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130 lines
4.5 KiB
130 lines
4.5 KiB
//===== Copyright © 1996-2005, 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 IACHIEVEMENTMGR_H
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#define IACHIEVEMENTMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlmap.h"
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#ifndef DEDICATED
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#include "vgui_controls/Panel.h"
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#endif
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class CBaseAchievement;
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//=============================================================================
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// HPE_BEGIN
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// [sbodenbender] UI info to be serialized to profile
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//=============================================================================
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// [sbodenbender] This is not a good place for this; we can move this later
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// for a better connection between gameui and client when we have time; for now, this works
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// This class holds the UI screen information to be serialized to the profile
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struct UIProfileInfo
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{
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// keeping these public so the UI elements can have easy access
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// medals
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int m_GameType;
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int m_GameMode;
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int m_Map;
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bool m_IsPublic; // false means a private game; true is public game
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int m_BotDifficulty;
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// leaderboards
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int m_LeaderboardType;
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int m_LeaderboardMode;
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int m_LeaderboardFilter;
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};
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//=============================================================================
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// HPE_END
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//=============================================================================
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abstract_class IAchievement
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{
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public:
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virtual int GetAchievementID() = 0;
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virtual const char *GetName() = 0;
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virtual int GetFlags() = 0;
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virtual int GetGoal() = 0;
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virtual int GetCount() = 0;
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virtual bool IsAchieved() = 0;
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virtual bool IsAvailable() = 0;
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virtual int GetPointValue() = 0;
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virtual bool ShouldSaveWithGame() = 0;
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virtual bool ShouldHideUntilAchieved() = 0;
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virtual bool ShouldShowOnHUD() = 0;
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virtual void SetShowOnHUD( bool bShow ) = 0;
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virtual const char *GetIconPath() = 0;
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virtual int GetDisplayOrder() = 0;
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virtual int GetNumComponents() = 0;
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virtual const char *GetComponentDisplayString( int iComponent ) = 0;
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virtual uint64 GetComponentBits() = 0;
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};
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abstract_class IAchievementMgr
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{
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public:
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virtual IAchievement* GetAchievementByIndex( int index, int nPlayerSlot ) = 0;
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virtual IAchievement* GetAchievementByDisplayOrder( int orderIndex, int nPlayerSlot ) = 0;
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virtual IAchievement* GetAwardByDisplayOrder( int orderIndex, int nPlayerSlot ) = 0;
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virtual CBaseAchievement* GetAchievementByID ( int id, int nPlayerSlot ) = 0;
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virtual int GetAchievementCount( bool bAssets = false ) = 0;
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virtual void InitializeAchievements( ) = 0;
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virtual void AwardAchievement( int nAchievementID, int nPlayerSlot ) = 0;
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virtual void OnMapEvent( const char *pchEventName, int nPlayerSlot ) = 0;
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virtual void SaveGlobalStateIfDirty( ) = 0;
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virtual bool HasAchieved( const char *pchName, int nPlayerSlot ) = 0;
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virtual const CUtlVector<int>& GetAchievedDuringCurrentGame( int nPlayerSlot ) = 0;
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virtual bool WereCheatsEverOn() = 0;
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virtual UIProfileInfo* GetUIProfileInfo() = 0;
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virtual void ResetProfileInfo() = 0;
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virtual void SendWriteProfileEvent() = 0;
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virtual void SendResetProfileEvent() = 0;
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virtual bool GetWriteProfileResult() = 0;
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};
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// flags for IAchievement::GetFlags
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#define ACH_LISTEN_KILL_EVENTS 0x0001
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#define ACH_LISTEN_MAP_EVENTS 0x0002
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#define ACH_LISTEN_COMPONENT_EVENTS 0x0004
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#define ACH_HAS_COMPONENTS 0x0020
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#define ACH_SAVE_WITH_GAME 0x0040
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#define ACH_SAVE_GLOBAL 0x0080
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#define ACH_FILTER_ATTACKER_IS_PLAYER 0x0100
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#define ACH_FILTER_VICTIM_IS_PLAYER_ENEMY 0x0200
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#define ACH_FILTER_FULL_ROUND_ONLY 0x0400
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#define ACH_FILTER_LOCAL_PLAYER_EVENTS 0x0800 // Evaluate player-specific events only
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#define ACH_LISTEN_PLAYER_KILL_ENEMY_EVENTS ACH_LISTEN_KILL_EVENTS | ACH_FILTER_ATTACKER_IS_PLAYER | ACH_FILTER_VICTIM_IS_PLAYER_ENEMY
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#define ACH_LISTEN_KILL_ENEMY_EVENTS ACH_LISTEN_KILL_EVENTS | ACH_FILTER_VICTIM_IS_PLAYER_ENEMY
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// Update this for changes in either abstract class in this file
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#define ACHIEVEMENTMGR_INTERFACE_VERSION "ACHIEVEMENTMGR_INTERFACE_VERSION001"
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#define ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( name ) \
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( g_pVGuiLocalize->FindSafe( CFmtStr( "#%s_NAME", name ) ) )
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#define ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) \
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( ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pAchievement->GetName() ) )
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#define ACHIEVEMENT_LOCALIZED_DESC_FROM_STR( name ) \
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( g_pVGuiLocalize->FindSafe( CFmtStr( "#%s_DESC", name ) ) )
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#define ACHIEVEMENT_LOCALIZED_DESC( pAchievement ) \
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( ACHIEVEMENT_LOCALIZED_DESC_FROM_STR( pAchievement->GetName() ) )
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#endif // IACHIEVEMENTMGR_H
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// Special slot designations
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#define SINGLE_PLAYER_SLOT 0
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#define STEAM_PLAYER_SLOT 0
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