jedioutcast/CODE-mp/game/g_log.c

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2013-04-04 14:52:42 +00:00
#include "g_local.h"
#define LOGGING_WEAPONS
// Weapon statistic logging.
// Nothing super-fancy here, I just want to keep track of, per player:
// --hom many times a weapon/item is picked up
// --how many times a weapon/item is used/fired
// --the total damage done by that weapon
// --the number of kills by that weapon
// --the number of deaths while holding that weapon
// --the time spent with each weapon
//
// Additionally,
// --how many times each powerup or item is picked up
#ifdef LOGGING_WEAPONS
int G_WeaponLogPickups[MAX_CLIENTS][WP_NUM_WEAPONS];
int G_WeaponLogFired[MAX_CLIENTS][WP_NUM_WEAPONS];
int G_WeaponLogDamage[MAX_CLIENTS][MOD_MAX];
int G_WeaponLogKills[MAX_CLIENTS][MOD_MAX];
int G_WeaponLogDeaths[MAX_CLIENTS][WP_NUM_WEAPONS];
int G_WeaponLogFrags[MAX_CLIENTS][MAX_CLIENTS];
int G_WeaponLogTime[MAX_CLIENTS][WP_NUM_WEAPONS];
int G_WeaponLogLastTime[MAX_CLIENTS];
qboolean G_WeaponLogClientTouch[MAX_CLIENTS];
int G_WeaponLogPowerups[MAX_CLIENTS][HI_NUM_HOLDABLE];
int G_WeaponLogItems[MAX_CLIENTS][PW_NUM_POWERUPS];
extern vmCvar_t g_statLog;
extern vmCvar_t g_statLogFile;
// MOD-weapon mapping array.
int weaponFromMOD[MOD_MAX] =
{
WP_NONE, //MOD_UNKNOWN,
WP_STUN_BATON, //MOD_STUN_BATON,
WP_NONE, //MOD_MELEE,
WP_SABER, //MOD_SABER,
WP_BRYAR_PISTOL, //MOD_BRYAR_PISTOL,
WP_BRYAR_PISTOL, //MOD_BRYAR_PISTOL_ALT,
WP_BLASTER, //MOD_BLASTER,
WP_DISRUPTOR, //MOD_DISRUPTOR,
WP_DISRUPTOR, //MOD_DISRUPTOR_SPLASH,
WP_DISRUPTOR, //MOD_DISRUPTOR_SNIPER,
WP_BOWCASTER, //MOD_BOWCASTER,
WP_REPEATER, //MOD_REPEATER,
WP_REPEATER, //MOD_REPEATER_ALT,
WP_REPEATER, //MOD_REPEATER_ALT_SPLASH,
WP_DEMP2, //MOD_DEMP2,
WP_DEMP2, //MOD_DEMP2_ALT,
WP_FLECHETTE, //MOD_FLECHETTE,
WP_FLECHETTE, //MOD_FLECHETTE_ALT_SPLASH,
WP_ROCKET_LAUNCHER, //MOD_ROCKET,
WP_ROCKET_LAUNCHER, //MOD_ROCKET_SPLASH,
WP_ROCKET_LAUNCHER, //MOD_ROCKET_HOMING,
WP_ROCKET_LAUNCHER, //MOD_ROCKET_HOMING_SPLASH,
WP_THERMAL, //MOD_THERMAL,
WP_THERMAL, //MOD_THERMAL_SPLASH,
WP_TRIP_MINE, //MOD_TRIP_MINE_SPLASH,
WP_TRIP_MINE, //MOD_TIMED_MINE_SPLASH,
WP_DET_PACK, //MOD_DET_PACK_SPLASH,
WP_NONE, //MOD_FORCE_DARK,
WP_NONE, //MOD_SENTRY,
WP_NONE, //MOD_WATER,
WP_NONE, //MOD_SLIME,
WP_NONE, //MOD_LAVA,
WP_NONE, //MOD_CRUSH,
WP_NONE, //MOD_TELEFRAG,
WP_NONE, //MOD_FALLING,
WP_NONE, //MOD_SUICIDE,
WP_NONE, //MOD_TARGET_LASER,
WP_NONE, //MOD_TRIGGER_HURT,
};
char *weaponNameFromIndex[WP_NUM_WEAPONS] =
{
"No Weapon",
"Stun Baton",
"Saber",
"Bryar Pistol",
"Blaster",
"Disruptor",
"Bowcaster",
"Repeater",
"Demp2",
"Flechette",
"Rocket Launcher",
"Thermal",
"Tripmine",
"Detpack",
"Emplaced gun",
"Turret"
};
extern char *modNames[];
#endif //LOGGING_WEAPONS
/*
=================
G_LogWeaponInit
=================
*/
void G_LogWeaponInit(void) {
#ifdef LOGGING_WEAPONS
memset(G_WeaponLogPickups, 0, sizeof(G_WeaponLogPickups));
memset(G_WeaponLogFired, 0, sizeof(G_WeaponLogFired));
