mirror of
https://github.com/nillerusr/source-engine.git
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184 lines
6.6 KiB
C++
184 lines
6.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef ACHIEVEMENTMGR_H
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#define ACHIEVEMENTMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseachievement.h"
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#include "GameEventListener.h"
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#include "hl2orange.spa.h"
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#include "iachievementmgr.h"
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#include "utlmap.h"
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#ifndef NO_STEAM
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#include "steam/steam_api.h"
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#endif
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#define THINK_CLEAR -1
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class CAchievementMgr : public CAutoGameSystemPerFrame, public CGameEventListener, public IAchievementMgr
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{
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public:
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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enum SteamCloudPersisting
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{
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SteamCloudPersist_Off = 0,
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SteamCloudPersist_On,
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};
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CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud = SteamCloudPersist_Off );
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//=============================================================================
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// HPE_END
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//=============================================================================
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virtual bool Init();
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virtual void PostInit();
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virtual void Shutdown();
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virtual void LevelInitPreEntity();
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virtual void LevelShutdownPreEntity();
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virtual void InitializeAchievements();
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virtual void Update( float frametime );
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#ifdef GAME_DLL
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virtual void FrameUpdatePostEntityThink();
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#endif
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void OnMapEvent( const char *pchEventName );
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// Interfaces exported to other dlls for achievement list queries
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IAchievement* GetAchievementByIndex( int index );
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int GetAchievementCount();
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CBaseAchievement *GetAchievementByID( int iAchievementID );
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CUtlMap<int, CBaseAchievement *> &GetAchievements() { return m_mapAchievement; }
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CBaseAchievement *GetAchievementByName( const char *pchName );
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bool HasAchieved( const char *pchName );
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void UploadUserData();
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void DownloadUserData();
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void SaveGlobalState( bool bAsync = false );
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void LoadGlobalState();
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void SaveGlobalStateIfDirty( bool bAsync = false );
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void EnsureGlobalStateLoaded();
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void AwardAchievement( int iAchievementID );
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void UpdateAchievement( int iAchievementID, int nData );
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void PreRestoreSavedGame();
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void PostRestoreSavedGame();
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void ResetAchievements();
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void ResetAchievement( int iAchievementID );
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void PrintAchievementStatus();
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float GetLastClassChangeTime() { return m_flLastClassChangeTime; }
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float GetTeamplayStartTime() { return m_flTeamplayStartTime; }
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int GetMiniroundsCompleted() { return m_iMiniroundsCompleted; }
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const char *GetMapName() { return m_szMap; }
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void OnAchievementEvent( int iAchievementID, int iCount = 1 );
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void CheckMetaAchievements( void );
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void SetDirty( bool bDirty )
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{
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if (bDirty)
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{
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m_bGlobalStateDirty = true;
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m_bSteamDataDirty = true;
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}
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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bool CheckAchievementsEnabled();
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bool LoggedIntoSteam()
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{
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#if !defined(NO_STEAM)
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return ( steamapicontext->SteamUser() && steamapicontext->SteamUserStats() && steamapicontext->SteamUser()->BLoggedOn() );
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#else
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return false;
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#endif
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}
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float GetTimeLastUpload() { return m_flTimeLastSaved; } // time we last uploaded to Steam
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bool WereCheatsEverOn( void ) { return m_bCheatsEverOn; }
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#if !defined(NO_STEAM)
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STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsReceived, UserStatsReceived_t, m_CallbackUserStatsReceived );
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STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsStored, UserStatsStored_t, m_CallbackUserStatsStored );
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#endif
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void SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime );
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private:
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void FireGameEvent( IGameEvent *event );
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void OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event );
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void ResetAchievement_Internal( CBaseAchievement *pAchievement );
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void UpdateStateFromSteam_Internal();
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CUtlMap<int, CBaseAchievement *> m_mapAchievement; // map of all achievements
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CUtlVector<CBaseAchievement *> m_vecAchievement; // vector of all achievements for accessing by index
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CUtlVector<CBaseAchievement *> m_vecKillEventListeners; // vector of achievements that are listening for kill events
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CUtlVector<CBaseAchievement *> m_vecMapEventListeners; // vector of achievements that are listening for map events
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CUtlVector<CBaseAchievement *> m_vecComponentListeners; // vector of achievements that are listening for components that make up an achievement
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CUtlMap<int, CAchievement_AchievedCount *> m_mapMetaAchievement; // map of CAchievement_AchievedCount
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struct achievementthink_t
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{
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float m_flThinkTime;
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CBaseAchievement *pAchievement;
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};
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CUtlVector<achievementthink_t> m_vecThinkListeners; // vector of achievements that are actively thinking
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float m_flLevelInitTime;
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float m_flLastClassChangeTime; // Time when player last changed class
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float m_flTeamplayStartTime; // Time when player joined a non-spectating team. Not updated if she switches game teams; cleared if she joins spectator
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float m_iMiniroundsCompleted; // # of minirounds played since game start (for maps that have minirounds)
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char m_szMap[MAX_PATH]; // file base of map name, cached since we access it frequently in this form
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bool m_bGlobalStateDirty; // do we have interesting state changes that needs to be saved?
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bool m_bSteamDataDirty; // do we have changes to upload to Steamworks?
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bool m_bGlobalStateLoaded; // have we loaded global state
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bool m_bCheatsEverOn; // have cheats ever been turned on in this level
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float m_flTimeLastSaved; // last time we uploaded to Steam
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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bool m_bPersistToSteamCloud; // true = persist data to steam cloud
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//=============================================================================
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// HPE_END
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//=============================================================================
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CUtlVector<int> m_AchievementsAwarded;
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};
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// helper functions
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const char *GetModelName( CBaseEntity *pBaseEntity );
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#ifdef CLIENT_DLL
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bool CalcPlayersOnFriendsList( int iMinPlayers );
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bool CalcHasNumClanPlayers( int iClanTeammates );
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int CalcPlayerCount();
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int CalcTeammateCount();
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#endif // CLIENT
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class IMatchmaking;
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extern ConVar cc_achievement_debug;
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extern IMatchmaking *matchmaking;
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#ifdef CLIENT_DLL
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void MsgFunc_AchievementEvent( bf_read &msg );
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#endif // CLIENT_DLL
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#endif // ACHIEVEMENTMGR_H
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