dxx-rebirth/main/scores.c

693 lines
19 KiB
C
Executable file

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/scores.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:39 $
*
* Inferno High Scores and Statistics System
*
* $Log: scores.c,v $
* Revision 1.1.1.1 2006/03/17 19:42:39 zicodxx
* initial import
*
* Revision 1.2 1999/11/20 10:05:18 donut
* variable size menu patch from Jan Bobrowski. Variable menu font size support and a bunch of fixes for menus that didn't work quite right, by me (MPM).
*
* Revision 1.1.1.1 1999/06/14 22:11:32 donut
* Import of d1x 1.37 source.
*
* Revision 2.2 1995/06/15 12:13:54 john
* Made end game, win game and title sequences all go
* on after 5 minutes automatically.
*
* Revision 2.1 1995/03/06 15:23:57 john
* New screen techniques.
*
* Revision 2.0 1995/02/27 11:30:53 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.109 1995/02/09 12:23:19 rob
* Added assert for length of filename.
*
* Revision 1.108 1995/01/03 17:33:24 john
* Made scrolling textbox. Used it for scores cool saying.
*
* Revision 1.107 1994/12/28 10:42:51 john
* More VFX tweaking.
*
* Revision 1.106 1994/12/28 10:26:19 john
* Fixed some VFX problems.
*
* Revision 1.105 1994/12/15 16:42:12 adam
* some fix
*
* Revision 1.104 1994/12/14 11:59:19 john
* Changed the default high scores.
*
* Revision 1.103 1994/12/09 00:41:12 mike
* fix hang in automap print screen
*
* Revision 1.102 1994/12/07 00:36:26 mike
* scores sequencing stuff.
*
* Revision 1.101 1994/12/06 15:14:21 yuan
* Localization
*
* Revision 1.100 1994/12/03 17:07:52 yuan
* Localization 368
*
* Revision 1.99 1994/12/03 14:49:27 mark
* Fixed john's bug with previous.
*
* Revision 1.98 1994/12/03 14:43:54 john
* Added enter, space to exit scores.
*
* Revision 1.97 1994/12/03 14:32:34 john
* Added integrated-super-deluxe-ctrl-r to reset high scores.
*
* Revision 1.96 1994/12/01 20:15:20 yuan
* Localization
*
* Revision 1.95 1994/11/30 19:36:36 john
* Made Gravis Ultrasound work again. Made the scores blink
* at a constant rate. Revamped the newmenu background storage,
* which hopefully fixed some bugs. Made menus in ame not pause
* sound, except for the pause key. ^== Game!
*
* Revision 1.94 1994/11/30 12:32:08 john
* Made secret levels print correctly.
*
* Revision 1.93 1994/11/30 12:06:47 mike
* fix bug: looper not initialized.
*
* Revision 1.92 1994/11/29 13:20:04 john
* changed the "Wow! You placed .." to something better.
*
* Revision 1.91 1994/11/29 01:35:38 john
* Made it so that even if you don't get a high score, you still show
* up on the chart..
*
* Revision 1.90 1994/11/23 17:29:29 mike
* fix xx-xx level bug in high scores.
*
* Revision 1.89 1994/11/22 16:55:27 mike
* allow high scores even in pudly trainee level.
*
* Revision 1.88 1994/11/21 17:28:33 john
* Changed default score values.
*
* Revision 1.87 1994/11/18 23:37:53 john
* Changed some shorts to ints.
*
* Revision 1.86 1994/11/13 15:39:24 john
* Added critical error handler to game. Took out -editor command line
* option because it didn't work anymore and wasn't worth fixing. Made scores
* not use MINER enviroment variable on release version, and made scores
* not print an error if there is no descent.hi.
*
* Revision 1.85 1994/11/06 10:15:58 john
* Took out kill % and hostage %
*
* Revision 1.84 1994/11/05 15:03:39 john
* Added non-popup menu for the main menu, so that scores and credits don't have to save
* the background.