memset(G_WeaponLogDamage, 0, sizeof(G_WeaponLogDamage));
memset(G_WeaponLogKills, 0, sizeof(G_WeaponLogKills));
memset(G_WeaponLogDeaths, 0, sizeof(G_WeaponLogDeaths));
memset(G_WeaponLogFrags, 0, sizeof(G_WeaponLogFrags));
memset(G_WeaponLogTime, 0, sizeof(G_WeaponLogTime));
memset(G_WeaponLogLastTime, 0, sizeof(G_WeaponLogLastTime));
memset(G_WeaponLogPowerups, 0, sizeof(G_WeaponLogPowerups));
memset(G_WeaponLogItems, 0, sizeof(G_WeaponLogItems));
#endif //LOGGING_WEAPONS
}
void QDECL G_LogWeaponPickup(int client, int weaponid)
{
#ifdef LOGGING_WEAPONS
G_WeaponLogPickups[client][weaponid]++;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponFire(int client, int weaponid)
{
#ifdef LOGGING_WEAPONS
int dur;
G_WeaponLogFired[client][weaponid]++;
dur = level.time - G_WeaponLogLastTime[client];
if (dur > 5000) // 5 second max.
G_WeaponLogTime[client][weaponid] += 5000;
else
G_WeaponLogTime[client][weaponid] += dur;
G_WeaponLogLastTime[client] = level.time;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponDamage(int client, int mod, int amount)
{
#ifdef LOGGING_WEAPONS
if (client>=MAX_CLIENTS)
return;
G_WeaponLogDamage[client][mod] += amount;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponKill(int client, int mod)
{
#ifdef LOGGING_WEAPONS
if (client>=MAX_CLIENTS)
return;
G_WeaponLogKills[client][mod]++;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponFrag(int attacker, int deadguy)
{
#ifdef LOGGING_WEAPONS
if ( (attacker>=MAX_CLIENTS) || (deadguy>=MAX_CLIENTS) )
return;
G_WeaponLogFrags[attacker][deadguy]++;
G_WeaponLogClientTouch[attacker] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponDeath(int client, int weaponid)
{
#ifdef LOGGING_WEAPONS
if (client>=MAX_CLIENTS)
return;
G_WeaponLogDeaths[client][weaponid]++;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponPowerup(int client, int powerupid)
{
#ifdef LOGGING_WEAPONS
if (client>=MAX_CLIENTS)
return;
G_WeaponLogPowerups[client][powerupid]++;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
void QDECL G_LogWeaponItem(int client, int itemid)
{
#ifdef LOGGING_WEAPONS
if (client>=MAX_CLIENTS)
return;
G_WeaponLogItems[client][itemid]++;
G_WeaponLogClientTouch[client] = qtrue;
#endif //_LOGGING_WEAPONS
}
// Run through each player. Print out:
// -- Most commonly picked up weapon.
// -- Weapon with which the most time was spent.
// -- Weapon that was most often died with.
// -- Damage type with which the most damage was done.
// -- Damage type with the most kills.
// -- Weapon with which the most damage was done.
// -- Weapon with which the most damage was done per shot.
//
// For the whole game, print out:
// -- Total pickups of each weapon.
// -- Total time spent with each weapon.
// -- Total damage done with each weapon.
// -- Total damage done for each damage type.
// -- Number of kills with each weapon.
// -- Number of kills for each damage type.
// -- Damage per shot with each weapon.
// -- Number of deaths with each weapon.
