warzone2100/src/scores.cpp

558 lines
17 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file scores.c
* Deals with all the mission results gubbins.
* Alex W. McLean
*/
#include <string.h>
// --------------------------------------------------------------------
#include "lib/framework/wzapp.h"
#include "lib/framework/wzconfig.h"
#include "lib/framework/math_ext.h"
#include "lib/framework/strres.h"
#include "lib/framework/rational.h"
#include "lib/gamelib/gtime.h"
#include "console.h"
#include "scores.h"
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/piedef.h"
#include "lib/ivis_opengl/piefunc.h"
#include "lib/ivis_opengl/piemode.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piepalette.h"
#include "objects.h"
#include "droiddef.h"
#include "basedef.h"
#include "statsdef.h"
#include "hci.h"
#include "miscimd.h"
#include "lib/ivis_opengl/piematrix.h"
#include "display3d.h"
#include "mission.h"
#include "game.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "intimage.h"
#define BAR_CRAWL_TIME (GAME_TICKS_PER_SEC*3)
#define MT_Y_POS (MISSIONRES_TITLE_Y + D_H + 80)
#define DROID_LEVELS 9
#define LC_X 32
#define RC_X 320+32
#define RANK_BAR_WIDTH 100
#define STAT_BAR_WIDTH 100
enum MR_STRING
{
STR_MR_UNITS_LOST,
STR_MR_UNITS_KILLED,
STR_MR_STR_LOST,
STR_MR_STR_BLOWN_UP,
STR_MR_UNITS_BUILT,
STR_MR_UNITS_NOW,
STR_MR_STR_BUILT,
STR_MR_STR_NOW,
STR_MR_LEVEL_ROOKIE,
STR_MR_LEVEL_GREEN,
STR_MR_LEVEL_TRAINED,
STR_MR_LEVEL_REGULAR,
STR_MR_LEVEL_VETERAN,
STR_MR_LEVEL_CRACK,
STR_MR_LEVEL_ELITE,
STR_MR_LEVEL_SPECIAL,
STR_MR_LEVEL_ACE
};
// return translated string
static const char *getDescription(MR_STRING id)
{
switch (id)
{
case STR_MR_UNITS_LOST : return _("Own Units: %u");
case STR_MR_UNITS_KILLED : return _("Enemy Units: %u");
case STR_MR_STR_LOST : return _("Own Structures: %u");
case STR_MR_STR_BLOWN_UP : return _("Enemy Structures: %u");
case STR_MR_UNITS_BUILT : return _("Units Manufactured: %u");
case STR_MR_UNITS_NOW : return _("Total Units: %u");
case STR_MR_STR_BUILT : return _("Structures Built: %u");
case STR_MR_STR_NOW : return _("Total Structures: %u");
case STR_MR_LEVEL_ROOKIE : return _("Rookie: %u");
case STR_MR_LEVEL_GREEN : return P_("rank", "Green: %u");
case STR_MR_LEVEL_TRAINED: return _("Trained: %u");
case STR_MR_LEVEL_REGULAR: return _("Regular: %u");
case STR_MR_LEVEL_VETERAN: return _("Professional: %u");
case STR_MR_LEVEL_CRACK : return _("Veteran: %u");
case STR_MR_LEVEL_ELITE : return _("Elite: %u");
case STR_MR_LEVEL_SPECIAL: return _("Special: %u");
case STR_MR_LEVEL_ACE : return _("Hero: %u");
}
// make compiler shut up
return "";
}
static PIELIGHT getColour(int id)
{
switch (id)
{
case STR_MR_STR_LOST :
case STR_MR_UNITS_LOST :
return WZCOL_MENU_SCORE_LOSS;
case STR_MR_STR_BLOWN_UP :
case STR_MR_UNITS_KILLED :
return WZCOL_MENU_SCORE_DESTROYED;
case STR_MR_UNITS_BUILT :
case STR_MR_UNITS_NOW :
case STR_MR_STR_BUILT :
case STR_MR_STR_NOW :
return WZCOL_MENU_SCORE_BUILT;
case STR_MR_LEVEL_ROOKIE :
case STR_MR_LEVEL_GREEN :
case STR_MR_LEVEL_TRAINED:
case STR_MR_LEVEL_REGULAR:
case STR_MR_LEVEL_VETERAN:
case STR_MR_LEVEL_CRACK :
case STR_MR_LEVEL_ELITE :
case STR_MR_LEVEL_SPECIAL:
case STR_MR_LEVEL_ACE :
return WZCOL_MENU_SCORE_RANK;
default :
return WZCOL_BLACK;
}
}
STAT_BAR infoBars[]=
{
{LC_X,100,STAT_BAR_WIDTH,16,10,STR_MR_UNITS_LOST,0,false,true,0}, // left column STAT_UNIT_LOST
{LC_X,120,STAT_BAR_WIDTH,16,20,STR_MR_UNITS_KILLED,0,false,true,0}, // STAT_UNIT_KILLED
{LC_X,160,STAT_BAR_WIDTH,16,30,STR_MR_STR_LOST,0,false,true,0}, // STAT_STR_LOST
{LC_X,180,STAT_BAR_WIDTH,16,40,STR_MR_STR_BLOWN_UP,0,false,true,0}, // STAT_STR_BLOWN_UP
