Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=============================================================================
#ifndef TF_ACHIEVEMENT_DATA_H
#define TF_ACHIEVEMENT_DATA_H
#pragma once
#include "UtlSortVector.h"
#define MAX_ACHIEVEMENT_HISTORY_SLOTS 4
#define MAX_ACHIEVEMENT_DAMAGE_HISTORY_SLOTS 128
//=============================================================================
// Custom class to manage lists of history events. Maintains a prioritized list of
// events, but includes two extra features:
// - Maximum size of the number of entries in the queue.
// - Ensures each associated-entity in the entries appears only once in the queue.
template <class T, class LessFunc, int maxSize>
class CHistoryVector : public CUtlSortVector<T, LessFunc>
{
public:
CHistoryVector()
{
}
void InsertHistory( T const &element )
{
LessFunc less;
// Make sure it's not in the list already
for ( int i = 0; i < this->Count(); i++ )
{
if ( less.HistoryMatch( this->Element(i), element ) )
{
this->Remove( i );
break;
}
}
CUtlSortVector<T, LessFunc>::Insert( element );
// Remove the oldest entry if we're over max size
if ( this->Count() > maxSize )
{
this->Remove( this->Count()-1 );
}
}
};
//=============================================================================
// Data stored in players for achievement handling
struct EntityHistory_t
{
EHANDLE hEntity;
EHANDLE hObject;
float flTimeDamage;
};
struct EntityDamageHistory_t : public EntityHistory_t
{
int nDamageAmount;
};
class CEntityHistoryLess
{
public:
bool Less( const EntityHistory_t &dmg1, const EntityHistory_t &dmg2, void *pCtx )
{
return (dmg1.flTimeDamage > dmg2.flTimeDamage);
}
bool HistoryMatch( const EntityHistory_t &dmg1, const EntityHistory_t &dmg2 )
{
return (dmg1.hEntity == dmg2.hEntity);
}
};
// Allow duplicate (source) entries with this type; HistoryMatch always returns false
class CEntityDamageHistoryLess
{
public:
bool Less( const EntityDamageHistory_t &dmg1, const EntityDamageHistory_t &dmg2, void *pCtx )
{
return ( dmg2.flTimeDamage < dmg1.flTimeDamage );
}
bool HistoryMatch( const EntityDamageHistory_t &dmg1, const EntityDamageHistory_t &dmg2 )
{
return false;
}
};
// Achievement Tracking container
class CAchievementData
{
public:
void ClearHistories( void )
{
aDamagers.RemoveAll();
aDamageEvents.RemoveAll();
aTargets.RemoveAll();
aSentryDamagers.RemoveAll();
aPushers.RemoveAll();
}
void AddDamagerToHistory( EHANDLE hDamager );
EntityHistory_t *GetDamagerHistory( int i ) { if (i >= aDamagers.Count()) return NULL; return &aDamagers[i]; }
int CountDamagersWithinTime( float flTime );
bool IsDamagerInHistory( CBaseEntity *pTarget, float flTimeWindow );
void DumpDamagers( void );
// Capture the last 64 damage events - duplicates allowed
void AddDamageEventToHistory( EHANDLE hAttacker, float flDmgAmount = 0.f );
EntityDamageHistory_t *GetDamageEventHistory( int i ) { if ( i >= aDamageEvents.Count() ) return NULL; return &aDamageEvents[i]; }
int GetDamageEventHistoryCount( void ) { return aDamageEvents.Count(); }
bool IsEntityInDamageEventHistory( CBaseEntity *pEntity, float flTimeWindow );
int GetAmountForDamagerInEventHistory( CBaseEntity *pEntity, float flTimeWindow );
void AddTargetToHistory( EHANDLE hTarget );
bool IsTargetInHistory( CBaseEntity *pTarget, float flTimeWindow );
EntityHistory_t *GetTargetHistory( int i ) { if (i >= aTargets.Count()) return NULL; return &aTargets[i]; }
int CountTargetsWithinTime( float flTime );
void AddSentryDamager( EHANDLE hDamager, EHANDLE hObject );
EntityHistory_t *IsSentryDamagerInHistory( CBaseEntity *pDamager, float flTimeWindow );
void AddPusherToHistory( EHANDLE hPlayer );
bool IsPusherInHistory( CBaseEntity *pPlayer, float flTimeWindow );
private:
CHistoryVector< EntityHistory_t, CEntityHistoryLess, MAX_ACHIEVEMENT_HISTORY_SLOTS > aDamagers;
CHistoryVector< EntityDamageHistory_t, CEntityDamageHistoryLess, MAX_ACHIEVEMENT_DAMAGE_HISTORY_SLOTS > aDamageEvents; // Duplicates allowed
CHistoryVector< EntityHistory_t, CEntityHistoryLess, MAX_ACHIEVEMENT_HISTORY_SLOTS > aTargets;
CHistoryVector< EntityHistory_t, CEntityHistoryLess, MAX_ACHIEVEMENT_HISTORY_SLOTS > aSentryDamagers;
CHistoryVector< EntityHistory_t, CEntityHistoryLess, MAX_ACHIEVEMENT_HISTORY_SLOTS > aPushers;
};
#endif