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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================//
#include "cbase.h"
#include "lifetime_stats_page.h"
#include <vgui_controls/SectionedListPanel.h>
#include "cs_client_gamestats.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CLifetimeStatsPage::CLifetimeStatsPage(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSLifetimeStatsDialog") { m_allStatsGroupPanel = AddGroup( L"all", "Stats_Button_All", L"All" ); m_detailedWeaponStatsGroupPanel = AddGroup( L"weapon", "Stats_Button_Weapon", L"Weapon Stats" ); m_specialSkillsStatsGroupPanel = AddGroup( L"skills", "Stats_Button_Skills", L"Special Skills" ); m_mapAndMiscellanyStatsGroupPanel = AddGroup( L"map", "Stats_Button_Misc", L"Miscellaneous" ); m_mapVictoryStatsGroupPanel = AddGroup( L"map", "Stats_Button_Victories", L"Map Victories" ); m_missionAndObjectiveStatsGroupPanel = AddGroup( L"mission", "Stats_Button_Mission", L"Mission && Objectives" );
m_allStatsGroupPanel->SetGroupActive(true); } //-----------------------------------------------------------------------------
// Purpose: Loads settings from statsdialog.res in hl2/resource/ui/
//-----------------------------------------------------------------------------
void CLifetimeStatsPage::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); LoadControlSettings("resource/ui/CSLifetimeStatsDialog.res");
m_statsList->AddColumnToSection( 0, "name", "", SectionedListPanel::COLUMN_CENTER, 280); m_statsList->AddColumnToSection( 0, "playerValue", "", SectionedListPanel::COLUMN_CENTER, 250); }
void CLifetimeStatsPage::RepopulateStats() { m_statsList->RemoveAll();
const StatsCollection_t& personalLifetimeStats = g_CSClientGameStats.GetLifetimeStats();
if (m_missionAndObjectiveStatsGroupPanel->IsGroupActive() || m_allStatsGroupPanel->IsGroupActive()) { AddSimpleStat(CSSTAT_ROUNDS_WON, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS, personalLifetimeStats); AddSimpleStat(CSSTAT_DEATHS, personalLifetimeStats); AddKillToDeathStat(personalLifetimeStats); AddSimpleStat(CSSTAT_DAMAGE, personalLifetimeStats); AddSimpleStat(CSSTAT_NUM_BOMBS_PLANTED, personalLifetimeStats); AddSimpleStat(CSSTAT_NUM_BOMBS_DEFUSED, personalLifetimeStats); AddSimpleStat(CSSTAT_NUM_HOSTAGES_RESCUED, personalLifetimeStats); AddSimpleStat(CSSTAT_PISTOLROUNDS_WON, personalLifetimeStats); }
if (m_specialSkillsStatsGroupPanel->IsGroupActive() || m_allStatsGroupPanel->IsGroupActive()) { AddSimpleStat(CSSTAT_MVPS, personalLifetimeStats); AddFavoriteWeaponStat(personalLifetimeStats); AddSimpleStat(CSSTAT_SHOTS_FIRED, personalLifetimeStats); AddSimpleStat(CSSTAT_SHOTS_HIT, personalLifetimeStats); AddAccuracyStat(personalLifetimeStats); AddSimpleStat(CSSTAT_DOMINATIONS, personalLifetimeStats); AddSimpleStat(CSSTAT_DOMINATION_OVERKILLS, personalLifetimeStats); AddSimpleStat(CSSTAT_REVENGES, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS_HEADSHOT, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS_AGAINST_ZOOMED_SNIPER, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS_ENEMY_BLINDED, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS_ENEMY_WEAPON, personalLifetimeStats); AddSimpleStat(CSSTAT_KILLS_KNIFE_FIGHT, personalLifetimeStats); }
if (m_mapAndMiscellanyStatsGroupPanel->IsGroupActive() || m_allStatsGroupPanel->IsGroupActive()) { AddSimpleStat(CSSTAT_MONEY_EARNED, personalLifetimeStats); AddSimpleStat(CSSTAT_DECAL_SPRAYS, personalLifetimeStats); AddSimpleStat(CSSTAT_NIGHTVISION_DAMAGE, personalLifetimeStats); AddSimpleStat(CSSTAT_NUM_BROKEN_WINDOWS, personalLifetimeStats); AddSimpleStat(CSSTAT_WEAPONS_DONATED, personalLifetimeStats); }
if (m_mapVictoryStatsGroupPanel->IsGroupActive() || m_allStatsGroupPanel->IsGroupActive()) { AddSimpleStat(CSSTAT_MAP_WINS_CS_ASSAULT, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_CS_COMPOUND, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_CS_HAVANA, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_CS_ITALY, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_CS_MILITIA, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_CS_OFFICE, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_AZTEC, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_CBBLE, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_CHATEAU, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_DUST2, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_DUST, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_INFERNO, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_NUKE, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_PIRANESI, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_PORT, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_PRODIGY, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_TIDES, personalLifetimeStats); AddSimpleStat(CSSTAT_MAP_WINS_DE_TRAIN, personalLifetimeStats); }
