2 * $Logfile: /Freespace2/code/Stats/Stats.cpp $
7 * module for running the stats screen
10 * Revision 1.2 2002/05/04 04:36:56 theoddone33
11 * More changes, took out a lot of the sound/* stuff which will bite later but
14 * Revision 1.1.1.1 2002/05/03 03:28:10 root
18 * 5 10/15/99 3:56p Jefff
19 * lifetime score to alltime stats printout (multi debrief screen)
21 * 4 10/15/99 3:01p Jefff
22 * mission score shows up in multiplayer debrief
24 * 3 3/19/99 9:51a Dave
25 * Checkin to repair massive source safe crash. Also added support for
26 * pof-style nebulae, and some new weapons code.
28 * 3 3/15/99 10:30a Neilk
31 * 2 10/07/98 10:54a Dave
34 * 1 10/07/98 10:51a Dave
36 * 38 6/09/98 10:31a Hoffoss
37 * Created index numbers for all xstr() references. Any new xstr() stuff
38 * added from here on out should be added to the end if the list. The
39 * current list count can be found in FreeSpace.cpp (search for
42 * 37 5/18/98 5:25p Chad
43 * Removed old-ass stats display code.
45 * 36 5/18/98 12:52a Allender
46 * make initialization of multiplayer stats initialize all players, not
47 * just connected players (fixed ingame join stats problems)
49 * 35 5/15/98 4:12p Allender
50 * removed redbook code. Put back in ingame join timer. Major fixups for
51 * stats in multiplayer. Pass correct score, medals, etc when leaving
52 * game. Be sure clients display medals, badges, etc.
54 * 34 5/07/98 12:57a Dave
55 * Fixed incorrect calls to free() from stats code. Put in new artwork for
56 * debrief and host options screens. Another modification to scoring
57 * system for secondary weapons.
59 * 33 4/21/98 11:56p Dave
60 * Put in player deaths statskeeping. Use arrow keys in the ingame join
61 * ship select screen. Don't quit the game if in the debriefing and server
64 * 32 4/09/98 10:31a Dave
65 * Don't display player deaths statistic under single player (doesn't make
68 * 31 3/31/98 5:18p John
69 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
70 * bunch of debug stuff out of player file. Made model code be able to
71 * unload models and malloc out only however many models are needed.
74 * 30 3/27/98 3:59p Hoffoss
75 * Due to everyone using different assumptions about what a length define
76 * means, changed code to account for safest assumption.
78 * 29 3/17/98 12:29a Dave
79 * Put in hud support for rtvoice. Several ui interface changes.
81 * 28 3/15/98 4:17p Dave
82 * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size
83 * of network orientation matrices.
85 * 27 2/22/98 2:48p John
86 * More String Externalization Classification
88 * 26 2/12/98 5:00p Lawrance
89 * underline kills in the stats section
91 * 25 1/06/98 5:08p Dave
92 * Put in stats display change to show alltime+mission stats during
93 * debriefing. Fixed a object update sequencing bug.
95 * 24 12/10/97 4:45p Dave
96 * Added in more detailed support for multiplayer packet lag/loss. Fixed
97 * some multiplayer stuff. Added some controls to the standalone.
99 * 23 11/06/97 9:53a Dave
101 * 22 10/25/97 7:23p Dave
102 * Moved back to single set stats storing. Put in better respawning
105 * 21 10/24/97 6:19p Dave
106 * More standalone testing/fixing. Added reliable endgame sequencing.
107 * Added reliable ingame joining. Added reliable stats transfer (endgame).
108 * Added support for dropping players in debriefing. Removed a lot of old
111 * 20 10/23/97 7:44p Hoffoss
112 * Added 2 defines to replace hard-coded values in the code.
114 * 19 10/21/97 5:21p Dave
115 * Fixed pregame mission load/file verify debacle. Added single vs.
116 * multiplayer stats system.
