openclonk/src/control/C4RoundResults.h

226 lines
8.5 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2008-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// Round result information to be displayed in game over dialog
// Collects information from:
// -Instances of C4Player as they are evaluated (EvaluatePlayer)
// -Game evaluation (EvaluateGame)
// -League evaluation (EvaluateLeague)
// -Script calls to AddCustomEvaluationString
#ifndef INC_C4RoundResults
#define INC_C4RoundResults
#include "c4group/C4Components.h"
#include "object/C4IDList.h"
#include "network/C4PacketBase.h"
#include "graphics/C4FacetEx.h"
// Contains additional data not present in C4PlayerInfo
class C4RoundResultsPlayer
{
private:
// player ID of linked structure in Game.PlayerInfos
int32_t id;
// player icon
// not compiled, so it will be lost for eliminated players after savegame resume,
// or for runtime joiners
C4FacetSurface fctBigIcon;
// game data
uint32_t iTotalPlayingTime; // total playing time in seconds
int32_t iScoreOld, iScoreNew;
StdCopyStrBuf sCustomEvaluationStrings; // scenario specific
// league data
int32_t iLeagueScoreNew; // score on league server after this round - -1 for unknown
int32_t iLeagueScoreGain; // league score gained by this round - -1 for unknown
int32_t iLeagueRankNew; // rank on league server after this round
int32_t iLeagueRankSymbolNew; // rank symbol on league server after this round
int32_t iLeaguePerformance; // script-set performance value, effect league-dependent
StdCopyStrBuf sLeagueProgressData; // scenario-specific data to store more proigress info (which levels were done, etc.)
enum LeagueStatus
{
RRPLS_Unknown=0, RRPLS_Lost, RRPLS_Won
} eLeagueStatus; // whether player lost or won
public:
C4RoundResultsPlayer() : id(0), iTotalPlayingTime(0), iScoreOld(-1), iScoreNew(-1), iLeagueScoreNew(-1), iLeagueScoreGain(0), iLeagueRankNew(0), iLeagueRankSymbolNew(0), iLeaguePerformance(0), sLeagueProgressData(), eLeagueStatus(RRPLS_Unknown) {}
C4RoundResultsPlayer(const C4RoundResultsPlayer &cpy) { *this=cpy; }
void CompileFunc(StdCompiler *pComp);
int32_t GetID() const { return id; }
C4Facet &GetBigIcon() { return fctBigIcon; }
uint32_t GetTotalPlayingTime() const { return iTotalPlayingTime; }
bool IsScoreOldValid() const { return iScoreOld>=0; }
int32_t GetScoreOld() const { return iScoreOld; }
bool IsScoreNewValid() const { return iScoreNew>=0; }
int32_t GetScoreNew() const { return iScoreNew; }
const char *GetCustomEvaluationStrings() { return sCustomEvaluationStrings.getData(); }
int32_t GetLeagueScoreNew() const { return iLeagueScoreNew; } // returns score number on league server after round evaluation (0 for not assigned)
bool IsLeagueScoreNewValid() const { return iLeagueScoreNew>=0; }
int32_t GetLeagueScoreGain() const { return iLeagueScoreGain; }
int32_t GetLeagueRankNew() const { return iLeagueRankNew; } // returns rank on league server after round evaluation (0 for not assigned)
int32_t GetLeagueRankSymbolNew() const { return iLeagueRankSymbolNew; }
int32_t GetLeaguePerformance() const { return iLeaguePerformance; }
void EvaluateLeague(C4RoundResultsPlayer *pLeaguePlayer); // called from league evaluation; set league fields
void EvaluatePlayer(C4Player *pPlr); // called from C4Player::Evaluate; set fields by player
void SetID(int32_t idNew) { this->id=idNew; }
void AddCustomEvaluationString(const char *szCustomString);
void SetLeaguePerformance(int32_t iNewPerf) { iLeaguePerformance = iNewPerf; }
bool operator ==(const C4RoundResultsPlayer &cmp);
C4RoundResultsPlayer &operator =(const C4RoundResultsPlayer &cpy);
};
// player list in round results (std::vector<C4RoundResultsPlayer>...)
