CnC_Remastered_Collection/REDALERT/STATS.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

912 lines
30 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : WINSTUB.CPP *
* *
* Programmer : Steve Tall *
* *
* Start Date : 05/29/1996 *
* *
* Last Update : May 29th 1996 [ST] *
* *
*---------------------------------------------------------------------------------------------*
* Overview: *
* Internet game statistics to collect and upload to the server *
* *
* *
*---------------------------------------------------------------------------------------------*
* *
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifdef WIN32
#include "function.h"
#include "tcpip.h"
#include "packet.h"
#include "ccdde.h"
#define FIELD_PACKET_TYPE "TYPE"
#define FIELD_GAME_ID "IDNO"
#define FIELD_START_CREDITS "CRED"
#define FIELD_BASES "BASE"
#define FIELD_TIBERIUM "TIBR"
#define FIELD_CRATES "CRAT"
#define FIELD_AI_PLAYERS "AIPL"
#define FIELD_CAPTURE_THE_FLAG "FLAG"
#define FIELD_START_UNIT_COUNT "UNIT"
#define FIELD_TECH_LEVEL "TECH"
#define FIELD_SCENARIO "SCEN"
#define FIELD_COMPLETION "CMPL"
#define FIELD_START_TIME "TIME"
#define FIELD_GAME_DURATION "DURA"
#define FIELD_FRAME_RATE "AFPS"
#define FIELD_SPEED_SETTING "SPED"
#define FIELD_GAME_VERSION "VERS"
#define FIELD_GAME_BUILD_DATE "DATE"
#define FIELD_COVERT_PRESENT "COVT"
#define FIELD_CPU_TYPE "PROC"
#define FIELD_MEMORY "MEMO"
#define FIELD_VIDEO_MEMORY "VIDM"
#define FIELD_SHADOW_REGROWS "SHAD"
#ifdef WOLAPI_INTEGRATION
#define FIELD_HOSTORNOT "SDFX"
#define FIELD_TOURNAMENT "TRNY"
#define FIELD_NUM_INITIAL_PLAYERS "NUMP"
#define FIELD_NUM_REMAINING_PLAYERS "REMN"
#define FIELD_DISCONNECT_PINGS "PING"
#define FIELD_COMPUTERTOOKOVER "QUIT"
//#define FIELD_HARDWARE_GUID "GUID"
#define FIELD_PLAYER1_IP "ADR1"
#define FIELD_PLAYER2_IP "ADR2"
#endif
// ajw The following were never used (thank god).
#define FIELD_PLAYER1_HANDLE "NAM1"
#define FIELD_PLAYER2_HANDLE "NAM2"
#define FIELD_PLAYER1_TEAM "SID1"
#define FIELD_PLAYER2_TEAM "SID2"
#define FIELD_PLAYER1_COLOR "COL1"
#define FIELD_PLAYER2_COLOR "COL2"
#define FIELD_PLAYER1_CREDITS "CRD1"
#define FIELD_PLAYER2_CREDITS "CRD2"
#define FIELD_PLAYER1_UNITS_LEFT "UNL1"
#define FIELD_PLAYER2_UNITS_LEFT "UNL2"
#define FIELD_PLAYER1_INFANTRY_LEFT "INL1"
#define FIELD_PLAYER2_INFANTRY_LEFT "INL2"
#define FIELD_PLAYER1_PLANES_LEFT "PLL1"
#define FIELD_PLAYER2_PLANES_LEFT "PLL2"
#define FIELD_PLAYER1_BUILDINGS_LEFT "BLL1"
#define FIELD_PLAYER2_BUILDINGS_LEFT "BLL2"
#define FIELD_PLAYER1_VESSELS_LEFT "VSL1"
#define FIELD_PLAYER2_VESSELS_LEFT "VSL2"
