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685 lines
27 KiB
C++
685 lines
27 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Display a list of achievements for the current game
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//
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//=============================================================================//
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#include "cbase.h"
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#include "stats_summary.h"
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#include "vgui_controls/Button.h"
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#include "vgui/ILocalize.h"
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#include "ixboxsystem.h"
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#include "iachievementmgr.h"
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#include "filesystem.h"
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#include "vgui_controls/ImagePanel.h"
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#include "vgui_controls/ComboBox.h"
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#include "vgui_controls/CheckButton.h"
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#include "vgui_controls/ImageList.h"
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#include "fmtstr.h"
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#include "c_cs_playerresource.h"
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#include "../../../public/steam/steam_api.h"
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#include "achievementmgr.h"
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#include "../../../../public/vgui/IScheme.h"
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#include "../vgui_controls/ScrollBar.h"
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#include "stat_card.h"
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#include "weapon_csbase.h"
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#include "cs_weapon_parse.h"
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#include "buy_presets/buy_presets.h"
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#include "win_panel_round.h"
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#include "cs_client_gamestats.h"
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#include "achievements_cs.h"
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#include "ienginevgui.h"
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#define STAT_NUM_ARRAY_LENGTH 8
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include <locale.h>
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extern CAchievementMgr g_AchievementMgrCS;
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const int maxRecentAchievementToDisplay = 10;
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/**
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* public ConvertNumberToMantissaSuffixForm()
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*
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* Convert a floating point number to a string form incorporating a mantissa and a magnitude suffix (such as "K" for thousands).
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*
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* Parameters:
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* fNum -
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* textBuffer - output buffer
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* textBufferLen - size of output buffer in characters
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* bTrimTrailingZeros - indicates whether to remove trailing zeros of numbers without suffixes (e.g., "32.00000" becomes "32")
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* iSignificantDigits - the desired number of significant digits in the result (e.g, "1.23" has 3 significant digits)
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*
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* Returns:
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* bool - true on success
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*/
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bool ConvertNumberToMantissaSuffixForm(float fNum, wchar_t* textBuffer, int textBufferLen, bool bTrimTrailingZeros = true, int iSignificantDigits = 3)
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{
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// we need room for at least iSignificantDigits + 3 characters
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Assert(textBufferLen >= iSignificantDigits + 3);
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// find the correct power of 1000 exponent
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Assert(fNum >= 0.0f);
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int iExponent = 0;
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while (fNum >= powf(10.0f, iExponent + 3))
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{
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iExponent += 3;
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}
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// look in the localization table for the matching suffix; fallback to lower suffixes when necessary
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wchar_t *pSuffix = NULL;
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for (; iExponent > 0; iExponent -= 3)
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{
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char localizationToken[64];
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V_snprintf(localizationToken, sizeof(localizationToken), "#GameUI_NumSuffix_E%i", iExponent);
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pSuffix = g_pVGuiLocalize->Find(localizationToken);
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if (pSuffix != NULL)
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break;
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}
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V_snwprintf(textBuffer, textBufferLen, L"%f", fNum / powf(10.0f, iExponent));
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textBuffer[textBufferLen - 1] = L'\0';
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lconv* pLocaleSettings = localeconv();
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wchar_t decimalWChar = *pLocaleSettings->decimal_point;
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wchar_t* pDecimalPos = wcschr(textBuffer, decimalWChar);
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if (pDecimalPos == NULL)
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{
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Msg("ConvertNumberToMantissaSuffixForm(): decimal point not found in string %S for value %f\n", textBuffer, fNum);
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return false;
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}
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// trim trailing zeros
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int iNumCharsInBuffer = wcslen(textBuffer);
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if (pSuffix == NULL && bTrimTrailingZeros)
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{
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wchar_t* pLastChar;
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for (pLastChar = &textBuffer[iNumCharsInBuffer - 1]; pLastChar > pDecimalPos; --pLastChar)
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{
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if (*pLastChar != L'0') // note that this is checking for '0', not a NULL terminator
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break;
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*pLastChar = L'\0';
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}
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if (pLastChar == pDecimalPos)
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*pLastChar = L'\0';
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}
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// truncate the mantissa to the right of the decimal point so that it doesn't exceed the significant digits
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if (pDecimalPos != NULL && iNumCharsInBuffer > iSignificantDigits + 1)
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{
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if (pDecimalPos - &textBuffer[0] < iSignificantDigits)
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textBuffer[iSignificantDigits + 1] = L'\0'; // truncate at the correct number of significant digits
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else
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*pDecimalPos = L'\0'; // no room for any digits to the right of the decimal point, just truncate it at the "."
