Files
Goober5000andClaude Opus 4.7 237516c08c Convert CSG/PLR fixed ship/weapon arrays to SCP_vector
Ship_info is already an SCP_vector but MAX_SHIP_CLASSES (500) is held in
place by fixed-size structures throughout the engine and editors. This
converts the seven file-format-adjacent arrays whose persistence touches
the .csg campaign save and .plr pilot file formats:

  campaign::ships_allowed         [MAX_SHIP_CLASSES] -> SCP_vector<ubyte>
  campaign::weapons_allowed       [MAX_WEAPON_TYPES] -> SCP_vector<ubyte>
  loadout_data::ship_pool         [MAX_SHIP_CLASSES] -> SCP_vector<int>
  loadout_data::weapon_pool       [MAX_WEAPON_TYPES] -> SCP_vector<int>
  scoring_struct::kills           [MAX_SHIP_CLASSES] -> SCP_vector<int>
  scoring_struct::m_kills         [MAX_SHIP_CLASSES] -> SCP_vector<int>
  scoring_struct::m_okKills       [MAX_SHIP_CLASSES] -> SCP_vector<int>

The CSG and PLR file formats already store explicit counts and key by
ship/weapon names, so no on-disk format change is needed. Existing
read/write loops already iterated by ship_info_size() / weapon_info_size()
and just compile through against the new vector types.

Vectors are sized to ship_info_size() / weapon_info_size() in
scoring_struct::init(), mission_campaign_clear(), player_loadout_init(),
and the campaign-pool reset paths in csg.cpp and multi_campaign.cpp.
All of these run after weapon_init() / ship_init(), so the sizing
invariant holds. scoring_struct globals constructed at static-init time
start with empty vectors; first index access is always post-table-parse.

Multiplayer stats sync (multimsgs.cpp) now derives offsets and counts
from the vector size; added USHRT_MAX assertions on the sender side
since the wire protocol packs offset/count as USHORT. The FSTracker
sync (multi_fstracker.cpp) clamps vmt->num_ships down to the local
mod's kills.size() before transmission and guards the receive-side
write so a tracker payload with more ship slots than this mod has won't
overrun the vector.

The MAX_SHIP_CLASSES cap itself stays in place at ship.cpp:2327; this
is one prerequisite toward lifting it. The other ~25 fixed-size
ship-class-indexed structures (team_data, Ss_pool_teams, Wl_ships,
FRED2 editor arrays, qtFRED Editor::_ship_usage, etc.) remain to be
addressed in follow-up PRs.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-05-30 02:21:22 -04:00

