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(svn r13121) -Codechange: make a class of the PerformanceRatingDetailWindow.
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@ -935,196 +935,192 @@ void ShowCompanyLeagueTable()
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/* PERFORMANCE RATING DETAIL */
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/*****************************/
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static void PerformanceRatingDetailWndProc(Window *w, WindowEvent *e)
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{
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static PlayerID _performance_rating_detail_player = INVALID_PLAYER;
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struct PerformanceRatingDetailWindow : Window {
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static PlayerID player;
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int timeout;
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switch (e->event) {
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case WE_PAINT: {
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byte x;
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uint16 y = 14;
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int total_score = 0;
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int color_done, color_notdone;
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/* Draw standard stuff */
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DrawWindowWidgets(w);
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/* Check if the currently selected player is still active. */
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if (_performance_rating_detail_player == INVALID_PLAYER || !GetPlayer(_performance_rating_detail_player)->is_active) {
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if (_performance_rating_detail_player != INVALID_PLAYER) {
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/* Raise and disable the widget for the previous selection. */
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w->RaiseWidget(_performance_rating_detail_player + 13);
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w->DisableWidget(_performance_rating_detail_player + 13);
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w->SetDirty();
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_performance_rating_detail_player = INVALID_PLAYER;
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}
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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if (GetPlayer(i)->is_active) {
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/* Lower the widget corresponding to this player. */
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w->LowerWidget(i + 13);
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w->SetDirty();
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_performance_rating_detail_player = i;
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break;
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}
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}
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}
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/* If there are no active players, don't display anything else. */
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if (_performance_rating_detail_player == INVALID_PLAYER) break;
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/* Paint the player icons */
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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if (!GetPlayer(i)->is_active) {
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/* Check if we have the player as an active player */
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if (!w->IsWidgetDisabled(i + 13)) {
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/* Bah, player gone :( */
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w->DisableWidget(i + 13);
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/* We need a repaint */
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w->SetDirty();
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}
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continue;
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}
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/* Check if we have the player marked as inactive */
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if (w->IsWidgetDisabled(i + 13)) {
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/* New player! Yippie :p */
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w->EnableWidget(i + 13);
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/* We need a repaint */
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w->SetDirty();
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}
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x = (i == _performance_rating_detail_player) ? 1 : 0;
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DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
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}
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/* The colors used to show how the progress is going */
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color_done = _colour_gradient[COLOUR_GREEN][4];
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color_notdone = _colour_gradient[COLOUR_RED][4];
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/* Draw all the score parts */
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for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
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int val = _score_part[_performance_rating_detail_player][i];
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int needed = _score_info[i].needed;
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int score = _score_info[i].score;
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y += 20;
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/* SCORE_TOTAL has his own rulez ;) */
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if (i == SCORE_TOTAL) {
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needed = total_score;
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score = SCORE_MAX;
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} else {
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total_score += score;
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}
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DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, TC_FROMSTRING);
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/* Draw the score */
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SetDParam(0, score);
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DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, TC_FROMSTRING);
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/* Calculate the %-bar */
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x = Clamp(val, 0, needed) * 50 / needed;
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/* SCORE_LOAN is inversed */
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if (val < 0 && i == SCORE_LOAN) x = 0;
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/* Draw the bar */
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if (x != 0) GfxFillRect(112, y - 2, 112 + x, y + 10, color_done);
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if (x != 50) GfxFillRect(112 + x, y - 2, 112 + 50, y + 10, color_notdone);
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/* Calculate the % */
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x = Clamp(val, 0, needed) * 100 / needed;
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/* SCORE_LOAN is inversed */
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if (val < 0 && i == SCORE_LOAN) x = 0;
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/* Draw it */
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SetDParam(0, x);
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DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, TC_FROMSTRING);
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/* SCORE_LOAN is inversed */
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if (i == SCORE_LOAN) val = needed - val;
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/* Draw the amount we have against what is needed
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* For some of them it is in currency format */
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SetDParam(0, val);
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SetDParam(1, needed);
