Continue Achievement additions in Quakespasm

This commit is contained in:
Tyler Young 2023-01-24 17:23:44 -05:00
parent 87b93749c3
commit 74e5b677e7
2 changed files with 414 additions and 1 deletions

View file

@ -122,6 +122,7 @@ void M_Menu_Main_f (void);
void M_Menu_GameOptions_f (void);
void M_Menu_Search_f (void);
void M_Menu_ServerList_f (void);
void M_Menu_Achievement_f (void);
void M_Menu_Options_f (void);
void M_Menu_Keys_f (void);
void M_Control_Settings_f (void);
@ -636,7 +637,7 @@ void M_Main_Key (int key)
break;
//case 2:
//M_Menu_Achievements_f ();
//M_Menu_Achievement_f ();
//break;
case 2:
@ -995,6 +996,410 @@ void M_SinglePlayer_Key (int key)
}
}
//-------------------------------------------------------
//----------------------ACHIEVMENTS----------------------
//-------------------------------------------------------
//=============================================================================
/* ACHIEVEMENT MENU */
int m_achievement_cursor;
int m_achievement_selected;
int m_achievement_scroll[2];
int total_unlocked_achievements;
int total_locked_achievements;
extern achievement_list_t achievement_list[MAX_ACHIEVEMENTS];
extern qpic_t *achievement_locked;
void Achievement_Init (void)
{
achievement_list[0].img = Draw_CachePic("gfx/achievement/ready");
achievement_list[0].unlocked = 0;
achievement_list[0].progress = 0;
strcpy(achievement_list[0].name, "Ready..");
strcpy(achievement_list[0].description, "Reach round 5");
achievement_list[1].img = Draw_CachePic("gfx/achievement/steady");
achievement_list[1].unlocked = 0;
achievement_list[1].progress = 0;
strcpy(achievement_list[1].name, "Steady..");
strcpy(achievement_list[1].description, "Reach round 10");
achievement_list[2].img = Draw_CachePic("gfx/achievement/go_hell_no");
achievement_list[2].unlocked = 0;
achievement_list[2].progress = 0;
strcpy(achievement_list[2].name, "Go? Hell No...");
strcpy(achievement_list[2].description, "Reach round 15");
achievement_list[3].img = Draw_CachePic("gfx/achievement/where_legs_go");
achievement_list[3].unlocked = 0;
achievement_list[3].progress = 0;
strcpy(achievement_list[3].name, "Where Did Legs Go?");
strcpy(achievement_list[3].description, "Turn a zombie into a crawler");
achievement_list[4].img = Draw_CachePic("gfx/achievement/the_f_bomb");
achievement_list[4].unlocked = 0;
achievement_list[4].progress = 0;
strcpy(achievement_list[4].name, "The F Bomb");
strcpy(achievement_list[4].description, "Use the Nuke power-up to kill a single Zombie");
/*achievement_list[3].img = Draw_CachePic("gfx/achievement/beast");
achievement_list[3].unlocked = 0;
achievement_list[3].progress = 0;
strcpy(achievement_list[3].name, "Beast");
strcpy(achievement_list[3].description, "Survive round after round 5 with knife and grenades only");
achievement_list[4].img = Draw_CachePic("gfx/achievement/survival");
achievement_list[4].unlocked = 0;
achievement_list[4].progress = 0;
strcpy(achievement_list[4].name, "Survival Expert");
strcpy(achievement_list[4].description, "Use pistol and knife only to reach round 10");
achievement_list[5].img = Draw_CachePic("gfx/achievement/boomstick");
achievement_list[5].unlocked = 0;
achievement_list[5].progress = 0;
strcpy(achievement_list[5].name, "Boomstick");
strcpy(achievement_list[5].description, "3 for 1 with shotgun blast");
achievement_list[6].img = Draw_CachePic("gfx/achievement/boom_headshots");
achievement_list[6].unlocked = 0;
achievement_list[6].progress = 0;
strcpy(achievement_list[6].name, "Boom Headshots");
strcpy(achievement_list[6].description, "Get 10 headshots");
achievement_list[7].img = Draw_CachePic("gfx/achievement/where_did");
