3
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1 /* $Id: playerlist.c,v 1.1.1.1 1997/12/06 05:41:30 darius Exp $ */
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2
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3 /*
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4 * playerlist.c
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5 * modified to sort by teams by Bill Dyess on 9/23/93
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6 */
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7 #include "copyright.h"
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8
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9 #include <stdio.h>
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10 #include "Wlib.h"
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11 #include "defs.h"
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12 #include "struct.h"
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13 #include "data.h"
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14 #include "proto.h"
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15 #include "gameconf.h"
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16 #include "packets.h"
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17
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18 /* Prototypes */
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19 static void dofulllist P((struct player * pptr, int vpos));
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20 /* static char *get_players_rank_name P((struct player *j));*/
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21 void getdesig P((struct player * j, char *desig));
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22
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23 struct teamstruct {
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24 short teamnum;
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25 short totalnum;
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26 short outfitnum;
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27 short row;
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28 short outfitrow;
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29 };
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30
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31 int lastsortPlayers, lasthnk, lastspl, lastshowDead;
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32
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33 void
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34 playerlist()
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35 {
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36 int i;
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37 char buf[100];
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38
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39 if (slot == NULL) {
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40 if ((slot = (short *) malloc(sizeof(short) * 33)) == NULL) {
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41 perror("out of memory?!?\n");
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42 exit(-1);
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43 }
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44 }
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45 if (*playerList != 0 && *playerList != ',') { /* do the wide thing
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46 [BDyess] */
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47 wideplayerlist();
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48 return;
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49 }
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50 for (i = 0; i < 33; i++)
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51 slot[i] = -2;
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52 lastsortPlayers = sortPlayers;
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53 lasthnk = hideNoKills;
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54 lastspl = showPreLogins;
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55 lastshowDead = showDead;
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56
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57 W_ClearWindow(playerw);
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58
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59 (void) strcpy(buf, " Type Rank Name Kills Type Rank Name Kills");
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60 W_WriteText(playerw, 0, 1, textColor, buf, strlen(buf), W_RegularFont);
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61
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62 if (!paradise)
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63 (void) strcpy(buf, " Type Rank Name Kills Win Loss Ratio Offense Defense DI");
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64 else
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65 (void) strcpy(buf, " Type Rank Name Kills Win Loss Ratio Battle Strategy DI");
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66
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67 W_WriteText(playerw, 0, 20, textColor, buf, strlen(buf), W_RegularFont);
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68
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69 for (i = 0; i < nplayers; i++)
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70 updatePlayer[i] |= ALL_UPDATE;
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71
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72 playerlist2();
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73 }
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74
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75
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76 void
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77 playerlist2()
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78 {
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79 register int i, k, z;
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80 char buf[100];
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81 short extra = 0, outfitextra = 0;
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82 struct teamstruct teams[4];
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83 struct teamstruct *quadrant[4], *tempquad; /* topleft, topright,
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84 bottomleft, bottomright */
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85 register struct player *j;
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86 static short sequentialSort = 0;
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87 char *rname;
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88 char desig[3];
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89 short currentSlot;
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90 static int usingWide = 0;
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91
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92 if (*playerList != 0 && *playerList != ',') { /* do the wide thing
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93 [BDyess] */
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94 if (slot == NULL) {
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95 playerlist();
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96 return;
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97 }
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98 wideplayerlist2();
