mirror of
https://github.com/nillerusr/source-engine.git
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2077 lines
63 KiB
C++
2077 lines
63 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#ifdef _WIN32
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#include "winerror.h"
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#endif
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#include "achievementmgr.h"
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#include "icommandline.h"
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#include "KeyValues.h"
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#include "filesystem.h"
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#include "inputsystem/InputEnums.h"
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#include "usermessages.h"
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#include "fmtstr.h"
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#include "tier1/utlbuffer.h"
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#ifdef CLIENT_DLL
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#include "achievement_notification_panel.h"
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#include "c_playerresource.h"
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#include "gamestats.h"
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#ifdef TF_CLIENT_DLL
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#include "econ_item_inventory.h"
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#endif //TF_CLIENT_DLL
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#else
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#include "enginecallback.h"
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#endif // CLIENT_DLL
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#ifndef _X360
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#include "steam/isteamuserstats.h"
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#include "steam/isteamfriends.h"
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#include "steam/isteamutils.h"
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#include "steam/steam_api.h"
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#include "steam/isteamremotestorage.h"
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#else
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#include "xbox/xbox_win32stubs.h"
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#endif
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#include "tier3/tier3.h"
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#include "vgui/ILocalize.h"
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#ifdef _X360
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#include "ixboxsystem.h"
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#endif // _X360
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#include "engine/imatchmaking.h"
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#include "tier0/vprof.h"
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
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#include "tf_gamerules.h"
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#endif
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ConVar cc_achievement_debug( "achievement_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn on achievement debug msgs." );
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#ifdef CSTRIKE_DLL
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//=============================================================================
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// HPE_BEGIN:
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// [Forrest] Allow achievements/stats to be turned off for a server
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//=============================================================================
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ConVar sv_nostats( "sv_nostats", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Disable collecting statistics and awarding achievements." );
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//=============================================================================
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// HPE_END
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//=============================================================================
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#endif // CSTRIKE_DLL
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const char *COM_GetModDirectory();
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extern ConVar developer;
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#define DEBUG_ACHIEVEMENTS_IN_RELEASE 0
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#ifdef SWDS
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// Hack this for now until we get steam_api recompiling in the Steam codebase.
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ISteamUserStats *SteamUserStats()
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{
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return NULL;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Write helper
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//-----------------------------------------------------------------------------
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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static void WriteAchievementGlobalState( KeyValues *pKV, bool bPersistToSteamCloud = false )
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//=============================================================================
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// HPE_END
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//=============================================================================
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{
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#ifdef _X360
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if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
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return;
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#endif
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char szFilename[_MAX_PATH];
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if ( IsX360() )
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{
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Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
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}
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else
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{
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Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
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}
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// Never call pKV->SaveToFile!!!!
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// Save to a buffer instead.
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
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pKV->RecursiveSaveToFile( buf, 0 );
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filesystem->WriteFile( szFilename, NULL, buf );
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pKV->deleteThis();
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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if ( bPersistToSteamCloud )
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{
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#ifndef NO_STEAM
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if ( IsX360() )
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{
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Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
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}
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else
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{
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Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
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}
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ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
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SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
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if (pRemoteStorage)
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{
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int32 availableBytes = 0;
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int32 totalBytes = 0;
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if ( pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) )
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{
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if ( totalBytes > 0 )
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{
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int32 filesize = (int32)filesystem->Size(szFilename);
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if (filesize > 0)
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{
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char* pData = new char[filesize];
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if (pData)
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{
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// Read in the data from the file system GameState.txt file
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FileHandle_t handle = filesystem->Open(szFilename, "r");
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if (handle)
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{
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int32 nRead = filesystem->Read(pData, filesize, handle);
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filesystem->Close(handle);
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if (nRead == filesize)
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{
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// Write out the data to steam cloud
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pRemoteStorage->FileWrite(szFilename, pData, filesize);
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}
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}
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// Delete the data array
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delete []pData;
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}
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}
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}
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}
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}
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#endif
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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#ifdef _X360
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if ( xboxsystem )
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{
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xboxsystem->FinishContainerWrites();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Async save thread
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//-----------------------------------------------------------------------------
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class CAchievementSaveThread : public CWorkerThread
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{
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public:
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CAchievementSaveThread() :
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m_pKV( NULL )
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{
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SetName( "AchievementSaveThread" );
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}
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~CAchievementSaveThread()
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{
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}
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enum
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{
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CALL_FUNC,
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EXIT,
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};
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void WriteAchievementGlobalState( KeyValues *pKV )
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{
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Assert( !m_pKV );
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m_pKV = pKV;
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CallWorker( CALL_FUNC );
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Assert( !m_pKV );
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}
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int Run()
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{
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unsigned nCall;
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while ( WaitForCall( &nCall ) )
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{
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if ( nCall == EXIT )
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{
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Reply( 1 );
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break;
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}
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KeyValues *pKV = m_pKV;
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m_pKV = NULL;
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Reply( 1 );
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::WriteAchievementGlobalState( pKV );
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}
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return 0;
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}
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private:
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KeyValues *m_pKV;
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};
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static CAchievementSaveThread g_AchievementSaveThread;
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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CAchievementMgr::CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud ) : CAutoGameSystemPerFrame( "CAchievementMgr" )
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//=============================================================================
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// HPE_END
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//=============================================================================
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#if !defined(NO_STEAM)
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, m_CallbackUserStatsReceived( this, &CAchievementMgr::Steam_OnUserStatsReceived ),
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m_CallbackUserStatsStored( this, &CAchievementMgr::Steam_OnUserStatsStored )
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#endif
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{
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SetDefLessFunc( m_mapAchievement );
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SetDefLessFunc( m_mapMetaAchievement );
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m_flLastClassChangeTime = 0;
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m_flTeamplayStartTime = 0;
