qzdoom/src/gamedata/statistics.cpp
Christoph Oelckers f0ddc063b0 - do not sort level names in the statistics output when saving.
Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
2021-03-13 13:11:03 +01:00

616 lines
17 KiB
C++

/*
**
** statistics.cpp
** Save game statistics to a file
**
**---------------------------------------------------------------------------
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <time.h>
#include "strnatcmp.h"
#include "gi.h"
#include "g_level.h"
#include "gstrings.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "g_game.h"
#include "m_png.h"
#include "engineerrors.h"
#include "filesystem.h"
#include "p_local.h"
#include "p_setup.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_terrain.h"
#include "decallib.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "p_lnspec.h"
#include "serializer.h"
#include "g_levellocals.h"
CVAR(Int, savestatistics, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(String, statfile, "zdoomstat.txt", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//==========================================================================
//
// Global statistics data
//
//==========================================================================
// This struct is used to track statistics data in game
struct OneLevel
{
int totalkills, killcount;
int totalitems, itemcount;
int totalsecrets, secretcount;
int leveltime;
FString Levelname;
};
// Current game's statistics
static TArray<OneLevel> LevelData;
static FEpisode *StartEpisode;
// The statistics for one level
struct FLevelStatistics
{
char info[60];
short skill;
short playerclass;
char name[24];
int timeneeded;
};
// Statistics for one episode playthrough
struct FSessionStatistics : public FLevelStatistics
{
TArray<FLevelStatistics> levelstats;
};
// Collected statistics for one episode
struct FStatistics
{
TArray<FSessionStatistics> stats;
FString epi_name;
FString epi_header;
};
// All statistics ever collected
static TArray<FStatistics> EpisodeStatistics;
extern TArray<level_info_t> wadlevelinfos;
//==========================================================================
//
// Initializes statistics data from external file
//
//==========================================================================
static void ParseStatistics(const char *fn, TArray<FStatistics> &statlist)
{
statlist.Clear();
try
{
FScanner sc;
if (!sc.OpenFile(fn)) return;
while (sc.GetString())
{
FStatistics &ep_entry = statlist[statlist.Reserve(1)];
ep_entry.epi_header = sc.String;
sc.MustGetString();
ep_entry.epi_name = sc.String;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
FSessionStatistics &session = ep_entry.stats[ep_entry.stats.Reserve(1)];
sc.MustGetString();
sc.MustGetString();
strncpy(session.name, sc.String, 24);
sc.MustGetString();
strncpy(session.info, sc.String, 60);
int h,m,s;
sc.MustGetString();
sscanf(sc.String, "%d:%d:%d", &h, &m, &s);
session.timeneeded= ((((h*60)+m)*60)+s)*TICRATE;
sc.MustGetNumber();
session.skill=sc.Number;
if (sc.CheckString("{"))
{
while (!sc.CheckString("}"))
{
FLevelStatistics &lstats = session.levelstats[session.levelstats.Reserve(1)];
sc.MustGetString();
strncpy(lstats.name, sc.String, 24);
sc.MustGetString();
strncpy(lstats.info, sc.String, 60);
int h,m,s;
sc.MustGetString();
sscanf(sc.String, "%d:%d:%d", &h, &m, &s);
lstats.timeneeded= ((((h*60)+m)*60)+s)*TICRATE;
lstats.skill = 0;
}
}
}
}
}
catch(CRecoverableError &)
{
}
}
// ====================================================================
//
// Reads the statistics file
//
// ====================================================================
void ReadStatistics()
{
ParseStatistics(statfile, EpisodeStatistics);
}
// ====================================================================
//
// Saves the statistics file
// Sorting helpers.
