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/*
Copyright (C) 2011 Cokeman
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "quakedef.h"
#include "gl_model.h"
#include "gl_local.h"
#include "stats_grid.h"
#include "sbar.h"
stats_weight_grid_t *stats_grid = NULL;
stats_entities_t *stats_important_ents = NULL;
void StatsGrid_Remove(stats_weight_grid_t **grid)
{
int row;
// Nothing to remove.
if((*grid) == NULL)
{
return;
}
// Free all the rows.
if((*grid)->cells != NULL)
{
for(row = 0; row < (*grid)->row_count; row++)
{
// Make sure it hasn't already been freed.
if((*grid)->cells[row] != NULL)
{
Q_free((*grid)->cells[row]);
}
}
}
// Free all columns.
Q_free((*grid)->cells);
// Free the grid itself.
Q_free((*grid));
}
void StatsGrid_Init(stats_weight_grid_t **grid,
float falloff_interval,
float falloff_value,
int cell_length,
float grid_width,
float grid_height,
float hold_threshold)
{
int row;
int col;
// Allocate the grid.
(*grid) = (stats_weight_grid_t *)Q_malloc(sizeof(stats_weight_grid_t));
memset((*grid), 0, sizeof(stats_weight_grid_t));
if((*grid) == NULL)
{
// Failure.
return;
}
// Get the row and col count.
(*grid)->row_count = Q_rint(grid_height / cell_length);
(*grid)->col_count = Q_rint(grid_width / cell_length);
// Allocate the rows.
(*grid)->cells = (stats_cell_t **)Q_calloc((*grid)->row_count, sizeof(stats_cell_t *));
// If we failed allocating the rows, cleanup and return.
if((*grid)->cells == NULL)
{
Q_free(*grid);
return;
}
// Allocate the columns for each row.
for(row = 0; row < (*grid)->row_count; row++)
{
// Allocate memory for the current rows columns.
(*grid)->cells[row] = (stats_cell_t *)Q_calloc((*grid)->col_count, sizeof(stats_cell_t));
// If something went wrong cleanup and return.
if((*grid)->cells[row] == NULL)
{
// Make sure we're not trying to free more than we allocated.
(*grid)->row_count = row;
// Remove the grid.
StatsGrid_Remove(grid);
// Failure.
return;
}
// Set initial values for all the cells.
for(col = 0; col < (*grid)->col_count; col++)
{
(*grid)->cells[row][col].teams[STATS_TEAM1].weight = 0.0;
(*grid)->cells[row][col].teams[STATS_TEAM1].change_time = 0.0;
(*grid)->cells[row][col].teams[STATS_TEAM1].death_weight = 0.0;
(*grid)->cells[row][col].teams[STATS_TEAM2].weight = 0.0;
(*grid)->cells[row][col].teams[STATS_TEAM2].change_time = 0.0;
(*grid)->cells[row][col].teams[STATS_TEAM2].death_weight = 0.0;
// Save the quake coordinates of the cells upper left corner.
(*grid)->cells[row][col].tl_x = cl.worldmodel->mins[0] + (col * cell_length);
(*grid)->cells[row][col].tl_y = cl.worldmodel->mins[1] + (row * cell_length);
}
}
// If everything went well set the rest of the stuff.
(*grid)->falloff_interval = falloff_interval;
(*grid)->falloff_value = falloff_value;
(*grid)->cell_length = cell_length;
(*grid)->width = grid_width;
(*grid)->height = grid_height;
// We will wait with setting these until the match has started.