{LC_X,220,STAT_BAR_WIDTH,16,50,STR_MR_UNITS_BUILT,0,false,true,0}, // STAT_UNITS_BUILT
{LC_X,240,STAT_BAR_WIDTH,16,60,STR_MR_UNITS_NOW,0,false,true,0}, // STAT_UNITS_NOW
{LC_X,260,STAT_BAR_WIDTH,16,70,STR_MR_STR_BUILT,0,false,true,0}, // STAT_STR_BUILT
{LC_X,280,STAT_BAR_WIDTH,16,80,STR_MR_STR_NOW,0,false,false,0}, // STAT_STR_NOW
{RC_X,100,RANK_BAR_WIDTH,16,10,STR_MR_LEVEL_ROOKIE,0,false,true,0}, // right column // STAT_ROOKIE
{RC_X,120,RANK_BAR_WIDTH,16,20,STR_MR_LEVEL_GREEN,0,false,true,0}, // STAT_GREEN
{RC_X,140,RANK_BAR_WIDTH,16,30,STR_MR_LEVEL_TRAINED,0,false,true,0}, // STAT_TRAINED
{RC_X,160,RANK_BAR_WIDTH,16,40,STR_MR_LEVEL_REGULAR,0,false,true,0}, // STAT_REGULAR
{RC_X,180,RANK_BAR_WIDTH,16,50,STR_MR_LEVEL_VETERAN,0,false,true,0}, // STAT_VETERAN
{RC_X,200,RANK_BAR_WIDTH,16,60,STR_MR_LEVEL_CRACK,0,false,true,0}, // STAT_CRACK
{RC_X,220,RANK_BAR_WIDTH,16,70,STR_MR_LEVEL_ELITE,0,false,true,0}, // STAT_ELITE
{RC_X,240,RANK_BAR_WIDTH,16,80,STR_MR_LEVEL_SPECIAL,0,false,true,0}, // STAT_SPECIAL
{RC_X,260,RANK_BAR_WIDTH,16,90,STR_MR_LEVEL_ACE,0,false,true,0}, // STAT_ACE
{0, 0, 0, 0, 0, 0, 0, false, false, 0}
};
// --------------------------------------------------------------------
static void drawStatBars(void);
static void fillUpStats( void );
static void dispAdditionalInfo( void );
// --------------------------------------------------------------------
/* The present mission data */
MISSION_DATA missionData;
static UDWORD dispST;
static bool bDispStarted = false;
static char text[255];
static char text2[255];
extern bool Cheated;
// --------------------------------------------------------------------
/* 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;
Cheated = false;
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:
debug( LOG_FATAL, "Weirdy variable request from scoreUpdateVar" );
abort();
break;
}
}
// --------------------------------------------------------------------
void scoreDataToScreen(void)
{
drawStatBars();
}
// Builds an ascii string for the passed in components 4:02:23 for example.
void getAsciiTime(char *psText, unsigned time)
{
int hours, minutes, seconds, milliseconds;
getTimeComponents(time, &hours, &minutes, &seconds, &milliseconds);
char const *hourColon = hours != 0? ":" : "";
bool showMs = gameTimeGetMod() < Rational(1, 4);
if (showMs)
{
sprintf(psText, "%.0d%s%02d:%02d.%03d", hours, hourColon, minutes, seconds, milliseconds);
}
else
{
sprintf(psText, "%.0d%s%02d:%02d", hours, hourColon, minutes, seconds);
}
}
// -----------------------------------------------------------------------------------
static void drawStatBars(void)
{
UDWORD index;
bool bMoreBars;
UDWORD x,y;
UDWORD width,height;
if(!bDispStarted)
{
bDispStarted = true;
dispST = realTime;
audio_PlayTrack(ID_SOUND_BUTTON_CLICK_5);
}
fillUpStats();
pie_UniTransBoxFill(16 + D_W, MT_Y_POS - 16, pie_GetVideoBufferWidth() - D_W - 16, MT_Y_POS + 256+16, WZCOL_SCORE_BOX);
iV_Box(16 + D_W, MT_Y_POS - 16, pie_GetVideoBufferWidth() - D_W - 16, MT_Y_POS + 256+16, WZCOL_SCORE_BOX_BORDER);
iV_DrawText( _("Unit Losses"), LC_X + D_W, 80 + 16 + D_H );
iV_DrawText( _("Structure Losses"), LC_X + D_W, 140 + 16 + D_H );
iV_DrawText( _("Force Information"), 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, WZCOL_BLACK);
/* Draw the background border box */
pie_BoxFill(x - 1, y - 1, x + width + 1, y + height + 1, WZCOL_MENU_BACKGROUND);
/* Draw the interior grey */
pie_BoxFill(x, y, x + width, y + height, WZCOL_MENU_SCORES_INTERIOR);
if( ((realTime - dispST) > infoBars[index].queTime) )
{
/* Now draw amount filled */
const float mul = (realTime - dispST < BAR_CRAWL_TIME) ?
