quake4-sdk/source/mpgame/mp/stats/StatEvent.cpp
2007-06-15 00:00:00 +00:00

331 lines
12 KiB
C++

//----------------------------------------------------------------
// StatEvent.cpp
//
// Copyright 2002-2005 Raven Software
//----------------------------------------------------------------
#include "../../../idlib/precompiled.h"
#pragma hdrstop
#include "../../Game_local.h"
#include "StatManager.h"
rvStatHit::rvStatHit( int t, int p, int v, int w, bool countForAccuracy ) : rvStat( t ) {
playerClientNum = p;
victimClientNum = v;
weapon = w;
trackAccuracy = countForAccuracy;
type = ST_HIT;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatHit::RegisterInGame( rvPlayerStat* stats ) {
if( playerClientNum >= 0 && playerClientNum < MAX_CLIENTS && weapon >= 0 && weapon < MAX_WEAPONS && trackAccuracy ) {
stats[ playerClientNum ].weaponHits[ weapon ]++;
}
idPlayer* player = (idPlayer*)gameLocal.entities[ playerClientNum ];
if( !idStr::Icmp( player->spawnArgs.GetString( va( "def_weapon%d", weapon ) ), "weapon_railgun" ) ) {
// Apparently it does the rail hit event before the rail fired event, so this is backwards for a reason
if ( rvStatManager::comboKillState[ playerClientNum ] == CKS_ROCKET_HIT ) {
rvStatManager::comboKillState[ playerClientNum ] = CKS_RAIL_HIT;
}
if ( rvStatManager::lastRailShot[ playerClientNum ] < stats[ playerClientNum ].weaponShots[ weapon ] - 1 ) {
rvStatManager::lastRailShot[ playerClientNum ] = stats[ playerClientNum ].weaponShots[ weapon ];
} else {
if ( rvStatManager::lastRailShot[ playerClientNum ] >= stats[ playerClientNum ].weaponShots[ weapon ] - 1 ) {
if ( (rvStatManager::lastRailShotHits[ playerClientNum ] % 2) == 0 ) {
statManager->GiveInGameAward( IGA_IMPRESSIVE, playerClientNum );
}
++rvStatManager::lastRailShotHits[ playerClientNum ];
} else {
rvStatManager::lastRailShot[ playerClientNum ] = stats[ playerClientNum ].weaponShots[ weapon ];
}
}
/*
rvStatHit* lastHits[ 2 ] = { NULL, NULL };
statManager->GetLastClientStats( playerClientNum, ST_HIT, gameLocal.time - 8000, 2, (rvStat**)lastHits );
if( lastHits[0] ) {
if( !idStr::Icmp(player->spawnArgs.GetString( va( "def_weapon%d", ((rvStatHit*)lastHits[0])->weapon ) ), "weapon_railgun" ) ) {
//Check to make sure we don't chain impressive awards.
if(lastHits[1]
&& !idStr::Icmp(player->spawnArgs.GetString( va( "def_weapon%d", ((rvStatHit*)lastHits[1])->weapon ) ), "weapon_railgun" )
&& (lastHits[1]->GetTimeStamp() - lastHits[0]->GetTimeStamp()) < 4000) {
return;
}
if(gameLocal.time - lastHits[0]->GetTimeStamp() < 4000){
statManager->GiveInGameAward( IGA_IMPRESSIVE, playerClientNum );
}
}
}
*/
} else if( !idStr::Icmp( player->spawnArgs.GetString( va( "def_weapon%d", weapon ) ), "weapon_rocketlauncher" ) ) {
if ( rvStatManager::comboKillState[ playerClientNum ] == CKS_ROCKET_FIRED ) {
rvStatManager::comboKillState[ playerClientNum ] = CKS_ROCKET_HIT;
}
}
}
rvStatKill::rvStatKill( int t, int p, int v, bool g, int mod ) : rvStat( t ) {
type = ST_KILL;
playerClientNum = p;
victimClientNum = v;
gibbed = g;
methodOfDeath = mod;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatKill::RegisterInGame( rvPlayerStat* stats ) {
if( playerClientNum < 0 || playerClientNum >= MAX_CLIENTS || victimClientNum < 0 || victimClientNum >= MAX_CLIENTS ) {
return;
}
idPlayer* player = (idPlayer*)gameLocal.entities[ playerClientNum ];
idPlayer* victim = (idPlayer*)gameLocal.entities[ victimClientNum ];
// no award processing for suicides
if( victimClientNum == playerClientNum ) {
stats[ playerClientNum ].suicides++;
return;
}
bool teamKill = false;
// don't track team kills
if( !gameLocal.IsTeamGame() || player->team != victim->team ) {
stats[ playerClientNum ].kills++;
if( methodOfDeath >= 0 && methodOfDeath < MAX_WEAPONS ) {
stats[ playerClientNum ].weaponKills[ methodOfDeath ]++;
}
}
if( gameLocal.IsTeamGame() && player->team == victim->team ) {