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m_iMiniroundsCompleted = 0;
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m_szMap[0] = 0;
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m_bSteamDataDirty = false;
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m_bGlobalStateDirty = false;
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m_bGlobalStateLoaded = false;
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m_bCheatsEverOn = false;
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m_flTimeLastSaved = 0;
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Steam Cloud Support
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//=============================================================================
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if ( ePersistToSteamCloud == SteamCloudPersist_Off )
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{
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m_bPersistToSteamCloud = false;
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}
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else
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{
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m_bPersistToSteamCloud = true;
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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m_AchievementsAwarded.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializer
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//-----------------------------------------------------------------------------
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bool CAchievementMgr::Init()
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{
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// We can be created on either client (for multiplayer games) or server
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// (for single player), so register ourselves with the engine so UI has a uniform place
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// to go get the pointer to us
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#ifdef _DEBUG
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// There can be only one achievement manager instance; no one else should be registered
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IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
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Assert( NULL == pAchievementMgr );
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#endif // _DEBUG
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// register ourselves
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engine->SetAchievementMgr( this );
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// register for events
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#ifdef GAME_DLL
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ListenForGameEvent( "entity_killed" );
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ListenForGameEvent( "game_init" );
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#else
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ListenForGameEvent( "player_death" );
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ListenForGameEvent( "player_stats_updated" );
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usermessages->HookMessage( "AchievementEvent", MsgFunc_AchievementEvent );
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#endif // CLIENT_DLL
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#ifdef TF_CLIENT_DLL
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ListenForGameEvent( "localplayer_changeclass" );
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ListenForGameEvent( "localplayer_changeteam" );
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ListenForGameEvent( "teamplay_round_start" );
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ListenForGameEvent( "teamplay_round_win" );
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#endif // TF_CLIENT_DLL
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called at init time after all systems are init'd. We have to
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// do this in PostInit because the Steam app ID is not available earlier
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//-----------------------------------------------------------------------------
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void CAchievementMgr::PostInit()
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{
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if ( !g_AchievementSaveThread.IsAlive() )
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{
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g_AchievementSaveThread.Start();
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#ifdef WIN32
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if ( IsX360() )
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{
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ThreadSetAffinity( (ThreadHandle_t)g_AchievementSaveThread.GetThreadHandle(), XBOX_PROCESSOR_3 );
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}
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#endif // WIN32
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}
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// get current game dir
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const char *pGameDir = COM_GetModDirectory();
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CBaseAchievementHelper *pAchievementHelper = CBaseAchievementHelper::s_pFirst;
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while ( pAchievementHelper )
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{
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// create and initialize all achievements and insert them in our map
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CBaseAchievement *pAchievement = pAchievementHelper->m_pfnCreate();
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pAchievement->m_pAchievementMgr = this;
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pAchievement->Init();
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pAchievement->CalcProgressMsgIncrement();
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// only add an achievement if it does not have a game filter (only compiled into the game it
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// applies to, or truly cross-game) or, if it does have a game filter, the filter matches current game.
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// (e.g. EP 1/2/... achievements are in shared binary but are game specific, they have a game filter for runtime check.)
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const char *pGameDirFilter = pAchievement->m_pGameDirFilter;
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if ( !pGameDirFilter || ( 0 == Q_strcmp( pGameDir, pGameDirFilter ) ) )
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{
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m_mapAchievement.Insert( pAchievement->GetAchievementID(), pAchievement );
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if ( pAchievement->IsMetaAchievement() )
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{
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m_mapMetaAchievement.Insert( pAchievement->GetAchievementID(), dynamic_cast<CAchievement_AchievedCount*>(pAchievement) );
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}
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}
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else
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{
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// achievement is not for this game, don't use it
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delete pAchievement;
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}
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pAchievementHelper = pAchievementHelper->m_pNext;
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}
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FOR_EACH_MAP( m_mapAchievement, iter )
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{
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m_vecAchievement.AddToTail( m_mapAchievement[iter] );
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}
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// load global state from file
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LoadGlobalState();
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// download achievements/stats from Steam/XBox Live
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DownloadUserData();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shuts down the achievement manager
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//-----------------------------------------------------------------------------
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void CAchievementMgr::Shutdown()
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{
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g_AchievementSaveThread.CallWorker( CAchievementSaveThread::EXIT );
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SaveGlobalState( false ); // we just told the thread to shutdown so don't try an async save here
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FOR_EACH_MAP( m_mapAchievement, iter )
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{
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delete m_mapAchievement[iter];
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}
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m_mapAchievement.RemoveAll();
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m_mapMetaAchievement.RemoveAll();
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m_vecAchievement.RemoveAll();
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m_vecKillEventListeners.RemoveAll();
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m_vecMapEventListeners.RemoveAll();
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m_vecComponentListeners.RemoveAll();
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m_AchievementsAwarded.RemoveAll();
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m_bGlobalStateLoaded = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cleans up all achievements and then re-initializes them
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//-----------------------------------------------------------------------------
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void CAchievementMgr::InitializeAchievements()
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{
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Shutdown();
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PostInit();
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}
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#ifdef CLIENT_DLL
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extern const ConVar *sv_cheats;
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#endif
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#ifdef GAME_DLL
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void CAchievementMgr::FrameUpdatePostEntityThink()
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{
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Update( 0.0f );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Do per-frame handling
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//-----------------------------------------------------------------------------
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void CAchievementMgr::Update( float frametime )
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{
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#ifdef CLIENT_DLL
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if ( !sv_cheats )
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{
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sv_cheats = cvar->FindVar( "sv_cheats" );
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}
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#endif
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#ifndef _DEBUG
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// keep track if cheats have ever been turned on during this level
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if ( !WereCheatsEverOn() )
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{
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if ( sv_cheats && sv_cheats->GetBool() )
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{
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m_bCheatsEverOn = true;
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}
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}
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#endif
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// Call think functions. Work backwards, because we may remove achievements from the list.
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int iCount = m_vecThinkListeners.Count();
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for ( int i = iCount-1; i >= 0; i-- )
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{
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if ( m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
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{
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m_vecThinkListeners[i].pAchievement->Think();
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// The think function may have pushed out the think time. If not, remove ourselves from the list.
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if ( m_vecThinkListeners[i].pAchievement->IsAchieved() || m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
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{
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m_vecThinkListeners.Remove(i);
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}
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}
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}
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if ( m_bSteamDataDirty )
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{
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UploadUserData();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called on level init
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//-----------------------------------------------------------------------------
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void CAchievementMgr::LevelInitPreEntity()
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{
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m_bCheatsEverOn = false;
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// load global state if we haven't already; X360 users may not have had a storage device available or selected at boot time
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EnsureGlobalStateLoaded();
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#ifdef GAME_DLL
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// For single-player games, achievement mgr must live on the server. (Only the server has detailed knowledge of game state.)
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Assert( !GameRules()->IsMultiplayer() );
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#else
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// For multiplayer games, achievement mgr must live on the client. (Only the client can read/write player state from Steam/XBox Live.)
