Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ACHIEVEMENTMGR_H
#define ACHIEVEMENTMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "baseachievement.h"
#include "GameEventListener.h"
#include "hl2orange.spa.h"
#include "iachievementmgr.h"
#include "utlmap.h"
#ifndef NO_STEAM
#include "steam/steam_api.h"
#endif
#define THINK_CLEAR -1
class CAchievementMgr : public CAutoGameSystemPerFrame, public CGameEventListener, public IAchievementMgr
{
public:
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
enum SteamCloudPersisting
{
SteamCloudPersist_Off = 0,
SteamCloudPersist_On,
};
CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud = SteamCloudPersist_Off );
//=============================================================================
// HPE_END
//=============================================================================
virtual bool Init();
virtual void PostInit();
virtual void Shutdown();
virtual void LevelInitPreEntity();
virtual void LevelShutdownPreEntity();
virtual void InitializeAchievements();
virtual void Update( float frametime );
#ifdef GAME_DLL
virtual void FrameUpdatePostEntityThink();
#endif
void OnMapEvent( const char *pchEventName );
// Interfaces exported to other dlls for achievement list queries
IAchievement* GetAchievementByIndex( int index );
int GetAchievementCount();
CBaseAchievement *GetAchievementByID( int iAchievementID );
CUtlMap<int, CBaseAchievement *> &GetAchievements() { return m_mapAchievement; }
CBaseAchievement *GetAchievementByName( const char *pchName );
bool HasAchieved( const char *pchName );
void UploadUserData();
void DownloadUserData();
void SaveGlobalState( bool bAsync = false );
void LoadGlobalState();
void SaveGlobalStateIfDirty( bool bAsync = false );
void EnsureGlobalStateLoaded();
void AwardAchievement( int iAchievementID );
void UpdateAchievement( int iAchievementID, int nData );
void PreRestoreSavedGame();
void PostRestoreSavedGame();
void ResetAchievements();
void ResetAchievement( int iAchievementID );
void PrintAchievementStatus();
float GetLastClassChangeTime() { return m_flLastClassChangeTime; }
float GetTeamplayStartTime() { return m_flTeamplayStartTime; }
int GetMiniroundsCompleted() { return m_iMiniroundsCompleted; }
const char *GetMapName() { return m_szMap; }
void OnAchievementEvent( int iAchievementID, int iCount = 1 );
void CheckMetaAchievements( void );
void SetDirty( bool bDirty )
{
if (bDirty)
{
m_bGlobalStateDirty = true;
m_bSteamDataDirty = true;
}
}
//=============================================================================
// HPE_END
//=============================================================================
bool CheckAchievementsEnabled();
bool LoggedIntoSteam()
{
#if !defined(NO_STEAM)
return ( steamapicontext->SteamUser() && steamapicontext->SteamUserStats() && steamapicontext->SteamUser()->BLoggedOn() );
#else
return false;
#endif
}
float GetTimeLastUpload() { return m_flTimeLastSaved; } // time we last uploaded to Steam
bool WereCheatsEverOn( void ) { return m_bCheatsEverOn; }
#if !defined(NO_STEAM)
STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsReceived, UserStatsReceived_t, m_CallbackUserStatsReceived );
STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsStored, UserStatsStored_t, m_CallbackUserStatsStored );
#endif
void SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime );
private:
void FireGameEvent( IGameEvent *event );
void OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event );
void ResetAchievement_Internal( CBaseAchievement *pAchievement );
void UpdateStateFromSteam_Internal();
CUtlMap<int, CBaseAchievement *> m_mapAchievement; // map of all achievements
CUtlVector<CBaseAchievement *> m_vecAchievement; // vector of all achievements for accessing by index
CUtlVector<CBaseAchievement *> m_vecKillEventListeners; // vector of achievements that are listening for kill events
CUtlVector<CBaseAchievement *> m_vecMapEventListeners; // vector of achievements that are listening for map events
CUtlVector<CBaseAchievement *> m_vecComponentListeners; // vector of achievements that are listening for components that make up an achievement
CUtlMap<int, CAchievement_AchievedCount *> m_mapMetaAchievement; // map of CAchievement_AchievedCount
struct achievementthink_t
{
float m_flThinkTime;
CBaseAchievement *pAchievement;
};
CUtlVector<achievementthink_t> m_vecThinkListeners; // vector of achievements that are actively thinking
float m_flLevelInitTime;
float m_flLastClassChangeTime; // Time when player last changed class
float m_flTeamplayStartTime; // Time when player joined a non-spectating team. Not updated if she switches game teams; cleared if she joins spectator
float m_iMiniroundsCompleted; // # of minirounds played since game start (for maps that have minirounds)
char m_szMap[MAX_PATH]; // file base of map name, cached since we access it frequently in this form
bool m_bGlobalStateDirty; // do we have interesting state changes that needs to be saved?
bool m_bSteamDataDirty; // do we have changes to upload to Steamworks?
bool m_bGlobalStateLoaded; // have we loaded global state
bool m_bCheatsEverOn; // have cheats ever been turned on in this level
float m_flTimeLastSaved; // last time we uploaded to Steam
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
bool m_bPersistToSteamCloud; // true = persist data to steam cloud
//=============================================================================
// HPE_END
//=============================================================================
CUtlVector<int> m_AchievementsAwarded;
};
// helper functions
const char *GetModelName( CBaseEntity *pBaseEntity );
#ifdef CLIENT_DLL
bool CalcPlayersOnFriendsList( int iMinPlayers );
bool CalcHasNumClanPlayers( int iClanTeammates );
int CalcPlayerCount();
int CalcTeammateCount();
#endif // CLIENT
class IMatchmaking;
extern ConVar cc_achievement_debug;
extern IMatchmaking *matchmaking;
#ifdef CLIENT_DLL
void MsgFunc_AchievementEvent( bf_read &msg );
#endif // CLIENT_DLL
#endif // ACHIEVEMENTMGR_H