2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Stats/Scoring.cpp $
15 * Scoring system code, medals, rank, etc.
18 * Revision 1.4 2003/05/25 02:30:44 taylor
21 * Revision 1.3 2002/06/09 04:41:27 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:52 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 23 10/25/99 5:51p Jefff
32 * commented some scoring debug code
34 * 22 10/15/99 3:01p Jefff
35 * scoring change in coop and tvt. for big ships, killer gets 100% of
36 * score, but teammates also get 50%.
38 * 21 9/12/99 9:56p Jefff
39 * fixed another cause of the
40 * medals-in-training-missions-not-getting-recorded bug
42 * 20 9/10/99 9:44p Dave
43 * Bumped version # up. Make server reliable connects not have such a huge
46 * 19 9/05/99 11:19p Dave
47 * Made d3d texture cache much more safe. Fixed training scoring bug where
48 * it would backout scores without ever having applied them in the first
51 * 18 8/26/99 8:49p Jefff
52 * Updated medals screen and about everything that ever touches medals in
53 * one way or another. Sheesh.
55 * 17 8/22/99 5:53p Dave
56 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
57 * instead of ship designations for multiplayer players.
59 * 16 8/22/99 1:19p Dave
60 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
61 * which d3d cards are detected.
63 * 15 8/17/99 1:12p Dave
64 * Send TvT update when a client has finished joining so he stays nice and
67 * 14 8/06/99 9:46p Dave
68 * Hopefully final changes for the demo.
70 * 13 7/30/99 7:01p Dave
71 * Dogfight escort gauge. Fixed up laser rendering in Glide.
73 * 12 4/30/99 12:18p Dave
74 * Several minor bug fixes.
76 * 11 4/28/99 11:13p Dave
77 * Temporary checkin of artillery code.
79 * 10 3/01/99 10:00a Dave
80 * Fxied several dogfight related stats bugs.
82 * 9 2/26/99 4:14p Dave
83 * Put in the ability to have multiple shockwaves for ships.
85 * 8 2/23/99 2:29p Dave
86 * First run of oldschool dogfight mode.
88 * 7 2/17/99 2:11p Dave
89 * First full run of squad war. All freespace and tracker side stuff
92 * 6 1/29/99 2:08a Dave
93 * Fixed beam weapon collisions with players. Reduced size of scoring
94 * struct for multiplayer. Disabled PXO.
96 * 5 1/12/99 5:45p Dave
97 * Moved weapon pipeline in multiplayer to almost exclusively client side.
98 * Very good results. Bandwidth goes down, playability goes up for crappy
99 * connections. Fixed object update problem for ship subsystems.
101 * 4 10/23/98 3:51p Dave
102 * Full support for tstrings.tbl and foreign languages. All that remains
103 * is to make it active in Fred.
105 * 3 10/13/98 9:29a Dave
106 * Started neatening up freespace.h. Many variables renamed and
107 * reorganized. Added AlphaColors.[h,cpp]
109 * 2 10/07/98 10:54a Dave
112 * 1 10/07/98 10:51a Dave
114 * 84 9/15/98 11:44a Dave
115 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
116 * scale factors. Fixed standalone filtering of MD missions to non-MD
119 * 83 9/10/98 6:14p Dave
120 * Removed bogus assert.
122 * 82 7/14/98 2:37p Allender
123 * fixed bug where two scoring variables were not getting properly reset
124 * between levels in multiplayer game
126 * 81 6/01/98 11:43a John
127 * JAS & MK: Classified all strings for localization.
129 * 80 5/23/98 3:16p Allender
130 * work on object update packet optimizations (a new updating system).
131 * Don't allow medals/promotions/badges when playing singple player
132 * missions through the simulator
134 * 79 5/18/98 9:14p Dave
135 * Put in network config files support.
137 * 78 5/16/98 9:14p Allender
138 * fix scoring ckise fir training missions to actually count medals, but
139 * nothing else. Code used to Assert when wings were granted then taken
140 * away because they were actually never granted in scoring structure
142 * 77 5/15/98 9:52p Dave
143 * Added new stats for freespace. Put in artwork for viewing stats on PXO.
145 * 76 5/15/98 4:12p Allender
146 * removed redbook code. Put back in ingame join timer. Major fixups for
147 * stats in multiplayer. Pass correct score, medals, etc when leaving
148 * game. Be sure clients display medals, badges, etc.