//
// ====================================================================
int compare_episode_names(const void *a, const void *b)
{
FStatistics *A = (FStatistics*)a;
FStatistics *B = (FStatistics*)b;
return strnatcasecmp(A->epi_header, B->epi_header);
}
int compare_dates(const void *a, const void *b)
{
FLevelStatistics *A = (FLevelStatistics*)a;
FLevelStatistics *B = (FLevelStatistics*)b;
char *p;
int aday = strtol(A->name, &p, 10);
int amonth = strtol(p+1, &p, 10);
int ayear = strtol(p+1, &p, 10);
int av = aday + 100 * amonth + 2000*ayear;
int bday = strtol(B->name, &p, 10);
int bmonth = strtol(p+1, &p, 10);
int byear = strtol(p+1, &p, 10);
int bv = bday + 100 * bmonth + 2000*byear;
return av-bv;
}
// ====================================================================
//
// Main save routine
//
// ====================================================================
inline int hours(int v) { return v / (60*60*TICRATE); }
inline int minutes(int v) { return (v % (60*60*TICRATE)) / (60*TICRATE); }
inline int seconds(int v) { return (v % (60*TICRATE))/TICRATE; }
static void SaveStatistics(const char *fn, TArray<FStatistics> &statlist)
{
unsigned int j;
FileWriter *fw = FileWriter::Open(fn);
if (fw == nullptr)
{
Printf(PRINT_HIGH, "Unable to save statistics to %s\n", fn);
return;
}
qsort(&statlist[0], statlist.Size(), sizeof(statlist[0]), compare_episode_names);
for(unsigned i=0;i<statlist.Size ();i++)
{
FStatistics &ep_stats = statlist[i];
qsort(&ep_stats.stats[0], ep_stats.stats.Size(), sizeof(ep_stats.stats[0]), compare_dates);
fw->Printf("%s \"%s\"\n{\n", ep_stats.epi_header.GetChars(), ep_stats.epi_name.GetChars());
for(j=0;j<ep_stats.stats.Size();j++)
{
FSessionStatistics *sst = &ep_stats.stats[j];
if (sst->info[0]>0)
{
fw->Printf("\t%2i. %10s \"%-33s\" %02d:%02d:%02d %i\n", j+1, sst->name, sst->info,
hours(sst->timeneeded), minutes(sst->timeneeded), seconds(sst->timeneeded), sst->skill);
TArray<FLevelStatistics> &ls = sst->levelstats;
if (ls.Size() > 0)
{
fw->Printf("\t{\n");
for(unsigned k=0;k<ls.Size ();k++)
{
fw->Printf("\t\t%-8s \"%-33s\" %02d:%02d:%02d\n", ls[k].name, ls[k].info,
hours(ls[k].timeneeded), minutes(ls[k].timeneeded), seconds(ls[k].timeneeded));
}
fw->Printf("\t}\n");
}
}
}
fw->Printf("}\n\n");
}
delete fw;
}
// ====================================================================
//
// Gets list for current episode
//
// ====================================================================
static FStatistics *GetStatisticsList(TArray<FStatistics> &statlist, const char *section, const char *fullname)
{
for(unsigned int i=0;i<statlist.Size();i++)
{
if (!stricmp(section, statlist[i].epi_header))
{
return &statlist[i];
}
}
FStatistics * stats = &statlist[statlist.Reserve(1)];
stats->epi_header = section;
stats->epi_name = fullname;
return stats;
}
// ====================================================================
//
// Adds a statistics entry
//
// ====================================================================
static FSessionStatistics *StatisticsEntry(FStatistics *stats, const char *text, int playtime)
{
FSessionStatistics s;
time_t clock;
struct tm *lt;
time (&clock);
lt = localtime (&clock);
if (lt != NULL)
mysnprintf(s.name, countof(s.name), "%02d.%02d.%04d",lt->tm_mday, lt->tm_mon+1, lt->tm_year+1900);
else
strcpy(s.name,"00.00.0000");
s.skill=G_SkillProperty(SKILLP_ACSReturn);
strcpy(s.info, text);
s.timeneeded=playtime;
stats->stats.Push(s);
return &stats->stats[stats->stats.Size()-1];
}
// ====================================================================
//
// Adds a statistics entry
//
// ====================================================================
static void LevelStatEntry(FSessionStatistics *es, const char *level, const char *text, int playtime)
{
FLevelStatistics s;
time_t clock;
struct tm *lt;
time (&clock);
lt = localtime (&clock);
strcpy(s.name, level);
strcpy(s.info, text);
s.timeneeded=playtime;
es->levelstats.Push(s);
}
//==========================================================================
//
// STAT_StartNewGame: called when a new game starts. Sets the current episode
//
//==========================================================================