*
* Revision 1.83 1994/11/05 14:05:57 john
* Fixed fade transitions between all screens by making gr_palette_fade_in and out keep
* track of whether the palette is faded in or not. Then, wherever the code needs to fade out,
* it just calls gr_palette_fade_out and it will fade out if it isn't already. The same with fade_in.
* This eliminates the need for all the flags like Menu_fade_out, game_fade_in palette, etc.
*
* Revision 1.82 1994/11/04 20:11:41 john
* Neatening up palette stuff with demos.
*
* Revision 1.81 1994/11/04 12:02:34 john
* Fixed fading transitions a bit more.
*
* Revision 1.80 1994/10/27 12:10:39 john
* Moved kill % a little to the right.
*
* Revision 1.79 1994/10/24 20:25:03 john
* Fixed bug with space at end of 1 line message.
* Made Enter go between the two input lines.
*
* Revision 1.78 1994/10/24 18:20:18 john
* Made the current high score flash.
*
* Revision 1.77 1994/10/24 13:37:22 mike
* Fix grammar error. --anal Mike.
*
* Revision 1.76 1994/10/22 13:19:19 john
* Made joy/mouse buttons leave score screen.
*
* Revision 1.75 1994/10/21 15:26:57 john
* Used PrtScr instead of F2.
*
* Revision 1.74 1994/10/21 13:54:21 matt
* Replace '1' with special wide '1' to make numbers line up
*
* Revision 1.73 1994/10/19 20:48:01 john
* Made so that people playing on wimp level
* can't get high scores.
*
* Revision 1.72 1994/10/19 15:14:05 john
* Took % hits out of player structure, made %kills work properly.
*
* Revision 1.71 1994/10/19 14:39:27 john
* Finished up; added keys to prtscr, int3.
*
* Revision 1.70 1994/10/19 12:44:09 john
* Added hours field to player structure.
*
* Revision 1.69 1994/10/19 11:25:21 john
* Looking good.
*
* Revision 1.68 1994/10/19 10:54:12 john
* Test version.
*
* Revision 1.67 1994/10/19 10:00:27 john
* *** empty log message ***
*
* Revision 1.66 1994/10/19 09:59:03 john
* Made cool saying have the potential to be up to 50 chars
*
* Revision 1.65 1994/10/19 09:53:30 john
* Working version of scores.
*
* Revision 1.64 1994/10/18 21:07:46 john
* Fixed bug that didn't print name correctly.
*
* Revision 1.63 1994/10/18 18:21:46 john
* NEw score system.
*
* Revision 1.62 1994/10/17 20:31:42 john
* Made the text for the difficulty labels global so that
* the high score screen can print "rookie" or whatever.
*
* Revision 1.61 1994/10/17 17:27:44 john
* Added starting_level to high score system.
*
* Revision 1.60 1994/10/17 16:56:35 john
* Added starting level to stats menu.
*
* Revision 1.59 1994/10/17 16:55:25 john
* Added starting level, but didn't hook it to anything.
*
* Revision 1.58 1994/10/17 16:47:17 john
* Added diff. level.
*
* Revision 1.57 1994/10/17 15:49:53 john
* Added stats screen.
*
* Revision 1.56 1994/10/03 23:02:29 matt
* After player added or not to scores, scores are now displayed
*
* Revision 1.55 1994/09/01 18:09:38 john
* Made commas in scores work correctly .
*
*
* Revision 1.54 1994/09/01 18:03:57 john
* Neatened up scores a bit.
*
* Revision 1.53 1994/08/26 14:27:37 john
* Made it prompt for name
*
* Revision 1.52 1994/08/26 13:03:17 john
* *** empty log message ***
*
* Revision 1.51 1994/08/26 13:01:52 john
* Put high score system in.
*
* Revision 1.50 1994/08/10 19:57:01 john
* Changed font stuff; Took out old menu; messed up lots of
* other stuff like game sequencing messages, etc.
