Files
fs2open.github.com/code/stats/scoring.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

1316 lines
40 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;
// 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 scoreing_close();
void parse_rank_tbl()
{
atexit(scoreing_close);
char buf[MULTITEXT_LENGTH];
int idx, persona;
try
{
read_file_text("rank.tbl", CF_TYPE_TABLES);
reset_parse();
// parse in all the rank names
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:")) {
required_string("$Promotion Text:");
stuff_string(buf, F_MULTITEXT, sizeof(buf));
drop_white_space(buf);
compact_multitext_string(buf);
persona = -1;
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] = vm_strdup(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
#ifndef NDEBUG
for (idx = 0; idx < NUM_RANKS - 1; idx++) {
if (Ranks[idx].points >= Ranks[idx + 1].points)
Int3();
}
#endif
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "rank.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, MAX_SHIP_CLASSES * sizeof(int));
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, MAX_SHIP_CLASSES * sizeof(int));
memset(m_okKills, 0, MAX_SHIP_CLASSES * sizeof(int));
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, MAX_PLAYERS * sizeof(int));
}
// 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));
}
// 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 & AIPF_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 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(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 & WIF_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 & AIPF_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 & AIPF_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 & WF_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 & WIF_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 & WIF_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 & WIF_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 scoreing_close()
{
SCP_map<int, char*>::iterator it;
for(int i = 0; i<NUM_RANKS; i++) {
for (it = Ranks[i].promotion_text.begin(); it != Ranks[i].promotion_text.end(); ++it) {
if (it->second) {
vm_free(it->second);
}
}
Ranks[i].promotion_text.clear();
}
}