void G_LogWeaponOutput(void)
{
#ifdef LOGGING_WEAPONS
int i,j,curwp;
float pershot;
fileHandle_t weaponfile;
char string[1024];
int totalpickups[WP_NUM_WEAPONS];
int totaltime[WP_NUM_WEAPONS];
int totaldeaths[WP_NUM_WEAPONS];
int totaldamageMOD[MOD_MAX];
int totalkillsMOD[MOD_MAX];
int totaldamage[WP_NUM_WEAPONS];
int totalkills[WP_NUM_WEAPONS];
int totalshots[WP_NUM_WEAPONS];
int percharacter[WP_NUM_WEAPONS];
char info[1024];
char mapname[128];
char *nameptr, *unknownname="<Unknown>";
if (!g_statLog.integer)
{
return;
}
G_LogPrintf("*****************************Weapon Log:\n" );
memset(totalpickups, 0, sizeof(totalpickups));
memset(totaltime, 0, sizeof(totaltime));
memset(totaldeaths, 0, sizeof(totaldeaths));
memset(totaldamageMOD, 0, sizeof(totaldamageMOD));
memset(totalkillsMOD, 0, sizeof(totalkillsMOD));
memset(totaldamage, 0, sizeof(totaldamage));
memset(totalkills, 0, sizeof(totalkills));
memset(totalshots, 0, sizeof(totalshots));
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
for (j=0;j<WP_NUM_WEAPONS;j++)
{
totalpickups[j] += G_WeaponLogPickups[i][j];
totaltime[j] += G_WeaponLogTime[i][j];
totaldeaths[j] += G_WeaponLogDeaths[i][j];
totalshots[j] += G_WeaponLogFired[i][j];
}
for (j=0;j<MOD_MAX;j++)
{
totaldamageMOD[j] += G_WeaponLogDamage[i][j];
totalkillsMOD[j] += G_WeaponLogKills[i][j];
}
}
}
// Now total the weapon data from the MOD data.
for (j=0; j<MOD_MAX; j++)
{
if (j <= MOD_SENTRY)
{
curwp = weaponFromMOD[j];
totaldamage[curwp] += totaldamageMOD[j];
totalkills[curwp] += totalkillsMOD[j];
}
}
G_LogPrintf( "\n****Data by Weapon:\n" );
for (j=0; j<WP_NUM_WEAPONS; j++)
{
G_LogPrintf("%15s: Pickups: %4d, Time: %5d, Deaths: %5d\n",
weaponNameFromIndex[j], totalpickups[j], (int)(totaltime[j]/1000), totaldeaths[j]);
}
G_LogPrintf( "\n****Combat Data by Weapon:\n" );
for (j=0; j<WP_NUM_WEAPONS; j++)
{
if (totalshots[j] > 0)
{
pershot = (float)(totaldamage[j])/(float)(totalshots[j]);
}
else
{
pershot = 0;
}
G_LogPrintf("%15s: Damage: %6d, Kills: %5d, Dmg per Shot: %f\n",
weaponNameFromIndex[j], totaldamage[j], totalkills[j], pershot);
}
G_LogPrintf( "\n****Combat Data By Damage Type:\n" );
for (j=0; j<MOD_MAX; j++)
{
G_LogPrintf("%25s: Damage: %6d, Kills: %5d\n",
modNames[j], totaldamageMOD[j], totalkillsMOD[j]);
}
G_LogPrintf("\n");
// Write the whole weapon statistic log out to a file.
trap_FS_FOpenFile( g_statLogFile.string, &weaponfile, FS_APPEND );
if (!weaponfile) { //failed to open file, let's not crash, shall we?
return;
}
// Write out the level name
trap_GetServerinfo(info, sizeof(info));
strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
mapname[sizeof(mapname)-1] = '\0';
Com_sprintf(string, sizeof(string), "\n\n\nLevel:\t%s\n\n\n", mapname);
trap_FS_Write( string, strlen( string ), weaponfile);
// Combat data per character
// Start with Pickups per character
Com_sprintf(string, sizeof(string), "Weapon Pickups per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogPickups[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totalpickups[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Weapon fires per character
Com_sprintf(string, sizeof(string), "Weapon Shots per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogFired[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totalshots[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Weapon time per character
Com_sprintf(string, sizeof(string), "Weapon Use Time per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogTime[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totaltime[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Weapon deaths per character
Com_sprintf(string, sizeof(string), "Weapon Deaths per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogDeaths[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totaldeaths[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Weapon damage per character
Com_sprintf(string, sizeof(string), "Weapon Damage per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
// We must grab the totals from the damage types for the player and map them to the weapons.
memset(percharacter, 0, sizeof(percharacter));
for (j=0; j<MOD_MAX; j++)
{
if (j <= MOD_SENTRY)
{
curwp = weaponFromMOD[j];
percharacter[curwp] += G_WeaponLogDamage[i][j];
}
}
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", percharacter[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totaldamage[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Weapon kills per character
Com_sprintf(string, sizeof(string), "Weapon Kills per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<WP_NUM_WEAPONS; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
// We must grab the totals from the damage types for the player and map them to the weapons.
memset(percharacter, 0, sizeof(percharacter));
for (j=0; j<MOD_MAX; j++)
{
if (j <= MOD_SENTRY)
{
curwp = weaponFromMOD[j];
percharacter[curwp] += G_WeaponLogKills[i][j];
}
}
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", percharacter[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<WP_NUM_WEAPONS;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totalkills[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Damage type damage per character
Com_sprintf(string, sizeof(string), "Typed Damage per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<MOD_MAX; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", modNames[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<MOD_MAX;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogDamage[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<MOD_MAX;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totaldamageMOD[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Damage type kills per character
Com_sprintf(string, sizeof(string), "Damage-Typed Kills per Player:\n\n");
trap_FS_Write( string, strlen( string ), weaponfile);
Com_sprintf(string, sizeof(string), "Player");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0; j<MOD_MAX; j++)
{
Com_sprintf(string, sizeof(string), "\t%s", modNames[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
// Cycle through each player, give their name and the number of times they picked up each weapon.
