//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: New version of the slider bar // // $NoKeywords: $ //============================================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "trains.h" #include "nodes.h" #include "weapons.h" #include "soundent.h" #include "monsters.h" #include "..\engine\shake.h" #include "decals.h" #include "gamerules.h" float AmmoDamage( const char *pName ) { if ( !pName ) return 0; if ( !strcmp( pName, "9mm" ) ) return gSkillData.plrDmg9MM; if ( !strcmp( pName, "357" ) ) return gSkillData.plrDmg357; if ( !strcmp( pName, "ARgrenades" ) ) return gSkillData.plrDmgM203Grenade; if ( !strcmp( pName, "buckshot" ) ) return gSkillData.plrDmgBuckshot; if ( !strcmp( pName, "bolts") ) return gSkillData.plrDmgCrossbowMonster; if ( !strcmp( pName, "rockets") ) return gSkillData.plrDmgRPG; if ( !strcmp( pName, "uranium") ) return gSkillData.plrDmgGauss; if ( !strcmp( pName, "Hand Grenade") ) return gSkillData.plrDmgHandGrenade; if ( !strcmp( pName, "Satchel Charge") ) return gSkillData.plrDmgSatchel; if ( !strcmp( pName, "Trip Mine") ) return gSkillData.plrDmgTripmine; return 0; } void UpdateStatsFile( float dataTime, char *pMapname, float health, float ammo, int skillLevel ) { FILE *fp; fp = fopen( "stats.txt", "a" ); if ( !fp ) return; fprintf( fp, "%6.2f, %6.2f, %6.2f, %s, %2d\n", dataTime, health, ammo, pMapname, skillLevel ); fclose( fp ); } #define AMMO_THRESHOLD 10 // This much ammo goes by before it is "interesting" #define HEALTH_THRESHOLD 10 // Same for health #define OUTPUT_LATENCY 3 // This many seconds for ammo/health to settle typedef struct { int lastAmmo; float lastHealth; float lastOutputTime; // NOTE: These times are in "game" time -- a running total of elapsed time since the game started float nextOutputTime; float dataTime; float gameTime; float lastGameTime; } TESTSTATS; TESTSTATS gStats = {0,0,0,0,0,0,0}; void UpdateStats( CBasePlayer *pPlayer ) { int i; int ammoCount[ MAX_AMMO_SLOTS ]; memcpy( ammoCount, pPlayer->m_rgAmmo, MAX_AMMO_SLOTS * sizeof(int) ); // Keep a running time, so the graph doesn't overlap if ( gpGlobals->time < gStats.lastGameTime ) // Changed level or died, don't b0rk { gStats.lastGameTime = gpGlobals->time; gStats.dataTime = gStats.gameTime; } gStats.gameTime += gpGlobals->time - gStats.lastGameTime; gStats.lastGameTime = gpGlobals->time; for (i = 0; i < MAX_ITEM_TYPES; i++) { CBasePlayerItem *p = pPlayer->m_rgpPlayerItems[i]; while (p) { ItemInfo II; memset(&II, 0, sizeof(II)); p->GetItemInfo(&II); int index = pPlayer->GetAmmoIndex(II.pszAmmo1); if ( index >= 0 ) ammoCount[ index ] += ((CBasePlayerWeapon *)p)->m_iClip; p = p->m_pNext; } } float ammo = 0; for (i = 1; i < MAX_AMMO_SLOTS; i++) { ammo += ammoCount[i] * AmmoDamage( CBasePlayerItem::AmmoInfoArray[i].pszName ); } float health = pPlayer->pev->health + pPlayer->pev->armorvalue * 2; // Armor is 2X health float ammoDelta = fabs( ammo - gStats.lastAmmo ); float healthDelta = fabs( health - gStats.lastHealth ); int forceWrite = 0; if ( health <= 0 && gStats.lastHealth > 0 ) forceWrite = 1; if ( (ammoDelta > AMMO_THRESHOLD || healthDelta > HEALTH_THRESHOLD) && !forceWrite ) { if ( gStats.nextOutputTime == 0 ) gStats.dataTime = gStats.gameTime; gStats.lastAmmo = ammo; gStats.lastHealth = health; gStats.nextOutputTime = gStats.gameTime + OUTPUT_LATENCY; } else if ( (gStats.nextOutputTime != 0 && gStats.nextOutputTime < gStats.gameTime) || forceWrite ) { UpdateStatsFile( gStats.dataTime, (char *)STRING(gpGlobals->mapname), health, ammo, (int)CVAR_GET_FLOAT("skill") ); gStats.lastAmmo = ammo; gStats.lastHealth = health; gStats.lastOutputTime = gStats.gameTime; gStats.nextOutputTime = 0; } } void InitStats( CBasePlayer *pPlayer ) { gStats.lastGameTime = gpGlobals->time; // Fixup stats time }