2 * $Logfile: /Freespace2/code/Stats/Scoring.cpp $
7 * Scoring system code, medals, rank, etc.
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 23 10/25/99 5:51p Jefff
15 * commented some scoring debug code
17 * 22 10/15/99 3:01p Jefff
18 * scoring change in coop and tvt. for big ships, killer gets 100% of
19 * score, but teammates also get 50%.
21 * 21 9/12/99 9:56p Jefff
22 * fixed another cause of the
23 * medals-in-training-missions-not-getting-recorded bug
25 * 20 9/10/99 9:44p Dave
26 * Bumped version # up. Make server reliable connects not have such a huge
29 * 19 9/05/99 11:19p Dave
30 * Made d3d texture cache much more safe. Fixed training scoring bug where
31 * it would backout scores without ever having applied them in the first
34 * 18 8/26/99 8:49p Jefff
35 * Updated medals screen and about everything that ever touches medals in
36 * one way or another. Sheesh.
38 * 17 8/22/99 5:53p Dave
39 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
40 * instead of ship designations for multiplayer players.
42 * 16 8/22/99 1:19p Dave
43 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
44 * which d3d cards are detected.
46 * 15 8/17/99 1:12p Dave
47 * Send TvT update when a client has finished joining so he stays nice and
50 * 14 8/06/99 9:46p Dave
51 * Hopefully final changes for the demo.
53 * 13 7/30/99 7:01p Dave
54 * Dogfight escort gauge. Fixed up laser rendering in Glide.
56 * 12 4/30/99 12:18p Dave
57 * Several minor bug fixes.
59 * 11 4/28/99 11:13p Dave
60 * Temporary checkin of artillery code.
62 * 10 3/01/99 10:00a Dave
63 * Fxied several dogfight related stats bugs.
65 * 9 2/26/99 4:14p Dave
66 * Put in the ability to have multiple shockwaves for ships.
68 * 8 2/23/99 2:29p Dave
69 * First run of oldschool dogfight mode.
71 * 7 2/17/99 2:11p Dave
72 * First full run of squad war. All freespace and tracker side stuff
75 * 6 1/29/99 2:08a Dave
76 * Fixed beam weapon collisions with players. Reduced size of scoring
77 * struct for multiplayer. Disabled PXO.
79 * 5 1/12/99 5:45p Dave
80 * Moved weapon pipeline in multiplayer to almost exclusively client side.
81 * Very good results. Bandwidth goes down, playability goes up for crappy
82 * connections. Fixed object update problem for ship subsystems.
84 * 4 10/23/98 3:51p Dave
85 * Full support for tstrings.tbl and foreign languages. All that remains
86 * is to make it active in Fred.
88 * 3 10/13/98 9:29a Dave
89 * Started neatening up freespace.h. Many variables renamed and
90 * reorganized. Added AlphaColors.[h,cpp]
92 * 2 10/07/98 10:54a Dave
95 * 1 10/07/98 10:51a Dave
97 * 84 9/15/98 11:44a Dave
98 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
99 * scale factors. Fixed standalone filtering of MD missions to non-MD
102 * 83 9/10/98 6:14p Dave
103 * Removed bogus assert.
105 * 82 7/14/98 2:37p Allender
106 * fixed bug where two scoring variables were not getting properly reset
107 * between levels in multiplayer game
109 * 81 6/01/98 11:43a John
110 * JAS & MK: Classified all strings for localization.
112 * 80 5/23/98 3:16p Allender
113 * work on object update packet optimizations (a new updating system).
114 * Don't allow medals/promotions/badges when playing singple player
115 * missions through the simulator
117 * 79 5/18/98 9:14p Dave
118 * Put in network config files support.
120 * 78 5/16/98 9:14p Allender
121 * fix scoring ckise fir training missions to actually count medals, but
122 * nothing else. Code used to Assert when wings were granted then taken
123 * away because they were actually never granted in scoring structure
125 * 77 5/15/98 9:52p Dave
126 * Added new stats for freespace. Put in artwork for viewing stats on PXO.
128 * 76 5/15/98 4:12p Allender
129 * removed redbook code. Put back in ingame join timer. Major fixups for
130 * stats in multiplayer. Pass correct score, medals, etc when leaving
131 * game. Be sure clients display medals, badges, etc.
