warzone2100/src/scores.c

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/*
Scores.c Deals with all the mission results gubbins.
Alex W. McLean
*/
// --------------------------------------------------------------------
#include "lib/framework/frame.h"
#include "lib/gamelib/gtime.h"
#include "console.h"
#include "scores.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/piemode.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/rendmode.h"
#include "objects.h"
#include "droiddef.h"
#include "base.h"
#include "statsdef.h"
#include "hci.h"
#include "text.h"
#include "miscimd.h"
#include "lib/ivis_common/geo.h"
#include "display3d.h"
#include "mission.h"
#include "game.h"
#include "lib/sound/audio.h"
#include "audio_id.h"
#include "intimage.h"
#define BAR_CRAWL_TIME (GAME_TICKS_PER_SEC*3)
#define MT_X_POS (MISSIONRES_TITLE_X + D_W + 140)
#define MT_Y_POS (MISSIONRES_TITLE_Y + D_H + 80)
#define DROID_LEVELS 9
#define MAX_BAR_LENGTH 100
#define LC_UPPER 100
#ifndef WIN32
#define max(a,b) (((a)>(b))?(a):(b))
#endif
#define LC_X 32
#define RC_X 320+32
#define RANK_BAR_WIDTH 100
#define STAT_BAR_WIDTH 100
STAT_BAR infoBars[]=
{
{LC_X,100,STAT_BAR_WIDTH,16,10,STR_MR_UNITS_LOST,0,FALSE,TRUE,0,165}, // left column STAT_UNIT_LOST
{LC_X,120,STAT_BAR_WIDTH,16,20,STR_MR_UNITS_KILLED,0,FALSE,TRUE,0,81}, // STAT_UNIT_KILLED
{LC_X,160,STAT_BAR_WIDTH,16,30,STR_MR_STR_LOST,0,FALSE,TRUE,0,165}, // STAT_STR_LOST
{LC_X,180,STAT_BAR_WIDTH,16,40,STR_MR_STR_BLOWN_UP,0,FALSE,TRUE,0,81}, // STAT_STR_BLOWN_UP
{LC_X,220,STAT_BAR_WIDTH,16,50,STR_MR_UNITS_BUILT,0,FALSE,TRUE,0,185}, // STAT_UNITS_BUILT
{LC_X,240,STAT_BAR_WIDTH,16,60,STR_MR_UNITS_NOW,0,FALSE,TRUE,0,185}, // STAT_UNITS_NOW
{LC_X,260,STAT_BAR_WIDTH,16,70,STR_MR_STR_BUILT,0,FALSE,TRUE,0,185}, // STAT_STR_BUILT
{LC_X,280,STAT_BAR_WIDTH,16,80,STR_MR_STR_NOW,0,FALSE,FALSE,0,185}, // STAT_STR_NOW
{RC_X,100,RANK_BAR_WIDTH,16,10,STR_MR_LEVEL_ROOKIE,0,FALSE,TRUE,0,117}, // right column // STAT_ROOKIE
{RC_X,120,RANK_BAR_WIDTH,16,20,STR_MR_LEVEL_GREEN,0,FALSE,TRUE,0,117}, // STAT_GREEN
{RC_X,140,RANK_BAR_WIDTH,16,30,STR_MR_LEVEL_TRAINED,0,FALSE,TRUE,0,117}, // STAT_TRAINED
{RC_X,160,RANK_BAR_WIDTH,16,40,STR_MR_LEVEL_REGULAR,0,FALSE,TRUE,0,117}, // STAT_REGULAR
{RC_X,180,RANK_BAR_WIDTH,16,50,STR_MR_LEVEL_VETERAN,0,FALSE,TRUE,0,117}, // STAT_VETERAN
{RC_X,200,RANK_BAR_WIDTH,16,60,STR_MR_LEVEL_CRACK,0,FALSE,TRUE,0,117}, // STAT_CRACK
{RC_X,220,RANK_BAR_WIDTH,16,70,STR_MR_LEVEL_ELITE,0,FALSE,TRUE,0,117}, // STAT_ELITE
{RC_X,240,RANK_BAR_WIDTH,16,80,STR_MR_LEVEL_SPECIAL,0,FALSE,TRUE,0,117}, // STAT_SPECIAL
{RC_X,260,RANK_BAR_WIDTH,16,90,STR_MR_LEVEL_ACE,0,FALSE,TRUE,0,117}, // STAT_ACE
{0,0,0,0,0,0,0}
};
// --------------------------------------------------------------------
void constructTime(STRING *psText, UDWORD hours, UDWORD minutes, UDWORD seconds);
