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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/playerdata.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 3/29/02 3:40p $*
- * *
- * $Revision:: 38 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "playerdata.h"
- #include "debug.h"
- #include "chunkio.h"
- #include "wwpacket.h"
- #include "persistfactory.h"
- #include "combatchunkid.h"
- #include "combat.h"
- #include "hud.h"
- #include "soldier.h"
- #include "systeminfolog.h"
- #include "stackdump.h"
- /*
- **
- */
- PlayerDataClass::PlayerDataClass( void ) :
- Score( 0 ),
- Money( 0 ),
- PunishTimer( 0 )
- {
- Stats_Reset();
- }
- PlayerDataClass::~PlayerDataClass( void )
- {
- PlayerInfoLog::Append_To_Log(this);
- if ( Get_GameObj() ) {
- Get_GameObj()->Set_Player_Data( NULL );
- }
- }
- /*
- **
- */
- enum {
- CHUNKID_VARIABLES = 201011247,
- CHUNKID_STATS_WEAPON,
- MICROCHUNKID_SCORE = 1,
- MICROCHUNKID_MONEY,
- MICROCHUNKID_STAT_TIME_IN_GAME,
- MICROCHUNKID_STAT_ENEMIES_KILLED,
- MICROCHUNKID_STAT_ALLIES_KILLED,
- MICROCHUNKID_STAT_SHOTS_FIRED,
- MICROCHUNKID_STAT_HEAD_SHOTS,
- MICROCHUNKID_STAT_TORSO_SHOTS,
- MICROCHUNKID_STAT_ARM_SHOTS,
- MICROCHUNKID_STAT_LEG_SHOTS,
- MICROCHUNKID_STAT_CROTCH_CHOTS,
- MICROCHUNKID_STAT_FINAL_HEALTH,
- MICROCHUNKID_STAT_POWERUPS,
- MICROCHUNKID_STAT_VEHICLES_DESTROYED,
- MICROCHUNKID_STAT_TIME_IN_VEHICLES,
- MICROCHUNKID_STAT_KILLS_FROM_VEHICLES,
- MICROCHUNKID_STAT_SQUISHES,
- MICROCHUNKID_STAT_CREDITS_GRANTED,
- MICROCHUNKID_STAT_BUILDINGS_DESTROYED,
- MICROCHUNKID_STAT_HEAD_HITS,
- MICROCHUNKID_STAT_TORSO_HITS,
- MICROCHUNKID_STAT_ARM_HITS,
- MICROCHUNKID_STAT_LEG_HITS,
- MICROCHUNKID_STAT_CROTCH_HITS,
- MICROCHUNKID_STAT_WEAPON_ID,
- MICROCHUNKID_STAT_WEAPON_COUNT,
- };
- bool PlayerDataClass::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- WRITE_SAFE_MICRO_CHUNK( csave, MICROCHUNKID_SCORE, Score, float );
- WRITE_SAFE_MICRO_CHUNK( csave, MICROCHUNKID_MONEY, Money, float );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_TIME_IN_GAME, StatTimeInGame );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_ENEMIES_KILLED, StatEnemiesKilled );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_ALLIES_KILLED, StatAlliesKilled );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_SHOTS_FIRED, StatShotsFired );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_HEAD_SHOTS, StatHeadShots );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_TORSO_SHOTS, StatTorsoShots );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_ARM_SHOTS, StatArmShots );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_LEG_SHOTS, StatLegShots );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_CROTCH_CHOTS, StatCrotchShots );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_FINAL_HEALTH, StatFinalHealth );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_POWERUPS, StatPowerups );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_VEHICLES_DESTROYED, StatVehiclesDestroyed );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_TIME_IN_VEHICLES, StatTimeInVehicles );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_KILLS_FROM_VEHICLES, StatKillsFromVehicles );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_SQUISHES, StatSquishes );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_CREDITS_GRANTED, StatCreditsGranted );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_BUILDINGS_DESTROYED, StatBuildingsDestroyed );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_HEAD_HITS, StatHeadHits );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_TORSO_HITS, StatTorsoHits );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_ARM_HITS, StatArmHits );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_LEG_HITS, StatLegHits );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_CROTCH_HITS, StatCrotchHits );
- csave.End_Chunk();
- for (int i = 0; i < StatWeaponIDFired.Count(); i++) {
- int id = StatWeaponIDFired[i];
