2 * $Logfile: /Freespace2/code/Stats/Scoring.cpp $
7 * Scoring system code, medals, rank, etc.
10 * Revision 1.2 2002/05/07 03:16:52 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 23 10/25/99 5:51p Jefff
18 * commented some scoring debug code
20 * 22 10/15/99 3:01p Jefff
21 * scoring change in coop and tvt. for big ships, killer gets 100% of
22 * score, but teammates also get 50%.
24 * 21 9/12/99 9:56p Jefff
25 * fixed another cause of the
26 * medals-in-training-missions-not-getting-recorded bug
28 * 20 9/10/99 9:44p Dave
29 * Bumped version # up. Make server reliable connects not have such a huge
32 * 19 9/05/99 11:19p Dave
33 * Made d3d texture cache much more safe. Fixed training scoring bug where
34 * it would backout scores without ever having applied them in the first
37 * 18 8/26/99 8:49p Jefff
38 * Updated medals screen and about everything that ever touches medals in
39 * one way or another. Sheesh.
41 * 17 8/22/99 5:53p Dave
42 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
43 * instead of ship designations for multiplayer players.
45 * 16 8/22/99 1:19p Dave
46 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
47 * which d3d cards are detected.
49 * 15 8/17/99 1:12p Dave
50 * Send TvT update when a client has finished joining so he stays nice and
53 * 14 8/06/99 9:46p Dave
54 * Hopefully final changes for the demo.
56 * 13 7/30/99 7:01p Dave
57 * Dogfight escort gauge. Fixed up laser rendering in Glide.
59 * 12 4/30/99 12:18p Dave
60 * Several minor bug fixes.
62 * 11 4/28/99 11:13p Dave
63 * Temporary checkin of artillery code.
65 * 10 3/01/99 10:00a Dave
66 * Fxied several dogfight related stats bugs.
68 * 9 2/26/99 4:14p Dave
69 * Put in the ability to have multiple shockwaves for ships.
71 * 8 2/23/99 2:29p Dave
72 * First run of oldschool dogfight mode.
74 * 7 2/17/99 2:11p Dave
75 * First full run of squad war. All freespace and tracker side stuff
78 * 6 1/29/99 2:08a Dave
79 * Fixed beam weapon collisions with players. Reduced size of scoring
80 * struct for multiplayer. Disabled PXO.
82 * 5 1/12/99 5:45p Dave
83 * Moved weapon pipeline in multiplayer to almost exclusively client side.
84 * Very good results. Bandwidth goes down, playability goes up for crappy
85 * connections. Fixed object update problem for ship subsystems.
87 * 4 10/23/98 3:51p Dave
88 * Full support for tstrings.tbl and foreign languages. All that remains
89 * is to make it active in Fred.
91 * 3 10/13/98 9:29a Dave
92 * Started neatening up freespace.h. Many variables renamed and
93 * reorganized. Added AlphaColors.[h,cpp]
95 * 2 10/07/98 10:54a Dave
98 * 1 10/07/98 10:51a Dave
100 * 84 9/15/98 11:44a Dave
101 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
102 * scale factors. Fixed standalone filtering of MD missions to non-MD
105 * 83 9/10/98 6:14p Dave
106 * Removed bogus assert.
108 * 82 7/14/98 2:37p Allender
109 * fixed bug where two scoring variables were not getting properly reset
110 * between levels in multiplayer game
112 * 81 6/01/98 11:43a John
113 * JAS & MK: Classified all strings for localization.
115 * 80 5/23/98 3:16p Allender
116 * work on object update packet optimizations (a new updating system).
117 * Don't allow medals/promotions/badges when playing singple player
118 * missions through the simulator
120 * 79 5/18/98 9:14p Dave
121 * Put in network config files support.
123 * 78 5/16/98 9:14p Allender
124 * fix scoring ckise fir training missions to actually count medals, but
125 * nothing else. Code used to Assert when wings were granted then taken
126 * away because they were actually never granted in scoring structure
128 * 77 5/15/98 9:52p Dave
129 * Added new stats for freespace. Put in artwork for viewing stats on PXO.
131 * 76 5/15/98 4:12p Allender
132 * removed redbook code. Put back in ingame join timer. Major fixups for
133 * stats in multiplayer. Pass correct score, medals, etc when leaving
134 * game. Be sure clients display medals, badges, etc.