*
* Revision 1.49 1994/07/25 15:40:27 matt
* Took out debugging code accidentally left in.
*
*
*/
#ifdef RCS
#pragma off (unreferenced)
static char rcsid[] = "$Id: scores.c,v 1.1.1.1 2006/03/17 19:42:39 zicodxx Exp $";
#pragma on (unreferenced)
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <stdarg.h>
#include "error.h"
#include "types.h"
#include "gr.h"
#include "mono.h"
#include "key.h"
#include "palette.h"
#include "game.h"
#include "gamefont.h"
#include "u_mem.h"
#include "newmenu.h"
#include "menu.h"
#include "player.h"
#include "screens.h"
#include "gamefont.h"
#include "mouse.h"
#include "joy.h"
#include "timer.h"
#include "text.h"
#include "d_io.h"
#ifdef OGL
#include "ogl_init.h"
#endif
void scores_view(int citem);
extern void nm_draw_background1(char * filename);
#define VERSION_NUMBER 1
#define SCORES_FILENAME "descent.hi"//"DESCENT.HI"
#define COOL_MESSAGE_LEN 50
#define MAX_HIGH_SCORES 10
typedef struct stats_info {
char name[CALLSIGN_LEN+1];
int score;
sbyte starting_level;
sbyte ending_level;
sbyte diff_level;
short kill_ratio; // 0-100
short hostage_ratio; //
int seconds; // How long it took in seconds...
} __pack__ stats_info;
typedef struct all_scores {
char signature[3]; // DHS
sbyte version; // version
char cool_saying[COOL_MESSAGE_LEN];
stats_info stats[MAX_HIGH_SCORES];
} __pack__ all_scores;
static all_scores Scores;
stats_info Last_game;
char scores_filename[128];
#define XX (7)
#define YY (-3)
#define LHX(x) ((x)*(hiresfont && SWIDTH>=640 && SHEIGHT>=480?FONTSCALE_X(2):FONTSCALE_X(1)))
#define LHY(y) ((y)*(hiresfont && SWIDTH>=640 && SHEIGHT>=480?FONTSCALE_Y(2.4):FONTSCALE_Y(1)))
char * get_scores_filename()
{
#ifndef RELEASE
// Only use the MINER variable for internal developement
char *p;
p=getenv( "MINER" );
if (p) {
sprintf( scores_filename, "%s\\game\\%s", p, SCORES_FILENAME );
Assert(strlen(scores_filename) < 128);
return scores_filename;
}
#endif
sprintf( scores_filename, "%s", SCORES_FILENAME );
return scores_filename;
}
void scores_read()
{
FILE * fp;
int fsize;
// clear score array...
memset( &Scores, 0, sizeof(all_scores) );
fp = fopen( get_scores_filename(), "rb" );
if (fp==NULL) {
int i;
// No error message needed, code will work without a scores file
sprintf( Scores.cool_saying, TXT_REGISTER_DESCENT );
sprintf( Scores.stats[0].name, "Parallax" );
sprintf( Scores.stats[1].name, "Mike" );
sprintf( Scores.stats[2].name, "Matt" );
sprintf( Scores.stats[3].name, "John" );
sprintf( Scores.stats[4].name, "Yuan" );
sprintf( Scores.stats[5].name, "Adam" );
sprintf( Scores.stats[6].name, "Mark" );
sprintf( Scores.stats[7].name, "Allender" );
sprintf( Scores.stats[8].name, "Jasen" );
sprintf( Scores.stats[9].name, "Rob" );
for (i=0; i<10; i++)
Scores.stats[i].score = (10-i)*1000;
return;
}
fsize = ffilelength( fp );
if ( fsize != sizeof(all_scores) ) {
fclose(fp);
return;
}
// Read 'em in...