133 * 75 5/13/98 5:13p Allender
134 * red alert support to go back to previous mission
136 * 74 5/07/98 12:56a Dave
137 * Fixed incorrect calls to free() from stats code. Put in new artwork for
138 * debrief and host options screens. Another modification to scoring
139 * system for secondary weapons.
141 * 73 5/06/98 3:15p Allender
142 * fixed some ranking problems. Made vasudan support ship available in
145 * 72 5/04/98 1:43p Dave
146 * Fixed up a standalone resetting problem. Fixed multiplayer stats
147 * collection for clients. Make sure all multiplayer ui screens have the
148 * correct palette at all times.
150 * 71 5/03/98 2:52p Dave
151 * Removed multiplayer furball mode.
153 * 70 5/01/98 12:34p John
154 * Added code to force FreeSpace to run in the same dir as exe and made
155 * all the parse error messages a little nicer.
157 * 69 4/28/98 5:27p Hoffoss
158 * Added kills by type stats to barracks, and fixed some bugs this turned
159 * up but no one knew about yet apparently.
161 * 68 4/27/98 6:01p Dave
162 * Modify how missile scoring works. Fixed a team select ui bug. Speed up
163 * multi_lag system. Put in new main hall.
165 * 67 4/25/98 3:54p Dave
166 * Fixed a scoring bug where hidden ships had improper return values from
167 * scoring_eval_kill(...)
169 * 66 4/21/98 11:55p Dave
170 * Put in player deaths statskeeping. Use arrow keys in the ingame join
171 * ship select screen. Don't quit the game if in the debriefing and server
174 * 65 4/21/98 4:44p Dave
175 * Implement Vasudan ships in multiplayer. Added a debug function to bash
176 * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
177 * problem in options screen.
182 #include "freespace.h"
187 #include "multiutil.h"
191 #include "multimsgs.h"
193 #include "localize.h"
194 #include "multi_team.h"
195 #include "multi_dogfight.h"
196 #include "multi_pmsg.h"
198 // 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
199 #define ASSIST_PERCENTAGE (0.15f)
200 #define KILL_PERCENTAGE (0.30f)
202 // these tables are overwritten with the values from rank.tbl
203 rank_stuff Ranks[NUM_RANKS];
205 // scoring scale factors by skill level
206 float Scoring_scale_factors[NUM_SKILL_LEVELS] = {
214 void parse_rank_tbl()
216 char buf[MULTITEXT_LENGTH];
219 if ((rval = setjmp(parse_abort)) != 0) {
220 Error(LOCATION, "Error parsing 'rank.tbl'\r\nError code = %i.\r\n", rval);
226 read_file_text("rank.tbl");
229 // parse in all the rank names
231 skip_to_string("[RANK NAMES]");
232 ignore_white_space();
233 while ( required_string_either("#End", "$Name:") ) {
234 Assert ( idx < NUM_RANKS );
235 required_string("$Name:");
236 stuff_string( Ranks[idx].name, F_NAME, NULL );
237 required_string("$Points:");
238 stuff_int( &Ranks[idx].points );
239 required_string("$Bitmap:");
240 stuff_string( Ranks[idx].bitmap, F_NAME, NULL );
241 required_string("$Promotion Voice Base:");
242 stuff_string( Ranks[idx].promotion_voice_base, F_NAME, NULL, MAX_FILENAME_LEN - 2 );
243 required_string("$Promotion Text:");
244 stuff_string(buf, F_MULTITEXT, NULL);
245 drop_white_space(buf);
246 compact_multitext_string(buf);
247 Ranks[idx].promotion_text = strdup(buf);
251 required_string("#End");
253 // be sure that all rank points are in order
255 for ( idx = 0; idx < NUM_RANKS-1; idx++ ) {
256 if ( Ranks[idx].points >= Ranks[idx+1].points )
261 // close localization
265 // initialize a nice blank scoring element
266 void init_scoring_element(scoring_struct *s)