(*grid)->teams[STATS_TEAM1].color = 0;
(*grid)->teams[STATS_TEAM2].color = 0;
(*grid)->teams[STATS_TEAM1].hold_count = 0;
(*grid)->teams[STATS_TEAM2].hold_count = 0;
(*grid)->teams[STATS_TEAM1].color = 0;
(*grid)->teams[STATS_TEAM2].color = 0;
(*grid)->hold_threshold = hold_threshold;
}
#define STATS_MAX_IMPORTANT_ENTS 16
void StatsGrid_ResetHoldItemsOrder()
{
int i;
if (stats_important_ents == NULL)
{
return;
}
for (i = 0; i < stats_important_ents->count; i++)
{
stats_important_ents->list[i].order = STATS_MAX_IMPORTANT_ENTS;
}
}
void StatsGrid_SetHoldItemOrder(const char *item_name, int order)
{
int i;
int len = strlen(item_name);
if (stats_important_ents == NULL)
{
return;
}
for (i = 0; i < stats_important_ents->count; i++)
{
if (!strncasecmp(stats_important_ents->list[i].name, item_name, len))
{
stats_important_ents->list[i].order = order;
}
}
}
void StatsGrid_SetHoldItemName(char *dst_name, const char *src_name, int count)
{
// If there are more than one of this item already then name it "ITEM#"
// RL, RL2, RL3 and so on.
if(count > 1)
{
strcpy(dst_name, va("%s%d", src_name, count));
}
else
{
strcpy(dst_name, src_name);
}
}
void StatsGrid_InitHoldItems()
{
int i;
int ents_count = 0;
// This is used to keep count of how many of the different
// types of items that exist on the map, so that they
// can be named "RL" "RL2" and so on.
int pent_count = 0;
int quad_count = 0;
int ring_count = 0;
int suit_count = 0;
int rl_count = 0;
int gl_count = 0;
int lg_count = 0;
int sng_count = 0;
int mega_count = 0;
int ra_count = 0;
int ya_count = 0;
int ga_count = 0;
// Buffer.
stats_entity_t temp_ents[STATS_MAX_IMPORTANT_ENTS];
// Entities (weapons and such). cl_main.c
extern visentlist_t cl_visents;
// Don't create the list before we have any entities to work with.
if(cl_visents.count <= 0)
{
return;
}
stats_important_ents = (stats_entities_t *)Q_malloc(sizeof(stats_entities_t));
// Something bad happened.
if(stats_important_ents == NULL)
{
return;
}
// Go through the entities and check for the important ones
// and save their name and location.
for (i = 0; i < cl_visents.count && (ents_count < STATS_MAX_IMPORTANT_ENTS); i++)
{
if(!strcmp(cl_visents.list[i].model->name, "progs/invulner.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "PENT", ++pent_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/quaddama.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "QUAD", ++quad_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/invisibl.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "RING", ++ring_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/suit.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "SUIT", ++suit_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/g_rock2.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "RL", ++rl_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/g_light.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "LG", ++lg_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/g_rock.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "GL", ++gl_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/g_nail2.mdl"))
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "SNG", ++sng_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "maps/b_bh100.bsp"))
{
// Megahealth.
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "MH", ++mega_count);
}
else if(!strcmp(cl_visents.list[i].model->name, "progs/armor.mdl"))
{
if(cl_visents.list[i].skinnum == 0)
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "GA", ++ga_count);
}
else if(cl_visents.list[i].skinnum == 1)
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "YA", ++ya_count);
}
else if(cl_visents.list[i].skinnum == 2)
{
StatsGrid_SetHoldItemName(temp_ents[ents_count].name, "RA", ++ra_count);
}
else
{
continue;
}
}
else
{
// The entity wasn't one we wanted.
continue;
}
// Copy the position of the entity into the buffer.