for (i=0; i<MAX_CLIENTS; i++)
{
if (G_WeaponLogClientTouch[i])
{ // Ignore any entity/clients we don't care about!
if ( g_entities[i].client )
{
nameptr = g_entities[i].client->pers.netname;
}
else
{
nameptr = unknownname;
}
trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
for (j=0;j<MOD_MAX;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogKills[i][j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n");
trap_FS_Write(string, strlen(string), weaponfile);
}
}
// Sum up the totals.
Com_sprintf(string, sizeof(string), "\n***TOTAL:");
trap_FS_Write(string, strlen(string), weaponfile);
for (j=0;j<MOD_MAX;j++)
{
Com_sprintf(string, sizeof(string), "\t%d", totalkillsMOD[j]);
trap_FS_Write(string, strlen(string), weaponfile);
}
Com_sprintf(string, sizeof(string), "\n\n\n");
trap_FS_Write(string, strlen(string), weaponfile);
trap_FS_FCloseFile(weaponfile);
#endif //LOGGING_WEAPONS
}
// did this player earn the efficiency award?
qboolean CalculateEfficiency(gentity_t *ent, int *efficiency)
{
#ifdef LOGGING_WEAPONS
float fAccuracyRatio = 0, fBestRatio = 0;
int i = 0, nShotsFired = 0, nShotsHit = 0, nBestPlayer = -1, tempEff = 0;
gentity_t *player = NULL;
for (i = 0; i < g_maxclients.integer; i++)
{
player = g_entities + i;
if (!player->inuse)
continue;
nShotsFired = player->client->accuracy_shots; //player->client->ps.persistant[PERS_ACCURACY_SHOTS];
nShotsHit = player->client->accuracy_hits; //player->client->ps.persistant[PERS_ACCURACY_HITS];
fAccuracyRatio = ( ((float)nShotsHit)/((float)nShotsFired) );
if (fAccuracyRatio > fBestRatio)
{
fBestRatio = fAccuracyRatio;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
// huh?
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
tempEff = (int)(100*fBestRatio);
if (tempEff > 50)
{
*efficiency = tempEff;
return qtrue;
}
return qfalse;
}
#endif // LOGGING_WEAPONS
return qfalse;
}
// did this player earn the sharpshooter award?
qboolean CalculateSharpshooter(gentity_t *ent, int *frags)
{
#ifdef LOGGING_WEAPONS
int i = 0, nBestPlayer = -1, nKills = 0, nMostKills = 0,
playTime = (level.time - ent->client->pers.enterTime)/60000;
gentity_t *player = NULL;
// if this guy didn't get one kill per minute, reject him right now
if ( ((float)(G_WeaponLogKills[ent-g_entities][MOD_DISRUPTOR_SNIPER]))/((float)(playTime)) < 1.0 )
{
return qfalse;
}
for (i = 0; i < g_maxclients.integer; i++)
{
nKills = 0;
player = g_entities + i;
if (!player->inuse)
continue;
nKills = G_WeaponLogKills[i][MOD_DISRUPTOR_SNIPER];
if (nKills > nMostKills)
{
nMostKills = nKills;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
*frags = nMostKills;
return qtrue;
}
#endif // LOGGING_WEAPONS
return qfalse;
}
// did this player earn the untouchable award?
qboolean CalculateUntouchable(gentity_t *ent)
{
#ifdef LOGGING_WEAPONS
int playTime;
playTime = (level.time - ent->client->pers.enterTime)/60000;
if ( g_gametype.integer == GT_JEDIMASTER && ent->client->ps.isJediMaster )
{//Jedi Master (was Borg queen) can only be killed once anyway
return qfalse;
}
//------------------------------------------------------ MUST HAVE ACHIEVED 2 KILLS PER MINUTE
if ( ((float)ent->client->ps.persistant[PERS_SCORE])/((float)(playTime)) < 2.0 || playTime==0)
return qfalse;
//------------------------------------------------------ MUST HAVE ACHIEVED 2 KILLS PER MINUTE
// if this guy was never killed... Award Away!!!
if (ent->client->ps.persistant[PERS_KILLED]==0)
return qtrue;
#endif // LOGGING_WEAPONS
return qfalse;
}
// did this player earn the logistics award?
