Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef BASEACHIEVEMENT_H
#define BASEACHIEVEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include "hl2orange.spa.h"
#include "iachievementmgr.h"
class CAchievementMgr;
//
// Base class for achievements
//
class CBaseAchievement : public CGameEventListener, public IAchievement
{
DECLARE_CLASS_NOBASE( CBaseAchievement );
public:
CBaseAchievement();
virtual ~CBaseAchievement();
virtual void Init() {}
virtual void ListenForEvents() {};
virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event );
int GetAchievementID() { return m_iAchievementID; }
void SetAchievementID( int iAchievementID ) { m_iAchievementID = iAchievementID; }
void SetName( const char *pszName ) { m_pszName = pszName; }
const char *GetName() { return m_pszName; }
const char *GetStat() { return m_pszStat?m_pszStat:GetName(); }
void SetFlags( int iFlags );
int GetFlags() { return m_iFlags; }
void SetGoal( int iGoal ) { m_iGoal = iGoal; }
int GetGoal() { return m_iGoal; }
void SetGameDirFilter( const char *pGameDir );
bool HasComponents() { return ( m_iFlags & ACH_HAS_COMPONENTS ) > 0; }
void SetPointValue( int iPointValue ) { m_iPointValue = iPointValue; }
int GetPointValue() { return m_iPointValue; }
bool ShouldHideUntilAchieved() { return m_bHideUntilAchieved; }
void SetHideUntilAchieved( bool bHide ) { m_bHideUntilAchieved = bHide; }
void SetStoreProgressInSteam( bool bStoreProgressInSteam ) { m_bStoreProgressInSteam = bStoreProgressInSteam; }
bool StoreProgressInSteam() { return m_bStoreProgressInSteam; }
virtual bool ShouldShowProgressNotification() { return true; }
virtual void OnPlayerStatsUpdate() {}
virtual bool ShouldSaveWithGame();
bool ShouldSaveGlobal();
virtual void PreRestoreSavedGame();
virtual void PostRestoreSavedGame();
void SetCount( int iCount ) { m_iCount = iCount; }
int GetCount() { return m_iCount; }
void SetProgressShown( int iProgressShown ) { m_iProgressShown = iProgressShown; }
int GetProgressShown() { return m_iProgressShown; }
virtual bool IsAchieved() { return m_bAchieved; }
virtual bool IsActive();
virtual bool LocalPlayerCanEarn( void ) { return true; }
void SetAchieved( bool bAchieved ) { m_bAchieved = bAchieved; }
virtual bool IsMetaAchievement() { return false; }
virtual bool AlwaysListen() { return false; }
virtual bool AlwaysEnabled() { return false; }
//=============================================================================
// HPE_BEGIN:
// [pfreese] Notification method for derived classes
//=============================================================================
virtual void OnAchieved() {}
uint32 GetUnlockTime() const { return m_uUnlockTime; }
void SetUnlockTime( uint32 unlockTime ) { m_uUnlockTime = unlockTime; }
//=============================================================================
// HPE_END
//=============================================================================
uint64 GetComponentBits() { return m_iComponentBits; }
void SetComponentBits( uint64 iComponentBits );
void OnComponentEvent( const char *pchComponentName );
void EnsureComponentBitSetAndEvaluate( int iBitNumber );
void EvaluateIsAlreadyAchieved();
virtual void OnMapEvent( const char *pEventName );
virtual void PrintAdditionalStatus() {} // for debugging, achievements may report additional status in achievement_status concmd
virtual void OnSteamUserStatsStored() {}
virtual void UpdateAchievement( int nData ) {}
virtual bool ShouldShowOnHUD() { return m_bShowOnHUD; }
virtual void SetShowOnHUD( bool bShow );
//=============================================================================
// HPE_BEGIN:
// [pfreese] Serialization methods
//=============================================================================
virtual void GetSettings( KeyValues* pNodeOut ); // serialize
virtual void ApplySettings( /* const */ KeyValues* pNodeIn ); // unserialize
//=============================================================================
// HPE_END
//=============================================================================
virtual void Think( void ) { return; }
const char *GetMapNameFilter( void ){ return m_pMapNameFilter; }
CAchievementMgr *GetAchievementMgr( void ){ return m_pAchievementMgr; }
protected:
virtual void FireGameEvent( IGameEvent *event );
virtual void FireGameEvent_Internal( IGameEvent *event ) {};
void SetVictimFilter( const char *pClassName );
void SetAttackerFilter( const char *pClassName );
void SetInflictorFilter( const char *pClassName );
void SetInflictorEntityNameFilter( const char *pEntityName );
void SetMapNameFilter( const char *pMapName );
void SetComponentPrefix( const char *pPrefix );
void IncrementCount( int iOptIncrement = 0 );
void EvaluateNewAchievement();
void AwardAchievement();
void ShowProgressNotification();
void HandleProgressUpdate();
virtual void CalcProgressMsgIncrement();
void SetNextThink( float flThinkTime );
void ClearThink( void );
void SetStat( const char* pStatName ) { m_pszStat = pStatName; }
const char *m_pszName; // name of this achievement
const char *m_pszStat; // stat this achievement uses
int m_iAchievementID; // ID of this achievement
int m_iFlags; // ACH_* flags for this achievement
int m_iGoal; // goal # of steps to award this achievement
int m_iProgressMsgIncrement; // after how many steps show we show a progress notification
int m_iProgressMsgMinimum; // the minimum progress needed before showing progress notification
int m_iPointValue; // # of points this achievement is worth (currently only used for XBox Live)
bool m_bHideUntilAchieved; // should this achievement be hidden until achieved?
