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Several things going on here: 1) refactor `get_display_string()` to `get_display_name()` to be more precise 2) likewise, refactor `alt_name` to `display_name` 3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time 4) remove the on-the-fly truncation of names with hash symbols Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol. This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names. I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
1422 lines
44 KiB
C++
1422 lines
44 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ai/ai_profiles.h"
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#include "debugconsole/console.h"
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#include "freespace.h"
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#include "hud/hud.h"
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#include "hud/hudmessage.h"
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#include "iff_defs/iff_defs.h"
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#include "localization/localize.h"
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#include "mission/missionparse.h"
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#include "network/multi.h"
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#include "network/multi_dogfight.h"
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#include "network/multi_pmsg.h"
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#include "network/multi_team.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "object/object.h"
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#include "parse/parselo.h"
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#include "pilotfile/pilotfile.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "stats/medals.h"
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#include "stats/scoring.h"
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#include "weapon/weapon.h"
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/*
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// uncomment to get extra debug messages when a player scores
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#define SCORING_DEBUG
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*/
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// what percent of points of total damage to a ship a player has to have done to get an assist (or a kill) when it is killed
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float Kill_percentage = 0.30f;
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float Assist_percentage = 0.15f;
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// traitor stuff
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extern debriefing Traitor_debriefing;
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traitor_stuff Traitor;
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// these tables are overwritten with the values from rank.tbl
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rank_stuff Ranks[NUM_RANKS];
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// scoring scale factors by skill level
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float Scoring_scale_factors[NUM_SKILL_LEVELS] = {
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0.2f, // very easy
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0.4f, // easy
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0.7f, // medium
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1.0f, // hard
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1.25f // insane
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};
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void parse_rank_tbl()
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{
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try
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{
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read_file_text("rank.tbl", CF_TYPE_TABLES);
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reset_parse();
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// parse in all the rank names
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int idx = 0;
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skip_to_string("[RANK NAMES]");
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ignore_white_space();
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while (required_string_either("#End", "$Name:"))
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{
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Assert(idx < NUM_RANKS);
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required_string("$Name:");
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stuff_string(Ranks[idx].name, F_NAME, NAME_LENGTH);
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required_string("$Points:");
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stuff_int(&Ranks[idx].points);
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required_string("$Bitmap:");
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stuff_string(Ranks[idx].bitmap, F_NAME, MAX_FILENAME_LEN);
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required_string("$Promotion Voice Base:");
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stuff_string(Ranks[idx].promotion_voice_base, F_NAME, MAX_FILENAME_LEN);
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while (check_for_string("$Promotion Text:"))
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{
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SCP_string buf;
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int persona = -1;
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required_string("$Promotion Text:");
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stuff_string(buf, F_MULTITEXT);
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drop_white_space(buf);
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compact_multitext_string(buf);
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if (optional_string("+Persona:"))
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{
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stuff_int(&persona);
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if (persona < 0)
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{
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Warning(LOCATION, "Debriefing text for %s rank is assigned to an invalid persona: %i (must be 0 or greater).\n", Ranks[idx].name, persona);
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continue;
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}
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}
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Ranks[idx].promotion_text[persona] = buf;
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}
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if (Ranks[idx].promotion_text.find(-1) == Ranks[idx].promotion_text.end())
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{
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Warning(LOCATION, "%s rank is missing default debriefing text.\n", Ranks[idx].name);
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Ranks[idx].promotion_text[-1] = "";
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}
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idx++;
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}
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required_string("#End");
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// be sure that all rank points are in order
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for (idx = 0; idx < NUM_RANKS - 1; idx++) {
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if (Ranks[idx].points >= Ranks[idx + 1].points)
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Warning(LOCATION, "Rank #%d (%s) has a higher \"$Points:\" value (%d) than the following rank (%s, %d points). This shouldn't actually crash FSO, but it might result in unexpected or incorrect behavior.\n", idx + 1, Ranks[idx].name, Ranks[idx].points, Ranks[idx+1].name, Ranks[idx+1].points);
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}
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}
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catch (const parse::ParseException& e)
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{
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mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "rank.tbl", e.what()));
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return;
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}
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}
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void parse_traitor_tbl()
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{
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try
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{
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read_file_text("traitor.tbl", CF_TYPE_TABLES);
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reset_parse();
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// simplified form of the debriefing stuff.
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auto debrief = &Traitor_debriefing;
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required_string("#Debriefing_info");
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required_string("$Num stages:");
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stuff_int(&debrief->num_stages);
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Assert(debrief->num_stages == 1);
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int stage_num = 0;
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auto stagep = &debrief->stages[stage_num++];
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required_string("$Formula:");
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stagep->formula = 1; // sexp nodes aren't initialized yet, but node 1 will be Locked_sexp_true
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skip_to_start_of_string("$multi text"); // just skip over the sexp, since it must always be locked-true anyway
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while (check_for_string("$multi text"))
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{
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SCP_string text;
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int persona = -1;
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required_string("$multi text");
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stuff_string(text, F_MULTITEXT);
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if (optional_string("+Persona:"))
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{
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stuff_int(&persona);
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if (persona < 0)
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{
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Warning(LOCATION, "Traitor information is assigned to an invalid persona: %i (must be 0 or greater).\n", persona);
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continue;
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}
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}
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Traitor.debriefing_text[persona] = text;
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}
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if (Traitor.debriefing_text.find(-1) == Traitor.debriefing_text.end())
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{
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Warning(LOCATION, "Traitor is missing default debriefing information.\n");
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Traitor.debriefing_text[-1] = "";
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}
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if (optional_string("$Voice:"))
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stuff_string(Traitor.traitor_voice_base, F_FILESPEC, MAX_FILENAME_LEN);
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required_string("$Recommendation text:");
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stuff_string(Traitor.recommendation_text, F_MULTITEXT);
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}
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catch (const parse::ParseException& e)
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{
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mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "traitor.tbl", e.what()));
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return;
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}
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}
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// initialize a nice blank scoring element
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void scoring_struct::init()
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{
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flags = 0;
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score = 0;
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rank = RANK_ENSIGN;
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medal_counts.assign(Num_medals, 0);
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memset(kills, 0, sizeof(kills));
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assists = 0;
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kill_count = 0;
