mirror of
https://github.com/AquariaOSE/Aquaria.git
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176 lines
4.5 KiB
C++
176 lines
4.5 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef STATS_ACH_H
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#define STATS_ACH_H
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#ifdef BBGE_BUILD_ACHIEVEMENTS_INTERNAL
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#include <queue>
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#endif
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enum Achievements
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{
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// completion
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ACH_DISCOVER_ALL_RECIPES = 0,
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ACH_MASS_TRANSIT = 1,
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ACH_EXPLORER = 2,
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ACH_HEALTHY = 3,
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ACH_AQUIRE_ALL_SONGS = 4,
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// gameplay
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ACH_DEFEAT_PRIESTS = 5,
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ACH_DEFEAT_OCTOMUN = 6,
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ACH_DEFEAT_ROCKCRAB = 7,
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ACH_DEFEAT_MANTISSHRIMP = 8,
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ACH_DEFEAT_KINGJELLY = 9,
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ACH_REACHED_OPEN_WATERS = 10,
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ACH_REACHED_SPRITE_CAVE = 11,
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ACH_REACHED_THE_VEIL = 12,
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ACH_ROMANCE = 13,
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ACH_BELLY_OF_THE_WHALE = 14,
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ACH_ALEK_AND_DAREC = 15,
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ACH_THE_FROZEN_VEIL = 16,
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ACH_MOMMY_AND_DADDY = 17,
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ACH_RESCUED_ALL_SOULS = 18,
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// fun
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/*
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Bucking Bronco (ride the cute guy in front of Mithalas for a minute - why can't I remember his name?!)
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Combo Eater (eat like 12 enemies in a row)
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Eat a Parrot! (beast form, mid air)
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Fling a Monkey (with Nature seed)
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Kill the Coward (get that little yellow guy that runs away from you in the Forest)
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High Dive (jump from the Rukh's nest in the Veil into the water)
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Speed Racer (get a really fast time in the race)
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*/
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ACH_BUCKING_BRONCO = 19,
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ACH_COMBO_EATER = 20,
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ACH_ATE_A_PARROT = 21,
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ACH_FLUNG_A_MONKEY = 22,
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ACH_KILLED_THE_COWARD = 23,
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ACH_HIGH_DIVE = 24,
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ACH_SPEED_RACER = 25,
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ACH_DEFEAT_MERGOG = 26
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};
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struct Achievement
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{
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Achievements achievementID;
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const char *chAchievementID;
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char name[128];
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char desc[256];
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bool achieved;
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int iconImage;
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};
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struct PlayStats
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{
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// for sure
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float timePlayed;
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float timeInNormalForm; // seconds spent in normal form
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float timeInEnergyForm;
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float timeInNatureForm;
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float timeInSunForm;
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float timeInSpiritForm;
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float timeInDualForm;
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float distanceSwam; // distance swam in miles
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int timesSaved; // # of times save is called
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int timesDied; // # of times we hit the GameOver screen
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int foodConsumed; // # of ingredients/food eaten
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// maybe
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int timesPlayed; // # of times the game started
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int timesPoisoned; // # of times the poison applied gets called on Naija
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int timesUsedTurtle; // # of times trans turtle is used (how to check?)
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int timesRideSeahorse; // # of times ride seahorse
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int timesLeptOutOfWater; // # of times Naija goes not underwater after being underwater
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int timesBackflipped; // # of times Naija does a backflip, check in Avatar.cpp
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float highestDive; // ...?
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int creaturesConsumed; // # of times swallow creatures, check in Avatar.cpp
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int sealoafsConsumed; // # of sealoafs eaten
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int creaturesKilled; //
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int monkeysFlung; // check in StatsAndAchievements
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int racesRaced; // # of races started
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int timesHugged; // # of times Li hugs Naija
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};
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class ISteamUser;
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class StatsAndAchievements
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{
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public:
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// Constructor
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StatsAndAchievements();
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// Run a frame
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void RunFrame();
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void appendStringData(std::string &data);
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// Accumulators
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//void AddDistanceTraveled( float flDistance );
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void entityDied(Entity *eDead);
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void update(float dt);
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void flingMonkey(Entity *e);
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private:
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// Determine if we get this achievement now
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void EvaluateAchievement( Achievement &achievement );
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void UnlockAchievement( Achievement &achievement );
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// Store stats
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void StoreStatsIfNecessary();
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#ifdef BBGE_BUILD_ACHIEVEMENTS_INTERNAL
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float unlockedDisplayTimestamp;
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std::queue<std::string> unlockedToBeDisplayed;
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#endif
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// Did we get the stats from Steam?
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bool requestedStats;
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bool statsValid;
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// Should we store stats this frame?
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bool storeStats;
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PlayStats playStats;
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// Current Stat details
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//float m_flGameFeetTraveled;
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//uint64 m_ulTickCountGameStart;
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//double m_flGameDurationSeconds;
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// Persisted Stat details
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/*
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int m_nTotalGamesPlayed;
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int m_nTotalNumWins;
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int m_nTotalNumLosses;
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float m_flTotalFeetTraveled;
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float m_flMaxFeetTraveled;
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float m_flAverageSpeed;
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*/
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};
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#endif
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