source-engine/game/shared/tf2base/tf_gamestats_shared.h
2022-08-13 03:27:40 +03:00

323 lines
8.9 KiB
C++

//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef TF_GAMESTATS_SHARED_H
#define TF_GAMESTATS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "shareddefs.h"
#include "tf_shareddefs.h"
//=============================================================================
//
// TF Game Stats Enums
//
enum TFStatType_t
{
TFSTAT_UNDEFINED = 0,
TFSTAT_SHOTS_HIT,
TFSTAT_SHOTS_FIRED,
TFSTAT_KILLS,
TFSTAT_DEATHS,
TFSTAT_DAMAGE,
TFSTAT_CAPTURES,
TFSTAT_DEFENSES,
TFSTAT_DOMINATIONS,
TFSTAT_REVENGE,
TFSTAT_POINTSSCORED,
TFSTAT_BUILDINGSDESTROYED,
TFSTAT_HEADSHOTS,
TFSTAT_PLAYTIME,
TFSTAT_HEALING,
TFSTAT_INVULNS,
TFSTAT_KILLASSISTS,
TFSTAT_BACKSTABS,
TFSTAT_HEALTHLEACHED,
TFSTAT_BUILDINGSBUILT,
TFSTAT_MAXSENTRYKILLS,
TFSTAT_TELEPORTS,
TFSTAT_MAX
};
#define TFSTAT_FIRST (TFSTAT_UNDEFINED+1)
#define TFSTAT_LAST (TFSTAT_MAX-1)
//=============================================================================
//
// TF Player Round Stats
//
struct RoundStats_t
{
int m_iStat[TFSTAT_MAX];
RoundStats_t() { Reset(); };
void Reset() {
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] = 0;
}
};
void AccumulateRound( const RoundStats_t &other )
{
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] += other.m_iStat[i];
}
};
};
enum TFGameStatsVersions_t
{
TF_GAMESTATS_FILE_VERSION = 006,
TF_GAMESTATS_MAGIC = 0xDEADBEEF
};
enum TFGameStatsLumpIds_t
{
TFSTATS_LUMP_VERSION = 1,
TFSTATS_LUMP_MAPHEADER,
TFSTATS_LUMP_MAPDEATH,
TFSTATS_LUMP_MAPDAMAGE,
TFSTATS_LUMP_CLASS,
TFSTATS_LUMP_WEAPON,
TFSTATS_LUMP_ENDTAG,
MAX_LUMP_COUNT
};
struct TF_Gamestats_Version_t
{
int m_iMagic; // always TF_GAMESTATS_MAGIC
int m_iVersion;
};
struct TF_Gamestats_ClassStats_t
{
static const unsigned short LumpId = TFSTATS_LUMP_CLASS; // Lump ids.
int iSpawns; // total # of spawns of this class
int iTotalTime; // aggregate player time in seconds in this class
int iScore; // total # of points scored by this class
int iKills; // total # of kills by this class
int iDeaths; // total # of deaths by this class
int iAssists; // total # of assists by this class
int iCaptures; // total # of captures by this class
void Accumulate( TF_Gamestats_ClassStats_t &other )
{
iSpawns += other.iSpawns;
iTotalTime += other.iTotalTime;
iScore += other.iScore;
iKills += other.iKills;
iDeaths += other.iDeaths;
iAssists += other.iAssists;
iCaptures += other.iCaptures;
}
};
struct TF_Gamestats_WeaponStats_t
{
static const unsigned short LumpId = TFSTATS_LUMP_WEAPON; // Lump ids.
int iShotsFired;
int iCritShotsFired;
int iHits;
int iTotalDamage;
int iHitsWithKnownDistance;
int64 iTotalDistance;
void Accumulate( TF_Gamestats_WeaponStats_t &other )
{
iShotsFired += other.iShotsFired;
iCritShotsFired += other.iCritShotsFired;
iHits += other.iHits;
iTotalDamage += other.iTotalDamage;
iHitsWithKnownDistance += other.iHitsWithKnownDistance;
iTotalDistance += other.iTotalDistance;
}
};
//=============================================================================
//
// TF Game Level Stats Data
//
struct TF_Gamestats_LevelStats_t
{
public:
TF_Gamestats_LevelStats_t();
~TF_Gamestats_LevelStats_t();
TF_Gamestats_LevelStats_t( const TF_Gamestats_LevelStats_t &stats );
// Level start and end
void Init( const char *pszMapName, int nIPAddr, short nPort, float flStartTime );
void Shutdown( float flEndTime );
void Accumulate( TF_Gamestats_LevelStats_t *pOther )
{
m_Header.Accumulate( pOther->m_Header );
m_aPlayerDeaths.AddVectorToTail( pOther->m_aPlayerDeaths );
m_aPlayerDamage.AddVectorToTail( pOther->m_aPlayerDamage );
int i;
for ( i = 0; i < ARRAYSIZE( m_aClassStats ); i++ )
{
m_aClassStats[i].Accumulate( pOther->m_aClassStats[i] );
}
for ( i = 0; i < ARRAYSIZE( m_aWeaponStats ); i++ )
{
m_aWeaponStats[i].Accumulate( pOther->m_aWeaponStats[i] );
}
}
public:
// Level header data.