136 * 75 5/13/98 5:13p Allender
137 * red alert support to go back to previous mission
139 * 74 5/07/98 12:56a Dave
140 * Fixed incorrect calls to free() from stats code. Put in new artwork for
141 * debrief and host options screens. Another modification to scoring
142 * system for secondary weapons.
144 * 73 5/06/98 3:15p Allender
145 * fixed some ranking problems. Made vasudan support ship available in
148 * 72 5/04/98 1:43p Dave
149 * Fixed up a standalone resetting problem. Fixed multiplayer stats
150 * collection for clients. Make sure all multiplayer ui screens have the
151 * correct palette at all times.
153 * 71 5/03/98 2:52p Dave
154 * Removed multiplayer furball mode.
156 * 70 5/01/98 12:34p John
157 * Added code to force FreeSpace to run in the same dir as exe and made
158 * all the parse error messages a little nicer.
160 * 69 4/28/98 5:27p Hoffoss
161 * Added kills by type stats to barracks, and fixed some bugs this turned
162 * up but no one knew about yet apparently.
164 * 68 4/27/98 6:01p Dave
165 * Modify how missile scoring works. Fixed a team select ui bug. Speed up
166 * multi_lag system. Put in new main hall.
168 * 67 4/25/98 3:54p Dave
169 * Fixed a scoring bug where hidden ships had improper return values from
170 * scoring_eval_kill(...)
172 * 66 4/21/98 11:55p Dave
173 * Put in player deaths statskeeping. Use arrow keys in the ingame join
174 * ship select screen. Don't quit the game if in the debriefing and server
177 * 65 4/21/98 4:44p Dave
178 * Implement Vasudan ships in multiplayer. Added a debug function to bash
179 * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
180 * problem in options screen.
185 #include "freespace.h"
190 #include "multiutil.h"
194 #include "multimsgs.h"
196 #include "localize.h"
197 #include "multi_team.h"
198 #include "multi_dogfight.h"
199 #include "multi_pmsg.h"
201 // 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
202 #define ASSIST_PERCENTAGE (0.15f)
203 #define KILL_PERCENTAGE (0.30f)
205 // these tables are overwritten with the values from rank.tbl
206 rank_stuff Ranks[NUM_RANKS];
208 // scoring scale factors by skill level
209 float Scoring_scale_factors[NUM_SKILL_LEVELS] = {
217 void parse_rank_tbl()
219 char buf[MULTITEXT_LENGTH];
222 if ((rval = setjmp(parse_abort)) != 0) {
223 Error(LOCATION, "Error parsing 'rank.tbl'\r\nError code = %i.\r\n", rval);
229 read_file_text("rank.tbl");
232 // parse in all the rank names
234 skip_to_string("[RANK NAMES]");
235 ignore_white_space();
236 while ( required_string_either("#End", "$Name:") ) {
237 Assert ( idx < NUM_RANKS );
238 required_string("$Name:");
239 stuff_string( Ranks[idx].name, F_NAME, NULL );
240 required_string("$Points:");
241 stuff_int( &Ranks[idx].points );
242 required_string("$Bitmap:");
243 stuff_string( Ranks[idx].bitmap, F_NAME, NULL );
244 required_string("$Promotion Voice Base:");
245 stuff_string( Ranks[idx].promotion_voice_base, F_NAME, NULL, MAX_FILENAME_LEN - 2 );
246 required_string("$Promotion Text:");
247 stuff_string(buf, F_MULTITEXT, NULL);
248 drop_white_space(buf);
249 compact_multitext_string(buf);
250 Ranks[idx].promotion_text = strdup(buf);
254 required_string("#End");
256 // be sure that all rank points are in order
258 for ( idx = 0; idx < NUM_RANKS-1; idx++ ) {
259 if ( Ranks[idx].points >= Ranks[idx+1].points )
264 // close localization
268 // initialize a nice blank scoring element
269 void init_scoring_element(scoring_struct *s)
