Files
fs2open.github.com/code/stats/stats.cpp
T
2002-08-01 01:41:11 +00:00

538 lines
16 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/Stats.cpp $
* $Revision: 2.2 $
* $Date: 2002-08-01 01:41:10 $
* $Author: penguin $
*
* module for running the stats screen
*
* $Log: not supported by cvs2svn $
* Revision 2.1 2002/07/29 20:12:31 penguin
* added #ifdef _WIN32 around windows-specific system headers
*
* Revision 2.0 2002/06/03 04:02:29 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/13 21:09:29 mharris
* I think the last of the networking code has ifndef NO_NETWORK...
*
* Revision 1.1 2002/05/02 18:03:13 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 10/15/99 3:56p Jefff
* lifetime score to alltime stats printout (multi debrief screen)
*
* 4 10/15/99 3:01p Jefff
* mission score shows up in multiplayer debrief
*
* 3 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 3 3/15/99 10:30a Neilk
* Add hires support
*
* 2 10/07/98 10:54a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 38 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 37 5/18/98 5:25p Chad
* Removed old-ass stats display code.
*
* 36 5/18/98 12:52a Allender
* make initialization of multiplayer stats initialize all players, not
* just connected players (fixed ingame join stats problems)
*
* 35 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.
*
* 34 5/07/98 12:57a Dave
* Fixed incorrect calls to free() from stats code. Put in new artwork for
* debrief and host options screens. Another modification to scoring
* system for secondary weapons.
*
* 33 4/21/98 11:56p 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.
*
* 32 4/09/98 10:31a Dave
* Don't display player deaths statistic under single player (doesn't make
* sense).
*
* 31 3/31/98 5:18p John
* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
* bunch of debug stuff out of player file. Made model code be able to
* unload models and malloc out only however many models are needed.
*
*
* 30 3/27/98 3:59p Hoffoss
* Due to everyone using different assumptions about what a length define
* means, changed code to account for safest assumption.
*
* 29 3/17/98 12:29a Dave
* Put in hud support for rtvoice. Several ui interface changes.
*
* 28 3/15/98 4:17p Dave
* Fixed oberver hud problems. Put in handy netplayer macros. Reduced size
* of network orientation matrices.
*
* 27 2/22/98 2:48p John
* More String Externalization Classification
*
* 26 2/12/98 5:00p Lawrance
* underline kills in the stats section
*
* 25 1/06/98 5:08p Dave
* Put in stats display change to show alltime+mission stats during
* debriefing. Fixed a object update sequencing bug.
*
* 24 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.
*
* 23 11/06/97 9:53a Dave
*
* 22 10/25/97 7:23p Dave
* Moved back to single set stats storing. Put in better respawning
* locations system.
*
* 21 10/24/97 6:19p Dave
* More standalone testing/fixing. Added reliable endgame sequencing.
* Added reliable ingame joining. Added reliable stats transfer (endgame).
* Added support for dropping players in debriefing. Removed a lot of old
* unused code.
*
* 20 10/23/97 7:44p Hoffoss
* Added 2 defines to replace hard-coded values in the code.
*
* 19 10/21/97 5:21p Dave
* Fixed pregame mission load/file verify debacle. Added single vs.
* multiplayer stats system.
*
* 18 10/14/97 5:37p Dave
* Fixed a memory allocation bug
*
* 17 10/08/97 4:47p Dave
* Fixed bugs turned up in testing. Added some brief comments.
*
* 16 9/30/97 8:48p Lawrance
* generalize some functions for displaying stats info
*
* 15 9/24/97 5:03p Dave
* Beginning changes on how kills/assists are evaluated in both single and
* multiplayer
*
* 14 9/18/97 10:14p Dave
* Updated the scoring system struct. Added rank.tbl. Modified how medal
* names are displayed.
*
* 13 9/17/97 5:12p John
* Restructured collision routines. Probably broke a lot of stuff.
*
* 12 9/09/97 4:31p Dave
* Put in multiplayer post-game stats stuff.
*
* 11 8/26/97 4:59p Dave
* Changed display from bonehead hits to friendly hits.
*
* 10 8/23/97 11:31a Dave
* Changed the definition of bonehead hit %
*
* 9 8/20/97 12:31p Dave
* Added a death count for auto ressurected players.
* Made it easier to reorganize the stats page
*
* 8 8/19/97 5:14p Dave
* Added a sucker check. :)
*
* 7 8/15/97 2:20p Allender
* fix stats code to properly get connected players
*
* 6 8/15/97 9:28a Dave
* Fixed minor bug in multiplayer stats init.
*
* 5 8/14/97 5:20p Dave
* Made initialization/clearing of players stats more thorough.
*
* 4 7/25/97 5:23p Dave
* Made text displayed in antialiased font.
*
* 3 7/25/97 4:33p Dave
* Spiffed up statistics screen considerably. Currently reports all
* statistics in the game (except mission/campaign related scores)
*
* 2 7/24/97 2:31p Dave
* Added basic screen, no interaction yet.
