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Diffstat (limited to 'game/shared/baseachievement.h')
| -rw-r--r-- | game/shared/baseachievement.h | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/game/shared/baseachievement.h b/game/shared/baseachievement.h new file mode 100644 index 0000000..2074f81 --- /dev/null +++ b/game/shared/baseachievement.h @@ -0,0 +1,270 @@ +//========= 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 |