274 Int3(); // DaveB -- Fix this!
275 // read_pilot_file(char* callsign);
279 memset(s, 0, sizeof(scoring_struct));
281 s->rank = RANK_ENSIGN;
284 s->kill_count_ok = 0;
286 for (i=0; i<NUM_MEDALS; i++){
290 for (i=0; i<MAX_SHIP_TYPES; i++){
296 s->m_kill_count_ok = 0;
300 s->p_bonehead_hits=0; s->mp_bonehead_hits=0;
301 s->s_bonehead_hits=0; s->ms_bonehead_hits=0;
302 s->m_bonehead_kills=0;
306 s->p_shots_fired=0; s->p_shots_hit=0;
307 s->s_shots_fired=0; s->s_shots_hit=0;
309 s->mp_shots_fired=0; s->mp_shots_hit=0;
310 s->ms_shots_fired=0; s->ms_shots_hit=0;
312 s->m_player_deaths = 0;
316 s->missions_flown = 0;
321 for(i=0; i<MAX_PLAYERS; i++){
322 s->m_dogfight_kills[i] = 0;
328 void scoring_eval_harbison( ship *shipp )
332 if ( !stricmp(shipp->ship_name, "alpha 2") && (!stricmp(Game_current_mission_filename, "demo01") || !stricmp(Game_current_mission_filename, "sm1-01")) ) {
335 fp = fopen("i:\\volition\\cww\\harbison.txt", "r+t");
338 fscanf(fp, "%d", &death_count );
340 fseek(fp, 0, SEEK_SET);
341 fprintf(fp, "%d\n", death_count);
348 // initialize the Player's mission-based stats before he goes into a mission
349 void scoring_level_init( scoring_struct *scp )
353 scp->m_medal_earned = -1; // hasn't earned a medal yet
354 scp->m_promotion_earned = -1;
355 scp->m_badge_earned = -1;
358 scp->mp_shots_fired=0;
359 scp->mp_shots_hit = 0;
360 scp->ms_shots_fired = 0;
361 scp->ms_shots_hit = 0;
363 scp->mp_bonehead_hits=0;
364 scp->ms_bonehead_hits=0;
365 scp->m_bonehead_kills=0;
367 for (i=0; i<MAX_SHIP_TYPES; i++){
372 scp->m_kill_count = 0;
373 scp->m_kill_count_ok = 0;
375 scp->m_player_deaths =0;
377 for(i=0; i<MAX_PLAYERS; i++){
378 scp->m_dogfight_kills[i] = 0;
382 void scoring_eval_rank( scoring_struct *sc )
384 int i, score, new_rank, old_rank;
389 // first check to see if the promotion flag is set -- if so, return the new rank
390 if ( Player->flags & PLAYER_FLAGS_PROMOTED ) {
394 // if the player does indeed get promoted, we should change his mission score
395 // to reflect the differce between all time and new rank score
396 if ( sc->rank < MAX_FREESPACE2_RANK ) {
397 new_rank = sc->rank + 1;
398 if ( (sc->m_score + sc->score) < Ranks[new_rank].points )
399 sc->m_score = (Ranks[new_rank].points - sc->score);
402 // we get here only if player wasn't promoted automatically.
403 score = sc->m_score + sc->score;
404 for (i=0; i<NUM_RANKS; i++) {
405 if ( score >= Ranks[i].points )
410 // if the ranks do not match, then "grant" the new rank
411 if ( old_rank != new_rank ) {
412 Assert( new_rank >= 0 );
413 sc->m_promotion_earned = new_rank;
418 // function to evaluate whether or not a new badge is going to be awarded. This function returns
419 // which medal is awarded.
420 void scoring_eval_badges(scoring_struct *sc)
422 int i, total_kills, badge;
424 // to determine badges, we count kills based on fighter/bomber types. We must count kills in
425 // all time stats + current mission stats. And, only for enemy fighters/bombers
427 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
428 if ( (Ship_info[i].flags & SIF_FIGHTER) || (Ship_info[i].flags & SIF_BOMBER) ) {
429 total_kills += sc->m_okKills[i];
430 total_kills += sc->kills[i];
434 // total_kills should now reflect the number of kills on hostile fighters/bombers. Check this number
435 // against badge kill numbers, and return the badge index if we would get a new one.
437 for (i = 0; i < MAX_BADGES; i++ ) {
438 if ( total_kills >= Medals[Badge_index[i]].kills_needed ){
443 // if player could have a badge based on kills, and doesn't currently have this badge, then
444 // return the badge id.
445 if ( (badge != -1 ) && (sc->medals[Badge_index[badge]] < 1) ) {
446 sc->medals[Badge_index[badge]] = 1;
447 sc->m_badge_earned = badge;
451 // central point for dealing with accepting the score for a misison.
452 void scoring_do_accept(scoring_struct *score)
456 // do rank, badges, and medals first since they require the alltime stuff
457 // to not be updated yet.
460 if ( score->m_medal_earned != -1 ){
461 score->medals[score->m_medal_earned]++;
464 // return when in training mission. We can grant a medal in training, but don't
465 // want to calculate any other statistics.
