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. ============//
//
// Purpose: Display a list of achievements for the current game
//
//=============================================================================//
#include "cbase.h"
#include "stats_summary.h"
#include "vgui_controls/Button.h"
#include "vgui/ILocalize.h"
#include "ixboxsystem.h"
#include "iachievementmgr.h"
#include "filesystem.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/ComboBox.h"
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/ImageList.h"
#include "fmtstr.h"
#include "c_cs_playerresource.h"
#include "../../../public/steam/steam_api.h"
#include "achievementmgr.h"
#include "../../../../public/vgui/IScheme.h"
#include "../vgui_controls/ScrollBar.h"
#include "stat_card.h"
#include "weapon_csbase.h"
#include "cs_weapon_parse.h"
#include "buy_presets/buy_presets.h"
#include "win_panel_round.h"
#include "cs_client_gamestats.h"
#include "achievements_cs.h"
#include "ienginevgui.h"
#define STAT_NUM_ARRAY_LENGTH 8
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include <locale.h>
extern CAchievementMgr g_AchievementMgrCS;
const int maxRecentAchievementToDisplay = 10;
/**
* public ConvertNumberToMantissaSuffixForm()
*
* Convert a floating point number to a string form incorporating a mantissa and a magnitude suffix (such as "K" for thousands).
*
* Parameters:
* fNum -
* textBuffer - output buffer
* textBufferLen - size of output buffer in characters
* bTrimTrailingZeros - indicates whether to remove trailing zeros of numbers without suffixes (e.g., "32.00000" becomes "32")
* iSignificantDigits - the desired number of significant digits in the result (e.g, "1.23" has 3 significant digits)
*
* Returns:
* bool - true on success
*/
bool ConvertNumberToMantissaSuffixForm(float fNum, wchar_t* textBuffer, int textBufferLen, bool bTrimTrailingZeros = true, int iSignificantDigits = 3)
{
// we need room for at least iSignificantDigits + 3 characters
Assert(textBufferLen >= iSignificantDigits + 3);
// find the correct power of 1000 exponent
Assert(fNum >= 0.0f);
int iExponent = 0;
while (fNum >= powf(10.0f, iExponent + 3))
{
iExponent += 3;
}
// look in the localization table for the matching suffix; fallback to lower suffixes when necessary
wchar_t *pSuffix = NULL;
for (; iExponent > 0; iExponent -= 3)
{
char localizationToken[64];
V_snprintf(localizationToken, sizeof(localizationToken), "#GameUI_NumSuffix_E%i", iExponent);
pSuffix = g_pVGuiLocalize->Find(localizationToken);
if (pSuffix != NULL)
break;
}
V_snwprintf(textBuffer, textBufferLen, L"%f", fNum / powf(10.0f, iExponent));
textBuffer[textBufferLen - 1] = L'\0';
lconv* pLocaleSettings = localeconv();
wchar_t decimalWChar = *pLocaleSettings->decimal_point;
wchar_t* pDecimalPos = wcschr(textBuffer, decimalWChar);
if (pDecimalPos == NULL)
{
Msg("ConvertNumberToMantissaSuffixForm(): decimal point not found in string %S for value %f\n", textBuffer, fNum);
return false;
}
// trim trailing zeros
int iNumCharsInBuffer = wcslen(textBuffer);
if (pSuffix == NULL && bTrimTrailingZeros)
{
wchar_t* pLastChar;
for (pLastChar = &textBuffer[iNumCharsInBuffer - 1]; pLastChar > pDecimalPos; --pLastChar)
{
if (*pLastChar != L'0') // note that this is checking for '0', not a NULL terminator
break;
*pLastChar = L'\0';
}
if (pLastChar == pDecimalPos)
*pLastChar = L'\0';
}
// truncate the mantissa to the right of the decimal point so that it doesn't exceed the significant digits
if (pDecimalPos != NULL && iNumCharsInBuffer > iSignificantDigits + 1)
{
if (pDecimalPos - &textBuffer[0] < iSignificantDigits)
textBuffer[iSignificantDigits + 1] = L'\0'; // truncate at the correct number of significant digits
else
*pDecimalPos = L'\0'; // no room for any digits to the right of the decimal point, just truncate it at the "."