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99 usingWide = 1;
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100 return;
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101 }
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102 /* keeps the playerlist from being drawn when not allowed [BDyess] */
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103 if (!allowPlayerlist)
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104 return;
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105
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106 if (slot == NULL || lastsortPlayers != sortPlayers ||
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107 lasthnk != hideNoKills ||
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108 lastspl != showPreLogins ||
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109 lastshowDead != showDead ||
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110 usingWide) {
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111 usingWide = 0;
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112 if(resizePlayerList)
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113 W_ResizeText(playerw,83,W_WindowHeight(playerw));
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114 playerlist();
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115 return;
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116 }
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117 if (!W_IsMapped(playerw))
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118 return;
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119 if (updatePlayer[me->p_no] & LARGE_UPDATE)
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120 dofulllist(me, 21);
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121 if (blk_bozolist >= 0)
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122 if (updatePlayer[blk_bozolist] & LARGE_UPDATE)
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123 dofulllist(&players[blk_bozolist], 22);
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124 /*
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125 if sortPlayers is on: the players team goes in the top left (top right
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126 if robSort: on), the next-largest team in the top right, the third
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127 largest in the bottom left, and everything else in the bottom right
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128 */
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129 if (sortPlayers) {
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130 bzero(teams, sizeof(teams));
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131 for (i = 0; i < 4; i++)
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132 teams[i].teamnum = i;
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133 /* figure out how many players on each team */
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134 for (i = 0, j = &players[i]; i < nplayers; i++, j++) {
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135 if (j->p_status != PFREE && !(j->p_status == POUTFIT && j->p_teami < 0)) {
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136 if (j->p_teami < 0 || j->p_teami == number_of_teams) {
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137 if (!showDead)
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138 continue;
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139 extra++;
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140 if (j->p_status == POUTFIT && sortOutfitting)
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141 outfitextra++;
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142 } else if (j->p_teami == number_of_teams) {
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143 if (!showPreLogins)
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144 continue;
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145 extra++;
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146 if (j->p_status == POUTFIT && sortOutfitting)
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147 outfitextra++;
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148 } else {
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149 teams[j->p_teami].totalnum++;
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150 if (j->p_status == POUTFIT && showDead && sortOutfitting)
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151 teams[j->p_teami].outfitnum++;
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152 }
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153 }
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154 /*
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155 printf("player %d is on team %d with status %d\n",
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156 i,j->p_teami,j->p_status);
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157 */
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158 }
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159
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160 for (i = 0; i < 4; i++)
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161 quadrant[i] = &teams[i];
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162 if (me->p_teami >= 0 && me->p_teami < number_of_teams)
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163 teams[me->p_teami].totalnum += 10000;
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164 for (i = 3; i > 0; i--) {
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165 for (k = 0; k < i; k++) {
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166 if (quadrant[k]->totalnum < quadrant[k + 1]->totalnum) {
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167 tempquad = quadrant[k];
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168 quadrant[k] = quadrant[k + 1];
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169 quadrant[k + 1] = tempquad;
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170 }
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171 }
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172 }
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173 if (me->p_teami >= 0 && me->p_teami < number_of_teams) {
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174 teams[me->p_teami].totalnum -= 10000;
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175 if (robsort) {
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176 quadrant[0] = quadrant[1];
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177 quadrant[1] = &teams[me->p_teami];
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178 }
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179 }
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180 quadrant[3]->totalnum += extra;
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181 quadrant[3]->outfitnum += outfitextra;
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182
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183 if (quadrant[0]->totalnum > 16 || quadrant[1]->totalnum > 16) {
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184 /*
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185 if one team is so huge as to not fit on just one side, then
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186 just list all the players sequentially, but still team sorted.
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187 For now, set a flag and clear any freshly empty space.