#define FIELD_PLAYER1_UNITS_BOUGHT "UNB1"
#define FIELD_PLAYER2_UNITS_BOUGHT "UNB2"
#define FIELD_PLAYER1_INFANTRY_BOUGHT "INB1"
#define FIELD_PLAYER2_INFANTRY_BOUGHT "INB2"
#define FIELD_PLAYER1_PLANES_BOUGHT "PLB1"
#define FIELD_PLAYER2_PLANES_BOUGHT "PLB2"
#define FIELD_PLAYER1_BUILDINGS_BOUGHT "BLB1"
#define FIELD_PLAYER2_BUILDINGS_BOUGHT "BLB2"
#define FIELD_PLAYER1_VESSELS_BOUGHT "VSB1"
#define FIELD_PLAYER2_VESSELS_BOUGHT "VSB2"
#define FIELD_PLAYER1_UNITS_KILLED "UNK1"
#define FIELD_PLAYER2_UNITS_KILLED "UNK2"
#define FIELD_PLAYER1_INFANTRY_KILLED "INK1"
#define FIELD_PLAYER2_INFANTRY_KILLED "INK2"
#define FIELD_PLAYER1_PLANES_KILLED "PLK1"
#define FIELD_PLAYER2_PLANES_KILLED "PLK2"
#define FIELD_PLAYER1_BUILDINGS_KILLED "BLK1"
#define FIELD_PLAYER2_BUILDINGS_KILLED "BLK2"
#define FIELD_PLAYER1_VESSELS_KILLED "VSK1"
#define FIELD_PLAYER2_VESSELS_KILLED "VSK2"
#define FIELD_PLAYER1_BUILDINGS_CAPTURED "BLC1"
#define FIELD_PLAYER2_BUILDINGS_CAPTURED "BLC2"
#define FIELD_PLAYER1_CRATES_FOUND "CRA1"
#define FIELD_PLAYER2_CRATES_FOUND "CRA2"
#define FIELD_PLAYER1_HARVESTED "HRV1"
#define FIELD_PLAYER2_HARVESTED "HRV2"
#define PACKET_TYPE_HOST_GAME_INFO (unsigned char) 50
#define PACKET_TYPE_GUEST_GAME_INFO (unsigned char) 51
// Note: These enums match those in the game results server code.
enum {
COMPLETION_CONNECTION_LOST,
COMPLETION_PLAYER_1_WON,
COMPLETION_PLAYER_1_WON_BY_RESIGNATION,
COMPLETION_PLAYER_1_WON_BY_DISCONNECTION,
COMPLETION_PLAYER_2_WON,
COMPLETION_PLAYER_2_WON_BY_RESIGNATION,
COMPLETION_PLAYER_2_WON_BY_DISCONNECTION,
#ifdef FIXIT_VERSION_3 // Stalemate games.
COMPLETION_WASH = 64,
#endif
};
extern unsigned long PlanetWestwoodGameID;
extern HINSTANCE ProgramInstance;
extern unsigned long PlanetWestwoodStartTime;
extern "C" char CPUType;
bool GameTimerInUse = false;
TimerClass GameTimer;
long GameEndTime;
void *PacketLater = NULL;
//#include "WolDebug.h"
#ifdef WOLAPI_INTEGRATION
#include "WolapiOb.h"
extern WolapiObject* pWolapi;
extern bool bReconnectDialogCancelled;
#endif
/***********************************************************************************************
* Send_Statistics_To_Server -- sends internet game statistics to the Westeood server *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 5/29/96 12:38PM ST : Created *
*=============================================================================================*/
void Send_Statistics_Packet(void)
{
#if (0)//PG
// debugprint( "Stats: Send_Statistics_Packet() called.\n" );
#ifndef INTERNET_OFF // Denzil 5/4/98
#ifdef WOLAPI_INTEGRATION
if( !pWolapi ) // Should no longer ever happen.