fread( &Scores, sizeof(all_scores),1, fp );
fclose(fp);
if ( (Scores.version!=VERSION_NUMBER)||(Scores.signature[0]!='D')||(Scores.signature[1]!='H')||(Scores.signature[2]!='S') ) {
memset( &Scores, 0, sizeof(all_scores) );
return;
}
}
void scores_write()
{
FILE * fp;
fp = fopen( get_scores_filename(), "wb" );
if (fp==NULL) {
nm_messagebox( TXT_WARNING, 1, TXT_OK, "%s\n'%s'", TXT_UNABLE_TO_OPEN, get_scores_filename() );
return;
}
Scores.signature[0]='D';
Scores.signature[1]='H';
Scores.signature[2]='S';
Scores.version = VERSION_NUMBER;
fwrite( &Scores,sizeof(all_scores),1, fp );
fclose(fp);
}
void int_to_string( int number, char *dest )
{
int i,l,c;
char buffer[20],*p;
sprintf( buffer, "%d", number );
l = strlen(buffer);
if (l<=3) {
// Don't bother with less than 3 digits
sprintf( dest, "%d", number );
return;
}
c = l % 3;
p=dest;
for (i=0; i<l; i++ ) {
if (c==0) {
if (i) *p++=',';
c = 3;
}
c--;
*p++ = buffer[i];
}
*p++ = '\0';
}
void scores_fill_struct(stats_info * stats)
{
strcpy( stats->name, Players[Player_num].callsign );
stats->score = Players[Player_num].score;
stats->ending_level = Players[Player_num].level;
if (Players[Player_num].num_robots_total > 0 )
stats->kill_ratio = (Players[Player_num].num_kills_total*100)/Players[Player_num].num_robots_total;
else
stats->kill_ratio = 0;
if (Players[Player_num].hostages_total > 0 )
stats->hostage_ratio = (Players[Player_num].hostages_rescued_total*100)/Players[Player_num].hostages_total;
else
stats->hostage_ratio = 0;
stats->seconds = f2i(Players[Player_num].time_total)+(Players[Player_num].hours_total*3600);
stats->diff_level = Difficulty_level;
stats->starting_level = Players[Player_num].starting_level;
}
//char * score_placement[10] = { TXT_1ST, TXT_2ND, TXT_3RD, TXT_4TH, TXT_5TH, TXT_6TH, TXT_7TH, TXT_8TH, TXT_9TH, TXT_10TH };
void scores_maybe_add_player(int abort_flag)
{
#ifndef GP2X
char text1[COOL_MESSAGE_LEN+10];
newmenu_item m[10];
#endif
int i,position;
scores_read();
position = MAX_HIGH_SCORES;
for (i=0; i<MAX_HIGH_SCORES; i++ ) {
if ( Players[Player_num].score > Scores.stats[i].score ) {
position = i;
break;
}
}
if ( position == MAX_HIGH_SCORES ) {
if (abort_flag)
return;
scores_fill_struct( &Last_game );
} else {
//-- if ( Difficulty_level < 1 ) {
//-- nm_messagebox( "GRADUATION TIME!", 1, "Ok", "If you would had been\nplaying at a higher difficulty\nlevel, you would have placed\n#%d on the high score list.", position+1 );
//-- return;
//-- }
if ( position==0 ) {
#ifndef GP2X
strcpy( text1, "" );
m[0].type = NM_TYPE_TEXT; m[0].text = TXT_COOL_SAYING;
m[1].type = NM_TYPE_INPUT; m[1].text = text1; m[1].text_len = COOL_MESSAGE_LEN-5;
newmenu_do( TXT_HIGH_SCORE, TXT_YOU_PLACED_1ST, 2, m, NULL );
strncpy( Scores.cool_saying, text1, COOL_MESSAGE_LEN );
if (strlen(Scores.cool_saying)<1)
sprintf( Scores.cool_saying, "No Comment" );
#else
sprintf( Scores.cool_saying, " " );
#endif
} else {
nm_messagebox( TXT_HIGH_SCORE, 1, TXT_OK, "%s %s!", TXT_YOU_PLACED, *(&TXT_1ST + position) );
}
// move everyone down...
