Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BONUSMAPSDATABASE_H
#define BONUSMAPSDATABASE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
struct ChallengeDescription_t
{
char szName[32];
char szComment[256];
int iType;
int iBronze;
int iSilver;
int iGold;
int iBest;
};
struct BonusMapDescription_t
{
bool bIsFolder;
char szShortName[64];
char szFileName[128];
char szMapFileName[128];
char szChapterName[128];
char szImageName[128];
char szMapName[64];
char szComment[256];
bool bLocked;
bool bComplete;
CUtlVector<ChallengeDescription_t> *m_pChallenges;
BonusMapDescription_t( void )
{
bIsFolder = false;
szShortName[ 0 ] = '\0';
szFileName[ 0 ] = '\0';
szMapFileName[ 0 ] = '\0';
szChapterName[ 0 ] = '\0';
szImageName[ 0 ] = '\0';
szMapName[ 0 ] = '\0';
szComment[ 0 ] = '\0';
bLocked = false;
bComplete = false;
m_pChallenges = NULL;
}
};
struct BonusMapChallenge_t
{
char szFileName[128];
char szMapName[32];
char szChallengeName[32];
int iBest;
};
class KeyValues;
//-----------------------------------------------------------------------------
// Purpose: Keeps track of bonus maps on disk
//-----------------------------------------------------------------------------
class CBonusMapsDatabase
{
public:
CBonusMapsDatabase( void );
~CBonusMapsDatabase();
bool ReadBonusMapSaveData( void );
bool WriteSaveData( void );
const char * GetPath( void ) { return m_szCurrentPath; }
void RootPath( void );
void AppendPath( const char *pchAppend );
void BackPath( void );
void SetPath( const char *pchPath, int iDirDepth );
void ClearBonusMapsList( void );
void ScanBonusMaps( void );
void RefreshMapData( void );
int BonusCount( void );
BonusMapDescription_t * GetBonusData( int iIndex ) { return &(m_BonusMaps[ iIndex ]); }
int InvalidIndex( void ) { return m_BonusMaps.InvalidIndex(); }
bool IsValidIndex( int iIndex ) { return m_BonusMaps.IsValidIndex( iIndex ); }
bool GetBlink( void );
void SetBlink( bool bState );
bool BonusesUnlocked( void );
void SetCurrentChallengeNames( const char *pchFileName, const char *pchMapName, const char *pchChallengeName );
void GetCurrentChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName );
void SetCurrentChallengeObjectives( int iBronze, int iSilver, int iGold );
void GetCurrentChallengeObjectives( int &iBronze, int &iSilver, int &iGold );
bool SetBooleanStatus( const char *pchName, const char *pchFileName, const char *pchMapName, bool bValue );
bool SetBooleanStatus( const char *pchName, int iIndex, bool bValue );
bool UpdateChallengeBest( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest );
float GetCompletionPercentage( void );
int NumAdvancedComplete( void );
void NumMedals( int piNumMedals[ 3 ] );
private:
void AddBonus( const char *pCurrentPath, const char *pDirFileName, bool bIsFolder );
void BuildSubdirectoryList( const char *pCurrentPath, bool bOutOfRoot );
void BuildBonusMapsList( const char *pCurrentPath, bool bOutOfRoot );
void ParseBonusMapData( char const *pszFileName, char const *pszShortName, bool bIsFolder );
private:
KeyValues *m_pBonusMapsManifest;
CUtlVector<BonusMapDescription_t> m_BonusMaps;
KeyValues *m_pBonusMapSavedData;
bool m_bSavedDataChanged;
int m_iX360BonusesUnlocked; // Only used on 360
bool m_bHasLoadedSaveData;
int m_iDirDepth;
char m_szCurrentPath[_MAX_PATH];
float m_fCurrentCompletion;
int m_iCompletableLevels;
BonusMapChallenge_t m_CurrentChallengeNames;
ChallengeDescription_t m_CurrentChallengeObjectives;
};
void GetChallengeMedals( ChallengeDescription_t *pChallengeDescription, int &iBest, int &iEarnedMedal, int &iNext, int &iNextMedal );
CBonusMapsDatabase *BonusMapsDatabase( void );
extern const char g_pszMedalNames[4][8];
#endif // BONUSMAPSDATABASE_H