return;
#endif
PacketClass stats;
HouseClass *player;
static int packet_size;
int index;
bool packet_later = false; // Should the packet be sent later
void *packet;
static char field_player_handle[5] = { "NAM?" };
static char field_player_team[5] = { "SID?" };
static char field_player_color[5] = { "COL?" };
static char field_player_credits[5] = { "CRD?" };
static char field_player_units_left[5] = { "UNL?" };
static char field_player_infantry_left[5] = { "INL?" };
static char field_player_planes_left[5] = { "PLL?" };
static char field_player_buildings_left[5] = { "BLL?" };
static char field_player_vessels_left[5] = { "VSL?" };
static char field_player_units_bought[5] = { "UNB?" };
static char field_player_infantry_bought[5] = { "INB?" };
static char field_player_planes_bought[5] = { "PLB?" };
static char field_player_buildings_bought[5] = { "BLB?" };
static char field_player_vessels_bought[5] = { "VSB?" };
static char field_player_units_killed[5] = { "UNK?" };
static char field_player_infantry_killed[5] = { "INK?" };
static char field_player_planes_killed[5] = { "PLK?" };
static char field_player_buildings_killed[5] = { "BLK?" };
static char field_player_vessels_killed[5] = { "VSK?" };
static char field_player_buildings_captured[5] = { "BLC?" };
static char field_player_crates_found[5] = { "CRA?" };
static char field_player_harvested[5] = { "HRV?" };
static char *houses[] = {
"SPA",
"GRE",
"USS",
"ENG",
"ITA",
"GER",
"FRA",
"TKY",
"GUD",
"BAD",
"CIV",
"JP ",
"M01",
"M02",
"M03",
"M04",
"M05",
"M06",
"M07",
"M08"
};
if (!PacketLater){
/*
** Field to identify this as C&C 95 internet game statistics packet
*/
#ifdef WOLAPI_INTEGRATION
if( pWolapi->bGameServer )
{
stats.Add_Field( FIELD_HOSTORNOT, (unsigned char)0 ); // Reversed meaning of this for Neal.
}else{
stats.Add_Field( FIELD_HOSTORNOT, (unsigned char)1 );
}
#else
if (Server){
stats.Add_Field(FIELD_PACKET_TYPE, PACKET_TYPE_HOST_GAME_INFO);
}else{
stats.Add_Field(FIELD_PACKET_TYPE, PACKET_TYPE_GUEST_GAME_INFO);
}
#endif
/*
** Game ID. A unique game identifier assigned by WChat.
*/
stats.Add_Field(FIELD_GAME_ID, PlanetWestwoodGameID);
#ifdef WOLAPI_INTEGRATION
// Number of players initially in game.
stats.Add_Field( FIELD_NUM_INITIAL_PLAYERS, (unsigned long)pWolapi->GameInfoCurrent.iPlayerCount );
//debugprint( "Stats: number of initial players is %i\n", pWolapi->GameInfoCurrent.iPlayerCount );
// Number of players remaining in game. Not sure of what use this will be statistically...
stats.Add_Field( FIELD_NUM_REMAINING_PLAYERS, (unsigned long)Session.Players.Count() );
//debugprint( "Stats: number of remaining players is %i\n", Session.Players.Count() );
// Whether or not this was a tournament game.
stats.Add_Field( FIELD_TOURNAMENT, (unsigned char)( pWolapi->GameInfoCurrent.bTournament ? 1 : 0 ) );
// ajw This is now in WOLAPI...
// // A unique value that identifies the machine that the game was played on.
// HW_PROFILE_INFO hwinfo;
// ::GetCurrentHwProfile( &hwinfo );
// stats.Add_Field( FIELD_HARDWARE_GUID, hwinfo.szHwProfileGuid );
#endif
/*
** Start credits.
*/
stats.Add_Field(FIELD_START_CREDITS, (unsigned long)Session.Options.Credits);
/*
** Bases (On/Off)
*/
stats.Add_Field(FIELD_BASES, Session.Options.Bases ? "ON" : "OFF");
/*
** Tiberium (On/Off)
*/
stats.Add_Field(FIELD_TIBERIUM, Session.Options.Tiberium ? "ON" : "OFF");
/*
** Crates (On/Off)
*/
stats.Add_Field(FIELD_CRATES, Session.Options.Goodies ? "ON" : "OFF");
/*
** AI Players (On/Off)
*/
stats.Add_Field(FIELD_AI_PLAYERS, (unsigned long) Session.Options.AIPlayers);
/*
** Shadow regrowth enabled
*/
stats.Add_Field(FIELD_SHADOW_REGROWS, Special.IsShadowGrow ? "ON" : "OFF" );
/*
** Capture the flag mode (On/Off)
*/
stats.Add_Field(FIELD_CAPTURE_THE_FLAG, Special.IsCaptureTheFlag ? "ON" : "OFF");
/*
** Start unit count
*/
stats.Add_Field(FIELD_START_UNIT_COUNT, (unsigned long)Session.Options.UnitCount);