for ( i=MAX_HIGH_SCORES-1; i>position; i-- ) {
Scores.stats[i] = Scores.stats[i-1];
}
scores_fill_struct( &Scores.stats[position] );
scores_write();
}
scores_view(position);
}
#define TEXT_FONT (Gamefonts[GFONT_MEDIUM_3])
void scores_rprintf(int x, int y, char * format, ... )
{
va_list args;
char buffer[128];
int w, h, aw;
char *p;
va_start(args, format );
vsprintf(buffer,format,args);
va_end(args);
//replace the digit '1' with special wider 1
for (p=buffer;*p;p++)
if (*p=='1') *p=132;
gr_get_string_size(buffer, &w, &h, &aw );
gr_string( LHX(x)-w, LHY(y), buffer );
}
void scores_draw_item( int i, stats_info * stats )
{
char buffer[20];
int y;
y = 7+70+i*9;
if (i==0) y -= 8;
if ( i==MAX_HIGH_SCORES ) {
y += 8;
//scores_rprintf( 17+33+XX, y+YY, "" );
} else {
scores_rprintf( 17+33+XX, y+YY, "%d.", i+1 );
}
if (strlen(stats->name)==0) {
gr_printf( LHX(26+33+XX), LHY(y+YY), TXT_EMPTY );
return;
}
gr_printf( LHX(26+33+XX), LHY(y+YY), "%s", stats->name );
int_to_string(stats->score, buffer);
scores_rprintf( 109+33+XX, y+YY, "%s", buffer );
gr_printf( LHX(125+33+XX), LHY(y+YY), "%s", MENU_DIFFICULTY_TEXT(stats->diff_level) );
if ( (stats->starting_level > 0 ) && (stats->ending_level > 0 ))
scores_rprintf( 192+33+XX, y+YY, "%d-%d", stats->starting_level, stats->ending_level );
else if ( (stats->starting_level < 0 ) && (stats->ending_level > 0 ))
scores_rprintf( 192+33+XX, y+YY, "S%d-%d", -stats->starting_level, stats->ending_level );
else if ( (stats->starting_level < 0 ) && (stats->ending_level < 0 ))
scores_rprintf( 192+33+XX, y+YY, "S%d-S%d", -stats->starting_level, -stats->ending_level );
else if ( (stats->starting_level > 0 ) && (stats->ending_level < 0 ))
scores_rprintf( 192+33+XX, y+YY, "%d-S%d", stats->starting_level, -stats->ending_level );
{
int h, m, s;
h = stats->seconds/3600;
s = stats->seconds%3600;
m = s / 60;
s = s % 60;
scores_rprintf( 311-42+XX, y+YY, "%d:%02d:%02d", h, m, s );
}
}
void scores_view(int citem)
{
fix t1;
int i,done,looper;
int k;
sbyte fades[64] = { 1,1,1,2,2,3,4,4,5,6,8,9,10,12,13,15,16,17,19,20,22,23,24,26,27,28,28,29,30,30,31,31,31,31,31,30,30,29,28,28,27,26,24,23,22,20,19,17,16,15,13,12,10,9,8,6,5,4,4,3,2,2,1,1 };
grs_canvas canvas;
int w = LHX(290), h = LHY(170);
#ifdef OGL
gr_palette_load( gr_palette ); // ZICO - added to be sure right palette is loaded after endgame
#endif
ReshowScores:
scores_read();
set_screen_mode(SCREEN_MENU);
if (hiresfont && SWIDTH>=640 && SHEIGHT>=480)
