1 // ==============================================================
2 // This file is part of Glest (www.glest.org)
3 //
4 // Copyright (C) 2001-2008 Martiño Figueroa
5 //
6 // You can redistribute this code and/or modify it under
7 // the terms of the GNU General Public License as published
8 // by the Free Software Foundation; either version 2 of the
9 // License, or (at your option) any later version
10 // ==============================================================
11
12 #include "stats.h"
13 #include "lang.h"
14 #include "leak_dumper.h"
15
16 namespace Glest{ namespace Game{
17
PlayerStats()18 PlayerStats::PlayerStats() {
19 control = ctClosed;
20 resourceMultiplier=1.0f;
21 //factionTypeName = "";
22 personalityType = fpt_Normal;
23 teamIndex = 0;
24 victory = false;
25 kills = 0;
26 enemykills = 0;
27 deaths = 0;
28 unitsProduced = 0;
29 resourcesHarvested = 0;
30 //playerName = "";
31 playerLeftBeforeEnd = false;
32 timePlayerLeft = -1;
33 playerColor = Vec3f(0,0,0);
34 }
35
getStats() const36 string PlayerStats::getStats() const {
37 string result = "";
38
39 Lang &lang= Lang::getInstance();
40 string controlString = "";
41
42 if(personalityType == fpt_Observer) {
43 controlString= GameConstants::OBSERVER_SLOTNAME;
44 }
45 else {
46 switch(control) {
47 case ctCpuEasy:
48 controlString= lang.getString("CpuEasy");
49 break;
50 case ctCpu:
51 controlString= lang.getString("Cpu");
52 break;
53 case ctCpuUltra:
54 controlString= lang.getString("CpuUltra");
55 break;
56 case ctCpuMega:
57 controlString= lang.getString("CpuMega");
58 break;
59 case ctNetwork:
60 controlString= lang.getString("Network");
61 break;
62 case ctHuman:
63 controlString= lang.getString("Human");
64 break;
65
66 case ctNetworkCpuEasy:
67 controlString= lang.getString("NetworkCpuEasy");
68 break;
69 case ctNetworkCpu:
70 controlString= lang.getString("NetworkCpu");
71 break;
72 case ctNetworkCpuUltra:
73 controlString= lang.getString("NetworkCpuUltra");
74 break;
75 case ctNetworkCpuMega:
76 controlString= lang.getString("NetworkCpuMega");
77 break;
78
79 default:
80 printf("Error control = %d\n",control);
81 assert(false);
82 break;
83 };
84 }
85
86 if((control != ctHuman && control != ctNetwork) ||
87 (control == ctNetwork && playerLeftBeforeEnd == true)) {
88 controlString += " x " + floatToStr(resourceMultiplier,1);
89 }
90
91 result += playerName + " (" + controlString + ") ";
92 if(control == ctNetwork && playerLeftBeforeEnd==true ) {
93 result += "player left before end ";
94 }
95 result += "faction: " + factionTypeName + " ";
96 result += "Team: " + intToStr(teamIndex) + " ";
97 result += "victory: " + boolToStr(victory) + " ";
98 result += "# kills: " + intToStr(kills) + " ";
99 result += "# enemy kills: " + intToStr(enemykills) + " ";
100 result += "# deaths: " + intToStr(deaths) + "\n";
101 result += "# units produced: " + intToStr(unitsProduced) + " ";
102 result += "# resources harvested: " + intToStr(resourcesHarvested);
103
104 return result;
105 }
106
107 // =====================================================
108 // class Stats
109 // =====================================================
110
init(int factionCount,int thisFactionIndex,const string & description,const string & techName)111 void Stats::init(int factionCount, int thisFactionIndex, const string& description, const string &techName) {
112 this->thisFactionIndex= thisFactionIndex;
113 this->factionCount= factionCount;
114 this->description= description;
115 this->techName = techName;
116 }
117
setVictorious(int playerIndex)118 void Stats::setVictorious(int playerIndex){
119 playerStats[playerIndex].victory= true;
120 }
121
kill(int killerFactionIndex,int killedFactionIndex,bool isEnemy,bool isDeathCounted,bool isKillCounted)122 void Stats::kill(int killerFactionIndex, int killedFactionIndex, bool isEnemy, bool isDeathCounted, bool isKillCounted) {
123 if(isKillCounted == true){