class C4RoundResultsPlayers
{
private:
// players
C4RoundResultsPlayer **ppPlayers;
int32_t iPlayerCount, iPlayerCapacity;
public:
C4RoundResultsPlayers() : ppPlayers(NULL), iPlayerCount(0), iPlayerCapacity(0) {}
C4RoundResultsPlayers(const C4RoundResultsPlayers &cpy) : ppPlayers(NULL), iPlayerCount(0), iPlayerCapacity(0) { *this=cpy; }
~C4RoundResultsPlayers() { Clear(); }
void Clear();
void CompileFunc(StdCompiler *pComp);
private:
void GrowList(size_t iByVal);
public:
C4RoundResultsPlayer *GetByIndex(int32_t idx) const;
C4RoundResultsPlayer *GetByID(int32_t id) const;
int32_t GetCount() const { return iPlayerCount; }
void Add(C4RoundResultsPlayer *pNewPlayer);
C4RoundResultsPlayer *GetCreateByID(int32_t id);
bool operator ==(const C4RoundResultsPlayers &cmp);
C4RoundResultsPlayers &operator =(const C4RoundResultsPlayers &cpy);
};
class C4RoundResults
{
public:
enum NetResult
{
NR_None=0, // undefined
NR_LeagueOK, // league evaluated
NR_LeagueError, // league evaluation error
NR_NetError // network disconnect
};
private:
// player list
C4RoundResultsPlayers Players;
// game data
C4IDList Goals; // Goals at time of evaluation
C4IDList FulfilledGoals; // only those goals that are fulfilled
uint32_t iPlayingTime; // game time in seconds
int32_t iLeaguePerformance; // settlement league performance points
bool fHideSettlementScore; // to hide the score in the evaluation dialogue (for melees)
// league/network result
StdCopyStrBuf sNetResult;
NetResult eNetResult;
// scenario-specific
StdCopyStrBuf sCustomEvaluationStrings;
public:
C4RoundResults() : iPlayingTime(0) {}
~C4RoundResults() { Clear(); }
void Clear();
void Init();
void CompileFunc(StdCompiler *pComp);
public:
// fill GoalList with current goal status - also called by goal menu!
static void EvaluateGoals(C4IDList &GoalList, C4IDList &FulfilledGoalList, int32_t iPlayerNumber);
// Evaluation called by C4Game::Evaluate
// Caution: This does script callbacks for goal fulfillment check and must be called in sync,
// i.e. even for dedicated server
void EvaluateGame();
// Evaluation called by league: Sets new league scores and ranks
void EvaluateLeague(const char *szResultMsg, bool fSuccess, const C4RoundResultsPlayers &rLeagueInfo);
// Evaluation called by player when it's evaluated
void EvaluatePlayer(C4Player *pPlr);
// Evaluation by network: Disconnect or league info
void EvaluateNetwork(NetResult eResult, const char *szResultsString);
// Set custom string to be shown in game over dialog
// idPlayer==0 for global strings
void AddCustomEvaluationString(const char *szCustomString, int32_t idPlayer);
// to hide the settlement score in melees
void HideSettlementScore(bool fHide=true);
bool SettlementScoreIsHidden();
// Used for special league scenarios, e.g. settlement scenarios that wish to use a
// measure different from the elapsed game time
void SetLeaguePerformance(int32_t iNewPerf, int32_t idPlayer = 0);
int32_t GetLeaguePerformance(int32_t idPlayer = 0) const;
const C4RoundResultsPlayers &GetPlayers() const { return Players; }
const char *GetCustomEvaluationStrings() const { return sCustomEvaluationStrings.getData(); }
NetResult GetNetResult() const { return eNetResult; }
const char *GetNetResultString() const { return sNetResult.getData(); }
bool HasNetResult() const { return eNetResult != NR_None; }
bool Load(C4Group &hGroup, const char *szFilename = C4CFN_RoundResults);
bool Save(C4Group &hGroup, const char *szFilename = C4CFN_RoundResults);
const C4IDList &GetGoals() const { return Goals; }
const C4IDList &GetFulfilledGoals() const { return FulfilledGoals; }
};
// * PID_LeagueRoundResults
// packet containing league round results for all participating players
// sent from host to client after league evaluation
class C4PacketLeagueRoundResults : public C4PacketBase
{
public:
C4RoundResultsPlayers Players; // league info for players
StdCopyStrBuf sResultsString; // league result string - or error message
bool fSuccess; // whether result was successful or not
C4PacketLeagueRoundResults() : fSuccess(false) { } // std ctor
C4PacketLeagueRoundResults(const char *szResultsString, bool fSuccess, const C4RoundResultsPlayers &Players) : Players(Players), sResultsString(szResultsString), fSuccess(fSuccess) {} // ctor
C4PacketLeagueRoundResults(const char *szResultsString, bool fSuccess) : sResultsString(szResultsString), fSuccess(fSuccess) {} // ctor
virtual void CompileFunc(StdCompiler *pComp);
};
#endif // INC_C4RoundResults