Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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;
}