}
if (pSuffix != NULL)
{
#ifdef WIN32
int retVal = V_snwprintf( textBuffer, textBufferLen, L"%s%s", textBuffer, pSuffix );
#else
int retVal = V_snwprintf( textBuffer, textBufferLen, L"%S%S", textBuffer, pSuffix );
#endif
if ( retVal < 0 )
{
Msg("ConvertNumberToMantissaSuffixForm(): unable to add suffix %S for value %f (buffer size was %i)\n", pSuffix, fNum, textBufferLen);
return false;
}
}
return true;
}
CStatsSummary::CStatsSummary(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSAchievementsDialog"),
m_StatImageMap(DefLessFunc(CSStatType_t))
{
m_iFixedWidth = 900; // Give this an initial value in order to set a proper size
SetBounds(0, 0, 900, 780);
SetMinimumSize(256, 780);
m_pStatCard = new StatCard(this, "ignored");
m_pImageList = NULL;
m_iDefaultWeaponImage = -1;
m_iDefaultMapImage = -1;
m_pImagePanelFavWeapon = new ImagePanel(this, "FavoriteWeaponImage");
m_pImagePanelLastMapFavWeapon = new ImagePanel(this, "FavWeaponIcon");
m_pImagePanelFavMap = new ImagePanel(this, "FavoriteMapImage");
//Setup the recent achievement list by adding all achieved achievements to the list
m_pRecentAchievementsList = new vgui::PanelListPanel(this, "RecentAchievementsListPanel");
m_pRecentAchievementsList->SetFirstColumnWidth(0);
ListenForGameEvent( "player_stats_updated" );
ListenForGameEvent( "achievement_earned_local" );
m_bRecentAchievementsDirty = true;
m_bStatsDirty = true;
}
CStatsSummary::~CStatsSummary()
{
if (m_pRecentAchievementsList)
{
m_pRecentAchievementsList->DeleteAllItems();
}
delete m_pRecentAchievementsList;
delete m_pImageList;
}
void CStatsSummary::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
LoadControlSettings("Resource/UI/CSStatsSummary.res");
SetBgColor(Color(86,86,86,255));
if (m_pImageList)
delete m_pImageList;
m_pImageList = new ImageList(false);
if (m_pImageList)
{
//Load defaults
m_iDefaultWeaponImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/defaultweapon", true));
m_iDefaultMapImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_generic_map", true));
//load weapon images
m_StatImageMap.Insert(CSSTAT_KILLS_DEAGLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/deserteagle", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_USP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/usp45", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_GLOCK, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/glock18", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_P228, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p228", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_ELITE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/elites", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_FIVESEVEN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/fiveseven", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_AWP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/awp", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_AK47, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ak47", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_M4A1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m4a1", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_AUG, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/aug", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_SG552, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg552", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_SG550, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg550", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_GALIL, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/galil", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_FAMAS, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/famas", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_SCOUT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/scout", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_G3SG1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/g3sg1", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_P90, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p90", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_MP5NAVY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mp5", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_TMP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/tmp", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_MAC10, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mac10", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_UMP45, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ump45", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_M3, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m3", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_XM1014, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/xm1014", true)));
m_StatImageMap.Insert(CSSTAT_KILLS_M249, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m249", true)));
//load map images
