hedgewars/uStats.pas
author koda
Sat, 06 Aug 2011 07:09:30 +0200
changeset 5505 a55aab592950
parent 5203 b77f28facca6
child 5638 e35ba2a400d8
permissions -rw-r--r--
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes. This is a major sdl1.3 update so it should be tested with care (working great on ios)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uStats;
interface
uses uConsts, uTypes;

var TotalRounds: LongInt;
    FinishedTurnsTotal: LongInt;

procedure initModule;
procedure freeModule;

procedure AmmoUsed(am: TAmmoType);
procedure HedgehogDamaged(Gear: PGear; Attacker: PHedgehog; Damage: Longword; killed: boolean);
procedure Skipped;
procedure TurnReaction;
procedure SendStats;

implementation
uses uSound, uLocale, uVariables, uUtils, uIO, uCaptions, uDebug, uMisc;

var DamageClan  : Longword = 0;
    DamageTotal : Longword = 0;
    KillsClan   : LongWord = 0;
    Kills       : LongWord = 0;
    KillsTotal  : LongWord = 0;
    AmmoUsedCount : Longword = 0;
    AmmoDamagingUsed : boolean = false;
    SkippedTurns: LongWord = 0;
    isTurnSkipped: boolean = false;
    vpHurtSameClan: PVoicepack = nil;
    vpHurtEnemy: PVoicepack = nil;

procedure HedgehogDamaged(Gear: PGear; Attacker: PHedgehog; Damage: Longword; killed: boolean);
begin
if Attacker^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then
    vpHurtSameClan:= CurrentHedgehog^.Team^.voicepack
else
    vpHurtEnemy:= Gear^.Hedgehog^.Team^.voicepack;

//////////////////////////

inc(Attacker^.stats.StepDamageGiven, Damage);
inc(Attacker^.stats.DamageGiven, Damage);
inc(Gear^.Hedgehog^.stats.StepDamageRecv, Damage);

if CurrentHedgehog^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then inc(DamageClan, Damage);

if killed then
    begin
    inc(Attacker^.stats.StepKills);
    inc(Kills);
    inc(KillsTotal);
    inc(Attacker^.Team^.stats.Kills);
    if (Attacker^.Team^.TeamName =
            Gear^.Hedgehog^.Team^.TeamName) then begin
        inc(Attacker^.Team^.stats.TeamKills);
        inc(Attacker^.Team^.stats.TeamDamage, Gear^.Damage);
    end;
    if Gear = Attacker^.Gear then inc(Attacker^.Team^.stats.Suicides);
    if Attacker^.Team^.Clan = Gear^.Hedgehog^.Team^.Clan then inc(KillsClan);
    end;

inc(DamageTotal, Damage)
end;

procedure Skipped;
begin
inc(SkippedTurns);
isTurnSkipped:= true
end;

procedure TurnReaction;
var i, t: LongInt;
begin
TryDo(not bBetweenTurns, 'Engine bug: TurnReaction between turns', true);

inc(FinishedTurnsTotal);
if FinishedTurnsTotal <> 0 then
    begin
    inc(CurrentHedgehog^.stats.FinishedTurns);

    if (CurrentHedgehog^.stats.DamageGiven = DamageTotal) and (DamageTotal > 0) then
        PlaySound(sndFirstBlood, CurrentTeam^.voicepack)

    else if CurrentHedgehog^.stats.StepDamageRecv > 0 then
        begin
        PlaySound(sndStupid, PreviousTeam^.voicepack);
        if CurrentHedgehog^.stats.DamageGiven = CurrentHedgehog^.stats.StepDamageRecv then 
            AddCaption(Format(GetEventString(eidHurtSelf), CurrentHedgehog^.Name), cWhiteColor, capgrpMessage);
        end

    else if DamageClan <> 0 then
        if DamageTotal > DamageClan then
            if random(2) = 0 then
                PlaySound(sndNutter, CurrentTeam^.voicepack)
            else
                PlaySound(sndWatchIt, vpHurtSameClan)
        else
            if random(2) = 0 then
                PlaySound(sndSameTeam, vpHurtSameClan)
            else
                PlaySound(sndTraitor, vpHurtSameClan)

    else if CurrentHedgehog^.stats.StepDamageGiven <> 0 then
        if Kills > 0 then
            PlaySound(sndEnemyDown, CurrentTeam^.voicepack)
        else
            PlaySound(sndRegret, vpHurtEnemy)

    else if AmmoDamagingUsed then
        PlaySound(sndMissed, PreviousTeam^.voicepack)
    else if (AmmoUsedCount > 0) and not isTurnSkipped then
        // nothing ?
    else if isTurnSkipped then
        begin
        PlaySound(sndBoring, PreviousTeam^.voicepack);
        AddCaption(Format(GetEventString(eidTurnSkipped), CurrentHedgehog^.Name), cWhiteColor, capgrpMessage);
        end
    else if not PlacingHogs then
        PlaySound(sndCoward, PreviousTeam^.voicepack);
    end;


for t:= 0 to Pred(TeamsCount) do // send even on zero turn
    with TeamsArray[t]^ do
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i].stats do
                begin
                inc(DamageRecv, StepDamageRecv);
                inc(DamageGiven, StepDamageGiven);
                if StepDamageRecv > MaxStepDamageRecv then MaxStepDamageRecv:= StepDamageRecv;
                if StepDamageGiven > MaxStepDamageGiven then MaxStepDamageGiven:= StepDamageGiven;
                if StepKills > MaxStepKills then MaxStepKills:= StepKills;
                StepKills:= 0;
                StepDamageRecv:= 0;
                StepDamageGiven:= 0
                end;

for t:= 0 to Pred(ClansCount) do
    with ClansArray[t]^ do
        begin
        SendStat(siClanHealth, IntToStr(Color) + ' ' + IntToStr(ClanHealth));
        end;