qboolean CalculateLogistics(gentity_t *ent, int *stuffUsed)
{
#ifdef LOGGING_WEAPONS
int i = 0, j = 0, nBestPlayer = -1, nStuffUsed = 0, nMostStuffUsed = 0,
nDifferent = 0, nMostDifferent = 0;
gentity_t *player = NULL;
for (i = 0; i < g_maxclients.integer; i++)
{
nStuffUsed = 0;
nDifferent = 0;
player = g_entities + i;
if (!player->inuse)
continue;
for (j = HI_NONE+1; j < HI_NUM_HOLDABLE; j++)
{
if (G_WeaponLogPowerups[i][j])
{
nDifferent++;
}
nStuffUsed += G_WeaponLogPowerups[i][j];
}
for (j = PW_NONE+1; j < PW_NUM_POWERUPS; j++)
{
if (G_WeaponLogItems[i][j])
{
nDifferent++;
}
nStuffUsed += G_WeaponLogItems[i][j];
}
if ( (nDifferent >= 4) && (nDifferent >= nMostDifferent) )
{
if (nStuffUsed > nMostStuffUsed)
{
nMostDifferent = nDifferent;
nMostStuffUsed = nStuffUsed;
nBestPlayer = i;
}
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
*stuffUsed = nMostDifferent;
return qtrue;
}
#endif // LOGGING_WEAPONS
return qfalse;
}
// did this player earn the tactician award?
qboolean CalculateTactician(gentity_t *ent, int *kills)
{
#ifdef LOGGING_WEAPONS
int i = 0, nBestPlayer = -1, nKills = 0, nMostKills = 0;
int person = 0, weapon = 0;
gentity_t *player = NULL;
int wasPickedUpBySomeone[WP_NUM_WEAPONS];
int killsWithWeapon[WP_NUM_WEAPONS];
int playTime = (level.time - ent->client->pers.enterTime)/60000;
if ( HasSetSaberOnly() )
{//duh, only 1 weapon
return qfalse;
}
if ( g_gametype.integer == GT_JEDIMASTER && ent->client->ps.isJediMaster )
{//Jedi Master (was Borg queen) has only 1 weapon
return qfalse;
}
//------------------------------------------------------ MUST HAVE ACHIEVED 2 KILLS PER MINUTE
if (playTime<0.3)
return qfalse;
if ( ((float)ent->client->ps.persistant[PERS_SCORE])/((float)(playTime)) < 2.0 )
return qfalse;
//------------------------------------------------------ MUST HAVE ACHIEVED 2 KILLS PER MINUTE
//------------------------------------------------------ FOR EVERY WEAPON, ADD UP TOTAL PICKUPS
for (weapon = 0; weapon<WP_NUM_WEAPONS; weapon++)
wasPickedUpBySomeone[weapon] = 0; // CLEAR
for (person=0; person<g_maxclients.integer; person++)
{
for (weapon = 0; weapon<WP_NUM_WEAPONS; weapon++)
{
if (G_WeaponLogPickups[person][weapon]>0)
wasPickedUpBySomeone[weapon]++;
}
}
//------------------------------------------------------ FOR EVERY WEAPON, ADD UP TOTAL PICKUPS
//------------------------------------------------------ FOR EVERY PERSON, CHECK FOR CANDIDATE
for (person=0; person<g_maxclients.integer; person++)
{
player = g_entities + person;
if (!player->inuse) continue;
nKills = 0; // This Persons's Kills
for (weapon=0; weapon<WP_NUM_WEAPONS; weapon++)
killsWithWeapon[weapon] = 0; // CLEAR
for (i=0; i<MOD_MAX; i++)
{
weapon = weaponFromMOD[i]; // Select Weapon
killsWithWeapon[weapon] += G_WeaponLogKills[person][i]; // Store Num Kills With Weapon
}
weapon=WP_STUN_BATON; // Start At Stun Baton
// keep looking through weapons if weapon is not on map, or if it is and we used it
while( weapon<WP_NUM_WEAPONS && (!wasPickedUpBySomeone[weapon] || killsWithWeapon[weapon]>0) )
{
weapon++;
nKills+=killsWithWeapon[weapon]; // Update the number of kills
}
//
// At this point we have either successfully gone through every weapon on the map and saw it had
// been used, or we found one that WAS on the map and was NOT used
//
// so we look to see if the weapon==Max (i.e. we used every one) and then we check to see
// if we got the most kills out of anyone else who did this.
