1751 lines
46 KiB
C
1751 lines
46 KiB
C
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#include "g_local.h"
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#define LOGGING_WEAPONS
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// Weapon statistic logging.
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// Nothing super-fancy here, I just want to keep track of, per player:
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// --hom many times a weapon/item is picked up
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// --how many times a weapon/item is used/fired
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// --the total damage done by that weapon
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// --the number of kills by that weapon
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// --the number of deaths while holding that weapon
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// --the time spent with each weapon
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//
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// Additionally,
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// --how many times each powerup or item is picked up
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#ifdef LOGGING_WEAPONS
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int G_WeaponLogPickups[MAX_CLIENTS][WP_NUM_WEAPONS];
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int G_WeaponLogFired[MAX_CLIENTS][WP_NUM_WEAPONS];
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int G_WeaponLogDamage[MAX_CLIENTS][MOD_MAX];
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int G_WeaponLogKills[MAX_CLIENTS][MOD_MAX];
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int G_WeaponLogDeaths[MAX_CLIENTS][WP_NUM_WEAPONS];
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int G_WeaponLogFrags[MAX_CLIENTS][MAX_CLIENTS];
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int G_WeaponLogTime[MAX_CLIENTS][WP_NUM_WEAPONS];
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int G_WeaponLogLastTime[MAX_CLIENTS];
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qboolean G_WeaponLogClientTouch[MAX_CLIENTS];
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int G_WeaponLogPowerups[MAX_CLIENTS][HI_NUM_HOLDABLE];
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int G_WeaponLogItems[MAX_CLIENTS][PW_NUM_POWERUPS];
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extern vmCvar_t g_statLog;
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extern vmCvar_t g_statLogFile;
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// MOD-weapon mapping array.
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int weaponFromMOD[MOD_MAX] =
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{
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WP_NONE, //MOD_UNKNOWN,
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WP_STUN_BATON, //MOD_STUN_BATON,
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WP_NONE, //MOD_MELEE,
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WP_SABER, //MOD_SABER,
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WP_BRYAR_PISTOL, //MOD_BRYAR_PISTOL,
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WP_BRYAR_PISTOL, //MOD_BRYAR_PISTOL_ALT,
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WP_BLASTER, //MOD_BLASTER,
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WP_DISRUPTOR, //MOD_DISRUPTOR,
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WP_DISRUPTOR, //MOD_DISRUPTOR_SPLASH,
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WP_DISRUPTOR, //MOD_DISRUPTOR_SNIPER,
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WP_BOWCASTER, //MOD_BOWCASTER,
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WP_REPEATER, //MOD_REPEATER,
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WP_REPEATER, //MOD_REPEATER_ALT,
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WP_REPEATER, //MOD_REPEATER_ALT_SPLASH,
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WP_DEMP2, //MOD_DEMP2,
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WP_DEMP2, //MOD_DEMP2_ALT,
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WP_FLECHETTE, //MOD_FLECHETTE,
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WP_FLECHETTE, //MOD_FLECHETTE_ALT_SPLASH,
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WP_ROCKET_LAUNCHER, //MOD_ROCKET,
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WP_ROCKET_LAUNCHER, //MOD_ROCKET_SPLASH,
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WP_ROCKET_LAUNCHER, //MOD_ROCKET_HOMING,
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WP_ROCKET_LAUNCHER, //MOD_ROCKET_HOMING_SPLASH,
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WP_THERMAL, //MOD_THERMAL,
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WP_THERMAL, //MOD_THERMAL_SPLASH,
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WP_TRIP_MINE, //MOD_TRIP_MINE_SPLASH,
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WP_TRIP_MINE, //MOD_TIMED_MINE_SPLASH,
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WP_DET_PACK, //MOD_DET_PACK_SPLASH,
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WP_NONE, //MOD_FORCE_DARK,
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WP_NONE, //MOD_SENTRY,
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WP_NONE, //MOD_WATER,
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WP_NONE, //MOD_SLIME,
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WP_NONE, //MOD_LAVA,
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WP_NONE, //MOD_CRUSH,
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WP_NONE, //MOD_TELEFRAG,
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WP_NONE, //MOD_FALLING,
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WP_NONE, //MOD_SUICIDE,
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WP_NONE, //MOD_TARGET_LASER,
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WP_NONE, //MOD_TRIGGER_HURT,
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};
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char *weaponNameFromIndex[WP_NUM_WEAPONS] =
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{
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"No Weapon",
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"Stun Baton",
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"Saber",
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"Bryar Pistol",
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"Blaster",
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"Disruptor",
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"Bowcaster",
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"Repeater",
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"Demp2",
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"Flechette",
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"Rocket Launcher",
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"Thermal",
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"Tripmine",
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"Detpack",
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"Emplaced gun",
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"Turret"
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};
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extern char *modNames[];
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#endif //LOGGING_WEAPONS
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/*
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=================
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G_LogWeaponInit
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=================
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*/
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void G_LogWeaponInit(void) {
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#ifdef LOGGING_WEAPONS
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memset(G_WeaponLogPickups, 0, sizeof(G_WeaponLogPickups));
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memset(G_WeaponLogFired, 0, sizeof(G_WeaponLogFired));
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memset(G_WeaponLogDamage, 0, sizeof(G_WeaponLogDamage));
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memset(G_WeaponLogKills, 0, sizeof(G_WeaponLogKills));
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memset(G_WeaponLogDeaths, 0, sizeof(G_WeaponLogDeaths));
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memset(G_WeaponLogFrags, 0, sizeof(G_WeaponLogFrags));
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memset(G_WeaponLogTime, 0, sizeof(G_WeaponLogTime));
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memset(G_WeaponLogLastTime, 0, sizeof(G_WeaponLogLastTime));
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memset(G_WeaponLogPowerups, 0, sizeof(G_WeaponLogPowerups));
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memset(G_WeaponLogItems, 0, sizeof(G_WeaponLogItems));
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#endif //LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponPickup(int client, int weaponid)
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{
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#ifdef LOGGING_WEAPONS
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G_WeaponLogPickups[client][weaponid]++;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponFire(int client, int weaponid)
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{
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#ifdef LOGGING_WEAPONS
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int dur;
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G_WeaponLogFired[client][weaponid]++;
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dur = level.time - G_WeaponLogLastTime[client];
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if (dur > 5000) // 5 second max.