void drawDroidBars( void );
void drawUnitBars( void );
void drawStatBars( void );
void fillUpStats( void );
void dispAdditionalInfo( void );
// --------------------------------------------------------------------
/* The present mission data */
static MISSION_DATA missionData;
static UDWORD dispST;
static BOOL bDispStarted = FALSE;
static char text[255];
static char text2[255];
// --------------------------------------------------------------------
/* Initialise the mission data info - done before each mission */
BOOL scoreInitSystem( void )
{
missionData.unitsBuilt = 0;
missionData.unitsKilled = 0;
missionData.unitsLost = 0;
missionData.strBuilt = 0;
missionData.strKilled = 0;
missionData.strLost = 0;
missionData.artefactsFound = 0;
missionData.missionStarted = gameTime; // total game time is just gameTime
missionData.shotsOnTarget = 0;
missionData.shotsOffTarget = 0;
missionData.babasMowedDown = 0;
bDispStarted = FALSE;
return(TRUE);
}
// --------------------------------------------------------------------
// Updates a game statistic - more can be added if we need 'em
void scoreUpdateVar( DATA_INDEX var )
{
switch(var)
{
case WD_UNITS_BUILT:
missionData.unitsBuilt++; // We've built another unit
break;
case WD_UNITS_KILLED:
missionData.unitsKilled++; // We've destroyed an enemy unit
break;
case WD_UNITS_LOST:
missionData.unitsLost++; // We've lost a unit
break;
case WD_STR_BUILT:
missionData.strBuilt++; // Built a structure
break;
case WD_STR_KILLED:
missionData.strKilled++; // Destroyed an enemy structure
break;
case WD_STR_LOST:
missionData.strLost++; // Lost a structure
break;
case WD_ARTEFACTS_FOUND:
missionData.artefactsFound++; // Got an artefact
break;
case WD_MISSION_STARTED:
missionData.missionStarted = gameTime; // Init the mission start time
break; // Should be called once per mission
case WD_SHOTS_ON_TARGET:
missionData.shotsOnTarget++; // We hit something
break;
case WD_SHOTS_OFF_TARGET:
missionData.shotsOffTarget++; // Missed something
break;
case WD_BARBARIANS_MOWED_DOWN:
missionData.babasMowedDown++; // Ran over a barbarian
break;
default:
DBERROR(("Weirdy variable request from scoreUpdateVar"));
break;
}
}
// --------------------------------------------------------------------
void scoreDataToScreen(void)
{
drawStatBars();
}
// --------------------------------------------------------------------
/* Builds an ascii string for the passed in components 04:02:23 for example */
void constructTime(STRING *psText, UDWORD hours, UDWORD minutes, UDWORD seconds)
{
UDWORD index;
UDWORD div;
index = 0;
// Hours do not have trailing zeros
if(hours!=0)
{
if(hours<10)
{
// Less than 10 hours
psText[index++] = (UBYTE)('0'+ hours%10);
}
else if(hours<100)
{
// Over ten hours
psText[index++] = (UBYTE)('0'+ hours/10);
psText[index++] = (UBYTE)('0'+ hours%10);
}
else
{
// Over 100 hours - go outside people!!!!