150 * 75 5/13/98 5:13p Allender
151 * red alert support to go back to previous mission
153 * 74 5/07/98 12:56a Dave
154 * Fixed incorrect calls to free() from stats code. Put in new artwork for
155 * debrief and host options screens. Another modification to scoring
156 * system for secondary weapons.
158 * 73 5/06/98 3:15p Allender
159 * fixed some ranking problems. Made vasudan support ship available in
162 * 72 5/04/98 1:43p Dave
163 * Fixed up a standalone resetting problem. Fixed multiplayer stats
164 * collection for clients. Make sure all multiplayer ui screens have the
165 * correct palette at all times.
167 * 71 5/03/98 2:52p Dave
168 * Removed multiplayer furball mode.
170 * 70 5/01/98 12:34p John
171 * Added code to force FreeSpace to run in the same dir as exe and made
172 * all the parse error messages a little nicer.
174 * 69 4/28/98 5:27p Hoffoss
175 * Added kills by type stats to barracks, and fixed some bugs this turned
176 * up but no one knew about yet apparently.
178 * 68 4/27/98 6:01p Dave
179 * Modify how missile scoring works. Fixed a team select ui bug. Speed up
180 * multi_lag system. Put in new main hall.
182 * 67 4/25/98 3:54p Dave
183 * Fixed a scoring bug where hidden ships had improper return values from
184 * scoring_eval_kill(...)
186 * 66 4/21/98 11:55p Dave
187 * Put in player deaths statskeeping. Use arrow keys in the ingame join
188 * ship select screen. Don't quit the game if in the debriefing and server
191 * 65 4/21/98 4:44p Dave
192 * Implement Vasudan ships in multiplayer. Added a debug function to bash
193 * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
194 * problem in options screen.
199 #include "freespace.h"
204 #include "multiutil.h"
208 #include "multimsgs.h"
210 #include "localize.h"
211 #include "multi_team.h"
212 #include "multi_dogfight.h"
213 #include "multi_pmsg.h"
215 // 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
216 #define ASSIST_PERCENTAGE (0.15f)
217 #define KILL_PERCENTAGE (0.30f)
219 // these tables are overwritten with the values from rank.tbl
220 rank_stuff Ranks[NUM_RANKS];
222 // scoring scale factors by skill level
223 float Scoring_scale_factors[NUM_SKILL_LEVELS] = {
231 void parse_rank_tbl()
233 char buf[MULTITEXT_LENGTH];
236 if ((rval = setjmp(parse_abort)) != 0) {
237 Error(LOCATION, "Error parsing 'rank.tbl'\r\nError code = %i.\r\n", rval);
243 read_file_text("rank.tbl");
246 // parse in all the rank names
248 skip_to_string("[RANK NAMES]");
249 ignore_white_space();
250 while ( required_string_either("#End", "$Name:") ) {
251 Assert ( idx < NUM_RANKS );
252 required_string("$Name:");
253 stuff_string( Ranks[idx].name, F_NAME, NULL );
254 required_string("$Points:");
255 stuff_int( &Ranks[idx].points );
256 required_string("$Bitmap:");
257 stuff_string( Ranks[idx].bitmap, F_NAME, NULL );
258 required_string("$Promotion Voice Base:");
259 stuff_string( Ranks[idx].promotion_voice_base, F_NAME, NULL, MAX_FILENAME_LEN - 2 );
260 required_string("$Promotion Text:");
261 stuff_string(buf, F_MULTITEXT, NULL);
262 drop_white_space(buf);
263 compact_multitext_string(buf);
264 Ranks[idx].promotion_text = strdup(buf);
268 required_string("#End");
270 // be sure that all rank points are in order
272 for ( idx = 0; idx < NUM_RANKS-1; idx++ ) {
273 if ( Ranks[idx].points >= Ranks[idx+1].points )
278 // close localization
282 // initialize a nice blank scoring element
283 void init_scoring_element(scoring_struct *s)
