5 #define REGISTER_SP(id) REGISTER(Scores, SP, id, m_id, new_pure(PlayerScoreField))
6 REGISTRY(Scores, MAX_SCORE);
7 REGISTER_REGISTRY(Scores)
9 REGISTRY_CHECK(Scores);
11 REGISTRY_DEFINE_GET(Scores, NULL)
12 STATIC_INIT(Scores_renumber) { FOREACH(Scores, true, it.m_id = i); }
18 // game mode specific indices are not in common/, but in server/scores_rules.qc!
20 // fields not networked via the score system
26 REGISTER_SP(SEPARATOR);
28 REGISTER_SP(KDRATIO); // kills / deaths
29 REGISTER_SP(SUM); // kills - deaths
30 REGISTER_SP(FRAGS); // kills - suicides
37 REGISTER_SP(DMGTAKEN);
41 REGISTER_SP(SUICIDES);
42 REGISTER_SP(TEAMKILLS);
48 // TODO: move to common mutators
50 REGISTER_SP(RACE_TIME);
51 REGISTER_SP(RACE_LAPS);
52 REGISTER_SP(RACE_FASTEST);
54 //REGISTER_SP(CTS_TIME);
55 //REGISTER_SP(CTS_LAPS);
56 //REGISTER_SP(CTS_FASTEST);
58 REGISTER_SP(ASSAULT_OBJECTIVES);
60 REGISTER_SP(CTF_PICKUPS);
61 REGISTER_SP(CTF_FCKILLS);
62 REGISTER_SP(CTF_RETURNS);
63 REGISTER_SP(CTF_CAPS);
64 REGISTER_SP(CTF_CAPTIME);
65 REGISTER_SP(CTF_DROPS);
67 REGISTER_SP(DOM_TAKES);
68 REGISTER_SP(DOM_TICKS);
70 REGISTER_SP(FREEZETAG_REVIVALS);
72 REGISTER_SP(KEEPAWAY_PICKUPS);
73 REGISTER_SP(KEEPAWAY_BCTIME);
74 REGISTER_SP(KEEPAWAY_CARRIERKILLS);
76 REGISTER_SP(KH_PICKUPS);
78 REGISTER_SP(KH_KCKILLS);
79 REGISTER_SP(KH_PUSHES);
80 REGISTER_SP(KH_DESTROYS);
81 REGISTER_SP(KH_LOSSES);
83 REGISTER_SP(LMS_RANK);
84 REGISTER_SP(LMS_LIVES);
86 REGISTER_SP(NEXBALL_GOALS);
87 REGISTER_SP(NEXBALL_FAULTS);
89 REGISTER_SP(ONS_TAKES);
90 REGISTER_SP(ONS_CAPS);
93 REGISTER_SP(BR_SQUAD);
94 REGISTER_SP(BR_REVIVALS);
98 // the stuff you don't need to see
101 * Lower scores are better (e.g. suicides)
103 const int SFL_LOWER_IS_BETTER = BIT(0);
106 * Don't show zero values as scores
108 const int SFL_HIDE_ZERO = BIT(1);
111 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
113 const int SFL_ALLOW_HIDE = BIT(4);
116 * Display as a rank (with st, nd, rd, th suffix)
118 const int SFL_RANK = BIT(5);
121 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
123 const int SFL_TIME = BIT(6);
125 // not an extra constant yet
126 #define SFL_ZERO_IS_WORST SFL_TIME
129 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
131 const int SFL_SORT_PRIO_SECONDARY = 4;
132 const int SFL_SORT_PRIO_PRIMARY = 8;
133 const int SFL_SORT_PRIO_MASK = 12;
135 #define IS_INCREASING(x) ( (x) & SFL_LOWER_IS_BETTER )
136 #define IS_DECREASING(x) ( !((x) & SFL_LOWER_IS_BETTER) )
138 USING(PlayerScoreField, entity);
139 .int _scores[MAX_SCORE];
143 #define scores(this) _scores[(this).m_id]
144 #define scores_label(this) ((this).m_name)
145 #define scores_flags(this) ((this).m_flags)
147 #define MAX_TEAMSCORE 2
148 USING(ScoreTeam, string);
149 .int _teamscores[MAX_TEAMSCORE];
150 #define teamscores(i) _teamscores[i]
151 string _teamscores_label[MAX_TEAMSCORE];
152 #define teamscores_label(i) _teamscores_label[i]
153 int _teamscores_flags[MAX_TEAMSCORE];
154 #define teamscores_flags(i) _teamscores_flags[i]
156 const int ST_SCORE = 0;