus; pMission->GetRankBonus(pMSummary->fBestRank,&newBonus); pMission->GetRankBonus(pMSummary->fOldBestRank,&oldBonus); if (newBonus.nPerturbPoints > oldBonus.nPerturbPoints) { pCtrl = AddTextItem(IDS_BONUS_PERTURB,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nAmmoPoints > oldBonus.nAmmoPoints) { pCtrl = AddTextItem(IDS_BONUS_AMMO,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nArmorPoints > oldBonus.nArmorPoints) { pCtrl = AddTextItem(IDS_BONUS_ARMOR,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nDamagePoints > oldBonus.nDamagePoints) { pCtrl = AddTextItem(IDS_BONUS_DAMAGE,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nHealthPoints > oldBonus.nHealthPoints) { pCtrl = AddTextItem(IDS_BONUS_HEALTH,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nReputationPoints > oldBonus.nReputationPoints) { pCtrl = AddTextItem(IDS_BONUS_REPUTATION,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } if (newBonus.nStealthPoints > oldBonus.nStealthPoints) { pCtrl = AddTextItem(IDS_BONUS_STEALTH,LTNULL,0, LTTRUE, GetMediumFont()); pCtrl->Enable(LTFALSE); } } if (pCtrl) AddBlankLine(); // Generate Awards if (pMission->bAllowAwards) { MISSIONAWARDS *pAwards = g_pMissionMgr->GetMissionAwards(); int awardNum = 0; pCtrl = AddTextItem(IDS_AWARDS,LTNULL,0, LTTRUE, GetLargeFont()); pCtrl->Enable(LTFALSE); if (pAwards->nNumHighAmmoAwards && pMission->nHighAmmo > -1 && pMSummary->dwNumShotsFired >= (uint32)pMission->nHighAmmo) { awardNum = GetRandom(0,pAwards->nNumHighAmmoAwards-1); pCtrl = AddTextItem(pAwards->aHighAmmoAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } if (pAwards->nNumLowAmmoAwards && pMission->nLowAmmo > -1 && pMSummary->dwNumShotsFired <= (uint32)pMission->nLowAmmo) { awardNum = GetRandom(0,pAwards->nNumLowAmmoAwards-1); pCtrl = AddTextItem(pAwards->aLowAmmoAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } LTFLOAT fAccuracy = 0.0f; if (pMSummary->dwNumShotsFired) { fAccuracy = (LTFLOAT) pMSummary->dwNumHits / (LTFLOAT) pMSummary->dwNumShotsFired; } if (pAwards->nNumAccuracyAwards && fAccuracy > pAwards->fAccuracyPct) { awardNum = GetRandom(0,pAwards->nNumAccuracyAwards-1); pCtrl = AddTextItem(pAwards->aAccuracyAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } if (pAwards->nNumMarksmanAwards && pMSummary->dwNumShotsFired) { LTFLOAT fMarksman = (LTFLOAT) pMSummary->dwHitLocations[HL_HEAD] / (LTFLOAT) pMSummary->dwNumShotsFired; if (fMarksman > pAwards->fMarksmanPct) { awardNum = GetRandom(0,pAwards->nNumMarksmanAwards-1); pCtrl = AddTextItem(pAwards->aMarksmanAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } } if (pAwards->nNumNonInjuryAwards && g_pInterfaceMgr->GetPlayerStats()->GetMissionDamage() == 0) { awardNum = GetRandom(0,pAwards->nNumNonInjuryAwards-1); pCtrl = AddTextItem(pAwards->aNonInjuryAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } if (pAwards->nNumNotShotAwards && pMSummary->dwNumTimesHit == 0) { awardNum = GetRandom(0,pAwards->nNumNotShotAwards-1); pCtrl = AddTextItem(pAwards->aNotShotAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } if (pAwards->nNumStealthAwards && pMission->nMaxDetect > -1 && (pMSummary->dwNumTimesDetected + pMSummary->dwNumBodies) <= (uint32)pMission->nMaxDetect) { awardNum = GetRandom(0,pAwards->nNumStealthAwards-1); pCtrl = AddTextItem(pAwards->aStealthAwards[awardNum],LTNULL,0, LTTRUE, GetSmallFont()); pCtrl->Enable(LTFALSE); } } }