466 if (The_mission.game_type == MISSION_TYPE_TRAINING){
470 scoring_eval_rank(score);
471 scoring_eval_badges(score);
473 score->kill_count += score->m_kill_count;
474 score->kill_count_ok += score->m_kill_count_ok;
476 score->score += score->m_score;
477 score->assists += score->m_assists;
478 score->p_shots_fired += score->mp_shots_fired;
479 score->s_shots_fired += score->ms_shots_fired;
481 score->p_shots_hit += score->mp_shots_hit;
482 score->s_shots_hit += score->ms_shots_hit;
484 score->p_bonehead_hits += score->mp_bonehead_hits;
485 score->s_bonehead_hits += score->ms_bonehead_hits;
486 score->bonehead_kills += score->m_bonehead_kills;
488 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
489 score->kills[idx] = (unsigned short)(score->kills[idx] + score->m_okKills[idx]);
492 // add in mission time
493 score->flight_time += (unsigned int)f2fl(Missiontime);
494 score->last_backup = score->last_flown;
495 score->last_flown = time(NULL);
496 score->missions_flown++;
499 // backout the score for a mission. This function gets called when the player chooses to refly a misison
501 void scoring_backout_accept( scoring_struct *score )
505 // if a badge was earned, take it back
506 if ( score->m_badge_earned != -1){
507 score->medals[Badge_index[score->m_badge_earned]] = 0;
510 // return when in training mission. We can grant a medal in training, but don't
511 // want to calculate any other statistics.
512 if (The_mission.game_type == MISSION_TYPE_TRAINING){
516 score->kill_count -= score->m_kill_count;
517 score->kill_count_ok -= score->m_kill_count_ok;
519 score->score -= score->m_score;
520 score->assists -= score->m_assists;
521 score->p_shots_fired -= score->mp_shots_fired;
522 score->s_shots_fired -= score->ms_shots_fired;
524 score->p_shots_hit -= score->mp_shots_hit;
525 score->s_shots_hit -= score->ms_shots_hit;
527 score->p_bonehead_hits -= score->mp_bonehead_hits;
528 score->s_bonehead_hits -= score->ms_bonehead_hits;
529 score->bonehead_kills -= score->m_bonehead_kills;
531 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
532 score->kills[idx] = (unsigned short)(score->kills[idx] - score->m_okKills[idx]);
535 // if the player was given a medal, take it back
536 if ( score->m_medal_earned != -1 ) {
537 score->medals[score->m_medal_earned]--;
538 Assert( score->medals[score->m_medal_earned] >= 0 );
541 // if the player was promoted, take it back
542 if ( score->m_promotion_earned != -1) {
544 Assert( score->rank >= 0 );
547 score->flight_time -= (unsigned int)f2fl(Missiontime);
548 score->last_flown = score->last_backup;
549 score->missions_flown--;
552 // merge any mission stats accumulated into the alltime stats (as well as updating per campaign stats)
553 void scoring_level_close(int accepted)
558 // want to calculate any other statistics.
559 if (The_mission.game_type == MISSION_TYPE_TRAINING){
560 // call scoring_do_accept
561 // this will grant any potential medals and then early bail, and
562 // then we will early bail
563 scoring_do_accept(&Player->stats);
568 // apply mission stats for all players in the game
569 if(Game_mode & GM_MULTIPLAYER){
570 nprintf(("Network","Storing stats for all players now\n"));
571 for(idx=0;idx<MAX_PLAYERS;idx++){
572 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
573 // get the scoring struct
574 sc = &Net_players[idx].player->stats;
575 scoring_do_accept( sc );
579 nprintf(("General","Storing stats now\n"));
580 scoring_do_accept( &Player->stats );
583 // If this mission doesn't allow promotion or badges
584 // then be sure that these don't get done. Don't allow promotions or badges when
585 // playing normally and not in a campaign.
