Files
fs2open.github.com/code/stats/scoring.cpp
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
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.
2020-08-21 00:15:38 -04:00

1422 lines
44 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.
*
*/
#include "ai/ai_profiles.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "hud/hud.h"
#include "hud/hudmessage.h"
#include "iff_defs/iff_defs.h"
#include "localization/localize.h"
#include "mission/missionparse.h"
#include "network/multi.h"
#include "network/multi_dogfight.h"
#include "network/multi_pmsg.h"
#include "network/multi_team.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "pilotfile/pilotfile.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "stats/medals.h"
#include "stats/scoring.h"
#include "weapon/weapon.h"
/*
// uncomment to get extra debug messages when a player scores
#define SCORING_DEBUG
*/
// 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
float Kill_percentage = 0.30f;
float Assist_percentage = 0.15f;
// traitor stuff
extern debriefing Traitor_debriefing;
traitor_stuff Traitor;
// these tables are overwritten with the values from rank.tbl
rank_stuff Ranks[NUM_RANKS];
// scoring scale factors by skill level
float Scoring_scale_factors[NUM_SKILL_LEVELS] = {
0.2f, // very easy
0.4f, // easy
0.7f, // medium
1.0f, // hard
1.25f // insane
};
void parse_rank_tbl()
{
try
{
read_file_text("rank.tbl", CF_TYPE_TABLES);
reset_parse();
// parse in all the rank names
int idx = 0;
skip_to_string("[RANK NAMES]");
ignore_white_space();
while (required_string_either("#End", "$Name:"))
{
Assert(idx < NUM_RANKS);
required_string("$Name:");
stuff_string(Ranks[idx].name, F_NAME, NAME_LENGTH);
required_string("$Points:");
stuff_int(&Ranks[idx].points);
required_string("$Bitmap:");
stuff_string(Ranks[idx].bitmap, F_NAME, MAX_FILENAME_LEN);
required_string("$Promotion Voice Base:");
stuff_string(Ranks[idx].promotion_voice_base, F_NAME, MAX_FILENAME_LEN);
while (check_for_string("$Promotion Text:"))
{
SCP_string buf;
int persona = -1;
required_string("$Promotion Text:");
stuff_string(buf, F_MULTITEXT);
drop_white_space(buf);
compact_multitext_string(buf);
if (optional_string("+Persona:"))
{
stuff_int(&persona);
if (persona < 0)
{
Warning(LOCATION, "Debriefing text for %s rank is assigned to an invalid persona: %i (must be 0 or greater).\n", Ranks[idx].name, persona);
continue;
}
}
Ranks[idx].promotion_text[persona] = buf;
}
if (Ranks[idx].promotion_text.find(-1) == Ranks[idx].promotion_text.end())
{
Warning(LOCATION, "%s rank is missing default debriefing text.\n", Ranks[idx].name);
Ranks[idx].promotion_text[-1] = "";
}
idx++;
}
required_string("#End");
// be sure that all rank points are in order
for (idx = 0; idx < NUM_RANKS - 1; idx++) {
if (Ranks[idx].points >= Ranks[idx + 1].points)
Warning(LOCATION, "Rank #%d (%s) has a higher \"$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);
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "rank.tbl", e.what()));
return;
}
}
void parse_traitor_tbl()
{
try
{
read_file_text("traitor.tbl", CF_TYPE_TABLES);
reset_parse();
// simplified form of the debriefing stuff.