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G_WeaponLogTime[client][weaponid] += 5000;
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else
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G_WeaponLogTime[client][weaponid] += dur;
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G_WeaponLogLastTime[client] = level.time;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponDamage(int client, int mod, int amount)
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{
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#ifdef LOGGING_WEAPONS
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if (client>=MAX_CLIENTS)
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return;
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G_WeaponLogDamage[client][mod] += amount;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponKill(int client, int mod)
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{
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#ifdef LOGGING_WEAPONS
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if (client>=MAX_CLIENTS)
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return;
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G_WeaponLogKills[client][mod]++;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponFrag(int attacker, int deadguy)
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{
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#ifdef LOGGING_WEAPONS
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if ( (attacker>=MAX_CLIENTS) || (deadguy>=MAX_CLIENTS) )
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return;
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G_WeaponLogFrags[attacker][deadguy]++;
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G_WeaponLogClientTouch[attacker] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponDeath(int client, int weaponid)
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{
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#ifdef LOGGING_WEAPONS
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if (client>=MAX_CLIENTS)
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return;
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G_WeaponLogDeaths[client][weaponid]++;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponPowerup(int client, int powerupid)
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{
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#ifdef LOGGING_WEAPONS
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if (client>=MAX_CLIENTS)
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return;
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G_WeaponLogPowerups[client][powerupid]++;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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void QDECL G_LogWeaponItem(int client, int itemid)
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{
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#ifdef LOGGING_WEAPONS
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if (client>=MAX_CLIENTS)
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return;
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G_WeaponLogItems[client][itemid]++;
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G_WeaponLogClientTouch[client] = qtrue;
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#endif //_LOGGING_WEAPONS
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}
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// Run through each player. Print out:
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// -- Most commonly picked up weapon.
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// -- Weapon with which the most time was spent.
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// -- Weapon that was most often died with.
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// -- Damage type with which the most damage was done.
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// -- Damage type with the most kills.
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// -- Weapon with which the most damage was done.
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// -- Weapon with which the most damage was done per shot.
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//
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// For the whole game, print out:
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// -- Total pickups of each weapon.
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// -- Total time spent with each weapon.
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// -- Total damage done with each weapon.
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// -- Total damage done for each damage type.
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// -- Number of kills with each weapon.
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// -- Number of kills for each damage type.
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// -- Damage per shot with each weapon.
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// -- Number of deaths with each weapon.
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void G_LogWeaponOutput(void)
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{
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#ifdef LOGGING_WEAPONS
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int i,j,curwp;
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float pershot;
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fileHandle_t weaponfile;
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char string[1024];
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int totalpickups[WP_NUM_WEAPONS];
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int totaltime[WP_NUM_WEAPONS];
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int totaldeaths[WP_NUM_WEAPONS];
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int totaldamageMOD[MOD_MAX];
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int totalkillsMOD[MOD_MAX];
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int totaldamage[WP_NUM_WEAPONS];
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int totalkills[WP_NUM_WEAPONS];
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int totalshots[WP_NUM_WEAPONS];
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int percharacter[WP_NUM_WEAPONS];
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char info[1024];
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char mapname[128];
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char *nameptr, *unknownname="<Unknown>";
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if (!g_statLog.integer)
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{
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return;
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}
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G_LogPrintf("*****************************Weapon Log:\n" );
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memset(totalpickups, 0, sizeof(totalpickups));
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memset(totaltime, 0, sizeof(totaltime));
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memset(totaldeaths, 0, sizeof(totaldeaths));
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memset(totaldamageMOD, 0, sizeof(totaldamageMOD));
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memset(totalkillsMOD, 0, sizeof(totalkillsMOD));
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memset(totaldamage, 0, sizeof(totaldamage));
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memset(totalkills, 0, sizeof(totalkills));
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memset(totalshots, 0, sizeof(totalshots));
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for (i=0; i<MAX_CLIENTS; i++)
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{
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if (G_WeaponLogClientTouch[i])
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{ // Ignore any entity/clients we don't care about!