VectorCopy(cl_visents.list[i].origin, temp_ents[ents_count].origin);
// Reset the team values.
temp_ents[ents_count].teams_hold_count[STATS_TEAM1] = 0;
temp_ents[ents_count].teams_hold_count[STATS_TEAM2] = 0;
ents_count++;
}
// Set the count of found entities and allocate memory for the
// final list of items.
stats_important_ents->count = ents_count;
stats_important_ents->list = Q_calloc(ents_count, sizeof(stats_entity_t));
// Something bad happened, cleanup.
if(stats_important_ents->list == NULL)
{
Q_free(stats_important_ents);
return;
}
// Copy the entities from the buffer to the final list.
for(i = 0; i < ents_count; i++)
{
memcpy(&stats_important_ents->list[i], &temp_ents[i], sizeof(stats_entity_t));
}
// Set the radius around the items that decides if it's being
// held by a team or not.
stats_important_ents->hold_radius = 264.0;
// Get the entity with the longest name to use for padding
// (so we don't have to calculate this more than once).
stats_important_ents->longest_name = 0;
for(i = 0; i < stats_important_ents->count; i++)
{
int current = strlen(stats_important_ents->list[i].name);
stats_important_ents->longest_name = max(current, stats_important_ents->longest_name);
}
}
void StatsGrid_InitTeamNames(stats_weight_grid_t *grid)
{
int i;
// Go through the rest of the players until another team is found, that must be team2.
for (i = 0; i < MAX_CLIENTS; i++)
{
// Skip spectators.
if(!cl.players[i].name[0] || cl.players[i].spectator)
{
continue;
}
// Get the first player's team and set that as team1.
if(!grid->teams[STATS_TEAM1].name[0])
{
strlcpy(grid->teams[STATS_TEAM1].name, cl.players[i].team, MAX_INFO_STRING);
grid->teams[STATS_TEAM1].color = Sbar_BottomColor(&cl.players[i]);
}
// If this players team isn't the same as the first players team
// set this players team as team 2.
if(strcmp(grid->teams[STATS_TEAM1].name, cl.players[i].team))
{
strlcpy(grid->teams[STATS_TEAM2].name, cl.players[i].team, MAX_INFO_STRING);
grid->teams[STATS_TEAM2].color = Sbar_BottomColor(&cl.players[i]);
break;
}
}
}
void StatsGrid_ValidateTeamColors()
{
// This is needed to handle when a user switches the player being tracked
// and has "teamcolor" and "enemycolor" set. When you switch to a player
// that has another team than the one you tracked at match start, the team
// colors saved on the stats grid will not match the team color of the actual
// players on the level.
int player_color;
player_info_t *player_info;
int tracked = Cam_TrackNum();
if (tracked < 0)
{
return;
}
// Get the tracked player.
player_info = &cl.players[tracked];
// Get the team color of the tracked player.
player_color = Sbar_BottomColor(player_info);
if (!stats_important_ents || !stats_grid)
{
return;
}
// If the player being tracked is a member of team 1 for instance but has a
// team color that doesn't match the one saved for team 1 in the
// stats grid, then swap the team colors in the stats grid.
if (!strncmp(stats_grid->teams[STATS_TEAM1].name, player_info->team, sizeof(stats_grid->teams[STATS_TEAM1].name))
&& stats_grid->teams[STATS_TEAM1].color != player_color)
{
int old_team1_color = stats_grid->teams[STATS_TEAM1].color;
stats_grid->teams[STATS_TEAM1].color = stats_important_ents->teams[STATS_TEAM1].color = player_color;
stats_grid->teams[STATS_TEAM2].color = stats_important_ents->teams[STATS_TEAM2].color = old_team1_color;
}
else if (!strncmp(stats_grid->teams[STATS_TEAM2].name, player_info->team, sizeof(stats_grid->teams[STATS_TEAM2].name))
&& stats_grid->teams[STATS_TEAM2].color != player_color)
{
int old_team2_color = stats_grid->teams[STATS_TEAM2].color;
stats_grid->teams[STATS_TEAM2].color = stats_important_ents->teams[STATS_TEAM2].color = player_color;
stats_grid->teams[STATS_TEAM1].color = stats_important_ents->teams[STATS_TEAM1].color = old_team2_color;
}
}
void StatsGrid_Change(stats_weight_grid_t *grid,
float falloff_interval,
float falloff_value,
int grid_width,
int grid_height)
{
int row;
int col;
int cell_length;
// Don't do something stupid.
