mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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209 lines
7.8 KiB
C++
209 lines
7.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SYS_LEADERBOARDS_H__
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#define __SYS_LEADERBOARDS_H__
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/*
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================================================================================================
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Stats (for achievements, matchmaking, etc.)
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================================================================================================
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*/
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/*
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================================================
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systemStats_t
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This is to give the framework the ability to deal with stat indexes that are
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completely up to each game. The system needs to deal with some stat indexes for things like
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the level for matchmaking, etc.
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================================================
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*/
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/*
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================================================================================================
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Leaderboards
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================================================================================================
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*/
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const int MAX_LEADERBOARDS = 256;
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const int MAX_LEADERBOARD_COLUMNS = 16;
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enum aggregationMethod_t {
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AGGREGATE_MIN, // Write the new value if it is less than the existing value.
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AGGREGATE_MAX, // Write the new value if it is greater than the existing value.
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AGGREGATE_SUM, // Add the new value to the existing value and write the result.
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AGGREGATE_LAST, // Write the new value.
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};
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enum rankOrder_t {
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RANK_GREATEST_FIRST, // Rank the in descending order, greatest score is best score
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RANK_LEAST_FIRST, // Rank the in ascending order, lowest score is best score
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};
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enum statsColumnDisplayType_t {
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STATS_COLUMN_DISPLAY_NUMBER,
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STATS_COLUMN_DISPLAY_TIME_MILLISECONDS,
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STATS_COLUMN_DISPLAY_CASH,
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STATS_COLUMN_NEVER_DISPLAY,
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};
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struct columnDef_t {
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const char * locDisplayName;
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int bits;
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aggregationMethod_t aggregationMethod;
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statsColumnDisplayType_t displayType;
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};
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extern struct leaderboardDefinition_t * registeredLeaderboards[MAX_LEADERBOARDS];
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extern int numRegisteredLeaderboards;
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struct leaderboardDefinition_t {
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leaderboardDefinition_t() :
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id ( -1 ),
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numColumns( 0 ),
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columnDefs( NULL ),
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rankOrder( RANK_GREATEST_FIRST ),
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supportsAttachments( false ),
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checkAgainstCurrent( false ) {
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}
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leaderboardDefinition_t( int id_, int numColumns_, const columnDef_t * columnDefs_, rankOrder_t rankOrder_, bool supportsAttachments_, bool checkAgainstCurrent_ ) :
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id ( id_ ),
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numColumns( numColumns_ ),
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columnDefs( columnDefs_ ),
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rankOrder( rankOrder_ ),
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supportsAttachments( supportsAttachments_ ),
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checkAgainstCurrent( checkAgainstCurrent_ ) {
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assert( numRegisteredLeaderboards < MAX_LEADERBOARDS );
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registeredLeaderboards[numRegisteredLeaderboards++] = this;
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}
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int32 id;
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int32 numColumns;
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const columnDef_t * columnDefs;
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rankOrder_t rankOrder;
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bool supportsAttachments;
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bool checkAgainstCurrent; // Compare column 0 with the currently stored leaderboard, and only submit the new leaderboard if the new column 0 is better
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};
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struct column_t {
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column_t( int64 value_ ) : value( value_ ) {}
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column_t() {}
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int64 value;
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};
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/*
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================================================================================================
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Contains the Achievement and LeaderBoard free function declarations.
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================================================================================================
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*/
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typedef int32 leaderboardHandle_t;
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/*
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================================================
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idLeaderBoardEntry
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================================================
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*/
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class idLeaderBoardEntry {
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public:
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static const int MAX_LEADERBOARD_COLUMNS = 16;
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idStr username; // aka gamertag
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int64 score;
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int64 columns[ MAX_LEADERBOARD_COLUMNS ];
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};
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const leaderboardDefinition_t * Sys_FindLeaderboardDef( int id );
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//------------------------
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// leaderboardError_t
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//------------------------
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enum leaderboardError_t {
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LEADERBOARD_ERROR_NONE,
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LEADERBOARD_ERROR_FAILED, // General error occurred
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LEADERBOARD_ERROR_NOT_ONLINE, // Not online to request leaderboards
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LEADERBOARD_ERROR_BUSY, // Unable to download leaderboards right now (download already in progress)
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LEADERBOARD_ERROR_INVALID_USER, // Unable to request leaderboards as the given user
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LEADERBOARD_ERROR_INVALID_REQUEST, // The leaderboard request was invalid
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LEADERBOARD_ERROR_DOWNLOAD, // An error occurred while downloading the leaderboard
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LEADERBOARD_ERROR_MAX
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};
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/*
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================================================
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idLeaderboardCallback
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================================================
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*/
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class idLeaderboardCallback : public idCallback {
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public:
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struct row_t {
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bool hasAttachment;
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int64 attachmentID;
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idStr name;
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int64 rank;
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idArray<int64,MAX_LEADERBOARD_COLUMNS> columns;
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long user_id;
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// CSteamID user_id;
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};
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idLeaderboardCallback() : def( NULL ), startIndex( -1 ), localIndex( -1 ), numRowsInLeaderboard( -1 ), errorCode( LEADERBOARD_ERROR_NONE ) { }
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virtual idLeaderboardCallback * Clone() const = 0;
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// Used by the platform handlers to set data
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void ResetRows() { rows.Clear(); }
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void AddRow( const row_t & row ) { rows.Append( row ); }
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void SetNumRowsInLeaderboard( int32 i ) { numRowsInLeaderboard = i; }
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void SetDef( const leaderboardDefinition_t * def_ ) { def = def_; }
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void SetStartIndex( int startIndex_ ) { startIndex = startIndex_; }
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void SetLocalIndex( int localIndex_ ) { localIndex = localIndex_; }
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void SetErrorCode( leaderboardError_t errorCode ) { this->errorCode = errorCode; }
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// Used in user callback for information retrieval
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const leaderboardDefinition_t * GetDef() const { return def; }
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int GetStartIndex() const { return startIndex; }
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const idList< row_t > & GetRows() const { return rows; }
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int GetNumRowsInLeaderboard() const { return numRowsInLeaderboard; }
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int GetLocalIndex() const { return localIndex; }
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leaderboardError_t GetErrorCode() const { return this->errorCode; }
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protected:
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const leaderboardDefinition_t * def; // leaderboard def
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int startIndex; // where the first row starts in the online leaderboard
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int localIndex; // if player is in the rows, this is the offset of him within the returned rows
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idList< row_t > rows; // leaderboard entries for the request
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int numRowsInLeaderboard; // total number of rows in the online leaderboard
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leaderboardError_t errorCode; // error, if any, that occurred during last operation
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};
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#endif // !__SYS_LEADERBOARDS_H__
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