586 if ( (The_mission.flags & MISSION_FLAG_NO_PROMOTION) || ((Game_mode & GM_NORMAL) && !(Game_mode & GM_CAMPAIGN_MODE)) ) {
587 if ( Player->stats.m_promotion_earned != -1) {
588 Player->stats.rank--;
589 Player->stats.m_promotion_earned = -1;
592 // if a badge was earned, take it back
593 if ( Player->stats.m_badge_earned != -1){
594 Player->stats.medals[Badge_index[Player->stats.m_badge_earned]] = -1;
595 Player->stats.m_badge_earned = -1;
602 // STATS damage, assists recording stuff
603 void scoring_add_damage(object *ship_obj,object *other_obj,float damage)
605 int found_slot, signature;
606 int lowest_index,idx;
610 // multiplayer clients bail here
611 if(MULTIPLAYER_CLIENT){
615 // if we have no other object, bail
616 if(other_obj == NULL){
620 // for player kill/assist evaluation, we have to know exactly how much damage really mattered. For example, if
621 // 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
622 // points of damage, only that 1 point would count
623 float actual_damage = 0.0f;
625 // other_obj might not always be the parent of other_obj (in the case of debug code for sure). See
626 // if the other_obj has a parent, and if so, use the parent. If no parent, see if other_obj is a ship
627 // and if so, use that ship.
628 if ( other_obj->parent != -1 ){
629 use_obj = &Objects[other_obj->parent];
630 signature = use_obj->signature;
632 signature = other_obj->signature;
636 // don't count damage done to a ship by himself
637 if(use_obj == ship_obj){
641 // get a pointer to the ship and add the actual amount of damage done to it
642 // get the ship object, and determine the _actual_ amount of damage done
643 sp = &Ships[ship_obj->instance];
644 // see comments at beginning of function
645 if(ship_obj->hull_strength < 0.0f){
646 actual_damage = damage + ship_obj->hull_strength;
648 actual_damage = damage;
650 if(actual_damage < 0.0f){
651 actual_damage = 0.0f;
653 sp->total_damage_received += actual_damage;
655 // go through and clear out all old damagers
656 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
657 if((sp->damage_ship_id[idx] >= 0) && (ship_get_by_signature(sp->damage_ship_id[idx]) < 0)){
658 sp->damage_ship_id[idx] = -1;
659 sp->damage_ship[idx] = 0;
663 // only evaluate possible kill/assist numbers if the hitting object (use_obj) is a piloted ship (ie, ignore asteroids, etc)
664 // don't store damage a ship may do to himself
665 if((ship_obj->type == OBJ_SHIP) && (use_obj->type == OBJ_SHIP)){
667 // try and find an open slot
668 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
669 // if this ship object doesn't exist anymore, use the slot
670 if((sp->damage_ship_id[idx] == -1) || (ship_get_by_signature(sp->damage_ship_id[idx]) < 0) || (sp->damage_ship_id[idx] == signature) ){
676 // if not found (implying all slots are taken), then find the slot with the lowest damage % and use that
679 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
680 if(sp->damage_ship[idx] < sp->damage_ship[lowest_index]){
688 // fill in the slot damage and damager-index
690 sp->damage_ship[lowest_index] += actual_damage;
692 sp->damage_ship[lowest_index] = actual_damage;
694 sp->damage_ship_id[lowest_index] = signature;
698 char Scoring_debug_text[4096];
700 // evaluate a kill on a ship
701 void scoring_eval_kill(object *ship_obj)
703 float max_damage_pct; // the pct% of total damage the max damage object did
704 int max_damage_index; // the index into the dying ship's damage_ship[] array corresponding the greatest amount of damage
705 int killer_sig; // signature of the guy getting credit for the kill (or -1 if none)
706 int idx,net_player_num;
707 player *plr; // pointer to a player struct if it was a player who got the kill
708 net_player *net_plr = NULL;
709 ship *dead_ship; // the ship which was killed
710 net_player *dead_plr = NULL;
713 // multiplayer clients bail here
714 if(MULTIPLAYER_CLIENT){
718 // we don't evaluate kills on anything except ships
719 if(ship_obj->type != OBJ_SHIP){
722 if((ship_obj->instance < 0) || (ship_obj->instance >= MAX_SHIPS)){
726 // assign the dead ship
727 dead_ship = &Ships[ship_obj->instance];
729 // evaluate player deaths
730 if(Game_mode & GM_MULTIPLAYER){