if(grid == NULL)
{
return;
}
// Calculate the new cell length.
cell_length = grid_height / grid->row_count;
for(row = 0; row < grid->row_count; row++)
{
// Reset the location of the cells.
for(col = 0; col < grid->col_count; col++)
{
grid->cells[row][col].tl_x = col * cell_length;
grid->cells[row][col].tl_y = row * cell_length;
}
}
grid->falloff_interval = falloff_interval;
grid->falloff_value = falloff_value;
}
void StatsGrid_DecreaseWeight(cell_weight_t *weight, stats_weight_grid_t *grid)
{
// Decrease the weight of the specified cell.
if(weight->weight > 0 && (cls.demotime - weight->change_time >= grid->falloff_interval))
{
weight->change_time = cls.demotime;
weight->weight -= grid->falloff_value;
}
}
void StatsGrid_ResetHoldItems()
{
// Nothing to reset.
if(stats_important_ents == NULL)
{
return;
}
// Free any entities in the list.
if(stats_important_ents->list != NULL)
{
Q_free(stats_important_ents->list);
}
// Reset.
Q_free(stats_important_ents);
}
void StatsGrid_ResetHoldItemCounts()
{
int i = 0;
if(stats_important_ents == NULL)
{
return;
}
for(i = 0; i < stats_important_ents->count; i++)
{
stats_important_ents->list[i].teams_hold_count[STATS_TEAM1] = 0;
stats_important_ents->list[i].teams_hold_count[STATS_TEAM2] = 0;
}
}
static int StatsGrid_CompareHoldItems(const void *it1, const void *it2)
{
const stats_entity_t *ent1 = (stats_entity_t *)it1;
const stats_entity_t *ent2 = (stats_entity_t *)it2;
return ent1->order - ent2->order;
}
void StatsGrid_SortHoldItems()
{
if (stats_important_ents == NULL)
{
return;
}
qsort(stats_important_ents->list, stats_important_ents->count, sizeof(stats_entity_t), StatsGrid_CompareHoldItems);
}
void StatsGrid_CalculateHoldItem(stats_weight_grid_t *grid, int row, int col, float hold_threshold, int team_id)
{
int i = 0;
if(stats_important_ents == NULL || stats_important_ents->list == NULL)
{
return;
}
for(i = 0; i < stats_important_ents->count; i++)
{
// Check if the cell is within the "hold radius" for this item
// if it is, increase the hold count for this team for this item.
// The team with the most "owned" cells within this radius around
// the item is considered to hold it.
if(fabs(grid->cells[row][col].tl_x - stats_important_ents->list[i].origin[0]) <= stats_important_ents->hold_radius
&& fabs(grid->cells[row][col].tl_y - stats_important_ents->list[i].origin[1]) <= stats_important_ents->hold_radius)
{
stats_important_ents->list[i].teams_hold_count[team_id]++;
// If this is the first time, set the name of the team in the entity struct.
if(!stats_important_ents->teams[team_id].name[0])
{
strlcpy(stats_important_ents->teams[team_id].name, grid->teams[team_id].name, MAX_INFO_STRING);
stats_important_ents->teams[team_id].color = grid->teams[team_id].color;
}
}
}
}
void StatsGrid_DecreaseTeamWeights(stats_weight_grid_t *grid, int row, int col, float hold_threshold)
{
// Don't try to do something stupid.
if(grid == NULL || row < 0 || col < 0)
{
return;
}
// No point in doing anything if the weights are all zero.
if(grid->cells[row][col].teams[STATS_TEAM1].weight + grid->cells[row][col].teams[STATS_TEAM2].weight <= 0)
{
return;
}
// Increase the amount of cells that is being "hold" by the teams.