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switch (i) {
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case SCORE_MIN_PROFIT:
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case SCORE_MIN_INCOME:
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case SCORE_MAX_INCOME:
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case SCORE_MONEY:
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case SCORE_LOAN:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, TC_FROMSTRING);
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break;
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default:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, TC_FROMSTRING);
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}
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}
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break;
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PerformanceRatingDetailWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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/* Disable the players who are not active */
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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this->SetWidgetDisabledState(i + 13, !GetPlayer(i)->is_active);
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}
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case WE_CLICK:
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/* Check which button is clicked */
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if (IsInsideMM(e->we.click.widget, 13, 21)) {
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/* Is it no on disable? */
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if (!w->IsWidgetDisabled(e->we.click.widget)) {
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w->RaiseWidget(_performance_rating_detail_player + 13);
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_performance_rating_detail_player = (PlayerID)(e->we.click.widget - 13);
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w->LowerWidget(_performance_rating_detail_player + 13);
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w->SetDirty();
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}
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}
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break;
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this->UpdatePlayerStats();
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case WE_CREATE: {
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Player *p2;
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/* Disable the players who are not active */
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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w->SetWidgetDisabledState(i + 13, !GetPlayer(i)->is_active);
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}
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/* Update all player stats with the current data
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* (this is because _score_info is not saved to a savegame) */
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FOR_ALL_PLAYERS(p2) {
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if (p2->is_active) UpdateCompanyRatingAndValue(p2, false);
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}
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w->custom[0] = DAY_TICKS;
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w->custom[1] = 5;
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if (_performance_rating_detail_player != INVALID_PLAYER) w->LowerWidget(_performance_rating_detail_player + 13);
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w->SetDirty();
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break;
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}
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case WE_TICK:
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if (_pause_game != 0) break;
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/* Update the player score every 5 days */
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if (--w->custom[0] == 0) {
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w->custom[0] = DAY_TICKS;
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if (--w->custom[1] == 0) {
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Player *p2;
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w->custom[1] = 5;
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FOR_ALL_PLAYERS(p2) {
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/* Skip if player is not active */
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if (p2->is_active) UpdateCompanyRatingAndValue(p2, false);
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}
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w->SetDirty();
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}
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}
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break;
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if (player != INVALID_PLAYER) this->LowerWidget(player + 13);
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this->SetDirty();
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}
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}
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void UpdatePlayerStats()
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{
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/* Update all player stats with the current data
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* (this is because _score_info is not saved to a savegame) */
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Player *p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active) UpdateCompanyRatingAndValue(p, false);
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}
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this->timeout = DAY_TICKS * 5;
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}
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virtual void OnPaint()
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{
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byte x;
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uint16 y = 14;
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int total_score = 0;
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int color_done, color_notdone;
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/* Draw standard stuff */
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DrawWindowWidgets(this);
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/* Check if the currently selected player is still active. */
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if (player == INVALID_PLAYER || !GetPlayer(player)->is_active) {
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if (player != INVALID_PLAYER) {
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/* Raise and disable the widget for the previous selection. */
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this->RaiseWidget(player + 13);
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this->DisableWidget(player + 13);
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this->SetDirty();
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player = INVALID_PLAYER;
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}
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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if (GetPlayer(i)->is_active) {
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/* Lower the widget corresponding to this player. */
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this->LowerWidget(i + 13);
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this->SetDirty();
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player = i;
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break;
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}
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}
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}
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/* If there are no active players, don't display anything else. */
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if (player == INVALID_PLAYER) return;
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/* Paint the player icons */
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for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
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if (!GetPlayer(i)->is_active) {
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/* Check if we have the player as an active player */
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if (!this->IsWidgetDisabled(i + 13)) {
