Files
fs2open.github.com/code/stats/scoring.h
T
2015-04-29 18:43:06 +10:00

351 lines
12 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.
*
*/
/*
* $Logfile: /Freespace2/code/Stats/Scoring.h $
* $Revision: 2.11 $
* $Date: 2007-10-28 15:38:18 $
* $Author: karajorma $
*
* Scoring system structures, medals, rank, etc.
*
* $Log: not supported by cvs2svn $
* Revision 2.10 2006/12/28 00:59:53 wmcoolmon
* WMC codebase commit. See pre-commit build thread for details on changes.
*
* Revision 2.9 2006/09/11 06:51:17 taylor
* fixes for stuff_string() bounds checking
*
* Revision 2.8 2005/12/29 08:08:42 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 2.7 2005/07/13 03:35:32 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.6 2005/05/08 20:20:46 wmcoolmon
* Dynamically allocated medals
*
* Revision 2.5 2005/02/04 10:12:33 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.4 2004/08/11 05:06:35 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.3 2004/03/05 09:02:05 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2003/01/27 00:51:08 DTP
* Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still cant join. narrowing it down.
*
* Revision 2.1 2002/08/01 01:41:10 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:29 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:13 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 8/30/99 5:01p Dave
* Made d3d do less state changing in the nebula. Use new chat server for
* PXO.
*
* 5 8/26/99 8:49p Jefff
* Updated medals screen and about everything that ever touches medals in
* one way or another. Sheesh.
*
* 4 2/23/99 2:29p Dave
* First run of oldschool dogfight mode.
*
* 3 1/29/99 2:08a Dave
* Fixed beam weapon collisions with players. Reduced size of scoring
* struct for multiplayer. Disabled PXO.
*
* 2 10/07/98 10:54a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 32 9/15/98 11:44a Dave
* Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
* scale factors. Fixed standalone filtering of MD missions to non-MD
* hosts.
*
* 31 5/15/98 9:52p Dave
* Added new stats for freespace. Put in artwork for viewing stats on PXO.
*
* 30 5/15/98 4:12p Allender
* removed redbook code. Put back in ingame join timer. Major fixups for
* stats in multiplayer. Pass correct score, medals, etc when leaving
* game. Be sure clients display medals, badges, etc.
*
* 29 5/06/98 3:15p Allender
* fixed some ranking problems. Made vasudan support ship available in
* multiplayer mode.
*
* 28 5/05/98 2:10p Dave
* Verify campaign support for testing. More new tracker code.
*
* 27 4/27/98 6:02p Dave
* Modify how missile scoring works. Fixed a team select ui bug. Speed up
* multi_lag system. Put in new main hall.
*
* 26 4/21/98 11:55p Dave
* Put in player deaths statskeeping. Use arrow keys in the ingame join
* ship select screen. Don't quit the game if in the debriefing and server
* leaves.
*
* 25 4/21/98 4:44p Dave
* Implement Vasudan ships in multiplayer. Added a debug function to bash
* player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
* problem in options screen.
*
* 24 4/13/98 4:19p Hoffoss
* Added rank voice file support.
*
* 23 3/09/98 5:54p Dave
* Fixed stats to take asteroid hits into account. Polished up UI stuff in
* team select. Finished up pilot info popup. Tracked down and fixed
* double click bug.
*
* 22 3/09/98 4:30p Allender
* multiplayer secondary weapon changes. red-alert and cargo-known-delay
* sexpressions. Add time cargo revealed to ship structure
*
* 21 3/02/98 4:24p Allender
* change how scoring works. Call scoring level close when debriefing is
* initialized. Made a "backout" function when mission is not accepted.
*
* 20 2/05/98 5:34p Hoffoss
* Changed code to allow each rank promotion to have it's own specific
* debriefing text.
*
* 19 2/04/98 6:36p Dave
* Changed how stats are handled for net players.
*
* 18 2/02/98 4:59p Hoffoss
* Added a promotion text field to rank.tbl and code to support it in
* FreeSpace.
*
* 17 1/27/98 5:01p Dave
* Put in support for leaving multiplayer games in the pause state. Fixed
* a popup bug which freed saved screens incorrectly. Reworked scoring
* kill and assist evaluation.
*
* 16 1/27/98 4:23p Allender
* enhanced internal scoring mechanisms.
