MegaGlest/source/glest_game/game/stats.cpp

284 lines
10 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "stats.h"
#include "lang.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
PlayerStats::PlayerStats() {
control = ctClosed;
resourceMultiplier=1.0f;
//factionTypeName = "";
personalityType = fpt_Normal;
teamIndex = 0;
victory = false;
kills = 0;
enemykills = 0;
deaths = 0;
unitsProduced = 0;
resourcesHarvested = 0;
//playerName = "";
playerLeftBeforeEnd = false;
timePlayerLeft = -1;
playerColor = Vec3f(0,0,0);
}
string PlayerStats::getStats() const {
string result = "";
Lang &lang= Lang::getInstance();
string controlString = "";
if(personalityType == fpt_Observer) {
controlString= GameConstants::OBSERVER_SLOTNAME;
}
else {
switch(control) {
case ctCpuEasy:
controlString= lang.getString("CpuEasy");
break;
case ctCpu:
controlString= lang.getString("Cpu");
break;
case ctCpuUltra:
controlString= lang.getString("CpuUltra");
break;
case ctCpuMega:
controlString= lang.getString("CpuMega");
break;
case ctNetwork:
controlString= lang.getString("Network");
break;
case ctHuman:
controlString= lang.getString("Human");
break;
case ctNetworkCpuEasy:
controlString= lang.getString("NetworkCpuEasy");
break;
case ctNetworkCpu:
controlString= lang.getString("NetworkCpu");
break;
case ctNetworkCpuUltra:
controlString= lang.getString("NetworkCpuUltra");
break;
case ctNetworkCpuMega:
controlString= lang.getString("NetworkCpuMega");
break;
default:
printf("Error control = %d\n",control);
assert(false);
break;
};
}
if((control != ctHuman && control != ctNetwork) ||
(control == ctNetwork && playerLeftBeforeEnd == true)) {
controlString += " x " + floatToStr(resourceMultiplier,1);
}
result += playerName + " (" + controlString + ") ";
if(control == ctNetwork && playerLeftBeforeEnd==true ) {
result += "player left before end ";
}
result += "faction: " + factionTypeName + " ";
result += "Team: " + intToStr(teamIndex) + " ";
result += "victory: " + boolToStr(victory) + " ";
result += "# kills: " + intToStr(kills) + " ";
result += "# enemy kills: " + intToStr(enemykills) + " ";
result += "# deaths: " + intToStr(deaths) + "\n";
result += "# units produced: " + intToStr(unitsProduced) + " ";
result += "# resources harvested: " + intToStr(resourcesHarvested);
return result;
}
// =====================================================
// class Stats
// =====================================================
void Stats::init(int factionCount, int thisFactionIndex, const string& description, const string &techName) {
this->thisFactionIndex= thisFactionIndex;
this->factionCount= factionCount;
this->description= description;
this->techName = techName;
}
void Stats::setVictorious(int playerIndex){
playerStats[playerIndex].victory= true;
}
void Stats::kill(int killerFactionIndex, int killedFactionIndex, bool isEnemy, bool isDeathCounted, bool isKillCounted) {
if(isKillCounted == true){
playerStats[killerFactionIndex].kills++;
}
if(isDeathCounted == true){
playerStats[killedFactionIndex].deaths++;
}
if(isEnemy == true && isKillCounted == true) {
playerStats[killerFactionIndex].enemykills++;
}
}
void Stats::die(int diedFactionIndex, bool isDeathCounted){
if(isDeathCounted == true){
playerStats[diedFactionIndex].deaths++;
}
}
void Stats::produce(int producerFactionIndex, bool isProductionCounted){
if(isProductionCounted == true){
playerStats[producerFactionIndex].unitsProduced++;
}
}
void Stats::harvest(int harvesterFactionIndex, int amount){
playerStats[harvesterFactionIndex].resourcesHarvested+= amount;
}
string Stats::getStats() const {
string result = "";
result += "Description: " + description + "\n";
result += "Faction count: " + intToStr(factionCount) + "\n";
result += "Game duration (mins): " + intToStr(getFramesToCalculatePlaytime()/GameConstants::updateFps/60) + "\n";
result += "Max Concurrent Units: " + intToStr(maxConcurrentUnitCount) + "\n";
result += "Total EndGame Concurrent Unit Count: " + intToStr(totalEndGameConcurrentUnitCount) + "\n";
for(unsigned int i = 0; i < (unsigned int)factionCount; ++i) {
const PlayerStats &player = playerStats[i];
result += "player #" + uIntToStr(i) + " " + player.getStats() + "\n";
}
return result;
}
void Stats::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *statsNode = rootNode->addChild("Stats");
// PlayerStats playerStats[GameConstants::maxPlayers];
for(unsigned int i = 0; i < (unsigned int)GameConstants::maxPlayers; ++i) {
PlayerStats &stat = playerStats[i];
XmlNode *statsNodePlayer = statsNode->addChild("Player");
// ControlType control;
statsNodePlayer->addAttribute("control",intToStr(stat.control), mapTagReplacements);
// float resourceMultiplier;
statsNodePlayer->addAttribute("resourceMultiplier",floatToStr(stat.resourceMultiplier,6), mapTagReplacements);
// string factionTypeName;
statsNodePlayer->addAttribute("factionTypeName",stat.factionTypeName, mapTagReplacements);
// FactionPersonalityType personalityType;