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Assert( GameRules()->IsMultiplayer() );
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#endif
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// clear list of achievements listening for events
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m_vecKillEventListeners.RemoveAll();
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m_vecMapEventListeners.RemoveAll();
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m_vecComponentListeners.RemoveAll();
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m_AchievementsAwarded.RemoveAll();
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m_flLastClassChangeTime = 0;
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m_flTeamplayStartTime = 0;
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m_iMiniroundsCompleted = 0;
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// client and server have map names available in different forms (full path on client, just file base name on server),
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// cache it in base file name form here so we don't have to have different code paths each time we access it
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#ifdef CLIENT_DLL
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Q_FileBase( engine->GetLevelName(), m_szMap, ARRAYSIZE( m_szMap ) );
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#else
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Q_strncpy( m_szMap, gpGlobals->mapname.ToCStr(), ARRAYSIZE( m_szMap ) );
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#endif // CLIENT_DLL
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if ( IsX360() )
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{
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// need to remove the .360 extension on the end of the map name
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char *pExt = Q_stristr( m_szMap, ".360" );
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if ( pExt )
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{
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*pExt = '\0';
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}
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}
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// look through all achievements, see which ones we want to have listen for events
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FOR_EACH_MAP( m_mapAchievement, iAchievement )
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{
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CBaseAchievement *pAchievement = m_mapAchievement[iAchievement];
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// if the achievement only applies to a specific map, and it's not the current map, skip it
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const char *pMapNameFilter = pAchievement->m_pMapNameFilter;
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if ( pMapNameFilter && ( 0 != Q_strcmp( m_szMap, pMapNameFilter ) ) )
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continue;
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// if the achievement needs kill events, add it as a listener
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if ( pAchievement->GetFlags() & ACH_LISTEN_KILL_EVENTS )
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{
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m_vecKillEventListeners.AddToTail( pAchievement );
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}
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// if the achievement needs map events, add it as a listener
|
|
if ( pAchievement->GetFlags() & ACH_LISTEN_MAP_EVENTS )
|
|
{
|
|
m_vecMapEventListeners.AddToTail( pAchievement );
|
|
}
|
|
// if the achievement needs map events, add it as a listener
|
|
if ( pAchievement->GetFlags() & ACH_LISTEN_COMPONENT_EVENTS )
|
|
{
|
|
m_vecComponentListeners.AddToTail( pAchievement );
|
|
}
|
|
if ( pAchievement->IsActive() )
|
|
{
|
|
pAchievement->ListenForEvents();
|
|
}
|
|
}
|
|
|
|
m_flLevelInitTime = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called on level shutdown
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::LevelShutdownPreEntity()
|
|
{
|
|
// make all achievements stop listening for events
|
|
FOR_EACH_MAP( m_mapAchievement, iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[iAchievement];
|
|
if ( !pAchievement->AlwaysListen() )
|
|
{
|
|
pAchievement->StopListeningForAllEvents();
|
|
}
|
|
}
|
|
|
|
// save global state if we have any changes
|
|
SaveGlobalStateIfDirty();
|
|
|
|
UploadUserData();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns achievement for specified ID
|
|
//-----------------------------------------------------------------------------
|
|
CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID )
|
|
{
|
|
int iAchievement = m_mapAchievement.Find( iAchievementID );
|
|
if ( iAchievement != m_mapAchievement.InvalidIndex() )
|
|
{
|
|
return m_mapAchievement[iAchievement];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns achievement with specified name. NOTE: this iterates through
|
|
// all achievements to find the name, intended for debugging purposes.
|
|
// Use GetAchievementByID for fast lookup.
|
|
//-----------------------------------------------------------------------------
|
|
CBaseAchievement *CAchievementMgr::GetAchievementByName( const char *pchName )
|
|
{
|
|
VPROF("GetAchievementByName");
|
|
FOR_EACH_MAP_FAST( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
if ( pAchievement && 0 == ( Q_stricmp( pchName, pAchievement->GetName() ) ) )
|
|
return pAchievement;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if the achievement with the specified name has been achieved
|
|
//-----------------------------------------------------------------------------
|
|
bool CAchievementMgr::HasAchieved( const char *pchName )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByName( pchName );
|
|
if ( pAchievement )
|
|
return pAchievement->IsAchieved();
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: downloads user data from Steam or XBox Live
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::DownloadUserData()
|
|
{
|
|
if ( IsPC() )
|
|
{
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
// request stat download; will get called back at OnUserStatsReceived when complete
|
|
steamapicontext->SteamUserStats()->RequestCurrentStats();
|
|
}
|
|
#endif
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#if defined( _X360 )
|
|
if ( XBX_GetPrimaryUserId() == INVALID_USER_ID )
|
|
return;
|
|
|
|
// Download achievements from XBox Live
|
|
bool bDownloadSuccessful = true;
|
|
int nTotalAchievements = 99;
|
|
uint bytes;
|
|
int ret = xboxsystem->EnumerateAchievements( XBX_GetPrimaryUserId(), 0, 0, nTotalAchievements, &bytes, 0, false );
|
|
if ( ret != ERROR_SUCCESS )
|
|
{
|
|
Warning( "Enumerate Achievements failed! Error %d", ret );
|
|
bDownloadSuccessful = false;
|
|
}
|
|
|
|
// Enumerate the achievements from Live
|
|
void *pBuffer = new byte[bytes];
|
|
if ( bDownloadSuccessful )
|
|
{
|
|
ret = xboxsystem->EnumerateAchievements( XBX_GetPrimaryUserId(), 0, 0, nTotalAchievements, pBuffer, bytes, false );
|
|
|
|
if ( ret != nTotalAchievements )
|
|
{
|
|
Warning( "Enumerate Achievements failed! Error %d", ret );
|
|
bDownloadSuccessful = false;
|
|
}
|
|
}
|
|
|
|
if ( bDownloadSuccessful )
|
|
{
|
|
// Give live a chance to mark achievements as unlocked, in case the achievement manager
|
|
// wasn't able to get that data (storage device missing, read failure, etc)
|
|
XACHIEVEMENT_DETAILS *pXboxAchievements = (XACHIEVEMENT_DETAILS*)pBuffer;
|
|
for ( int i = 0; i < nTotalAchievements; ++i )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByID( pXboxAchievements[i].dwId );
|
|
if ( !pAchievement )
|
|
continue;
|
|
|
|
// Give Live a chance to claim the achievement as unlocked
|
|
if ( AchievementEarned( pXboxAchievements[i].dwFlags ) )
|
|
{
|
|
pAchievement->SetAchieved( true );
|
|
}
|
|
}
|
|
}
|
|
|
|
delete pBuffer;
|
|
#endif // X360
|
|
}
|
|
}
|
|
|
|
const char *COM_GetModDirectory()
|
|
{
|
|
static char modDir[MAX_PATH];
|
|
if ( Q_strlen( modDir ) == 0 )
|
|
{
|
|
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
|
|
Q_strncpy( modDir, gamedir, sizeof(modDir) );
|
|
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
|
|
{
|
|
Q_StripLastDir( modDir, sizeof(modDir) );
|
|
int dirlen = Q_strlen( modDir );
|
|
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
|
|
}
|
|
}
|
|
|
|
return modDir;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: uploads user data to steam
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::UploadUserData()
|
|
{
|
|
if ( IsPC() )
|
|
{
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
// Upload current Steam client achievements & stats state to Steam. Will get called back at OnUserStatsStored when complete.