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kill_count_ok = 0;
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p_shots_fired = 0;
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s_shots_fired = 0;
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p_shots_hit = 0;
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s_shots_hit = 0;
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p_bonehead_hits = 0;
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s_bonehead_hits = 0;
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bonehead_kills = 0;
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missions_flown = 0;
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flight_time = 0;
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last_flown = 0;
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last_backup = 0;
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m_medal_earned = -1; // hasn't earned a medal yet
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m_promotion_earned = -1;
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m_badge_earned.clear();
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m_score = 0;
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memset(m_kills, 0, sizeof(m_kills));
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memset(m_okKills, 0, sizeof(m_okKills));
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m_kill_count = 0;
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m_kill_count_ok = 0;
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m_assists = 0;
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mp_shots_fired = 0;
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ms_shots_fired = 0;
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mp_shots_hit = 0;
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ms_shots_hit = 0;
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mp_bonehead_hits = 0;
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ms_bonehead_hits = 0;
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m_bonehead_kills = 0;
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m_player_deaths = 0;
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memset(m_dogfight_kills, 0, sizeof(m_dogfight_kills));
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}
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// clone someone else's scoring element
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void scoring_struct::assign(const scoring_struct &s)
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{
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flags = s.flags;
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score = s.score;
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rank = s.rank;
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medal_counts.assign(s.medal_counts.begin(), s.medal_counts.end());
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memcpy(kills, s.kills, MAX_SHIP_CLASSES * sizeof(int));
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assists = s.assists;
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kill_count = s.kill_count;
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kill_count_ok = s.kill_count_ok;
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p_shots_fired = s.p_shots_fired;
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s_shots_fired = s.s_shots_fired;
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p_shots_hit = s.p_shots_hit;
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s_shots_hit = s.s_shots_hit;
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p_bonehead_hits = s.p_bonehead_hits;
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s_bonehead_hits = s.s_bonehead_hits;
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bonehead_kills = s.bonehead_kills;
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missions_flown = s.missions_flown;
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flight_time = s.flight_time;
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last_flown = s.last_flown;
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last_backup = s.last_backup;
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m_medal_earned = s.m_medal_earned;
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m_promotion_earned = s.m_promotion_earned;
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m_badge_earned = s.m_badge_earned;
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m_score = s.m_score;
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memcpy(m_kills, s.m_kills, MAX_SHIP_CLASSES * sizeof(int));
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memcpy(m_okKills, s.m_okKills, MAX_SHIP_CLASSES * sizeof(int));
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m_kill_count = s.m_kill_count;
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m_kill_count_ok = s.m_kill_count_ok;
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m_assists = s.m_assists;
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mp_shots_fired = s.mp_shots_fired;
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ms_shots_fired = s.ms_shots_fired;
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mp_shots_hit = s.mp_shots_hit;
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ms_shots_hit = s.ms_shots_hit;
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mp_bonehead_hits = s.mp_bonehead_hits;
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ms_bonehead_hits = s.ms_bonehead_hits;
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m_bonehead_kills = s.m_bonehead_kills;
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m_player_deaths = s.m_player_deaths;
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memcpy(m_dogfight_kills, s.m_dogfight_kills, MAX_PLAYERS * sizeof(int));
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}
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template<typename T, size_t N>
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bool array_compare(const T (&left)[N], const T (&right)[N]) {
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auto left_el = std::begin(left);
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auto right_el = std::begin(right);
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auto left_end = std::end(left);
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auto right_end = std::end(right);
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for (; left_el != left_end && right_el != right_end; ++left_el, ++right_el) {
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if (!(*left_el == *right_el)) {
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return false;
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}
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}
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return true;
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}
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bool scoring_struct::operator==(const scoring_struct& rhs) const {
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return flags == rhs.flags && score == rhs.score && rank == rhs.rank && medal_counts == rhs.medal_counts
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&& array_compare(kills, rhs.kills) && assists == rhs.assists && kill_count == rhs.kill_count
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&& kill_count_ok == rhs.kill_count_ok && p_shots_fired == rhs.p_shots_fired
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&& s_shots_fired == rhs.s_shots_fired && p_shots_hit == rhs.p_shots_hit && s_shots_hit == rhs.s_shots_hit
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&& p_bonehead_hits == rhs.p_bonehead_hits && s_bonehead_hits == rhs.s_bonehead_hits
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&& bonehead_kills == rhs.bonehead_kills && missions_flown == rhs.missions_flown
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&& flight_time == rhs.flight_time && last_flown == rhs.last_flown && last_backup == rhs.last_backup
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&& m_medal_earned == rhs.m_medal_earned && m_badge_earned == rhs.m_badge_earned
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&& m_promotion_earned == rhs.m_promotion_earned && m_score == rhs.m_score
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&& array_compare(m_kills, rhs.m_kills)
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&& array_compare(m_okKills, rhs.m_okKills) && m_kill_count == rhs.m_kill_count
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&& m_kill_count_ok == rhs.m_kill_count_ok && m_assists == rhs.m_assists && mp_shots_fired == rhs.mp_shots_fired
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&& ms_shots_fired == rhs.ms_shots_fired && mp_shots_hit == rhs.mp_shots_hit && ms_shots_hit == rhs.ms_shots_hit
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&& mp_bonehead_hits == rhs.mp_bonehead_hits && ms_bonehead_hits == rhs.ms_bonehead_hits
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&& m_bonehead_kills == rhs.m_bonehead_kills && m_player_deaths == rhs.m_player_deaths
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&& array_compare(m_dogfight_kills, rhs.m_dogfight_kills) ;
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}
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bool scoring_struct::operator!=(const scoring_struct& rhs) const {
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return !(rhs == *this);
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}
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// initialize the Player's mission-based stats before he goes into a mission
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void scoring_level_init( scoring_struct *scp )
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{
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scp->m_medal_earned = -1; // hasn't earned a medal yet
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scp->m_promotion_earned = -1;
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scp->m_badge_earned.clear();
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scp->m_score = 0;
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scp->m_assists = 0;
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scp->mp_shots_fired = 0;
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scp->mp_shots_hit = 0;
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scp->ms_shots_fired = 0;
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scp->ms_shots_hit = 0;
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scp->mp_bonehead_hits=0;
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scp->ms_bonehead_hits=0;
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scp->m_bonehead_kills=0;
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memset(scp->m_kills, 0, MAX_SHIP_CLASSES * sizeof(int));
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memset(scp->m_okKills, 0, MAX_SHIP_CLASSES * sizeof(int));
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scp->m_kill_count = 0;
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scp->m_kill_count_ok = 0;
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scp->m_player_deaths = 0;
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memset(scp->m_dogfight_kills, 0, MAX_PLAYERS * sizeof(int));
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if (The_mission.ai_profile != NULL) {
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Kill_percentage = The_mission.ai_profile->kill_percentage_scale[Game_skill_level];
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Assist_percentage = The_mission.ai_profile->assist_percentage_scale[Game_skill_level];
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} else {
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Kill_percentage = 0.30f;
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Assist_percentage = 0.15f;
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}
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}
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void scoring_eval_rank( scoring_struct *sc )
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{
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int i, score, new_rank, old_rank;
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old_rank = sc->rank;
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new_rank = old_rank;
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// first check to see if the promotion flag is set -- if so, return the new rank
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if ( Player->flags & PLAYER_FLAGS_PROMOTED ) {
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// if the player does indeed get promoted, we should change his mission score
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// to reflect the difference between all time and new rank score
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if ( old_rank < MAX_FREESPACE2_RANK ) {
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new_rank++;
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if ( (sc->m_score + sc->score) < Ranks[new_rank].points )
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sc->m_score = (Ranks[new_rank].points - sc->score);
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}
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} else {
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// we get here only if player wasn't promoted automatically.