118 * 18 10/14/97 5:37p Dave
119 * Fixed a memory allocation bug
121 * 17 10/08/97 4:47p Dave
122 * Fixed bugs turned up in testing. Added some brief comments.
124 * 16 9/30/97 8:48p Lawrance
125 * generalize some functions for displaying stats info
127 * 15 9/24/97 5:03p Dave
128 * Beginning changes on how kills/assists are evaluated in both single and
131 * 14 9/18/97 10:14p Dave
132 * Updated the scoring system struct. Added rank.tbl. Modified how medal
133 * names are displayed.
135 * 13 9/17/97 5:12p John
136 * Restructured collision routines. Probably broke a lot of stuff.
138 * 12 9/09/97 4:31p Dave
139 * Put in multiplayer post-game stats stuff.
141 * 11 8/26/97 4:59p Dave
142 * Changed display from bonehead hits to friendly hits.
144 * 10 8/23/97 11:31a Dave
145 * Changed the definition of bonehead hit %
147 * 9 8/20/97 12:31p Dave
148 * Added a death count for auto ressurected players.
149 * Made it easier to reorganize the stats page
151 * 8 8/19/97 5:14p Dave
152 * Added a sucker check. :)
154 * 7 8/15/97 2:20p Allender
155 * fix stats code to properly get connected players
157 * 6 8/15/97 9:28a Dave
158 * Fixed minor bug in multiplayer stats init.
160 * 5 8/14/97 5:20p Dave
161 * Made initialization/clearing of players stats more thorough.
163 * 4 7/25/97 5:23p Dave
164 * Made text displayed in antialiased font.
166 * 3 7/25/97 4:33p Dave
167 * Spiffed up statistics screen considerably. Currently reports all
168 * statistics in the game (except mission/campaign related scores)
170 * 2 7/24/97 2:31p Dave
171 * Added basic screen, no interaction yet.
173 * 1 7/24/97 1:50p Dave
182 #include "freespace.h"
183 #include "gamesequence.h"
194 #define MISSION_STATS_START_Y 80
195 #define ALLTIME_STATS_START_Y 270
196 #define MULTIPLAYER_LIST_START 20
198 static int Mission_stats_start_y[GR_NUM_RESOLUTIONS] = {
203 static int Alltime_stats_start_y[GR_NUM_RESOLUTIONS] = {
208 static int Multiplayer_list_start[GR_NUM_RESOLUTIONS] = {
213 // static UI_WINDOW Player_stats_window;
215 player *Active_player;
217 void show_stats_init()
219 // Player_stats_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
221 if (Game_mode & GM_MULTIPLAYER) {
222 set_player_stats(MY_NET_PLAYER_NUM);
224 Active_player = Player;
228 // write out the label for each stat
229 void show_stats_label(int stage, int sx, int sy, int dy)
233 gr_printf(sx,sy,XSTR( "Mission Stats", 114));
235 gr_printf(sx,sy,XSTR( "Total kills", 115));
237 gr_printf(sx,sy,XSTR( "Primary weapon shots", 116));
239 gr_printf(sx,sy,XSTR( "Primary weapon hits", 117));
241 gr_printf(sx,sy,XSTR( "Primary friendly hits", 118));
243 gr_printf(sx,sy,XSTR( "Primary hit %%", 119));
245 gr_printf(sx,sy,XSTR( "Primary friendly hit %%", 120));
248 gr_printf(sx,sy,XSTR( "Secondary weapon shots", 121));
250 gr_printf(sx,sy,XSTR( "Secondary weapon hits", 122));
252 gr_printf(sx,sy,XSTR( "Secondary friendly hits", 123));
254 gr_printf(sx,sy,XSTR( "Secondary hit %%", 124));
256 gr_printf(sx,sy,XSTR( "Secondary friendly hit %%", 125));
259 gr_printf(sx,sy,XSTR( "Assists", 126));
262 if(Game_mode & GM_MULTIPLAYER){