auto debrief = &Traitor_debriefing;
required_string("#Debriefing_info");
required_string("$Num stages:");
stuff_int(&debrief->num_stages);
Assert(debrief->num_stages == 1);
int stage_num = 0;
auto stagep = &debrief->stages[stage_num++];
required_string("$Formula:");
stagep->formula = 1; // sexp nodes aren't initialized yet, but node 1 will be Locked_sexp_true
skip_to_start_of_string("$multi text"); // just skip over the sexp, since it must always be locked-true anyway
while (check_for_string("$multi text"))
{
SCP_string text;
int persona = -1;
required_string("$multi text");
stuff_string(text, F_MULTITEXT);
if (optional_string("+Persona:"))
{
stuff_int(&persona);
if (persona < 0)
{
Warning(LOCATION, "Traitor information is assigned to an invalid persona: %i (must be 0 or greater).\n", persona);
continue;
}
}
Traitor.debriefing_text[persona] = text;
}
if (Traitor.debriefing_text.find(-1) == Traitor.debriefing_text.end())
{
Warning(LOCATION, "Traitor is missing default debriefing information.\n");
Traitor.debriefing_text[-1] = "";
}
if (optional_string("$Voice:"))
stuff_string(Traitor.traitor_voice_base, F_FILESPEC, MAX_FILENAME_LEN);
required_string("$Recommendation text:");
stuff_string(Traitor.recommendation_text, F_MULTITEXT);
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "traitor.tbl", e.what()));
return;
}
}
// initialize a nice blank scoring element
void scoring_struct::init()
{
flags = 0;
score = 0;
rank = RANK_ENSIGN;
medal_counts.assign(Num_medals, 0);
memset(kills, 0, sizeof(kills));
assists = 0;
kill_count = 0;
kill_count_ok = 0;
p_shots_fired = 0;
s_shots_fired = 0;
p_shots_hit = 0;
s_shots_hit = 0;
p_bonehead_hits = 0;
s_bonehead_hits = 0;
bonehead_kills = 0;
missions_flown = 0;
flight_time = 0;
last_flown = 0;
last_backup = 0;
m_medal_earned = -1; // hasn't earned a medal yet
m_promotion_earned = -1;
m_badge_earned.clear();
m_score = 0;
memset(m_kills, 0, sizeof(m_kills));
memset(m_okKills, 0, sizeof(m_okKills));
m_kill_count = 0;
m_kill_count_ok = 0;
m_assists = 0;
mp_shots_fired = 0;
ms_shots_fired = 0;
mp_shots_hit = 0;
ms_shots_hit = 0;
mp_bonehead_hits = 0;
ms_bonehead_hits = 0;
m_bonehead_kills = 0;
m_player_deaths = 0;
memset(m_dogfight_kills, 0, sizeof(m_dogfight_kills));
}
// clone someone else's scoring element
void scoring_struct::assign(const scoring_struct &s)
{
flags = s.flags;
score = s.score;
rank = s.rank;
medal_counts.assign(s.medal_counts.begin(), s.medal_counts.end());
memcpy(kills, s.kills, MAX_SHIP_CLASSES * sizeof(int));
assists = s.assists;
kill_count = s.kill_count;
kill_count_ok = s.kill_count_ok;
p_shots_fired = s.p_shots_fired;
s_shots_fired = s.s_shots_fired;
p_shots_hit = s.p_shots_hit;
s_shots_hit = s.s_shots_hit;
p_bonehead_hits = s.p_bonehead_hits;
s_bonehead_hits = s.s_bonehead_hits;
bonehead_kills = s.bonehead_kills;
missions_flown = s.missions_flown;
flight_time = s.flight_time;
last_flown = s.last_flown;
last_backup = s.last_backup;
m_medal_earned = s.m_medal_earned;
m_promotion_earned = s.m_promotion_earned;
m_badge_earned = s.m_badge_earned;
m_score = s.m_score;
memcpy(m_kills, s.m_kills, MAX_SHIP_CLASSES * sizeof(int));
memcpy(m_okKills, s.m_okKills, MAX_SHIP_CLASSES * sizeof(int));
m_kill_count = s.m_kill_count;
m_kill_count_ok = s.m_kill_count_ok;
m_assists = s.m_assists;
mp_shots_fired = s.mp_shots_fired;
ms_shots_fired = s.ms_shots_fired;
mp_shots_hit = s.mp_shots_hit;
ms_shots_hit = s.ms_shots_hit;
mp_bonehead_hits = s.mp_bonehead_hits;
ms_bonehead_hits = s.ms_bonehead_hits;
m_bonehead_kills = s.m_bonehead_kills;
m_player_deaths = s.m_player_deaths;
memcpy(m_dogfight_kills, s.m_dogfight_kills, MAX_PLAYERS * sizeof(int));
}
template<typename T, size_t N>
bool array_compare(const T (&left)[N], const T (&right)[N]) {
auto left_el = std::begin(left);
auto right_el = std::begin(right);
auto left_end = std::end(left);
auto right_end = std::end(right);
for (; left_el != left_end && right_el != right_end; ++left_el, ++right_el) {
if (!(*left_el == *right_el)) {
return false;
}
}
return true;
}
bool scoring_struct::operator==(const scoring_struct& rhs) const {
return flags == rhs.flags && score == rhs.score && rank == rhs.rank && medal_counts == rhs.medal_counts
&& array_compare(kills, rhs.kills) && assists == rhs.assists && kill_count == rhs.kill_count
&& kill_count_ok == rhs.kill_count_ok && p_shots_fired == rhs.p_shots_fired
&& s_shots_fired == rhs.s_shots_fired && p_shots_hit == rhs.p_shots_hit && s_shots_hit == rhs.s_shots_hit
&& p_bonehead_hits == rhs.p_bonehead_hits && s_bonehead_hits == rhs.s_bonehead_hits