if(grid->cells[row][col].teams[STATS_TEAM1].weight > grid->cells[row][col].teams[STATS_TEAM2].weight)
{
if(grid->cells[row][col].teams[STATS_TEAM1].weight > hold_threshold)
{
grid->teams[STATS_TEAM1].hold_count++;
StatsGrid_CalculateHoldItem(grid, row, col, hold_threshold, STATS_TEAM1);
}
}
else
{
if(grid->cells[row][col].teams[STATS_TEAM2].weight > hold_threshold)
{
grid->teams[STATS_TEAM2].hold_count++;
StatsGrid_CalculateHoldItem(grid, row, col, hold_threshold, STATS_TEAM2);
}
}
// Decrease the weights for both teams.
StatsGrid_DecreaseWeight(&grid->cells[row][col].teams[STATS_TEAM1], grid);
StatsGrid_DecreaseWeight(&grid->cells[row][col].teams[STATS_TEAM2], grid);
}
void StatsGrid_SetWeightForPlayer(stats_weight_grid_t *grid,
player_state_t *player_state,
player_info_t *player_info)
{
float weight = 0.0;
int row, col;
int team_id = 0;
int row_top;
int row_bottom;
int col_left;
int col_right;
// FIXME : Bad hack!
// HACK: This is so that I can keep death status of the players
// and since all I have to differentiate them is the userid,
// I have to have enough room to fit the players. Most of this
// space is unused. Too lazy to do something more fancy atm :S
#define DEAD_SIZE 1024
static qbool isdead[DEAD_SIZE];
// Don't calculate any weights before a match has started.
// Don't allow setting the weight at the exact time the countdown
// or standby ends (cl.gametime == 0), that will result in a weight
// being set in the position that the player was the milisecond before
// he spawned, so wait one second before starting to set any weights.
if(cl.countdown || cl.standby || cl.gametime <= 1
|| grid == NULL || grid->cells == NULL
|| grid->col_count <= 0 || grid->row_count <= 0
|| player_info == NULL || player_state == NULL )
{
return;
}
// Set the team names.
if(!grid->teams[STATS_TEAM1].name[0] || !grid->teams[STATS_TEAM2].name[0])
{
StatsGrid_InitTeamNames(grid);
}
// TODO: Make this properly (this is just a quick hack atm). Use autotrack values?
if(player_info->stats[STAT_ITEMS] & IT_ROCKET_LAUNCHER)
{
weight += 0.5;
}
else if(player_info->stats[STAT_ITEMS] & IT_LIGHTNING)
{
weight += 0.4;
}
else if(player_info->stats[STAT_ITEMS] & IT_GRENADE_LAUNCHER)
{
weight += 0.3;
}
else if(player_info->stats[STAT_ITEMS] & IT_SUPER_NAILGUN)
{
weight += 0.2;
}
else if(player_info->stats[STAT_ITEMS] & IT_SUPER_SHOTGUN)
{
weight += 0.2;
}
else if(player_info->stats[STAT_ITEMS] & IT_NAILGUN)
{
weight += 0.05;
}
weight += player_info->stats[STAT_HEALTH] / 1000.0;
if(player_info->stats[STAT_ITEMS] & IT_ARMOR3)
{
weight += (player_info->stats[STAT_ARMOR] * (200.0/500.0)) / 1000.0;
}
else if(player_info->stats[STAT_ITEMS] & IT_ARMOR2)
{
weight += (player_info->stats[STAT_ARMOR] * (150.0/500.0)) / 1000.0;
}
else if(player_info->stats[STAT_ITEMS] & IT_ARMOR1)
{
weight += (player_info->stats[STAT_ARMOR] * (100.0/500.0)) / 1000.0;
}
//
// Get the grid cell that the player is located in based on it's quake coordinates.