*
* 15 12/31/97 2:52p Hoffoss
* Added award window stuff to debriefing screen.
*
* 14 12/10/97 4:45p Dave
* Added in more detailed support for multiplayer packet lag/loss. Fixed
* some multiplayer stuff. Added some controls to the standalone.
*
* 13 11/18/97 5:30p Dave
* Reorganized some stats code. Made sure that mission stats (single and
* multi) are only merged with alltime stats at the proper times.
*
* 12 11/06/97 4:39p Allender
* a ton of medal work. Removed an uneeded elemen in the scoring
* structure. Fix up medals screen to apprioriate display medals (after
* mask was changed). Fix Fred to only display medals which may actually
* be granted. Added image_filename to player struct for Jason Hoffoss
*
* 11 11/06/97 9:54a Dave
* Dependant checkin
*
* 10 11/05/97 4:43p Allender
* reworked medal/rank system to read all data from tables. Made Fred
* read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
* waypoint for activation
*
* 9 11/04/97 11:21p Allender
* added gramt-promotion and grant-medal sexpressions. Changed MAX_MEDALS
* to NUM_MEDALS and made it be the correct number. Temporaritly move
* medal names to missionparse.cpp so Fred could get at them
*
* 8 9/25/97 4:57p Dave
* Finished up work on assigning kills and assists in player (and
* multiplayer) stats.
*
* 7 9/24/97 5:03p Dave
* Beginning changes on how kills/assists are evaluated in both single and
* multiplayer
*
* 6 9/18/97 10:14p Dave
* Updated the scoring system struct. Added rank.tbl. Modified how medal
* names are displayed.
*
* 5 9/18/97 9:21a Dave
* Added view medals state. Changed pilot scoring struct to reflect.
*
* 4 7/25/97 4:32p Dave
* Added bonehead stats management.
*
* 3 7/24/97 2:59p Dave
* modified the scoring_struct type, and its corresponding init function
*
* 2 5/01/97 10:24a Hoffoss
* Created new scoring structure, and added code to save/restore it
* to/from pilot file.
*
* 1 4/30/97 10:19a Hoffoss
*
* $NoKeywords: $
*/
#ifndef _SCORING_HEADER_FILE
#define _SCORING_HEADER_FILE
#include <time.h>
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
struct player;
struct ship;
struct object;
#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.
*/
typedef struct rank_stuff {
char name[NAME_LENGTH]; // name of this rank
char *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];
rank_stuff(){memset(this, 0, sizeof(rank_stuff));}
} rank_stuff;
#define STATS_FLAG_INVALID (1<<0)
#define STATS_FLAG_CAMPAIGN (1<<1)
#define STATS_FLAG_MULTIPLAYER (1<<2)
typedef struct scoring_struct {
int flags;
// All-time total
int score; // all time score
int rank; // all time rank
int medals[MAX_MEDALS]; // all time medal counts
//ushort kills[MAX_SHIP_CLASSES]; // only valid kills (i.e. not on friendlies).
int kills[MAX_SHIP_CLASSES]; //DTP for bumped max_ships
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
int m_badge_earned; // which badge was earned. Calculated after mission is over
int m_promotion_earned; // was a promotion earned. Calculated after mission is over
int m_score;
//ushort m_kills[MAX_SHIP_CLASSES]; // this will represent all kills in the mission (bonehead or not)
int m_kills[MAX_SHIP_CLASSES]; //DTP max
//ushort m_okKills[MAX_SHIP_CLASSES]; // this will be only the "valid" kills the player made
int m_okKills[MAX_SHIP_CLASSES]; //DTP max
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)
// kills by player for multiplayer dogfight
//ushort m_dogfight_kills[MAX_PLAYERS];
int m_dogfight_kills[MAX_PLAYERS];//DTP max
} scoring_struct;
extern rank_stuff Ranks[NUM_RANKS];
void init_scoring_element(scoring_struct *s);
void parse_rank_tbl();
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 );
// function to give a medal to a player if he earned it
void scoring_check_medal(scoring_struct *sc);
void scoring_add_damage(object *ship_obj,object *other_obj,float damage);
int scoring_eval_kill(object *ship_obj);
void scoring_eval_assists(ship *sp,int killer_sig);
// 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