/*
** Tech level.
*/
stats.Add_Field(FIELD_TECH_LEVEL, (unsigned long)BuildLevel);
/*
** Scenario
*/
#if (1)
stats.Add_Field(FIELD_SCENARIO, Session.Options.ScenarioDescription);
#else //(1)
char fname[128];
char namebuffer[40];
char *abuffer = (char *)_ShapeBuffer;
memset(abuffer, '\0', _ShapeBufferSize);
sprintf(fname,"%s.INI",Scen.ScenarioName);
CCFileClass fileo;
fileo.Set_Name (fname);
fileo.Read(abuffer, _ShapeBufferSize-1);
fileo.Close();
WWGetPrivateProfileString("Basic", "Name", "Nulls-Ville", namebuffer, 40, abuffer);
stats.Add_Field(FIELD_SCENARIO, namebuffer);
//stats.Add_Field(FIELD_SCENARIO, MPlayerScenarios[ScenarioIdx]);
#endif //(1)
#ifdef WOLAPI_INTEGRATION
// Completion status is set for Tournament games only - ajw.
if( pWolapi->GameInfoCurrent.bTournament )
{
#endif
/*
** Game completion status.
**
** Connection lost.
** Player 1 won
** Player 2 won
** Player 1 won by resignation
** Player 2 won by resignation
** Player 1 aborted
** Player 2 aborted
**
** Game was a draw
*/
HouseClass *player1 = NULL;
HouseClass *player2 = NULL;
for (int h=0 ; h<Session.Players.Count(); h++){
HouseClass *ptr = HouseClass::As_Pointer ((HousesType)(h + HOUSE_MULTI1));
if (ptr->IsHuman){
if (player1){
player2 = ptr;
break;
}else{
player1 = ptr;
}
}
}
int completion = -1;
if (player1 && player2){ // Can this ever fail? ajw
#ifdef FIXIT_VERSION_3
// Send IP addresses of both players.
NetNumType net;
NetNodeType node;
char szIPAddress[ 30 ];
Session.Players[ 0 ]->Address.Get_Address( net, node );
sprintf( szIPAddress, "%i.%i.%i.%i", node[0], node[1], node[2], node[3] );
if( strcmp( szIPAddress, "255.255.255.255" ) == 0 )
{
// Ok. It's not set. Let's try to get it ourselves...
char szHostName[ 512 ];
int iRes = gethostname( szHostName, 512 );
if( iRes != SOCKET_ERROR ) // else forget about trying
{
// debugprint( "gethostname got me %s\n", szHostName );
struct hostent* pHostent = gethostbyname( szHostName );
if( pHostent ) // else forget about trying
{
int i = 0;
int* piAddress = (int*)pHostent->h_addr_list[ i ];
while( piAddress )
{
// There is a non-null value for this h_addr_list entry.
char szAsciiIP[ 30 ];
strcpy( szAsciiIP, inet_ntoa( *( (struct in_addr*)piAddress ) ) );
// We have an address in the right form.
// Now, is it an address in a private network? If so we should ignore it.
unsigned char q1 = ( (char*)piAddress )[ 0 ]; // First digit.
unsigned char q2 = ( (char*)piAddress )[ 1 ]; // Second digit.
// debugprint( "ip: %s\n", szAsciiIP );
if( q1 == 10 || ( q1 == 172 && ( q2 >= 16 && q2 <= 31 ) ) || ( q1 == 192 && q2 == 168 ) )
{
// This is a private network address - ignore it and go on to next.