731 net_player_num = multi_find_player_by_object(ship_obj);
732 if(net_player_num != -1){
733 Net_players[net_player_num].player->stats.m_player_deaths++;
734 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));
735 dead_plr = &Net_players[net_player_num];
738 if(ship_obj == Player_obj){
739 Player->stats.m_player_deaths++;
743 // if this ship doesn't show up on player sensors, then don't eval a kill
744 if ( dead_ship->flags & SF_HIDDEN_FROM_SENSORS ){
745 // make sure to set invalid killer id numbers
746 dead_ship->damage_ship_id[0] = -1;
747 dead_ship->damage_ship[0] = -1.0f;
752 scoring_eval_harbison( dead_ship );
757 // clear out invalid damager ships
758 for(idx=0; idx<MAX_DAMAGE_SLOTS; idx++){
759 if((dead_ship->damage_ship_id[idx] >= 0) && (ship_get_by_signature(dead_ship->damage_ship_id[idx]) < 0)){
760 dead_ship->damage_ship[idx] = 0.0f;
761 dead_ship->damage_ship_id[idx] = -1;
765 // determine which object did the most damage to the dying object, and how much damage that was
766 max_damage_index = -1;
767 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
769 if(dead_ship->damage_ship_id[idx] < 0){
773 // if this slot did more damage then the next highest slot
774 if((max_damage_index == -1) || (dead_ship->damage_ship[idx] > dead_ship->damage_ship[max_damage_index])){
775 max_damage_index = idx;
780 if((max_damage_index < 0) || (max_damage_index >= MAX_DAMAGE_SLOTS)){
784 // the pct of total damage applied to this ship
785 max_damage_pct = dead_ship->damage_ship[max_damage_index] / dead_ship->total_damage_received;
786 if(max_damage_pct < 0.0f){
787 max_damage_pct = 0.0f;
789 if(max_damage_pct > 1.0f){
790 max_damage_pct = 1.0f;
793 // only evaluate if the max damage % is high enough to record a kill and it was done by a valid object
794 if((max_damage_pct >= KILL_PERCENTAGE) && (dead_ship->damage_ship_id[max_damage_index] >= 0)){
795 // set killer_sig for this ship to the signature of the guy who gets credit for the kill
796 killer_sig = dead_ship->damage_ship_id[max_damage_index];
798 // null this out for now
802 // get the player (whether single or multiplayer)
804 if(Game_mode & GM_MULTIPLAYER){
805 net_player_num = multi_find_player_by_signature(killer_sig);
806 if(net_player_num != -1){
807 plr = Net_players[net_player_num].player;
808 net_plr = &Net_players[net_player_num];
811 if(Objects[Player->objnum].signature == killer_sig){
816 // if we found a valid player, evaluate some kill details
821 if((plr->objnum < 0) || (plr->objnum >= MAX_OBJECTS)){
825 // get the ship info index of the ship type of this kill. we need to take ship
826 // copies into account here.
827 si_index = dead_ship->ship_info_index;
828 if ( Ship_info[si_index].flags & SIF_SHIP_COPY ){
829 si_index = ship_info_base_lookup( si_index );
832 // if you hit this next Assert, find allender. If not here, don't worry about it, you may safely
834 Assert( !(Ship_info[si_index].flags & SIF_SHIP_COPY) );
836 // if he killed a guy on his own team increment his bonehead kills
837 if((Ships[Objects[plr->objnum].instance].team == dead_ship->team) && !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))){
838 plr->stats.m_bonehead_kills++;
839 plr->stats.m_score -= (int)(dead_ship->score * scoring_get_scale_factor());
843 multi_team_maybe_add_score(-(int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
846 // otherwise increment his valid kill count and score
849 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (multi_find_player_by_object(ship_obj) < 0)){
850 // don't add a kill for dogfight kills on non-players
852 plr->stats.m_okKills[si_index]++;
853 plr->stats.m_kill_count_ok++;
854 plr->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor());
855 hud_gauge_popup_start(HUD_KILLS_GAUGE);
859 multi_team_maybe_add_score((int)(dead_ship->score * scoring_get_scale_factor()), net_plr->p_info.team);
861 // award teammates 50% of score value for big ship kills
862 // not in dogfight tho
863 if (!(Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[dead_ship->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
864 for (i=0; i<MAX_PLAYERS; i++) {