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}
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if (pSuffix != NULL)
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{
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#ifdef WIN32
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int retVal = V_snwprintf( textBuffer, textBufferLen, L"%s%s", textBuffer, pSuffix );
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#else
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int retVal = V_snwprintf( textBuffer, textBufferLen, L"%S%S", textBuffer, pSuffix );
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#endif
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if ( retVal < 0 )
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{
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Msg("ConvertNumberToMantissaSuffixForm(): unable to add suffix %S for value %f (buffer size was %i)\n", pSuffix, fNum, textBufferLen);
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return false;
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}
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}
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return true;
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}
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CStatsSummary::CStatsSummary(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSAchievementsDialog"),
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m_StatImageMap(DefLessFunc(CSStatType_t))
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{
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m_iFixedWidth = 900; // Give this an initial value in order to set a proper size
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SetBounds(0, 0, 900, 780);
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SetMinimumSize(256, 780);
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m_pStatCard = new StatCard(this, "ignored");
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m_pImageList = NULL;
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m_iDefaultWeaponImage = -1;
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m_iDefaultMapImage = -1;
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m_pImagePanelFavWeapon = new ImagePanel(this, "FavoriteWeaponImage");
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m_pImagePanelLastMapFavWeapon = new ImagePanel(this, "FavWeaponIcon");
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m_pImagePanelFavMap = new ImagePanel(this, "FavoriteMapImage");
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//Setup the recent achievement list by adding all achieved achievements to the list
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m_pRecentAchievementsList = new vgui::PanelListPanel(this, "RecentAchievementsListPanel");
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m_pRecentAchievementsList->SetFirstColumnWidth(0);
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ListenForGameEvent( "player_stats_updated" );
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ListenForGameEvent( "achievement_earned_local" );
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m_bRecentAchievementsDirty = true;
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m_bStatsDirty = true;
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}
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CStatsSummary::~CStatsSummary()
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{
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if (m_pRecentAchievementsList)
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{
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m_pRecentAchievementsList->DeleteAllItems();
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}
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delete m_pRecentAchievementsList;
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delete m_pImageList;
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}
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void CStatsSummary::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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LoadControlSettings("Resource/UI/CSStatsSummary.res");
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SetBgColor(Color(86,86,86,255));
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if (m_pImageList)
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delete m_pImageList;
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m_pImageList = new ImageList(false);
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if (m_pImageList)
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{
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//Load defaults
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m_iDefaultWeaponImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/defaultweapon", true));
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m_iDefaultMapImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_generic_map", true));
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//load weapon images
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m_StatImageMap.Insert(CSSTAT_KILLS_DEAGLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/deserteagle", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_USP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/usp45", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_GLOCK, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/glock18", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_P228, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p228", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_ELITE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/elites", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_FIVESEVEN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/fiveseven", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_AWP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/awp", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_AK47, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ak47", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_M4A1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m4a1", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_AUG, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/aug", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_SG552, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg552", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_SG550, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg550", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_GALIL, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/galil", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_FAMAS, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/famas", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_SCOUT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/scout", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_G3SG1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/g3sg1", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_P90, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p90", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_MP5NAVY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mp5", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_TMP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/tmp", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_MAC10, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mac10", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_UMP45, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ump45", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_M3, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m3", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_XM1014, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/xm1014", true)));
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m_StatImageMap.Insert(CSSTAT_KILLS_M249, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m249", true)));
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//load map images