achievement_list[7].unlocked = 0;
achievement_list[7].progress = 0;
strcpy(achievement_list[7].name, "Where Did Legs Go?");
strcpy(achievement_list[7].description, "Make a crawler zombie");
achievement_list[8].img = Draw_CachePic("gfx/achievement/keep_the_change");
achievement_list[8].unlocked = 0;
achievement_list[8].progress = 0;
strcpy(achievement_list[8].name, "Keep The Change");
strcpy(achievement_list[8].description, "Purchase everything");
achievement_list[9].img = Draw_CachePic("gfx/achievement/big_thanks");
achievement_list[9].unlocked = 0;
achievement_list[9].progress = 0;
strcpy(achievement_list[9].name, "Big Thanks To Explosion");
strcpy(achievement_list[9].description, "Get 10 kills with one grenade");
achievement_list[10].img = Draw_CachePic("gfx/achievement/warmed-up");
achievement_list[10].unlocked = 0;
achievement_list[10].progress = 0;
strcpy(achievement_list[10].name, "Getting Warmed-Up");
strcpy(achievement_list[10].description, "Achieve 10 achievements");
achievement_list[11].img = Draw_CachePic("gfx/achievement/mysterybox_maniac");
achievement_list[11].unlocked = 0;
achievement_list[11].progress = 0;
strcpy(achievement_list[11].name, "Mysterybox Maniac");
strcpy(achievement_list[11].description, "use mysterybox 20 times");
achievement_list[12].img = Draw_CachePic("gfx/achievement/instant_help");
achievement_list[12].unlocked = 0;
achievement_list[12].progress = 0;
strcpy(achievement_list[12].name, "Instant Help");
strcpy(achievement_list[12].description, "Kill 100 zombies with insta-kill");
achievement_list[13].img = Draw_CachePic("gfx/achievement/blow_the_bank");
achievement_list[13].unlocked = 0;
achievement_list[13].progress = 0;
strcpy(achievement_list[13].name, "Blow The Bank");
strcpy(achievement_list[13].description, "earn 1,000,000");
achievement_list[14].img = Draw_CachePic("gfx/achievement/ammo_cost");
achievement_list[14].unlocked = 0;
achievement_list[14].progress = 0;
strcpy(achievement_list[14].name, "Ammo Cost Too Much");
strcpy(achievement_list[14].description, "After round 5, don't fire a bullet for whole round");
achievement_list[15].img = Draw_CachePic("gfx/achievement/the_f_bomb");
achievement_list[15].unlocked = 0;
achievement_list[15].progress = 0;
strcpy(achievement_list[15].name, "The F Bomb");
strcpy(achievement_list[15].description, "Only nuke one zombie");
achievement_list[16].img = Draw_CachePic("gfx/achievement/why_are");
achievement_list[16].unlocked = 0;
achievement_list[16].progress = 0;
strcpy(achievement_list[16].name, "Why Are We Waiting?");
strcpy(achievement_list[16].description, "Stand still for 2 minutes");
achievement_list[17].img = Draw_CachePic("gfx/achievement/never_missed");
achievement_list[17].unlocked = 0;
achievement_list[17].progress = 0;
strcpy(achievement_list[17].name, "Never Missed A Shot");
strcpy(achievement_list[17].description, "Make it to round 5 without missing a shot");
achievement_list[18].img = Draw_CachePic("gfx/achievement/300_bastards_less");
achievement_list[18].unlocked = 0;
achievement_list[18].progress = 0;
strcpy(achievement_list[18].name, "300 Bastards less");
strcpy(achievement_list[18].description, "Kill 300 zombies");
achievement_list[19].img = Draw_CachePic("gfx/achievement/music_fan");
achievement_list[19].unlocked = 0;
achievement_list[19].progress = 0;
strcpy(achievement_list[19].name, "Music Fan");
strcpy(achievement_list[19].description, "Turn on radio 20 times");
achievement_list[20].img = Draw_CachePic("gfx/achievement/one_clip");
achievement_list[20].unlocked = 0;
achievement_list[20].progress = 0;
strcpy(achievement_list[20].name, "One Clip");
