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scores.h
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scores.h
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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2019 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef __INCLUDED_SRC_SCORES_H__
#define __INCLUDED_SRC_SCORES_H__
class WIDGET;
enum DATA_INDEX
{
WD_UNITS_BUILT,
WD_UNITS_KILLED,
WD_UNITS_LOST,
WD_STR_BUILT,
WD_STR_KILLED,
WD_STR_LOST,
WD_ARTEFACTS_FOUND,
WD_MISSION_STARTED,
WD_SHOTS_ON_TARGET,
WD_SHOTS_OFF_TARGET,
WD_BARBARIANS_MOWED_DOWN
};
// --------------------------------------------------------------------
/* The mission results data */
struct MISSION_DATA
{
uint32_t unitsBuilt; // How many units were built
uint32_t unitsKilled; // How many enemy units you blew up
uint32_t unitsLost; // How many units were lost
uint32_t strBuilt; // How many structures we built
uint32_t strKilled; // How many enemy structures you blew up
uint32_t strLost; // How many structures were lost
uint32_t artefactsFound; // How many artefacts were found
uint32_t missionStarted; // When was the mission started
uint32_t shotsOnTarget; // How many hits
uint32_t shotsOffTarget; // How many misses
uint32_t babasMowedDown; // How many barbarians did we mow down?
};
extern MISSION_DATA missionData;
// Could use widgets, but hey.....
struct STAT_BAR
{
UDWORD topX, topY; // Obvious
UDWORD width, height; // Height down screen and width _unfilled_
UDWORD percent; // What percentage full is it?
UDWORD stringID; // String resource name to stick next to it.
UDWORD queTime; // How many game ticks before it's active?
bool bQueued; // Already fired off?
bool bActive; // Is this one active?
UDWORD number; // %d string for the associated text string.
};
enum
{
STAT_UNIT_LOST,
STAT_UNIT_KILLED,
STAT_STR_LOST,
STAT_STR_BLOWN_UP,
STAT_UNITS_BUILT,
STAT_UNITS_NOW,
STAT_STR_BUILT,
STAT_STR_NOW,
STAT_ROOKIE,
STAT_GREEN,
STAT_TRAINED,
STAT_REGULAR,
STAT_VETERAN,
STAT_CRACK,
STAT_ELITE,
STAT_SPECIAL,
STAT_ACE
};
#include "lib/ivis_opengl/textdraw.h"
struct ScoreDataToScreenCache {
WzText wzLabelText_UnitLosses;
WzText wzLabelText_StructureLosses;
WzText wzLabelText_ForceInformation;
std::vector<WzText> wzInfoBarText;
WzText wzInfoText_ArtifactsFound;
WzText wzInfoText_MissionTime;
WzText wzInfoText_TotalGameTime;
WzText wzInfoText_Cheated;
};
bool scoreInitSystem();
void scoreUpdateVar(DATA_INDEX var);
void scoreDataToConsole();
void scoreDataToScreen(WIDGET *psWidget, ScoreDataToScreenCache& cache);
void getAsciiTime(char *psText, unsigned time);
bool readScoreData(const char *fileName);
bool writeScoreData(const char *fileName);
#endif // __INCLUDED_SRC_SCORES_H__