bool m_bStoreProgressInSteam; // should incremental progress be stored in Steam. A counter with same name as achievement must be set up in Steam.
const char *m_pInflictorClassNameFilter; // if non-NULL, inflictor class name to filter with
const char *m_pInflictorEntityNameFilter; // if non-NULL, inflictor entity name to filter with
const char *m_pVictimClassNameFilter; // if non-NULL, victim class name to filter with
const char *m_pAttackerClassNameFilter; // if non-NULL, attacker class name to filter with
const char *m_pMapNameFilter; // if non-NULL, map name to filter with
const char *m_pGameDirFilter; // if non-NULL, game dir name to filter with
const char **m_pszComponentNames;
int m_iNumComponents;
const char *m_pszComponentPrefix;
int m_iComponentPrefixLen;
bool m_bAchieved; // is this achievement achieved
uint32 m_uUnlockTime; // time_t that this achievement was unlocked (0 if before Steamworks unlock time support)
int m_iCount; // # of steps satisfied toward this achievement (only valid if not achieved)
int m_iProgressShown; // # of progress msgs we've shown
uint64 m_iComponentBits; // bitfield of components achieved
CAchievementMgr *m_pAchievementMgr; // our achievement manager
bool m_bShowOnHUD; // if set, the player wants this achievement pinned to the HUD
friend class CAchievementMgr;
public:
DECLARE_DATADESC();
};
class CFailableAchievement : public CBaseAchievement
{
DECLARE_CLASS( CFailableAchievement, CBaseAchievement );
public:
CFailableAchievement();
void SetFailed();
virtual bool ShouldSaveWithGame();
virtual void PreRestoreSavedGame();
virtual void PostRestoreSavedGame();
virtual bool IsAchieved() { return !m_bFailed && BaseClass::IsAchieved(); }
virtual bool IsActive() { return m_bActivated && !m_bFailed && BaseClass::IsActive(); }
bool IsFailed() { return m_bFailed; }
virtual void OnMapEvent( const char *pEventName );
virtual void OnActivationEvent() { Activate(); }
virtual void OnEvaluationEvent();
virtual const char *GetActivationEventName() =0;
virtual const char *GetEvaluationEventName() =0;
protected:
void Activate();
bool m_bActivated; // are we activated? (If there is a map event that turns us on, has that happened)
bool m_bFailed; // has this achievement failed
public:
DECLARE_DATADESC();
};
class CMapAchievement : public CBaseAchievement
{
virtual void Init()
{
SetFlags( ACH_LISTEN_MAP_EVENTS | ACH_SAVE_GLOBAL );
SetGoal( 1 );
}
};
//----------------------------------------------------------------------------------------------------------------
class CAchievement_AchievedCount : public CBaseAchievement
{
public:
void Init();
virtual void OnSteamUserStatsStored( void );
virtual bool IsMetaAchievement() { return true; }
int GetLowRange() { return m_iLowRange; }
int GetHighRange() { return m_iHighRange; }
int GetNumRequired() { return m_iNumRequired; }
protected:
void SetAchievementsRequired( int iNumRequired, int iLowRange, int iHighRange );
private:
int m_iNumRequired;
int m_iLowRange;
int m_iHighRange;
};
//
// Helper class for achievement creation
//
typedef CBaseAchievement* (*achievementCreateFunc) (void);
class CBaseAchievementHelper
{
public:
CBaseAchievementHelper( achievementCreateFunc createFunc )
{
m_pfnCreate = createFunc;
m_pNext = s_pFirst;
s_pFirst = this;
}
achievementCreateFunc m_pfnCreate;
CBaseAchievementHelper *m_pNext;
static CBaseAchievementHelper *s_pFirst;
};
#define DECLARE_ACHIEVEMENT_( className, achievementID, achievementName, gameDirFilter, iPointValue, bHidden ) \
static CBaseAchievement *Create_##className( void ) \
{ \
CBaseAchievement *pAchievement = new className( ); \
pAchievement->SetAchievementID( achievementID ); \
pAchievement->SetName( achievementName ); \
pAchievement->SetPointValue( iPointValue ); \
pAchievement->SetHideUntilAchieved( bHidden ); \
if ( gameDirFilter ) pAchievement->SetGameDirFilter( gameDirFilter ); \
return pAchievement; \
}; \
static CBaseAchievementHelper g_##className##_Helper( Create_##className );
#define DECLARE_ACHIEVEMENT( className, achievementID, achievementName, iPointValue ) \
DECLARE_ACHIEVEMENT_( className, achievementID, achievementName, NULL, iPointValue, false )
#define DECLARE_MAP_EVENT_ACHIEVEMENT_( achievementID, achievementName, gameDirFilter, iPointValue, bHidden ) \
class CAchievement##achievementID : public CMapAchievement {}; \
DECLARE_ACHIEVEMENT_( CAchievement##achievementID, achievementID, achievementName, gameDirFilter, iPointValue, bHidden ) \
#define DECLARE_MAP_EVENT_ACHIEVEMENT( achievementID, achievementName, iPointValue ) \
DECLARE_MAP_EVENT_ACHIEVEMENT_( achievementID, achievementName, NULL, iPointValue, false )
#define DECLARE_MAP_EVENT_ACHIEVEMENT_HIDDEN( achievementID, achievementName, iPointValue ) \
DECLARE_MAP_EVENT_ACHIEVEMENT_( achievementID, achievementName, NULL, iPointValue, true )
#endif // BASEACHIEVEMENT_H