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ASSAULT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_assault", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_COMPOUND, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_compound", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_HAVANA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_havana", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ITALY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_italy", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_MILITIA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_militia", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_OFFICE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_office", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_AZTEC, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_aztec", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CBBLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_cbble", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CHATEAU, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_chateau", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST2, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust2", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_INFERNO, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_inferno", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_NUKE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_nuke", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PIRANESI, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_piranesi", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PORT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_port", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PRODIGY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_prodigy", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TIDES, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_tides", true)));
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m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TRAIN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_train", true)));
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}
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}
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//----------------------------------------------------------
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// Get the width we're going to lock at
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//----------------------------------------------------------
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void CStatsSummary::ApplySettings(KeyValues *pResourceData)
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{
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m_iFixedWidth = pResourceData->GetInt("wide", 512);
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BaseClass::ApplySettings(pResourceData);
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}
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//----------------------------------------------------------
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// Preserve our width to the one in the .res file
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//----------------------------------------------------------
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void CStatsSummary::OnSizeChanged(int newWide, int newTall)
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{
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// Lock the width, but allow height scaling
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if (newWide != m_iFixedWidth)
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{
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SetSize(m_iFixedWidth, newTall);
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return;
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}
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BaseClass::OnSizeChanged(newWide, newTall);
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}
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void CStatsSummary::OnThink()
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{
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if ( m_bRecentAchievementsDirty )
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UpdateRecentAchievements();
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if ( m_bStatsDirty )
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UpdateStatsData();
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}
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void CStatsSummary::OnPageShow()
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{
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UpdateStatsData();
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UpdateRecentAchievements();
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}
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//----------------------------------------------------------
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// Update all of the stats displays
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//----------------------------------------------------------
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void CStatsSummary::UpdateStatsData()
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{
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UpdateStatsSummary();
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UpdateKillHistory();
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UpdateFavoriteWeaponData();
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UpdateMapsData();
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UpdateLastMatchStats();
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m_pStatCard->UpdateInfo();
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m_bStatsDirty = false;
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}
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//----------------------------------------------------------
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// Update the stats located in the stats summary section
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//----------------------------------------------------------
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void CStatsSummary::UpdateStatsSummary()
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{
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DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_PLAYED, "roundsplayed");
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DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_WON, "roundswon");
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DisplayCompressedLocalizedStat(CSSTAT_SHOTS_HIT, "shotshit");
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DisplayCompressedLocalizedStat(CSSTAT_SHOTS_FIRED, "shotsfired");
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wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
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//Calculate Win Ratio
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int wins = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_WON).iStatValue;
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int rounds = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_PLAYED).iStatValue;
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float winRatio = 0;
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if (rounds > 0)
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{
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winRatio = ((float)wins / (float)rounds) * 100.0f;
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}
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V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio);
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SetDialogVariable("winratio", tempWNumString);
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//Calculate accuracy
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int hits = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_HIT).iStatValue;
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int shots = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_FIRED).iStatValue;
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float accuracy = 0;
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if (shots > 0)
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{
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accuracy = ((float)hits / (float)shots) * 100.0f;
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}
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V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy);
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SetDialogVariable("hitratio", tempWNumString);
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}
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//----------------------------------------------------------