struct LevelHeader_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPHEADER; // Lump ids.
char m_szMapName[64]; // Name of the map.
unsigned int m_nIPAddr; // IP Address of the server - 4 bytes stored as an int.
unsigned short m_nPort; // Port the server is using.
int m_iRoundsPlayed; // # of rounds played
int m_iTotalTime; // total # of seconds of all rounds
int m_iBlueWins; // # of blue team wins
int m_iRedWins; // # of red team wins
int m_iStalemates; // # of stalemates
int m_iBlueSuddenDeathWins; // # of blue team wins during sudden death
int m_iRedSuddenDeathWins; // # of red team wins during sudden death
void Accumulate( LevelHeader_t &other )
{
m_iRoundsPlayed += other.m_iRoundsPlayed;
m_iTotalTime += other.m_iTotalTime;
m_iBlueWins += other.m_iBlueWins;
m_iRedWins += other.m_iRedWins;
m_iStalemates += other.m_iStalemates;
m_iBlueSuddenDeathWins += other.m_iBlueSuddenDeathWins;
m_iRedSuddenDeathWins += other.m_iRedSuddenDeathWins;
}
};
// Player deaths.
struct PlayerDeathsLump_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPDEATH; // Lump ids.
short nPosition[3]; // Position of death.
short iWeapon; // Weapon that killed the player.
unsigned short iDistance; // Distance the attacker was from the player.
byte iAttackClass; // Class that killed the player.
byte iTargetClass; // Class of the player killed.
};
// Player damage.
struct PlayerDamageLump_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPDAMAGE; // Lump ids.
float fTime; // Time of the damage event
short nTargetPosition[3]; // Position of target.
short nAttackerPosition[3]; // Position of attacker.
short iDamage; // Total damage.
short iWeapon; // Weapon used.
byte iAttackClass; // Class of the attacker
byte iTargetClass; // Class of the target
byte iCrit; // was the shot a crit?
byte iKill; // did the shot kill the target?
};
// Data.
LevelHeader_t m_Header; // Level header.
CUtlVector<PlayerDeathsLump_t> m_aPlayerDeaths; // Vector of player deaths.
CUtlVector<PlayerDamageLump_t> m_aPlayerDamage; // Vector of player damage.
TF_Gamestats_ClassStats_t m_aClassStats[TF_CLASS_COUNT_ALL]; // Vector of class data
TF_Gamestats_WeaponStats_t m_aWeaponStats[TF_WEAPON_COUNT]; // Vector of weapon data
// Temporary data.
bool m_bInitialized; // Has the map Map Stat Data been initialized.
float m_flRoundStartTime;
int m_iPeakPlayerCount[TF_TEAM_COUNT];
};
struct KillStats_t
{
KillStats_t() { Reset(); }
void Reset()
{
Q_memset( iNumKilled, 0, sizeof( iNumKilled ) );
Q_memset( iNumKilledBy, 0, sizeof( iNumKilledBy ) );
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
}
int iNumKilled[MAX_PLAYERS+1]; // how many times this player has killed every other player
int iNumKilledBy[MAX_PLAYERS+1]; // how many times this player has been killed by every other player
int iNumKilledByUnanswered[MAX_PLAYERS+1]; // how many unanswered kills this player has been dealt by every other player
};
//=============================================================================
//
// TF Player Stats
//
struct PlayerStats_t
{
PlayerStats_t()
{
Reset();
};
void Reset()
{
statsCurrentLife.Reset();
statsCurrentRound.Reset();
statsAccumulated.Reset();
statsKills.Reset();
}
PlayerStats_t( const PlayerStats_t &other )
{
statsCurrentLife = other.statsCurrentLife;
statsCurrentRound = other.statsCurrentRound;
statsAccumulated = other.statsAccumulated;
}
RoundStats_t statsCurrentLife;
RoundStats_t statsCurrentRound;
RoundStats_t statsAccumulated;
int iStatsChangedBits; // bit mask of which stats have changed
float m_flTimeLastSend; // time we last sent stat update to this player
KillStats_t statsKills;
};
// reported stats structure that contains all stats data uploaded from TF server to Steam. Note that this
// code is shared between TF server and processgamestats, which cracks the data file on the back end
struct TFReportedStats_t
{
TFReportedStats_t();
~TFReportedStats_t();
void Clear();
TF_Gamestats_LevelStats_t *FindOrAddMapStats( const char *szMapName );
#ifdef GAME_DLL
void AppendCustomDataToSaveBuffer( CUtlBuffer &SaveBuffer );
bool LoadCustomDataFromBuffer( CUtlBuffer &LoadBuffer );
#endif
TF_Gamestats_LevelStats_t *m_pCurrentGame;
CUtlDict<TF_Gamestats_LevelStats_t, unsigned short> m_dictMapStats;
};
enum {
STATMSG_UPDATE,
STATMSG_RESET,
STATMSG_PLAYERSPAWN,
STATMSG_PLAYERRESPAWN,
STATMSG_PLAYERDEATH
};
#endif // TF_GAMESTATS_SHARED_H