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188 */
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189 if (sequentialSort == 0) {
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190 sequentialSort = 1;
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191 playerlist();
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192 return;
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193 }
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194 quadrant[0]->row = 0;
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195 quadrant[1]->row = quadrant[0]->totalnum;
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196 quadrant[2]->row = quadrant[1]->row + quadrant[1]->totalnum;
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197 quadrant[3]->row = quadrant[2]->row + quadrant[2]->totalnum;
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198 /* wipe out the blank sections */
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199 for (i = quadrant[3]->row + quadrant[3]->totalnum; i < 32; i++) {
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200 if (slot[i] != -1) {
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201 /*
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202 if we get here, it's not possible to have players
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203 blank on the left side
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204 */
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205 W_ClearArea(playerw, 44, i - 16 + 1, 41, 1);
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206 slot[i] = -1;
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207 }
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208 }
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209 } else {
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210 if (sequentialSort == 1) {
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211 sequentialSort = 0;
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212 playerlist();
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213 return;
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214 }
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215 quadrant[0]->row = quadrant[1]->row = 2;
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216 if (quadrant[0]->totalnum + quadrant[2]->totalnum <= 16) {
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217 quadrant[2]->row = 18 - quadrant[2]->totalnum;
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218 } else {
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219 quadrant[2]->row = 2 + quadrant[0]->totalnum;
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220 quadrant[3]->totalnum += quadrant[0]->totalnum + quadrant[2]->totalnum - 16;
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221 }
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222 if (quadrant[1]->totalnum + quadrant[3]->totalnum <= 16) {
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223 quadrant[3]->row = 18 - quadrant[3]->totalnum;
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224 } else {
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225 quadrant[3]->row = 2 + quadrant[1]->totalnum;
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226 quadrant[2]->row -= quadrant[1]->totalnum + quadrant[3]->totalnum - 16;
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227 }
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228
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229 for (i = 0; i < 4; i++)
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230 quadrant[i]->outfitrow = quadrant[i]->row + quadrant[i]->totalnum -
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231 quadrant[i]->outfitnum;
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232 /* wipe out the blank sections */
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233 for (i = 2 + quadrant[0]->totalnum; i < quadrant[2]->row; i++) {
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234 if (slot[i - 2] != -1 || players[slot[i - 2]].p_status != POUTFIT) {
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235 W_ClearArea(playerw, 0, i, 41, 1);
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236 slot[i - 2] = -1;
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237 }
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238 }
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239 for (i = 2 + quadrant[1]->totalnum; i < quadrant[3]->row; i++) {
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240 if (slot[16 + i - 2] != -1) {
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241 W_ClearArea(playerw, 44, i, 41, 1);
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242 slot[16 + i - 2] = -1;
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243 }
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244 }
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245 }
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246 }
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247 /* update the display for each player */
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248 for (i = 0, j = &players[i]; i < nplayers; i++, j++) {
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249
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250 if (!updatePlayer[i] && !sortPlayers && slot[i] == j->p_no)
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251 continue;
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252
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253 getdesig(j, desig);
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254 if (!desig[0]) {
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255 if (!sortPlayers)
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256 W_ClearArea(playerw, (i > 15) ? 44 : 0, (i > 15) ? i - 16 + 2 : i + 2, 41, 1);
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257 continue; /* don't display this guy, he's toast */
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258 }
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259 rname = get_players_rank_name(j);
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260 (void) sprintf(buf, "%c%c %2.2s %-9.9s %-15.15s",
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261 teaminfo[j->p_teami].letter,
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262 shipnos[j->p_no],
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263 desig,
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264 rname,
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265 j->p_name);
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266 /*
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267 replace 0.00 kills with spaces if not alive and paradise or not
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268 RSA
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269 */
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270 /* this is optional with the hideNoKills option */
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271 if ((j->p_kills <= 0 &&
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272 (paradise || RSA_Client <= 0) && hideNoKills)
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273 || (j->p_status & ~PALIVE))
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274 strcat(buf, " ");
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275 else
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276 sprintf(buf + strlen(buf), "%6.2f", j->p_kills);
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277 if (!sortPlayers) {
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278 #ifdef PLPROF
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279 printf("Updating player %d\n", j->p_no);
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280 #endif /* PLPROF */
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281 W_WriteText(playerw, (i > 15) ? 44 : 0,