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// it is possible to get a negative mission score but that will
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// never result in a degradation
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score = sc->m_score + sc->score;
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for (i=old_rank + 1; i<NUM_RANKS; i++) {
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if ( score >= Ranks[i].points )
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new_rank = i;
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}
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}
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// if the ranks do not match, then "grant" the new rank
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if ( old_rank != new_rank ) {
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Assert( new_rank >= 0 );
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sc->m_promotion_earned = new_rank;
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sc->rank = new_rank;
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}
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}
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// function to evaluate whether or not a new badge is going to be awarded. This function returns
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// which medal is awarded.
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void scoring_eval_badges(scoring_struct *sc)
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{
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int total_kills;
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// to determine badges, we count kills based on fighter/bomber types. We must count kills in
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// all time stats + current mission stats. And, only for enemy fighters/bombers
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total_kills = 0;
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for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
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if (it->is_fighter_bomber()) {
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auto i = std::distance(Ship_info.cbegin(), it);
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total_kills += sc->m_okKills[i];
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total_kills += sc->kills[i];
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}
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}
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// total_kills should now reflect the number of kills on hostile fighters/bombers. Check this number
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// against badge kill numbers, and award the appropriate badges as neccessary.
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int last_badge_kills = 0;
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for (auto i = 0; i < Num_medals; i++ ) {
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if ( total_kills >= Medals[i].kills_needed
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&& Medals[i].kills_needed > last_badge_kills
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&& Medals[i].kills_needed > 0 )
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{
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last_badge_kills = Medals[i].kills_needed;
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if (sc->medal_counts[i] < 1) {
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sc->medal_counts[i] = 1;
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sc->m_badge_earned.push_back(i);
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}
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}
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}
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}
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// central point for dealing with accepting the score for a misison.
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void scoring_do_accept(scoring_struct *score)
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{
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int idx;
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// do rank, badges, and medals first since they require the alltime stuff
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// to not be updated yet.
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// do medal stuff
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if ( score->m_medal_earned != -1 ){
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score->medal_counts[score->m_medal_earned]++;
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}
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// return when in training mission. We can grant a medal in training, but don't
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// want to calculate any other statistics.
|
|
if (The_mission.game_type == MISSION_TYPE_TRAINING){
|
|
return;
|
|
}
|
|
|
|
scoring_eval_rank(score);
|
|
scoring_eval_badges(score);
|
|
|
|
score->kill_count += score->m_kill_count;
|
|
score->kill_count_ok += score->m_kill_count_ok;
|
|
|
|
score->score += score->m_score;
|
|
score->assists += score->m_assists;
|
|
score->p_shots_fired += score->mp_shots_fired;
|
|
score->s_shots_fired += score->ms_shots_fired;
|
|
|
|
score->p_shots_hit += score->mp_shots_hit;
|
|
score->s_shots_hit += score->ms_shots_hit;
|
|
|
|
score->p_bonehead_hits += score->mp_bonehead_hits;
|
|
score->s_bonehead_hits += score->ms_bonehead_hits;
|
|
score->bonehead_kills += score->m_bonehead_kills;
|
|
|
|
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
|
|
score->kills[idx] = (int)(score->kills[idx] + score->m_okKills[idx]);
|
|
}
|
|
|
|
// add in mission time
|
|
score->flight_time += (unsigned int)f2fl(Missiontime);
|
|
score->last_backup = score->last_flown;
|
|
score->last_flown = (_fs_time_t)time(NULL);
|
|
score->missions_flown++;
|
|
}
|
|
|
|
// backout the score for a mission. This function gets called when the player chooses to refly a misison
|
|
// after debriefing
|
|
void scoring_backout_accept( scoring_struct *score )
|
|
{
|
|
int idx;
|
|
|
|
// if a badge was earned, take it back
|
|
if ( score->m_badge_earned.size() ){
|
|
for (size_t medal = 0; medal < score->m_badge_earned.size(); medal++) {
|
|
score->medal_counts[score->m_badge_earned[medal]] = 0;
|
|
}
|
|
}
|
|
|
|
// return when in training mission. We can grant a medal in training, but don't
|
|
// want to calculate any other statistics.
|
|
if (The_mission.game_type == MISSION_TYPE_TRAINING){
|
|
return;
|
|
}
|
|
|
|
score->kill_count -= score->m_kill_count;
|
|
score->kill_count_ok -= score->m_kill_count_ok;
|
|
|
|
score->score -= score->m_score;
|
|
score->assists -= score->m_assists;
|
|
score->p_shots_fired -= score->mp_shots_fired;
|
|
score->s_shots_fired -= score->ms_shots_fired;
|
|
|
|
score->p_shots_hit -= score->mp_shots_hit;
|
|
score->s_shots_hit -= score->ms_shots_hit;
|
|
|
|
score->p_bonehead_hits -= score->mp_bonehead_hits;
|
|
score->s_bonehead_hits -= score->ms_bonehead_hits;
|
|
score->bonehead_kills -= score->m_bonehead_kills;
|
|
|
|
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
|
|
score->kills[idx] = (unsigned short)(score->kills[idx] - score->m_okKills[idx]);
|
|
}
|
|
|
|
// if the player was given a medal, take it back
|
|
if ( score->m_medal_earned != -1 ) {
|
|
score->medal_counts[score->m_medal_earned]--;
|
|
Assert( score->medal_counts[score->m_medal_earned] >= 0 );
|
|
}
|
|
|
|
// if the player was promoted, take it back
|
|
if ( score->m_promotion_earned != -1) {
|
|
score->rank--;
|
|
Assert( score->rank >= 0 );
|
|
}
|
|
|
|
score->flight_time -= (unsigned int)f2fl(Missiontime);
|
|
score->last_flown = score->last_backup;
|
|
score->missions_flown--;
|
|
}
|
|
|
|
// merge any mission stats accumulated into the alltime stats (as well as updating per campaign stats)
|
|
void scoring_level_close(int accepted)
|
|
{
|
|
// want to calculate any other statistics.
|
|
if (The_mission.game_type == MISSION_TYPE_TRAINING){
|
|
// call scoring_do_accept
|
|
// this will grant any potential medals and then early bail, and
|
|
// then we will early bail
|
|
scoring_do_accept(&Player->stats);
|
|
Pilot.update_stats(&Player->stats, true);
|
|
return;
|
|
}
|
|
|
|
if(accepted){
|
|
// apply mission stats for all players in the game
|
|
int idx;
|
|
scoring_struct *sc;
|
|
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
nprintf(("Network","Storing stats for all players now\n"));
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
|
|
// get the scoring struct
|
|
sc = &Net_players[idx].m_player->stats;
|
|
scoring_do_accept( sc );
|
|
|
|
if (Net_player == &Net_players[idx]) {
|
|
Pilot.update_stats(sc);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
nprintf(("General","Storing stats now\n"));
|
|
scoring_do_accept( &Player->stats );
|
|
}
|
|
|
|
// If this mission doesn't allow promotion or badges
|
|
// then be sure that these don't get done. Don't allow promotions or badges when
|
|
// playing normally and not in a campaign.