//
if (weapon>=WP_NUM_WEAPONS && nKills>nMostKills)
{
// WE ARE A TACTICION CANDIDATE
nMostKills = nKills;
nBestPlayer = person;
}
}
//------------------------------------------------------ FOR EVERY PERSON, CHECK FOR CANDIDATE
//Now, if we are the best player, return true and the number of kills we got
if (nBestPlayer == ent->s.number)
{
*kills = nMostKills;
return qtrue;
}
#endif // LOGGING_WEAPONS
return qfalse;
}
// did this player earn the demolitionist award?
qboolean CalculateDemolitionist(gentity_t *ent, int *kills)
{
#ifdef LOGGING_WEAPONS
int i = 0, nBestPlayer = -1, nKills = 0, nMostKills = 0,
playTime = (level.time - ent->client->pers.enterTime)/60000;
gentity_t *player = NULL;
for (i = 0; i < g_maxclients.integer; i++)
{
nKills = 0;
player = g_entities + i;
if (!player->inuse)
continue;
nKills = G_WeaponLogKills[i][MOD_THERMAL];
nKills += G_WeaponLogKills[i][MOD_THERMAL_SPLASH];
nKills += G_WeaponLogKills[i][MOD_ROCKET];
nKills += G_WeaponLogKills[i][MOD_ROCKET_SPLASH];
nKills += G_WeaponLogKills[i][MOD_ROCKET_HOMING];
nKills += G_WeaponLogKills[i][MOD_ROCKET_HOMING_SPLASH];
nKills += G_WeaponLogKills[i][MOD_TRIP_MINE_SPLASH];
nKills += G_WeaponLogKills[i][MOD_TIMED_MINE_SPLASH];
nKills += G_WeaponLogKills[i][MOD_DET_PACK_SPLASH];
// if this guy didn't get two explosive kills per minute, reject him right now
if ( ((float)nKills)/((float)(playTime)) < 2.0 )
{
continue;
}
if (nKills > nMostKills)
{
nMostKills = nKills;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
*kills = nMostKills;
return qtrue;
}
#endif // LOGGING_WEAPONS
return qfalse;
}
int CalculateStreak(gentity_t *ent)
{
#if 0
if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_CHAMPION)
{
return STREAK_CHAMPION;
}
if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_MASTER)
{
return STREAK_MASTER;
}
if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_EXPERT)
{
return STREAK_EXPERT;
}
if (ent->client->ps.persistant[PERS_STREAK_COUNT] >= STREAK_ACE)
{
return STREAK_ACE;
}
#endif
//No streak calculation, at least for now.
return 0;
}
qboolean CalculateTeamMVP(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->ps.persistant[PERS_SCORE];
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamMVPByRank(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_RANK]+1;
qboolean bTied = (team == 3);
gentity_t *player = NULL;
/*
if ( team == ent->client->ps.persistant[PERS_TEAM] && ent->client->ps.persistant[PERS_CLASS] == PC_BORG )
{//only the queen can be the MVP
if ( borgQueenClientNum == ent->s.number )
{
return qtrue;
}
else
{
return qfalse;
}
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse)
continue;
if (!bTied)
{
if (player->client->ps.persistant[PERS_TEAM] != team)
{
continue;
}
}
nScore = player->client->ps.persistant[PERS_SCORE];
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamDefender(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
/*
if (CalculateTeamMVP(ent))
{
return qfalse;
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->pers.teamState.basedefense;
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamWarrior(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
/*
if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent))
{
return qfalse;
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->ps.persistant[PERS_SCORE];
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamCarrier(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
/*
if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent))
{
return qfalse;
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->pers.teamState.captures;
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamInterceptor(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
/*
if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent) ||
CalculateTeamCarrier(ent))
{
return qfalse;
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->pers.teamState.flagrecovery;
nScore += player->client->pers.teamState.fragcarrier;
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
qboolean CalculateTeamRedShirt(gentity_t *ent)
{
int i = 0, nBestPlayer = -1, nScore = 0, nHighestScore = 0,
team = ent->client->ps.persistant[PERS_TEAM];
gentity_t *player = NULL;
/*
if (CalculateTeamMVP(ent) || CalculateTeamDefender(ent) || CalculateTeamWarrior(ent) ||
CalculateTeamCarrier(ent) || CalculateTeamInterceptor(ent))
{
return qfalse;
}
*/
for (i = 0; i < g_maxclients.integer; i++)
{
nScore = 0;
player = g_entities + i;
if (!player->inuse || (player->client->ps.persistant[PERS_TEAM] != team))
continue;
nScore = player->client->ps.persistant[PERS_KILLED];
nScore -= player->client->ps.fd.suicides; // suicides don't count, you big cheater.
if (nScore > nHighestScore)
{
nHighestScore = nScore;
nBestPlayer = i;
}
}
if (-1 == nBestPlayer)
{
return qfalse;
}
if (nBestPlayer == ent->s.number)
{
return qtrue;
}
return qfalse;
}
typedef enum {
AWARD_EFFICIENCY, // Accuracy
AWARD_SHARPSHOOTER, // Most compression rifle frags
AWARD_UNTOUCHABLE, // Perfect (no deaths)
AWARD_LOGISTICS, // Most pickups
AWARD_TACTICIAN, // Kills with all weapons
AWARD_DEMOLITIONIST, // Most explosive damage kills
AWARD_STREAK, // Ace/Expert/Master/Champion
AWARD_TEAM, // MVP/Defender/Warrior/Carrier/Interceptor/Bravery
AWARD_SECTION31, // All-around god
AWARD_MAX
} awardType_t;
typedef enum
{
TEAM_NONE = 0, // ha ha! you suck!