865 if (MULTI_CONNECTED(Net_players[i]) && (Net_players[i].p_info.team == net_plr->p_info.team) && (&Net_players[i] != net_plr)) {
866 Net_players[i].player->stats.m_score += (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f);
868 #if !defined(RELEASE_REAL)
869 // DEBUG CODE TO TEST NEW SCORING
870 char score_text[1024] = "";
871 sprintf(score_text, "You get %d pts for the helping kill the big ship", (int)(dead_ship->score * scoring_get_scale_factor() * 0.5f));
872 if (Net_players[i].player != Net_player->player) { // check if its me
873 send_game_chat_packet(Net_player, score_text, MULTI_MSG_TARGET, &Net_players[i], NULL, 2);
875 HUD_printf(score_text);
884 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)){
885 char dead_text[1024] = "";
887 sprintf(dead_text, "%s gets the kill for %s", net_plr->player->callsign, dead_plr->player->callsign);
888 send_game_chat_packet(Net_player, dead_text, MULTI_MSG_ALL, NULL, NULL, 2);
889 HUD_printf(dead_text);
895 // increment his all-encompassing kills
896 plr->stats.m_kills[si_index]++;
897 plr->stats.m_kill_count++;
899 // update everyone on this guy's kills if this is multiplayer
900 if(MULTIPLAYER_MASTER && (net_player_num != -1)){
901 // send appropriate stats
902 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
903 // evaluate dogfight kills
904 multi_df_eval_kill(&Net_players[net_player_num], ship_obj);
907 send_player_stats_block_packet(&Net_players[net_player_num], STATS_DOGFIGHT_KILLS);
909 send_player_stats_block_packet(&Net_players[net_player_num], STATS_MISSION_KILLS);
914 // set killer_sig for this ship to -1, indicating no one got the kill for it
918 // pass in the guy who got the credit for the kill (if any), so that he doesn't also
919 // get credit for an assist
920 scoring_eval_assists(dead_ship,killer_sig);
922 // bash damage_ship_id[0] with the signature of the guy who is getting credit for the kill
923 dead_ship->damage_ship_id[0] = killer_sig;
924 dead_ship->damage_ship[0] = max_damage_pct;
928 #if !defined(RELEASE_REAL)
929 if (Game_mode & GM_MULTIPLAYER) {
931 sprintf(Scoring_debug_text, "%s killed.\nDamage by ship:\n\n", Ship_info[dead_ship->ship_info_index].name);
933 // show damage done by player
934 for (int i=0; i<MAX_DAMAGE_SLOTS; i++) {
935 int net_player_num = multi_find_player_by_signature(dead_ship->damage_ship_id[i]);
936 if (net_player_num != -1) {
937 plr = Net_players[net_player_num].player;
938 sprintf(buf, "%s: %f", plr->callsign, dead_ship->damage_ship[i]);
940 if (dead_ship->damage_ship_id[i] == killer_sig ) {
941 strcat(buf, " KILLER\n");
946 strcat(Scoring_debug_text, buf);
955 // kill_id is the object signature of the guy who got the credit for the kill (may be -1, if no one got it)
956 // this is to insure that you don't also get an assist if you get the kill.
957 void scoring_eval_assists(ship *sp,int killer_sig)
962 // multiplayer clients bail here
963 if(MULTIPLAYER_CLIENT){
967 // evaluate each damage slot to see if it did enough to give the assis
968 for(idx=0;idx<MAX_DAMAGE_SLOTS;idx++){
969 // if this slot did enough damage to get an assist
970 if((sp->damage_ship[idx]/sp->total_damage_received) >= ASSIST_PERCENTAGE){
971 // get the player which did this damage (if any)
975 if(Game_mode & GM_MULTIPLAYER){
976 int net_player_num = multi_find_player_by_signature(sp->damage_ship_id[idx]);
977 if(net_player_num != -1){
978 plr = Net_players[net_player_num].player;
983 if(Objects[Player->objnum].signature == sp->damage_ship_id[idx]){
988 // if we found a player, give him the assist if it wasn't on his own team
989 if((plr != NULL) && (sp->team != Ships[Objects[plr->objnum].instance].team) && (killer_sig != Objects[plr->objnum].signature)){
990 plr->stats.m_assists++;
992 nprintf(("Network","-==============GAVE PLAYER %s AN ASSIST=====================-\n",plr->callsign));
999 // eval a hit on an object (for primary and secondary hit purposes)
1000 void scoring_eval_hit(object *hit_obj, object *other_obj,int from_blast)
1002 // multiplayer clients bail here
1003 if(MULTIPLAYER_CLIENT){
1007 // only evaluate hits on ships and asteroids
1008 if((hit_obj->type != OBJ_SHIP) && (hit_obj->type != OBJ_ASTEROID)){
1012 // if the other_obj == NULL, we can't evaluate where it came from, so bail here