288 Int3(); // DaveB -- Fix this!
289 // read_pilot_file(char* callsign);
293 memset(s, 0, sizeof(scoring_struct));
295 s->rank = RANK_ENSIGN;
298 s->kill_count_ok = 0;
300 for (i=0; i<NUM_MEDALS; i++){
304 for (i=0; i<MAX_SHIP_TYPES; i++){
310 s->m_kill_count_ok = 0;
314 s->p_bonehead_hits=0; s->mp_bonehead_hits=0;
315 s->s_bonehead_hits=0; s->ms_bonehead_hits=0;
316 s->m_bonehead_kills=0;
320 s->p_shots_fired=0; s->p_shots_hit=0;
321 s->s_shots_fired=0; s->s_shots_hit=0;
323 s->mp_shots_fired=0; s->mp_shots_hit=0;
324 s->ms_shots_fired=0; s->ms_shots_hit=0;
326 s->m_player_deaths = 0;
330 s->missions_flown = 0;
335 for(i=0; i<MAX_PLAYERS; i++){
336 s->m_dogfight_kills[i] = 0;
342 void scoring_eval_harbison( ship *shipp )
346 if ( !stricmp(shipp->ship_name, "alpha 2") && (!stricmp(Game_current_mission_filename, "demo01") || !stricmp(Game_current_mission_filename, "sm1-01")) ) {
349 fp = fopen("i:\\volition\\cww\\harbison.txt", "r+t");
352 fscanf(fp, "%d", &death_count );
354 fseek(fp, 0, SEEK_SET);
355 fprintf(fp, "%d\n", death_count);
362 // initialize the Player's mission-based stats before he goes into a mission
363 void scoring_level_init( scoring_struct *scp )
367 scp->m_medal_earned = -1; // hasn't earned a medal yet
368 scp->m_promotion_earned = -1;
369 scp->m_badge_earned = -1;
372 scp->mp_shots_fired=0;
373 scp->mp_shots_hit = 0;
374 scp->ms_shots_fired = 0;
375 scp->ms_shots_hit = 0;
377 scp->mp_bonehead_hits=0;
378 scp->ms_bonehead_hits=0;
379 scp->m_bonehead_kills=0;
381 for (i=0; i<MAX_SHIP_TYPES; i++){
386 scp->m_kill_count = 0;
387 scp->m_kill_count_ok = 0;
389 scp->m_player_deaths =0;
391 for(i=0; i<MAX_PLAYERS; i++){
392 scp->m_dogfight_kills[i] = 0;
396 void scoring_eval_rank( scoring_struct *sc )
398 int i, score, new_rank, old_rank;
403 // first check to see if the promotion flag is set -- if so, return the new rank
404 if ( Player->flags & PLAYER_FLAGS_PROMOTED ) {
408 // if the player does indeed get promoted, we should change his mission score
409 // to reflect the differce between all time and new rank score
411 if ( sc->rank < MAX_FREESPACE1_RANK ) {
413 if ( sc->rank < MAX_FREESPACE2_RANK ) {
415 new_rank = sc->rank + 1;
416 if ( (sc->m_score + sc->score) < Ranks[new_rank].points )
417 sc->m_score = (Ranks[new_rank].points - sc->score);
420 // we get here only if player wasn't promoted automatically.
421 score = sc->m_score + sc->score;
422 for (i=0; i<NUM_RANKS; i++) {
423 if ( score >= Ranks[i].points )
428 // if the ranks do not match, then "grant" the new rank
429 if ( old_rank != new_rank ) {
430 Assert( new_rank >= 0 );
431 sc->m_promotion_earned = new_rank;
436 // function to evaluate whether or not a new badge is going to be awarded. This function returns
437 // which medal is awarded.
438 void scoring_eval_badges(scoring_struct *sc)
440 int i, total_kills, badge;
442 // to determine badges, we count kills based on fighter/bomber types. We must count kills in
443 // all time stats + current mission stats. And, only for enemy fighters/bombers
445 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
446 if ( (Ship_info[i].flags & SIF_FIGHTER) || (Ship_info[i].flags & SIF_BOMBER) ) {
447 total_kills += sc->m_okKills[i];
448 total_kills += sc->kills[i];
452 // total_kills should now reflect the number of kills on hostile fighters/bombers. Check this number
453 // against badge kill numbers, and return the badge index if we would get a new one.
455 for (i = 0; i < MAX_BADGES; i++ ) {
456 if ( total_kills >= Medals[Badge_index[i]].kills_needed ){
461 // if player could have a badge based on kills, and doesn't currently have this badge, then
462 // return the badge id.
463 if ( (badge != -1 ) && (sc->medals[Badge_index[badge]] < 1) ) {
464 sc->medals[Badge_index[badge]] = 1;
465 sc->m_badge_earned = badge;
469 // central point for dealing with accepting the score for a misison.