&& bonehead_kills == rhs.bonehead_kills && missions_flown == rhs.missions_flown
&& flight_time == rhs.flight_time && last_flown == rhs.last_flown && last_backup == rhs.last_backup
&& m_medal_earned == rhs.m_medal_earned && m_badge_earned == rhs.m_badge_earned
&& m_promotion_earned == rhs.m_promotion_earned && m_score == rhs.m_score
&& array_compare(m_kills, rhs.m_kills)
&& array_compare(m_okKills, rhs.m_okKills) && m_kill_count == rhs.m_kill_count
&& m_kill_count_ok == rhs.m_kill_count_ok && m_assists == rhs.m_assists && mp_shots_fired == rhs.mp_shots_fired
&& ms_shots_fired == rhs.ms_shots_fired && mp_shots_hit == rhs.mp_shots_hit && ms_shots_hit == rhs.ms_shots_hit
&& mp_bonehead_hits == rhs.mp_bonehead_hits && ms_bonehead_hits == rhs.ms_bonehead_hits
&& m_bonehead_kills == rhs.m_bonehead_kills && m_player_deaths == rhs.m_player_deaths
&& array_compare(m_dogfight_kills, rhs.m_dogfight_kills) ;
}
bool scoring_struct::operator!=(const scoring_struct& rhs) const {
return !(rhs == *this);
}
// initialize the Player's mission-based stats before he goes into a mission
void scoring_level_init( scoring_struct *scp )
{
scp->m_medal_earned = -1; // hasn't earned a medal yet
scp->m_promotion_earned = -1;
scp->m_badge_earned.clear();
scp->m_score = 0;
scp->m_assists = 0;
scp->mp_shots_fired = 0;
scp->mp_shots_hit = 0;
scp->ms_shots_fired = 0;
scp->ms_shots_hit = 0;
scp->mp_bonehead_hits=0;
scp->ms_bonehead_hits=0;
scp->m_bonehead_kills=0;
memset(scp->m_kills, 0, MAX_SHIP_CLASSES * sizeof(int));
memset(scp->m_okKills, 0, MAX_SHIP_CLASSES * sizeof(int));
scp->m_kill_count = 0;
scp->m_kill_count_ok = 0;
scp->m_player_deaths = 0;
memset(scp->m_dogfight_kills, 0, MAX_PLAYERS * sizeof(int));
if (The_mission.ai_profile != NULL) {
Kill_percentage = The_mission.ai_profile->kill_percentage_scale[Game_skill_level];
Assist_percentage = The_mission.ai_profile->assist_percentage_scale[Game_skill_level];
} else {
Kill_percentage = 0.30f;
Assist_percentage = 0.15f;
}
}
void scoring_eval_rank( scoring_struct *sc )
{
int i, score, new_rank, old_rank;
old_rank = sc->rank;
new_rank = old_rank;
// first check to see if the promotion flag is set -- if so, return the new rank
if ( Player->flags & PLAYER_FLAGS_PROMOTED ) {
// if the player does indeed get promoted, we should change his mission score
// to reflect the difference between all time and new rank score
if ( old_rank < MAX_FREESPACE2_RANK ) {
new_rank++;
if ( (sc->m_score + sc->score) < Ranks[new_rank].points )
sc->m_score = (Ranks[new_rank].points - sc->score);
}
} else {
// we get here only if player wasn't promoted automatically.
// it is possible to get a negative mission score but that will
// never result in a degradation
score = sc->m_score + sc->score;
for (i=old_rank + 1; i<NUM_RANKS; i++) {
if ( score >= Ranks[i].points )
new_rank = i;
}
}
// if the ranks do not match, then "grant" the new rank
if ( old_rank != new_rank ) {
Assert( new_rank >= 0 );
sc->m_promotion_earned = new_rank;
sc->rank = new_rank;
}
}
// function to evaluate whether or not a new badge is going to be awarded. This function returns
// which medal is awarded.
void scoring_eval_badges(scoring_struct *sc)
{
int total_kills;
// to determine badges, we count kills based on fighter/bomber types. We must count kills in
// all time stats + current mission stats. And, only for enemy fighters/bombers
total_kills = 0;
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if (it->is_fighter_bomber()) {
auto i = std::distance(Ship_info.cbegin(), it);
total_kills += sc->m_okKills[i];
total_kills += sc->kills[i];
}
}
// total_kills should now reflect the number of kills on hostile fighters/bombers. Check this number
// against badge kill numbers, and award the appropriate badges as neccessary.
int last_badge_kills = 0;
for (auto i = 0; i < Num_medals; i++ ) {
if ( total_kills >= Medals[i].kills_needed
&& Medals[i].kills_needed > last_badge_kills
&& Medals[i].kills_needed > 0 )
{
last_badge_kills = Medals[i].kills_needed;
if (sc->medal_counts[i] < 1) {
sc->medal_counts[i] = 1;
sc->m_badge_earned.push_back(i);
}
}
}
}
// central point for dealing with accepting the score for a misison.
void scoring_do_accept(scoring_struct *score)
{
int idx;
// do rank, badges, and medals first since they require the alltime stuff
// to not be updated yet.
// do medal stuff
if ( score->m_medal_earned != -1 ){
score->medal_counts[score->m_medal_earned]++;
}
// 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;
}
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();
}