2 * $Logfile: /Freespace2/code/Stats/Scoring.h $
7 * Scoring system structures, medals, rank, etc.
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 6 8/30/99 5:01p Dave
15 * Made d3d do less state changing in the nebula. Use new chat server for
18 * 5 8/26/99 8:49p Jefff
19 * Updated medals screen and about everything that ever touches medals in
20 * one way or another. Sheesh.
22 * 4 2/23/99 2:29p Dave
23 * First run of oldschool dogfight mode.
25 * 3 1/29/99 2:08a Dave
26 * Fixed beam weapon collisions with players. Reduced size of scoring
27 * struct for multiplayer. Disabled PXO.
29 * 2 10/07/98 10:54a Dave
32 * 1 10/07/98 10:51a Dave
34 * 32 9/15/98 11:44a Dave
35 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
36 * scale factors. Fixed standalone filtering of MD missions to non-MD
39 * 31 5/15/98 9:52p Dave
40 * Added new stats for freespace. Put in artwork for viewing stats on PXO.
42 * 30 5/15/98 4:12p Allender
43 * removed redbook code. Put back in ingame join timer. Major fixups for
44 * stats in multiplayer. Pass correct score, medals, etc when leaving
45 * game. Be sure clients display medals, badges, etc.
47 * 29 5/06/98 3:15p Allender
48 * fixed some ranking problems. Made vasudan support ship available in
51 * 28 5/05/98 2:10p Dave
52 * Verify campaign support for testing. More new tracker code.
54 * 27 4/27/98 6:02p Dave
55 * Modify how missile scoring works. Fixed a team select ui bug. Speed up
56 * multi_lag system. Put in new main hall.
58 * 26 4/21/98 11:55p Dave
59 * Put in player deaths statskeeping. Use arrow keys in the ingame join
60 * ship select screen. Don't quit the game if in the debriefing and server
63 * 25 4/21/98 4:44p Dave
64 * Implement Vasudan ships in multiplayer. Added a debug function to bash
65 * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
66 * problem in options screen.
68 * 24 4/13/98 4:19p Hoffoss
69 * Added rank voice file support.
71 * 23 3/09/98 5:54p Dave
72 * Fixed stats to take asteroid hits into account. Polished up UI stuff in
73 * team select. Finished up pilot info popup. Tracked down and fixed
76 * 22 3/09/98 4:30p Allender
77 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
78 * sexpressions. Add time cargo revealed to ship structure
80 * 21 3/02/98 4:24p Allender
81 * change how scoring works. Call scoring level close when debriefing is
82 * initialized. Made a "backout" function when mission is not accepted.
84 * 20 2/05/98 5:34p Hoffoss
85 * Changed code to allow each rank promotion to have it's own specific
88 * 19 2/04/98 6:36p Dave
89 * Changed how stats are handled for net players.
91 * 18 2/02/98 4:59p Hoffoss
92 * Added a promotion text field to rank.tbl and code to support it in
95 * 17 1/27/98 5:01p Dave
96 * Put in support for leaving multiplayer games in the pause state. Fixed
97 * a popup bug which freed saved screens incorrectly. Reworked scoring
98 * kill and assist evaluation.
100 * 16 1/27/98 4:23p Allender
101 * enhanced internal scoring mechanisms.
103 * 15 12/31/97 2:52p Hoffoss
104 * Added award window stuff to debriefing screen.
106 * 14 12/10/97 4:45p Dave
107 * Added in more detailed support for multiplayer packet lag/loss. Fixed
108 * some multiplayer stuff. Added some controls to the standalone.
110 * 13 11/18/97 5:30p Dave
111 * Reorganized some stats code. Made sure that mission stats (single and
112 * multi) are only merged with alltime stats at the proper times.
114 * 12 11/06/97 4:39p Allender
115 * a ton of medal work. Removed an uneeded elemen in the scoring
116 * structure. Fix up medals screen to apprioriate display medals (after
117 * mask was changed). Fix Fred to only display medals which may actually
118 * be granted. Added image_filename to player struct for Jason Hoffoss
120 * 11 11/06/97 9:54a Dave
123 * 10 11/05/97 4:43p Allender
124 * reworked medal/rank system to read all data from tables. Made Fred
125 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
126 * waypoint for activation
128 * 9 11/04/97 11:21p Allender
129 * added gramt-promotion and grant-medal sexpressions. Changed MAX_MEDALS
130 * to NUM_MEDALS and made it be the correct number. Temporaritly move
131 * medal names to missionparse.cpp so Fred could get at them
133 * 8 9/25/97 4:57p Dave
134 * Finished up work on assigning kills and assists in player (and
135 * multiplayer) stats.
137 * 7 9/24/97 5:03p Dave
138 * Beginning changes on how kills/assists are evaluated in both single and
141 * 6 9/18/97 10:14p Dave
142 * Updated the scoring system struct. Added rank.tbl. Modified how medal
143 * names are displayed.
145 * 5 9/18/97 9:21a Dave
146 * Added view medals state. Changed pilot scoring struct to reflect.
148 * 4 7/25/97 4:32p Dave
149 * Added bonehead stats management.
151 * 3 7/24/97 2:59p Dave
152 * modified the scoring_struct type, and its corresponding init function
154 * 2 5/01/97 10:24a Hoffoss
155 * Created new scoring structure, and added code to save/restore it
156 * to/from pilot file.