1013 if(other_obj == NULL){
1017 // other bogus situtations
1018 if(other_obj->instance < 0){
1022 if((other_obj->type == OBJ_WEAPON) && !(Weapons[other_obj->instance].weapon_flags & WF_ALREADY_APPLIED_STATS)){
1024 if(other_obj->instance >= MAX_WEAPONS){
1029 if(other_obj->parent < 0){
1032 if(other_obj->parent >= MAX_SHIPS){
1035 if(Objects[other_obj->parent].type != OBJ_SHIP){
1038 if((Objects[other_obj->parent].instance < 0) || (Objects[other_obj->parent].instance >= MAX_SHIPS)){
1042 int is_bonehead = 0;
1043 int sub_type = Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype;
1045 // determine if this was a bonehead hit or not
1046 if(hit_obj->type == OBJ_SHIP){
1047 is_bonehead = Ships[hit_obj->instance].team==Ships[Objects[other_obj->parent].instance].team ? 1 : 0;
1049 // can't have a bonehead hit on an asteroid
1054 // set the flag indicating that we've already applied a "stats" hit for this weapon
1055 // Weapons[other_obj->instance].weapon_flags |= WF_ALREADY_APPLIED_STATS;
1057 // in multiplayer -- only the server records the stats
1058 if( Game_mode & GM_MULTIPLAYER ) {
1059 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1062 // get the player num of the parent object. A player_num of -1 means that the
1063 // parent of this object was not a player
1064 player_num = multi_find_player_by_object( &Objects[other_obj->parent] );
1065 if ( player_num != -1 ) {
1069 Net_players[player_num].player->stats.mp_bonehead_hits++;
1071 Net_players[player_num].player->stats.mp_shots_hit++;
1074 // Assert( Net_players[player_num].player->stats.mp_shots_hit <= Net_players[player_num].player->stats.mp_shots_fired );
1077 // friendly hit, once it hits a friendly, its done
1080 Net_players[player_num].player->stats.ms_bonehead_hits++;
1085 // if its a bomb, count every bit of damage it does
1086 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1087 // once we get impact damage, stop keeping track of it
1088 Net_players[player_num].player->stats.ms_shots_hit++;
1090 // if its not a bomb, only count impact damage
1093 Net_players[player_num].player->stats.ms_shots_hit++;
1102 } else if(Player_obj == &(Objects[other_obj->parent])){
1106 Player->stats.mp_bonehead_hits++;
1108 Player->stats.mp_shots_hit++;
1112 // friendly hit, once it hits a friendly, its done
1115 Player->stats.ms_bonehead_hits++;
1120 // if its a bomb, count every bit of damage it does
1121 if(Weapons[other_obj->instance].weapon_flags & WIF_BOMB){
1122 // once we get impact damage, stop keeping track of it
1123 Player->stats.ms_shots_hit++;
1125 // if its not a bomb, only count impact damage
1128 Player->stats.ms_shots_hit++;
1140 // get a scaling factor for adding/subtracting from mission score
1141 float scoring_get_scale_factor()
1143 // multiplayer dogfight. don't scale anything
1144 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)){
1148 // check for bogus Skill_level values
1149 Assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS));
1150 if((Game_skill_level < 0) || (Game_skill_level > NUM_SKILL_LEVELS-1)){
1151 return Scoring_scale_factors[0];
1154 // return the correct scale value
1155 return Scoring_scale_factors[Game_skill_level];
1159 // ----------------------------------------------------------------------------------------
1163 // bash the passed player to the specified rank
1164 void scoring_bash_rank(player *pl,int rank)
1166 // if this is an invalid rank, do nothing
1167 if((rank < RANK_ENSIGN) || (rank > RANK_ADMIRAL)){
1168 nprintf(("General","Could not bash player rank - invalid value!!!\n"));
1172 // set the player's score and rank
1173 pl->stats.score = Ranks[rank].points + 1;
1174 pl->stats.rank = rank;
1177 DCF(rank, "changes scoring vars")
1180 dc_get_arg(ARG_INT);
1182 // parse the argument and change things around accordingly
1183 if((Dc_arg_type & ARG_INT) && (Player != NULL)){
1184 scoring_bash_rank(Player,Dc_arg_int);
1187 dc_printf("Usage\n0 : Ensign\n1 : Lieutenant Junior Grade\n");
1188 dc_printf("2 : Lietenant\n3 : Lieutenant Commander\n");
1189 dc_printf("4 : Commander\n5 : Captain\n6 : Commodore\n");
1190 dc_printf("7 : Rear Admiral\n8 : Vice Admiral\n9 : Admiral");