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ASSAULT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_assault", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_COMPOUND, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_compound", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_HAVANA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_havana", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ITALY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_italy", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_MILITIA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_militia", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_OFFICE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_office", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_AZTEC, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_aztec", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CBBLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_cbble", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CHATEAU, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_chateau", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST2, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust2", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_INFERNO, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_inferno", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_NUKE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_nuke", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PIRANESI, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_piranesi", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PORT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_port", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PRODIGY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_prodigy", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TIDES, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_tides", true)));
m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TRAIN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_train", true)));
}
}
//----------------------------------------------------------
// Get the width we're going to lock at
//----------------------------------------------------------
void CStatsSummary::ApplySettings(KeyValues *pResourceData)
{
m_iFixedWidth = pResourceData->GetInt("wide", 512);
BaseClass::ApplySettings(pResourceData);
}
//----------------------------------------------------------
// Preserve our width to the one in the .res file
//----------------------------------------------------------
void CStatsSummary::OnSizeChanged(int newWide, int newTall)
{
// Lock the width, but allow height scaling
if (newWide != m_iFixedWidth)
{
SetSize(m_iFixedWidth, newTall);
return;
}
BaseClass::OnSizeChanged(newWide, newTall);
}
void CStatsSummary::OnThink()
{
if ( m_bRecentAchievementsDirty )
UpdateRecentAchievements();
if ( m_bStatsDirty )
UpdateStatsData();
}
void CStatsSummary::OnPageShow()
{
UpdateStatsData();
UpdateRecentAchievements();
}
//----------------------------------------------------------
// Update all of the stats displays
//----------------------------------------------------------
void CStatsSummary::UpdateStatsData()
{
UpdateStatsSummary();
UpdateKillHistory();
UpdateFavoriteWeaponData();
UpdateMapsData();
UpdateLastMatchStats();
m_pStatCard->UpdateInfo();
m_bStatsDirty = false;
}
//----------------------------------------------------------
// Update the stats located in the stats summary section
//----------------------------------------------------------
void CStatsSummary::UpdateStatsSummary()
{
DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_PLAYED, "roundsplayed");
DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_WON, "roundswon");
DisplayCompressedLocalizedStat(CSSTAT_SHOTS_HIT, "shotshit");
DisplayCompressedLocalizedStat(CSSTAT_SHOTS_FIRED, "shotsfired");
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
//Calculate Win Ratio
int wins = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_WON).iStatValue;
int rounds = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_PLAYED).iStatValue;
float winRatio = 0;
if (rounds > 0)
{
winRatio = ((float)wins / (float)rounds) * 100.0f;
}
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio);
SetDialogVariable("winratio", tempWNumString);
//Calculate accuracy
int hits = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_HIT).iStatValue;
int shots = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_FIRED).iStatValue;
float accuracy = 0;
if (shots > 0)
{
accuracy = ((float)hits / (float)shots) * 100.0f;
}
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy);
SetDialogVariable("hitratio", tempWNumString);
}
//----------------------------------------------------------
// Update the stats located in the stats summary section
//----------------------------------------------------------
void CStatsSummary::UpdateKillHistory()
{
DisplayCompressedLocalizedStat(CSSTAT_KILLS, "kills");
DisplayCompressedLocalizedStat(CSSTAT_DEATHS, "deaths");
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
//Calculate Win Ratio
int kills = g_CSClientGameStats.GetStatById(CSSTAT_KILLS).iStatValue;
int deaths = g_CSClientGameStats.GetStatById(CSSTAT_DEATHS).iStatValue;
float killDeathRatio = 0;
if (deaths > 0)
{
killDeathRatio = (float)kills / (float)deaths;
}
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio);
SetDialogVariable("killdeathratio", tempWNumString);
}
//----------------------------------------------------------
// Update the stats located in the favorite weapon section
//----------------------------------------------------------
void CStatsSummary::UpdateFavoriteWeaponData()
{
// First set the image to the favorite weapon
if (m_pImageList)
{
//start with a dummy stat
const WeaponName_StatId* pFavoriteWeaponStatEntry = NULL;
//Find the weapon stat with the most kills
int numKills = 0;
for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i)
{
// ignore weapons with no hit counts (knife and grenade)
if (WeaponName_StatId_Table[i].hitStatId == CSSTAT_UNDEFINED )
