mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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156 lines
5.2 KiB
C++
156 lines
5.2 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_STATS_MISC_H__
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#define __SYS_STATS_MISC_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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Leader Boards
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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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{
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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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{
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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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{
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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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{
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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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struct leaderboardDefinition_t
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{
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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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}
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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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{
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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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idStr boardName; // Only used for display name within steam. If Empty, will generate. must be specifically set.
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};
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struct column_t
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{
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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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{
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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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leaderboardDefinition_t* Sys_CreateLeaderboardDef( int id_, int numColumns_, const columnDef_t* columnDefs_, rankOrder_t rankOrder_, bool supportsAttachments_, bool checkAgainstCurrent_ );
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void Sys_DestroyLeaderboardDefs();
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#endif // !__SYS_STATS_MISC_H__
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