/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "Game_local.h" #include "Leaderboards.h" #include "MultiplayerGame.h" /* ================================================================================================ Leaderboard stats column definitions - per Game Type. ================================================================================================ */ static columnDef_t public_Deathmatch[] = { { "Frags", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, //{ "Deaths", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, //{ "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, //{ "Score", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, }; static columnDef_t public_Tourney[] = { { "Wins", 64, AGGREGATE_SUM, STATS_COLUMN_DISPLAY_NUMBER }, }; static columnDef_t public_TeamDeathmatch[] = { { "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, }; static columnDef_t public_LastmanStanding[] = { { "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, }; static columnDef_t public_CaptureTheFlag[] = { { "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER }, }; // This should match up to the ordering of the gameType_t. ( in MultiplayerGame.h ) const columnGameMode_t gameMode_columnDefs[] = { { public_Deathmatch, ARRAY_COUNT( public_Deathmatch ), RANK_GREATEST_FIRST, false, false, "DM" }, // DEATHMATCH { public_Tourney, ARRAY_COUNT( public_Tourney ), RANK_GREATEST_FIRST, false, false, "TOURNEY" }, // TOURNEY { public_TeamDeathmatch, ARRAY_COUNT( public_TeamDeathmatch ), RANK_GREATEST_FIRST, false, false, "TDM" }, // TEAM DEATHMATCH { public_LastmanStanding, ARRAY_COUNT( public_LastmanStanding ), RANK_GREATEST_FIRST, false, false, "LMS" }, // LASTMAN STANDING { public_CaptureTheFlag, ARRAY_COUNT( public_CaptureTheFlag ), RANK_GREATEST_FIRST, false, false, "CTF" }, // CAPTURE THE FLAG }; /* ===================================== RetreiveLeaderboardID Each map will move in blocks of n*modes. ex. map 0 will have 0 - 4 Leaderboard id's blocked out. map 1 will have 5 - 10 leaderboard id's blocked out. if gamemode is added it will move in blocks of ARRAY_COUNT( modes ) ===================================== */ int LeaderboardLocal_GetID( int mapIndex, int gametype ) { assert( gametype > GAME_RANDOM ); return mapIndex * ARRAY_COUNT( gameMode_columnDefs ) + gametype; } /* ===================================== LeaderboardLocal_Init ===================================== */ void LeaderboardLocal_Init() { const idList< mpMap_t > maps = common->GetMapList(); const char** gameModes = NULL; const char** gameModesDisplay = NULL; int numModes = game->GetMPGameModes( &gameModes, &gameModesDisplay ); // Iterate through all the available maps, and generate leaderboard Defs, and IDs for each. for( int mapIdx = 0; mapIdx < maps.Num(); mapIdx++ ) { for( int modeIdx = 0; modeIdx < numModes; modeIdx++ ) { // Check the supported modes on the map. if( maps[ mapIdx ].supportedModes & BIT( modeIdx ) ) { const columnGameMode_t gamemode = gameMode_columnDefs[ modeIdx ]; // Generate a Leaderboard ID for the map/mode int boardID = LeaderboardLocal_GetID( mapIdx, modeIdx ); // Create and Register the leaderboard with the sys_stats registered Leaderboards leaderboardDefinition_t* newLeaderboardDef = Sys_CreateLeaderboardDef( boardID, gamemode.numColumns, gamemode.columnDef, gamemode.rankOrder, gamemode.supportsAttachments, gamemode.checkAgainstCurrent ); // Set the leaderboard name. const char* mapname = idLocalization::GetString( maps[ mapIdx ].mapName ); newLeaderboardDef->boardName.Format( "%s %s", mapname, gamemode.abrevName ); // sanity check. if( Sys_FindLeaderboardDef( boardID ) != newLeaderboardDef ) { idLib::Error( "Leaderboards_Init leaderboard creation failed" ); } } } } } /* ===================================== LeaderboardLocal_Shutdown ===================================== */ void LeaderboardLocal_Shutdown() { Sys_DestroyLeaderboardDefs(); } /* ===================================== LeaderboardLocal_Upload ===================================== */ const static int FRAG_MULTIPLIER = 100; const static int DEATH_MULTIPLIER = -50; const static int WINS_MULTIPLIER = 20; void LeaderboardLocal_Upload( lobbyUserID_t lobbyUserID, int gameType, leaderboardStats_t& stats ) { assert( gameType > GAME_RANDOM ); int