mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3607) - Fix indenting of PerformanceRatingDetailWndProc()
This commit is contained in:
parent
9936e39924
commit
1f177c6306
312
graph_gui.c
312
graph_gui.c
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@ -883,176 +883,178 @@ void ShowCompanyLeagueTable(void)
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static void PerformanceRatingDetailWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_PAINT: {
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int val, needed, score, i;
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byte owner, 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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case WE_PAINT: {
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int val, needed, score, i;
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byte owner, 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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// Draw standard stuff
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DrawWindowWidgets(w);
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// The player of which we check the detail performance rating
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owner = FindFirstBit(w->click_state) - 13;
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// The player of which we check the detail performance rating
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owner = FindFirstBit(w->click_state) - 13;
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// Paint the player icons
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for (i=0;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->disabled_state & (1 << (i+13)))) {
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// Bah, player gone :(
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w->disabled_state += 1 << (i+13);
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// Is this player selected? If so, select first player (always save? :s)
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if (w->click_state == 1U << (i + 13))
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w->click_state = 1 << 13;
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// We need a repaint
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SetWindowDirty(w);
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}
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continue;
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}
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// Paint the player icons
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for (i=0;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->disabled_state & (1 << (i+13)))) {
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// Bah, player gone :(
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w->disabled_state += 1 << (i+13);
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// Is this player selected? If so, select first player (always save? :s)
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if (w->click_state == 1U << (i + 13))
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w->click_state = 1 << 13;
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// We need a repaint
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SetWindowDirty(w);
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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->disabled_state & (1 << (i+13)))) {
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// New player! Yippie :p
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w->disabled_state -= 1 << (i+13);
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// We need a repaint
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SetWindowDirty(w);
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}
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// Check if we have the player marked as inactive
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if ((w->disabled_state & (1 << (i+13)))) {
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// New player! Yippie :p
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w->disabled_state -= 1 << (i+13);
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// We need a repaint
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SetWindowDirty(w);
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}
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if (i == owner) x = 1; else x = 0;
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DrawPlayerIcon(i, i * 37 + 13 + x, 16 + x);
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if (i == owner) x = 1; else x = 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 = _color_list[6].window_color_1b;
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color_notdone = _color_list[4].window_color_1b;
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// Draw all the score parts
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for (i=0;i<NUM_SCORE;i++) {
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y += 20;
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val = _score_part[owner][i];
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needed = _score_info[i].needed;
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score = _score_info[i].score;
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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, 0);
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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, 0);
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// Calculate the %-bar
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if (val > needed) x = 50;
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else if (val == 0) x = 0;
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else x = ((val * 50) / needed);
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// SCORE_LOAN is inversed
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if (val < 0 && i == SCORE_LOAN)
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x = 0;
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// Draw the bar
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if (x != 0)
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GfxFillRect(112, y-2, x + 112, y+10, color_done);
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if (x != 50)
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GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone);
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// Calculate the %
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if (val > needed) x = 100;
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else x = ((val * 100) / needed);
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// SCORE_LOAN is inversed
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if (val < 0 && i == SCORE_LOAN)
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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, 0);
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// SCORE_LOAN is inversed
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if (i == SCORE_LOAN)
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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, 0);
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break;
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default:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0);
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}
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}
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break;
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}
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// The colors used to show how the progress is going
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color_done = _color_list[6].window_color_1b;
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color_notdone = _color_list[4].window_color_1b;
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// Draw all the score parts
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for (i=0;i<NUM_SCORE;i++) {
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y += 20;
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val = _score_part[owner][i];
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needed = _score_info[i].needed;
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score = _score_info[i].score;
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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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DrawString(7, y, STR_PERFORMANCE_DETAIL_VEHICLES + i, 0);
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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, 0);
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// Calculate the %-bar
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if (val > needed) x = 50;
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else if (val == 0) x = 0;
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else x = ((val * 50) / needed);
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// SCORE_LOAN is inversed
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if (val < 0 && i == SCORE_LOAN)
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x = 0;
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// Draw the bar
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if (x != 0)
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GfxFillRect(112, y-2, x + 112, y+10, color_done);
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if (x != 50)
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GfxFillRect(x + 112, y-2, 50 + 112, y+10, color_notdone);
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// Calculate the %
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if (val > needed) x = 100;
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else x = ((val * 100) / needed);
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// SCORE_LOAN is inversed
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if (val < 0 && i == SCORE_LOAN)
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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, 0);
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// SCORE_LOAN is inversed
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if (i == SCORE_LOAN)
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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, 0);
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break;
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default:
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DrawString(167, y, STR_PERFORMANCE_DETAIL_AMOUNT_INT, 0);
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case WE_CLICK:
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// Check which button is clicked
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if (IS_INT_INSIDE(e->click.widget, 13, 21)) {
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// Is it no on disable?
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if ((w->disabled_state & (1 << e->click.widget)) == 0) {
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w->click_state = 1 << e->click.widget;
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SetWindowDirty(w);
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}
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}
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}
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break;
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break;
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}
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case WE_CREATE: {
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int i;
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Player *p2;
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w->hidden_state = 0;
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w->disabled_state = 0;
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case WE_CLICK:
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// Check which button is clicked
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if (IS_INT_INSIDE(e->click.widget, 13, 21)) {
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// Is it no on disable?
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if ((w->disabled_state & (1 << e->click.widget)) == 0) {
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w->click_state = 1 << e->click.widget;
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SetWindowDirty(w);
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// Hide the player who are not active
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for (i=0;i<MAX_PLAYERS;i++) {
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if (!GetPlayer(i)->is_active) {
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w->disabled_state += 1 << (i+13);
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}
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}
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}
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break;
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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)
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UpdateCompanyRatingAndValue(p2, false);
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case WE_CREATE:
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{
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int i;
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Player *p2;
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w->hidden_state = 0;
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w->disabled_state = 0;
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w->custom[0] = DAY_TICKS;
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w->custom[1] = 5;
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// Hide the player who are not active
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for (i=0;i<MAX_PLAYERS;i++) {
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if (!GetPlayer(i)->is_active) {
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w->disabled_state += 1 << (i+13);
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}
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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)
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UpdateCompanyRatingAndValue(p2, false);
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w->custom[0] = DAY_TICKS;
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w->custom[1] = 5;
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w->click_state = 1 << 13;
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w->click_state = 1 << 13;
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SetWindowDirty(w);
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}
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break;
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case WE_TICK:
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{
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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)
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UpdateCompanyRatingAndValue(p2, false);
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SetWindowDirty(w);
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}
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}
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}
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break;
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break;
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}
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case WE_TICK: {
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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)
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UpdateCompanyRatingAndValue(p2, false);
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SetWindowDirty(w);
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}
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}
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break;
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}
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}
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}
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