mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
963 lines
25 KiB
C
963 lines
25 KiB
C
#include "g_local.h"
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#define LOGGING_WEAPONS
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/*
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=================
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G_LogPrintf
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Print to the logfile with a time stamp if it is open
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=================
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*/
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void QDECL G_LogPrintf( const char *fmt, ... ) {
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va_list argptr;
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char string[1024];
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int min, tens, sec;
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sec = level.time / 1000;
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min = sec / 60;
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sec -= min * 60;
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tens = sec / 10;
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sec -= tens * 10;
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Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
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va_start( argptr, fmt );
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vsprintf( string +7 , fmt,argptr );
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va_end( argptr );
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if ( g_dedicated.integer ) {
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G_Printf( "%s", string + 7 );
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}
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if ( !level.logFile ) {
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return;
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}
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trap_FS_Write( string, strlen( string ), level.logFile );
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}
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/*
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================
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G_LogExit
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Append information about this game to the log file
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================
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*/
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void G_LogExit( const char *string ) {
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int i, numSorted;
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gclient_t *cl;
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G_LogPrintf( "Exit: %s\n", string );
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level.intermissionQueued = level.time;
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// this will keep the clients from playing any voice sounds
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// that will get cut off when the queued intermission starts
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trap_SetConfigstring( CS_INTERMISSION, "1" );
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// don't send more than 32 scores (FIXME?)
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numSorted = level.numConnectedClients;
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if ( numSorted > 32 ) {
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numSorted = 32;
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}
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if ( g_gametype.integer >= GT_TEAM ) {
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G_LogPrintf( "red:%i blue:%i\n",
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level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
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}
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for (i=0 ; i < numSorted ; i++) {
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int ping;
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cl = &level.clients[level.sortedClients[i]];
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if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
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continue;
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}
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if ( cl->pers.connected == CON_CONNECTING ) {
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continue;
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}
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ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
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G_LogPrintf( "score: %i ping: %i client: %i %s\n",
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cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i],
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cl->pers.netname );
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}
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}
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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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// MOD-weapon mapping array.
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int weaponFromMOD[MOD_MAX] =
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{
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WP_0, // MOD_UNKNOWN,
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WP_0, // MOD_WATER,
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WP_0, // MOD_SLIME,
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WP_0, // MOD_LAVA,
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WP_0, // MOD_CRUSH,
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WP_0, // MOD_TELEFRAG,
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WP_0, // MOD_FALLING,
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WP_0, // MOD_SUICIDE,
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WP_0, // MOD_TARGET_LASER,
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WP_0, // MOD_TRIGGER_HURT,
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WP_5, // MOD_PHASER,
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WP_5, // MOD_PHASER_ALT,
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WP_6, // MOD_CRIFLE,
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WP_6, // MOD_CRIFLE_SPLASH,
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WP_6, // MOD_CRIFLE_ALT,
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WP_6, // MOD_CRIFLE_ALT_SPLASH,
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WP_1, // MOD_IMOD,
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WP_1, // MOD_IMOD_ALT,
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WP_4, // MOD_SCAVENGER,
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WP_4, // MOD_SCAVENGER_ALT,
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WP_4, // MOD_SCAVENGER_ALT_SPLASH,
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WP_10, // MOD_STASIS,
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WP_10, // MOD_STASIS_ALT,
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WP_8, // MOD_GRENADE,
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WP_8, // MOD_GRENADE_ALT,
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WP_8, // MOD_GRENADE_SPLASH,
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WP_8, // MOD_GRENADE_ALT_SPLASH,
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WP_7, // MOD_TETRION,
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WP_7, // MOD_TETRION_ALT,
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WP_13, // MOD_DREADNOUGHT,
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WP_13, // MOD_DREADNOUGHT_ALT,
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WP_9, // MOD_QUANTUM,
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WP_9, // MOD_QUANTUM_SPLASH,
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WP_9, // MOD_QUANTUM_ALT,
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WP_9, // MOD_QUANTUM_ALT_SPLASH,
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// careful!! don't assume that any given map entry refers to a weapon index. see
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//GetFavoriteWeaponForClient() as an example of what can go wrong.
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HI_DETPACK, // MOD_DETPACK,
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PW_FLASHLIGHT, // MOD_SEEKER
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//expansion pack
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WP_12, // MOD_KNOCKOUT,
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WP_14, // MOD_ASSIMILATE,
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WP_11, // MOD_BORG,
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WP_11, // MOD_BORG_ALT
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WP_0, // MOD_RESPAWN,
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WP_0, // MOD_EXPLOSION,
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WP_0, // MOD_FORCEFIELD
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WP_0, // MOD_FORCEDSUICIDE
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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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"Phaser",
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"Compression",
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"IMOD",
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"Scavenger",
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"Stasis",
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"Grenade",
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"Tetrion",
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"Quantum",
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"Dreadnought",
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"Hypo",
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"Assimilator",
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"Borg Weapon"
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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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#if 0//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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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_QUANTUM_ALT_SPLASH)
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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_weaponlog.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");
|
|
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_QUANTUM_ALT_SPLASH)
|
|
{
|
|
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_QUANTUM_ALT_SPLASH)
|
|
{
|
|
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
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|