// build hours
psText[index++] = (UBYTE)('0' + (hours/100)); // hmmmmmm....
div = hours/100;
psText[index++] = (UBYTE)('0' + (hours-(div*100))/10); // nice
psText[index++] = (UBYTE)('0' + hours%10);
}
// Put in the hrs/mins separator - only for non-zero hours
psText[index++] = (UBYTE)(':');
}
// put in the minutes
psText[index++] = (UBYTE)('0' + minutes/10);
psText[index++] = (UBYTE)('0' + minutes%10);
// mins/secs separator
psText[index++] = (UBYTE)(':');
// Put in the seconds
psText[index++] = (UBYTE)('0' + seconds/10);
psText[index++] = (UBYTE)('0' + seconds%10);
// terminate the string
psText[index] = '\0';
}
// --------------------------------------------------------------------
/* Builds an ascii string for the passed in time */
void getAsciiTime( STRING *psText, UDWORD time )
{
UDWORD hours,minutes,seconds;
getTimeComponents(time,&hours,&minutes,&seconds);
constructTime(psText,hours,minutes,seconds);
}
// -----------------------------------------------------------------------------------
void drawStatBars( void )
{
UDWORD index;
BOOL bMoreBars;
UDWORD x,y;
UDWORD width,height;
FRACT length;
FRACT mul;
UDWORD div;
if(!bDispStarted)
{
bDispStarted = TRUE;
dispST = gameTime2;
audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
fillUpStats();
pie_UniTransBoxFill(16+D_W,MT_Y_POS-16,DISP_WIDTH-D_W-16,MT_Y_POS+256,0x00000088,128);
iV_Box(16+D_W,MT_Y_POS-16,DISP_WIDTH-D_W-16,MT_Y_POS+256,1);
iV_DrawText(strresGetString(psStringRes,STR_MR_UNIT_LOSSES),LC_X+D_W,80+16+D_H);
iV_DrawText(strresGetString(psStringRes,STR_MR_STRUCTURE_LOSSES),LC_X+D_W,140+16+D_H);
iV_DrawText(strresGetString(psStringRes,STR_MR_FORCE_INFO),LC_X+D_W,200+16+D_H);
index = 0;
bMoreBars = TRUE;
while(bMoreBars)
{
/* Is it time to display this bar? */
if( infoBars[index].bActive)
{
/* Has it been queued before? */
if(infoBars[index].bQueued == FALSE)
{
/* Don't do this next time...! */
infoBars[index].bQueued = TRUE;
/* Play a sound */
// audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
x = infoBars[index].topX+D_W;
y = infoBars[index].topY+D_H;
width = infoBars[index].width;
height = infoBars[index].height;
iV_Box(x,y,x+width,y+height,0);
/* Draw the background border box */
// pie_UniTransBoxFill(x-1,y-1,x+width+1,y+height+1,0x00010101,255);
iV_BoxFill(x-1,y-1,x+width+1,y+height+1,1);
/* Draw the interior grey */
// pie_UniTransBoxFill(x,y,x+width,y+height,0x00888888,96);
iV_BoxFill(x,y,x+width,y+height,222);
if( ((gameTime2 - dispST) > infoBars[index].queTime) )
{
/* Now draw amount filled */
length = MAKEFRACT(infoBars[index].percent)/MAKEFRACT(100);
length = length*MAKEFRACT(infoBars[index].width);
div = PERCENT(gameTime2-dispST,BAR_CRAWL_TIME);
if(div>100) div = 100;
mul = MAKEFRACT(div)/100;
length = length * mul;
if(MAKEINT(length)>4)
{
/* Black shadow */
// pie_UniTransBoxFill(x+1,y+3,x+MAKEINT(length)-1,y+height-1,0x00010101,255);
iV_BoxFill(x+1,y+3,x+MAKEINT(length)-1,y+height-1,1);
/* Solid coloured bit */
// pie_UniTransBoxFill(x+1,y+2,x+MAKEINT(length)-3,y+height-3,0x00ffff00,255);
iV_BoxFill(x+1,y+2,x+MAKEINT(length)-4,y+height-4,(UBYTE)infoBars[index].colour);
}
}
/* Now render the text by the bar */
sprintf(text,strresGetString(psStringRes,infoBars[index].stringID),
infoBars[index].number);
iV_DrawText(text, x + width + 16, y + 12);
/* If we're beyond STAT_ROOKIE, then we're on rankings */
if(index>=STAT_GREEN AND index <= STAT_ACE)
{