263 gr_printf(sx,sy,XSTR( "Player Deaths", 127));
266 gr_printf(sx,sy,XSTR( "Mission score", 1526));
273 gr_printf(sx,sy,XSTR( "All Time Stats", 128));
275 gr_printf(sx,sy,XSTR( "Total kills", 115));
277 gr_printf(sx,sy,XSTR( "Primary weapon shots", 116));
279 gr_printf(sx,sy,XSTR( "Primary weapon hits", 117));
281 gr_printf(sx,sy,XSTR( "Primary friendly hits", 118));
283 gr_printf(sx,sy,XSTR( "Primary hit %%", 119));
285 gr_printf(sx,sy,XSTR( "Primary friendly hit %%", 120));
288 gr_printf(sx,sy,XSTR( "Secondary weapon shots", 121));
290 gr_printf(sx,sy,XSTR( "Secondary weapon hits", 122));
292 gr_printf(sx,sy,XSTR( "Secondary friendly hits", 123));
294 gr_printf(sx,sy,XSTR( "Secondary hit %%", 124));
296 gr_printf(sx,sy,XSTR( "Secondary friendly hit %%", 125));
299 gr_printf(sx,sy,XSTR( "Assists", 126));
302 if(Game_mode & GM_MULTIPLAYER){
303 gr_printf(sx,sy,XSTR( "Score", 1527));
309 void stats_underline_text(int sx, int sy, char *text)
313 gr_get_string_size(&w,&h,text);
314 fh=gr_get_font_height();
315 gr_line(sx-1, sy+fh, sx+w+1, sy+fh);
318 void show_stats_numbers(int stage, int sx, int sy, int dy,int add_mission)
326 // mission kills stats
327 sprintf(text,"%d",Active_player->stats.m_kill_count_ok);
328 gr_printf(sx,sy,text);
329 // stats_underline_text(sx,sy,text);
331 // mission primary weapon stats
332 sprintf(text,"%d",Active_player->stats.mp_shots_fired);
333 gr_printf(sx,sy,text);
335 sprintf(text,"%d",Active_player->stats.mp_shots_hit);
336 gr_printf(sx,sy,text);
338 sprintf(text,"%d",Active_player->stats.mp_bonehead_hits);
339 gr_printf(sx,sy,text);
341 if(Active_player->stats.mp_shots_fired>0)
342 pct=(float)100.0*((float)Active_player->stats.mp_shots_hit/(float)Active_player->stats.mp_shots_fired);
344 sprintf(text,"%d",(int)pct); strcat(text," %%");
345 gr_printf(sx,sy,text);
347 if(Active_player->stats.mp_bonehead_hits>0)
348 pct=(float)100.0*((float)Active_player->stats.mp_bonehead_hits/(float)Active_player->stats.mp_shots_fired);
350 sprintf(text,"%d",(int)pct); strcat(text," %%");
351 gr_printf(sx,sy,text);
354 // mission secondary weapon stats
355 sprintf(text,"%d",Active_player->stats.ms_shots_fired);
356 gr_printf(sx,sy,text);
358 sprintf(text,"%d",Active_player->stats.ms_shots_hit);
359 gr_printf(sx,sy,text);
361 sprintf(text,"%d",Active_player->stats.ms_bonehead_hits);
362 gr_printf(sx,sy,text);
364 if(Active_player->stats.ms_shots_fired>0)
365 pct=(float)100.0*((float)Active_player->stats.ms_shots_hit/(float)Active_player->stats.ms_shots_fired);
367 sprintf(text,"%d",(int)pct); strcat(text," %%");
368 gr_printf(sx,sy,text);
370 if(Active_player->stats.ms_bonehead_hits>0)
371 pct=(float)100.0*((float)Active_player->stats.ms_bonehead_hits/(float)Active_player->stats.ms_shots_fired);
373 sprintf(text,"%d",(int)pct); strcat(text," %%");
374 gr_printf(sx,sy,text);
377 // mission assists and player rescues (respawns)
378 sprintf(text,"%d",(int)Active_player->stats.m_assists);
379 gr_printf(sx,sy,text);
382 if(Game_mode & GM_MULTIPLAYER){
383 sprintf(text,"%d",(int)Active_player->stats.m_player_deaths);
384 gr_printf(sx,sy,text);