Kills:= 0;
KillsClan:= 0;
DamageClan:= 0;
AmmoUsedCount:= 0;
AmmoDamagingUsed:= false;
isTurnSkipped:= false
end;

procedure AmmoUsed(am: TAmmoType);
begin
inc(AmmoUsedCount);
AmmoDamagingUsed:= AmmoDamagingUsed or Ammoz[am].isDamaging
end;

procedure SendStats;
var i, t: LongInt;
    msd, msk: Longword; msdhh, mskhh: PHedgehog;
    mskcnt: Longword;
    maxTeamKills : Longword;
    maxTeamKillsName : shortstring;
    maxTurnSkips : Longword;
    maxTurnSkipsName : shortstring;
    maxTeamDamage : Longword;
    maxTeamDamageName : shortstring;
    winnersClan : PClan;
begin
msd:= 0; msdhh:= nil;
msk:= 0; mskhh:= nil;
mskcnt:= 0;
maxTeamKills := 0;
maxTurnSkips := 0;
maxTeamDamage := 0;
winnersClan:= nil;

for t:= 0 to Pred(TeamsCount) do
    with TeamsArray[t]^ do
    begin
        if not ExtDriven then
            SendStat(siTeamStats, GetTeamStatString(TeamsArray[t]));
        for i:= 0 to cMaxHHIndex do begin
            if Hedgehogs[i].stats.MaxStepDamageGiven > msd then
                begin
                msdhh:= @Hedgehogs[i];
                msd:= Hedgehogs[i].stats.MaxStepDamageGiven
                end;
            if Hedgehogs[i].stats.MaxStepKills >= msk then
                if Hedgehogs[i].stats.MaxStepKills = msk then
                    inc(mskcnt)
                else
                    begin
                    mskcnt:= 1;
                    mskhh:= @Hedgehogs[i];
                    msk:= Hedgehogs[i].stats.MaxStepKills
                    end;
        end;

        { send player stats for winner teams }
        if Clan^.ClanHealth > 0 then begin
            winnersClan:= Clan;
            SendStat(siPlayerKills, IntToStr(Clan^.Color) + ' ' +
                IntToStr(stats.Kills) + ' ' + TeamName);
        end;

        { determine maximum values of TeamKills, TurnSkips, TeamDamage }
        if stats.TeamKills > maxTeamKills then begin
            maxTeamKills := stats.TeamKills;
            maxTeamKillsName := TeamName;
        end;
        if stats.TurnSkips > maxTurnSkips then begin
            maxTurnSkips := stats.TurnSkips;
            maxTurnSkipsName := TeamName;
        end;
        if stats.TeamDamage > maxTeamDamage then begin
            maxTeamDamage := stats.TeamDamage;
            maxTeamDamageName := TeamName;
        end;

    end;

{ now send player stats for loser teams }
for t:= 0 to Pred(TeamsCount) do begin
    with TeamsArray[t]^ do begin
        if Clan^.ClanHealth = 0 then begin
            SendStat(siPlayerKills, IntToStr(Clan^.Color) + ' ' +
                IntToStr(stats.Kills) + ' ' + TeamName);
        end;
    end;
end;

if msdhh <> nil then
    SendStat(siMaxStepDamage, IntToStr(msd) + ' ' + msdhh^.Name + ' (' + msdhh^.Team^.TeamName + ')');
if mskcnt = 1 then
    SendStat(siMaxStepKills, IntToStr(msk) + ' ' + mskhh^.Name + ' (' + mskhh^.Team^.TeamName + ')');

if maxTeamKills > 1 then
    SendStat(siMaxTeamKills, IntToStr(maxTeamKills) + ' ' + maxTeamKillsName);
if maxTurnSkips > 2 then
    SendStat(siMaxTurnSkips, IntToStr(maxTurnSkips) + ' ' + maxTurnSkipsName);
if maxTeamDamage > 30 then
    SendStat(siMaxTeamDamage, IntToStr(maxTeamDamage) + ' ' + maxTeamDamageName);

if KilledHHs > 0 then SendStat(siKilledHHs, IntToStr(KilledHHs));

// now to console
if winnersClan <> nil then 
    begin
    writeln('WINNERS');
    for t:= 0 to winnersClan^.TeamsNumber - 1 do
        writeln(winnersClan^.Teams[t]^.TeamName);
    writeln;
    end else
    writeln('DRAW');
end;

procedure initModule;
begin
    TotalRounds:= -1;
    FinishedTurnsTotal:= -1;
end;

procedure freeModule;
begin

end;

end.