- int count = StatWeaponFireCount[i];
- csave.Begin_Chunk( CHUNKID_STATS_WEAPON );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_WEAPON_ID, id );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STAT_WEAPON_COUNT, count );
- csave.End_Chunk();
- }
- return true;
- }
- bool PlayerDataClass::Load( ChunkLoadClass &cload )
- {
- StatTimeInSession=0.0f;
- StatLastWeaponIndex = -1;
- WWASSERT( StatWeaponIDFired.Count() == 0 );
- WWASSERT( StatWeaponFireCount.Count() == 0 );
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_SAFE_MICRO_CHUNK( cload, MICROCHUNKID_SCORE, Score, float );
- READ_SAFE_MICRO_CHUNK( cload, MICROCHUNKID_MONEY, Money, float );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_TIME_IN_GAME, StatTimeInGame );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_ENEMIES_KILLED, StatEnemiesKilled );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_ALLIES_KILLED, StatAlliesKilled );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_SHOTS_FIRED, StatShotsFired );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_HEAD_SHOTS, StatHeadShots );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_TORSO_SHOTS, StatTorsoShots );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_ARM_SHOTS, StatArmShots );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_LEG_SHOTS, StatLegShots );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_CROTCH_CHOTS, StatCrotchShots );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_FINAL_HEALTH, StatFinalHealth );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_POWERUPS, StatPowerups );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_VEHICLES_DESTROYED, StatVehiclesDestroyed );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_TIME_IN_VEHICLES, StatTimeInVehicles );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_KILLS_FROM_VEHICLES, StatKillsFromVehicles );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_SQUISHES, StatSquishes );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_CREDITS_GRANTED, StatCreditsGranted );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_BUILDINGS_DESTROYED, StatBuildingsDestroyed );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_HEAD_HITS, StatHeadHits );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_TORSO_HITS, StatTorsoHits );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_ARM_HITS, StatArmHits );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_LEG_HITS, StatLegHits );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_CROTCH_HITS, StatCrotchHits );
- default:
- Debug_Say(("Unhandled Micro Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- case CHUNKID_STATS_WEAPON:
- {
- int id = 0;
- int count = 0;
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_WEAPON_ID, id );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STAT_WEAPON_COUNT, count );
- default:
- Debug_Say(("Unhandled Micro Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- WWASSERT( id != 0 );
- StatWeaponIDFired.Add(id);
- StatWeaponFireCount.Add(count);
- break;
- }
- default:
- Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- void PlayerDataClass::Reset_Player(void)
- {
- Stats_Reset();
- Set_Score( 0 );
- Set_Money( 0 );
- }
- void PlayerDataClass::Increment_Score( float add )
- {
- if (!CombatManager::Is_Gameplay_Permitted()) {
- return;
- }
- //
- // Look out for very big increments
- //
- static int warning_num = 0;
- if (add >= 10000 && ++warning_num < 10) {
- WWDEBUG_SAY(("* PlayerDataClass::Increment_Score(%10.2f) - is this ok?\n", add));
- LOG_CALL_STACK;
- }
- Score = (float)Score + add;
- //
- // TSS101001 - let's try giving 1 credit per point
- //
- if (add > 0) {
- Increment_Money(add);
- }
- }
- void PlayerDataClass::Increment_Money( float add )
- {
- if (add > 0 && !CombatManager::Is_Gameplay_Permitted()) {
- return;
- }
- //
- // Look out for very big increments
- //
- #pragma message ("(gth) this caused a crash and seems like debugging code so I'm disabling it...")