388 gr_printf(sx, sy, "%d", (int)Active_player->stats.m_score);
397 // if we are passed mission_add (the stats for the current mission), copy it to "add", otherwise,
399 memset(&add,0,sizeof(scoring_struct));
401 add.kill_count_ok = Active_player->stats.m_kill_count_ok;
402 add.p_shots_fired = Active_player->stats.mp_shots_fired;
403 add.p_shots_hit = Active_player->stats.mp_shots_hit;
404 add.p_bonehead_hits = Active_player->stats.mp_bonehead_hits;
406 add.s_shots_fired = Active_player->stats.ms_shots_fired;
407 add.s_shots_hit = Active_player->stats.ms_shots_hit;
408 add.s_bonehead_hits = Active_player->stats.ms_bonehead_hits;
411 // mission kills stats
412 sprintf(text,"%d",Active_player->stats.kill_count_ok + add.kill_count_ok);
413 hud_num_make_mono(text);
414 gr_printf(sx,sy,text);
415 // stats_underline_text(sx,sy,text);
417 // alltime primary weapon stats
418 sprintf(text,"%d",Active_player->stats.p_shots_fired + add.p_shots_fired);
419 gr_printf(sx,sy,text);
421 sprintf(text,"%d",Active_player->stats.p_shots_hit + add.p_shots_hit);
422 gr_printf(sx,sy,text);
424 sprintf(text,"%d",Active_player->stats.p_bonehead_hits + add.p_bonehead_hits);
425 gr_printf(sx,sy,text);
427 if((Active_player->stats.p_shots_fired + add.p_shots_fired)>0)
428 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));
430 sprintf(text,"%d",(int)pct); strcat(text," %%");
431 gr_printf(sx,sy,text);
433 if((Active_player->stats.p_bonehead_hits + add.p_bonehead_hits)>0)
434 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));
436 sprintf(text,"%d",(int)pct); strcat(text," %%");
437 gr_printf(sx,sy,text);
440 // alltime secondary weapon stats
441 sprintf(text,"%d",Active_player->stats.s_shots_fired + add.s_shots_fired);
442 gr_printf(sx,sy,text);
444 sprintf(text,"%d",Active_player->stats.s_shots_hit + add.s_shots_hit);
445 gr_printf(sx,sy,text);
447 sprintf(text,"%d",Active_player->stats.s_bonehead_hits + add.s_bonehead_hits);
448 gr_printf(sx,sy,text);
450 if((Active_player->stats.s_shots_fired+add.s_shots_fired)>0)
451 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));
453 sprintf(text,"%d",(int)pct); strcat(text," %%");
454 gr_printf(sx,sy,text);
456 if((Active_player->stats.s_bonehead_hits + add.s_bonehead_hits)>0)
457 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));
459 sprintf(text,"%d",(int)pct); strcat(text," %%");
460 gr_printf(sx,sy,text);
464 sprintf(text,"%d",(int)Active_player->stats.assists + add.assists);
465 gr_printf(sx,sy,text);
468 if (Game_mode & GM_MULTIPLAYER) {
469 gr_printf(sx, sy, "%d", (int)Active_player->stats.score);
475 int find_netplayer_n(int n)
481 for(idx=0;idx<MAX_PLAYERS;idx++){
482 if(MULTI_CONNECTED(Net_players[idx])){
493 void show_stats_close()
497 // initialize the statistics portion of the player structure for multiplayer. Only the host of
498 // a netgame needs to be doing this (and if fact, only he *should* be doing this)
499 void init_multiplayer_stats( )
503 for (int idx=0; idx < MAX_PLAYERS; idx++) {
504 ptr = &Players[idx].stats;
505 scoring_level_init( ptr );
509 void set_player_stats(int pid)
511 Active_player = Net_players[pid].player;