void Intelligence::DoActivate(HOBJECT hSender) { // BL 10/30/00 - fix multiple photographs of items in multiplayer { if ( g_pGameServerShell->GetGameType() != SINGLE ) { uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject); if ( !(dwFlags & FLAG_VISIBLE) ) { return; } } } HOBJECT hPlayer = hSender; if (!hSender || !IsPlayer(hSender)) { // Find the player if the sender isn't one... ObjArray <HOBJECT, 1> objArray; g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME, objArray); if (!objArray.NumObjects()) return; hPlayer = objArray.GetObject(0); } // Increment the player's intelligence count... CPlayerObj* pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject(hPlayer); if (pPlayer) { if (g_pGameServerShell->GetGameType() == COOPERATIVE_ASSAULT && m_nPlayerTeamFilter) { if (pPlayer->GetTeamID() != m_nPlayerTeamFilter) return; uint8 nScore = (uint8)g_vtNetIntelScore.GetFloat(); pPlayer->AddToScore(nScore); HCLIENT hClient = pPlayer->GetClient(); uint32 nPlayerID = g_pLTServer->GetClientID(hClient); HMESSAGEWRITE hWrite = g_pLTServer->StartMessage (LTNULL, MID_TEAM_SCORED); g_pLTServer->WriteToMessageDWord (hWrite, nPlayerID); g_pLTServer->WriteToMessageByte (hWrite, (uint8)pPlayer->GetTeamID()); g_pLTServer->WriteToMessageByte (hWrite, nScore); g_pLTServer->EndMessage (hWrite); } CPlayerSummaryMgr* pPSMgr = pPlayer->GetPlayerSummaryMgr(); if (pPSMgr) { pPSMgr->IncIntelligenceCount(); } HCLIENT hClient = pPlayer->GetClient(); if (hClient) { HMESSAGEWRITE hMessage = g_pLTServer->StartMessage(hClient, MID_PLAYER_INFOCHANGE); g_pLTServer->WriteToMessageByte(hMessage, IC_INTEL_PICKUP_ID); g_pLTServer->WriteToMessageByte(hMessage, 0); g_pLTServer->WriteToMessageByte(hMessage, 0); g_pLTServer->WriteToMessageFloat(hMessage, 0.0f); g_pLTServer->EndMessage(hMessage); } // Show the pop-up associated with the intelligence item, if // applicable... INTEL* pIntel = g_pIntelMgr->GetIntel(m_nIntelId); if (pIntel && m_bShowPopup) { char buf[255]; sprintf(buf, "msg %s (popup %d", DEFAULT_PLAYERNAME, m_nInfoId); // Add the scale fx... for (int i=0; i < pIntel->nNumScaleFXNames; i++) { if (pIntel->szScaleFXNames[i]) { strcat(buf, " "); strcat(buf, pIntel->szScaleFXNames[i]); } } strcat(buf, ")"); if (g_pCmdMgr->IsValidCmd(buf)) { g_pCmdMgr->Process(buf); } } // If we have a command, process it... if (m_hstrPickedUpCmd) { char* pCmd = g_pLTServer->GetStringData(m_hstrPickedUpCmd); if (pCmd && g_pCmdMgr->IsValidCmd(pCmd)) { g_pCmdMgr->Process(pCmd); } } if (g_pGameServerShell->GetGameType() == SINGLE) { g_pLTServer->RemoveObject(m_hObject); } else { uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject); dwFlags &= (~FLAG_VISIBLE & ~FLAG_RAYHIT); g_pLTServer->SetObjectFlags(m_hObject, dwFlags); // Play pickup sound... LTVector vPos; g_pLTServer->GetObjectPos(m_hObject, &vPos); g_pServerSoundMgr->PlaySoundFromPos(vPos, INTEL_PICKUP_SOUND, 600.0f, SOUNDPRIORITY_MISC_HIGH); } } }