gr_init_sub_canvas(&canvas, &grd_curscreen->sc_canvas, (SWIDTH - FONTSCALE_X(640))/2, (SHEIGHT - FONTSCALE_Y(480))/2, FONTSCALE_X(640), FONTSCALE_Y(480));
else
gr_init_sub_canvas(&canvas, &grd_curscreen->sc_canvas, (SWIDTH - FONTSCALE_X(320))/2, (SHEIGHT - FONTSCALE_Y(200))/2, FONTSCALE_X(320), FONTSCALE_Y(200));
game_flush_inputs();
done = 0;
looper = 0;
while(!done) {
timer_delay(5);
gr_set_current_canvas(NULL);
#ifdef OGL
gr_flip();
nm_draw_background1(NULL);
#endif
nm_draw_background((SWIDTH/2)-(w/2)-15*(SWIDTH/320), (SHEIGHT/2)-(h/2)-15*(SHEIGHT/200), (SWIDTH/2)+(w/2)+15*(SWIDTH/320), (SHEIGHT/2)+(h/2)+15*(SHEIGHT/200));
gr_set_current_canvas(&canvas);
grd_curcanv->cv_font = Gamefonts[GFONT_MEDIUM_3];
gr_string( 0x8000, LHY(15), TXT_HIGH_SCORES );
grd_curcanv->cv_font = Gamefonts[GFONT_SMALL];
gr_set_fontcolor( BM_XRGB(31,26,5), -1 );
gr_string( LHX(31+33+XX), LHY(46+7+YY), TXT_NAME );
gr_string( LHX(82+33+XX), LHY(46+7+YY), TXT_SCORE );
gr_string( LHX(127+33+XX), LHY(46+7+YY), TXT_SKILL );
gr_string( LHX(170+33+XX), LHY(46+7+YY), TXT_LEVELS );
gr_string( LHX(288-42+XX), LHY(46+7+YY), TXT_TIME );
if ( citem < 0 )
gr_string( 0x8000, LHY(175), TXT_PRESS_CTRL_R );
gr_set_fontcolor( BM_XRGB(28,28,28), -1 );
gr_printf( 0x8000, LHY(31), "%c%s%c - %s", 34, Scores.cool_saying, 34, Scores.stats[0].name );
for (i=0; i<MAX_HIGH_SCORES; i++ ) {
gr_set_fontcolor( BM_XRGB(28-i*2,28-i*2,28-i*2), -1 );
scores_draw_item( i, &Scores.stats[i] );
}
gr_palette_fade_in( gr_palette,32, 0);
gr_update();
if ( citem > -1 ) {
t1 = timer_get_fixed_seconds();
while ( timer_get_fixed_seconds() < t1+F1_0/128 );
gr_set_fontcolor( BM_XRGB(7+fades[looper],7+fades[looper],7+fades[looper]), -1 );
looper++;
if (looper>63) looper=0;
if ( citem == MAX_HIGH_SCORES )
scores_draw_item( MAX_HIGH_SCORES, &Last_game );
else
scores_draw_item( citem, &Scores.stats[citem] );
gr_update();
}
for (i=0; i<4; i++ )
if (joy_get_button_down_cnt(i)>0) done=1;
for (i=0; i<3; i++ )
if (mouse_button_down_count(i)>0) done=1;
k = key_inkey();
switch( k ) {
case KEY_CTRLED+KEY_R:
if ( citem < 0 ) {
// Reset scores...
if ( nm_messagebox( NULL, 2, TXT_NO, TXT_YES, TXT_RESET_HIGH_SCORES )==1 ) {
remove( get_scores_filename() );
gr_palette_fade_out( gr_palette, 32, 0 );
}
goto ReshowScores;
}
break;
case KEY_BACKSP: Int3(); k = 0; break;
case KEY_PRINT_SCREEN: save_screen_shot(0); k = 0; break;
case KEY_ENTER:
case KEY_SPACEBAR:
case KEY_ESC:
done=1;
break;
}
}
// Restore background and exit
gr_palette_fade_out( gr_palette, 32, 0 );
gr_set_current_canvas(NULL);
game_flush_inputs();
}