continue;
const WeaponName_StatId& weaponStatEntry = WeaponName_StatId_Table[i];
PlayerStatData_t stat = g_CSClientGameStats.GetStatById(weaponStatEntry.killStatId);
if (stat.iStatValue > numKills)
{
pFavoriteWeaponStatEntry = &weaponStatEntry;
numKills = stat.iStatValue;
}
}
if (pFavoriteWeaponStatEntry)
{
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteWeaponStatEntry->killStatId);
if (m_StatImageMap.IsValidIndex(idx))
{
m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
}
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->hitStatId, "weaponhits", "#GameUI_Stats_WeaponShotsHit");
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->shotStatId, "weaponshotsfired", "#GameUI_Stats_WeaponShotsFired");
DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->killStatId, "weaponkills", "#GameUI_Stats_WeaponKills");
//Calculate accuracy
int kills = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->killStatId).iStatValue;
int shots = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->shotStatId).iStatValue;
float killsPerShot = 0;
if (shots > 0)
{
killsPerShot = (float)kills / (float)shots;
}
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", (killsPerShot));
DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", tempWNumString, "weaponkillratio");
}
else
{
if (m_iDefaultWeaponImage != -1)
{
m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage));
}
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "weaponhits");
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsFired", L"0", "weaponshotsfired");
DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "weaponkills");
DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", L"0", "weaponkillratio");
}
}
}
//----------------------------------------------------------
// Update the stats located in the favorite weapon section
//----------------------------------------------------------
void CStatsSummary::UpdateMapsData()
{
//start with a dummy stat
const MapName_MapStatId* pFavoriteMapStat = NULL;
int numRounds = 0;
for (int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; ++i)
{
const MapName_MapStatId& mapStatId = MapName_StatId_Table[i];
PlayerStatData_t stat = g_CSClientGameStats.GetStatById(mapStatId.statRoundsId);
if (stat.iStatValue > numRounds)
{
pFavoriteMapStat = &mapStatId;
numRounds = stat.iStatValue;
}
}
if (pFavoriteMapStat)
{
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteMapStat->statWinsId);
if (m_StatImageMap.IsValidIndex(idx))
{
m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
}
// map name
SetDialogVariable("mapname", pFavoriteMapStat->szMapName);
// rounds played
DisplayCompressedLocalizedStat(pFavoriteMapStat->statRoundsId,"mapplayed", "#GameUI_Stats_MapPlayed");
DisplayCompressedLocalizedStat(pFavoriteMapStat->statWinsId, "mapwins", "#GameUI_Stats_MapWins");
//Calculate Win Ratio
int wins = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statWinsId).iStatValue;
int rounds = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statRoundsId).iStatValue;
float winRatio = 0;
if (rounds > 0)
{
winRatio = ((float)wins / (float)rounds) * 100.0f;
}
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio);
DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", tempWNumString, "mapwinratio");
}
else
{
if (m_iDefaultMapImage != -1)
{
m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_iDefaultMapImage));
}
SetDialogVariable("mapname", L"");
DisplayFormattedLabel("#GameUI_Stats_MapPlayed", L"0", "mapplayed");
DisplayFormattedLabel("#GameUI_Stats_MapWins", L"0", "mapwins");
DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", L"0", "mapwinratio");
}
}
int CStatsSummary::AchivementDateSortPredicate( CCSBaseAchievement* const* pLeft, CCSBaseAchievement* const* pRight )
{
if (!pLeft || !pRight || !(*pLeft) || ! (*pRight))
{
return 0;
}
if ((*pLeft)->GetSortKey() < (*pRight)->GetSortKey())
{
return 1;
}
else if ((*pLeft)->GetSortKey() > (*pRight)->GetSortKey())
{
return -1;
}
else
{
return 0;
}
}
void CStatsSummary::UpdateRecentAchievements()
{
CUtlVector<CCSBaseAchievement*> sortedAchivementList;
//Get a list of all the achievements that have been earned
int iCount = g_AchievementMgrCS.GetAchievementCount();
sortedAchivementList.EnsureCapacity(iCount);
for (int i = 0; i < iCount; ++i)
{
CCSBaseAchievement* pAchievement = (CCSBaseAchievement*)g_AchievementMgrCS.GetAchievementByIndex(i);
if (pAchievement && pAchievement->IsAchieved())
{
sortedAchivementList.AddToTail(pAchievement);
}
}
//Sort the earned achievements by time and date earned.
sortedAchivementList.Sort(AchivementDateSortPredicate);
//Clear the UI list
m_pRecentAchievementsList->DeleteAllItems();
// Add each achievement in the sorted list as a panel.
int numPanelsToAdd = MIN(maxRecentAchievementToDisplay, sortedAchivementList.Count());
for ( int i = 0; i < numPanelsToAdd; i++ )
{
CCSBaseAchievement* pAchievement = sortedAchivementList[i];
if (pAchievement)
{
CAchievementsPageItemPanel *achievementItemPanel = new CAchievementsPageItemPanel(m_pRecentAchievementsList, "AchievementDialogItemPanel");
achievementItemPanel->SetAchievementInfo(pAchievement);
// force all our new panel to have the correct internal layout and size so that our parent container can layout properly
achievementItemPanel->InvalidateLayout(true, true);
m_pRecentAchievementsList->AddItem(NULL, achievementItemPanel);
}
}
m_bRecentAchievementsDirty = false;
}
void CStatsSummary::UpdateLastMatchStats()
{
