mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
332 lines
11 KiB
C++
332 lines
11 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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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "Leaderboards.h"
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#include "MultiplayerGame.h"
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/*
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================================================================================================
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Leaderboard stats column definitions - per Game Type.
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================================================================================================
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*/
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static columnDef_t public_Deathmatch[] = {
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{ "Frags", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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//{ "Deaths", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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//{ "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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//{ "Score", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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};
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static columnDef_t public_Tourney[] = {
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{ "Wins", 64, AGGREGATE_SUM, STATS_COLUMN_DISPLAY_NUMBER },
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};
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static columnDef_t public_TeamDeathmatch[] = {
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{ "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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};
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static columnDef_t public_LastmanStanding[] = {
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{ "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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};
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static columnDef_t public_CaptureTheFlag[] = {
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{ "Wins", 64, AGGREGATE_MAX, STATS_COLUMN_DISPLAY_NUMBER },
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};
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// This should match up to the ordering of the gameType_t. ( in MultiplayerGame.h )
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const columnGameMode_t gameMode_columnDefs[] = {
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{ public_Deathmatch, ARRAY_COUNT( public_Deathmatch ), RANK_GREATEST_FIRST, false, false, "DM" }, // DEATHMATCH
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{ public_Tourney, ARRAY_COUNT( public_Tourney ), RANK_GREATEST_FIRST, false, false, "TOURNEY" }, // TOURNEY
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{ public_TeamDeathmatch, ARRAY_COUNT( public_TeamDeathmatch ), RANK_GREATEST_FIRST, false, false, "TDM" }, // TEAM DEATHMATCH
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{ public_LastmanStanding, ARRAY_COUNT( public_LastmanStanding ), RANK_GREATEST_FIRST, false, false, "LMS" }, // LASTMAN STANDING
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{ public_CaptureTheFlag, ARRAY_COUNT( public_CaptureTheFlag ), RANK_GREATEST_FIRST, false, false, "CTF" }, // CAPTURE THE FLAG
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};
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/*
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=====================================
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RetreiveLeaderboardID
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Each map will move in blocks of n*modes.
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ex. map 0 will have 0 - 4 Leaderboard id's blocked out.
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map 1 will have 5 - 10 leaderboard id's blocked out.
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if gamemode is added it will move in blocks of ARRAY_COUNT( modes )
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=====================================
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*/
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int LeaderboardLocal_GetID( int mapIndex, int gametype ) {
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assert( gametype > GAME_RANDOM );
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return mapIndex * ARRAY_COUNT( gameMode_columnDefs ) + gametype;
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}
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/*
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=====================================
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LeaderboardLocal_Init
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=====================================
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*/
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void LeaderboardLocal_Init() {
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const idList< mpMap_t > maps = common->GetMapList();
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const char ** gameModes = NULL;
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const char ** gameModesDisplay = NULL;
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int numModes = game->GetMPGameModes( &gameModes, &gameModesDisplay );
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// Iterate through all the available maps, and generate leaderboard Defs, and IDs for each.
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for( int mapIdx = 0; mapIdx < maps.Num(); mapIdx++ ) {
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for( int modeIdx = 0; modeIdx < numModes; modeIdx++ ) {
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// Check the supported modes on the map.
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if( maps[ mapIdx ].supportedModes & BIT( modeIdx ) ) {
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const columnGameMode_t gamemode = gameMode_columnDefs[ modeIdx ];
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// Generate a Leaderboard ID for the map/mode
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int boardID = LeaderboardLocal_GetID( mapIdx, modeIdx );
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// Create and Register the leaderboard with the sys_stats registered Leaderboards
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leaderboardDefinition_t * newLeaderboardDef = Sys_CreateLeaderboardDef( boardID,
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gamemode.numColumns,
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gamemode.columnDef,
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gamemode.rankOrder,
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gamemode.supportsAttachments,
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gamemode.checkAgainstCurrent );
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// Set the leaderboard name.
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const char* mapname = idLocalization::GetString( maps[ mapIdx ].mapName );
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newLeaderboardDef->boardName.Format( "%s %s", mapname, gamemode.abrevName );
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// sanity check.
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if( Sys_FindLeaderboardDef( boardID ) != newLeaderboardDef ) {
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idLib::Error( "Leaderboards_Init leaderboard creation failed" );
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}
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}
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}
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}
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}
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/*
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=====================================
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LeaderboardLocal_Shutdown
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=====================================
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*/
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void LeaderboardLocal_Shutdown() {
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Sys_DestroyLeaderboardDefs();
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}
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/*
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=====================================
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LeaderboardLocal_Upload
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=====================================
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*/
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const static int FRAG_MULTIPLIER = 100;
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const static int DEATH_MULTIPLIER = -50;
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const static int WINS_MULTIPLIER = 20;
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void LeaderboardLocal_Upload( lobbyUserID_t lobbyUserID,int gameType, leaderboardStats_t & stats ) {
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assert( gameType > GAME_RANDOM );
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int mapIdx = 0;
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// Need to figure out What stat columns we want to base rank on. ( for now we'll use wins )
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const column_t * gameTypeColumn = NULL;
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const column_t defaultStats[] = { stats.wins };
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// calculate DM score.
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int dmScore = stats.frags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * WINS_MULTIPLIER ;
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// TODO: Once leaderboard menu has correct columns- enable this -> const column_t dmStats[] = { stats.frags, stats.deaths, stats.wins, dmScore };
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const column_t dmStats[] = { dmScore };
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// Calculate TDM score.
