doom3-bfg/neo/d3xp/Achievements.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __ACHIEVEMENTS_H__
#define __ACHIEVEMENTS_H__
enum achievement_t
{
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ACHIEVEMENT_INVALID = -1,
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ACHIEVEMENT_EARN_ALL_50_TROPHIES, // 0 // DONE -- (automagic?)
ACHIEVEMENT_COMPLETED_DIFFICULTY_0, // 1 // DONE -- Recruit
ACHIEVEMENT_COMPLETED_DIFFICULTY_1, // 2 // DONE -- Marine
ACHIEVEMENT_COMPLETED_DIFFICULTY_2, // 3 // DONE -- Veteran
ACHIEVEMENT_COMPLETED_DIFFICULTY_3, // 4 // DONE -- Nightmare
ACHIEVEMENT_PDAS_BASE, // 5 // DONE --
ACHIEVEMENT_WATCH_ALL_VIDEOS, // 6 // DONE --
ACHIEVEMENT_KILL_MONSTER_WITH_1_HEALTH_LEFT, // 7 // DONE --
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ACHIEVEMENT_OPEN_ALL_LOCKERS, // 8 // DONE --
ACHIEVEMENT_KILL_20_ENEMY_FISTS_HANDS, // 9 // DONE --- kill 20 enemies with fists & hands
ACHIEVEMENT_KILL_SCI_NEXT_TO_RCR, // 10 // DONE -----> ADD TARGET TO MAP kill scientist trapped next to reactor control room
ACHIEVEMENT_KILL_TWO_IMPS_ONE_SHOTGUN, // 11 // DONE --
ACHIEVEMENT_SCORE_25000_TURKEY_PUNCHER, // 12 // DONE --
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ACHIEVEMENT_DESTROY_BARRELS, // 13 // DONE --
ACHIEVEMENT_GET_BFG_FROM_SECURITY_OFFICE, // 14 // DONE -----> ADD TARGET TO MAP
ACHIEVEMENT_COMPLETE_LEVEL_WITHOUT_TAKING_DMG, // 15 // DONE --
ACHIEVEMENT_FIND_RAGE_LOGO, // 16 // DONE -----> ADD TARGET TO MAP (jerry)
ACHIEVEMENT_SPEED_RUN, // 17 // DONE --
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ACHIEVEMENT_DEFEAT_VAGARY_BOSS, // 18 // DONE --
ACHIEVEMENT_DEFEAT_GUARDIAN_BOSS, // 19 // DONE --
ACHIEVEMENT_DEFEAT_SABAOTH_BOSS, // 20 // DONE --
ACHIEVEMENT_DEFEAT_CYBERDEMON_BOSS, // 21 // DONE --
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ACHIEVEMENT_SENTRY_BOT_ALIVE_TO_DEST, // 22 // DONE -----> ADD TARGET TO MAP
ACHIEVEMENT_KILL_20_ENEMY_WITH_CHAINSAW, // 23 // DONE --
ACHIEVEMENT_ID_LOGO_SECRET_ROOM, // 24 // DONE -----> ADD TARGET TO MAP
ACHIEVEMENT_BLOODY_HANDWORK_OF_BETRUGER, // 25 // DONE -----> ADD TARGET TO MAP
ACHIEVEMENT_TWO_DEMONS_FIGHT_EACH_OTHER, // 26 // DONE --
ACHIEVEMENT_USE_SOUL_CUBE_TO_DEFEAT_20_ENEMY, // 27 // DONE --
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ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_0, // 28 // DONE -- Recruit
ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_1, // 29 // DONE -- Marine
ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_2, // 30 // DONE -- Veteran
ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_3, // 31 // DONE -- Nightmare
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ACHIEVEMENT_PDAS_ROE, // 32 // DONE -- read all pdas in RoE
ACHIEVEMENT_KILL_5_ENEMY_HELL_TIME, // 33 // DONE --
ACHIEVEMENT_DEFEAT_HELLTIME_HUNTER, // 34 // DONE --
ACHIEVEMENT_DEFEAT_BERSERK_HUNTER, // 35 // DONE --
ACHIEVEMENT_DEFEAT_INVULNERABILITY_HUNTER, // 36 // DONE --
ACHIEVEMENT_DEFEAT_MALEDICT_BOSS, // 37 // DONE --
ACHIEVEMENT_GRABBER_KILL_20_ENEMY, // 38 // DONE --
ACHIEVEMENT_ARTIFACT_WITH_BERSERK_PUNCH_20, // 39 // DONE --
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ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_0, // 40 // DONE -- Recruit
ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_1, // 41 // DONE -- Marine
ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_2, // 42 // DONE -- Veteran
ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_3, // 43 // DONE -- Nightmare
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ACHIEVEMENT_PDAS_LE, // 44 // DONE -- read all pdas in LE
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ACHIEVEMENT_MP_KILL_PLAYER_VIA_TELEPORT, // 45 // DONE --
ACHIEVEMENT_MP_CATCH_ENEMY_IN_ROFC, // 46 // DONE -- needs to be tested -- Reactor of Frag Chamber
ACHIEVEMENT_MP_KILL_5_PLAYERS_USING_INVIS, // 47 // DONE --
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ACHIEVEMENT_MP_COMPLETE_MATCH_WITHOUT_DYING, // 48 // DONE --
ACHIEVEMENT_MP_USE_BERSERK_TO_KILL_PLAYER, // 49 // DONE --