strcpy(achievement_list[20].description, "Complete a round with mg42 without reloading");
achievement_list[21].img = Draw_CachePic("gfx/achievement/one_20_20");
achievement_list[21].unlocked = 0;
achievement_list[21].progress = 0;
strcpy(achievement_list[21].name, "One Clip, 20 Bullets, 20 Headshots");
strcpy(achievement_list[21].description, "Score 20 headshots, with 20 bullets, and don't reload");
achievement_list[22].img = Draw_CachePic("gfx/achievement/and_stay_out");
achievement_list[22].unlocked = 0;
achievement_list[22].progress = 0;
strcpy(achievement_list[22].name, "And Stay out");
strcpy(achievement_list[22].description, "Don't let zombies in for 2 rounds");*/
achievement_locked = Draw_CachePic("gfx/achievement/achievement_locked");
m_achievement_scroll[0] = 0;
m_achievement_scroll[1] = 0;
}
void Load_Achivements (void)
{
int achievement_file;
achievement_file = (byte *)COM_LoadHunkFile ("%s/data/ach.dat", com_gamedir);
if (achievement_file >= 0) {
char* buffer = (char*)calloc(2, sizeof(char));
for (int i = 0; i < MAX_ACHIEVEMENTS; i++) {
//sceIoRead(achievement_file, buffer, sizeof(char)*2);
achievement_list[i].unlocked = atoi(buffer);
//sceIoRead(achievement_file, buffer, sizeof(char)*2);
achievement_list[i].progress = atoi(buffer);
}
} else {
achievement_file = (byte *)COM_LoadHunkFile ("%s/data/ach.dat", com_gamedir);
for (int i = 0; i < MAX_ACHIEVEMENTS; i++) {
COM_WriteFile(achievement_file, "0\n", sizeof(char)*2);
COM_WriteFile(achievement_file, "0\n", sizeof(char)*2);
}
}
COM_CloseFile(achievement_file);
}
void Save_Achivements (void)
{
int achievement_file;
achievement_file = (byte *)COM_LoadHunkFile ("%s/data/ach.dat", com_gamedir);
if (achievement_file >= 0) {
for (int i = 0; i < MAX_ACHIEVEMENTS; i++) {
char* buffer = va("%i\n", achievement_list[i].unlocked);
char* buffer2 = va("%i\n", achievement_list[i].progress);
COM_WriteFile(achievement_file, va("%i\n", achievement_list[i].unlocked), strlen(buffer));
COM_WriteFile(achievement_file, va("%i\n", achievement_list[i].progress), strlen(buffer2));
}
} else {
Load_Achivements();
}
}
void M_Menu_Achievement_f (void)
{
key_dest = key_menu;
m_state = m_achievement;
m_entersound = true;
Load_Achivements();
}
void M_Achievement_Draw (void)
{
int i, b, y;
int unlocked_achievement[MAX_ACHIEVEMENTS];
int locked_achievement[MAX_ACHIEVEMENTS];
int maxLenght = floor((vid.width - 155)/8);
int stringLenght;
char *description;
char *string_line = (char*) malloc(maxLenght);
int lines;
y = 0;
total_unlocked_achievements = 0;
total_locked_achievements = 0;
for (i = 0; i < MAX_ACHIEVEMENTS; i++)
{
unlocked_achievement[i] = -1;
locked_achievement[i] = -1;
if (achievement_list[i].unlocked)
{
unlocked_achievement[total_unlocked_achievements] = i;
total_unlocked_achievements += 1;
}
else
{
locked_achievement[total_locked_achievements] = i;
total_locked_achievements += 1;
}
}
// Background
if (key_dest != key_menu_pause)
Draw_Pic (0, 0, menu_bk);
// Fill black to make everything easier to see
Draw_FillByColor(0, 0, 480, 272, 0, 0, 0, 102);
// Version String
Draw_ColoredStringScale(vid.width - 40, 5, "v1.0", 255, 255, 255, 1, 2.0f);
if (!m_achievement_selected)
{
Draw_FillByColor(15, 8, 225, 12, 204, 0, 0, 100);
Draw_FillByColor(240, 8, 225, 12, 0, 0, 0, 100);
if (total_unlocked_achievements <= 0)
{
Draw_FillByColor(15, 25, vid.width - 30, 60, 0, 0, 0, 100);
Draw_Pic (20, 30 + y, achievement_locked);
Draw_ColoredStringScale (125, 30 + y, "No achievements unlocked :(", 255, 255, 255, 1, 2.0f);
}
else
{
for (i = 0; i < 3; i++)
{
if (unlocked_achievement[i + m_achievement_scroll[0]] >= 0)
{
Draw_FillByColor(15, 25 + y, vid.width - 30, 60, 0, 0, 0, 100);