271 Int3(); // DaveB -- Fix this!
272 // read_pilot_file(char* callsign);
276 memset(s, 0, sizeof(scoring_struct));
278 s->rank = RANK_ENSIGN;
281 s->kill_count_ok = 0;
283 for (i=0; i<NUM_MEDALS; i++){
287 for (i=0; i<MAX_SHIP_TYPES; i++){
293 s->m_kill_count_ok = 0;
297 s->p_bonehead_hits=0; s->mp_bonehead_hits=0;
298 s->s_bonehead_hits=0; s->ms_bonehead_hits=0;
299 s->m_bonehead_kills=0;
303 s->p_shots_fired=0; s->p_shots_hit=0;
304 s->s_shots_fired=0; s->s_shots_hit=0;
306 s->mp_shots_fired=0; s->mp_shots_hit=0;
307 s->ms_shots_fired=0; s->ms_shots_hit=0;
309 s->m_player_deaths = 0;
313 s->missions_flown = 0;
318 for(i=0; i<MAX_PLAYERS; i++){
319 s->m_dogfight_kills[i] = 0;
325 void scoring_eval_harbison( ship *shipp )
329 if ( !stricmp(shipp->ship_name, "alpha 2") && (!stricmp(Game_current_mission_filename, "demo01") || !stricmp(Game_current_mission_filename, "sm1-01")) ) {
332 fp = fopen("i:\\volition\\cww\\harbison.txt", "r+t");
335 fscanf(fp, "%d", &death_count );
337 fseek(fp, 0, SEEK_SET);
338 fprintf(fp, "%d\n", death_count);
345 // initialize the Player's mission-based stats before he goes into a mission
346 void scoring_level_init( scoring_struct *scp )
350 scp->m_medal_earned = -1; // hasn't earned a medal yet
351 scp->m_promotion_earned = -1;
352 scp->m_badge_earned = -1;
355 scp->mp_shots_fired=0;
356 scp->mp_shots_hit = 0;
357 scp->ms_shots_fired = 0;
358 scp->ms_shots_hit = 0;
360 scp->mp_bonehead_hits=0;
361 scp->ms_bonehead_hits=0;
362 scp->m_bonehead_kills=0;
364 for (i=0; i<MAX_SHIP_TYPES; i++){
369 scp->m_kill_count = 0;
370 scp->m_kill_count_ok = 0;
372 scp->m_player_deaths =0;
374 for(i=0; i<MAX_PLAYERS; i++){
375 scp->m_dogfight_kills[i] = 0;
379 void scoring_eval_rank( scoring_struct *sc )
381 int i, score, new_rank, old_rank;
386 // first check to see if the promotion flag is set -- if so, return the new rank
387 if ( Player->flags & PLAYER_FLAGS_PROMOTED ) {
391 // if the player does indeed get promoted, we should change his mission score
392 // to reflect the differce between all time and new rank score
393 if ( sc->rank < MAX_FREESPACE2_RANK ) {
394 new_rank = sc->rank + 1;
395 if ( (sc->m_score + sc->score) < Ranks[new_rank].points )
396 sc->m_score = (Ranks[new_rank].points - sc->score);
399 // we get here only if player wasn't promoted automatically.
400 score = sc->m_score + sc->score;
401 for (i=0; i<NUM_RANKS; i++) {
402 if ( score >= Ranks[i].points )
407 // if the ranks do not match, then "grant" the new rank
408 if ( old_rank != new_rank ) {
409 Assert( new_rank >= 0 );
410 sc->m_promotion_earned = new_rank;
415 // function to evaluate whether or not a new badge is going to be awarded. This function returns
416 // which medal is awarded.
417 void scoring_eval_badges(scoring_struct *sc)
419 int i, total_kills, badge;
421 // to determine badges, we count kills based on fighter/bomber types. We must count kills in
422 // all time stats + current mission stats. And, only for enemy fighters/bombers
424 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
425 if ( (Ship_info[i].flags & SIF_FIGHTER) || (Ship_info[i].flags & SIF_BOMBER) ) {
426 total_kills += sc->m_okKills[i];
427 total_kills += sc->kills[i];
431 // total_kills should now reflect the number of kills on hostile fighters/bombers. Check this number
432 // against badge kill numbers, and return the badge index if we would get a new one.
434 for (i = 0; i < MAX_BADGES; i++ ) {
435 if ( total_kills >= Medals[Badge_index[i]].kills_needed ){
440 // if player could have a badge based on kills, and doesn't currently have this badge, then
441 // return the badge id.
442 if ( (badge != -1 ) && (sc->medals[Badge_index[badge]] < 1) ) {
443 sc->medals[Badge_index[badge]] = 1;
444 sc->m_badge_earned = badge;
448 // central point for dealing with accepting the score for a misison.
449 void scoring_do_accept(scoring_struct *score)
453 // do rank, badges, and medals first since they require the alltime stuff
454 // to not be updated yet.