|
|
// Only values previously set via SteamUserStats() get uploaded
|
|
steamapicontext->SteamUserStats()->StoreStats();
|
|
m_bSteamDataDirty = false;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: loads global state from file
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::LoadGlobalState()
|
|
{
|
|
if ( IsX360() )
|
|
{
|
|
#ifdef _X360
|
|
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
|
|
return;
|
|
#endif
|
|
}
|
|
|
|
char szFilename[_MAX_PATH];
|
|
|
|
if ( IsX360() )
|
|
{
|
|
Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN
|
|
// [dwenger] Steam Cloud Support
|
|
//=============================================================================
|
|
|
|
if ( m_bPersistToSteamCloud )
|
|
{
|
|
#ifndef NO_STEAM
|
|
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
|
|
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
|
|
|
|
if (pRemoteStorage)
|
|
{
|
|
if (pRemoteStorage->FileExists(szFilename))
|
|
{
|
|
int32 fileSize = pRemoteStorage->GetFileSize(szFilename);
|
|
|
|
if (fileSize > 0)
|
|
{
|
|
// Allocate space for the file data
|
|
char* pData = new char[fileSize];
|
|
|
|
if (pData)
|
|
{
|
|
int32 sizeRead = pRemoteStorage->FileRead(szFilename, pData, fileSize);
|
|
|
|
if (sizeRead == fileSize)
|
|
{
|
|
// Write out data to a filesystem GameState file that can be read by the original code below
|
|
FileHandle_t handle = filesystem->Open(szFilename, "w");
|
|
|
|
if (handle)
|
|
{
|
|
filesystem->Write(pData, fileSize, handle);
|
|
|
|
filesystem->Close(handle);
|
|
}
|
|
}
|
|
|
|
// Delete the data array
|
|
delete []pData;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
KeyValues *pKV = new KeyValues("GameState" );
|
|
if ( pKV->LoadFromFile( filesystem, szFilename, "MOD" ) )
|
|
{
|
|
KeyValues *pNode = pKV->GetFirstSubKey();
|
|
while ( pNode )
|
|
{
|
|
// look up this achievement
|
|
int iAchievementID = pNode->GetInt( "id", 0 );
|
|
if ( iAchievementID > 0 )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
|
|
if ( pAchievement )
|
|
{
|
|
pAchievement->ApplySettings(pNode);
|
|
}
|
|
}
|
|
|
|
pNode = pNode->GetNextKey();
|
|
}
|
|
|
|
m_bGlobalStateLoaded = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: saves global state to file
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAchievementMgr::SaveGlobalState( bool bAsync )
|
|
{
|
|
VPROF_BUDGET( "CAchievementMgr::SaveGlobalState", "Achievements" );
|
|
|
|
KeyValues *pKV = new KeyValues("GameState" );
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
if ( pAchievement->ShouldSaveGlobal() )
|
|
{
|
|
KeyValues *pNode = pKV->CreateNewKey();
|
|
pNode->SetInt( "id", pAchievement->GetAchievementID() );
|
|
|
|
pAchievement->GetSettings(pNode);
|
|
}
|
|
}
|
|
|
|
if ( !bAsync )
|
|
{
|
|
WriteAchievementGlobalState( pKV, m_bPersistToSteamCloud );
|
|
}
|
|
else
|
|
{
|
|
g_AchievementSaveThread.WriteAchievementGlobalState( pKV );
|
|
}
|
|
|
|
m_flTimeLastSaved = Plat_FloatTime();
|
|
m_bGlobalStateDirty = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: loads global state if we have not already successfully loaded it
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::EnsureGlobalStateLoaded()
|
|
{
|
|
if ( !m_bGlobalStateLoaded )
|
|
{
|
|
LoadGlobalState();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: saves global state to file if there have been any changes
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::SaveGlobalStateIfDirty( bool bAsync )
|
|
{
|
|
if ( m_bGlobalStateDirty )
|
|
{
|
|
SaveGlobalState( bAsync );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: awards specified achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::AwardAchievement( int iAchievementID )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
|
|
Assert( pAchievement );
|
|
if ( !pAchievement )
|
|
return;
|
|
|
|
if ( !pAchievement->AlwaysEnabled() && !CheckAchievementsEnabled() )
|
|
{
|
|
Msg( "Achievements disabled, ignoring achievement unlock for %s\n", pAchievement->GetName() );
|
|
return;
|
|
}
|
|
|
|
if ( pAchievement->IsAchieved() )
|
|
{
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "Achievement award called but already achieved: %s\n", pAchievement->GetName() );
|
|
}
|
|
return;
|
|
}
|
|
pAchievement->SetAchieved( true );
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( gamestats )
|
|
{
|
|
gamestats->Event_AchievementProgress( pAchievement->GetAchievementID(), pAchievement->GetName() );
|
|
}
|
|
#endif
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN
|
|
//=============================================================================
|
|
|
|
// [dwenger] Necessary for sorting achievements by award time
|
|
pAchievement->OnAchieved();
|
|
|
|
// [tj]
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_earned" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "achievement", pAchievement->GetAchievementID() );
|
|
gameeventmanager->FireEventClientSide( event );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "Achievement awarded: %s\n", pAchievement->GetName() );
|
|
}
|
|
|
|
// save state at next good opportunity. (Don't do it immediately, may hitch at bad time.)