teamKill = true;
}
// check for humiliation award
if( !teamKill && !idStr::Icmp( player->spawnArgs.GetString( va( "def_weapon%d", methodOfDeath ) ), "weapon_gauntlet" ) ) {
statManager->GiveInGameAward( IGA_HUMILIATION, playerClientNum );
}
rvStatKill* lastKills[ 2 ] = { NULL, NULL };
statManager->GetLastClientStats( playerClientNum, ST_KILL, gameLocal.time - 5000, 2, (rvStat**)lastKills );
// check for excellent award
if( !teamKill && lastKills[ 0 ] && lastKills[ 0 ]->GetTimeStamp() >= (gameLocal.time - 2000) && lastKills[ 0 ]->victimClientNum != playerClientNum && victimClientNum != playerClientNum ) {
statManager->GiveInGameAward( IGA_EXCELLENT, playerClientNum );
}
// check for rampage award
if( !teamKill && ( gibbed && victimClientNum != playerClientNum ) &&
( lastKills[ 0 ] && lastKills[ 0 ]->gibbed && lastKills[ 0 ]->victimClientNum != playerClientNum ) &&
( lastKills[ 1 ] && lastKills[ 1 ]->gibbed && lastKills[ 1 ]->victimClientNum != playerClientNum ) ) {
statManager->GiveInGameAward( IGA_RAMPAGE, playerClientNum );
}
// check for combo kill award
if( victimClientNum != playerClientNum && !idStr::Icmp( player->spawnArgs.GetString( va( "def_weapon%d", methodOfDeath ) ), "weapon_railgun" ) ) {
// the rail killing shot is the last hit, so look for the one past that
rvStatHit* lastHits[ 2 ] = { NULL, NULL };
statManager->GetLastClientStats( playerClientNum, ST_HIT, gameLocal.time - 3000, 2, (rvStat**)lastHits );
if( lastHits[ 1 ] && lastHits[ 1 ]->GetVictimClientNum() != playerClientNum && !idStr::Icmp( player->spawnArgs.GetString( va( "def_weapon%d", lastHits[ 1 ]->GetWeapon() ) ), "weapon_rocketlauncher" ) ) {
if ( rvStatManager::comboKillState[ playerClientNum ] == CKS_RAIL_HIT ) {
statManager->GiveInGameAward( IGA_COMBO_KILL, playerClientNum );
}
}
}
rvStatManager::comboKillState[ playerClientNum ] = CKS_NONE;
// check for defense award
if( gameLocal.IsFlagGameType() && player->team != victim->team && player != victim ) {
// defense is given for two conditions
// assert( gameLocal.mpGame.GetFlagEntity( TEAM_STROGG ) && gameLocal.mpGame.GetFlagEntity( TEAM_MARINE ) );
assert( player->team >= 0 && player->team < TEAM_MAX );
assert( gameLocal.mpGame.GetGameState()->IsType( rvCTFGameState::GetClassType() ) );
if ( gameLocal.mpGame.GetFlagEntity( player->team ) ) {
// defending your flag
if( ((rvCTFGameState*)gameLocal.mpGame.GetGameState())->GetFlagState( player->team ) == FS_AT_BASE || ((rvCTFGameState*)gameLocal.mpGame.GetGameState())->GetFlagState( player->team ) == FS_DROPPED ) {
if( ( gameLocal.mpGame.GetFlagEntity( player->team )->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).LengthSqr() < 250000 ) {
// give award if you're close to flag and you kill an enemy
statManager->GiveInGameAward( IGA_DEFENSE, playerClientNum );
} else if ( ( gameLocal.mpGame.GetFlagEntity( player->team )->GetPhysics()->GetOrigin() - victim->GetPhysics()->GetOrigin() ).LengthSqr() < 250000 ) {
// give award if enemy is close to flag and you kill them
statManager->GiveInGameAward( IGA_DEFENSE, playerClientNum );
}
}
}
// defending your teammate carrying the enemy flag
if( ((rvCTFGameState*)gameLocal.mpGame.GetGameState())->GetFlagState( gameLocal.mpGame.OpposingTeam( player->team ) ) == FS_TAKEN ) {
int clientNum = ((rvCTFGameState*)gameLocal.mpGame.GetGameState())->GetFlagCarrier( gameLocal.mpGame.OpposingTeam( player->team ) );
idPlayer* flagCarrier = NULL;
if( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
flagCarrier = (idPlayer*)gameLocal.entities[ clientNum ];
}
if( flagCarrier ) {
if( (flagCarrier->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin()).LengthSqr() < 250000 ) {
// killed enemy while close to the flag carrier
statManager->GiveInGameAward( IGA_DEFENSE, playerClientNum );
} else if( (flagCarrier->GetPhysics()->GetOrigin() - victim->GetPhysics()->GetOrigin()).LengthSqr() < 250000 ) {
