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1 #pragma once
2
3 #define MAX_SCORE 64
4
5 #define REGISTER_SP(id) REGISTER(Scores, SP, id, m_id, new_pure(PlayerScoreField))
6 REGISTRY(Scores, MAX_SCORE);
7 REGISTER_REGISTRY(Scores)
8 REGISTRY_SORT(Scores);
9 REGISTRY_CHECK(Scores);
10
11 REGISTRY_DEFINE_GET(Scores, NULL)
12 STATIC_INIT(Scores_renumber) { FOREACH(Scores, true, it.m_id = i); }
13
14 /*
15  * Score indices
16  */
17
18 #ifdef GAMEQC
19 // fields not networked via the score system
20 REGISTER_SP(END);
21
22 REGISTER_SP(PING);
23 REGISTER_SP(PL);
24 REGISTER_SP(NAME);
25 REGISTER_SP(SEPARATOR);
26
27 REGISTER_SP(KDRATIO); // kills / deaths
28 REGISTER_SP(SUM); // kills - deaths
29 REGISTER_SP(FRAGS); // kills - suicides
30
31 // networked fields
32
33 REGISTER_SP(SCORE);
34
35 REGISTER_SP(DMG);
36 REGISTER_SP(DMGTAKEN);
37
38 REGISTER_SP(KILLS);
39 REGISTER_SP(DEATHS);
40 REGISTER_SP(SUICIDES);
41 REGISTER_SP(TEAMKILLS);
42
43 REGISTER_SP(ELO);
44
45 REGISTER_SP(FPS);
46
47 // TODO: move to common mutators
48
49 REGISTER_SP(RACE_TIME);
50 REGISTER_SP(RACE_LAPS);
51 REGISTER_SP(RACE_FASTEST);
52
53 //REGISTER_SP(CTS_TIME);
54 //REGISTER_SP(CTS_LAPS);
55 //REGISTER_SP(CTS_FASTEST);
56
57 REGISTER_SP(ASSAULT_OBJECTIVES);
58
59 REGISTER_SP(CTF_PICKUPS);
60 REGISTER_SP(CTF_FCKILLS);
61 REGISTER_SP(CTF_RETURNS);
62 REGISTER_SP(CTF_CAPS);
63 REGISTER_SP(CTF_CAPTIME);
64 REGISTER_SP(CTF_DROPS);
65
66 REGISTER_SP(DOM_TAKES);
67 REGISTER_SP(DOM_TICKS);
68
69 REGISTER_SP(FREEZETAG_REVIVALS);
70
71 REGISTER_SP(KEEPAWAY_PICKUPS);
72 REGISTER_SP(KEEPAWAY_BCTIME);
73 REGISTER_SP(KEEPAWAY_CARRIERKILLS);
74
75 REGISTER_SP(KH_PICKUPS);
76 REGISTER_SP(KH_CAPS);
77 REGISTER_SP(KH_KCKILLS);
78 REGISTER_SP(KH_PUSHES);
79 REGISTER_SP(KH_DESTROYS);
80 REGISTER_SP(KH_LOSSES);
81
82 REGISTER_SP(LMS_RANK);
83 REGISTER_SP(LMS_LIVES);
84
85 REGISTER_SP(NEXBALL_GOALS);
86 REGISTER_SP(NEXBALL_FAULTS);
87
88 REGISTER_SP(ONS_TAKES);
89 REGISTER_SP(ONS_CAPS);
90 #endif
91
92
93 // the stuff you don't need to see
94
95 /**
96  * Lower scores are better (e.g. suicides)
97  */
98 const int SFL_LOWER_IS_BETTER = BIT(0);
99
100 /**
101  * Don't show zero values as scores
102  */
103 const int SFL_HIDE_ZERO = BIT(1);
104
105 /**
106  * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
107  */
108 const int SFL_ALLOW_HIDE = BIT(4);
109
110 /**
111  * Display as a rank (with st, nd, rd, th suffix)
112  */
113 const int SFL_RANK = BIT(5);
114
115 /**
116  * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
117  */
118 const int SFL_TIME = BIT(6);
119
120 // not an extra constant yet
121 #define SFL_ZERO_IS_WORST SFL_TIME
122
123 /**
124  * Scoring priority (NOTE: PRIMARY is used for fraglimit)
125  */
126 const int SFL_SORT_PRIO_SECONDARY = 4;
127 const int SFL_SORT_PRIO_PRIMARY = 8;
128 const int SFL_SORT_PRIO_MASK = 12;
129
130 #define IS_INCREASING(x) ( (x) & SFL_LOWER_IS_BETTER )
131 #define IS_DECREASING(x) ( !((x) & SFL_LOWER_IS_BETTER) )
132
133 USING(PlayerScoreField, entity);
134 .int _scores[MAX_SCORE];
135 .string m_name;
136 .int m_flags;
137
138 #define scores(this) _scores[(this).m_id]
139 #define scores_label(this) ((this).m_name)
140 #define scores_flags(this) ((this).m_flags)
141
142 #define MAX_TEAMSCORE 2
143 USING(ScoreTeam, string);
144 .int _teamscores[MAX_TEAMSCORE];
145 #define teamscores(i) _teamscores[i]
146 string _teamscores_label[MAX_TEAMSCORE];
147 #define teamscores_label(i) _teamscores_label[i]
148 int _teamscores_flags[MAX_TEAMSCORE];
149 #define teamscores_flags(i) _teamscores_flags[i]
150
151 const int ST_SCORE = 0;