TEAM_MVP, // most overall points
TEAM_DEFENDER, // killed the most baddies near your flag
TEAM_WARRIOR, // most frags
TEAM_CARRIER, // infected the most people with plague
TEAM_INTERCEPTOR, // returned your own flag the most
TEAM_BRAVERY, // Red Shirt Award (tm). you died more than anybody.
TEAM_MAX
} teamAward_e;
int CalculateTeamAward(gentity_t *ent)
{
int teamAwards = 0;
if (CalculateTeamMVP(ent))
{
teamAwards |= (1<<TEAM_MVP);
}
if (GT_CTF == g_gametype.integer ||
GT_CTY == g_gametype.integer)
{
if (CalculateTeamDefender(ent))
{
teamAwards |= (1<<TEAM_DEFENDER);
}
if (CalculateTeamWarrior(ent))
{
teamAwards |= (1<<TEAM_WARRIOR);
}
if (CalculateTeamCarrier(ent))
{
teamAwards |= (1<<TEAM_CARRIER);
}
if (CalculateTeamInterceptor(ent))
{
teamAwards |= (1<<TEAM_INTERCEPTOR);
}
}
if ( !teamAwards && CalculateTeamRedShirt(ent) )
{//if you got nothing else and died a lot, at least get bravery
teamAwards |= (1<<TEAM_BRAVERY);
}
return teamAwards;
}
qboolean CalculateSection31Award(gentity_t *ent)
{
int i = 0, frags = 0, efficiency = 0;
gentity_t *player = NULL;
for (i = 0; i < g_maxclients.integer; i++)
{
player = g_entities + i;
if (!player->inuse)
continue;
//
// kef -- heh.
//
// if (strcmp("JaxxonPhred", ent->client->pers.netname))
// {
// continue;
// }
CalculateEfficiency(ent, &efficiency);
if (!CalculateSharpshooter(ent, &frags) ||
!CalculateUntouchable(ent) ||
/*(CalculateStreak(ent) < STREAK_CHAMPION) ||*/
(efficiency < 75))
{
continue;
}
return qtrue;
}
return qfalse;
}
#define AWARDS_MSG_LENGTH 256
void CalculateAwards(gentity_t *ent, char *msg)
{
#ifdef LOGGING_WEAPONS
char buf1[AWARDS_MSG_LENGTH], buf2[AWARDS_MSG_LENGTH];
int awardFlags = 0, efficiency = 0, stuffUsed = 0, kills = 0, streak = 0, teamAwards = 0;
memset(buf1, 0, AWARDS_MSG_LENGTH);
memset(buf2, 0, AWARDS_MSG_LENGTH);
if (CalculateEfficiency(ent, &efficiency))
{
awardFlags |= (1<<AWARD_EFFICIENCY);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, " %d", efficiency);
}
if (CalculateSharpshooter(ent, &kills))
{
awardFlags |= (1<<AWARD_SHARPSHOOTER);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, kills);
}
if (CalculateUntouchable(ent))
{
awardFlags |= (1<<AWARD_UNTOUCHABLE);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, 0);
}
if (CalculateLogistics(ent, &stuffUsed))
{
awardFlags |= (1<<AWARD_LOGISTICS);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, stuffUsed);
}
if (CalculateTactician(ent, &kills))
{
awardFlags |= (1<<AWARD_TACTICIAN);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, kills);
}
if (CalculateDemolitionist(ent, &kills))
{
awardFlags |= (1<<AWARD_DEMOLITIONIST);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, kills);
}
streak = CalculateStreak(ent);
if (streak)
{
awardFlags |= (1<<AWARD_STREAK);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, streak);
}
if (g_gametype.integer >= GT_TEAM)
{
teamAwards = CalculateTeamAward(ent);
if (teamAwards)
{
awardFlags |= (1<<AWARD_TEAM);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, teamAwards);
}
}
if (CalculateSection31Award(ent))
{
awardFlags |= (1<<AWARD_SECTION31);
strcpy(buf2, buf1);
Com_sprintf(buf1, AWARDS_MSG_LENGTH, "%s %d", buf2, 0);
}
strcpy(buf2, msg);
Com_sprintf( msg, AWARDS_MSG_LENGTH, "%s %d%s", buf2, awardFlags, buf1);
#endif // LOGGING_WEAPONS
}
int GetMaxDeathsForClient(int nClient)
{
int i = 0, nMostDeaths = 0;