Draw_Pic (20, 30 + y, achievement_list[unlocked_achievement[i + m_achievement_scroll[0]]].img);
Draw_ColoredStringScale (125, 30 + y, achievement_list[unlocked_achievement[i + m_achievement_scroll[0]]].name, 255, 255, 255, 1, 2.0f);
description = achievement_list[unlocked_achievement[i + m_achievement_scroll[0]]].description;
stringLenght = strlen(description);
lines = stringLenght/maxLenght;
if ((maxLenght % stringLenght) != 0)
lines++;
for (b = 0; b < lines; b++) {
strncpy(string_line, description+maxLenght*b, (maxLenght-1));
Draw_ColoredStringScale (125, 40 + y + b*8, string_line, 255, 255, 255, 1, 2.0f);
}
//if (stringLenght <= maxLenght)
// Draw_String (125, 40 + y, description);
y += 75;
}
}
}
}
else
{
if (total_locked_achievements <= 0)
{
Draw_FillByColor(15, 25, vid.width - 30, 60, 0, 0, 0, 100);
Draw_Pic (20, 30 + y, achievement_locked);
Draw_ColoredStringScale (125, 30 + y, "All achievements unlocked :)", 255, 255, 255, 1, 2.0f);
}
Draw_FillByColor(15, 8, 225, 12, 0, 0, 0, 100);
Draw_FillByColor(240, 8, 225, 12, 204, 0, 0, 100);
for (i = 0; i < 3; i++)
{
if (locked_achievement[i + m_achievement_scroll[1]] >= 0)
{
Draw_FillByColor(15, 25 + y, vid.width - 30, 60, 0, 0, 0, 100);
Draw_Pic (20, 30 + y, achievement_locked);
Draw_ColoredStringScale (125, 30 + y, achievement_list[locked_achievement[i + m_achievement_scroll[1]]].name, 255, 255, 255, 1, 2.0f);
description = achievement_list[locked_achievement[i + m_achievement_scroll[1]]].description;
stringLenght = strlen(description);
lines = stringLenght/maxLenght;
if ((maxLenght % stringLenght) != 0)
lines++;
for (b = 0; b < lines; b++) {
strncpy(string_line, description+maxLenght*b, (maxLenght-1));
Draw_ColoredStringScale (125, 40 + y + b*8, string_line, 255, 255, 255, 1, 2.0f);
}
//if (stringLenght <= maxLenght)
// Draw_String (125, 40 + y, description);
y += 70;
}
}
}
free(string_line);
Draw_ColoredStringScale (15, 10, "Unlocked Achievements", 255, 255, 255, 1, 2.0f);
Draw_ColoredStringScale (vid.width - 167, 10, "Locked Achievements", 255, 255, 255, 1, 2.0f);
}
void M_Achievement_Key (int key)
{
switch (key)
{
case K_ESCAPE:
if (key_dest == key_menu_pause)
M_Paused_Menu_f();
else
M_Menu_Main_f ();
break;
case K_AUX1:
case K_LEFTARROW:
m_achievement_selected = 0;
break;
case K_AUX2:
case K_RIGHTARROW:
m_achievement_selected = 1;
break;
case K_UPARROW:
m_achievement_scroll[m_achievement_selected]--;
if (m_achievement_scroll[m_achievement_selected] < 0)
m_achievement_scroll[m_achievement_selected] = 0;
break;
case K_DOWNARROW:
m_achievement_scroll[m_achievement_selected]++;
if (m_achievement_selected)
{
if (m_achievement_scroll[1] > total_locked_achievements - 3)
m_achievement_scroll[1] = total_locked_achievements - 3;
}
else
{
if (m_achievement_scroll[0] > total_unlocked_achievements - 3)
m_achievement_scroll[0] = total_unlocked_achievements - 3;
}
if (m_achievement_scroll[m_achievement_selected] < 0)
m_achievement_scroll[m_achievement_selected] = 0;
break;
case K_ENTER:
m_entersound = true;
switch (m_achievement_cursor)
{
}
}
}
int m_maps_cursor;
int MAP_ITEMS;
int user_maps_num = 0;
@ -3972,6 +4377,9 @@ void M_Draw (void)
case m_multiplayer:
M_MultiPlayer_Draw ();
break;
case m_achievement:
M_Achievement_Draw ();
break;
case m_setup:
GL_SetCanvas (CANVAS_MENU); //johnfitz
M_Setup_Draw ();
@ -4066,6 +4474,10 @@ void M_Keydown (int key)
case m_multiplayer:
M_MultiPlayer_Key (key);
return;
case m_achievement:
M_Achievement_Key (key);
return;
case m_setup:
M_Setup_Key (key);

View file

@ -28,6 +28,7 @@ enum m_state_e {
m_start,
m_main,
m_singleplayer,
m_achievement,
m_paused_menu,
m_restart,
m_exit,