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// Update the stats located in the stats summary section
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//----------------------------------------------------------
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void CStatsSummary::UpdateKillHistory()
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{
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DisplayCompressedLocalizedStat(CSSTAT_KILLS, "kills");
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DisplayCompressedLocalizedStat(CSSTAT_DEATHS, "deaths");
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wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
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//Calculate Win Ratio
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int kills = g_CSClientGameStats.GetStatById(CSSTAT_KILLS).iStatValue;
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int deaths = g_CSClientGameStats.GetStatById(CSSTAT_DEATHS).iStatValue;
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float killDeathRatio = 0;
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if (deaths > 0)
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{
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killDeathRatio = (float)kills / (float)deaths;
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}
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V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio);
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SetDialogVariable("killdeathratio", tempWNumString);
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}
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//----------------------------------------------------------
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// Update the stats located in the favorite weapon section
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//----------------------------------------------------------
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void CStatsSummary::UpdateFavoriteWeaponData()
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{
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// First set the image to the favorite weapon
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if (m_pImageList)
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{
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//start with a dummy stat
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const WeaponName_StatId* pFavoriteWeaponStatEntry = NULL;
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//Find the weapon stat with the most kills
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int numKills = 0;
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for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i)
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{
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// ignore weapons with no hit counts (knife and grenade)
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if (WeaponName_StatId_Table[i].hitStatId == CSSTAT_UNDEFINED )
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continue;
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const WeaponName_StatId& weaponStatEntry = WeaponName_StatId_Table[i];
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PlayerStatData_t stat = g_CSClientGameStats.GetStatById(weaponStatEntry.killStatId);
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if (stat.iStatValue > numKills)
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{
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pFavoriteWeaponStatEntry = &weaponStatEntry;
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|
numKills = stat.iStatValue;
|
|
}
|
|
}
|
|
|
|
if (pFavoriteWeaponStatEntry)
|
|
{
|
|
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteWeaponStatEntry->killStatId);
|
|
if (m_StatImageMap.IsValidIndex(idx))
|
|
{
|
|
m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
|
|
}
|
|
|
|
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->hitStatId, "weaponhits", "#GameUI_Stats_WeaponShotsHit");
|
|
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->shotStatId, "weaponshotsfired", "#GameUI_Stats_WeaponShotsFired");
|
|
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->killStatId, "weaponkills", "#GameUI_Stats_WeaponKills");
|
|
|
|
//Calculate accuracy
|
|
int kills = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->killStatId).iStatValue;
|
|
int shots = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->shotStatId).iStatValue;
|
|
float killsPerShot = 0;
|
|
if (shots > 0)
|
|
{
|
|
killsPerShot = (float)kills / (float)shots;
|
|
}
|
|
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
|
|
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", (killsPerShot));
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", tempWNumString, "weaponkillratio");
|
|
}
|
|
else
|
|
{
|
|
if (m_iDefaultWeaponImage != -1)
|
|
{
|
|
m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage));
|
|
}
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "weaponhits");
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsFired", L"0", "weaponshotsfired");
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "weaponkills");
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", L"0", "weaponkillratio");
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
// Update the stats located in the favorite weapon section
|
|
//----------------------------------------------------------
|
|
void CStatsSummary::UpdateMapsData()
|
|
{
|
|
//start with a dummy stat
|
|
const MapName_MapStatId* pFavoriteMapStat = NULL;
|
|
int numRounds = 0;
|
|
for (int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; ++i)
|
|
{
|
|
const MapName_MapStatId& mapStatId = MapName_StatId_Table[i];
|
|
PlayerStatData_t stat = g_CSClientGameStats.GetStatById(mapStatId.statRoundsId);
|
|
if (stat.iStatValue > numRounds)
|
|
{
|
|
pFavoriteMapStat = &mapStatId;
|
|
numRounds = stat.iStatValue;
|
|
}
|
|
}
|
|
|
|
if (pFavoriteMapStat)
|
|
{
|
|
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteMapStat->statWinsId);
|
|
if (m_StatImageMap.IsValidIndex(idx))
|
|
{
|
|
m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
|
|
}
|
|
|
|
// map name
|
|
SetDialogVariable("mapname", pFavoriteMapStat->szMapName);
|
|
|
|
// rounds played
|
|
DisplayCompressedLocalizedStat(pFavoriteMapStat->statRoundsId,"mapplayed", "#GameUI_Stats_MapPlayed");
|
|
DisplayCompressedLocalizedStat(pFavoriteMapStat->statWinsId, "mapwins", "#GameUI_Stats_MapWins");
|
|
|
|
//Calculate Win Ratio
|
|
int wins = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statWinsId).iStatValue;
|
|
int rounds = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statRoundsId).iStatValue;
|
|
float winRatio = 0;
|
|
if (rounds > 0)
|
|
{
|
|
winRatio = ((float)wins / (float)rounds) * 100.0f;
|
|
}
|
|
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
|
|
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio);
|
|
DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", tempWNumString, "mapwinratio");
|
|
}
|
|
else
|
|
{
|
|
if (m_iDefaultMapImage != -1)
|
|
{
|
|
m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_iDefaultMapImage));
|
|
}
|
|
SetDialogVariable("mapname", L"");
|
|
DisplayFormattedLabel("#GameUI_Stats_MapPlayed", L"0", "mapplayed");
|
|
DisplayFormattedLabel("#GameUI_Stats_MapWins", L"0", "mapwins");
|
|
DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", L"0", "mapwinratio");
|
|
}
|
|
}
|
|
|
|
int CStatsSummary::AchivementDateSortPredicate( CCSBaseAchievement* const* pLeft, CCSBaseAchievement* const* pRight )
|
|
{
|
|
if (!pLeft || !pRight || !(*pLeft) || ! (*pRight))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if ((*pLeft)->GetSortKey() < (*pRight)->GetSortKey())
|
|
{
|
|
return 1;
|
|
}
|
|
else if ((*pLeft)->GetSortKey() > (*pRight)->GetSortKey())
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void CStatsSummary::UpdateRecentAchievements()
|
|
{
|
|
CUtlVector<CCSBaseAchievement*> sortedAchivementList;
|
|
|
|
//Get a list of all the achievements that have been earned
|
|
int iCount = g_AchievementMgrCS.GetAchievementCount();
|
|
sortedAchivementList.EnsureCapacity(iCount);
|
|
|
|
for (int i = 0; i < iCount; ++i)
|
|
{
|
|
CCSBaseAchievement* pAchievement = (CCSBaseAchievement*)g_AchievementMgrCS.GetAchievementByIndex(i);
|
|
if (pAchievement && pAchievement->IsAchieved())
|
|
{
|
|
sortedAchivementList.AddToTail(pAchievement);
|
|
}
|
|
}
|
|
|
|
//Sort the earned achievements by time and date earned.