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282 (i > 15) ? i - 16 + 2 : i + 2, playerColor(j), buf,
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283 strlen(buf), shipFont(j));
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284 slot[i] = j->p_no;
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285 } else if (!sequentialSort) {
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286 /* find out which quadrant he should be in */
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287 for (z = 0; j->p_teami != quadrant[z]->teamnum && z < 3; z++);
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288 if (j->p_status == POUTFIT && sortOutfitting)
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289 k = quadrant[z]->outfitrow++ - quadrant[z]->row;
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290 else
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291 k = 0;
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292 if (quadrant[z]->row + k > 18) {
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293 z += 1;
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294 if (z > 3)
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295 z -= 2;
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296 }
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297 currentSlot = (z % 2) * 16 + quadrant[z]->row - 2 + k;
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298 if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) {
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299 slot[currentSlot] = j->p_no;
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300 #ifdef PLPROF
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301 printf("Updating %d, currentslot = %d, updatePlayer = %d\n",
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302 j->p_no, currentSlot, updatePlayer[j->p_no]);
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303 #endif /* PLPROF */
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304 W_WriteText(playerw, 44 * (z % 2), k + quadrant[z]->row,
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305 playerColor(j), buf, strlen(buf), shipFont(j));
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306 }
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307 if (!k)
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308 quadrant[z]->row++;
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309 } else { /* do sequential sort placement */
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310 /* find out which quadrant he should be in */
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311 for (z = 0; j->p_teami != quadrant[z]->teamnum && z < 3; z++);
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312 currentSlot = quadrant[z]->row++;
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313 if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) {
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314 if (currentSlot >= 16) {
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315 W_WriteText(playerw, 44, currentSlot - 16 + 2, playerColor(j),
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316 buf, strlen(buf), shipFont(j));
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317 } else {
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318 W_WriteText(playerw, 0, currentSlot + 2, playerColor(j), buf,
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319 strlen(buf), shipFont(j));
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320 }
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321 }
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322 }
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323
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324 #if 0
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325 if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) {
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326 slot[currentSlot] = j->p_no;
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327 #ifdef PLPROF
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328 printf("Updating %d\n", j->p_no);
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329 #endif /* PLPROF */
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330 W_WriteText(playerw, currentSlot >= 16 ? 44 : 0,
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331 currentSlot >= 16 ? currentSlot + 2 - 16 : currentSlot + 2,
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332 playerColor(j), buf, strlen(buf), shipFont(j));
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333 }
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334 }
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335 #endif /* 0 */
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336 updatePlayer[j->p_no] = NO_UPDATE;
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337 }
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338 }
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339
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340 void
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341 getdesig(j, desig)
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342 struct player *j;
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343 char *desig;
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344 {
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345 switch (j->p_status) {
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346 case PALIVE:
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347 strncpy(desig, j->p_ship->s_desig, 2);
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348 j->p_ship->s_desig[2] = 0;
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349 break;
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350 case PTQUEUE:
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351 strcpy(desig, "tq");
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352 break;
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353 case POUTFIT:
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354 if ((j->p_teami < 0) || !showDead)
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355 desig[0] = 0;
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356 else
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357 strcpy(desig, "--");
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358 break;
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359 case PEXPLODE:
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360 case PDEAD:
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361 if (showDead)
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362 strcpy(desig, "**");
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363 else
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364 desig[0] = 0;
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365 break;
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366 case POBSERVE:
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367 strcpy(desig, "ob");
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368 break;
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369 default:
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370 desig[0] = 0;
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371 break;
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372 }
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373 /*
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374 if (!*desig) j->p_teami = -1;
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375 */
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376 if (j->p_teami == number_of_teams && !showPreLogins)
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377 desig[0] = 0;
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378 }
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379
