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https://github.com/UberGames/EF2GameSource.git
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131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/playerheuristics.h $
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// $Revision:: 10 $
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// $Author:: Steven $
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// $Date:: 10/13/03 9:11a $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// PlayerHeuristics Class Definition.
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//
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class PlayerHeuristics;
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// PlayerHeuristics class
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//
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// This class and file are in a state of transition, and currently, is messy.
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// I have, at least, managed to pull most of the heuristic stuff out of player.cpp and place it here,
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// for now.
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//
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// Future Plans:
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// Where this mess is headed -- Eventually, I would like to create a new system where we have a
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// Heuristics manager that is seperate from anything in the game ( like Player, or Weapon ) and
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// Thus could be used by anyone to track their own stats.
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//
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// PlayerHeuristics would still be around, though its role would change to that of an intermediary
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// between the new Heuristics Manager and Player. It would control what stats it's tracking and
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// manage any _PLAYER_ specific heuristic data.
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//
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#ifndef __PLAYER_HEURISTICS_H__
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#define __PLAYER_HEURISTICS_H__
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#include "player.h"
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class PlayerHeuristics : public Class
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{
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public:
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PlayerHeuristics();
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PlayerHeuristics( const PlayerHeuristics &pHeuristic );
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~PlayerHeuristics();
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void ShowHeuristics( const Player *player );
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void SaveHeuristics( const Player *player );
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void LoadHeuristics();
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void ReadInHeuristicData(Script& script, str& levelName);
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void WriteOutHeuristicData( const str& levelName );
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void CreateInitialHeuristicFile();
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void OpenPlayerHeuristicFile();
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void ClosePlayerHeuristicFile();
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void CheckForHeuristicFile();
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float CalculateSkillLevel();
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void ClearLevelStatistics(void);
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void SetShotsFired( long int shots);
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void IncrementShotsFired( void );
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void SetShotsHit( long int shots);
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void IncrementShotsHit();
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void SetNumberOfDeaths( long int deaths);
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void IncrementNumberOfDeaths();
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void SetTimeOnLevel( float levelTime );
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void SetPlayerHealth( int health );
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void SetPing (int ping_value );
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void SetItemsPickedUp ( int items );
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void IncrementItemsPickedUp ();
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void IncrementTeammatesKilled(void);
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void SetSpecialEvents( int specialevent );
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void IncrementSpecialEvents();
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void UpdateShotsFired( void );
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void SetEnemiesKilled( long int enemies );
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void IncrementEnemiesKilled(void);
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//Mission objectives
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void SetObjectives(int numMissionObjectives);
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void IncrementCompleteObjectives();
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void IncrementFailedObjectives();
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//Single Player Stats Persistent
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long int shotsFired;
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long int shotsHit;
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long int numberOfDeaths;
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long int enemiesKilled;
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//level properties...
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//these are the statistics for that instance of the level
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long int shotsFiredInLevel;
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long int shotsHitInLevel;
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long int enemiesKilledInLevel;
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long int teammatesKilledInLevel;
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int numObjectives;
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int numCompleteObjectives;
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int numFailedObjectives;
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float timeOnLevel;
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float levelStartTime;
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float levelEndTime;
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float playerHealth;
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str lastLevel;
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str currentLevel;
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//Multiplayer Stats
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int ping;
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int itemsPickedUp;
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int specialEvents;
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//Weapon Stats
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//Skill Level
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float skillLevel;
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};
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#endif /* __PLAYER_HEURISTICS_H__ */
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