//
row = fabs(cl.worldmodel->mins[1] - player_state->origin[1]) / grid->cell_length;
col = fabs(cl.worldmodel->mins[0] - player_state->origin[0]) / grid->cell_length;
// Make sure we're not out of bounds.
row = min(row, grid->row_count - 1);
col = min(col, grid->col_count - 1);
//
// Get the neighbours
//
{
// The row above (make sure it's >= 0).
row_top = row - 1;
row_top = max(0, row_top);
// Row below.
row_bottom = row + 1;
row_bottom = min(grid->row_count - 1, row_bottom);
// Column to the left.
col_left = col - 1;
col_left = max(0, col_left);
// Column to the right.
col_right = col + 1;
col_right = min(grid->col_count - 1, col_right);
}
// Get the team.
team_id = !strcmp(player_info->team, grid->teams[STATS_TEAM1].name) ? STATS_TEAM1 : STATS_TEAM2;
// Raise the death weight for this cell if the player is dead.
if((player_info->stats[STAT_HEALTH] > 0) && (player_info->userid < DEAD_SIZE) && isdead[player_info->userid])
{
isdead[player_info->userid] = false;
}
if(player_info->stats[STAT_HEALTH] <= 0 && (player_info->userid < DEAD_SIZE) && !isdead[player_info->userid])
{
#define DEATH_WEIGHT 0.2
#define DEATH_WEIGHT_CLOSE DEATH_WEIGHT * 0.8
#define DEATH_WEIGHT_FAR DEATH_WEIGHT * 0.5
isdead[player_info->userid] = true;
grid->cells[row][col].teams[team_id].death_weight += DEATH_WEIGHT;
// Top.
grid->cells[row_top][col].teams[team_id].death_weight += DEATH_WEIGHT_CLOSE;
// Top Right.
grid->cells[row_top][col_right].teams[team_id].death_weight = DEATH_WEIGHT_FAR;
// Right.
grid->cells[row][col_right].teams[team_id].death_weight = DEATH_WEIGHT_CLOSE;
// Bottom Right.
grid->cells[row_bottom][col_right].teams[team_id].death_weight = DEATH_WEIGHT_FAR;
// Bottom.
grid->cells[row_bottom][col].teams[team_id].death_weight = DEATH_WEIGHT_CLOSE;
// Bottom Left.
grid->cells[row_bottom][col_left].teams[team_id].death_weight = DEATH_WEIGHT_FAR;
// Left.
grid->cells[row][col_left].teams[team_id].death_weight = DEATH_WEIGHT_CLOSE;
// Top Left.
grid->cells[row_top][col_left].teams[team_id].death_weight = DEATH_WEIGHT_FAR;
}
// Only change the weight if the new weight is greater than the current one.
if(weight >= grid->cells[row][col].teams[team_id].weight)
{
float neighbour_weight_close;
float neighbour_weight_far;
// Fade the weights for the neighbours. The edge corners
// are at 50% opacity, and the ones at top/bottom, left/right at 80%.
neighbour_weight_close = weight * 0.8;
neighbour_weight_far = weight * 0.5;
// Set the team weight for the current cell + surrounding cells.
{
// The current cell.
grid->cells[row][col].teams[team_id].weight = weight;
grid->cells[row][col].teams[team_id].change_time = cls.demotime;
// Top.
grid->cells[row_top][col].teams[team_id].weight = max(grid->cells[row_top][col].teams[team_id].weight, neighbour_weight_close);
grid->cells[row_top][col].teams[team_id].change_time = cls.demotime;
// Top right.
grid->cells[row_top][col_right].teams[team_id].weight = max(grid->cells[row_top][col_right].teams[team_id].weight, neighbour_weight_far);
grid->cells[row_top][col_right].teams[team_id].change_time = cls.demotime;
// Right.
grid->cells[row][col_right].teams[team_id].weight = max(grid->cells[row][col_right].teams[team_id].weight, neighbour_weight_close);
grid->cells[row][col_right].teams[team_id].change_time = cls.demotime;
// Bottom right.