124 playerStats[killerFactionIndex].kills++;
125 }
126 if(isDeathCounted == true){
127 playerStats[killedFactionIndex].deaths++;
128 }
129 if(isEnemy == true && isKillCounted == true) {
130 playerStats[killerFactionIndex].enemykills++;
131 }
132 }
133
die(int diedFactionIndex,bool isDeathCounted)134 void Stats::die(int diedFactionIndex, bool isDeathCounted){
135 if(isDeathCounted == true){
136 playerStats[diedFactionIndex].deaths++;
137 }
138 }
139
produce(int producerFactionIndex,bool isProductionCounted)140 void Stats::produce(int producerFactionIndex, bool isProductionCounted){
141 if(isProductionCounted == true){
142 playerStats[producerFactionIndex].unitsProduced++;
143 }
144 }
145
harvest(int harvesterFactionIndex,int amount)146 void Stats::harvest(int harvesterFactionIndex, int amount){
147 playerStats[harvesterFactionIndex].resourcesHarvested+= amount;
148 }
149
getStats() const150 string Stats::getStats() const {
151 string result = "";
152
153 result += "Description: " + description + "\n";
154 result += "Faction count: " + intToStr(factionCount) + "\n";
155
156 result += "Game duration (mins): " + intToStr(getFramesToCalculatePlaytime()/GameConstants::updateFps/60) + "\n";
157 result += "Max Concurrent Units: " + intToStr(maxConcurrentUnitCount) + "\n";
158 result += "Total EndGame Concurrent Unit Count: " + intToStr(totalEndGameConcurrentUnitCount) + "\n";
159
160 for(unsigned int i = 0; i < (unsigned int)factionCount; ++i) {
161 const PlayerStats &player = playerStats[i];
162
163 result += "player #" + uIntToStr(i) + " " + player.getStats() + "\n";
164 }
165
166 return result;
167 }
168
saveGame(XmlNode * rootNode)169 void Stats::saveGame(XmlNode *rootNode) {
170 std::map<string,string> mapTagReplacements;
171 XmlNode *statsNode = rootNode->addChild("Stats");
172
173 // PlayerStats playerStats[GameConstants::maxPlayers];
174 for(unsigned int i = 0; i < (unsigned int)GameConstants::maxPlayers; ++i) {
175 PlayerStats &stat = playerStats[i];
176
177 XmlNode *statsNodePlayer = statsNode->addChild("Player");
178
179 // ControlType control;
180 statsNodePlayer->addAttribute("control",intToStr(stat.control), mapTagReplacements);
181 // float resourceMultiplier;
182 statsNodePlayer->addAttribute("resourceMultiplier",floatToStr(stat.resourceMultiplier,6), mapTagReplacements);
183 // string factionTypeName;
184 statsNodePlayer->addAttribute("factionTypeName",stat.factionTypeName, mapTagReplacements);
185 // FactionPersonalityType personalityType;
186 statsNodePlayer->addAttribute("personalityType",intToStr(stat.personalityType), mapTagReplacements);
187 // int teamIndex;
188 statsNodePlayer->addAttribute("teamIndex",intToStr(stat.teamIndex), mapTagReplacements);
189 // bool victory;
190 statsNodePlayer->addAttribute("victory",intToStr(stat.victory), mapTagReplacements);
191 // int kills;
192 statsNodePlayer->addAttribute("kills",intToStr(stat.kills), mapTagReplacements);
193 // int enemykills;
194 statsNodePlayer->addAttribute("enemykills",intToStr(stat.enemykills), mapTagReplacements);
195 // int deaths;
196 statsNodePlayer->addAttribute("deaths",intToStr(stat.deaths), mapTagReplacements);
197 // int unitsProduced;
198 statsNodePlayer->addAttribute("unitsProduced",intToStr(stat.unitsProduced), mapTagReplacements);
199 // int resourcesHarvested;
200 statsNodePlayer->addAttribute("resourcesHarvested",intToStr(stat.resourcesHarvested), mapTagReplacements);
201 // string playerName;
202 statsNodePlayer->addAttribute("playerName",stat.playerName, mapTagReplacements);
203 // Vec3f playerColor;
204 statsNodePlayer->addAttribute("playerColor",stat.playerColor.getString(), mapTagReplacements);
205 }
206 // string description;
207 statsNode->addAttribute("description",description, mapTagReplacements);
208 // int factionCount;
209 statsNode->addAttribute("factionCount",intToStr(factionCount), mapTagReplacements);
210 // int thisFactionIndex;