|
|
if ( (The_mission.flags[Mission::Mission_Flags::No_promotion]) || ((Game_mode & GM_NORMAL) && !(Game_mode & GM_CAMPAIGN_MODE)) ) {
|
|
if ( Player->stats.m_promotion_earned != -1) {
|
|
Player->stats.rank--;
|
|
Player->stats.m_promotion_earned = -1;
|
|
}
|
|
|
|
// if a badge was earned, take it back
|
|
if ( Player->stats.m_badge_earned.size() ){
|
|
for (size_t medal = 0; medal < Player->stats.m_badge_earned.size(); medal++) {
|
|
Player->stats.medal_counts[Player->stats.m_badge_earned[medal]] = 0;
|
|
}
|
|
Player->stats.m_badge_earned.clear();
|
|
}
|
|
}
|
|
|
|
if ( !(Game_mode & GM_MULTIPLAYER) ) {
|
|
Pilot.update_stats(&Player->stats);
|
|
}
|
|
}
|
|
}
|
|
|
|
// STATS damage, assists recording stuff
|
|
void scoring_add_damage(object *ship_objp,object *other_obj,float damage)
|
|
{
|
|
int found_slot, signature;
|
|
int lowest_index,idx;
|
|
object *use_obj;
|
|
ship *sp;
|
|
|
|
// multiplayer clients bail here
|
|
if(MULTIPLAYER_CLIENT){
|
|
return;
|
|
}
|
|
|
|
// if we have no other object, bail
|
|
if(other_obj == NULL){
|
|
return;
|
|
}
|
|
|
|
// for player kill/assist evaluation, we have to know exactly how much damage really mattered. For example, if
|
|
// a ship had 1 hit point left, and the player hit it with a nuke, it doesn't matter that it did 10,000,000
|
|
// points of damage, only that 1 point would count
|
|
float actual_damage = 0.0f;
|
|
|
|
// other_obj might not always be the parent of other_obj (in the case of debug code for sure). See
|
|
// if the other_obj has a parent, and if so, use the parent. If no parent, see if other_obj is a ship
|
|
// and if so, use that ship.
|
|
if ( other_obj->parent != -1 ){
|
|
use_obj = &Objects[other_obj->parent];
|
|
signature = use_obj->signature;
|
|
} else {
|
|
signature = other_obj->signature;
|
|
use_obj = other_obj;
|
|
}
|
|
|
|
// don't count damage done to a ship by himself
|
|
if(use_obj == ship_objp){
|
|
return;
|
|
}
|
|
|
|
// get a pointer to the ship and add the actual amount of damage done to it
|
|
// get the ship object, and determine the _actual_ amount of damage done
|
|
sp = &Ships[ship_objp->instance];
|
|
// see comments at beginning of function
|
|
if(ship_objp->hull_strength < 0.0f){
|
|
actual_damage = damage + ship_objp->hull_strength;
|
|
} else {
|
|
actual_damage = damage;
|
|
}
|
|
if(actual_damage < 0.0f){
|
|
actual_damage = 0.0f;
|
|
}
|
|
sp->total_damage_received += actual_damage;
|
|
|
|
// go through and clear out all old damagers
|
|
for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
|
|
if((sp->damage_ship_id[idx] >= 0) && (ship_get_by_signature(sp->damage_ship_id[idx]) < 0)){
|
|
sp->damage_ship_id[idx] = -1;
|
|
sp->damage_ship[idx] = 0;
|
|
}
|
|
}
|
|
|
|
// only evaluate possible kill/assist numbers if the hitting object (use_obj) is a piloted ship (ie, ignore asteroids, etc)
|
|
// don't store damage a ship may do to himself
|
|
if((ship_objp->type == OBJ_SHIP) && (use_obj->type == OBJ_SHIP)){
|
|
found_slot = 0;
|
|
// try and find an open slot
|
|
for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
|
|
// if this ship object doesn't exist anymore, use the slot
|
|
if((sp->damage_ship_id[idx] == -1) || (ship_get_by_signature(sp->damage_ship_id[idx]) < 0) || (sp->damage_ship_id[idx] == signature) ){
|
|
found_slot = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if not found (implying all slots are taken), then find the slot with the lowest damage % and use that
|
|
if(!found_slot){
|
|
lowest_index = 0;
|
|
for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
|
|
if(sp->damage_ship[idx] < sp->damage_ship[lowest_index]){
|
|
lowest_index = idx;
|
|
}
|
|
}
|
|
} else {
|
|
lowest_index = idx;
|
|
}
|
|
|
|
// fill in the slot damage and damager-index
|
|
if(found_slot){
|
|
sp->damage_ship[lowest_index] += actual_damage;
|
|
} else {
|
|
sp->damage_ship[lowest_index] = actual_damage;
|
|
}
|
|
sp->damage_ship_id[lowest_index] = signature;
|
|
}
|
|
}
|
|
|
|
char Scoring_debug_text[4096];
|
|
|
|
// evaluate a kill on a ship
|
|
int scoring_eval_kill(object *ship_objp)
|
|
{
|
|
float max_damage_pct; // the pct% of total damage the max damage object did
|
|
int max_damage_index; // the index into the dying ship's damage_ship[] array corresponding the greatest amount of damage
|
|
int killer_sig; // signature of the guy getting credit for the kill (or -1 if none)
|
|
int idx,net_player_num;
|
|
player *plr; // pointer to a player struct if it was a player who got the kill
|
|
net_player *net_plr = NULL;
|
|
ship *dead_ship; // the ship which was killed
|
|
net_player *dead_plr = NULL;
|
|
float scoring_scale_by_damage = 1; // percentage to scale the killer's score by if we score based on the amount of damage caused
|
|
int kill_score, assist_score;
|
|
bool is_enemy_player = false; // true if the player just killed an enemy player ship
|
|
|
|
|
|
// multiplayer clients bail here
|
|
if(MULTIPLAYER_CLIENT){
|
|
return -1;
|
|
}
|
|
|
|
// we don't evaluate kills on anything except ships
|
|
if(ship_objp->type != OBJ_SHIP){
|
|
return -1;
|
|
}
|
|
if((ship_objp->instance < 0) || (ship_objp->instance >= MAX_SHIPS)){
|
|
return -1;
|
|
}
|
|
|
|
// assign the dead ship
|
|
dead_ship = &Ships[ship_objp->instance];
|
|
|
|
// evaluate player deaths
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
net_player_num = multi_find_player_by_object(ship_objp);
|
|
if(net_player_num != -1){
|
|
Net_players[net_player_num].m_player->stats.m_player_deaths++;
|
|
nprintf(("Network","Setting player %s deaths to %d\n",Net_players[net_player_num].m_player->callsign,Net_players[net_player_num].m_player->stats.m_player_deaths));
|
|
dead_plr = &Net_players[net_player_num];
|
|
is_enemy_player = true;
|
|
}
|
|
} else {
|
|
if(ship_objp == Player_obj){
|
|
Player->stats.m_player_deaths++;
|
|
}
|
|
}
|
|
|
|
net_player_num = -1;
|
|
|
|
// clear out invalid damager ships
|
|
for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
|
|
if((dead_ship->damage_ship_id[idx] >= 0) && (ship_get_by_signature(dead_ship->damage_ship_id[idx]) < 0)){
|
|