void STAT_StartNewGame(const char *mapname)
{
LevelData.Clear();
if (!deathmatch && !multiplayer)
{
for(unsigned int j=0;j<AllEpisodes.Size();j++)
{
if (!AllEpisodes[j].mEpisodeMap.CompareNoCase(mapname))
{
StartEpisode = &AllEpisodes[j];
return;
}
}
}
StartEpisode = NULL;
}
//==========================================================================
//
// Store the current level's statistics
//
//==========================================================================
int compare_level_names(const void* a, const void* b)
{
OneLevel* A = (OneLevel*)a;
OneLevel* B = (OneLevel*)b;
return strnatcasecmp(A->Levelname, B->Levelname);
}
static void StoreLevelStats(FLevelLocals *Level)
{
unsigned int i;
if (gamestate != GS_LEVEL) return;
if (!(Level->flags2&LEVEL2_NOSTATISTICS)) // don't consider maps that were excluded from statistics
{
for(i=0;i<LevelData.Size();i++)
{
if (!LevelData[i].Levelname.CompareNoCase(Level->MapName)) break;
}
if (i==LevelData.Size())
{
LevelData.Reserve(1);
LevelData[i].Levelname = Level->MapName;
}
LevelData[i].totalkills = Level->total_monsters;
LevelData[i].killcount = Level->killed_monsters;
LevelData[i].totalitems = Level->total_items;
LevelData[i].itemcount = Level->found_items;
LevelData[i].totalsecrets = Level->total_secrets;
LevelData[i].secretcount = Level->found_secrets;
LevelData[i].leveltime = Level->maptime;
// Check for living monsters. On some maps it can happen
// that the counter misses some.
auto it = Level->GetThinkerIterator<AActor>();
AActor *ac;
int mc = 0;
while ((ac = it.Next()))
{
if ((ac->flags & MF_COUNTKILL) && ac->health > 0) mc++;
}
if (mc == 0) LevelData[i].killcount = LevelData[i].totalkills;
}
// sort level names alphabetically to bring the newly added level to its proper place when playing a hub.
qsort(&LevelData[0], LevelData.Size(), sizeof(LevelData[0]), compare_level_names);
}
//==========================================================================
//
// STAT_ChangeLevel: called when the level changes or the current statistics are
// requested
//
//==========================================================================
void STAT_ChangeLevel(const char *newl, FLevelLocals *Level)
{
// record the current level's stats.
StoreLevelStats(Level);
level_info_t *thisinfo = Level->info;
level_info_t *nextinfo = NULL;
if (strncmp(newl, "enDSeQ", 6))
{
level_info_t *l = FindLevelInfo (newl);
nextinfo = l->CheckLevelRedirect ();
if (nextinfo == NULL) nextinfo = l;
}
if (savestatistics == 1)
{
if ((nextinfo == NULL || (nextinfo->flags2 & LEVEL2_ENDGAME)) && StartEpisode != NULL)
{
// we reached the end of this episode
int wad = 0;
MapData * map = P_OpenMapData(StartEpisode->mEpisodeMap, false);
if (map != NULL)
{
wad = fileSystem.GetFileContainer(map->lumpnum);
delete map;
}
const char * name = fileSystem.GetResourceFileName(wad);
FString section = ExtractFileBase(name) + "." + StartEpisode->mEpisodeMap;
section.ToUpper();
const char *ep_name = StartEpisode->mEpisodeName;
if (*ep_name == '$') ep_name = GStrings(ep_name+1);
FStatistics *sl = GetStatisticsList(EpisodeStatistics, section, ep_name);
int statvals[6] = {0,0,0,0,0,0};
FString infostring;
int validlevels = LevelData.Size();
for(unsigned i = 0; i < LevelData.Size(); i++)
{
statvals[0] += LevelData[i].killcount;
statvals[1] += LevelData[i].totalkills;
statvals[2] += LevelData[i].itemcount;
statvals[3] += LevelData[i].totalitems;
statvals[4] += LevelData[i].secretcount;
statvals[5] += LevelData[i].totalsecrets;
}
infostring.Format("%4d/%4d, %4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], statvals[4], statvals[5], validlevels);
FSessionStatistics *es = StatisticsEntry(sl, infostring, Level->totaltime);
for(unsigned i = 0; i < LevelData.Size(); i++)
{
FString lsection = LevelData[i].Levelname;
lsection.ToUpper();
infostring.Format("%4d/%4d, %4d/%4d, %3d/%3d",
LevelData[i].killcount, LevelData[i].totalkills, LevelData[i].itemcount, LevelData[i].totalitems, LevelData[i].secretcount, LevelData[i].totalsecrets);
LevelStatEntry(es, lsection, infostring, LevelData[i].leveltime);
}
SaveStatistics(statfile, EpisodeStatistics);
}
}
else if (savestatistics == 2) // todo: handle single level statistics.