|
|
sortedAchivementList.Sort(AchivementDateSortPredicate);
|
|
|
|
//Clear the UI list
|
|
m_pRecentAchievementsList->DeleteAllItems();
|
|
|
|
// Add each achievement in the sorted list as a panel.
|
|
int numPanelsToAdd = MIN(maxRecentAchievementToDisplay, sortedAchivementList.Count());
|
|
for ( int i = 0; i < numPanelsToAdd; i++ )
|
|
{
|
|
CCSBaseAchievement* pAchievement = sortedAchivementList[i];
|
|
if (pAchievement)
|
|
{
|
|
CAchievementsPageItemPanel *achievementItemPanel = new CAchievementsPageItemPanel(m_pRecentAchievementsList, "AchievementDialogItemPanel");
|
|
achievementItemPanel->SetAchievementInfo(pAchievement);
|
|
|
|
// force all our new panel to have the correct internal layout and size so that our parent container can layout properly
|
|
achievementItemPanel->InvalidateLayout(true, true);
|
|
|
|
m_pRecentAchievementsList->AddItem(NULL, achievementItemPanel);
|
|
}
|
|
}
|
|
|
|
m_bRecentAchievementsDirty = false;
|
|
}
|
|
|
|
void CStatsSummary::UpdateLastMatchStats()
|
|
{
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_T_ROUNDS_WON, "lastmatchtwins", "#GameUI_Stats_LastMatch_TWins");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_CT_ROUNDS_WON, "lastmatchctwins", "#GameUI_Stats_LastMatch_CTWins");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_ROUNDS_WON, "lastmatchwins", "#GameUI_Stats_LastMatch_RoundsWon");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MAX_PLAYERS, "lastmatchmaxplayers", "#GameUI_Stats_LastMatch_MaxPlayers");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MVPS, "lastmatchstars", "#GameUI_Stats_LastMatch_MVPS");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_KILLS, "lastmatchkills", "#GameUI_Stats_WeaponKills");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DEATHS, "lastmatchdeaths", "#GameUI_Stats_LastMatch_Deaths");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DAMAGE, "lastmatchtotaldamage", "#GameUI_Stats_LastMatch_Damage");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DOMINATIONS, "lastmatchdominations", "#GameUI_Stats_LastMatch_Dominations");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_REVENGES, "lastmatchrevenges", "#GameUI_Stats_LastMatch_Revenges");
|
|
|
|
UpdateLastMatchFavoriteWeaponStats();
|
|
|
|
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
|
|
|
|
//Calculate Kill:Death ratio
|
|
int deaths = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_DEATHS).iStatValue;
|
|
int kills = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_KILLS).iStatValue;
|
|
float killDeathRatio = deaths;
|
|
if (deaths != 0)
|
|
{
|
|
killDeathRatio = (float)kills / (float)deaths;
|
|
}
|
|
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio);
|
|
DisplayFormattedLabel("#GameUI_Stats_LastMatch_KDRatio", tempWNumString, "lastmatchkilldeathratio");
|
|
|
|
//Calculate cost per kill
|
|
PlayerStatData_t statMoneySpent = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_MONEYSPENT);
|
|
int costPerKill = 0;
|
|
if (kills > 0)
|
|
{
|
|
costPerKill = statMoneySpent.iStatValue / kills;
|
|
}
|
|
ConvertNumberToMantissaSuffixForm(costPerKill, tempWNumString, STAT_NUM_ARRAY_LENGTH);
|
|
DisplayFormattedLabel("#GameUI_Stats_LastMatch_MoneySpentPerKill", tempWNumString, "lastmatchmoneyspentperkill");
|
|
}
|
|
|
|
void CStatsSummary::UpdateLastMatchFavoriteWeaponStats()
|
|
{
|
|
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
|
|
|
|
PlayerStatData_t statFavWeaponId = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_ID);
|
|
const WeaponName_StatId& favoriteWeaponStat = GetWeaponTableEntryFromWeaponId((CSWeaponID)statFavWeaponId.iStatValue);
|
|
|
|
// If we have a valid weapon use it's data; otherwise use nothing. We check the shot ID to make sure it is a weapon with bullets.