|
|
SetDirty( true );
|
|
|
|
if ( IsPC() )
|
|
{
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
VPROF_BUDGET( "AwardAchievement", VPROF_BUDGETGROUP_STEAM );
|
|
// set this achieved in the Steam client
|
|
bool bRet = steamapicontext->SteamUserStats()->SetAchievement( pAchievement->GetName() );
|
|
// Assert( bRet );
|
|
if ( bRet )
|
|
{
|
|
m_AchievementsAwarded.AddToTail( iAchievementID );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#ifdef _X360
|
|
if ( xboxsystem )
|
|
xboxsystem->AwardAchievement( XBX_GetPrimaryUserId(), iAchievementID );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: updates specified achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::UpdateAchievement( int iAchievementID, int nData )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
|
|
Assert( pAchievement );
|
|
if ( !pAchievement )
|
|
return;
|
|
|
|
if ( !pAchievement->AlwaysEnabled() && !CheckAchievementsEnabled() )
|
|
{
|
|
Msg( "Achievements disabled, ignoring achievement update for %s\n", pAchievement->GetName() );
|
|
return;
|
|
}
|
|
|
|
if ( pAchievement->IsAchieved() )
|
|
{
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "Achievement update called but already achieved: %s\n", pAchievement->GetName() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
pAchievement->UpdateAchievement( nData );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clears state for all achievements
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::PreRestoreSavedGame()
|
|
{
|
|
// load global state if we haven't already; X360 users may not have had a storage device available or selected at boot time
|
|
EnsureGlobalStateLoaded();
|
|
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
m_mapAchievement[i]->PreRestoreSavedGame();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clears state for all achievements
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::PostRestoreSavedGame()
|
|
{
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
m_mapAchievement[i]->PostRestoreSavedGame();
|
|
}
|
|
}
|
|
|
|
extern bool IsInCommentaryMode( void );
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: checks if achievements are enabled
|
|
//-----------------------------------------------------------------------------
|
|
bool CAchievementMgr::CheckAchievementsEnabled()
|
|
{
|
|
return true;
|
|
|
|
// if PC, Steam must be running and user logged in
|
|
if ( IsPC() && !LoggedIntoSteam() )
|
|
{
|
|
Msg( "Achievements disabled: Steam not running.\n" );
|
|
return false;
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
|
|
if ( state == eXUserSigninState_NotSignedIn )
|
|
{
|
|
Msg( "Achievements disabled: not signed in to XBox user account.\n" );
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// can't be in commentary mode, user is invincible
|
|
if ( IsInCommentaryMode() )
|
|
{
|
|
Msg( "Achievements disabled: in commentary mode.\n" );
|
|
return false;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
// achievements disabled if playing demo
|
|
if ( engine->IsPlayingDemo() )
|
|
{
|
|
Msg( "Achievements disabled: demo playing.\n" );
|
|
return false;
|
|
}
|
|
#endif // CLIENT_DLL
|
|
|
|
#ifdef CSTRIKE_DLL
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [Forrest] Allow achievements/stats to be turned off for a server
|
|
//=============================================================================
|
|
if ( sv_nostats.GetBool() )
|
|
{
|
|
// prevent message spam
|
|
const float fNotificationCooldown = 60.0f;
|
|
static float fNextNotification = 0.0f;
|
|
if (gpGlobals->curtime >= fNextNotification)
|
|
{
|
|
Msg( "Achievements and stats disabled: sv_nostats is set.\n" );
|
|
fNextNotification = gpGlobals->curtime + fNotificationCooldown;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
#endif // CSTRIKE_DLL
|
|
|
|
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
|
|
// no achievements for now in training
|
|
if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->AllowTrainingAchievements() == false )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ConVarRef tf_bot_offline_practice( "tf_bot_offline_practice" );
|
|
// no achievements for offline practice
|
|
if ( tf_bot_offline_practice.GetInt() != 0 )
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
#if DEBUG_ACHIEVEMENTS_IN_RELEASE
|
|
return true;
|
|
#endif
|
|
|
|
if ( IsPC() )
|
|
{
|
|
// Don't award achievements if cheats are turned on.
|
|
if ( WereCheatsEverOn() )
|
|
{
|
|
#ifndef NO_STEAM
|
|
// Cheats get turned on automatically if you run with -dev which many people do internally, so allow cheats if developer is turned on and we're not running
|
|
// on Steam public
|
|
if ( developer.GetInt() == 0 || ( k_EUniverseInvalid == GetUniverse() ) || ( k_EUniversePublic == GetUniverse() ) )
|
|
{
|
|
Msg( "Achievements disabled: cheats turned on in this app session.\n" );
|
|
return false;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the whether all of the local player's team mates are
|
|
// on her friends list, and if there are at least the specified # of
|
|
// teammates. Involves cross-process calls to Steam so this is mildly
|
|
// expensive, don't call this every frame.
|
|
//-----------------------------------------------------------------------------
|
|
bool CalcPlayersOnFriendsList( int iMinFriends )
|
|
{
|
|
// Got message during connection
|
|
if ( !g_PR )
|
|
return false;
|
|
|
|
Assert( g_pGameRules->IsMultiplayer() );
|
|
|
|
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
|
|
// Subtract 1 for the local player.
|
|
if ( CalcPlayerCount()-1 < iMinFriends )
|
|
return false;
|
|
|
|
// determine local player team
|
|
int iLocalPlayerIndex = GetLocalPlayerIndex();
|
|
uint64 XPlayerUid = 0;
|
|
|
|
if ( IsPC() )
|
|
{
|
|
#ifndef NO_STEAM
|
|
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
|
|
#endif
|
|
return false;
|
|
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
if ( !matchmaking )
|
|
return false;
|
|
|
|
XPlayerUid = XBX_GetPrimaryUserId();
|
|
}
|
|
else
|
|
{
|
|
// other platforms...?
|
|
return false;
|
|
}
|
|
// Loop through the players
|
|
int iTotalFriends = 0;
|
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
|
{
|
|
// find all players who are on the local player's team
|
|
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
|
|
{
|
|
if ( IsPC() )
|
|
{
|
|
player_info_t pi;
|
|
if ( !engine->GetPlayerInfo( iPlayerIndex, &pi ) )
|
|
continue;
|
|
if ( !pi.friendsID )
|
|
continue;
|
|
#ifndef NO_STEAM
|
|
// check and see if they're on the local player's friends list
|
|
CSteamID steamID( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
|
|
if ( !steamapicontext->SteamFriends()->HasFriend( steamID, /*k_EFriendFlagImmediate*/ 0x04 ) )
|
|
continue;
|
|
#endif
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
uint64 XUid[1];
|
|
XUid[0] = matchmaking->PlayerIdToXuid( iPlayerIndex );
|
|
BOOL bFriend;
|
|
#ifdef _X360
|
|
XUserAreUsersFriends( XPlayerUid, XUid, 1, &bFriend, NULL );
|
|
#endif // _X360
|
|
if ( !bFriend )
|
|
continue;
|
|
}
|
|
|
|
iTotalFriends++;
|
|
}
|
|
}
|
|
|
|
return (iTotalFriends >= iMinFriends);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether there are a specified # of teammates who all belong
|
|
// to same clan as local player. Involves cross-process calls to Steam
|
|
// so this is mildly expensive, don't call this every frame.