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380 static void
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381 dofulllist(pptr, vpos)
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382 struct player *pptr;
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383 int vpos;
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384 {
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385 char buf[100];
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386 char *rname;
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387 char desig[3];
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388 struct ratings r;
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389
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390 if (!W_IsMapped(playerw))
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391 return;
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392
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393 getdesig(pptr, desig);
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394 if (!desig[0]) {
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395 if (pptr->p_no == blk_bozolist)
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396 blk_bozolist = -1;
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397 W_ClearArea(playerw, 0, vpos, 83, 1);
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398 return;
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399 }
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400 get_ratings(pptr, &r);
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401
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402 rname = get_players_rank_name(pptr);
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403 if (!paradise)
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404 sprintf(buf, "%c%c %2.2s %-9.9s %-16.16s%5.2f %5d %5d %6.2f %5.2f %5.2f %8.2f ",
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405 teaminfo[pptr->p_teami].letter,
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406 shipnos[pptr->p_no],
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407 desig /* pptr->p_ship->s_desig */ ,
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408 rname,
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409 pptr->p_name,
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410 pptr->p_kills,
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411 r.r_kills,
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412 r.r_losses,
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413 r.r_ratio,
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414 r.r_offrat,
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415 r.r_defrat,
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416 r.r_di);
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417 else
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418 sprintf(buf, "%c%c %2.2s %-9.9s %-16.16s%5.2f %5d %5d %6.2f %5.2f %5.2f %8.2f ",
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419 teaminfo[pptr->p_teami].letter,
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420 shipnos[pptr->p_no],
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421 desig /* pptr->p_ship->s_desig */ ,
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422 rname,
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423 pptr->p_name,
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424 pptr->p_kills,
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425 r.r_kills,
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426 r.r_losses,
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427 r.r_ratio,
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428 r.r_batrat,
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429 r.r_stratrat,
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430 r.r_di);
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431
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432 #ifdef PLPROF
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433 printf("Updating %d\n", pptr->p_no);
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434 #endif /* PLPROF */
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435 W_WriteText(playerw, 0, vpos, playerColor(pptr), buf, strlen(buf),
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436 shipFont(pptr));
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437 }
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438
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439 char *
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440 get_players_rank_name(j)
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441 struct player *j;
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442 {
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443 char *r;
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444 if (j->p_stats.st_rank < 0)
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445 j->p_stats.st_rank = 0;
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446 if (!paradise) {
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447 r = ranks[j->p_stats.st_rank].name;
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448 } else {
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449 if (j->p_stats2.st_royal == 0)
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450 r = ranks2[j->p_stats2.st_rank].name;
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451 else
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452 r = royal[j->p_stats2.st_royal].name;
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453 }
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454 return (r);
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455 }
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456
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457 void
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458 playerwEvent(data)
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459 W_Event *data;
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460 {
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461 int key;
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462 struct obtype *target;
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463
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464 key = doKeymap(data);
|
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465 if (key == -1)
|
|
466 return;
|
|
467 switch (key) {
|
|
468 case 'l': /* lock on [BDyess] */
|
|
469 target = gettarget(data->Window, data->x, data->y, TARG_PLAYER);
|
|
470 sendPlaylockReq(target->o_num);
|
|
471 me->p_playerl = target->o_num;
|
|
472 break;
|
|
473 case 'i':
|
|
474 case 'I':
|
|
475 if (!infomapped)
|
|
476 inform(data->Window, data->x, data->y, key);
|
|
477 else
|
|
478 destroyInfo();
|
|
479 break;
|
|
480 case 'X':
|
|
481 macroState = 1;
|
|
482 warning("Macro mode");
|
|
483 break;
|
|
484 default:
|
|
485 warning("Invalid key");
|
|
486 }
|
|
487 }
|
|
488
|
|
489 void
|
|
490 selectblkbozo(data)
|
|
491 W_Event *data;
|
|
492 {
|
|
493 int width, slotnum;
|
|
494
|
|
495 if (*playerList
|
|
496 && *playerList != ',')
|
|
497 return;
|
|
498 width = W_WindowWidth(data->Window);
|
|
499 if (data->key == W_RBUTTON || data->key == W_LBUTTON || data->key == W_MBUTTON)
|
|
500 if (data->y > W_Textheight * 2 + 1 && data->y < W_Textheight * 19) {
|
|
501 W_TranslatePoints(data->Window, &data->x, &data->y);
|
|
502 slotnum = 0;
|
|
503 if (data->x > width / 2)
|
|
504 slotnum += 16;
|
|
505 /* only look for players in the slotspace */
|
|
506 if (data->y <= (16 + 1)) {
|
|
507 slotnum += data->y - 2;
|
|
508 if (slot[slotnum] != me->p_no)
|
|
509 blk_bozolist = slot[slotnum];
|
|
510 if (blk_bozolist >= 0) {
|
|
511 updatePlayer[blk_bozolist] |= LARGE_UPDATE;
|
|
512 } else {
|
|
513 blk_bozolist = -1;
|
|
514 W_ClearArea(playerw, 0, 22, 83, 1);
|
|
515 }
|
|
516 }
|
|
517 }
|
|
518 }
|