grid->cells[row_bottom][col_right].teams[team_id].weight = max(grid->cells[row_bottom][col_right].teams[team_id].weight, neighbour_weight_far);
grid->cells[row_bottom][col_right].teams[team_id].change_time = cls.demotime;
// Bottom.
grid->cells[row_bottom][col].teams[team_id].weight = max(grid->cells[row_bottom][col].teams[team_id].weight, neighbour_weight_close);
grid->cells[row_bottom][col].teams[team_id].change_time = cls.demotime;
// Bottom left.
grid->cells[row_bottom][col_left].teams[team_id].weight = max(grid->cells[row_bottom][col_left].teams[team_id].weight, neighbour_weight_far);
grid->cells[row_bottom][col_left].teams[team_id].change_time = cls.demotime;
// Left.
grid->cells[row][col_left].teams[team_id].weight = max(grid->cells[row][col_left].teams[team_id].weight, neighbour_weight_close);
grid->cells[row][col_left].teams[team_id].change_time = cls.demotime;
// Top left.
grid->cells[row_top][col_left].teams[team_id].weight = max(grid->cells[row_top][col_left].teams[team_id].weight, neighbour_weight_far);
grid->cells[row_top][col_left].teams[team_id].change_time = cls.demotime;
}
}
}
void StatsGrid_Gather()
{
int i;
int row, col;
static int lastframecount = -1;
player_state_t *state;
player_info_t *info;
// Initiate the grid if it hasn't already been initiated.
// The grid is reset on all level changes.
if(stats_grid == NULL)
{
if (!cl.worldmodel)
return;
// TODO: Create cvars that let us set these values.
StatsGrid_Init(&stats_grid, // The grid to initiate.
5.0, // The time in miliseconds between fall offs.
0.2, // At each fall off period, how much should be substracted from the weight?
50, // The length in quad coordinates of a cells side length.
fabs(cl.worldmodel->maxs[0] - cl.worldmodel->mins[0]), // Width of the map in quake coordinates.
fabs(cl.worldmodel->maxs[1] - cl.worldmodel->mins[1]), // Height (if we're talking 2D where Y = height).
0.0); // The threshold before a team is considered to "hold" a cell.
// We failed initializing the grid, so don't do anything.
if(stats_grid == NULL)
{
return;
}
}
// If it's the first time for this level initiate.
if(stats_important_ents == NULL)
{
StatsGrid_InitHoldItems();
}
// Only gather once per frame.
if (cls.framecount == lastframecount)
{
return;
}
lastframecount = cls.framecount;
if (!cl.oldparsecount || !cl.parsecount || cls.state < ca_active)
{
return;
}
// Make sure the team colors are correct.
StatsGrid_ValidateTeamColors();
// Get player state so we can know where he is (or on rare occassions, she).
state = cl.frames[cl.oldparsecount & UPDATE_MASK].playerstate;
// Get the info for the player.
info = cl.players;
for(i = 0; i < MAX_CLIENTS; i++, info++, state++)
{
// Skip spectators.
if(!cl.players[i].name[0] || cl.players[i].spectator)
{
continue;
}
// Calculate the weight for this player and set it at the
// cell the player is located on in the grid.
StatsGrid_SetWeightForPlayer(stats_grid, state, info);
}
// Reset the amount of cells that each team "holds" since
// they will be recalculated when the weights are decreased.
stats_grid->teams[STATS_TEAM1].hold_count = 0;
stats_grid->teams[STATS_TEAM2].hold_count = 0;
StatsGrid_ResetHoldItemCounts();
// Go through all the cells and decrease their weights.
for(row = 0; row < stats_grid->row_count; row++)
{
for(col = 0; col < stats_grid->col_count; col++)
{
StatsGrid_DecreaseTeamWeights(stats_grid, row, col, stats_grid->hold_threshold);
}
}
}
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