if (m_detailedWeaponStatsGroupPanel->IsGroupActive() || m_allStatsGroupPanel->IsGroupActive()) { CSStatType_t hitsStat = CSSTAT_HITS_DEAGLE; CSStatType_t shotsStat = CSSTAT_SHOTS_DEAGLE; for (CSStatType_t killStat = CSSTAT_KILLS_DEAGLE ; killStat <= CSSTAT_KILLS_HEGRENADE ; killStat = (CSStatType_t)(killStat + 1)) { if (shotsStat <= CSSTAT_SHOTS_M249) { AddSimpleStat(shotsStat, personalLifetimeStats); } if (hitsStat <= CSSTAT_HITS_M249) { AddSimpleStat(hitsStat, personalLifetimeStats); } AddSimpleStat(killStat, personalLifetimeStats);
hitsStat = (CSStatType_t)(hitsStat + 1); shotsStat = (CSStatType_t)(shotsStat + 1); } }
int itemCount = m_statsList->GetItemCount(); for (int i = 0; i < itemCount ; ++i) { m_statsList->SetItemBgColor(i, Color(0,0,0,0)); } }
int CLifetimeStatsPage::AddSimpleStat( int desiredStat, const StatsCollection_t& personalLifetimeStats) { PlayerStatData_t stat = g_CSClientGameStats.GetStatById(desiredStat);
KeyValues *pKeyValues = new KeyValues( "data" ); pKeyValues->SetWString( "name", stat.pStatDisplayName ); pKeyValues->SetFloat( "playerValue", 0 );
char buf[64]; Q_snprintf( buf, sizeof( buf ), "%d", personalLifetimeStats[stat.iStatId] ); pKeyValues->SetString( "playerValue", (personalLifetimeStats[stat.iStatId])?buf:"" );
int newItem = m_statsList->AddItem(0, pKeyValues); pKeyValues->deleteThis();
m_statsList->SetItemFont(newItem , m_listItemFont); m_statsList->SetItemFgColor(newItem, Color(197,197,197,255));
return newItem; }
int CLifetimeStatsPage::AddFavoriteWeaponStat(const StatsCollection_t& personalLifetimeStats) { PlayerStatData_t statPlayerBestWeapon; statPlayerBestWeapon.iStatId = CSSTAT_UNDEFINED;
int previousBestKills = 0;
for (CSStatType_t statId = CSSTAT_KILLS_DEAGLE ; statId <= CSSTAT_KILLS_M249; statId = (CSStatType_t)(statId + 1)) { PlayerStatData_t stat = g_CSClientGameStats.GetStatById( statId );
//Compare this to previous Weapons
int playerKillsWithWeapon = personalLifetimeStats[statId]; { if (playerKillsWithWeapon > previousBestKills) { statPlayerBestWeapon = stat; previousBestKills = playerKillsWithWeapon; } } }
KeyValues *pKeyValues = new KeyValues( "data" ); pKeyValues->SetWString( "name", LocalizeTagOrUseDefault( "Stats_FavoriteWeapon", L"Favorite Weapon" ) );
pKeyValues->SetWString( "playerValue", TranslateWeaponKillIDToAlias(statPlayerBestWeapon.iStatId) );
int newItem = m_statsList->AddItem(0, pKeyValues); pKeyValues->deleteThis();
m_statsList->SetItemFont(newItem , m_listItemFont); m_statsList->SetItemFgColor(newItem, Color(197,197,197,255));
return newItem; }
int CLifetimeStatsPage::AddKillToDeathStat(const StatsCollection_t& personalLifetimeStats) { PlayerStatData_t statKills = g_CSClientGameStats.GetStatById(CSSTAT_KILLS); PlayerStatData_t statDeaths = g_CSClientGameStats.GetStatById(CSSTAT_DEATHS);
KeyValues *pKeyValues = new KeyValues( "data" ); pKeyValues->SetWString( "name", LocalizeTagOrUseDefault( "Stats_KillToDeathRatio", L"Kill to Death Ratio" ) ); pKeyValues->SetFloat( "playerValue", 0 );
float playerKills = personalLifetimeStats[statKills.iStatId]; float playerDeaths = personalLifetimeStats[statDeaths.iStatId]; float playerKillToDeathRatio = 1.0f;
if (playerDeaths > 0) { playerKillToDeathRatio = playerKills / playerDeaths; }
char buf[64]; Q_snprintf( buf, sizeof( buf ), "%.2f", playerKillToDeathRatio ); pKeyValues->SetString( "playerValue", (playerKillToDeathRatio)?buf:"" );
int newItem = m_statsList->AddItem(0, pKeyValues); pKeyValues->deleteThis();
m_statsList->SetItemFont(newItem , m_listItemFont); m_statsList->SetItemFgColor(newItem, Color(197,197,197,255));
return newItem; }
int CLifetimeStatsPage::AddAccuracyStat(const StatsCollection_t& personalLifetimeStats) { PlayerStatData_t statHits = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_HIT); PlayerStatData_t statShots = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_FIRED);
KeyValues *pKeyValues = new KeyValues( "data" ); pKeyValues->SetWString( "name", LocalizeTagOrUseDefault( "Stats_Accuracy", L"Accuracy" ) ); pKeyValues->SetFloat( "playerValue", 0 );
float playerHits = personalLifetimeStats[statHits.iStatId]; float playerShots = personalLifetimeStats[statShots.iStatId]; float playerAccuracy = 0.0;
if (playerShots > 0) { playerAccuracy = 100.0f * playerHits / playerShots; }
char buf[64]; Q_snprintf( buf, sizeof( buf ), "%.1f%%", playerAccuracy ); pKeyValues->SetString( "playerValue", (playerAccuracy)?buf:"" );
int newItem = m_statsList->AddItem(0, pKeyValues); pKeyValues->deleteThis();
m_statsList->SetItemFont(newItem , m_listItemFont); m_statsList->SetItemFgColor(newItem, Color(197,197,197,255));
return newItem; }
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