ACHIEVEMENT_MP_KILL_2_GUYS_IN_ROOM_WITH_BFG, // 50 // DONE --
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ACHIEVEMENT_DOOM1_NEOPHYTE_COMPLETE_ANY_LEVEL, // 51
ACHIEVEMENT_DOOM1_EPISODE1_COMPLETE_MEDIUM, // 52
ACHIEVEMENT_DOOM1_EPISODE2_COMPLETE_MEDIUM, // 53
ACHIEVEMENT_DOOM1_EPISODE3_COMPLETE_MEDIUM, // 54
ACHIEVEMENT_DOOM1_EPISODE4_COMPLETE_MEDIUM, // 55
ACHIEVEMENT_DOOM1_RAMPAGE_COMPLETE_ALL_HARD, // 56
ACHIEVEMENT_DOOM1_NIGHTMARE_COMPLETE_ANY_LEVEL_NIGHTMARE, // 57
ACHIEVEMENT_DOOM1_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS, // 58
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ACHIEVEMENT_DOOM2_JUST_GETTING_STARTED_COMPLETE_ANY_LEVEL, // 59
ACHIEVEMENT_DOOM2_FROM_EARTH_TO_HELL_COMPLETE_HELL_ON_EARTH, // 60
ACHIEVEMENT_DOOM2_AND_BACK_AGAIN_COMPLETE_NO_REST, // 61
ACHIEVEMENT_DOOM2_SUPERIOR_FIREPOWER_COMPLETE_ALL_HARD, // 62
ACHIEVEMENT_DOOM2_REALLY_BIG_GUN_FIND_BFG_SINGLEPLAYER, // 63
ACHIEVEMENT_DOOM2_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS, // 64
ACHIEVEMENT_DOOM2_IMPORTANT_LOOKING_DOOR_FIND_ANY_SECRET, // 65
ACHIEVEMENTS_NUM,
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STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM,
STAT_DOOM_COMPLETED_EPISODE_2_MEDIUM,
STAT_DOOM_COMPLETED_EPISODE_3_MEDIUM,
STAT_DOOM_COMPLETED_EPISODE_4_MEDIUM,
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STAT_DOOM_COMPLETED_EPISODE_1_HARD,
STAT_DOOM_COMPLETED_EPISODE_2_HARD,
STAT_DOOM_COMPLETED_EPISODE_3_HARD,
STAT_DOOM_COMPLETED_EPISODE_4_HARD,
};
compile_time_assert( ACHIEVEMENTS_NUM <= idPlayerProfile::MAX_PLAYER_PROFILE_STATS );
/*
================================================
idAchievementManager
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Manages a List of Achievements associated with a particular Player.
This is setup to only have one achievement manager per game.
================================================
*/
class idAchievementManager
{
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public:
idAchievementManager();
void Init( idPlayer* player );
bool IsInitialized() const
{
return owner != NULL;
}
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// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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// Debug tool to reset achievement state and counts
void Reset();
int GetCount( const achievement_t eventId ) const
{
return counts[eventId];
}
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// Adds a count to the tracked number of events, these events can be applied to multiple achievements
void EventCompletesAchievement( const achievement_t eventId );
int GetLastImpKilledTime()
{
return lastImpKilledTime;
}
void SetLastImpKilledTime( int time )
{
lastImpKilledTime = time;
}
int GetLastPlayerKilledTime()
{
return lastPlayerKilledTime;
}
void SetLastPlayerKilledTime( int time )
{
lastPlayerKilledTime = time;
}
bool GetPlayerTookDamage()
{
return playerTookDamage;
}
void SetPlayerTookDamage( bool bl )
{
playerTookDamage = bl;
}
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void IncrementHellTimeKills();
void ResetHellTimeKills()
{
currentHellTimeKills = 0;
}
void SavePersistentData( idDict& playerInfo );
void RestorePersistentData( const idDict& spawnArgs );
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static void LocalUser_CompleteAchievement( achievement_t id );
static void CheckDoomClassicsAchievements( int killcount, int itemcount, int secretcount, int skill, int mission, int map, int episode, int totalkills, int totalitems, int totalsecret );
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private:
idEntityPtr< idPlayer > owner;
idArray<int, ACHIEVEMENTS_NUM> counts; // How many times has each achievement been given
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int lastPlayerKilledTime;
int lastImpKilledTime;
bool playerTookDamage;
int currentHellTimeKills;
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static bool cheatingDialogShown;
idLocalUser* GetLocalUser();
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void SyncAchievments();
};
#endif // !__ACHIEVEMENTS_H__