470 void scoring_do_accept(scoring_struct *score)
474 // do rank, badges, and medals first since they require the alltime stuff
475 // to not be updated yet.
478 if ( score->m_medal_earned != -1 ){
479 score->medals[score->m_medal_earned]++;
482 // return when in training mission. We can grant a medal in training, but don't
483 // want to calculate any other statistics.
484 if (The_mission.game_type == MISSION_TYPE_TRAINING){
488 scoring_eval_rank(score);
489 scoring_eval_badges(score);
491 score->kill_count += score->m_kill_count;
492 score->kill_count_ok += score->m_kill_count_ok;
494 score->score += score->m_score;
495 score->assists += score->m_assists;
496 score->p_shots_fired += score->mp_shots_fired;
497 score->s_shots_fired += score->ms_shots_fired;
499 score->p_shots_hit += score->mp_shots_hit;
500 score->s_shots_hit += score->ms_shots_hit;
502 score->p_bonehead_hits += score->mp_bonehead_hits;
503 score->s_bonehead_hits += score->ms_bonehead_hits;
504 score->bonehead_kills += score->m_bonehead_kills;
506 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
507 score->kills[idx] = (unsigned short)(score->kills[idx] + score->m_okKills[idx]);
510 // add in mission time
511 score->flight_time += (unsigned int)f2fl(Missiontime);
512 score->last_backup = score->last_flown;
513 score->last_flown = time(NULL);
514 score->missions_flown++;
517 // backout the score for a mission. This function gets called when the player chooses to refly a misison
519 void scoring_backout_accept( scoring_struct *score )
523 // if a badge was earned, take it back
524 if ( score->m_badge_earned != -1){
525 score->medals[Badge_index[score->m_badge_earned]] = 0;
528 // return when in training mission. We can grant a medal in training, but don't
529 // want to calculate any other statistics.
530 if (The_mission.game_type == MISSION_TYPE_TRAINING){
534 score->kill_count -= score->m_kill_count;
535 score->kill_count_ok -= score->m_kill_count_ok;
537 score->score -= score->m_score;
538 score->assists -= score->m_assists;
539 score->p_shots_fired -= score->mp_shots_fired;
540 score->s_shots_fired -= score->ms_shots_fired;
542 score->p_shots_hit -= score->mp_shots_hit;
543 score->s_shots_hit -= score->ms_shots_hit;
545 score->p_bonehead_hits -= score->mp_bonehead_hits;
546 score->s_bonehead_hits -= score->ms_bonehead_hits;
547 score->bonehead_kills -= score->m_bonehead_kills;
549 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
550 score->kills[idx] = (unsigned short)(score->kills[idx] - score->m_okKills[idx]);
553 // if the player was given a medal, take it back
554 if ( score->m_medal_earned != -1 ) {
555 score->medals[score->m_medal_earned]--;
556 Assert( score->medals[score->m_medal_earned] >= 0 );
559 // if the player was promoted, take it back
560 if ( score->m_promotion_earned != -1) {
562 Assert( score->rank >= 0 );
565 score->flight_time -= (unsigned int)f2fl(Missiontime);
566 score->last_flown = score->last_backup;
567 score->missions_flown--;
570 // merge any mission stats accumulated into the alltime stats (as well as updating per campaign stats)
571 void scoring_level_close(int accepted)
576 // want to calculate any other statistics.
577 if (The_mission.game_type == MISSION_TYPE_TRAINING){
578 // call scoring_do_accept
579 // this will grant any potential medals and then early bail, and
580 // then we will early bail
581 scoring_do_accept(&Player->stats);
586 // apply mission stats for all players in the game
587 if(Game_mode & GM_MULTIPLAYER){
588 nprintf(("Network","Storing stats for all players now\n"));
589 for(idx=0;idx<MAX_PLAYERS;idx++){
590 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
591 // get the scoring struct
592 sc = &Net_players[idx].player->stats;
593 scoring_do_accept( sc );
597 nprintf(("General","Storing stats now\n"));
598 scoring_do_accept( &Player->stats );
601 // If this mission doesn't allow promotion or badges
602 // then be sure that these don't get done. Don't allow promotions or badges when
603 // playing normally and not in a campaign.
