Files
fs2open.github.com/code/stats/stats.cpp
T
MageKing17 d5d33379a3 Get rid of duplicate percent signs in the statistics screen.
The problem was caused by an oversight in 07107ce9b2 (namely, that changing some strings from being passed directly to string-formatting to being passed as arguments to a "%s" format-specifier meant that "%%" was no longer needed to get a plain "%" out the other side).
2017-04-23 10:42:25 -07:00

322 lines
9.9 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.
*
*/
#ifdef _WIN32
#include <io.h>
#include <winsock.h>
#endif
#include "globalincs/systemvars.h"
#include "hud/hud.h"
#include "network/multi.h"
#include "playerman/player.h"
#include "stats/stats.h"
#define MISSION_STATS_START_Y 80
#define ALLTIME_STATS_START_Y 270
#define MULTIPLAYER_LIST_START 20
player *Active_player;
void show_stats_init()
{
if (Game_mode & GM_MULTIPLAYER) {
set_player_stats(MY_NET_PLAYER_NUM);
} else {
Active_player = Player;
}
}
// write out the label for each stat
void show_stats_label(int stage, int sx, int sy, int dy)
{
switch ( stage ) {
case MISSION_STATS:
gr_printf_menu(sx,sy,"%s", XSTR( "Mission Stats", 114));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Total kills", 115));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary weapon shots", 116));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary weapon hits", 117));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary friendly hits", 118));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary hit %", 119));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary friendly hit %", 120));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary weapon shots", 121));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary weapon hits", 122));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary friendly hits", 123));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary hit %", 124));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary friendly hit %", 125));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Assists", 126));
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
gr_printf_menu(sx,sy,"%s", XSTR( "Player Deaths", 127));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Mission score", 1526));
}
break;
case ALL_TIME_STATS:
gr_printf_menu(sx,sy,"%s", XSTR( "All Time Stats", 128));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Total kills", 115));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary weapon shots", 116));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary weapon hits", 117));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary friendly hits", 118));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary hit %", 119));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Primary friendly hit %", 120));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary weapon shots", 121));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary weapon hits", 122));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary friendly hits", 123));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary hit %", 124));
sy += dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Secondary friendly hit %", 125));
sy += 2*dy;
gr_printf_menu(sx,sy,"%s", XSTR( "Assists", 126));
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
gr_printf_menu(sx,sy,"%s", XSTR( "Score", 1527));
}
break;
} // end switch
}
void stats_underline_text(int sx, int sy, char *text)
{
int w,h,fh;
gr_get_string_size(&w,&h,text);
fh=gr_get_font_height();
gr_line(sx-1, sy+fh, sx+w+1, sy+fh, GR_RESIZE_MENU);
}
void show_stats_numbers(int stage, int sx, int sy, int dy,int add_mission)
{
char text[30];
float pct;
sy += 2*dy;
switch ( stage ) {
case MISSION_STATS:
// mission kills stats
sprintf(text,"%d",Active_player->stats.m_kill_count_ok);
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// mission primary weapon stats
sprintf(text,"%u",Active_player->stats.mp_shots_fired);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.mp_shots_hit);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.mp_bonehead_hits);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if(Active_player->stats.mp_shots_fired>0)
pct=(float)100.0*((float)Active_player->stats.mp_shots_hit/(float)Active_player->stats.mp_shots_fired);
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if(Active_player->stats.mp_shots_fired>0)
pct=(float)100.0*((float)Active_player->stats.mp_bonehead_hits/(float)Active_player->stats.mp_shots_fired);
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// mission secondary weapon stats
