raze-gles/source/common/statistics.cpp
Christoph Oelckers 0157446ad1 - thorough cleanup of the Shadow Warrior music code.
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
2019-12-07 19:57:19 +01:00

601 lines
16 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 "c_dispatch.h"
#include "m_png.h"
#include "filesystem.h"
#include "cmdlib.h"
#include "stats.h"
#include "c_cvars.h"
#include "sc_man.h"
#include "baselayer.h"
#include "savegamehelp.h"
#include "sjson.h"
CVAR(Int, savestatistics, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(String, statfile, "demolitionstat.txt", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//==========================================================================
//
// Global statistics data
//
//==========================================================================
// This struct is used to track statistics data in game
struct OneLevel
{
int totalkills = 0, killcount = 0;
int totalsecrets = 0, secretcount = 0;
int leveltime = 0;
FString Levelname;
};
// Current game's statistics
static TArray<OneLevel> LevelData;
static FString StartEpisode;
static int StartSkill;
static FString LevelName;
// 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;
//==========================================================================
//
// Initializes statistics data from external file
//
//==========================================================================
static void ParseStatistics(const char *fn, TArray<FStatistics> &statlist)
{
statlist.Clear();
try
{
FScanner sc;
sc.OpenFile(fn);
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);
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);
lstats.skill = 0;
}
}
}
}
}
catch(std::runtime_error &)
{
}
}
// ====================================================================
//
// Reads the statistics file
//
// ====================================================================
void InitStatistics()
{
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_level_names(const void *a, const void *b)
{
FLevelStatistics *A = (FLevelStatistics*)a;
FLevelStatistics *B = (FLevelStatistics*)b;
return strnatcasecmp(A->name, B->name);
}
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); }
inline int minutes(int v) { return (v % (60*60)) / (60); }
inline int seconds(int v) { return (v % (60)); }
static void SaveStatistics(const char *fn, TArray<FStatistics> &statlist)
{
unsigned int j;
FileWriter *fw = FileWriter::Open(fn);
if (fw == nullptr) 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");
// Only makes sense if level names follow a strict format. This is noz the case here.
//qsort(&ls[0], ls.Size(), sizeof(ls[0]), compare_level_names);
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)
snprintf(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=StartSkill;
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 *episode, int skill)
{
StartEpisode = episode;
StartSkill = skill;
LevelData.Clear();
LevelName = "";
}
void STAT_NewLevel(const char* mapname)
{
LevelName = mapname;
}
//==========================================================================
//
// Store the current level's statistics
//
//==========================================================================
static void StoreLevelStats()
{
unsigned int i;
for(i=0;i<LevelData.Size();i++)
{
if (!LevelData[i].Levelname.CompareNoCase(LevelName)) break;
}
if (i==LevelData.Size())
{
LevelData.Reserve(1);
LevelData[i].Levelname = LevelName; // should never happen
}
auto stat = gi->getStats();
LevelData[i].totalkills = stat.tkill;
LevelData[i].killcount = stat.kill;
LevelData[i].totalsecrets = stat.tsecret;
LevelData[i].secretcount = stat.secret;
LevelData[i].leveltime = stat.timesecnd;
}
//==========================================================================
//
// STAT_ChangeLevel: called when the level changes or the current statistics are
// requested
//
//==========================================================================
void STAT_Update(bool endofgame)
{
if (*StartEpisode == 0 || *LevelName == 0) return;
const char* fn = "?";
// record the current level's stats.