604 if ( (The_mission.flags & MISSION_FLAG_NO_PROMOTION) || ((Game_mode & GM_NORMAL) && !(Game_mode & GM_CAMPAIGN_MODE)) ) {
605 if ( Player->stats.m_promotion_earned != -1) {
606 Player->stats.rank--;
607 Player->stats.m_promotion_earned = -1;
610 // if a badge was earned, take it back
611 if ( Player->stats.m_badge_earned != -1){
612 Player->stats.medals[Badge_index[Player->stats.m_badge_earned]] = -1;
613 Player->stats.m_badge_earned = -1;
620 // STATS damage, assists recording stuff
621 void scoring_add_damage(object *ship_obj,object *other_obj,float damage)
623 int found_slot, signature;
624 int lowest_index,idx;
628 // multiplayer clients bail here
629 if(MULTIPLAYER_CLIENT){
633 // if we have no other object, bail
634 if(other_obj == NULL){
638 // for player kill/assist evaluation, we have to know exactly how much damage really mattered. For example, if
639 // 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
640 // points of damage, only that 1 point would count
641 float actual_damage = 0.0f;
643 // other_obj might not always be the parent of other_obj (in the case of debug code for sure). See
644 // if the other_obj has a parent, and if so, use the parent. If no parent, see if other_obj is a ship
645 // and if so, use that ship.
646 if ( other_obj->parent != -1 ){
647 use_obj = &Objects[other_obj->parent];
648 signature = use_obj->signature;
650 signature = other_obj->signature;
654 // don't count damage done to a ship by himself
655 if(use_obj == ship_obj){
659 // get a pointer to the ship and add the actual amount of damage done to it
660 // get the ship object, and determine the _actual_ amount of damage done
661 sp = &Ships[ship_obj->instance];
662 // see comments at beginning of function
663 if(ship_obj->hull_strength < 0.0f){
664 actual_damage = damage + ship_obj->hull_strength;
666 actual_damage = damage;
668 if(actual_damage < 0.0f){
669 actual_damage = 0.0f;
671 sp->total_damage_received += actual_damage;
673 // go through and clear out all old damagers
674 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
675 if((sp->damage_ship_id[idx] >= 0) && (ship_get_by_signature(sp->damage_ship_id[idx]) < 0)){
676 sp->damage_ship_id[idx] = -1;
677 sp->damage_ship[idx] = 0;
681 // only evaluate possible kill/assist numbers if the hitting object (use_obj) is a piloted ship (ie, ignore asteroids, etc)
682 // don't store damage a ship may do to himself
683 if((ship_obj->type == OBJ_SHIP) && (use_obj->type == OBJ_SHIP)){
685 // try and find an open slot
686 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
687 // if this ship object doesn't exist anymore, use the slot
688 if((sp->damage_ship_id[idx] == -1) || (ship_get_by_signature(sp->damage_ship_id[idx]) < 0) || (sp->damage_ship_id[idx] == signature) ){
694 // if not found (implying all slots are taken), then find the slot with the lowest damage % and use that
697 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
698 if(sp->damage_ship[idx] < sp->damage_ship[lowest_index]){
706 // fill in the slot damage and damager-index
708 sp->damage_ship[lowest_index] += actual_damage;
710 sp->damage_ship[lowest_index] = actual_damage;
712 sp->damage_ship_id[lowest_index] = signature;
716 char Scoring_debug_text[4096];
718 // evaluate a kill on a ship
719 void scoring_eval_kill(object *ship_obj)
721 float max_damage_pct; // the pct% of total damage the max damage object did
722 int max_damage_index; // the index into the dying ship's damage_ship[] array corresponding the greatest amount of damage
723 int killer_sig; // signature of the guy getting credit for the kill (or -1 if none)
724 int idx,net_player_num;
725 player *plr; // pointer to a player struct if it was a player who got the kill
726 net_player *net_plr = NULL;
727 ship *dead_ship; // the ship which was killed
728 net_player *dead_plr = NULL;
731 // multiplayer clients bail here
732 if(MULTIPLAYER_CLIENT){
736 // we don't evaluate kills on anything except ships
737 if(ship_obj->type != OBJ_SHIP){
740 if((ship_obj->instance < 0) || (ship_obj->instance >= MAX_SHIPS)){
744 // assign the dead ship
745 dead_ship = &Ships[ship_obj->instance];
747 // evaluate player deaths
748 if(Game_mode & GM_MULTIPLAYER){