}
else
{
strcpy( szIPAddress, szAsciiIP );
break;
}
piAddress = (int*)pHostent->h_addr_list[ ++i ];
}
}
// else
// debugprint( "gethostbyname failed. Error %i\n", WSAGetLastError() );
}
// else
// debugprint( "gethostname failed with %i, error %i\n", iRes, WSAGetLastError() );
}
stats.Add_Field( FIELD_PLAYER1_IP, (char*)szIPAddress );
Session.Players[ 1 ]->Address.Get_Address( net, node );
sprintf( szIPAddress, "%i.%i.%i.%i", node[0], node[1], node[2], node[3] );
stats.Add_Field( FIELD_PLAYER2_IP, (char*)szIPAddress );
#endif
#ifdef FIXIT_VERSION_3 // Stalemate games.
if( Scen.bLocalProposesDraw && Scen.bOtherProposesDraw )
{
completion = COMPLETION_WASH;
}
else
{
#endif
if (ConnectionLost){
#ifdef WOLAPI_INTEGRATION
if( bReconnectDialogCancelled )
{
if( Session.Players[ 0 ]->Player.ID == HOUSE_MULTI1 )
// I am player1.
completion = COMPLETION_PLAYER_2_WON_BY_DISCONNECTION;
else
completion = COMPLETION_PLAYER_1_WON_BY_DISCONNECTION;
}
else
{
completion = COMPLETION_CONNECTION_LOST;
if( pWolapi->bDisconnectPingingCompleted )
{
char szPingResult[ 8 ]; // Format is "x/y a/b", e.g., "3/5 4/5"
pWolapi->DisconnectPingResultsString( szPingResult );
stats.Add_Field( FIELD_DISCONNECT_PINGS, (char*)szPingResult );
}
// else
// debugprint( "Stats: bDisconnectPingingCompleted is false! Should be finished!!!!!!!!!!!!!!!\n" );
}
#else
completion = COMPLETION_CONNECTION_LOST;
#endif
}else{
if (player1->IsGiverUpper){
completion = COMPLETION_PLAYER_2_WON_BY_DISCONNECTION;
}
if (player2->IsGiverUpper){
completion = COMPLETION_PLAYER_1_WON_BY_DISCONNECTION;
}
if (player2->IsDefeated){
/*
** Player 1 won. Find out how.
*/
completion = COMPLETION_PLAYER_1_WON;
if (player2->IsResigner){
completion = COMPLETION_PLAYER_1_WON_BY_RESIGNATION;
}else{
if (player2->IsGiverUpper){
completion = COMPLETION_PLAYER_1_WON_BY_DISCONNECTION;
}
}
}else{
if (player1->IsDefeated){
/*
** Player 2 won. Find out how.
*/
completion = COMPLETION_PLAYER_2_WON;
if (player1->IsResigner){
completion = COMPLETION_PLAYER_2_WON_BY_RESIGNATION;
}else{
if (player1->IsGiverUpper){
completion = COMPLETION_PLAYER_2_WON_BY_DISCONNECTION;
}
}
}
}
}
#ifdef FIXIT_VERSION_3 // Stalemate games.
}
#endif
}
stats.Add_Field (FIELD_COMPLETION, (char) completion);
//debugprint( "Stats: Tournament game completion value: %i\n", completion );
#ifdef WOLAPI_INTEGRATION
}
#endif
/*
** Game start time (GMT or Pacific?)
**
** Passed from WChat
*/
stats.Add_Field (FIELD_START_TIME, (long) PlanetWestwoodStartTime);
/*
** Game duration (seconds).
*/
stats.Add_Field (FIELD_GAME_DURATION, (long) GameEndTime/60);