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int tdmScore = stats.frags * FRAG_MULTIPLIER + stats.teamfrags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * WINS_MULTIPLIER ;
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const column_t tdmStats[] = { tdmScore };
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// Calculate Tourney score.
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int tourneyScore = stats.wins;
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const column_t tnyStats[] = { tourneyScore };
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// Calculate LMS score.
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int lmsFrags = stats.frags;
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if( lmsFrags < 0 ) {
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lmsFrags = 0; // LMS NO LIVES LEFT = -20 on fragCount.
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}
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int lmsScore = lmsFrags * FRAG_MULTIPLIER + stats.wins * ( WINS_MULTIPLIER * 10 ) ;
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const column_t lmsStats[] = { lmsScore };
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// Calculate CTF score.
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int ctfScore = stats.frags * FRAG_MULTIPLIER + stats.deaths * DEATH_MULTIPLIER + stats.wins * ( WINS_MULTIPLIER * 10 );
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const column_t ctfStats[] = { ctfScore };
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switch( gameType ) {
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case GAME_DM:
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gameTypeColumn = dmStats;
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break;
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case GAME_TDM:
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gameTypeColumn = tdmStats;
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break;
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case GAME_TOURNEY:
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gameTypeColumn = tnyStats;
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break;
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case GAME_LASTMAN:
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gameTypeColumn = lmsStats;
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break;
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case GAME_CTF: {
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gameTypeColumn = ctfStats;
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break;
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}
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default:
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gameTypeColumn = defaultStats;
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}
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const idMatchParameters & matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms();
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const idList< mpMap_t > maps = common->GetMapList();
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// need to find the map Index number
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for( mapIdx = 0; mapIdx < maps.Num(); mapIdx++ ) {
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if( matchParameters.mapName.Cmp( maps[ mapIdx ].mapFile ) == 0 ) {
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break;
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}
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}
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int boardID = LeaderboardLocal_GetID( mapIdx, gameType );
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const leaderboardDefinition_t * board = Sys_FindLeaderboardDef( boardID );
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if( board ) {
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session->LeaderboardUpload( lobbyUserID, board, gameTypeColumn );
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} else {
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idLib::Warning( "LeaderboardLocal_Upload invalid leaderboard with id of %d", boardID );
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}
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}
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class idLeaderboardCallbackTest : public idLeaderboardCallback {
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void Call() {
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idLib::Printf( "Leaderboard information retrieved in user callback.\n" );
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idLib::Printf( "%d total entries in leaderboard %d.\n", numRowsInLeaderboard, def->id );
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for ( int i = 0; i < rows.Num(); i++ ) {
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idLib::Printf( "%d: %s rank:%lld", i, rows[i].name.c_str(), rows[i].rank );
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for ( int j = 0; j < def->numColumns; j++ ) {
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idLib::Printf( ", score[%d]: %lld", j, rows[i].columns[j] );
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}
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idLib::Printf( "\n" );
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}
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}
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idLeaderboardCallback * Clone() const {
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return new (TAG_PSN) idLeaderboardCallbackTest( *this );
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}
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};
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CONSOLE_COMMAND( testLeaderboardDownload, "<id 0 - n > <start = 1> <end = 100>", 0 ) {
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idLeaderboardCallbackTest leaderboardCallbackTest;
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int leaderboardID = 0;
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int start = 1;
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int end = 100;
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if ( args.Argc() > 1 ) {
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leaderboardID = atoi( args.Argv( 1 ) );
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}
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if ( args.Argc() > 2 ) {
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start = atoi( args.Argv( 2 ) );
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}
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if ( args.Argc() > 3 ) {
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end = atoi( args.Argv( 3 ) );
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}
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const leaderboardDefinition_t * leaderboardDef = Sys_FindLeaderboardDef( leaderboardID );
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if( leaderboardDef ) {
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session->LeaderboardDownload( 0, leaderboardDef, start, end, leaderboardCallbackTest );
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} else {
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idLib::Warning( "Sys_FindLeaderboardDef() Unable to find board %d\n", leaderboardID );
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}
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}
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CONSOLE_COMMAND( testLeaderboardUpload, "<gameType 0 - 4 > <frags = 0> <wins = 1>", 0 ) {
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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lobbyUserID_t user = lobby.GetLobbyUserIdByOrdinal( 0 );
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gameType_t gameType = GAME_DM;
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int frags = 0;
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int wins = 1;
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if ( args.Argc() > 1 ) {
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gameType = static_cast<gameType_t>( atoi( args.Argv( 1 ) ) );
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}
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if ( args.Argc() > 2 ) {
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frags = atoi( args.Argv( 2 ) );
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}
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if ( args.Argc() > 3 ) {
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wins = atoi( args.Argv( 3 ) );
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}
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leaderboardStats_t stats = { frags, wins, 0, 0 };
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LeaderboardLocal_Upload( user, gameType , stats );
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session->LeaderboardFlush();
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}
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CONSOLE_COMMAND( testLeaderboardUpload_SendToClients, "<gameType 0 - 4 > <frags = 0> <wins = 1>", 0 ) {
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for( int playerIdx = 0; playerIdx < gameLocal.numClients; playerIdx++ ) {
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leaderboardStats_t stats = { 1, 1, 1, 1 };
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LeaderboardLocal_Upload( gameLocal.lobbyUserIDs[ playerIdx ], gameLocal.gameType, stats );
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}
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// Dont do this more than once.
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session->LeaderboardFlush();
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}
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