457 if ( score->m_medal_earned != -1 ){
458 score->medals[score->m_medal_earned]++;
461 // return when in training mission. We can grant a medal in training, but don't
462 // want to calculate any other statistics.
463 if (The_mission.game_type == MISSION_TYPE_TRAINING){
467 scoring_eval_rank(score);
468 scoring_eval_badges(score);
470 score->kill_count += score->m_kill_count;
471 score->kill_count_ok += score->m_kill_count_ok;
473 score->score += score->m_score;
474 score->assists += score->m_assists;
475 score->p_shots_fired += score->mp_shots_fired;
476 score->s_shots_fired += score->ms_shots_fired;
478 score->p_shots_hit += score->mp_shots_hit;
479 score->s_shots_hit += score->ms_shots_hit;
481 score->p_bonehead_hits += score->mp_bonehead_hits;
482 score->s_bonehead_hits += score->ms_bonehead_hits;
483 score->bonehead_kills += score->m_bonehead_kills;
485 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
486 score->kills[idx] = (unsigned short)(score->kills[idx] + score->m_okKills[idx]);
489 // add in mission time
490 score->flight_time += (unsigned int)f2fl(Missiontime);
491 score->last_backup = score->last_flown;
492 score->last_flown = time(NULL);
493 score->missions_flown++;
496 // backout the score for a mission. This function gets called when the player chooses to refly a misison
498 void scoring_backout_accept( scoring_struct *score )
502 // if a badge was earned, take it back
503 if ( score->m_badge_earned != -1){
504 score->medals[Badge_index[score->m_badge_earned]] = 0;
507 // return when in training mission. We can grant a medal in training, but don't
508 // want to calculate any other statistics.
509 if (The_mission.game_type == MISSION_TYPE_TRAINING){
513 score->kill_count -= score->m_kill_count;
514 score->kill_count_ok -= score->m_kill_count_ok;
516 score->score -= score->m_score;
517 score->assists -= score->m_assists;
518 score->p_shots_fired -= score->mp_shots_fired;
519 score->s_shots_fired -= score->ms_shots_fired;
521 score->p_shots_hit -= score->mp_shots_hit;
522 score->s_shots_hit -= score->ms_shots_hit;
524 score->p_bonehead_hits -= score->mp_bonehead_hits;
525 score->s_bonehead_hits -= score->ms_bonehead_hits;
526 score->bonehead_kills -= score->m_bonehead_kills;
528 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
529 score->kills[idx] = (unsigned short)(score->kills[idx] - score->m_okKills[idx]);
532 // if the player was given a medal, take it back
533 if ( score->m_medal_earned != -1 ) {
534 score->medals[score->m_medal_earned]--;
535 Assert( score->medals[score->m_medal_earned] >= 0 );
538 // if the player was promoted, take it back
539 if ( score->m_promotion_earned != -1) {
541 Assert( score->rank >= 0 );
544 score->flight_time -= (unsigned int)f2fl(Missiontime);
545 score->last_flown = score->last_backup;
546 score->missions_flown--;
549 // merge any mission stats accumulated into the alltime stats (as well as updating per campaign stats)
550 void scoring_level_close(int accepted)
555 // want to calculate any other statistics.
556 if (The_mission.game_type == MISSION_TYPE_TRAINING){
557 // call scoring_do_accept
558 // this will grant any potential medals and then early bail, and
559 // then we will early bail
560 scoring_do_accept(&Player->stats);
565 // apply mission stats for all players in the game
566 if(Game_mode & GM_MULTIPLAYER){
567 nprintf(("Network","Storing stats for all players now\n"));
568 for(idx=0;idx<MAX_PLAYERS;idx++){
569 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
570 // get the scoring struct
571 sc = &Net_players[idx].player->stats;
572 scoring_do_accept( sc );
576 nprintf(("General","Storing stats now\n"));
577 scoring_do_accept( &Player->stats );
580 // If this mission doesn't allow promotion or badges
581 // then be sure that these don't get done. Don't allow promotions or badges when
582 // playing normally and not in a campaign.