/*
** Avg. frame rate.
*/
#ifdef FIXIT_IP_CRASH
long divisor = GameEndTime / 60;
if (divisor != 0) {
stats.Add_Field (FIELD_FRAME_RATE, (long) Frame / (GameEndTime/60) );
} else {
stats.Add_Field (FIELD_FRAME_RATE, 0l);
}
#else
stats.Add_Field (FIELD_FRAME_RATE, (long) Frame / (GameEndTime/60) );
#endif
/*
** CPU type
*/
stats.Add_Field (FIELD_CPU_TYPE, (char)CPUType);
/*
** Memory
*/
MEMORYSTATUS mem_info;
mem_info.dwLength=sizeof(mem_info);
GlobalMemoryStatus(&mem_info);
stats.Add_Field (FIELD_MEMORY, (long)mem_info.dwTotalPhys);
/*
** Video memory
*/
DDCAPS video_capabilities;
long video_memory;
if (DirectDrawObject){
video_capabilities.dwSize = sizeof (video_capabilities);
if (DD_OK == DirectDrawObject->GetCaps (&video_capabilities , NULL)){
video_memory = video_capabilities.dwVidMemTotal;
video_memory += 1024*1024 -1;
video_memory &= 0xfff00000;
stats.Add_Field (FIELD_VIDEO_MEMORY, (long) video_memory);
}
}
/*
** Game speed setting.
*/
stats.Add_Field (FIELD_SPEED_SETTING, (char)Options.GameSpeed);
/*
** Red Alert version/build date
*/
char version[128];
sprintf (version, "V%s", VerNum.Version_Name() );
stats.Add_Field (FIELD_GAME_VERSION, (char*)version);
char path_to_exe[280];
FILETIME write_time; //File time is 64 bits
GetModuleFileName (ProgramInstance, path_to_exe, 280);
RawFileClass file;
file.Set_Name(path_to_exe);
file.Open();
HANDLE handle = file.Get_File_Handle();
if (handle != INVALID_HANDLE_VALUE){
if (GetFileTime (handle, NULL, NULL, &write_time)){
write_time.dwLowDateTime = htonl (write_time.dwLowDateTime);
write_time.dwHighDateTime = htonl (write_time.dwHighDateTime);
stats.Add_Field (FIELD_GAME_BUILD_DATE, (void*)&write_time, sizeof (write_time));
}
}
/*
** Covert installed? (Yes/No)
*/
//stats.Add_Field(FIELD_COVERT_PRESENT, (char) Expansion_Present());
/*
** Build the player specific statistics
**
*/
#ifdef WOLAPI_INTEGRATION
for (int house = 0 ; house < 8 ; house++){
#else
for (int house = 0 ; house < 2 ; house++){
#endif
player = HouseClass::As_Pointer((HousesType) (house + HOUSE_MULTI1));
#ifdef WOLAPI_INTEGRATION
if( !player )
continue;
#endif
/*
** Player handle.
*/
field_player_handle[3] = '1' + (char)house;
#ifdef WOLAPI_INTEGRATION
stats.Add_Field (field_player_handle, (char*) player->InitialName);
//debugprint( "Stats: Player %i name %s\n", house, (char*) player->InitialName );
//debugprint( "Stats: Player %i ending name %s\n", house, (char*) player->IniName );
#else
stats.Add_Field (field_player_handle, (char*) player->IniName);
#endif
#ifdef WOLAPI_INTEGRATION
// Whether or not this player was taken over by the computer, due to his quitting the game.
if( strcmp( player->IniName, player->InitialName ) )
stats.Add_Field( FIELD_COMPUTERTOOKOVER, (unsigned char)1 );
else
stats.Add_Field( FIELD_COMPUTERTOOKOVER, (unsigned char)0 );
#endif
/*
** Player team. (NOD or GDI)
*/
field_player_team[3] = '1' + (char)house;
stats.Add_Field (field_player_team, houses[player->ActLike]);
/*
** Player color
*/
field_player_color[3] = '1' + (char)house;
stats.Add_Field (field_player_color, (unsigned char) (player->Class->House - HOUSE_MULTI1));