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_T_ROUNDS_WON, "lastmatchtwins", "#GameUI_Stats_LastMatch_TWins");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_CT_ROUNDS_WON, "lastmatchctwins", "#GameUI_Stats_LastMatch_CTWins");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_ROUNDS_WON, "lastmatchwins", "#GameUI_Stats_LastMatch_RoundsWon");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MAX_PLAYERS, "lastmatchmaxplayers", "#GameUI_Stats_LastMatch_MaxPlayers");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MVPS, "lastmatchstars", "#GameUI_Stats_LastMatch_MVPS");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_KILLS, "lastmatchkills", "#GameUI_Stats_WeaponKills");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DEATHS, "lastmatchdeaths", "#GameUI_Stats_LastMatch_Deaths");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DAMAGE, "lastmatchtotaldamage", "#GameUI_Stats_LastMatch_Damage");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DOMINATIONS, "lastmatchdominations", "#GameUI_Stats_LastMatch_Dominations");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_REVENGES, "lastmatchrevenges", "#GameUI_Stats_LastMatch_Revenges");
UpdateLastMatchFavoriteWeaponStats();
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
//Calculate Kill:Death ratio
int deaths = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_DEATHS).iStatValue;
int kills = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_KILLS).iStatValue;
float killDeathRatio = deaths;
if (deaths != 0)
{
killDeathRatio = (float)kills / (float)deaths;
}
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio);
DisplayFormattedLabel("#GameUI_Stats_LastMatch_KDRatio", tempWNumString, "lastmatchkilldeathratio");
//Calculate cost per kill
PlayerStatData_t statMoneySpent = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_MONEYSPENT);
int costPerKill = 0;
if (kills > 0)
{
costPerKill = statMoneySpent.iStatValue / kills;
}
ConvertNumberToMantissaSuffixForm(costPerKill, tempWNumString, STAT_NUM_ARRAY_LENGTH);
DisplayFormattedLabel("#GameUI_Stats_LastMatch_MoneySpentPerKill", tempWNumString, "lastmatchmoneyspentperkill");
}
void CStatsSummary::UpdateLastMatchFavoriteWeaponStats()
{
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
PlayerStatData_t statFavWeaponId = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_ID);
const WeaponName_StatId& favoriteWeaponStat = GetWeaponTableEntryFromWeaponId((CSWeaponID)statFavWeaponId.iStatValue);
// If we have a valid weapon use it's data; otherwise use nothing. We check the shot ID to make sure it is a weapon with bullets.
if (favoriteWeaponStat.hitStatId != CSSTAT_UNDEFINED)
{
// Set the image and (non-copyright) name of this weapon
CUtlMap<CSStatType_t, int>::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)favoriteWeaponStat.killStatId);
if (m_StatImageMap.IsValidIndex(idx))
{
m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx]));
}
const wchar_t* tempName = WeaponIDToDisplayName(favoriteWeaponStat.weaponId);
if (tempName)
{
SetDialogVariable("lastmatchfavweaponname", tempName);
}
else
{
SetDialogVariable("lastmatchfavweaponname", L"");
}
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_KILLS, "lastmatchfavweaponkills", "#GameUI_Stats_WeaponKills");
DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_HITS, "lastmatchfavweaponhits", "#GameUI_Stats_WeaponShotsHit");
int shots = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_SHOTS).iStatValue;
int hits = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_HITS).iStatValue;
float accuracy = 0.0f;
if (shots != 0)
{
accuracy = ((float)hits / (float)shots) * 100.0f;
}
V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy);
DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", tempWNumString, "lastmatchfavweaponaccuracy");
}
else
{
if (m_iDefaultWeaponImage != -1)
{
m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage));
}
//Set this label to diferent text, indicating that there is not a favorite weapon
SetDialogVariable("lastmatchfavweaponname", g_pVGuiLocalize->Find("#GameUI_Stats_LastMatch_NoFavWeapon"));
DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "lastmatchfavweaponkills");
DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "lastmatchfavweaponhits");
DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", L"0", "lastmatchfavweaponaccuracy");
}
}
void CStatsSummary::FireGameEvent( IGameEvent *event )
{
const char *type = event->GetName();
if ( 0 == Q_strcmp( type, "achievement_earned_local" ) )
{
m_bRecentAchievementsDirty = true;
}
else if ( 0 == Q_strcmp( type, "player_stats_updated" ) )
{
m_bStatsDirty = true;
}
}
void CStatsSummary::DisplayCompressedLocalizedStat(CSStatType_t stat, const char* dialogVariable, const char* localizationToken /* = NULL */)
{
wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH];
int statValue = g_CSClientGameStats.GetStatById(stat).iStatValue;
ConvertNumberToMantissaSuffixForm(statValue, tempWNumString, STAT_NUM_ARRAY_LENGTH);
if (localizationToken)
{
DisplayFormattedLabel(localizationToken, tempWNumString, dialogVariable);
}
else
{
SetDialogVariable(dialogVariable, tempWNumString);
}
}
void CStatsSummary::DisplayFormattedLabel( const char* localizationToken, const wchar_t* valueText, const char* dialogVariable )
{
wchar_t tempWStatString[256];
g_pVGuiLocalize->ConstructString(tempWStatString, sizeof(tempWStatString),
g_pVGuiLocalize->Find(localizationToken), 1, valueText);
SetDialogVariable(dialogVariable, tempWStatString);
}