583 if ( (The_mission.flags & MISSION_FLAG_NO_PROMOTION) || ((Game_mode & GM_NORMAL) && !(Game_mode & GM_CAMPAIGN_MODE)) ) {
584 if ( Player->stats.m_promotion_earned != -1) {
585 Player->stats.rank--;
586 Player->stats.m_promotion_earned = -1;
589 // if a badge was earned, take it back
590 if ( Player->stats.m_badge_earned != -1){
591 Player->stats.medals[Badge_index[Player->stats.m_badge_earned]] = -1;
592 Player->stats.m_badge_earned = -1;
599 // STATS damage, assists recording stuff
600 void scoring_add_damage(object *ship_obj,object *other_obj,float damage)
602 int found_slot, signature;
603 int lowest_index,idx;
607 // multiplayer clients bail here
608 if(MULTIPLAYER_CLIENT){
612 // if we have no other object, bail
613 if(other_obj == NULL){
617 // for player kill/assist evaluation, we have to know exactly how much damage really mattered. For example, if
618 // 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
619 // points of damage, only that 1 point would count
620 float actual_damage = 0.0f;
622 // other_obj might not always be the parent of other_obj (in the case of debug code for sure). See
623 // if the other_obj has a parent, and if so, use the parent. If no parent, see if other_obj is a ship
624 // and if so, use that ship.
625 if ( other_obj->parent != -1 ){
626 use_obj = &Objects[other_obj->parent];
627 signature = use_obj->signature;
629 signature = other_obj->signature;
633 // don't count damage done to a ship by himself
634 if(use_obj == ship_obj){
638 // get a pointer to the ship and add the actual amount of damage done to it
639 // get the ship object, and determine the _actual_ amount of damage done
640 sp = &Ships[ship_obj->instance];
641 // see comments at beginning of function
642 if(ship_obj->hull_strength < 0.0f){
643 actual_damage = damage + ship_obj->hull_strength;
645 actual_damage = damage;
647 if(actual_damage < 0.0f){
648 actual_damage = 0.0f;
650 sp->total_damage_received += actual_damage;
652 // go through and clear out all old damagers
653 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
654 if((sp->damage_ship_id[idx] >= 0) && (ship_get_by_signature(sp->damage_ship_id[idx]) < 0)){
655 sp->damage_ship_id[idx] = -1;
656 sp->damage_ship[idx] = 0;
660 // only evaluate possible kill/assist numbers if the hitting object (use_obj) is a piloted ship (ie, ignore asteroids, etc)
661 // don't store damage a ship may do to himself
662 if((ship_obj->type == OBJ_SHIP) && (use_obj->type == OBJ_SHIP)){
664 // try and find an open slot
665 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
666 // if this ship object doesn't exist anymore, use the slot
667 if((sp->damage_ship_id[idx] == -1) || (ship_get_by_signature(sp->damage_ship_id[idx]) < 0) || (sp->damage_ship_id[idx] == signature) ){
673 // if not found (implying all slots are taken), then find the slot with the lowest damage % and use that
676 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
677 if(sp->damage_ship[idx] < sp->damage_ship[lowest_index]){
685 // fill in the slot damage and damager-index
687 sp->damage_ship[lowest_index] += actual_damage;
689 sp->damage_ship[lowest_index] = actual_damage;
691 sp->damage_ship_id[lowest_index] = signature;
695 char Scoring_debug_text[4096];
697 // evaluate a kill on a ship
698 void scoring_eval_kill(object *ship_obj)
700 float max_damage_pct; // the pct% of total damage the max damage object did
701 int max_damage_index; // the index into the dying ship's damage_ship[] array corresponding the greatest amount of damage
702 int killer_sig; // signature of the guy getting credit for the kill (or -1 if none)
703 int idx,net_player_num;
704 player *plr; // pointer to a player struct if it was a player who got the kill
705 net_player *net_plr = NULL;
706 ship *dead_ship; // the ship which was killed
707 net_player *dead_plr = NULL;
710 // multiplayer clients bail here
711 if(MULTIPLAYER_CLIENT){
715 // we don't evaluate kills on anything except ships
716 if(ship_obj->type != OBJ_SHIP){
719 if((ship_obj->instance < 0) || (ship_obj->instance >= MAX_SHIPS)){
723 // assign the dead ship
724 dead_ship = &Ships[ship_obj->instance];
726 // evaluate player deaths
727 if(Game_mode & GM_MULTIPLAYER){
728 net_player_num = multi_find_player_by_object(ship_obj);