dead_ship->damage_ship[idx] = 0.0f;
|
|
dead_ship->damage_ship_id[idx] = -1;
|
|
}
|
|
}
|
|
|
|
// determine which object did the most damage to the dying object, and how much damage that was
|
|
max_damage_index = -1;
|
|
for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
|
|
// bogus ship
|
|
if(dead_ship->damage_ship_id[idx] < 0){
|
|
continue;
|
|
}
|
|
|
|
// if this slot did more damage then the next highest slot
|
|
if((max_damage_index == -1) || (dead_ship->damage_ship[idx] > dead_ship->damage_ship[max_damage_index])){
|
|
max_damage_index = idx;
|
|
}
|
|
}
|
|
|
|
// doh
|
|
if((max_damage_index < 0) || (max_damage_index >= MAX_DAMAGE_SLOTS)){
|
|
return -1;
|
|
}
|
|
|
|
// the pct of total damage applied to this ship
|
|
max_damage_pct = dead_ship->damage_ship[max_damage_index] / dead_ship->total_damage_received;
|
|
|
|
CLAMP(max_damage_pct, 0.0f, 1.0f);
|
|
|
|
// only evaluate if the max damage % is high enough to record a kill and it was done by a valid object
|
|
if((max_damage_pct >= Kill_percentage) && (dead_ship->damage_ship_id[max_damage_index] >= 0)){
|
|
// set killer_sig for this ship to the signature of the guy who gets credit for the kill
|
|
killer_sig = dead_ship->damage_ship_id[max_damage_index];
|
|
|
|
// set the scale value if we only award 100% score for 100% damage
|
|
if (The_mission.ai_profile->flags[AI::Profile_Flags::Kill_scoring_scales_with_damage]) {
|
|
scoring_scale_by_damage = max_damage_pct;
|
|
}
|
|
|
|
// null this out for now
|
|
plr = NULL;
|
|
net_plr = NULL;
|
|
|
|
// get the player (whether single or multiplayer)
|
|
net_player_num = -1;
|
|
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
net_player_num = multi_find_player_by_signature(killer_sig);
|
|
if(net_player_num != -1){
|
|
plr = Net_players[net_player_num].m_player;
|
|
net_plr = &Net_players[net_player_num];
|
|
}
|
|
} else {
|
|
if(Objects[Player->objnum].signature == killer_sig){
|
|
plr = Player;
|
|
}
|
|
}
|
|
|
|
// if we found a valid player, evaluate some kill details
|
|
if(plr != NULL){
|
|
int si_index;
|
|
|
|
// bogus
|
|
if((plr->objnum < 0) || (plr->objnum >= MAX_OBJECTS)){
|
|
return -1;
|
|
}
|
|
|
|
// get the ship info index of the ship type of this kill. we need to take ship
|
|
// copies into account here.
|
|
si_index = dead_ship->ship_info_index;
|
|
if (Ship_info[si_index].flags[Ship::Info_Flags::Ship_copy])
|
|
{
|
|
char temp[NAME_LENGTH];
|
|
strcpy_s(temp, Ship_info[si_index].name);
|
|
end_string_at_first_hash_symbol(temp);
|
|
|
|
// Goober5000 - previous error checking (for base ship in ship_parse_post_cleanup()) guarantees that this will be >= 0
|
|
si_index = ship_info_lookup(temp);
|
|
}
|
|
|
|
// if he killed a guy on his own team increment his bonehead kills
|
|
if((Ships[Objects[plr->objnum].instance].team == dead_ship->team) && !MULTI_DOGFIGHT ){
|
|
if (!(The_mission.flags[Mission::Mission_Flags::No_traitor])) {
|
|
plr->stats.m_bonehead_kills++;
|
|
kill_score = -(int)(dead_ship->score * scoring_get_scale_factor());
|
|
plr->stats.m_score += kill_score;
|
|
|
|
if(net_plr != NULL ) {
|
|
multi_team_maybe_add_score(-(dead_ship->score), net_plr->p_info.team);
|
|
}
|
|
}
|
|
}
|
|
// otherwise increment his valid kill count and score
|
|
else {
|
|
// dogfight mode
|
|
if(MULTI_DOGFIGHT && (multi_find_player_by_object(ship_objp) < 0)){
|
|
// don't add a kill for dogfight kills on non-players
|
|
} else {
|
|
plr->stats.m_okKills[si_index]++;
|
|
plr->stats.m_kill_count_ok++;
|
|
|
|
// only computer controlled enemies should scale with difficulty
|
|
if (is_enemy_player) {
|
|
kill_score = (int)(dead_ship->score * scoring_scale_by_damage);
|
|
}
|
|
else {
|
|
kill_score = (int)(dead_ship->score * scoring_get_scale_factor() * scoring_scale_by_damage);
|
|
}
|
|
|
|
|
|
plr->stats.m_score += kill_score;
|
|
hud_gauge_popup_start(HUD_KILLS_GAUGE);
|
|
|
|
#ifdef SCORING_DEBUG
|
|
char kill_score_text[1024] = "";
|
|
sprintf(kill_score_text, "SCORING : %s killed a ship worth %d points and gets %d pts for the kill\n", plr->callsign, dead_ship->score, kill_score);
|
|
if (MULTIPLAYER_MASTER) {
|
|
send_game_chat_packet(Net_player, kill_score_text, MULTI_MSG_ALL);
|
|
}
|
|
HUD_printf(kill_score_text);
|
|
mprintf((kill_score_text));
|
|
#endif
|
|
|
|
// multiplayer
|
|
if(net_plr != NULL){
|
|
multi_team_maybe_add_score(dead_ship->score , net_plr->p_info.team);
|
|
|
|
// award teammates % of score value for big ship kills
|
|
// not in dogfight tho
|
|
// and not if there is no assist threshold (as otherwise assists could get higher scores than kills)
|
|
if (!(Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[dead_ship->ship_info_index].is_big_or_huge())) {
|
|
for (idx=0; idx<MAX_PLAYERS; idx++) {
|
|
if (MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].p_info.team == net_plr->p_info.team) && (&Net_players[idx] != net_plr)) {
|
|
assist_score = (int)(dead_ship->score * The_mission.ai_profile->assist_award_percentage_scale[Game_skill_level]);
|
|
Net_players[idx].m_player->stats.m_score += assist_score;
|
|
|
|
#ifdef SCORING_DEBUG
|
|
// DEBUG CODE TO TEST NEW SCORING
|
|
char score_text[1024] = "";
|
|
sprintf(score_text, "SCORING : All team mates get %d pts for helping kill the capship\n", assist_score);
|
|
send_game_chat_packet(Net_player, score_text, MULTI_MSG_ALL);
|
|
HUD_printf(score_text);
|
|
mprintf((score_text));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
// death message
|
|
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (net_plr != NULL) && (dead_plr != NULL) && (net_plr->m_player != NULL) && (dead_plr->m_player != NULL)){
|
|
char dead_text[1024] = "";
|
|
|
|
sprintf(dead_text, "%s gets the kill for %s", net_plr->m_player->callsign, dead_plr->m_player->callsign);
|
|
send_game_chat_packet(Net_player, dead_text, MULTI_MSG_ALL, NULL, NULL, 2);
|
|
HUD_printf("%s", dead_text);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// increment his all-encompassing kills
|
|
plr->stats.m_kills[si_index]++;
|
|
plr->stats.m_kill_count++;
|
|
|
|
// update everyone on this guy's kills if this is multiplayer