749 net_player_num = multi_find_player_by_object(ship_obj);
750 if(net_player_num != -1){
751 Net_players[net_player_num].player->stats.m_player_deaths++;
752 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));
753 dead_plr = &Net_players[net_player_num];
756 if(ship_obj == Player_obj){
757 Player->stats.m_player_deaths++;
761 // if this ship doesn't show up on player sensors, then don't eval a kill
762 if ( dead_ship->flags & SF_HIDDEN_FROM_SENSORS ){
763 // make sure to set invalid killer id numbers
764 dead_ship->damage_ship_id[0] = -1;
765 dead_ship->damage_ship[0] = -1.0f;
770 scoring_eval_harbison( dead_ship );
775 // clear out invalid damager ships
776 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
777 if((dead_ship->damage_ship_id[idx] >= 0) && (ship_get_by_signature(dead_ship->damage_ship_id[idx]) < 0)){
778 dead_ship->damage_ship[idx] = 0.0f;
779 dead_ship->damage_ship_id[idx] = -1;
783 // determine which object did the most damage to the dying object, and how much damage that was
784 max_damage_index = -1;
785 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
787 if(dead_ship->damage_ship_id[idx] < 0){
791 // if this slot did more damage then the next highest slot
792 if((max_damage_index == -1) || (dead_ship->damage_ship[idx] > dead_ship->damage_ship[max_damage_index])){
793 max_damage_index = idx;
798 if((max_damage_index < 0) || (max_damage_index >= MAX_DAMAGE_SLOTS)){
802 // the pct of total damage applied to this ship
803 max_damage_pct = dead_ship->damage_ship[max_damage_index] / dead_ship->total_damage_received;
804 if(max_damage_pct < 0.0f){
805 max_damage_pct = 0.0f;
807 if(max_damage_pct > 1.0f){
808 max_damage_pct = 1.0f;
811 // only evaluate if the max damage % is high enough to record a kill and it was done by a valid object
812 if((max_damage_pct >= KILL_PERCENTAGE) && (dead_ship->damage_ship_id[max_damage_index] >= 0)){
813 // set killer_sig for this ship to the signature of the guy who gets credit for the kill
814 killer_sig = dead_ship->damage_ship_id[max_damage_index];
816 // null this out for now
820 // get the player (whether single or multiplayer)
822 if(Game_mode & GM_MULTIPLAYER){
823 net_player_num = multi_find_player_by_signature(killer_sig);
824 if(net_player_num != -1){
825 plr = Net_players[net_player_num].player;
826 net_plr = &Net_players[net_player_num];
829 if(Objects[Player->objnum].signature == killer_sig){
834 // if we found a valid player, evaluate some kill details
839 if((plr->objnum < 0) || (plr->objnum >= MAX_OBJECTS)){
843 // get the ship info index of the ship type of this kill. we need to take ship
844 // copies into account here.
845 si_index = dead_ship->ship_info_index;
846 if ( Ship_info[si_index].flags & SIF_SHIP_COPY ){
847 si_index = ship_info_base_lookup( si_index );
850 // if you hit this next Assert, find allender. If not here, don't worry about it, you may safely
852 Assert( !(Ship_info[si_index].flags & SIF_SHIP_COPY) );
854 // if he killed a guy on his own team increment his bonehead kills
855 if((Ships[Objects[plr->objnum].instance].team == dead_ship->team) && !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
856 plr->stats.m_bonehead_kills++;
857 plr->stats.m_score -= (int)(dead_ship->score * scoring_get_scale_factor());
861 multi_team_maybe_add_score(-(int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
864 // otherwise increment his valid kill count and score
867 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (multi_find_player_by_object(ship_obj) < 0)){
868 // don't add a kill for dogfight kills on non-players
870 plr->stats.m_okKills[si_index]++;
871 plr->stats.m_kill_count_ok++;
872 plr->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor());
873 hud_gauge_popup_start(HUD_KILLS_GAUGE);
877 multi_team_maybe_add_score((int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
879 // award teammates 50% of score value for big ship kills
880 // not in dogfight tho
881 if (!(Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[dead_ship->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
882 for (i=0; i<MAX_PLAYERS; i++) {