*
* 1 7/24/97 1:50p Dave
*
* $NoKeywords: $
*/
#ifdef _WIN32
#include <io.h>
#include <winsock.h>
#endif
#include "freespace2/freespace.h"
#include "gamesequence/gamesequence.h"
#include "io/key.h"
#include "graphics/2d.h"
#include "ui/ui.h"
#include "io/timer.h"
#include "playerman/player.h"
#include "stats/stats.h"
#include "hud/hud.h"
#include "graphics/font.h"
#ifndef NO_NETWORK
#include "network/multi.h"
#endif
#define MISSION_STATS_START_Y 80
#define ALLTIME_STATS_START_Y 270
#define MULTIPLAYER_LIST_START 20
static int Mission_stats_start_y[GR_NUM_RESOLUTIONS] = {
80, // GR_640
80 // GR_1024
};
static int Alltime_stats_start_y[GR_NUM_RESOLUTIONS] = {
270, // GR_640
270 // GR_1024
};
static int Multiplayer_list_start[GR_NUM_RESOLUTIONS] = {
20, // GR_640
20 // GR_1024
};
// static UI_WINDOW Player_stats_window;
player *Active_player;
void show_stats_init()
{
// Player_stats_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
#ifndef NO_NETWORK
if (Game_mode & GM_MULTIPLAYER) {
set_player_stats(MY_NET_PLAYER_NUM);
}
else
#endif
{
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(sx,sy,XSTR( "Mission Stats", 114));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Total kills", 115));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Primary weapon shots", 116));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary weapon hits", 117));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary friendly hits", 118));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary hit %%", 119));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary friendly hit %%", 120));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Secondary weapon shots", 121));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary weapon hits", 122));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary friendly hits", 123));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary hit %%", 124));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary friendly hit %%", 125));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Assists", 126));
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
gr_printf(sx,sy,XSTR( "Player Deaths", 127));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Mission score", 1526));
}
break;
case ALL_TIME_STATS:
gr_printf(sx,sy,XSTR( "All Time Stats", 128));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Total kills", 115));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Primary weapon shots", 116));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary weapon hits", 117));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary friendly hits", 118));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary hit %%", 119));
sy += dy;
gr_printf(sx,sy,XSTR( "Primary friendly hit %%", 120));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Secondary weapon shots", 121));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary weapon hits", 122));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary friendly hits", 123));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary hit %%", 124));
sy += dy;
gr_printf(sx,sy,XSTR( "Secondary friendly hit %%", 125));
sy += 2*dy;
gr_printf(sx,sy,XSTR( "Assists", 126));
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
gr_printf(sx,sy,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);
}
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(sx,sy,text);
// stats_underline_text(sx,sy,text);
sy += 2*dy;
// mission primary weapon stats
sprintf(text,"%d",Active_player->stats.mp_shots_fired);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.mp_shots_hit);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.mp_bonehead_hits);
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,text);
sy += dy;
if(Active_player->stats.mp_bonehead_hits>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(text," %%");
gr_printf(sx,sy,text);
sy += 2*dy;
// mission secondary weapon stats
sprintf(text,"%d",Active_player->stats.ms_shots_fired);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.ms_shots_hit);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.ms_bonehead_hits);
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,text);
sy += dy;
if(Active_player->stats.ms_bonehead_hits>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(text," %%");
gr_printf(sx,sy,text);
sy += 2*dy;
// mission assists and player rescues (respawns)
sprintf(text,"%d",(int)Active_player->stats.m_assists);
gr_printf(sx,sy,text);
sy += 2*dy;
if(Game_mode & GM_MULTIPLAYER){
sprintf(text,"%d",(int)Active_player->stats.m_player_deaths);
gr_printf(sx,sy,text);
sy += 2*dy;
// mission score
gr_printf(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,
// zero it out
memset(&add,0,sizeof(scoring_struct));
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);
gr_printf(sx,sy,text);
// stats_underline_text(sx,sy,text);
sy += 2*dy;
// alltime primary weapon stats
sprintf(text,"%d",Active_player->stats.p_shots_fired + add.p_shots_fired);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.p_shots_hit + add.p_shots_hit);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.p_bonehead_hits + add.p_bonehead_hits);
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,text);
sy += 2*dy;
// alltime secondary weapon stats
sprintf(text,"%d",Active_player->stats.s_shots_fired + add.s_shots_fired);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.s_shots_hit + add.s_shots_hit);
gr_printf(sx,sy,text);
sy += dy;
sprintf(text,"%d",Active_player->stats.s_bonehead_hits + add.s_bonehead_hits);
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,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(text," %%");
gr_printf(sx,sy,text);
sy += 2*dy;
// alltime assists
sprintf(text,"%d",(int)Active_player->stats.assists + add.assists);
gr_printf(sx,sy,text);
sy += 2*dy;
if (Game_mode & GM_MULTIPLAYER) {
gr_printf(sx, sy, "%d", (int)Active_player->stats.score);
}
break;
} // end switch
}
#ifndef NO_NETWORK
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;
}
#endif
void show_stats_close()
{
}
#ifndef NO_NETWORK
// 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].player;
}
#endif