5 #define REGISTER_SP(id) REGISTER(Scores, SP, id, m_id, new_pure(PlayerScoreField))
6 REGISTRY(Scores, MAX_SCORE);
7 REGISTER_REGISTRY(Scores)
8 // do not sort alphabetically, player sort priority is based on score registration order
9 //REGISTRY_SORT(Scores);
10 REGISTRY_CHECK(Scores);
12 REGISTRY_DEFINE_GET(Scores, NULL)
13 STATIC_INIT(Scores_renumber) { FOREACH(Scores, true, it.m_id = i); }
20 // NOTE: score registration order is used as player sort priority (after primary and secondary)
22 // TODO: move gamemode scores to gamemode files
23 // TODO: allow gamemodes to fully customize player sorting priority, even the common ones
25 REGISTER_SP(RACE_LAPS);
26 REGISTER_SP(RACE_TIME);
27 REGISTER_SP(RACE_FASTEST);
29 REGISTER_SP(ASSAULT_OBJECTIVES);
31 REGISTER_SP(CTF_CAPS);
32 REGISTER_SP(CTF_FCKILLS);
33 REGISTER_SP(CTF_RETURNS);
34 REGISTER_SP(CTF_DROPS);
35 REGISTER_SP(CTF_PICKUPS);
36 REGISTER_SP(CTF_CAPTIME);
38 REGISTER_SP(DOM_TAKES);
39 REGISTER_SP(DOM_TICKS);
41 REGISTER_SP(FREEZETAG_REVIVALS);
43 REGISTER_SP(KEEPAWAY_BCTIME);
44 REGISTER_SP(KEEPAWAY_CARRIERKILLS);
45 REGISTER_SP(KEEPAWAY_PICKUPS);
48 REGISTER_SP(KH_KCKILLS);
49 REGISTER_SP(KH_LOSSES);
50 REGISTER_SP(KH_DESTROYS);
51 REGISTER_SP(KH_PUSHES);
52 REGISTER_SP(KH_PICKUPS);
54 REGISTER_SP(LMS_RANK);
55 REGISTER_SP(LMS_LIVES);
57 REGISTER_SP(NEXBALL_GOALS);
58 REGISTER_SP(NEXBALL_FAULTS);
60 REGISTER_SP(ONS_CAPS);
61 REGISTER_SP(ONS_TAKES);
66 REGISTER_SP(TEAMKILLS);
67 REGISTER_SP(SUICIDES);
69 REGISTER_SP(DMGTAKEN);
71 REGISTER_SP(ROUNDS_PL);
73 REGISTER_SP(ELO); // not sortable
74 REGISTER_SP(FPS); // not sortable
76 // fields not networked via the score system
82 REGISTER_SP(SEPARATOR);
84 REGISTER_SP(KDRATIO); // kills / deaths
85 REGISTER_SP(SUM); // kills - deaths
86 REGISTER_SP(FRAGS); // kills - suicides
90 // the stuff you don't need to see
93 * Lower scores are better (e.g. suicides)
95 const int SFL_LOWER_IS_BETTER = BIT(0);
98 * Don't show zero values as scores
100 const int SFL_HIDE_ZERO = BIT(1);
103 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
105 const int SFL_ALLOW_HIDE = BIT(4);
108 * Display as a rank (with st, nd, rd, th suffix)
110 const int SFL_RANK = BIT(5);
113 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
115 const int SFL_TIME = BIT(6);
117 const int SFL_NOT_SORTABLE = BIT(7); // don't sort by this field
119 // not an extra constant yet
120 #define SFL_ZERO_IS_WORST SFL_TIME
123 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
124 * NOTE: SFL_SORT_PRIO_SECONDARY value must be lower than SFL_SORT_PRIO_PRIMARY's
126 const int SFL_SORT_PRIO_SECONDARY = BIT(2);
127 const int SFL_SORT_PRIO_PRIMARY = BIT(3);
128 const int SFL_SORT_PRIO_MASK = SFL_SORT_PRIO_PRIMARY | SFL_SORT_PRIO_SECONDARY;
130 #define IS_INCREASING(x) ( (x) & SFL_LOWER_IS_BETTER )
131 #define IS_DECREASING(x) ( !((x) & SFL_LOWER_IS_BETTER) )
133 USING(PlayerScoreField, entity);
134 .int _scores[MAX_SCORE];
138 #define scores(this) _scores[(this).m_id]
139 #define scores_label(this) ((this).m_name)
140 #define scores_flags(this) ((this).m_flags)
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]
151 const int ST_SCORE = 0;