StoreLevelStats();
if (savestatistics == 1 && endofgame)
{
if (LevelData.Size() == 0)
{
auto lump = fileSystem.FindFile(LevelName);
if (lump >= 0)
{
int file = fileSystem.GetFileContainer(lump);
fn = fileSystem.GetResourceFileName(file);
}
}
FString section = ExtractFileBase(fn) + "." + LevelData[0].Levelname;
section.ToUpper();
FStatistics* sl = GetStatisticsList(EpisodeStatistics, section, StartEpisode);
int statvals[] = { 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].secretcount;
statvals[3] += LevelData[i].totalsecrets;
statvals[4] += LevelData[i].leveltime;
}
infostring.Format("%4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], validlevels);
FSessionStatistics* es = StatisticsEntry(sl, infostring, statvals[4]);
for (unsigned i = 0; i < LevelData.Size(); i++)
{
FString lsection = LevelData[i].Levelname;
lsection.ToUpper();
infostring.Format("%4d/%4d, %3d/%3d", LevelData[i].killcount, LevelData[i].totalkills, LevelData[i].secretcount, LevelData[i].totalsecrets);
LevelStatEntry(es, lsection, infostring, LevelData[i].leveltime);
}
SaveStatistics(statfile, EpisodeStatistics);
LevelData.Clear();
StartEpisode = LevelName = "";
}
}
void STAT_Cancel()
{
LevelData.Clear();
StartEpisode = LevelName = "";
}
//==========================================================================
//
// saves statistics info to savegames
//
//==========================================================================
void SaveOneLevel(sjson_context *ctx, sjson_node *lev, OneLevel& l)
{
sjson_put_int(ctx, lev, "totalkills", l.totalkills);
sjson_put_int(ctx, lev, "kills", l.killcount);
sjson_put_int(ctx, lev, "totalsecrets", l.totalsecrets);
sjson_put_int(ctx, lev, "secrets", l.secretcount);
sjson_put_int(ctx, lev, "leveltime", l.leveltime);
sjson_put_string(ctx, lev, "levelname", l.Levelname);
}
void ReadOneLevel(sjson_node *lev, OneLevel& l)
{
l.totalkills = sjson_get_int(lev, "totalkills", 0);
l.killcount = sjson_get_int(lev, "kills", 0);
l.totalsecrets = sjson_get_int(lev, "totalsecrets", 0);
l.secretcount = sjson_get_int(lev, "secrets", 0);
l.leveltime = sjson_get_int(lev, "leveltime", 0);
l.Levelname = sjson_get_string(lev, "levelname", "");
}
void SaveStatistics()
{
sjson_context* ctx = sjson_create_context(0, 0, NULL);
if (!ctx)
{
return;
}
sjson_node* root = sjson_mkobject(ctx);
sjson_put_string(ctx, root, "levelname", LevelName);
sjson_put_string(ctx, root, "episode", StartEpisode);
sjson_put_int(ctx, root, "skill", StartSkill);
sjson_node* levels = sjson_mkarray(ctx);
for (auto& lev : LevelData)
{
sjson_node* levj = sjson_mkobject(ctx);
SaveOneLevel(ctx, levj, lev);
}
sjson_append_member(ctx, root, "levels", levels);
char errmsg[256];
if (!sjson_check(root, errmsg))
{
buildprint(errmsg, "\n");
sjson_destroy_context(ctx);
return;
}
char* encoded = sjson_stringify(ctx, root, " ");
FileWriter* fil = WriteSavegameChunk("statistics.json");
if (!fil)
{
sjson_destroy_context(ctx);
return;
}
fil->Write(encoded, strlen(encoded));
sjson_free_string(ctx, encoded);
sjson_destroy_context(ctx);
return;
}
bool ReadStatistics()
{
auto fil = ReadSavegameChunk("statistics.json");
if (!fil.isOpen())
{
return false;
}
auto text = fil.ReadPadded(1);
fil.Close();
if (text.Size() == 0)
{
return false;
}
sjson_context* ctx = sjson_create_context(0, 0, NULL);
sjson_node* root = sjson_decode(ctx, (const char*)text.Data());
LevelName = sjson_get_string(root, "levelname", "");
StartEpisode = sjson_get_string(root, "episode", "");
StartSkill = sjson_get_int(root, "skill", -1);
sjson_node* levels = sjson_find_member(root, "levels");
if (LevelName.Len() == 0 || StartEpisode.Len() == 0 || StartSkill == -1 || levels == nullptr)
{
sjson_destroy_context(ctx);
return true; // do not error out on this.
}
int numlevels = sjson_child_count(levels);
LevelData.Resize(numlevels);
for (auto& lev : LevelData)
{
ReadOneLevel(levels, lev);
}
sjson_destroy_context(ctx);
return true;
}
//==========================================================================
//
// 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 - Secrets: %d/%d - Time: %d:%02d\n",
l->Levelname.GetChars(), l->killcount, l->totalkills, l->secretcount, l->totalsecrets,
l->leveltime/(60), (l->leveltime)%60);
}
return compose;
}
CCMD(printstats)
{
StoreLevelStats(); // Refresh the current level's results.
Printf("%s", GetStatString().GetChars());
}
ADD_STAT(statistics)
{
StoreLevelStats(); // Refresh the current level's results.
return GetStatString();
}