source-engine/game/server/tf2/tf_stats.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: game stat gathering
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_STATS_H
#define TF_STATS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
// NOTE: If you change these enums, change the string lists in tf_stats.cpp!
enum TFStatId_t
{
TF_STAT_FERRY_CONTROL = 0,
TF_STAT_RESOURCE_CHUNKS_SPAWNED,
TF_STAT_RESOURCE_PROCESSED_CHUNKS_SPAWNED,
TF_STAT_RESOURCE_CHUNKS_RETIRED,
// NOTE: These should go last
TF_STAT_FIRST_OBJECT_BUILT,
TF_STAT_LAST_OBJECT_BUILT = TF_STAT_FIRST_OBJECT_BUILT + OBJ_LAST - 1,
TF_STAT_COUNT,
};
enum TFTeamStatId_t
{
// First TFCLASS_CLASS_COUNT entries are the # of players of each class.
TF_TEAM_STAT_PLAYER_COUNT = TFCLASS_CLASS_COUNT,
TF_TEAM_STAT_RESOURCES_COLLECTED,
TF_TEAM_STAT_RESOURCES_HARVESTED,
TF_TEAM_STAT_RESOURCE_CHUNKS_DROPPED,
TF_TEAM_STAT_RESOURCE_CHUNKS_COLLECTED,
TF_TEAM_STAT_KILL_COUNT,
TF_TEAM_STAT_DESTROYED_OBJECT_COUNT,
TF_TEAM_STAT_FERRY_CONTROL_TIME,
TF_TEAM_STAT_COUNT,
};
enum TFPlayerStatId_t
{
// Player count
TF_PLAYER_STAT_PLAYER_COUNT = 0,
TF_PLAYER_STAT_PLAYER_SECONDS,
TF_PLAYER_STAT_EXISTING_SECONDS,
TF_PLAYER_STAT_FIRST_AVERAGE_STAT,
// Economy-based stats
TF_PLAYER_STAT_RESOURCES_ACQUIRED = TF_PLAYER_STAT_FIRST_AVERAGE_STAT,
TF_PLAYER_STAT_RESOURCES_ACQUIRED_FROM_CHUNKS,
TF_PLAYER_STAT_RESOURCES_CARRIED,
TF_PLAYER_STAT_RESOURCES_SPENT,
TF_PLAYER_STAT_CURRENT_OBJECT_VALUE,
TF_PLAYER_STAT_OBJECT_COUNT,
// Combat based stats
TF_PLAYER_STAT_KILL_COUNT,
TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT,
TF_PLAYER_STAT_HEALTH_GIVEN,
// Animation-based stats
TF_PLAYER_STAT_ANIMATION_IDLE,
TF_PLAYER_STAT_ANIMATION_WALKING,
TF_PLAYER_STAT_ANIMATION_RUNNING,
TF_PLAYER_STAT_ANIMATION_CROUCHING,
TF_PLAYER_STAT_ANIMATION_JUMPING,
TF_PLAYER_STAT_ANIMATION_OTHER,
TF_PLAYER_STAT_COUNT,
};
class ITFStats
{
public:
// Clear out the stats + their history
virtual void ResetStats() = 0;
virtual void IncrementStat( TFStatId_t stat, int nIncrement ) = 0;
virtual void SetStat( TFStatId_t stat, int nAmount ) = 0;
virtual void IncrementTeamStat( int nTeam, TFTeamStatId_t stat, int nIncrement ) = 0;
virtual void SetTeamStat( int nTeam, TFTeamStatId_t stat, int nAmount ) = 0;
virtual void IncrementPlayerStat( CBaseEntity *pPlayer, TFPlayerStatId_t stat, int nIncrement ) = 0;
};
//-----------------------------------------------------------------------------
// Accessor method
//-----------------------------------------------------------------------------
ITFStats *TFStats();
#endif // TF_STATS_H