// killed an enemy who was close to teh flag carrier
statManager->GiveInGameAward( IGA_DEFENSE, playerClientNum );
}
}
}
}
// check for holy shit award
if( gameLocal.IsFlagGameType() && player->team != victim->team && player != victim ) {
if( (player->team == TEAM_MARINE && victim->PowerUpActive( POWERUP_CTF_MARINEFLAG )) ||
(player->team == TEAM_STROGG && victim->PowerUpActive( POWERUP_CTF_STROGGFLAG )) ) {
if( ((rvCTFGameState*)gameLocal.mpGame.GetGameState())->GetFlagState( victim->team ) == FS_AT_BASE ) {
// fixme: something is broken with the mpgame state
if ( gameLocal.mpGame.GetFlagEntity( victim->team ) ) {
if( (gameLocal.mpGame.GetFlagEntity( victim->team )->GetPhysics()->GetOrigin() - victim->GetPhysics()->GetOrigin()).LengthSqr() < 40000 ) {
statManager->GiveInGameAward( IGA_HOLY_SHIT, playerClientNum );
}
}
}
}
}
}
/*
================
rvStatDeath
A player died
================
*/
rvStatDeath::rvStatDeath( int t, int p, int mod ) : rvStat( t ) {
type = ST_DEATH;
playerClientNum = p;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatDeath::RegisterInGame( rvPlayerStat* stats ) {
stats[ playerClientNum ].deaths++;
}
/*
================
rvStatDamageDealt
A player damaged another player
================
*/
rvStatDamageDealt::rvStatDamageDealt( int t, int p, int w, int d ) : rvStat( t ) {
playerClientNum = p;
weapon = w;
damage = d;
type = ST_DAMAGE_DEALT;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatDamageDealt::RegisterInGame( rvPlayerStat* stats ) {
if( playerClientNum >= 0 && playerClientNum < MAX_CLIENTS ) {
stats[ playerClientNum ].damageGiven += damage;
}
}
/*
================
rvStatDamageTaken
A player took damage from another player
================
*/
rvStatDamageTaken::rvStatDamageTaken( int t, int p, int w, int d ) : rvStat( t ) {
playerClientNum = p;
weapon = w;
damage = d;
type = ST_DAMAGE_TAKEN;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatDamageTaken::RegisterInGame( rvPlayerStat* stats ) {
if( playerClientNum >= 0 && playerClientNum < MAX_CLIENTS ) {
stats[ playerClientNum ].damageTaken += damage;
}
}
/*
================
rvStatFlagDrop
A player dropped the flag (CTF)
================
*/
rvStatFlagDrop::rvStatFlagDrop( int t, int p, int a, int tm ) : rvStatTeam( t, tm ) {
playerClientNum = p;
attacker = a;
type = ST_CTF_FLAG_DROP;
}
/*
================
rvStatFlagReturn
A player returned his teams flag
================
*/
rvStatFlagReturn::rvStatFlagReturn( int t, int p, int tm ) : rvStatTeam( t, tm ) {
playerClientNum = p;
type = ST_CTF_FLAG_RETURN;
}
/*
================
rvStatFlagCapture
A player captured a flag (CTF)
================
*/
rvStatFlagCapture::rvStatFlagCapture( int t, int p, int f, int tm ) : rvStatTeam( t, tm ) {
playerClientNum = p;
flagTeam = f;
type = ST_CTF_FLAG_CAPTURE;
RegisterInGame( statManager->GetPlayerStats() );
}
void rvStatFlagCapture::RegisterInGame( rvPlayerStat* stats ) {
statManager->GiveInGameAward( IGA_CAPTURE, playerClientNum );
// figure out if we need to give an assist
// see if someone carried the flag a bit, lost it, but it was capped
rvStatFlagDrop* flagDrop = (rvStatFlagDrop*)statManager->GetLastTeamStat( team, ST_CTF_FLAG_DROP, gameLocal.time - 10000 );
if( flagDrop && flagDrop->GetTeam() == team ) {
// only give the award if there was no flag return between the flag drop and the flag capture
rvStatFlagReturn* flagReturn = (rvStatFlagReturn*)statManager->GetLastTeamStat( flagTeam, ST_CTF_FLAG_RETURN, gameLocal.time - 10000 );
if( flagReturn == NULL ) {
statManager->GiveInGameAward( IGA_ASSIST, flagDrop->GetPlayerClientNum() );
}
}
// see if someone returned the flag, allowing a cap
rvStatFlagReturn* flagReturn = (rvStatFlagReturn*)statManager->GetLastTeamStat( team, ST_CTF_FLAG_RETURN, gameLocal.time - 10000 );
if( flagReturn ) {
statManager->GiveInGameAward( IGA_ASSIST, flagReturn->GetPlayerClientNum() );
}
}