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for (j=0;j<WP_NUM_WEAPONS;j++)
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{
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totalpickups[j] += G_WeaponLogPickups[i][j];
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totaltime[j] += G_WeaponLogTime[i][j];
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totaldeaths[j] += G_WeaponLogDeaths[i][j];
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totalshots[j] += G_WeaponLogFired[i][j];
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}
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for (j=0;j<MOD_MAX;j++)
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{
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totaldamageMOD[j] += G_WeaponLogDamage[i][j];
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totalkillsMOD[j] += G_WeaponLogKills[i][j];
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}
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}
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}
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// Now total the weapon data from the MOD data.
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for (j=0; j<MOD_MAX; j++)
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{
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if (j <= MOD_SENTRY)
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{
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curwp = weaponFromMOD[j];
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totaldamage[curwp] += totaldamageMOD[j];
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totalkills[curwp] += totalkillsMOD[j];
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}
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}
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G_LogPrintf( "\n****Data by Weapon:\n" );
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for (j=0; j<WP_NUM_WEAPONS; j++)
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{
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G_LogPrintf("%15s: Pickups: %4d, Time: %5d, Deaths: %5d\n",
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weaponNameFromIndex[j], totalpickups[j], (int)(totaltime[j]/1000), totaldeaths[j]);
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}
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G_LogPrintf( "\n****Combat Data by Weapon:\n" );
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for (j=0; j<WP_NUM_WEAPONS; j++)
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{
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if (totalshots[j] > 0)
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{
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pershot = (float)(totaldamage[j])/(float)(totalshots[j]);
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}
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else
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{
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pershot = 0;
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}
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G_LogPrintf("%15s: Damage: %6d, Kills: %5d, Dmg per Shot: %f\n",
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weaponNameFromIndex[j], totaldamage[j], totalkills[j], pershot);
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}
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G_LogPrintf( "\n****Combat Data By Damage Type:\n" );
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for (j=0; j<MOD_MAX; j++)
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{
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G_LogPrintf("%25s: Damage: %6d, Kills: %5d\n",
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modNames[j], totaldamageMOD[j], totalkillsMOD[j]);
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}
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G_LogPrintf("\n");
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// Write the whole weapon statistic log out to a file.
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trap_FS_FOpenFile( g_statLogFile.string, &weaponfile, FS_APPEND );
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if (!weaponfile) { //failed to open file, let's not crash, shall we?
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return;
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}
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// Write out the level name
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trap_GetServerinfo(info, sizeof(info));
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strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
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mapname[sizeof(mapname)-1] = '\0';
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Com_sprintf(string, sizeof(string), "\n\n\nLevel:\t%s\n\n\n", mapname);
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trap_FS_Write( string, strlen( string ), weaponfile);
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// Combat data per character
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// Start with Pickups per character
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Com_sprintf(string, sizeof(string), "Weapon Pickups per Player:\n\n");
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trap_FS_Write( string, strlen( string ), weaponfile);
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Com_sprintf(string, sizeof(string), "Player");
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trap_FS_Write(string, strlen(string), weaponfile);
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for (j=0; j<WP_NUM_WEAPONS; j++)
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{
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Com_sprintf(string, sizeof(string), "\t%s", weaponNameFromIndex[j]);
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trap_FS_Write(string, strlen(string), weaponfile);
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}
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Com_sprintf(string, sizeof(string), "\n");
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trap_FS_Write(string, strlen(string), weaponfile);
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// Cycle through each player, give their name and the number of times they picked up each weapon.
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for (i=0; i<MAX_CLIENTS; i++)
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{
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if (G_WeaponLogClientTouch[i])
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{ // Ignore any entity/clients we don't care about!
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if ( g_entities[i].client )
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{
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nameptr = g_entities[i].client->pers.netname;
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}
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else
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{
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nameptr = unknownname;
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}
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trap_FS_Write(nameptr, strlen(nameptr), weaponfile);
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for (j=0;j<WP_NUM_WEAPONS;j++)
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{
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Com_sprintf(string, sizeof(string), "\t%d", G_WeaponLogPickups[i][j]);
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trap_FS_Write(string, strlen(string), weaponfile);
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}
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Com_sprintf(string, sizeof(string), "\n");
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trap_FS_Write(string, strlen(string), weaponfile);
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}
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}
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// Sum up the totals.
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Com_sprintf(string, sizeof(string), "\n***TOTAL:");
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trap_FS_Write(string, strlen(string), weaponfile);
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for (j=0;j<WP_NUM_WEAPONS;j++)
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{
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Com_sprintf(string, sizeof(string), "\t%d", totalpickups[j]);
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trap_FS_Write(string, strlen(string), weaponfile);
|
||
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}
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Com_sprintf(string, sizeof(string), "\n\n\n");
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trap_FS_Write(string, strlen(string), weaponfile);
|
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// Weapon fires per character
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||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|