|
|
if(MULTIPLAYER_MASTER && (net_player_num != -1)){
|
|
// send appropriate stats
|
|
if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
|
|
// evaluate dogfight kills
|
|
multi_df_eval_kill(&Net_players[net_player_num], ship_objp);
|
|
|
|
// update stats
|
|
send_player_stats_block_packet(&Net_players[net_player_num], STATS_DOGFIGHT_KILLS);
|
|
} else {
|
|
send_player_stats_block_packet(&Net_players[net_player_num], STATS_MISSION_KILLS);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// set killer_sig for this ship to -1, indicating no one got the kill for it
|
|
killer_sig = -1;
|
|
}
|
|
|
|
// pass in the guy who got the credit for the kill (if any), so that he doesn't also
|
|
// get credit for an assist
|
|
scoring_eval_assists(dead_ship,killer_sig, is_enemy_player);
|
|
|
|
#ifdef SCORING_DEBUG
|
|
|
|
if (Game_mode & GM_MULTIPLAYER) {
|
|
char buf[256];
|
|
sprintf(Scoring_debug_text, "SCORING : %s killed.\nDamage by ship:\n\n", Ship_info[dead_ship->ship_info_index].name);
|
|
|
|
// show damage done by player
|
|
for (int i=0; i<MAX_DAMAGE_SLOTS; i++) {
|
|
int net_player_num = multi_find_player_by_signature(dead_ship->damage_ship_id[i]);
|
|
if (net_player_num != -1) {
|
|
plr = Net_players[net_player_num].m_player;
|
|
sprintf(buf, "%s: %f", plr->callsign, dead_ship->damage_ship[i]);
|
|
|
|
if (dead_ship->damage_ship_id[i] == killer_sig ) {
|
|
strcat_s(buf, " KILLER\n");
|
|
} else {
|
|
strcat_s(buf, "\n");
|
|
}
|
|
|
|
strcat_s(Scoring_debug_text, buf);
|
|
}
|
|
}
|
|
mprintf ((Scoring_debug_text));
|
|
}
|
|
#endif
|
|
|
|
return max_damage_index;
|
|
}
|
|
|
|
//evaluate a kill on a weapon, right now this is only called on bombs. -Halleck
|
|
int scoring_eval_kill_on_weapon(object *weapon_obj, object *other_obj) {
|
|
int killer_sig; // signature of the guy getting credit for the kill (or -1 if none)
|
|
int net_player_num;
|
|
player *plr; // pointer to a player struct if it was a player who got the kill
|
|
net_player *net_plr = NULL;
|
|
int kill_score;
|
|
|
|
// multiplayer clients bail here
|
|
if(MULTIPLAYER_CLIENT){
|
|
return -1;
|
|
}
|
|
|
|
// we don't evaluate kills on anything except weapons
|
|
// also make sure there was a killer, and that it was a ship
|
|
if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)
|
|
|| (other_obj == nullptr) || (other_obj->type != OBJ_WEAPON) || (other_obj->instance < 0) || (other_obj->instance >= MAX_WEAPONS)
|
|
|| (other_obj->parent == -1) || (Objects[other_obj->parent].type != OBJ_SHIP)) {
|
|
return -1;
|
|
}
|
|
|
|
weapon *dead_wp = &Weapons[weapon_obj->instance]; // the weapon that was killed
|
|
weapon_info *dead_wip = &Weapon_info[dead_wp->weapon_info_index]; // info on the weapon that was killed
|
|
|
|
// we don't evaluate kills on anything except bombs, currently. -Halleck
|
|
if(!(dead_wip->wi_flags[Weapon::Info_Flags::Bomb])) {
|
|
return -1;
|
|
}
|
|
|
|
// set killer_sig for this weapon to the signature of the guy who gets credit for the kill
|
|
killer_sig = Objects[other_obj->parent].signature;
|
|
|
|
// only evaluate if the kill was done by a valid object
|
|
if(killer_sig >= 0) {
|
|
// null this out for now
|
|
plr = NULL;
|
|
net_plr = NULL;
|
|
|
|
// get the player (whether single or multiplayer)
|
|
net_player_num = -1;
|
|
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
net_player_num = multi_find_player_by_signature(killer_sig);
|
|
if(net_player_num != -1){
|
|
plr = Net_players[net_player_num].m_player;
|
|
net_plr = &Net_players[net_player_num];
|
|
}
|
|
} else {
|
|
if(Objects[Player->objnum].signature == killer_sig){
|
|
plr = Player;
|
|
}
|
|
}
|
|
|
|
// if we found a valid player, evaluate some kill details
|
|
if(plr != NULL){
|
|
// bogus
|
|
if((plr->objnum < 0) || (plr->objnum >= MAX_OBJECTS)){
|
|
return -1;
|
|
}
|
|
|
|
// if he killed a bomb on his own team increment his bonehead kills
|
|
if((Ships[Objects[plr->objnum].instance].team == dead_wp->team) && !MULTI_DOGFIGHT ){
|
|
if (!(The_mission.flags[Mission::Mission_Flags::No_traitor])) {
|
|
plr->stats.m_bonehead_kills++;
|
|
kill_score = -(int)(dead_wip->score * scoring_get_scale_factor());
|
|
plr->stats.m_score += kill_score;
|
|
|
|
if(net_plr != NULL ) {
|
|
multi_team_maybe_add_score(-(dead_wip->score), net_plr->p_info.team);
|
|
}
|
|
}
|
|
}
|
|
// otherwise increment his valid kill count and score
|
|
else {
|
|
// dogfight mode
|
|
if(MULTI_DOGFIGHT && (multi_find_player_by_object(weapon_obj) < 0)){
|
|
// don't add a kill for dogfight kills on non-players
|
|
} else {
|
|
|
|
// bombs don't scale with difficulty at the moment. If we change this we want to *scoring_get_scale_factor()
|
|
kill_score = dead_wip->score;
|
|
|
|
plr->stats.m_score += kill_score;
|
|
hud_gauge_popup_start(HUD_KILLS_GAUGE);
|
|
|
|
#ifdef SCORING_DEBUG
|
|
char kill_score_text[1024] = "";
|
|
sprintf(kill_score_text, "SCORING : %s killed a bomb worth %i points and gets %i pts for the kill", plr->callsign, dead_wip->score, kill_score);
|
|
if (MULTIPLAYER_MASTER) {
|
|
send_game_chat_packet(Net_player, kill_score_text, MULTI_MSG_ALL);
|
|
}
|
|
HUD_printf(kill_score_text);
|
|
mprintf((kill_score_text));
|
|
#endif
|
|
|
|
// multiplayer
|
|
if(net_plr != NULL){
|
|
multi_team_maybe_add_score(dead_wip->score , net_plr->p_info.team);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef SCORING_DEBUG
|
|
|
|
if (Game_mode & GM_MULTIPLAYER) {
|
|
sprintf(Scoring_debug_text, "SCORING : %s killed.\nKilled by player:\n", dead_wip->name);
|
|
|
|
int net_player_num = multi_find_player_by_signature(killer_sig);
|
|
if (net_player_num != -1) {
|
|
plr = Net_players[net_player_num].m_player;
|
|
char buf[256];
|
|
sprintf(buf, " %s\n", plr->callsign);
|
|
|
|
strcat_s(Scoring_debug_text, buf);
|
|
}
|
|
mprintf ((Scoring_debug_text));
|
|
}
|
|
#endif
|
|
|
|
return killer_sig;
|
|
}
|
|
|
|
// kill_id is the object signature of the guy who got the credit for the kill (may be -1, if no one got it)
|
|
// this is to ensure that you don't also get an assist if you get the kill.