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/* Bah, player gone :( */
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this->DisableWidget(i + 13);
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/* We need a repaint */
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this->SetDirty();
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}
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continue;
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}
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/* Check if we have the player marked as inactive */
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if (this->IsWidgetDisabled(i + 13)) {
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/* New player! Yippie :p */
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this->EnableWidget(i + 13);
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/* We need a repaint */
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this->SetDirty();
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}
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x = (i == player) ? 1 : 0;
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DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
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}
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/* The colors used to show how the progress is going */
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color_done = _colour_gradient[COLOUR_GREEN][4];
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color_notdone = _colour_gradient[COLOUR_RED][4];
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/* Draw all the score parts */
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for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
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int val = _score_part[player][i];
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int needed = _score_info[i].needed;
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int score = _score_info[i].score;
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y += 20;
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/* SCORE_TOTAL has his own rulez ;) */
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if (i == SCORE_TOTAL) {
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needed = total_score;
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score = SCORE_MAX;
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} else {
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total_score += score;
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}
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DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, TC_FROMSTRING);
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/* Draw the score */
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SetDParam(0, score);
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DrawStringRightAligned(107, y, SET_PERFORMANCE_DETAIL_INT, TC_FROMSTRING);
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/* Calculate the %-bar */
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x = Clamp(val, 0, needed) * 50 / needed;
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/* SCORE_LOAN is inversed */
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if (val < 0 && i == SCORE_LOAN) x = 0;
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/* Draw the bar */
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if (x != 0) GfxFillRect(112, y - 2, 112 + x, y + 10, color_done);
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if (x != 50) GfxFillRect(112 + x, y - 2, 112 + 50, y + 10, color_notdone);
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/* Calculate the % */
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x = Clamp(val, 0, needed) * 100 / needed;
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/* SCORE_LOAN is inversed */
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if (val < 0 && i == SCORE_LOAN) x = 0;
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/* Draw it */
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SetDParam(0, x);
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DrawStringCentered(137, y, STR_PERFORMANCE_DETAIL_PERCENT, TC_FROMSTRING);
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/* SCORE_LOAN is inversed */
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if (i == SCORE_LOAN) val = needed - val;
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/* Draw the amount we have against what is needed
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* For some of them it is in currency format */
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SetDParam(0, val);
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SetDParam(1, needed);
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switch (i) {
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case SCORE_MIN_PROFIT:
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case SCORE_MIN_INCOME:
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case SCORE_MAX_INCOME:
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case SCORE_MONEY:
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case SCORE_LOAN:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY, TC_FROMSTRING);
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break;
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default:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, TC_FROMSTRING);
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}
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}
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}
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virtual void OnClick(Point pt, int widget)
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{
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/* Check which button is clicked */
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if (IsInsideMM(widget, 13, 21)) {
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/* Is it no on disable? */
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if (!this->IsWidgetDisabled(widget)) {
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this->RaiseWidget(player + 13);
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player = (PlayerID)(widget - 13);
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this->LowerWidget(player + 13);
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this->SetDirty();
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}
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}
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}
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virtual void OnTick()
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{
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if (_pause_game != 0) return;
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/* Update the player score every 5 days */
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if (--this->timeout == 0) {
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this->UpdatePlayerStats();
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this->SetDirty();
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}
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}
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};
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PlayerID PerformanceRatingDetailWindow::player = INVALID_PLAYER;
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static const Widget _performance_rating_detail_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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@ -1158,10 +1154,10 @@ static const WindowDesc _performance_rating_detail_desc = {
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WC_PERFORMANCE_DETAIL, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
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_performance_rating_detail_widgets,
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PerformanceRatingDetailWndProc
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NULL
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};
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void ShowPerformanceRatingDetail()
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{
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AllocateWindowDescFront<Window>(&_performance_rating_detail_desc, 0);
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AllocateWindowDescFront<PerformanceRatingDetailWindow>(&_performance_rating_detail_desc, 0);
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}
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