729 if(net_player_num != -1){
730 Net_players[net_player_num].player->stats.m_player_deaths++;
731 nprintf(("Network","Setting player %s deaths to %d\n",Net_players[net_player_num].player->callsign,Net_players[net_player_num].player->stats.m_player_deaths));
732 dead_plr = &Net_players[net_player_num];
735 if(ship_obj == Player_obj){
736 Player->stats.m_player_deaths++;
740 // if this ship doesn't show up on player sensors, then don't eval a kill
741 if ( dead_ship->flags & SF_HIDDEN_FROM_SENSORS ){
742 // make sure to set invalid killer id numbers
743 dead_ship->damage_ship_id[0] = -1;
744 dead_ship->damage_ship[0] = -1.0f;
749 scoring_eval_harbison( dead_ship );
754 // clear out invalid damager ships
755 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
756 if((dead_ship->damage_ship_id[idx] >= 0) && (ship_get_by_signature(dead_ship->damage_ship_id[idx]) < 0)){
757 dead_ship->damage_ship[idx] = 0.0f;
758 dead_ship->damage_ship_id[idx] = -1;
762 // determine which object did the most damage to the dying object, and how much damage that was
763 max_damage_index = -1;
764 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
766 if(dead_ship->damage_ship_id[idx] < 0){
770 // if this slot did more damage then the next highest slot
771 if((max_damage_index == -1) || (dead_ship->damage_ship[idx] > dead_ship->damage_ship[max_damage_index])){
772 max_damage_index = idx;
777 if((max_damage_index < 0) || (max_damage_index >= MAX_DAMAGE_SLOTS)){
781 // the pct of total damage applied to this ship
782 max_damage_pct = dead_ship->damage_ship[max_damage_index] / dead_ship->total_damage_received;
783 if(max_damage_pct < 0.0f){
784 max_damage_pct = 0.0f;
786 if(max_damage_pct > 1.0f){
787 max_damage_pct = 1.0f;
790 // only evaluate if the max damage % is high enough to record a kill and it was done by a valid object
791 if((max_damage_pct >= KILL_PERCENTAGE) && (dead_ship->damage_ship_id[max_damage_index] >= 0)){
792 // set killer_sig for this ship to the signature of the guy who gets credit for the kill
793 killer_sig = dead_ship->damage_ship_id[max_damage_index];
795 // null this out for now
799 // get the player (whether single or multiplayer)
801 if(Game_mode & GM_MULTIPLAYER){
802 net_player_num = multi_find_player_by_signature(killer_sig);
803 if(net_player_num != -1){
804 plr = Net_players[net_player_num].player;
805 net_plr = &Net_players[net_player_num];
808 if(Objects[Player->objnum].signature == killer_sig){
813 // if we found a valid player, evaluate some kill details
818 if((plr->objnum < 0) || (plr->objnum >= MAX_OBJECTS)){
822 // get the ship info index of the ship type of this kill. we need to take ship
823 // copies into account here.
824 si_index = dead_ship->ship_info_index;
825 if ( Ship_info[si_index].flags & SIF_SHIP_COPY ){
826 si_index = ship_info_base_lookup( si_index );
829 // if you hit this next Assert, find allender. If not here, don't worry about it, you may safely
831 Assert( !(Ship_info[si_index].flags & SIF_SHIP_COPY) );
833 // if he killed a guy on his own team increment his bonehead kills
834 if((Ships[Objects[plr->objnum].instance].team == dead_ship->team) && !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
835 plr->stats.m_bonehead_kills++;
836 plr->stats.m_score -= (int)(dead_ship->score * scoring_get_scale_factor());
840 multi_team_maybe_add_score(-(int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
843 // otherwise increment his valid kill count and score
846 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (multi_find_player_by_object(ship_obj) < 0)){
847 // don't add a kill for dogfight kills on non-players
849 plr->stats.m_okKills[si_index]++;
850 plr->stats.m_kill_count_ok++;
851 plr->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor());
852 hud_gauge_popup_start(HUD_KILLS_GAUGE);
856 multi_team_maybe_add_score((int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
858 // award teammates 50% of score value for big ship kills
859 // not in dogfight tho
860 if (!(Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[dead_ship->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
861 for (i=0; i<MAX_PLAYERS; i++) {