/*
** Player end credits.
*/
field_player_credits[3] = '1' + (char)house;
stats.Add_Field (field_player_credits, player->Credits + player->Tiberium);
/*
** Number of each unit/building type built
*/
field_player_infantry_bought[3] = '1' + (char)house;
field_player_units_bought[3] = '1' + (char)house;
field_player_planes_bought[3] = '1' + (char)house;
field_player_buildings_bought[3] = '1' + (char)house;
field_player_vessels_bought[3] = '1' + (char)house;
player->InfantryTotals->To_Network_Format();
player->UnitTotals->To_Network_Format();
player->AircraftTotals->To_Network_Format();
player->BuildingTotals->To_Network_Format();
player->VesselTotals->To_Network_Format();
stats.Add_Field (field_player_infantry_bought, (void*) player->InfantryTotals->Get_All_Totals(), player->InfantryTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_units_bought, (void*) player->UnitTotals->Get_All_Totals(), player->UnitTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_planes_bought, (void*) player->AircraftTotals->Get_All_Totals(), player->AircraftTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_buildings_bought, (void*) player->BuildingTotals->Get_All_Totals(), player->BuildingTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_vessels_bought, (void*) player->VesselTotals->Get_All_Totals(), player->VesselTotals->Get_Unit_Count()*4);
player->InfantryTotals->To_PC_Format();
player->UnitTotals->To_PC_Format();
player->AircraftTotals->To_PC_Format();
player->BuildingTotals->To_PC_Format();
/*
** Clear out the counts and use the space to count up the current number of units/buildings
*/
player->InfantryTotals->Clear_Unit_Total();
player->AircraftTotals->Clear_Unit_Total();
player->UnitTotals->Clear_Unit_Total();
player->BuildingTotals->Clear_Unit_Total();
player->VesselTotals->Clear_Unit_Total();
/*
** Number of units remaining to player
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass const * unit = Units.Ptr(index);
if (player == unit->House){
player->UnitTotals->Increment_Unit_Total (unit->Class->Type);
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass const * infantry = Infantry.Ptr(index);
if (player == infantry->House && !infantry->Class->IsCivilian){
player->InfantryTotals->Increment_Unit_Total (infantry->Class->Type);
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass const * aircraft = Aircraft.Ptr(index);
if (player == aircraft->House){ // && aircraft->Class->Type != AIRCRAFT_CARGO){
player->AircraftTotals->Increment_Unit_Total (aircraft->Class->Type);
}
}
for (index = 0; index < Buildings.Count(); index++) {
BuildingClass const * building = Buildings.Ptr(index);
if (player == building->House){
player->BuildingTotals->Increment_Unit_Total (building->Class->Type);
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass const * vessel = Vessels.Ptr(index);
if (player == vessel->House){
player->VesselTotals->Increment_Unit_Total (vessel->Class->Type);
}
}
player->InfantryTotals->To_Network_Format();
player->UnitTotals->To_Network_Format();
player->AircraftTotals->To_Network_Format();
player->BuildingTotals->To_Network_Format();
player->VesselTotals->To_Network_Format();
field_player_infantry_left[3] = '1' + (char)house;
field_player_units_left[3] = '1' + (char)house;
field_player_planes_left[3] = '1' + (char)house;
field_player_buildings_left[3] = '1' + (char)house;
#ifdef FIXIT_IP_STATS
field_player_vessels_left[3] = '1' + (char)house;
#endif
stats.Add_Field (field_player_infantry_left, (void*) player->InfantryTotals->Get_All_Totals(), player->InfantryTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_units_left, (void*) player->UnitTotals->Get_All_Totals(), player->UnitTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_planes_left, (void*) player->AircraftTotals->Get_All_Totals(), player->AircraftTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_buildings_left, (void*) player->BuildingTotals->Get_All_Totals(), player->BuildingTotals->Get_Unit_Count()*4);
stats.Add_Field (field_player_vessels_left, (void*) player->VesselTotals->Get_All_Totals(), player->VesselTotals->Get_Unit_Count()*4);
