csgo-2018-source/public/iachievementmgr.h
2021-07-24 21:11:47 -07:00

131 lines
4.5 KiB
C++

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