statsNodePlayer->addAttribute("personalityType",intToStr(stat.personalityType), mapTagReplacements);
// int teamIndex;
statsNodePlayer->addAttribute("teamIndex",intToStr(stat.teamIndex), mapTagReplacements);
// bool victory;
statsNodePlayer->addAttribute("victory",intToStr(stat.victory), mapTagReplacements);
// int kills;
statsNodePlayer->addAttribute("kills",intToStr(stat.kills), mapTagReplacements);
// int enemykills;
statsNodePlayer->addAttribute("enemykills",intToStr(stat.enemykills), mapTagReplacements);
// int deaths;
statsNodePlayer->addAttribute("deaths",intToStr(stat.deaths), mapTagReplacements);
// int unitsProduced;
statsNodePlayer->addAttribute("unitsProduced",intToStr(stat.unitsProduced), mapTagReplacements);
// int resourcesHarvested;
statsNodePlayer->addAttribute("resourcesHarvested",intToStr(stat.resourcesHarvested), mapTagReplacements);
// string playerName;
statsNodePlayer->addAttribute("playerName",stat.playerName, mapTagReplacements);
// Vec3f playerColor;
statsNodePlayer->addAttribute("playerColor",stat.playerColor.getString(), mapTagReplacements);
}
// string description;
statsNode->addAttribute("description",description, mapTagReplacements);
// int factionCount;
statsNode->addAttribute("factionCount",intToStr(factionCount), mapTagReplacements);
// int thisFactionIndex;
statsNode->addAttribute("thisFactionIndex",intToStr(thisFactionIndex), mapTagReplacements);
//
// float worldTimeElapsed;
statsNode->addAttribute("worldTimeElapsed",floatToStr(worldTimeElapsed,6), mapTagReplacements);
// int framesPlayed;
statsNode->addAttribute("framesPlayed",intToStr(framesPlayed), mapTagReplacements);
// int framesToCalculatePlaytime;
statsNode->addAttribute("framesToCalculatePlaytime",intToStr(framesToCalculatePlaytime), mapTagReplacements);
// int maxConcurrentUnitCount;
statsNode->addAttribute("maxConcurrentUnitCount",intToStr(maxConcurrentUnitCount), mapTagReplacements);
// int totalEndGameConcurrentUnitCount;
statsNode->addAttribute("totalEndGameConcurrentUnitCount",intToStr(totalEndGameConcurrentUnitCount), mapTagReplacements);
// bool isMasterserverMode;
}
void Stats::loadGame(const XmlNode *rootNode) {
const XmlNode *statsNode = rootNode->getChild("Stats");
// PlayerStats playerStats[GameConstants::maxPlayers];
vector<XmlNode *> statsNodePlayerList = statsNode->getChildList("Player");
for(unsigned int i = 0; i < statsNodePlayerList.size(); ++i) {
XmlNode *statsNodePlayer = statsNodePlayerList[i];
PlayerStats &stat = playerStats[i];
// ControlType control;
stat.control = static_cast<ControlType>(statsNodePlayer->getAttribute("control")->getIntValue());
// float resourceMultiplier;
stat.resourceMultiplier = statsNodePlayer->getAttribute("resourceMultiplier")->getFloatValue();
// string factionTypeName;
stat.factionTypeName = statsNodePlayer->getAttribute("factionTypeName")->getValue();
// FactionPersonalityType personalityType;
stat.personalityType = static_cast<FactionPersonalityType>(statsNodePlayer->getAttribute("personalityType")->getIntValue());
// int teamIndex;
stat.teamIndex = statsNodePlayer->getAttribute("teamIndex")->getIntValue();
// bool victory;
stat.victory = statsNodePlayer->getAttribute("victory")->getIntValue() != 0;
// int kills;
stat.kills = statsNodePlayer->getAttribute("kills")->getIntValue();
// int enemykills;
stat.enemykills = statsNodePlayer->getAttribute("enemykills")->getIntValue();
// int deaths;
stat.deaths = statsNodePlayer->getAttribute("deaths")->getIntValue();
// int unitsProduced;
stat.unitsProduced = statsNodePlayer->getAttribute("unitsProduced")->getIntValue();
// int resourcesHarvested;
stat.resourcesHarvested = statsNodePlayer->getAttribute("resourcesHarvested")->getIntValue();
// string playerName;
stat.playerName = statsNodePlayer->getAttribute("playerName")->getValue();
// Vec3f playerColor;
stat.playerColor = Vec3f::strToVec3(statsNodePlayer->getAttribute("playerColor")->getValue());
}
// string description;
//statsNode->addAttribute("description",description, mapTagReplacements);
description = statsNode->getAttribute("description")->getValue();
// int factionCount;
factionCount = statsNode->getAttribute("factionCount")->getIntValue();
// int thisFactionIndex;
thisFactionIndex = statsNode->getAttribute("thisFactionIndex")->getIntValue();
//
// float worldTimeElapsed;
worldTimeElapsed = statsNode->getAttribute("worldTimeElapsed")->getFloatValue();
// int framesPlayed;
framesPlayed = statsNode->getAttribute("framesPlayed")->getIntValue();
// int framesToCalculatePlaytime;
framesToCalculatePlaytime = statsNode->getAttribute("framesToCalculatePlaytime")->getIntValue();
// int maxConcurrentUnitCount;
maxConcurrentUnitCount = statsNode->getAttribute("maxConcurrentUnitCount")->getIntValue();
// int totalEndGameConcurrentUnitCount;
totalEndGameConcurrentUnitCount = statsNode->getAttribute("totalEndGameConcurrentUnitCount")->getIntValue();
// bool isMasterserverMode;
}
}}//end namespace