if ((nClient < 0) || (nClient >= MAX_CLIENTS))
{
return 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
if (G_WeaponLogFrags[i][nClient] > nMostDeaths)
{
nMostDeaths = G_WeaponLogFrags[i][nClient];
}
}
return nMostDeaths;
}
int GetMaxKillsForClient(int nClient)
{
int i = 0, nMostKills = 0;
if ((nClient < 0) || (nClient >= MAX_CLIENTS))
{
return 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
if (G_WeaponLogFrags[nClient][i] > nMostKills)
{
nMostKills = G_WeaponLogFrags[nClient][i];
}
}
return nMostKills;
}
int GetFavoriteTargetForClient(int nClient)
{
int i = 0, nMostKills = 0, nFavoriteTarget = -1;
if ((nClient < 0) || (nClient >= MAX_CLIENTS))
{
return 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
if (G_WeaponLogFrags[nClient][i] > nMostKills)
{
nMostKills = G_WeaponLogFrags[nClient][i];
nFavoriteTarget = i;
}
}
return nFavoriteTarget;
}
int GetWorstEnemyForClient(int nClient)
{
int i = 0, nMostDeaths = 0, nWorstEnemy = -1;
if ((nClient < 0) || (nClient >= MAX_CLIENTS))
{
return 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
// If there is a tie for most deaths, we want to choose anybody else
// over the client... I.E. Most deaths should not tie with yourself and
// have yourself show up...
if ( G_WeaponLogFrags[i][nClient] > nMostDeaths ||
(G_WeaponLogFrags[i][nClient]== nMostDeaths && i!=nClient && nMostDeaths!=0) )
{
nMostDeaths = G_WeaponLogFrags[i][nClient];
nWorstEnemy = i;
}
}
return nWorstEnemy;
}
int GetFavoriteWeaponForClient(int nClient)
{
int i = 0, nMostKills = 0, fav=0, weapon=WP_STUN_BATON;
int killsWithWeapon[WP_NUM_WEAPONS];
// First thing we need to do is cycle through all the MOD types and convert
// number of kills to a single weapon.
//----------------------------------------------------------------
for (weapon=0; weapon<WP_NUM_WEAPONS; weapon++)
killsWithWeapon[weapon] = 0; // CLEAR
for (i=MOD_STUN_BATON; i<=MOD_FORCE_DARK; i++)
{
weapon = weaponFromMOD[i]; // Select Weapon
if (weapon != WP_NONE)
{
killsWithWeapon[weapon] += G_WeaponLogKills[nClient][i]; // Store Num Kills With Weapon
}
}
// now look through our list of kills per weapon and pick the biggest
//----------------------------------------------------------------
nMostKills=0;
for (weapon=WP_STUN_BATON; weapon<WP_NUM_WEAPONS; weapon++)
{
if (killsWithWeapon[weapon]>nMostKills)
{
nMostKills = killsWithWeapon[weapon];
fav = weapon;
}
}
return fav;
}
// kef -- if a client leaves the game, clear out all counters he may have set
void QDECL G_ClearClientLog(int client)
{
int i = 0;
for (i = 0; i < WP_NUM_WEAPONS; i++)
{
G_WeaponLogPickups[client][i] = 0;
}
for (i = 0; i < WP_NUM_WEAPONS; i++)
{
G_WeaponLogFired[client][i] = 0;
}
for (i = 0; i < MOD_MAX; i++)
{
G_WeaponLogDamage[client][i] = 0;
}
for (i = 0; i < MOD_MAX; i++)
{
G_WeaponLogKills[client][i] = 0;
}
for (i = 0; i < WP_NUM_WEAPONS; i++)
{
G_WeaponLogDeaths[client][i] = 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
G_WeaponLogFrags[client][i] = 0;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
G_WeaponLogFrags[i][client] = 0;
}
for (i = 0; i < WP_NUM_WEAPONS; i++)
{
G_WeaponLogTime[client][i] = 0;
}
G_WeaponLogLastTime[client] = 0;
G_WeaponLogClientTouch[client] = qfalse;
for (i = 0; i < HI_NUM_HOLDABLE; i++)
{
G_WeaponLogPowerups[client][i] = 0;
}
for (i = 0; i < PW_NUM_POWERUPS; i++)
{
G_WeaponLogItems[client][i] = 0;
}
}