211 statsNode->addAttribute("thisFactionIndex",intToStr(thisFactionIndex), mapTagReplacements);
212 //
213 // float worldTimeElapsed;
214 statsNode->addAttribute("worldTimeElapsed",floatToStr(worldTimeElapsed,6), mapTagReplacements);
215 // int framesPlayed;
216 statsNode->addAttribute("framesPlayed",intToStr(framesPlayed), mapTagReplacements);
217 // int framesToCalculatePlaytime;
218 statsNode->addAttribute("framesToCalculatePlaytime",intToStr(framesToCalculatePlaytime), mapTagReplacements);
219 // int maxConcurrentUnitCount;
220 statsNode->addAttribute("maxConcurrentUnitCount",intToStr(maxConcurrentUnitCount), mapTagReplacements);
221 // int totalEndGameConcurrentUnitCount;
222 statsNode->addAttribute("totalEndGameConcurrentUnitCount",intToStr(totalEndGameConcurrentUnitCount), mapTagReplacements);
223 // bool isMasterserverMode;
224 }
225
loadGame(const XmlNode * rootNode)226 void Stats::loadGame(const XmlNode *rootNode) {
227 const XmlNode *statsNode = rootNode->getChild("Stats");
228
229 // PlayerStats playerStats[GameConstants::maxPlayers];
230
231 vector<XmlNode *> statsNodePlayerList = statsNode->getChildList("Player");
232 for(unsigned int i = 0; i < statsNodePlayerList.size(); ++i) {
233 XmlNode *statsNodePlayer = statsNodePlayerList[i];
234 PlayerStats &stat = playerStats[i];
235
236 // ControlType control;
237 stat.control = static_cast<ControlType>(statsNodePlayer->getAttribute("control")->getIntValue());
238 // float resourceMultiplier;
239 stat.resourceMultiplier = statsNodePlayer->getAttribute("resourceMultiplier")->getFloatValue();
240 // string factionTypeName;
241 stat.factionTypeName = statsNodePlayer->getAttribute("factionTypeName")->getValue();
242 // FactionPersonalityType personalityType;
243 stat.personalityType = static_cast<FactionPersonalityType>(statsNodePlayer->getAttribute("personalityType")->getIntValue());
244 // int teamIndex;
245 stat.teamIndex = statsNodePlayer->getAttribute("teamIndex")->getIntValue();
246 // bool victory;
247 stat.victory = statsNodePlayer->getAttribute("victory")->getIntValue() != 0;
248 // int kills;
249 stat.kills = statsNodePlayer->getAttribute("kills")->getIntValue();
250 // int enemykills;
251 stat.enemykills = statsNodePlayer->getAttribute("enemykills")->getIntValue();
252 // int deaths;
253 stat.deaths = statsNodePlayer->getAttribute("deaths")->getIntValue();
254 // int unitsProduced;
255 stat.unitsProduced = statsNodePlayer->getAttribute("unitsProduced")->getIntValue();
256 // int resourcesHarvested;
257 stat.resourcesHarvested = statsNodePlayer->getAttribute("resourcesHarvested")->getIntValue();
258 // string playerName;
259 stat.playerName = statsNodePlayer->getAttribute("playerName")->getValue();
260 // Vec3f playerColor;
261 stat.playerColor = Vec3f::strToVec3(statsNodePlayer->getAttribute("playerColor")->getValue());
262 }
263 // string description;
264 //statsNode->addAttribute("description",description, mapTagReplacements);
265 description = statsNode->getAttribute("description")->getValue();
266 // int factionCount;
267 factionCount = statsNode->getAttribute("factionCount")->getIntValue();
268 // int thisFactionIndex;
269 thisFactionIndex = statsNode->getAttribute("thisFactionIndex")->getIntValue();
270 //
271 // float worldTimeElapsed;
272 worldTimeElapsed = statsNode->getAttribute("worldTimeElapsed")->getFloatValue();
273 // int framesPlayed;
274 framesPlayed = statsNode->getAttribute("framesPlayed")->getIntValue();
275 // int framesToCalculatePlaytime;
276 framesToCalculatePlaytime = statsNode->getAttribute("framesToCalculatePlaytime")->getIntValue();
277 // int maxConcurrentUnitCount;
278 maxConcurrentUnitCount = statsNode->getAttribute("maxConcurrentUnitCount")->getIntValue();
279 // int totalEndGameConcurrentUnitCount;
280 totalEndGameConcurrentUnitCount = statsNode->getAttribute("totalEndGameConcurrentUnitCount")->getIntValue();
281 // bool isMasterserverMode;
282 }
283 }}//end namespace
284