186 lines
6.8 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _SCORING_HEADER_FILE
#define _SCORING_HEADER_FILE
#include <ctime>
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
class player;
class ship;
class object;
#define NUM_MEDALS_FS2 18
#define NUM_MEDALS_FS1 16
//Ranks are no longer limited to the retail 10 and checks are against index position rather than arbitrary title - Mjn
//#define RANK_ENSIGN 0
//#define RANK_LT_JUNIOR 1
//#define RANK_LT 2
//#define RANK_LT_CMDR 3
//#define RANK_CMDR 4
//#define RANK_CAPTAIN 5
//#define RANK_COMMODORE 6
//#define RANK_REAR_ADMIRAL 7
//#define RANK_VICE_ADMIRAL 8
//#define RANK_ADMIRAL 9
//#define MAX_FREESPACE1_RANK RANK_COMMODORE
//#define MAX_FREESPACE2_RANK RANK_ADMIRAL
/*
The ins and outs of when/where stats are stored and retreived - BE SURE TO FOLLOW THESE GUIDELINES
SINGLE PLAYER :
scoring_level_init() is called from game_level_init(). This zeroes out mission specific stats
scoring_level_close() is called from the debriefing screen when the player hits accept. This saves the mission
stats to alltime stats, and updates any campaign stats
NOTE : in single player mode, if the player is going back to replay an old mission, the stats shouldn't be
stored again
MULTI PLAYER :
scoring_level_init() is called in game_level_init() again.
init_multiplayer_stats() is called on all computers in the game when moving _into_ the MISSION_SYNC state
scoring_level_close() is called on all machines when the host selects accept. If the host is not on the standalone
he sends a packet to all players indicating that they should save their data. If he _is_ on the standalone, he should
send only to the standalone, and then it rebroadcasts the packet ot everyone else.
*/
struct rank_stuff {
char name[NAME_LENGTH]; // name of this rank
SCP_string alt_name; // Alt name for displaying
SCP_string title; // Title used for replacing the $RankTitle variable
SCP_map<int, SCP_string> promotion_text; // text to display when promoted to this rank
int points; // points needed to reach this rank
char bitmap[MAX_FILENAME_LEN]; // bitmap of this rank medal
char promotion_voice_base[MAX_FILENAME_LEN];
};
struct traitor_stuff {
SCP_map<int, SCP_string> debriefing_text;
char traitor_voice_base[MAX_FILENAME_LEN];
SCP_string recommendation_text;
};
struct traitor_override_t {
SCP_string name;
SCP_string text;
char voice_filename[MAX_FILENAME_LEN];
SCP_string recommendation_text;
};
#define STATS_FLAG_INVALID (1<<0)
#define STATS_FLAG_CAMPAIGN (1<<1)
#define STATS_FLAG_MULTIPLAYER (1<<2)
class scoring_struct
{
public:
int flags;
// All-time total
int score; // all time score
int rank; // all time rank
SCP_vector<int> medal_counts; // all time medal counts
SCP_vector<int> kills; // only valid kills (i.e. not on friendlies). Sized to ship_info_size() after table parse.
int assists; // alltime assists
int kill_count; // total alltime kills
int kill_count_ok; // total valid alltime kills (no friendlies)
unsigned int p_shots_fired; // primary weapon shots fired
unsigned int s_shots_fired; // secondary weapon shots fired
unsigned int p_shots_hit; // primary weapon shots hit
unsigned int s_shots_hit; // secondary weapon shots hit
unsigned int p_bonehead_hits; // alltime primary friendly hits
unsigned int s_bonehead_hits; // alltime secondary friendly hits
int bonehead_kills; // alltime friendly kills
unsigned int missions_flown; // total # of missions flown
unsigned int flight_time; // total # of flight hours the player has
_fs_time_t last_flown; // last time the player has flown
_fs_time_t last_backup; // so we can easily call scoring_level_backout()
// Mission total
int m_medal_earned; // which medal (if any) earned this mission
SCP_vector<int> m_badge_earned; // which badge(s) was(/were) earned. Calculated after mission is over
int m_promotion_earned; // was a promotion earned. Calculated after mission is over
int m_score;
SCP_vector<int> m_kills; // this will represent all kills in the mission (bonehead or not). Sized to ship_info_size().
SCP_vector<int> m_okKills; // this will be only the "valid" kills the player made. Sized to ship_info_size().
int m_kill_count; // total kills for this mission
int m_kill_count_ok; // total (non-friendly) kills for this mission
int m_assists; // player assits for the mission
unsigned int mp_shots_fired; // primary shots fired for the mission
unsigned int ms_shots_fired; // secondary shots fired for the mission
unsigned int mp_shots_hit; // primary shots hit for the mission
unsigned int ms_shots_hit; // secondary shots hit for the mission
unsigned int mp_bonehead_hits; // primary friendly hits for the mission
unsigned int ms_bonehead_hits; // secondary friendly hits for the mission
int m_bonehead_kills; // # of friendly kills for the mission
int m_player_deaths; // player deaths for the mission (really only useful for multiplayer)
int m_dogfight_kills[MAX_PLAYERS]; // kills by player for multiplayer dogfight
scoring_struct() { init(); }
scoring_struct(const scoring_struct &s) { assign(s); }
scoring_struct& operator=(const scoring_struct &s) { assign(s); return *this; }
void init();
void assign(const scoring_struct &s);
bool operator==(const scoring_struct& rhs) const;
bool operator!=(const scoring_struct& rhs) const;
};
extern SCP_vector<rank_stuff> Ranks;
extern traitor_stuff Traitor;
extern SCP_vector<traitor_override_t> Traitor_overrides;
int verify_rank(int rank);
SCP_string get_rank_display_name(rank_stuff* rank);
void rank_init();
void traitor_init();
void scoring_close();
void scoring_level_init( scoring_struct *score );
void scoring_level_close(int accepted = 1);
void scoring_backout_accept( scoring_struct *score );
void scoring_do_accept( scoring_struct *score );
void scoring_add_damage(const object *ship_obj, const object *other_obj, float damage);
int scoring_eval_kill(const object *ship_obj);
int scoring_eval_kill_on_weapon(object *weapon_obj, object *other_obj);
void scoring_eval_assists(ship *sp,int killer_sig, bool enemy_player = false);
// bash the passed player to the specified rank
void scoring_bash_rank(player *pl,int rank);
// eval a hit on an object (for primary and secondary hit purposes)
void scoring_eval_hit(const object *hit_obj, const object *other_obj, int from_blast = 0);
// get a scaling factor for adding/subtracting from mission score
float scoring_get_scale_factor();
traitor_override_t* get_traitor_override_pointer(const SCP_string& name);
#endif