/*
** Number of enemy units/buildings of each type destroyed.
*/
player->DestroyedInfantry->To_Network_Format();
player->DestroyedUnits->To_Network_Format();
player->DestroyedAircraft->To_Network_Format();
player->DestroyedBuildings->To_Network_Format();
player->DestroyedVessels->To_Network_Format();
field_player_infantry_killed[3] = '1' + (char)house;
field_player_units_killed[3] = '1' + (char)house;
field_player_planes_killed[3] = '1' + (char)house;
field_player_buildings_killed[3] = '1' + (char)house;
field_player_vessels_killed[3] = '1' + (char)house;
stats.Add_Field (field_player_infantry_killed, (void*) player->DestroyedInfantry->Get_All_Totals(), player->DestroyedInfantry->Get_Unit_Count()*4);
stats.Add_Field (field_player_units_killed, (void*) player->DestroyedUnits->Get_All_Totals(), player->DestroyedUnits->Get_Unit_Count()*4);
stats.Add_Field (field_player_planes_killed, (void*) player->DestroyedAircraft->Get_All_Totals(), player->DestroyedAircraft->Get_Unit_Count()*4);
stats.Add_Field (field_player_buildings_killed, (void*) player->DestroyedBuildings->Get_All_Totals(), player->DestroyedBuildings->Get_Unit_Count()*4);
#ifdef FIXIT_VERSION_3
stats.Add_Field (field_player_vessels_killed, (void*) player->DestroyedVessels->Get_All_Totals(), player->DestroyedVessels->Get_Unit_Count()*4);
#else
stats.Add_Field (field_player_vessels_killed, (void*) player->DestroyedVessels->Get_All_Totals(), player->DestroyedBuildings->Get_Unit_Count()*4);
#endif
/*
** Number and type of enemy buildings captured
*/
field_player_buildings_captured[3] = '1' + (char)house;
player->CapturedBuildings->To_Network_Format();
stats.Add_Field (field_player_buildings_captured, (void*) player->CapturedBuildings->Get_All_Totals(), player->CapturedBuildings->Get_Unit_Count()*4);
/*
** Number of crates discovered and their contents
*/
field_player_crates_found[3] = '1' + (char)house;
player->TotalCrates->To_Network_Format();
stats.Add_Field (field_player_crates_found, (void*) player->TotalCrates->Get_All_Totals(), player->TotalCrates->Get_Unit_Count()*4);
/*
** Amount of tiberium turned into credits
*/
field_player_harvested[3] = '1' + (char)house;
stats.Add_Field (field_player_harvested, (unsigned long) player->HarvestedCredits);
}
/*
** Create the comms packet to be sent
*/
packet = stats.Create_Comms_Packet(packet_size);
#ifndef WOLAPI_INTEGRATION // ajw - 'PacketLater' is no longer ever used.
/*
** If a player disconnected then dont send the packet at this time - save it for later
*/
if (completion == COMPLETION_PLAYER_1_WON_BY_DISCONNECTION
|| completion == COMPLETION_PLAYER_2_WON_BY_DISCONNECTION){
PacketLater = packet;
return;
}
#endif
}else{ //else for if (!PacketLater)
/*
** Send the packet we calculated earlier when the disconnect occurred
*/
packet = PacketLater;
PacketLater = NULL;
}
/*
** Send it.....
*/
const char* szGameResServer;
int iPort;
if( pWolapi->GameInfoCurrent.GameKind == CREATEGAMEINFO::AMGAME )
{
szGameResServer = pWolapi->szGameResServerHost2;
iPort = pWolapi->iGameResServerPort2;
}
else
{
szGameResServer = pWolapi->szGameResServerHost1;
iPort = pWolapi->iGameResServerPort1;
}
if( *szGameResServer )
{
if( pWolapi->pNetUtil->RequestGameresSend( szGameResServer, iPort, (unsigned char*)packet, packet_size ) != S_OK )
//debugprint( "RequestGameresSend( %s, %i ) failed!!!\n", szGameResServer, iPort );
;
}
/*
** Save it to disk as well so I can see it
*/
// RawFileClass anotherfile ("packet.net");
// anotherfile.Write(packet, packet_size);
//debugprint( "Wrote out packet.net\n" );
/*
** Tidy up
*/
delete [] packet;
GameStatisticsPacketSent = true;
#endif // INTERNET_OFF
#endif
}
void Register_Game_Start_Time(void)
{
GameTimer.Set (0, true);
GameTimerInUse = true;
}
extern void Register_Game_End_Time(void)
{
GameEndTime = GameTimer.Time();
GameTimerInUse = false;
}
#endif //WIN32