883 if (MULTI_CONNECTED(Net_players[i]) && (Net_players[i].p_info.team == net_plr->p_info.team) && (&Net_players[i] != net_plr)) {
884 Net_players[i].player->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f);
886 #if !defined(RELEASE_REAL)
887 // DEBUG CODE TO TEST NEW SCORING
888 char score_text[1024] = "";
889 sprintf(score_text, "You get %d pts for the helping kill the big ship", (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f));
890 if (Net_players[i].player != Net_player->player) { // check if its me
891 send_game_chat_packet(Net_player, score_text, MULTI_MSG_TARGET, &Net_players[i], NULL, 2);
893 HUD_printf(score_text);
902 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)){
903 char dead_text[1024] = "";
905 sprintf(dead_text, "%s gets the kill for %s", net_plr->player->callsign, dead_plr->player->callsign);
906 send_game_chat_packet(Net_player, dead_text, MULTI_MSG_ALL, NULL, NULL, 2);
907 HUD_printf(dead_text);
913 // increment his all-encompassing kills
914 plr->stats.m_kills[si_index]++;
915 plr->stats.m_kill_count++;
917 // update everyone on this guy's kills if this is multiplayer
918 if(MULTIPLAYER_MASTER && (net_player_num != -1)){
919 // send appropriate stats
920 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
921 // evaluate dogfight kills
922 multi_df_eval_kill(&Net_players[net_player_num], ship_obj);
925 send_player_stats_block_packet(&Net_players[net_player_num], STATS_DOGFIGHT_KILLS);
927 send_player_stats_block_packet(&Net_players[net_player_num], STATS_MISSION_KILLS);
932 // set killer_sig for this ship to -1, indicating no one got the kill for it
936 // pass in the guy who got the credit for the kill (if any), so that he doesn't also
937 // get credit for an assist
938 scoring_eval_assists(dead_ship,killer_sig);
940 // bash damage_ship_id[0] with the signature of the guy who is getting credit for the kill
941 dead_ship->damage_ship_id[0] = killer_sig;
942 dead_ship->damage_ship[0] = max_damage_pct;
946 #if !defined(RELEASE_REAL)
947 if (Game_mode & GM_MULTIPLAYER) {
949 sprintf(Scoring_debug_text, "%s killed.\nDamage by ship:\n\n", Ship_info[dead_ship->ship_info_index].name);
951 // show damage done by player
952 for (int i=0; i<MAX_DAMAGE_SLOTS; i++) {
953 int net_player_num = multi_find_player_by_signature(dead_ship->damage_ship_id[i]);
954 if (net_player_num != -1) {
955 plr = Net_players[net_player_num].player;
956 sprintf(buf, "%s: %f", plr->callsign, dead_ship->damage_ship[i]);
958 if (dead_ship->damage_ship_id[i] == killer_sig ) {
959 strcat(buf, " KILLER\n");
964 strcat(Scoring_debug_text, buf);
973 // kill_id is the object signature of the guy who got the credit for the kill (may be -1, if no one got it)
974 // this is to insure that you don't also get an assist if you get the kill.
975 void scoring_eval_assists(ship *sp,int killer_sig)
980 // multiplayer clients bail here
981 if(MULTIPLAYER_CLIENT){
985 // evaluate each damage slot to see if it did enough to give the assis
986 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
987 // if this slot did enough damage to get an assist
988 if((sp->damage_ship[idx]/sp->total_damage_received) >= ASSIST_PERCENTAGE){
989 // get the player which did this damage (if any)
993 if(Game_mode & GM_MULTIPLAYER){
994 int net_player_num = multi_find_player_by_signature(sp->damage_ship_id[idx]);
995 if(net_player_num != -1){
996 plr = Net_players[net_player_num].player;
1001 if(Objects[Player->objnum].signature == sp->damage_ship_id[idx]){
1006 // if we found a player, give him the assist if it wasn't on his own team
1007 if((plr != NULL) && (sp->team != Ships[Objects[plr->objnum].instance].team) && (killer_sig != Objects[plr->objnum].signature)){
1008 plr->stats.m_assists++;
1010 nprintf(("Network","-==============GAVE PLAYER %s AN ASSIST=====================-\n",plr->callsign));
1017 // eval a hit on an object (for primary and secondary hit purposes)
1018 void scoring_eval_hit(object *hit_obj, object *other_obj,int from_blast)
1020 // multiplayer clients bail here
1021 if(MULTIPLAYER_CLIENT){
1025 // only evaluate hits on ships and asteroids
1026 if((hit_obj->type != OBJ_SHIP) && (hit_obj->type != OBJ_ASTEROID)){
1030 // if the other_obj == NULL, we can't evaluate where it came from, so bail here