|
|
//-----------------------------------------------------------------------------
|
|
bool CalcHasNumClanPlayers( int iClanTeammates )
|
|
{
|
|
Assert( g_pGameRules->IsMultiplayer() );
|
|
|
|
if ( IsPC() )
|
|
{
|
|
#ifndef _X360
|
|
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
|
|
// Subtract 1 for the local player.
|
|
if ( CalcPlayerCount()-1 < iClanTeammates )
|
|
return false;
|
|
|
|
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
|
|
return false;
|
|
|
|
// determine local player team
|
|
int iLocalPlayerIndex = GetLocalPlayerIndex();
|
|
|
|
for ( int iClan = 0; iClan < steamapicontext->SteamFriends()->GetClanCount(); iClan++ )
|
|
{
|
|
int iClanMembersOnTeam = 0;
|
|
CSteamID clanID = steamapicontext->SteamFriends()->GetClanByIndex( iClan );
|
|
// enumerate all players
|
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
|
{
|
|
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
|
|
{
|
|
player_info_t pi;
|
|
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) && ( pi.friendsID ) )
|
|
{
|
|
// check and see if they're on the local player's friends list
|
|
CSteamID steamID( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
|
|
if ( steamapicontext->SteamFriends()->IsUserInSource( steamID, clanID ) )
|
|
{
|
|
iClanMembersOnTeam++;
|
|
if ( iClanMembersOnTeam == iClanTeammates )
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
// TODO: implement for 360
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// other platforms...?
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the # of teammates of the local player
|
|
//-----------------------------------------------------------------------------
|
|
int CalcTeammateCount()
|
|
{
|
|
Assert( g_pGameRules->IsMultiplayer() );
|
|
|
|
// determine local player team
|
|
int iLocalPlayerIndex = GetLocalPlayerIndex();
|
|
int iLocalPlayerTeam = g_PR->GetTeam( iLocalPlayerIndex );
|
|
|
|
int iNumTeammates = 0;
|
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
|
{
|
|
// find all players who are on the local player's team
|
|
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) && ( g_PR->GetTeam( iPlayerIndex ) == iLocalPlayerTeam ) )
|
|
{
|
|
iNumTeammates++;
|
|
}
|
|
}
|
|
return iNumTeammates;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CalcPlayerCount()
|
|
{
|
|
int iCount = 0;
|
|
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
|
|
{
|
|
// find all players who are on the local player's team
|
|
if( g_PR->IsConnected( iPlayerIndex ) )
|
|
{
|
|
iCount++;
|
|
}
|
|
}
|
|
return iCount;
|
|
}
|
|
|
|
#endif // CLIENT_DLL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resets all achievements. For debugging purposes only
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::ResetAchievements()
|
|
{
|
|
if ( !IsPC() )
|
|
{
|
|
DevMsg( "Only available on PC\n" );
|
|
return;
|
|
}
|
|
|
|
if ( !LoggedIntoSteam() )
|
|
{
|
|
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
|
|
return;
|
|
}
|
|
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
ResetAchievement_Internal( pAchievement );
|
|
}
|
|
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
steamapicontext->SteamUserStats()->StoreStats();
|
|
}
|
|
#endif
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "All achievements reset.\n" );
|
|
}
|
|
}
|
|
|
|
void CAchievementMgr::ResetAchievement( int iAchievementID )
|
|
{
|
|
if ( !IsPC() )
|
|
{
|
|
DevMsg( "Only available on PC\n" );
|
|
return;
|
|
}
|
|
|
|
if ( !LoggedIntoSteam() )
|
|
{
|
|
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
|
|
return;
|
|
}
|
|
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
|
|
Assert( pAchievement );
|
|
if ( pAchievement )
|
|
{
|
|
ResetAchievement_Internal( pAchievement );
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
steamapicontext->SteamUserStats()->StoreStats();
|
|
}
|
|
#endif
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "Achievement %s reset.\n", pAchievement->GetName() );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resets all achievements. For debugging purposes only
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::PrintAchievementStatus()
|
|
{
|
|
if ( IsPC() && !LoggedIntoSteam() )
|
|
{
|
|
Msg( "Steam not running, achievements disabled. Cannot view or unlock achievements.\n" );
|
|
return;
|
|
}
|
|
|
|
Msg( "%42s %-20s %s\n", "Name:", "Status:", "Point value:" );
|
|
int iTotalAchievements = 0, iTotalPoints = 0;
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
|
|
Msg( "%42s ", pAchievement->GetName() );
|
|
|
|
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
|
|
if ( pAchievement->IsAchieved() )
|
|
{
|
|
Msg( "%-20s", "ACHIEVED" );
|
|
}
|
|
else if ( pFailableAchievement && pFailableAchievement->IsFailed() )
|
|
{
|
|
Msg( "%-20s", "FAILED" );
|
|
}
|
|
else
|
|
{
|
|
char szBuf[255];
|
|
Q_snprintf( szBuf, ARRAYSIZE( szBuf ), "(%d/%d)%s", pAchievement->GetCount(), pAchievement->GetGoal(),
|
|
pAchievement->IsActive() ? "" : " (inactive)" );
|
|
Msg( "%-20s", szBuf );
|
|
}
|
|
Msg( " %d ", pAchievement->GetPointValue() );
|
|
pAchievement->PrintAdditionalStatus();
|
|
Msg( "\n" );
|
|
iTotalAchievements++;
|
|
iTotalPoints += pAchievement->GetPointValue();
|
|
}
|
|
Msg( "Total achievements: %d Total possible points: %d\n", iTotalAchievements, iTotalPoints );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a game event is fired
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::FireGameEvent( IGameEvent *event )
|
|
{
|
|
VPROF_( "CAchievementMgr::FireGameEvent", 1, VPROF_BUDGETGROUP_STEAM, false, 0 );
|
|
const char *name = event->GetName();
|
|
if ( name == NULL ) { return; }
|
|
if ( 0 == Q_strcmp( name, "entity_killed" ) )
|
|
{
|
|
#ifdef GAME_DLL
|
|
CBaseEntity *pVictim = UTIL_EntityByIndex( event->GetInt( "entindex_killed", 0 ) );
|
|
CBaseEntity *pAttacker = UTIL_EntityByIndex( event->GetInt( "entindex_attacker", 0 ) );
|
|
CBaseEntity *pInflictor = UTIL_EntityByIndex( event->GetInt( "entindex_inflictor", 0 ) );
|
|