- #if 0
- static int warning_num = 0;
- if (add >= 10000 && ++warning_num < 10) {
- WWDEBUG_SAY(("* PlayerDataClass::Increment_Money(%f) - is this ok?\n", add));
- LOG_CALL_STACK;
- }
- #endif
- Money = (float)Money + add;
- if ( add > 0 ) {
- Stats_Add_Credit_Grant( (int) add );
- }
- //Set_Object_Dirty_Bit(NetworkObjectClass::BIT_OCCASIONAL, true);
- }
- /*
- **
- */
- void PlayerDataClass::Apply_Damage_Points( float points, DamageableGameObj * victim )
- {
- //Increment_Score( ::fabs(points) );
- Increment_Score( points );
- // If this is the star's PlayerData, display the points on the HUD
- if ( COMBAT_STAR && COMBAT_STAR->Get_Player_Data() == this ) {
- HUDClass::Display_Points( points );
- }
- }
- void PlayerDataClass::Apply_Death_Points( float points, DamageableGameObj * victim )
- {
- Increment_Score( points );
- if ( Get_GameObj() == COMBAT_STAR && COMBAT_STAR != NULL ) {
- HUDClass::Display_Points( points );
- }
- }
- bool PlayerDataClass::Purchase_Item( int cost )
- {
- bool retval = false;
- if (cost >= 0) {
- //
- // Check to ensure the player has enough cash
- //
- float money = (float)Money;
- if (money >= cost) {
- /*
- money -= cost;
- Money = money;
- */
- //
- // Use Increment_Money so that dirty is set.
- //
- Increment_Money(-1 * cost);
- retval = true;
- }
- }
- return retval;
- }
- //
- // Import_Rare
- //
- void PlayerDataClass::Import_Occasional( BitStreamClass & packet )
- {
- //
- // Get the score and money from the server
- //
- float score = packet.Get(score);
- Score = score;
- float money = packet.Get(money);
- Money = money;
- }
- //
- // Export_Rare
- //
- void PlayerDataClass::Export_Occasional( BitStreamClass & packet )
- {
- //
- // Transmit the score and money
- //
- packet.Add ((float)Score);
- packet.Add ((float)Money);
- }
- /*
- ** Stats
- */
- void PlayerDataClass::Stats_Reset( void )
- {
- StatTimeInGame = 0.0f;
- StatTimeInSession = 0.0f;
- StatEnemiesKilled = 0;
- StatAlliesKilled = 0;
- StatShotsFired = 0;
- StatHeadShots = 0;
- StatTorsoShots = 0;
- StatArmShots = 0;
- StatLegShots = 0;
- StatCrotchShots = 0;
- StatFinalHealth = 0;
- StatPowerups = 0;
- StatVehiclesDestroyed = 0;
- StatTimeInVehicles = 0;
- StatKillsFromVehicles = 0;
- StatSquishes = 0;
- StatCreditsGranted = 0;
- StatBuildingsDestroyed = 0;
- StatHeadHits = 0;
- StatTorsoHits = 0;
- StatArmHits = 0;
- StatLegHits = 0;
- StatCrotchHits = 0;
- StatLastWeaponIndex = -1;
- StatWeaponIDFired.Delete_All();
- StatWeaponFireCount.Delete_All();
- }
- void PlayerDataClass::Stats_Add_Weapon_Fired( int weapon_id )
- {
- // Check for using same weapon as last time
- if ((StatLastWeaponIndex >= 0) && (StatWeaponIDFired[StatLastWeaponIndex] == weapon_id)) {
- StatWeaponFireCount[StatLastWeaponIndex]++;
- return;
- }
- // See if we already have this weapon
- for (int i = 0; i < StatWeaponIDFired.Count(); i++) {
- if (StatWeaponIDFired[i] == weapon_id) {
- StatLastWeaponIndex = i;
- StatWeaponFireCount[StatLastWeaponIndex]++;
- return;
- }
- }
- // Add this new weapon
- StatLastWeaponIndex = StatWeaponIDFired.Count();
- StatWeaponIDFired.Add(weapon_id);
- StatWeaponFireCount.Add(1);
- }
- //------------------------------------------------------------------------------------
- int PlayerDataClass::Get_Weapon_Fired_Count(void) const
- {
- return StatWeaponIDFired.Count();
- }
- //------------------------------------------------------------------------------------
- bool PlayerDataClass::Get_Weapon_Fired(int index, unsigned long& weaponID, unsigned long& firedCount) const
- {
- if ((index >= 0) && (index < StatWeaponIDFired.Count())) {
- weaponID = (unsigned long)StatWeaponIDFired[index];
- firedCount = (unsigned long)StatWeaponFireCount[index];
- return true;
- }
- return false;
- }
- /*
- bool PlayerDataClass::Purchase_Item( int cost )
- {
- bool retval = false;
- //
- // Check to ensure the player has enough cash
- //
- int score = (int)Score;
- if (score >= cost) {
- score -= cost;
- Score = score;
- retval = true;
- }
- return retval;
- }
- */
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