1031 if(other_obj == NULL){
1035 // other bogus situtations
1036 if(other_obj->instance < 0){
1040 if((other_obj->type == OBJ_WEAPON) && !(Weapons[other_obj->instance].weapon_flags & WF_ALREADY_APPLIED_STATS)){
1042 if(other_obj->instance >= MAX_WEAPONS){
1047 if(other_obj->parent < 0){
1050 if(other_obj->parent >= MAX_SHIPS){
1053 if(Objects[other_obj->parent].type != OBJ_SHIP){
1056 if((Objects[other_obj->parent].instance < 0) || (Objects[other_obj->parent].instance >= MAX_SHIPS)){
1060 int is_bonehead = 0;
1061 int sub_type = Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype;
1063 // determine if this was a bonehead hit or not
1064 if(hit_obj->type == OBJ_SHIP){
1065 is_bonehead = Ships[hit_obj->instance].team==Ships[Objects[other_obj->parent].instance].team ? 1 : 0;
1067 // can't have a bonehead hit on an asteroid
1072 // set the flag indicating that we've already applied a "stats" hit for this weapon
1073 // Weapons[other_obj->instance].weapon_flags |= WF_ALREADY_APPLIED_STATS;
1075 // in multiplayer -- only the server records the stats
1076 if( Game_mode & GM_MULTIPLAYER ) {
1077 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1080 // get the player num of the parent object. A player_num of -1 means that the
1081 // parent of this object was not a player
1082 player_num = multi_find_player_by_object( &Objects[other_obj->parent] );
1083 if ( player_num != -1 ) {
1087 Net_players[player_num].player->stats.mp_bonehead_hits++;
1089 Net_players[player_num].player->stats.mp_shots_hit++;
1092 // Assert( Net_players[player_num].player->stats.mp_shots_hit <= Net_players[player_num].player->stats.mp_shots_fired );
1095 // friendly hit, once it hits a friendly, its done
1098 Net_players[player_num].player->stats.ms_bonehead_hits++;
1103 // if its a bomb, count every bit of damage it does
1104 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1105 // once we get impact damage, stop keeping track of it
1106 Net_players[player_num].player->stats.ms_shots_hit++;
1108 // if its not a bomb, only count impact damage
1111 Net_players[player_num].player->stats.ms_shots_hit++;
1120 } else if(Player_obj == &(Objects[other_obj->parent])){
1124 Player->stats.mp_bonehead_hits++;
1126 Player->stats.mp_shots_hit++;
1130 // friendly hit, once it hits a friendly, its done
1133 Player->stats.ms_bonehead_hits++;
1138 // if its a bomb, count every bit of damage it does
1139 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1140 // once we get impact damage, stop keeping track of it
1141 Player->stats.ms_shots_hit++;
1143 // if its not a bomb, only count impact damage
1146 Player->stats.ms_shots_hit++;
1158 // get a scaling factor for adding/subtracting from mission score
1159 float scoring_get_scale_factor()
1161 // multiplayer dogfight. don't scale anything
1162 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)){
1166 // check for bogus Skill_level values
1167 Assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS));
1168 if((Game_skill_level < 0) || (Game_skill_level > NUM_SKILL_LEVELS-1)){
1169 return Scoring_scale_factors[0];
1172 // return the correct scale value
1173 return Scoring_scale_factors[Game_skill_level];
1177 // ----------------------------------------------------------------------------------------
1181 // bash the passed player to the specified rank
1182 void scoring_bash_rank(player *pl,int rank)
1184 // if this is an invalid rank, do nothing
1185 if((rank < RANK_ENSIGN) || (rank > RANK_ADMIRAL)){
1186 nprintf(("General","Could not bash player rank - invalid value!!!\n"));
1190 // set the player's score and rank
1191 pl->stats.score = Ranks[rank].points + 1;
1192 pl->stats.rank = rank;
1195 DCF(rank, "changes scoring vars")
1198 dc_get_arg(ARG_INT);
1200 // parse the argument and change things around accordingly
1201 if((Dc_arg_type & ARG_INT) && (Player != NULL)){
1202 scoring_bash_rank(Player,Dc_arg_int);
1205 dc_printf("Usage\n0 : Ensign\n1 : Lieutenant Junior Grade\n");
1206 dc_printf("2 : Lietenant\n3 : Lieutenant Commander\n");
1207 dc_printf("4 : Commander\n5 : Captain\n6 : Commodore\n");
1208 dc_printf("7 : Rear Admiral\n8 : Vice Admiral\n9 : Admiral");