{
}
}
//==========================================================================
//
// saves statistics info to savegames
//
//==========================================================================
FSerializer &Serialize(FSerializer &arc, const char *key, OneLevel &l, OneLevel *def)
{
if (arc.BeginObject(key))
{
arc("totalkills", l.totalkills)
("killcount", l.killcount)
("totalitems", l.totalitems)
("itemcount", l.itemcount)
("totalsecrets", l.totalsecrets)
("secretcount", l.secretcount)
("leveltime", l.leveltime)
("levelname", l.Levelname)
.EndObject();
}
return arc;
}
void STAT_Serialize(FSerializer &arc)
{
FString startlevel;
int i = LevelData.Size();
if (arc.BeginObject("statistics"))
{
if (arc.isReading())
{
arc("startlevel", startlevel);
StartEpisode = NULL;
for (unsigned int j = 0; j < AllEpisodes.Size(); j++)
{
if (!AllEpisodes[j].mEpisodeMap.CompareNoCase(startlevel))
{
StartEpisode = &AllEpisodes[j];
break;
}
}
LevelData.Resize(i);
}
else
{
if (StartEpisode != NULL) startlevel = StartEpisode->mEpisodeMap;
arc("startlevel", startlevel);
}
arc("levels", LevelData);
arc.EndObject();
}
}
//==========================================================================
//
// show statistics
//
//==========================================================================
FString GetStatString()
{
FString compose;
for(unsigned i = 0; i < LevelData.Size(); i++)
{
OneLevel *l = &LevelData[i];
compose.AppendFormat("Level %s - Kills: %d/%d - Items: %d/%d - Secrets: %d/%d - Time: %d:%02d\n",
l->Levelname.GetChars(), l->killcount, l->totalkills, l->itemcount, l->totalitems, l->secretcount, l->totalsecrets,
l->leveltime/(60*TICRATE), (l->leveltime/TICRATE)%60);
}
return compose;
}
CCMD(printstats)
{
StoreLevelStats(primaryLevel); // Refresh the current level's results.
Printf("%s", GetStatString().GetChars());
}
CCMD(finishgame)
{
bool gamestatecheck = gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
if (!gamestatecheck)
{
Printf("Cannot use 'finishgame' while not in a game!\n");
return;
}
// This CCMD simulates an end-of-game action and exists to end mods that never exit their last Level->
Net_WriteByte(DEM_FINISHGAME);
}
ADD_STAT(statistics)
{
StoreLevelStats(primaryLevel); // Refresh the current level's results.
return GetStatString();
}
ADD_STAT(velocity)
{
FString compose;
if (players[consoleplayer].mo != NULL && gamestate == GS_LEVEL) {
compose.AppendFormat("Current velocity: %.2f\n", players[consoleplayer].mo->Vel.Length());
compose.AppendFormat("Level %s - Velocity Max: %.2f, Velocity Average: %.2f\n", primaryLevel->MapName.GetChars(), primaryLevel->max_velocity, primaryLevel->avg_velocity);
}
return compose;
}