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fs2open.github.com/code/stats/scoring.h

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6.1 KiB
C++

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