|
|
if (favoriteWeaponStat.hitStatId != CSSTAT_UNDEFINED)
|
|
{
|
|
// Set the image and (non-copyright) name of this weapon
|
|
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)favoriteWeaponStat.killStatId);
|
|
if (m_StatImageMap.IsValidIndex(idx))
|
|
{
|
|
m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
|
|
}
|
|
|
|
const wchar_t* tempName = WeaponIDToDisplayName(favoriteWeaponStat.weaponId);
|
|
if (tempName)
|
|
{
|
|
SetDialogVariable("lastmatchfavweaponname", tempName);
|
|
}
|
|
else
|
|
{
|
|
SetDialogVariable("lastmatchfavweaponname", L"");
|
|
}
|
|
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_KILLS, "lastmatchfavweaponkills", "#GameUI_Stats_WeaponKills");
|
|
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_HITS, "lastmatchfavweaponhits", "#GameUI_Stats_WeaponShotsHit");
|
|
|
|
int shots = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_SHOTS).iStatValue;
|
|
int hits = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_HITS).iStatValue;
|
|
float accuracy = 0.0f;
|
|
if (shots != 0)
|
|
{
|
|
accuracy = ((float)hits / (float)shots) * 100.0f;
|
|
}
|
|
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy);
|
|
DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", tempWNumString, "lastmatchfavweaponaccuracy");
|
|
}
|
|
else
|
|
{
|
|
if (m_iDefaultWeaponImage != -1)
|
|
{
|
|
m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage));
|
|
}
|
|
|
|
|
|
//Set this label to diferent text, indicating that there is not a favorite weapon
|
|
SetDialogVariable("lastmatchfavweaponname", g_pVGuiLocalize->Find("#GameUI_Stats_LastMatch_NoFavWeapon"));
|
|
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "lastmatchfavweaponkills");
|
|
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "lastmatchfavweaponhits");
|
|
DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", L"0", "lastmatchfavweaponaccuracy");
|
|
}
|
|
}
|
|
|
|
void CStatsSummary::FireGameEvent( IGameEvent *event )
|
|
{
|
|
const char *type = event->GetName();
|
|
|
|
if ( 0 == Q_strcmp( type, "achievement_earned_local" ) )
|
|
{
|
|
m_bRecentAchievementsDirty = true;
|
|
}
|
|
|
|
else if ( 0 == Q_strcmp( type, "player_stats_updated" ) )
|
|
{
|
|
m_bStatsDirty = true;
|
|
}
|
|
}
|
|
|
|
void CStatsSummary::DisplayCompressedLocalizedStat(CSStatType_t stat, const char* dialogVariable, const char* localizationToken /* = NULL */)
|
|
{
|
|
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
|
|
int statValue = g_CSClientGameStats.GetStatById(stat).iStatValue;
|
|
ConvertNumberToMantissaSuffixForm(statValue, tempWNumString, STAT_NUM_ARRAY_LENGTH);
|
|
if (localizationToken)
|
|
{
|
|
DisplayFormattedLabel(localizationToken, tempWNumString, dialogVariable);
|
|
}
|
|
else
|
|
{
|
|
SetDialogVariable(dialogVariable, tempWNumString);
|
|
}
|
|
}
|
|
|
|
|
|
void CStatsSummary::DisplayFormattedLabel( const char* localizationToken, const wchar_t* valueText, const char* dialogVariable )
|
|
{
|
|
wchar_t tempWStatString[256];
|
|
g_pVGuiLocalize->ConstructString(tempWStatString, sizeof(tempWStatString),
|
|
g_pVGuiLocalize->Find(localizationToken), 1, valueText);
|
|
SetDialogVariable(dialogVariable, tempWStatString);
|
|
}
|