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- /*
- ===========================================================================
- 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 <http://www.gnu.org/licenses/>.
- 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.
- ===========================================================================
- */
- #ifndef __SYS_STATS_MISC_H__
- #define __SYS_STATS_MISC_H__
- /*
- ================================================================================================
- Stats (for achievements, matchmaking, etc.)
- ================================================================================================
- */
- /*
- ================================================
- systemStats_t
- This is to give the framework the ability to deal with stat indexes that are
- completely up to each game. The system needs to deal with some stat indexes for things like
- the level for matchmaking, etc.
- ================================================
- */
- /*
- ================================================================================================
- Leader Boards
- ================================================================================================
- */
- const int MAX_LEADERBOARDS = 256;
- const int MAX_LEADERBOARD_COLUMNS = 16;
- enum aggregationMethod_t {
- AGGREGATE_MIN, // Write the new value if it is less than the existing value.
- AGGREGATE_MAX, // Write the new value if it is greater than the existing value.
- AGGREGATE_SUM, // Add the new value to the existing value and write the result.
- AGGREGATE_LAST, // Write the new value.
- };
- enum rankOrder_t {
- RANK_GREATEST_FIRST, // Rank the in descending order, greatest score is best score
- RANK_LEAST_FIRST, // Rank the in ascending order, lowest score is best score
- };
- enum statsColumnDisplayType_t {
- STATS_COLUMN_DISPLAY_NUMBER,
- STATS_COLUMN_DISPLAY_TIME_MILLISECONDS,
- STATS_COLUMN_DISPLAY_CASH,
- STATS_COLUMN_NEVER_DISPLAY,
- };
- struct columnDef_t {
- const char * locDisplayName;
- int bits;
- aggregationMethod_t aggregationMethod;
- statsColumnDisplayType_t displayType;
- };
- struct leaderboardDefinition_t {
- leaderboardDefinition_t() :
- id ( -1 ),
- numColumns( 0 ),
- columnDefs( NULL ),
- rankOrder( RANK_GREATEST_FIRST ),
- supportsAttachments( false ),
- checkAgainstCurrent( false ) {
- }
- leaderboardDefinition_t( int id_, int numColumns_, const columnDef_t * columnDefs_, rankOrder_t rankOrder_, bool supportsAttachments_, bool checkAgainstCurrent_ ) :
- id ( id_ ),
- numColumns( numColumns_ ),
- columnDefs( columnDefs_ ),
- rankOrder( rankOrder_ ),
- supportsAttachments( supportsAttachments_ ),
- checkAgainstCurrent( checkAgainstCurrent_ ) {
- }
- int32 id;
- int32 numColumns;
- const columnDef_t * columnDefs;
- rankOrder_t rankOrder;
- bool supportsAttachments;
- bool checkAgainstCurrent; // Compare column 0 with the currently stored leaderboard, and only submit the new leaderboard if the new column 0 is better
- idStr boardName; // Only used for display name within steam. If Empty, will generate. must be specifically set.
- };
- struct column_t {
- column_t( int64 value_ ) : value( value_ ) {}
- column_t() {}
- int64 value;
- };
- /*
- ================================================================================================
- Contains the Achievement and LeaderBoard free function declarations.
- ================================================================================================
- */
- typedef int32 leaderboardHandle_t;
- /*
- ================================================
- idLeaderBoardEntry
- ================================================
- */
- class idLeaderBoardEntry {
- public:
- static const int MAX_LEADERBOARD_COLUMNS = 16;
- idStr username; // aka gamertag
- int64 score;
- int64 columns[ MAX_LEADERBOARD_COLUMNS ];
- };
- const leaderboardDefinition_t * Sys_FindLeaderboardDef( int id );
- leaderboardDefinition_t * Sys_CreateLeaderboardDef( int id_, int numColumns_, const columnDef_t * columnDefs_, rankOrder_t rankOrder_, bool supportsAttachments_, bool checkAgainstCurrent_ );
- void Sys_DestroyLeaderboardDefs();
- #endif // !__SYS_STATS_MISC_H__
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