158 * 1 4/30/97 10:19a Hoffoss
163 #ifndef _SCORING_HEADER_FILE
164 #define _SCORING_HEADER_FILE
171 // ARGH. IMPORTANT : do not change NUM_MEDALS without talking to DaveB first. It will affect the size of the scoring struct and hence, will break
172 // a lot of PXO related stuff. SEE ALSO : MAX_SHIP_TYPES
174 #define NUM_MEDALS 16
175 #define NUM_MEDALS_FS1 16
177 #define NUM_MEDALS 18
178 #define NUM_MEDALS_FS1 16
183 #define RANK_ENSIGN 0
184 #define RANK_LT_JUNIOR 1
186 #define RANK_LT_CMDR 3
188 #define RANK_CAPTAIN 5
189 #define RANK_COMMODORE 6
190 #define RANK_REAR_ADMIRAL 7
191 #define RANK_VICE_ADMIRAL 8
192 #define RANK_ADMIRAL 9
194 #define MAX_FREESPACE1_RANK RANK_COMMODORE
195 #define MAX_FREESPACE2_RANK RANK_ADMIRAL
198 The ins and outs of when/where stats are stored and retreived - BE SURE TO FOLLOW THESE GUIDELINES
201 scoring_level_init() is called from game_level_init(). This zeroes out mission specific stats
202 scoring_level_close() is called from the debriefing screen when the player hits accept. This saves the mission
203 stats to alltime stats, and updates any campaign stats
204 NOTE : in single player mode, if the player is going back to replay an old mission, the stats shouldn't be
208 scoring_level_init() is called in game_level_init() again.
209 init_multiplayer_stats() is called on all computers in the game when moving _into_ the MISSION_SYNC state
211 scoring_level_close() is called on all machines when the host selects accept. If the host is not on the standalone
212 he sends a packet to all players indicating that they should save their data. If he _is_ on the standalone, he should
213 send only to the standalone, and then it rebroadcasts the packet ot everyone else.
217 typedef struct rank_stuff {
218 char name[NAME_LENGTH]; // name of this rank
219 char *promotion_text; // text to display when promoted to this rank
220 int points; // points needed to reach this rank
221 char bitmap[NAME_LENGTH]; // bitmap of this rank medal
222 char promotion_voice_base[MAX_FILENAME_LEN - 1];
225 #define STATS_FLAG_INVALID (1<<0)
226 #define STATS_FLAG_CAMPAIGN (1<<1)
227 #define STATS_FLAG_MULTIPLAYER (1<<2)
229 typedef struct scoring_struct {
233 int score; // all time score
234 int rank; // all time rank
235 int medals[NUM_MEDALS]; // all time medal counts
237 ushort kills[MAX_SHIP_TYPES]; // only valid kills (i.e. not on friendlies).
238 int assists; // alltime assists
239 int kill_count; // total alltime kills
240 int kill_count_ok; // total valid alltime kills (no friendlies)
241 unsigned int p_shots_fired; // primary weapon shots fired
242 unsigned int s_shots_fired; // secondary weapon shots fired
244 unsigned int p_shots_hit; // primary weapon shots hit
245 unsigned int s_shots_hit; // secondary weapon shots hit
247 unsigned int p_bonehead_hits; // alltime primary friendly hits
248 unsigned int s_bonehead_hits; // alltime secondary friendly hits
249 int bonehead_kills; // alltime friendly kills
251 unsigned int missions_flown; // total # of missions flown
252 unsigned int flight_time; // total # of flight hours the player has
253 time_t last_flown; // last time the player has flown
254 time_t last_backup; // so we can easily call scoring_level_backout()
257 int m_medal_earned; // which medal (if any) earned this mission
258 int m_badge_earned; // which badge was earned. Calculated after mission is over
259 int m_promotion_earned; // was a promotion earned. Calculated after mission is over
262 ushort m_kills[MAX_SHIP_TYPES]; // this will represent all kills in the mission (bonehead or not)
263 ushort m_okKills[MAX_SHIP_TYPES]; // this will be only the "valid" kills the player made
264 int m_kill_count; // total kills for this mission
265 int m_kill_count_ok; // total (non-friendly) kills for this mission
266 int m_assists; // player assits for the mission
267 unsigned int mp_shots_fired; // primary shots fired for the mission
268 unsigned int ms_shots_fired; // secondary shots fired for the mission
269 unsigned int mp_shots_hit; // primary shots hit for the mission
270 unsigned int ms_shots_hit; // secondary shots hit for the mission
271 unsigned int mp_bonehead_hits; // primary friendly hits for the mission
272 unsigned int ms_bonehead_hits; // secondary friendly hits for the mission
273 int m_bonehead_kills; // # of friendly kills for the mission
274 int m_player_deaths; // player deaths for the mission (really only useful for multiplayer)
276 // kills by player for multiplayer dogfight
277 ushort m_dogfight_kills[MAX_PLAYERS];
280 extern rank_stuff Ranks[NUM_RANKS];
282 void init_scoring_element(scoring_struct *s);
284 void parse_rank_tbl();
285 void scoring_level_init( scoring_struct *score );
286 void scoring_level_close(int accepted = 1);
287 void scoring_backout_accept( scoring_struct *score );
288 void scoring_do_accept( scoring_struct *score );
290 // function to give a medal to a player if he earned it
291 void scoring_check_medal(scoring_struct *sc);
293 void scoring_add_damage(object *ship_obj,object *other_obj,float damage);
294 void scoring_eval_kill(object *ship_obj);
295 void scoring_eval_assists(ship *sp,int killer_sig);
297 // bash the passed player to the specified rank
298 void scoring_bash_rank(player *pl,int rank);
300 // eval a hit on an object (for primary and secondary hit purposes)
301 void scoring_eval_hit(object *hit_obj, object *other_obj, int from_blast = 0);
303 // get a scaling factor for adding/subtracting from mission score
304 float scoring_get_scale_factor();