sprintf(text,"%u",Active_player->stats.ms_shots_fired);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.ms_shots_hit);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.ms_bonehead_hits);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if(Active_player->stats.ms_shots_fired>0)
pct=(float)100.0*((float)Active_player->stats.ms_shots_hit/(float)Active_player->stats.ms_shots_fired);
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if(Active_player->stats.ms_shots_fired>0)
pct=(float)100.0*((float)Active_player->stats.ms_bonehead_hits/(float)Active_player->stats.ms_shots_fired);
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// mission assists and player rescues (respawns)
sprintf(text,"%d",(int)Active_player->stats.m_assists);
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
sprintf(text,"%d",(int)Active_player->stats.m_player_deaths);
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// mission score
gr_printf_menu(sx, sy, "%d", (int)Active_player->stats.m_score);
}
break;
case ALL_TIME_STATS:
scoring_struct add;
// if we are passed mission_add (the stats for the current mission), copy it to "add", otherwise,
// leave it blank
if (add_mission) {
add.kill_count_ok = Active_player->stats.m_kill_count_ok;
add.p_shots_fired = Active_player->stats.mp_shots_fired;
add.p_shots_hit = Active_player->stats.mp_shots_hit;
add.p_bonehead_hits = Active_player->stats.mp_bonehead_hits;
add.s_shots_fired = Active_player->stats.ms_shots_fired;
add.s_shots_hit = Active_player->stats.ms_shots_hit;
add.s_bonehead_hits = Active_player->stats.ms_bonehead_hits;
}
// mission kills stats
sprintf(text,"%d",Active_player->stats.kill_count_ok + add.kill_count_ok);
hud_num_make_mono(text, font::get_current_fontnum());
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// alltime primary weapon stats
sprintf(text,"%u",Active_player->stats.p_shots_fired + add.p_shots_fired);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.p_shots_hit + add.p_shots_hit);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.p_bonehead_hits + add.p_bonehead_hits);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if((Active_player->stats.p_shots_fired + add.p_shots_fired)>0)
pct=(float)100.0*((float)(Active_player->stats.p_shots_hit+add.p_shots_hit)/(float)(Active_player->stats.p_shots_fired + add.p_shots_fired));
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if((Active_player->stats.p_bonehead_hits + add.p_bonehead_hits)>0)
pct=(float)100.0*((float)(Active_player->stats.p_bonehead_hits+add.p_bonehead_hits)/(float)(Active_player->stats.p_shots_fired + add.p_shots_fired));
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// alltime secondary weapon stats
sprintf(text,"%u",Active_player->stats.s_shots_fired + add.s_shots_fired);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.s_shots_hit + add.s_shots_hit);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
sprintf(text,"%u",Active_player->stats.s_bonehead_hits + add.s_bonehead_hits);
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if((Active_player->stats.s_shots_fired+add.s_shots_fired)>0)
pct=(float)100.0*((float)(Active_player->stats.s_shots_hit + add.s_shots_hit)/(float)(Active_player->stats.s_shots_fired + add.s_shots_fired));
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += dy;
if((Active_player->stats.s_bonehead_hits + add.s_bonehead_hits)>0)
pct=(float)100.0*((float)(Active_player->stats.s_bonehead_hits+add.s_bonehead_hits)/(float)(Active_player->stats.s_shots_fired+add.s_shots_fired));
else pct=(float)0.0;
sprintf(text,"%d",(int)pct); strcat_s(text," %");
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
// alltime assists
sprintf(text,"%d",(int)Active_player->stats.assists + add.assists);
gr_printf_menu(sx,sy,"%s", text);
sy += 2*dy;
if (Game_mode & GM_MULTIPLAYER) {
gr_printf_menu(sx, sy, "%d", (int)Active_player->stats.score);
}
break;
} // end switch
}
int find_netplayer_n(int n)
{
int idx;
int target;
target = n;
n=0;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx])){
n++;
if(n == target)
return idx;
}
}
return -1;
}
void show_stats_close()
{
}
// initialize the statistics portion of the player structure for multiplayer. Only the host of
// a netgame needs to be doing this (and if fact, only he *should* be doing this)
void init_multiplayer_stats( )
{
scoring_struct *ptr;
for (int idx=0; idx < MAX_PLAYERS; idx++) {
ptr = &Players[idx].stats;
scoring_level_init( ptr );
}
}
void set_player_stats(int pid)
{
Active_player = Net_players[pid].m_player;
}