|
|
void scoring_eval_assists(ship *sp,int killer_sig, bool is_enemy_player)
|
|
{
|
|
int idx;
|
|
player *plr;
|
|
float scoring_scale_by_damage = 1; // percentage to scale the score by if we score based on the amount of damage caused
|
|
int assist_score;
|
|
int net_player_num;
|
|
float scoring_scale_factor;
|
|
|
|
|
|
// multiplayer clients bail here
|
|
if(MULTIPLAYER_CLIENT){
|
|
return;
|
|
}
|
|
|
|
// evaluate each damage slot to see if it did enough to give the assis
|
|
for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
|
|
// if this slot did enough damage to get an assist
|
|
if(((sp->damage_ship[idx]/sp->total_damage_received) >= Assist_percentage) || (The_mission.ai_profile->flags[AI::Profile_Flags::Assist_scoring_scales_with_damage])){
|
|
// get the player which did this damage (if any)
|
|
plr = NULL;
|
|
|
|
// multiplayer
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
net_player_num = multi_find_player_by_signature(sp->damage_ship_id[idx]);
|
|
if(net_player_num != -1){
|
|
plr = Net_players[net_player_num].m_player;
|
|
}
|
|
}
|
|
// single player
|
|
else {
|
|
if(Objects[Player->objnum].signature == sp->damage_ship_id[idx]){
|
|
plr = Player;
|
|
}
|
|
}
|
|
|
|
// if we found a player, give him the assist if he attacks it
|
|
if ((plr != NULL) && (iff_x_attacks_y(Ships[Objects[plr->objnum].instance].team, sp->team)) && (killer_sig != Objects[plr->objnum].signature))
|
|
{
|
|
// player has to equal the threshold to get an assist
|
|
if ((sp->damage_ship[idx]/sp->total_damage_received) >= Assist_percentage) {
|
|
plr->stats.m_assists++;
|
|
nprintf(("Network","-==============GAVE PLAYER %s AN ASSIST=====================-\n",plr->callsign));
|
|
}
|
|
|
|
// Don't scale in TvT and dogfight
|
|
if (is_enemy_player) {
|
|
Assert(Game_mode & GM_MULTIPLAYER);
|
|
scoring_scale_factor = 1.0f;
|
|
}
|
|
else {
|
|
scoring_scale_factor = scoring_get_scale_factor();
|
|
}
|
|
|
|
|
|
// maybe award assist points based on damage
|
|
if (The_mission.ai_profile->flags[AI::Profile_Flags::Assist_scoring_scales_with_damage]) {
|
|
scoring_scale_by_damage = (sp->damage_ship[idx]/sp->total_damage_received);
|
|
assist_score = (int)(sp->score * scoring_scale_factor * scoring_scale_by_damage);
|
|
plr->stats.m_score += assist_score;
|
|
}
|
|
// otherwise give the points based on the percentage in the mission file
|
|
else {
|
|
assist_score = (int)(sp->score * sp->assist_score_pct * scoring_scale_factor );
|
|
plr->stats.m_score += assist_score;
|
|
}
|
|
|
|
#ifdef SCORING_DEBUG
|
|
|
|
// DEBUG CODE TO TEST NEW SCORING
|
|
char score_text[1024] = "";
|
|
sprintf(score_text, "SCORING : %s gets %d pts for getting an assist\n", plr->callsign, assist_score);
|
|
if (MULTIPLAYER_MASTER) {
|
|
send_game_chat_packet(Net_player, score_text, MULTI_MSG_ALL);
|
|
}
|
|
HUD_printf(score_text);
|
|
mprintf ((score_text));
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// eval a hit on an object (for primary and secondary hit purposes)
|
|
void scoring_eval_hit(object *hit_obj, object *other_obj,int from_blast)
|
|
{
|
|
// multiplayer clients bail here
|
|
if(MULTIPLAYER_CLIENT){
|
|
return;
|
|
}
|
|
|
|
// only evaluate hits on ships, asteroids, and weapons! -Halleck
|
|
if((hit_obj->type != OBJ_SHIP) && (hit_obj->type != OBJ_ASTEROID) && (hit_obj->type != OBJ_WEAPON)){
|
|
return;
|
|
}
|
|
|
|
// if the other_obj == NULL, we can't evaluate where it came from, so bail here
|
|
if(other_obj == NULL){
|
|
return;
|
|
}
|
|
|
|
// other bogus situtations
|
|
if(other_obj->instance < 0){
|
|
return;
|
|
}
|
|
|
|
if((other_obj->type == OBJ_WEAPON) && !(Weapons[other_obj->instance].weapon_flags[Weapon::Weapon_Flags::Already_applied_stats])){
|
|
// bogus weapon
|
|
if(other_obj->instance >= MAX_WEAPONS){
|
|
return;
|
|
}
|
|
|
|
// bogus parent
|
|
if(other_obj->parent < 0){
|
|
return;
|
|
}
|
|
if(other_obj->parent >= MAX_OBJECTS){
|
|
return;
|
|
}
|
|
if(Objects[other_obj->parent].type != OBJ_SHIP){
|
|
return;
|
|
}
|
|
if((Objects[other_obj->parent].instance < 0) || (Objects[other_obj->parent].instance >= MAX_SHIPS)){
|
|
return;
|
|
}
|
|
|
|
//Only evaluate hits on bomb weapons. -Halleck
|
|
bool hit_obj_is_bomb = false;
|
|
|
|
if(hit_obj->type == OBJ_WEAPON){
|
|
|
|
//Hit weapon is bogus
|
|
if (hit_obj->instance >= MAX_WEAPONS) {
|
|
return;
|
|
}
|
|
|
|
hit_obj_is_bomb = (Weapon_info[Weapons[hit_obj->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) ? true : false;
|
|
|
|
//If it's not a bomb but just a regular weapon, we don't care about it (for now, at least.) -Halleck
|
|
if (!hit_obj_is_bomb) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
int is_bonehead = 0;
|
|
int sub_type = Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype;
|
|
|
|
// determine if this was a bonehead hit or not
|
|
if(hit_obj->type == OBJ_SHIP){
|
|
is_bonehead = Ships[hit_obj->instance].team==Ships[Objects[other_obj->parent].instance].team ? 1 : 0;
|
|
} else if (hit_obj_is_bomb) {
|
|
