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