862 if (MULTI_CONNECTED(Net_players[i]) && (Net_players[i].p_info.team == net_plr->p_info.team) && (&Net_players[i] != net_plr)) {
863 Net_players[i].player->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f);
865 #if !defined(RELEASE_REAL)
866 // DEBUG CODE TO TEST NEW SCORING
867 char score_text[1024] = "";
868 sprintf(score_text, "You get %d pts for the helping kill the big ship", (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f));
869 if (Net_players[i].player != Net_player->player) { // check if its me
870 send_game_chat_packet(Net_player, score_text, MULTI_MSG_TARGET, &Net_players[i], NULL, 2);
872 HUD_printf(score_text);
881 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (net_plr != NULL) && (dead_plr != NULL) && (net_plr->player != NULL) && (dead_plr->player != NULL)){
882 char dead_text[1024] = "";
884 sprintf(dead_text, "%s gets the kill for %s", net_plr->player->callsign, dead_plr->player->callsign);
885 send_game_chat_packet(Net_player, dead_text, MULTI_MSG_ALL, NULL, NULL, 2);
886 HUD_printf(dead_text);
892 // increment his all-encompassing kills
893 plr->stats.m_kills[si_index]++;
894 plr->stats.m_kill_count++;
896 // update everyone on this guy's kills if this is multiplayer
897 if(MULTIPLAYER_MASTER && (net_player_num != -1)){
898 // send appropriate stats
899 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
900 // evaluate dogfight kills
901 multi_df_eval_kill(&Net_players[net_player_num], ship_obj);
904 send_player_stats_block_packet(&Net_players[net_player_num], STATS_DOGFIGHT_KILLS);
906 send_player_stats_block_packet(&Net_players[net_player_num], STATS_MISSION_KILLS);
911 // set killer_sig for this ship to -1, indicating no one got the kill for it
915 // pass in the guy who got the credit for the kill (if any), so that he doesn't also
916 // get credit for an assist
917 scoring_eval_assists(dead_ship,killer_sig);
919 // bash damage_ship_id[0] with the signature of the guy who is getting credit for the kill
920 dead_ship->damage_ship_id[0] = killer_sig;
921 dead_ship->damage_ship[0] = max_damage_pct;
925 #if !defined(RELEASE_REAL)
926 if (Game_mode & GM_MULTIPLAYER) {
928 sprintf(Scoring_debug_text, "%s killed.\nDamage by ship:\n\n", Ship_info[dead_ship->ship_info_index].name);
930 // show damage done by player
931 for (int i=0; i<MAX_DAMAGE_SLOTS; i++) {
932 int net_player_num = multi_find_player_by_signature(dead_ship->damage_ship_id[i]);
933 if (net_player_num != -1) {
934 plr = Net_players[net_player_num].player;
935 sprintf(buf, "%s: %f", plr->callsign, dead_ship->damage_ship[i]);
937 if (dead_ship->damage_ship_id[i] == killer_sig ) {
938 strcat(buf, " KILLER\n");
943 strcat(Scoring_debug_text, buf);
952 // kill_id is the object signature of the guy who got the credit for the kill (may be -1, if no one got it)
953 // this is to insure that you don't also get an assist if you get the kill.
954 void scoring_eval_assists(ship *sp,int killer_sig)
959 // multiplayer clients bail here
960 if(MULTIPLAYER_CLIENT){
964 // evaluate each damage slot to see if it did enough to give the assis
965 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
966 // if this slot did enough damage to get an assist
967 if((sp->damage_ship[idx]/sp->total_damage_received) >= ASSIST_PERCENTAGE){
968 // get the player which did this damage (if any)
972 if(Game_mode & GM_MULTIPLAYER){
973 int net_player_num = multi_find_player_by_signature(sp->damage_ship_id[idx]);
974 if(net_player_num != -1){
975 plr = Net_players[net_player_num].player;
980 if(Objects[Player->objnum].signature == sp->damage_ship_id[idx]){
985 // if we found a player, give him the assist if it wasn't on his own team
986 if((plr != NULL) && (sp->team != Ships[Objects[plr->objnum].instance].team) && (killer_sig != Objects[plr->objnum].signature)){
987 plr->stats.m_assists++;
989 nprintf(("Network","-==============GAVE PLAYER %s AN ASSIST=====================-\n",plr->callsign));
996 // eval a hit on an object (for primary and secondary hit purposes)
997 void scoring_eval_hit(object *hit_obj, object *other_obj,int from_blast)
999 // multiplayer clients bail here
1000 if(MULTIPLAYER_CLIENT){
1004 // only evaluate hits on ships and asteroids
1005 if((hit_obj->type != OBJ_SHIP) && (hit_obj->type != OBJ_ASTEROID)){