(float)(realTime - dispST) / (float)BAR_CRAWL_TIME
: 1.f;
const float length = (float)infoBars[index].percent / 100.f * (float)infoBars[index].width * mul;
if((int)length > 4)
{
/* Black shadow */
pie_BoxFill(x + 1, y + 3, x + length - 1, y + height - 1, WZCOL_MENU_SHADOW);
/* Solid coloured bit */
pie_BoxFill(x + 1, y + 2, x + length - 4, y + height - 4, getColour(index));
}
}
/* Now render the text by the bar */
sprintf(text, getDescription((MR_STRING)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 && index <= STAT_ACE)
{
iV_DrawImage(IntImages,(UWORD)(IMAGE_LEV_0 + (index - STAT_GREEN)),x-8,y+2);
}
}
/* Move onto the next bar */
index++;
if(infoBars[index].topX == 0 && infoBars[index].topY == 0)
{
bMoreBars = false;
}
}
dispAdditionalInfo();
}
// -----------------------------------------------------------------------------------
void dispAdditionalInfo( void )
{
/* We now need to display 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, _("ARTIFACTS RECOVERED: %d"), missionData.artefactsFound );
iV_DrawText( text, (pie_GetVideoBufferWidth() - 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, _("Mission Time - %s"), text2 );
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 320 + D_H);
/* Write out total game time so far */
getAsciiTime( (char*)&text2, gameTime );
sprintf( text, _("Total Game Time - %s"), text2 );
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 340 + D_H );
if (Cheated)
{
// A quick way to flash the text
((realTime / 250) % 2) ? iV_SetTextColour(WZCOL_RED) : iV_SetTextColour(WZCOL_YELLOW);
sprintf( text, _("You cheated!"));
iV_DrawText( text, (pie_GetVideoBufferWidth() - iV_GetTextWidth(text))/2, 360 + D_H );
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
}
}
// -----------------------------------------------------------------------------------
void fillUpStats( void )
{
UDWORD i;
UDWORD maxi,num;
float 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 = 0.f;
}
else
{
scaleFactor = (float)RANK_BAR_WIDTH / maxi;
}
/* Scale for percent */
for(i=0; i<DROID_LEVELS; i++)
{
length = 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.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = scaleFactor * missionData.unitsLost;
infoBars[STAT_UNIT_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = 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.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = scaleFactor * missionData.strLost;
infoBars[STAT_STR_LOST].percent = PERCENT(length,STAT_BAR_WIDTH);
length = 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.f;
}
else
{
scaleFactor = (float)STAT_BAR_WIDTH / maxi;
}
length = scaleFactor * missionData.unitsBuilt;
infoBars[STAT_UNITS_BUILT].percent = PERCENT(length,STAT_BAR_WIDTH);
length = scaleFactor * numUnits;
infoBars[STAT_UNITS_NOW].percent = PERCENT(length,STAT_BAR_WIDTH);
length = 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(const char* fileName)
{
WzConfig ini(fileName);
// Dump the scores for the current player
ini.setValue("unitsBuilt", missionData.unitsBuilt);
ini.setValue("unitsKilled", missionData.unitsKilled);
ini.setValue("unitsLost", missionData.unitsLost);
ini.setValue("strBuilt", missionData.strBuilt);
ini.setValue("strKilled", missionData.strKilled);
ini.setValue("strLost", missionData.strLost);
ini.setValue("artefactsFound", missionData.artefactsFound);
ini.setValue("missionStarted", missionData.missionStarted);
ini.setValue("shotsOnTarget", missionData.shotsOnTarget);
ini.setValue("shotsOffTarget", missionData.shotsOffTarget);
ini.setValue("babasMowedDown", missionData.babasMowedDown);
// Everything is just fine!
return true;
}
// -----------------------------------------------------------------------------------
/* This will read in the score data */
bool readScoreData(const char* fileName)
{
WzConfig ini(fileName, WzConfig::ReadOnly);
// Retrieve the score data for the current player
missionData.unitsBuilt = ini.value("unitsBuilt").toInt();
missionData.unitsKilled = ini.value("unitsKilled").toInt();
missionData.unitsLost = ini.value("unitsLost").toInt();
missionData.strBuilt = ini.value("strBuilt").toInt();
missionData.strKilled = ini.value("strKilled").toInt();
missionData.strLost = ini.value("strLost").toInt();
missionData.artefactsFound = ini.value("artefactsFound").toInt();
missionData.missionStarted = ini.value("missionStarted").toInt();
missionData.shotsOnTarget = ini.value("shotsOnTarget").toInt();
missionData.shotsOffTarget = ini.value("shotsOffTarget").toInt();
missionData.babasMowedDown = ini.value("babasMowedDown").toInt();
/* Hopefully everything's just fine by now */
return true;
}