mapIdx = 0; // Need to figure out What stat columns we want to base rank on. ( for now we'll use wins ) const column_t* gameTypeColumn = NULL; const column_t defaultStats[] = { stats.wins }; // calculate DM score. int dmScore = stats.frags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * WINS_MULTIPLIER ; // TODO: Once leaderboard menu has correct columns- enable this -> const column_t dmStats[] = { stats.frags, stats.deaths, stats.wins, dmScore }; const column_t dmStats[] = { dmScore }; // Calculate TDM score. int tdmScore = stats.frags * FRAG_MULTIPLIER + stats.teamfrags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * WINS_MULTIPLIER ; const column_t tdmStats[] = { tdmScore }; // Calculate Tourney score. int tourneyScore = stats.wins; const column_t tnyStats[] = { tourneyScore }; // Calculate LMS score. int lmsFrags = stats.frags; if( lmsFrags < 0 ) { lmsFrags = 0; // LMS NO LIVES LEFT = -20 on fragCount. } int lmsScore = lmsFrags * FRAG_MULTIPLIER + stats.wins * ( WINS_MULTIPLIER * 10 ) ; const column_t lmsStats[] = { lmsScore }; // Calculate CTF score. int ctfScore = stats.frags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * ( WINS_MULTIPLIER * 10 ); const column_t ctfStats[] = { ctfScore }; switch( gameType ) { case GAME_DM: gameTypeColumn = dmStats; break; case GAME_TDM: gameTypeColumn = tdmStats; break; case GAME_TOURNEY: gameTypeColumn = tnyStats; break; case GAME_LASTMAN: gameTypeColumn = lmsStats; break; case GAME_CTF: { gameTypeColumn = ctfStats; break; } default: gameTypeColumn = defaultStats; } const idMatchParameters& matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms(); const idList< mpMap_t > maps = common->GetMapList(); // need to find the map Index number for( mapIdx = 0; mapIdx < maps.Num(); mapIdx++ ) { if( matchParameters.mapName.Cmp( maps[ mapIdx ].mapFile ) == 0 ) { break; } } int boardID = LeaderboardLocal_GetID( mapIdx, gameType ); const leaderboardDefinition_t* board = Sys_FindLeaderboardDef( boardID ); if( board ) { session->LeaderboardUpload( lobbyUserID, board, gameTypeColumn ); } else { idLib::Warning( "LeaderboardLocal_Upload invalid leaderboard with id of %d", boardID ); } } class idLeaderboardCallbackTest : public idLeaderboardCallback { void Call() { idLib::Printf( "Leaderboard information retrieved in user callback.\n" ); idLib::Printf( "%d total entries in leaderboard %d.\n", numRowsInLeaderboard, def->id ); for( int i = 0; i < rows.Num(); i++ ) { idLib::Printf( "%d: %s rank:%lld", i, rows[i].name.c_str(), rows[i].rank ); for( int j = 0; j < def->numColumns; j++ ) { idLib::Printf( ", score[%d]: %lld", j, rows[i].columns[j] ); } idLib::Printf( "\n" ); } } idLeaderboardCallback* Clone() const { return new( TAG_PSN ) idLeaderboardCallbackTest( *this ); } }; CONSOLE_COMMAND( testLeaderboardDownload, " ", 0 ) { idLeaderboardCallbackTest leaderboardCallbackTest; int leaderboardID = 0; int start = 1; int end = 100; if( args.Argc() > 1 ) { leaderboardID = atoi( args.Argv( 1 ) ); } if( args.Argc() > 2 ) { start = atoi( args.Argv( 2 ) ); } if( args.Argc() > 3 ) { end = atoi( args.Argv( 3 ) ); } const leaderboardDefinition_t* leaderboardDef = Sys_FindLeaderboardDef( leaderboardID ); if( leaderboardDef ) { session->LeaderboardDownload( 0, leaderboardDef, start, end, leaderboardCallbackTest ); } else { idLib::Warning( "Sys_FindLeaderboardDef() Unable to find board %d\n", leaderboardID ); } } CONSOLE_COMMAND( testLeaderboardUpload, " ", 0 ) { idLobbyBase& lobby = session->GetActingGameStateLobbyBase(); lobbyUserID_t user = lobby.GetLobbyUserIdByOrdinal( 0 ); gameType_t gameType = GAME_DM; int frags = 0; int wins = 1; if( args.Argc() > 1 ) { gameType = static_cast( atoi( args.Argv( 1 ) ) ); } if( args.Argc() > 2 ) { frags = atoi( args.Argv( 2 ) ); } if( args.Argc() > 3 ) { wins = atoi( args.Argv( 3 ) ); } leaderboardStats_t stats = { frags, wins, 0, 0 }; LeaderboardLocal_Upload( user, gameType , stats ); session->LeaderboardFlush(); } CONSOLE_COMMAND( testLeaderboardUpload_SendToClients, " ", 0 ) { for( int playerIdx = 0; playerIdx < gameLocal.numClients; playerIdx++ ) { leaderboardStats_t stats = { 1, 1, 1, 1 }; LeaderboardLocal_Upload( gameLocal.lobbyUserIDs[ playerIdx ], gameLocal.gameType, stats ); } // Dont do this more than once. session->LeaderboardFlush(); }