1009 // if the other_obj == NULL, we can't evaluate where it came from, so bail here
1010 if(other_obj == NULL){
1014 // other bogus situtations
1015 if(other_obj->instance < 0){
1019 if((other_obj->type == OBJ_WEAPON) && !(Weapons[other_obj->instance].weapon_flags & WF_ALREADY_APPLIED_STATS)){
1021 if(other_obj->instance >= MAX_WEAPONS){
1026 if(other_obj->parent < 0){
1029 if(other_obj->parent >= MAX_SHIPS){
1032 if(Objects[other_obj->parent].type != OBJ_SHIP){
1035 if((Objects[other_obj->parent].instance < 0) || (Objects[other_obj->parent].instance >= MAX_SHIPS)){
1039 int is_bonehead = 0;
1040 int sub_type = Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype;
1042 // determine if this was a bonehead hit or not
1043 if(hit_obj->type == OBJ_SHIP){
1044 is_bonehead = Ships[hit_obj->instance].team==Ships[Objects[other_obj->parent].instance].team ? 1 : 0;
1046 // can't have a bonehead hit on an asteroid
1051 // set the flag indicating that we've already applied a "stats" hit for this weapon
1052 // Weapons[other_obj->instance].weapon_flags |= WF_ALREADY_APPLIED_STATS;
1054 // in multiplayer -- only the server records the stats
1055 if( Game_mode & GM_MULTIPLAYER ) {
1056 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1059 // get the player num of the parent object. A player_num of -1 means that the
1060 // parent of this object was not a player
1061 player_num = multi_find_player_by_object( &Objects[other_obj->parent] );
1062 if ( player_num != -1 ) {
1066 Net_players[player_num].player->stats.mp_bonehead_hits++;
1068 Net_players[player_num].player->stats.mp_shots_hit++;
1071 // Assert( Net_players[player_num].player->stats.mp_shots_hit <= Net_players[player_num].player->stats.mp_shots_fired );
1074 // friendly hit, once it hits a friendly, its done
1077 Net_players[player_num].player->stats.ms_bonehead_hits++;
1082 // if its a bomb, count every bit of damage it does
1083 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1084 // once we get impact damage, stop keeping track of it
1085 Net_players[player_num].player->stats.ms_shots_hit++;
1087 // if its not a bomb, only count impact damage
1090 Net_players[player_num].player->stats.ms_shots_hit++;
1099 } else if(Player_obj == &(Objects[other_obj->parent])){
1103 Player->stats.mp_bonehead_hits++;
1105 Player->stats.mp_shots_hit++;
1109 // friendly hit, once it hits a friendly, its done
1112 Player->stats.ms_bonehead_hits++;
1117 // if its a bomb, count every bit of damage it does
1118 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1119 // once we get impact damage, stop keeping track of it
1120 Player->stats.ms_shots_hit++;
1122 // if its not a bomb, only count impact damage
1125 Player->stats.ms_shots_hit++;
1137 // get a scaling factor for adding/subtracting from mission score
1138 float scoring_get_scale_factor()
1140 // multiplayer dogfight. don't scale anything
1141 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)){
1145 // check for bogus Skill_level values
1146 Assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS));
1147 if((Game_skill_level < 0) || (Game_skill_level > NUM_SKILL_LEVELS-1)){
1148 return Scoring_scale_factors[0];
1151 // return the correct scale value
1152 return Scoring_scale_factors[Game_skill_level];
1156 // ----------------------------------------------------------------------------------------
1160 // bash the passed player to the specified rank
1161 void scoring_bash_rank(player *pl,int rank)
1163 // if this is an invalid rank, do nothing
1164 if((rank < RANK_ENSIGN) || (rank > RANK_ADMIRAL)){
1165 nprintf(("General","Could not bash player rank - invalid value!!!\n"));
1169 // set the player's score and rank
1170 pl->stats.score = Ranks[rank].points + 1;
1171 pl->stats.rank = rank;
1174 DCF(rank, "changes scoring vars")
1177 dc_get_arg(ARG_INT);
1179 // parse the argument and change things around accordingly
1180 if((Dc_arg_type & ARG_INT) && (Player != NULL)){
1181 scoring_bash_rank(Player,Dc_arg_int);
1184 dc_printf("Usage\n0 : Ensign\n1 : Lieutenant Junior Grade\n");
1185 dc_printf("2 : Lietenant\n3 : Lieutenant Commander\n");
1186 dc_printf("4 : Commander\n5 : Captain\n6 : Commodore\n");
1187 dc_printf("7 : Rear Admiral\n8 : Vice Admiral\n9 : Admiral");