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. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "GameUI/IGameUI.h"
#include "fmtstr.h"
#include "igameevents.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// See interface.h/.cpp for specifics: basically this ensures that we actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule
// over and over again.
static CDllDemandLoader g_GameUI( "GameUI" );
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointBonusMapsAccessor : public CPointEntity
{
public:
DECLARE_CLASS( CPointBonusMapsAccessor, CPointEntity );
DECLARE_DATADESC();
virtual void Activate( void );
void InputUnlock( inputdata_t& inputdata );
void InputComplete( inputdata_t& inputdata );
void InputSave( inputdata_t& inputdata );
private:
string_t m_String_tFileName;
string_t m_String_tMapName;
IGameUI *m_pGameUI;
};
BEGIN_DATADESC( CPointBonusMapsAccessor )
DEFINE_KEYFIELD( m_String_tFileName, FIELD_STRING, "filename" ),
DEFINE_KEYFIELD( m_String_tMapName, FIELD_STRING, "mapname" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
DEFINE_INPUTFUNC( FIELD_VOID, "Complete", InputComplete ),
DEFINE_INPUTFUNC( FIELD_VOID, "Save", InputSave ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( point_bonusmaps_accessor, CPointBonusMapsAccessor );
void CPointBonusMapsAccessor::Activate( void )
{
BaseClass::Activate();
CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
}
}
void CPointBonusMapsAccessor::InputUnlock( inputdata_t& inputdata )
{
if ( m_pGameUI )
m_pGameUI->BonusMapUnlock( m_String_tFileName.ToCStr(), m_String_tMapName.ToCStr() );
}
void CPointBonusMapsAccessor::InputComplete( inputdata_t& inputdata )
{
if ( m_pGameUI )
{
m_pGameUI->BonusMapComplete( m_String_tFileName.ToCStr(), m_String_tMapName.ToCStr() );
int iNumAdvancedComplete = m_pGameUI->BonusMapNumAdvancedCompleted();
IGameEvent *event = gameeventmanager->CreateEvent( "advanced_map_complete" );
if ( event )
{
event->SetInt( "numadvanced", iNumAdvancedComplete );
gameeventmanager->FireEvent( event );
}
}
}
void CPointBonusMapsAccessor::InputSave( inputdata_t& inputdata )
{
if ( m_pGameUI )
m_pGameUI->BonusMapDatabaseSave();
}
#endif
void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest )
{
CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
IGameUI *pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
if ( pGameUI )
{
pGameUI->BonusMapChallengeUpdate( pchFileName, pchMapName, pchChallengeName, iBest );
int piNumMedals[ 3 ];
pGameUI->BonusMapNumMedals( piNumMedals );
IGameEvent *event = gameeventmanager->CreateEvent( "challenge_map_complete" );
if ( event )
{
event->SetInt( "numbronze", piNumMedals[ 0 ] );
event->SetInt( "numsilver", piNumMedals[ 1 ] );
event->SetInt( "numgold", piNumMedals[ 2 ] );
gameeventmanager->FireEvent( event );
}
}
}
}
void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName )
{
CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
IGameUI *pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
if ( pGameUI )
{
pGameUI->BonusMapChallengeNames( pchFileName, pchMapName, pchChallengeName );
}
}
}
void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold )
{
CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
IGameUI *pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
if ( pGameUI )
{
pGameUI->BonusMapChallengeObjectives( iBronze, iSilver, iGold );
}
}
}