OnKillEvent( pVictim, pAttacker, pInflictor, event );
|
|
#endif // GAME_DLL
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "game_init" ) )
|
|
{
|
|
#ifdef GAME_DLL
|
|
// clear all state as though we were loading a saved game, but without loading the game
|
|
PreRestoreSavedGame();
|
|
PostRestoreSavedGame();
|
|
#endif // GAME_DLL
|
|
}
|
|
#ifdef CLIENT_DLL
|
|
else if ( 0 == Q_strcmp( name, "player_death" ) )
|
|
{
|
|
CBaseEntity *pVictim = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("userid") ) );
|
|
CBaseEntity *pAttacker = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("attacker") ) );
|
|
OnKillEvent( pVictim, pAttacker, NULL, event );
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "localplayer_changeclass" ) )
|
|
{
|
|
// keep track of when the player last changed class
|
|
m_flLastClassChangeTime = gpGlobals->curtime;
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "localplayer_changeteam" ) )
|
|
{
|
|
// keep track of the time of transitions to and from a game team
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocalPlayer )
|
|
{
|
|
int iTeam = pLocalPlayer->GetTeamNumber();
|
|
if ( iTeam > TEAM_SPECTATOR )
|
|
{
|
|
if ( 0 == m_flTeamplayStartTime )
|
|
{
|
|
// player transitioned from no/spectator team to a game team, mark the time
|
|
m_flTeamplayStartTime = gpGlobals->curtime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// player transitioned to no/spectator team, clear the teamplay start time
|
|
m_flTeamplayStartTime = 0;
|
|
}
|
|
}
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "teamplay_round_start" ) )
|
|
{
|
|
if ( event->GetBool( "full_reset" ) )
|
|
{
|
|
// we're starting a full round, clear miniround count
|
|
m_iMiniroundsCompleted = 0;
|
|
}
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "teamplay_round_win" ) )
|
|
{
|
|
if ( false == event->GetBool( "full_round", true ) )
|
|
{
|
|
// we just finished a miniround but the round is continuing, increment miniround count
|
|
m_iMiniroundsCompleted ++;
|
|
}
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "player_stats_updated" ) )
|
|
{
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
pAchievement->OnPlayerStatsUpdate();
|
|
}
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a player or character has been killed
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
|
|
{
|
|
// can have a NULL victim on client if victim has never entered local player's PVS
|
|
if ( !pVictim )
|
|
return;
|
|
|
|
// if single-player game, calculate if the attacker is the local player and if the victim is the player enemy
|
|
bool bAttackerIsPlayer = false;
|
|
bool bVictimIsPlayerEnemy = false;
|
|
#ifdef GAME_DLL
|
|
if ( !g_pGameRules->IsMultiplayer() )
|
|
{
|
|
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
|
|
if ( pLocalPlayer )
|
|
{
|
|
if ( pAttacker == pLocalPlayer )
|
|
{
|
|
bAttackerIsPlayer = true;
|
|
}
|
|
|
|
CBaseCombatCharacter *pBCC = dynamic_cast<CBaseCombatCharacter *>( pVictim );
|
|
if ( pBCC && ( D_HT == pBCC->IRelationType( pLocalPlayer ) ) )
|
|
{
|
|
bVictimIsPlayerEnemy = true;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
bVictimIsPlayerEnemy = !pLocalPlayer->InSameTeam( pVictim );
|
|
if ( pAttacker == pLocalPlayer )
|
|
{
|
|
bAttackerIsPlayer = true;
|
|
}
|
|
#endif // GAME_DLL
|
|
|
|
// look through all the kill event listeners and notify any achievements whose filters we pass
|
|
FOR_EACH_VEC( m_vecKillEventListeners, iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecKillEventListeners[iAchievement];
|
|
|
|
if ( !pAchievement->IsActive() )
|
|
continue;
|
|
|
|
#ifdef CLIENT_DLL
|
|
// Swallow kill events that can't be earned right now
|
|
if ( !pAchievement->LocalPlayerCanEarn() )
|
|
continue;
|
|
#endif
|
|
|
|
// if this achievement only looks for kills where attacker is player and that is not the case here, skip this achievement
|
|
if ( ( pAchievement->GetFlags() & ACH_FILTER_ATTACKER_IS_PLAYER ) && !bAttackerIsPlayer )
|
|
continue;
|
|
|
|
// if this achievement only looks for kills where victim is killer enemy and that is not the case here, skip this achievement
|
|
if ( ( pAchievement->GetFlags() & ACH_FILTER_VICTIM_IS_PLAYER_ENEMY ) && !bVictimIsPlayerEnemy )
|
|
continue;
|
|
|
|
#if GAME_DLL
|
|
// if this achievement only looks for a particular victim class name and this victim is a different class, skip this achievement
|
|
const char *pVictimClassNameFilter = pAchievement->m_pVictimClassNameFilter;
|
|
if ( pVictimClassNameFilter && !pVictim->ClassMatches( pVictimClassNameFilter ) )
|
|
continue;
|
|
|
|
// if this achievement only looks for a particular inflictor class name and this inflictor is a different class, skip this achievement
|
|
const char *pInflictorClassNameFilter = pAchievement->m_pInflictorClassNameFilter;
|
|
if ( pInflictorClassNameFilter && ( ( NULL == pInflictor ) || !pInflictor->ClassMatches( pInflictorClassNameFilter ) ) )
|
|
continue;
|
|
|
|
// if this achievement only looks for a particular attacker class name and this attacker is a different class, skip this achievement
|
|
const char *pAttackerClassNameFilter = pAchievement->m_pAttackerClassNameFilter;
|
|
if ( pAttackerClassNameFilter && ( ( NULL == pAttacker ) || !pAttacker->ClassMatches( pAttackerClassNameFilter ) ) )
|
|
continue;
|
|
|
|
// if this achievement only looks for a particular inflictor entity name and this inflictor has a different name, skip this achievement
|
|
const char *pInflictorEntityNameFilter = pAchievement->m_pInflictorEntityNameFilter;
|
|
if ( pInflictorEntityNameFilter && ( ( NULL == pInflictor ) || !pInflictor->NameMatches( pInflictorEntityNameFilter ) ) )
|
|
continue;
|
|
#endif // GAME_DLL
|
|
|
|
// we pass all filters for this achievement, notify the achievement of the kill
|
|
pAchievement->Event_EntityKilled( pVictim, pAttacker, pInflictor, event );
|
|
}
|
|
}
|
|
|
|
void CAchievementMgr::OnAchievementEvent( int iAchievementID, int iCount )
|
|
{
|
|
// have we loaded the achievements yet?