iV_DrawTransImage(IntImages,(UWORD)(IMAGE_LEV_0 + (index - STAT_GREEN)),x-8,y+2);
}
}
/* Move onto the next bar */
index++;
if(infoBars[index].topX == 0 AND infoBars[index].topY == 0)
{
bMoreBars = FALSE;
}
}
dispAdditionalInfo();
}
// -----------------------------------------------------------------------------------
void dispAdditionalInfo( void )
{
/* We now need to dsiplay the mission time, game time,
average unit experience level an number of artefacts found */
/* Firstly, top of the screen, number of artefacts found */
sprintf(text,strresGetString(psStringRes,STR_MR_ARTEFACTS_FOUND),missionData.artefactsFound);
iV_DrawText(text,(DISP_WIDTH - iV_GetTextWidth(text))/2,300+D_H);
/* Get the mission result time in a string - and write it out */
getAsciiTime((char*)&text2,gameTime-missionData.missionStarted);
sprintf(text,strresGetString(psStringRes,STR_MR_MISSION_TIME),text2);
iV_DrawText(text,(DISP_WIDTH - iV_GetTextWidth(text))/2,320+D_H);
/* Write out total game time so far */
getAsciiTime((char*)&text2,gameTime);
sprintf(text,strresGetString(psStringRes,STR_MR_GAME_TIME),text2);
iV_DrawText(text,(DISP_WIDTH - iV_GetTextWidth(text))/2,340+D_H);
}
// -----------------------------------------------------------------------------------
void fillUpStats( void )
{
UDWORD i;
UDWORD maxi,num;
FRACT scaleFactor;
UDWORD length;
UDWORD numUnits;
DROID *psDroid;
/* Do rankings first cos they're easier */
for(i=0,maxi=0; i<DROID_LEVELS; i++)
{
num = getNumDroidsForLevel(i);
if(num>maxi)
{
maxi = num;
}
}
/* Make sure we got something */
if(maxi == 0)
{
scaleFactor = MAKEFRACT(0);
}
else
{
scaleFactor = (MAKEFRACT(RANK_BAR_WIDTH)/maxi);
}
/* Scale for percent */
for(i=0; i<DROID_LEVELS; i++)
{
length = MAKEINT((scaleFactor*getNumDroidsForLevel(i)));
infoBars[STAT_ROOKIE+i].percent = PERCENT(length,RANK_BAR_WIDTH);
infoBars[STAT_ROOKIE+i].number = getNumDroidsForLevel(i);
}
/* Now do the other stuff... */
/* Units killed and lost... */
maxi = max(missionData.unitsLost,missionData.unitsKilled);
if (maxi == 0)
{
scaleFactor = 0;
}
else
{
scaleFactor = (MAKEFRACT(STAT_BAR_WIDTH)/maxi);
}
length = MAKEINT(scaleFactor*missionData.unitsLost);
infoBars[STAT_UNIT_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.unitsKilled);
infoBars[STAT_UNIT_KILLED].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Now do the structure losses */
maxi = max(missionData.strLost,missionData.strKilled);
if (maxi == 0)
{
scaleFactor = 0;
}
else
{
scaleFactor = (MAKEFRACT(STAT_BAR_WIDTH)/maxi);
}
length = MAKEINT(scaleFactor*missionData.strLost);
infoBars[STAT_STR_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.strKilled);
infoBars[STAT_STR_BLOWN_UP].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Finally the force information - need amount of droids as well*/
for(psDroid = apsDroidLists[selectedPlayer],numUnits = 0;
psDroid; psDroid = psDroid->psNext,numUnits++);
for(psDroid = mission.apsDroidLists[selectedPlayer];
psDroid; psDroid = psDroid->psNext,numUnits++);
maxi = max(missionData.unitsBuilt,missionData.strBuilt);
maxi = max(maxi,numUnits);
if (maxi == 0)
{
scaleFactor = 0;
}
else
{
scaleFactor = (MAKEFRACT(STAT_BAR_WIDTH)/maxi);
}
length = MAKEINT(scaleFactor*missionData.unitsBuilt);
infoBars[STAT_UNITS_BUILT].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*numUnits);
infoBars[STAT_UNITS_NOW].percent = PERCENT(length,STAT_BAR_WIDTH);
length = MAKEINT(scaleFactor*missionData.strBuilt);