is_bonehead = Weapons[hit_obj->instance].team==Ships[Objects[other_obj->parent].instance].team ? 1 : 0;
|
|
}
|
|
// can't have a bonehead hit on an asteroid
|
|
else {
|
|
is_bonehead = 0;
|
|
}
|
|
|
|
// set the flag indicating that we've already applied a "stats" hit for this weapon
|
|
// Weapons[other_obj->instance].weapon_flags |= WF_ALREADY_APPLIED_STATS;
|
|
|
|
// in multiplayer -- only the server records the stats
|
|
if( Game_mode & GM_MULTIPLAYER ) {
|
|
if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
|
|
int player_num;
|
|
|
|
// get the player num of the parent object. A player_num of -1 means that the
|
|
// parent of this object was not a player
|
|
player_num = multi_find_player_by_object( &Objects[other_obj->parent] );
|
|
if ( player_num != -1 ) {
|
|
switch(sub_type) {
|
|
case WP_LASER :
|
|
if(is_bonehead){
|
|
Net_players[player_num].m_player->stats.mp_bonehead_hits++;
|
|
} else {
|
|
Net_players[player_num].m_player->stats.mp_shots_hit++;
|
|
}
|
|
|
|
// Assert( Net_players[player_num].player->stats.mp_shots_hit <= Net_players[player_num].player->stats.mp_shots_fired );
|
|
break;
|
|
case WP_MISSILE :
|
|
// friendly hit, once it hits a friendly, its done
|
|
if(is_bonehead){
|
|
if(!from_blast){
|
|
Net_players[player_num].m_player->stats.ms_bonehead_hits++;
|
|
}
|
|
}
|
|
// hostile hit
|
|
else {
|
|
// if its a bomb, count every bit of damage it does
|
|
if(Weapon_info[Weapons[other_obj->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]){
|
|
// once we get impact damage, stop keeping track of it
|
|
Net_players[player_num].m_player->stats.ms_shots_hit++;
|
|
}
|
|
// if its not a bomb, only count impact damage
|
|
else {
|
|
if(!from_blast){
|
|
Net_players[player_num].m_player->stats.ms_shots_hit++;
|
|
}
|
|
}
|
|
}
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if(Player_obj == &(Objects[other_obj->parent])){
|
|
switch(sub_type){
|
|
case WP_LASER :
|
|
if(is_bonehead){
|
|
Player->stats.mp_bonehead_hits++;
|
|
} else {
|
|
Player->stats.mp_shots_hit++;
|
|
}
|
|
break;
|
|
case WP_MISSILE :
|
|
// friendly hit, once it hits a friendly, its done
|
|
if(is_bonehead){
|
|
if(!from_blast){
|
|
Player->stats.ms_bonehead_hits++;
|
|
}
|
|
}
|
|
// hostile hit
|
|
else {
|
|
// if its a bomb, count every bit of damage it does
|
|
if(Weapon_info[Weapons[other_obj->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]){
|
|
// once we get impact damage, stop keeping track of it
|
|
Player->stats.ms_shots_hit++;
|
|
}
|
|
// if its not a bomb, only count impact damage
|
|
else {
|
|
if(!from_blast){
|
|
Player->stats.ms_shots_hit++;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// get a scaling factor for adding/subtracting from mission score
|
|
float scoring_get_scale_factor()
|
|
{
|
|
// multiplayer dogfight. don't scale anything
|
|
if(MULTI_DOGFIGHT){
|
|
return 1.0f;
|
|
}
|
|
|
|
// check for bogus Skill_level values
|
|
Assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS));
|
|
if((Game_skill_level < 0) || (Game_skill_level > NUM_SKILL_LEVELS-1)){
|
|
return Scoring_scale_factors[0];
|
|
}
|
|
|
|
// return the correct scale value
|
|
return Scoring_scale_factors[Game_skill_level];
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// DCF functions
|
|
//
|
|
|
|
// bash the passed player to the specified rank
|
|
void scoring_bash_rank(player *pl,int rank)
|
|
{
|
|
// if this is an invalid rank, do nothing
|
|
if((rank < RANK_ENSIGN) || (rank > RANK_ADMIRAL)){
|
|
nprintf(("General","Could not bash player rank - invalid value!!!\n"));
|
|
return;
|
|
}
|
|
|
|
// set the player's score and rank
|
|
pl->stats.score = Ranks[rank].points + 1;
|
|
pl->stats.rank = rank;
|
|
}
|
|
|
|
DCF(rank, "changes player rank")
|
|
{
|
|
int rank;
|
|
|
|
if (dc_optional_string_either("help", "--help")) {
|
|
dc_printf("Usage: rank <index>\n");
|
|
dc_printf(" <index> The rank index you wish to have. For retail ranks, these correspond to:\n");
|
|
dc_printf("\t0 : Ensign\n");
|
|
dc_printf("\t1 : Lieutenant Junior Grade\n");
|
|
dc_printf("\t2 : Lietenant\n");
|
|
dc_printf("\t3 : Lieutenant Commander\n");
|
|
dc_printf("\t4 : Commander\n");
|
|
dc_printf("\t5 : Captain\n");
|
|
dc_printf("\t6 : Commodore\n");
|
|
dc_printf("\t7 : Rear Admiral\n");
|
|
dc_printf("\t8 : Vice Admiral\n");
|
|
dc_printf("\t9 : Admiral\n\n");
|
|
return;
|
|
}
|
|
|
|
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
|
|
if (Player != NULL) {
|
|
dc_printf("Current rank is %i\n", Player->stats.rank);
|
|
} else {
|
|
dc_printf("Error! Current Player not active or loaded\n");
|
|
}
|
|
}
|
|
|
|
dc_stuff_int(&rank);
|
|
|
|
// parse the argument and change things around accordingly
|
|
if (Player != NULL) {
|
|
scoring_bash_rank(Player, rank);
|
|
} else {
|
|
dc_printf("Error! Current Player not active or loaded\n");
|
|
}
|
|
}
|
|
|
|
void scoring_close()
|
|
{
|
|
for(int i = 0; i<NUM_RANKS; i++) {
|
|
Ranks[i].promotion_text.clear();
|
|
}
|
|
|
|
Traitor.debriefing_text.clear();
|
|
Traitor.recommendation_text.clear();
|
|
}
|