infoBars[STAT_STR_BUILT].percent = PERCENT(length,STAT_BAR_WIDTH);
/* Finally the numbers themselves */
infoBars[STAT_UNIT_LOST].number = missionData.unitsLost;
infoBars[STAT_UNIT_KILLED].number = missionData.unitsKilled;
infoBars[STAT_STR_LOST].number = missionData.strLost;
infoBars[STAT_STR_BLOWN_UP].number = missionData.strKilled;
infoBars[STAT_UNITS_BUILT].number = missionData.unitsBuilt;
infoBars[STAT_UNITS_NOW].number = numUnits;
infoBars[STAT_STR_BUILT].number = missionData.strBuilt;
}
// -----------------------------------------------------------------------------------
/* This will save out the score data */
BOOL writeScoreData( STRING *pFileName )
{
char *pFileData; // Pointer to the necessary allocated memory
MISSION_DATA *pScoreData;
UDWORD fileSize; // How many bytes we need - depends on compression
SCORE_SAVEHEADER *psHeader; // Pointer to the header part of the file
BOOL status = TRUE;
/* Calculate memory required */
fileSize = ( sizeof(struct _score_save_header) + sizeof(struct mission_data) );
/* Try and allocate it - freed up in same function */
pFileData = (UBYTE *)MALLOC(fileSize);
/* Did we get it? */
if(!pFileData)
{
/* Nope, so do one */
DBERROR(("Saving Score data : Cannot get the memory! (%d)",fileSize));
return(FALSE);
}
/* We got the memory, so put the file header on the file */
psHeader = (SCORE_SAVEHEADER *)pFileData;
psHeader->aFileType[0] = 's';
psHeader->aFileType[1] = 'c';
psHeader->aFileType[2] = 'd';
psHeader->aFileType[3] = 'a';
psHeader->entries = 1; // always for score save?
/* Write out the version number - unlikely to change for FX data */
psHeader->version = CURRENT_VERSION_NUM;
/* Skip past the header to the raw data area */
pScoreData = (MISSION_DATA*)(pFileData + sizeof(struct _score_save_header));
/* copy over the score data */
memcpy(pScoreData,&missionData,sizeof(struct mission_data));
/* Have a bash at opening the file to write */
status = saveFile(pFileName, pFileData, fileSize);
/* And free up the memory we used */
if (pFileData != NULL)
{
FREE(pFileData);
}
return status;
}
// -----------------------------------------------------------------------------------
/* This will read in the score data */
BOOL readScoreData( UBYTE *pFileData, UDWORD fileSize )
{
UDWORD expectedFileSize;
SCORE_SAVEHEADER *psHeader;
MISSION_DATA *pScoreData;
/* See if we've been given the right file type? */
psHeader = (SCORE_SAVEHEADER *)pFileData;
if (psHeader->aFileType[0] != 's' || psHeader->aFileType[1] != 'c' ||
psHeader->aFileType[2] != 'd' || psHeader->aFileType[3] != 'a') {
DBERROR(("Read Score data : Weird file type found? Has header letters \
- %c %c %c %c", psHeader->aFileType[0],psHeader->aFileType[1],
psHeader->aFileType[2],psHeader->aFileType[3]));
return FALSE;
}
/* How much data are we expecting? */
expectedFileSize = (sizeof(struct _score_save_header) + (psHeader->entries*sizeof(struct mission_data)) );
/* Is that what we've been given? */
if(fileSize!=expectedFileSize)
{
/* No, so bomb out */
DBERROR(("Read Score data : Weird file size!"));
return(FALSE);
}
/* Skip past the header gubbins - can check version number here too */
pScoreData = (MISSION_DATA*)(pFileData + sizeof(struct _score_save_header));
memcpy(&missionData,pScoreData,sizeof(struct mission_data));
/* Hopefully everything's just fine by now */
return(TRUE);
}
// -----------------------------------------------------------------------------------