|
|
if ( m_mapAchievement.Count() )
|
|
{
|
|
// handle event for specific achievement
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
|
|
Assert( pAchievement );
|
|
if ( pAchievement )
|
|
{
|
|
if ( !pAchievement->IsAchieved() )
|
|
{
|
|
pAchievement->IncrementCount( iCount );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a map-fired achievement event occurs
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::OnMapEvent( const char *pchEventName )
|
|
{
|
|
Assert( pchEventName && *pchEventName );
|
|
if ( !pchEventName || !*pchEventName )
|
|
return;
|
|
|
|
// see if this event matches the prefix for an achievement component
|
|
FOR_EACH_VEC( m_vecComponentListeners, iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecComponentListeners[iAchievement];
|
|
Assert( pAchievement->m_pszComponentPrefix );
|
|
if ( 0 == Q_strncmp( pchEventName, pAchievement->m_pszComponentPrefix, pAchievement->m_iComponentPrefixLen ) )
|
|
{
|
|
// prefix matches, tell the achievement a component was found
|
|
pAchievement->OnComponentEvent( pchEventName );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// look through all the map event listeners
|
|
FOR_EACH_VEC( m_vecMapEventListeners, iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecMapEventListeners[iAchievement];
|
|
pAchievement->OnMapEvent( pchEventName );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns an achievement as it's abstract object. This interface is used by gameui.dll for getting achievement info.
|
|
// Input : index -
|
|
// Output : IBaseAchievement*
|
|
//-----------------------------------------------------------------------------
|
|
IAchievement* CAchievementMgr::GetAchievementByIndex( int index )
|
|
{
|
|
Assert( m_vecAchievement.IsValidIndex(index) );
|
|
return (IAchievement*)m_vecAchievement[index];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns total achievement count. This interface is used by gameui.dll for getting achievement info.
|
|
// Input : -
|
|
// Output : Count of achievements in manager's vector.
|
|
//-----------------------------------------------------------------------------
|
|
int CAchievementMgr::GetAchievementCount()
|
|
{
|
|
return m_vecAchievement.Count();
|
|
}
|
|
|
|
|
|
#if !defined(NO_STEAM)
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when stat download is complete
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::Steam_OnUserStatsReceived( UserStatsReceived_t *pUserStatsReceived )
|
|
{
|
|
Assert( steamapicontext->SteamUserStats() );
|
|
if ( !steamapicontext->SteamUserStats() )
|
|
return;
|
|
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "CAchievementMgr::Steam_OnUserStatsReceived: result = %i\n", pUserStatsReceived->m_eResult );
|
|
}
|
|
|
|
if ( pUserStatsReceived->m_eResult != k_EResultOK )
|
|
{
|
|
DevMsg( "CTFSteamStats: failed to download stats from Steam, EResult %d\n", pUserStatsReceived->m_eResult );
|
|
return;
|
|
}
|
|
|
|
UpdateStateFromSteam_Internal();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when stat upload is complete
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
|
|
{
|
|
if ( cc_achievement_debug.GetInt() > 0 )
|
|
{
|
|
Msg( "CAchievementMgr::Steam_OnUserStatsStored: result = %i\n", pUserStatsStored->m_eResult );
|
|
}
|
|
|
|
if ( k_EResultOK != pUserStatsStored->m_eResult && k_EResultInvalidParam != pUserStatsStored->m_eResult )
|
|
{
|
|
// We had some failure (like not connected or timeout) that means the stats were not stored. Redirty to try again
|
|
SetDirty( true );
|
|
}
|
|
else
|
|
{
|
|
if ( k_EResultInvalidParam == pUserStatsStored->m_eResult )
|
|
{
|
|
// for whatever reason, stats and achievements were rejected by Steam. In order to remain in
|
|
// synch, we get the current values/state from Steam.
|
|
UpdateStateFromSteam_Internal();
|
|
|
|
// In the case of k_EResultInvalidParam, some of the stats may have been stored, so we should still fall through to
|
|
// fire events related to achievements being awarded.
|
|
}
|
|
|
|
while ( m_AchievementsAwarded.Count() > 0 )
|
|
{
|
|
#ifndef GAME_DLL
|
|
// send a message to the server about our achievement
|
|
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
|
|
{
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocalPlayer )
|
|
{
|
|
int nAchievementID = m_AchievementsAwarded[0];
|
|
CBaseAchievement* pAchievement = GetAchievementByID( nAchievementID );
|
|
|
|
// verify that it is still achieved (it could have been rejected by Steam)
|
|
if ( pAchievement->IsAchieved() )
|
|
{
|
|
// Get the unlocked time from Steam
|
|
uint32 unlockTime;
|
|
bool bAchieved;
|
|
bool bRet = steamapicontext->SteamUserStats()->GetAchievementAndUnlockTime( pAchievement->GetName(), &bAchieved, &unlockTime );
|
|
if ( bRet && bAchieved )
|
|
{
|
|
// set the unlock time
|
|
pAchievement->SetUnlockTime( unlockTime );
|
|
}
|
|
|
|
KeyValues *kv = new KeyValues( "AchievementEarned" );
|
|
kv->SetInt( "achievementID", nAchievementID );
|
|
engine->ServerCmdKeyValues( kv );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
m_AchievementsAwarded.Remove( 0 );
|
|
}
|
|
|
|
CheckMetaAchievements();
|
|
}
|
|
}
|
|
#endif // !defined(NO_STEAM)
|
|
|
|
void CAchievementMgr::CheckMetaAchievements( void )
|
|
{
|
|
// Check the meta completion achievements.
|
|
// Only one iteration over the achievements set is necessary.
|
|
FOR_EACH_MAP( m_mapMetaAchievement, iAchievement )
|
|
{
|
|
CAchievement_AchievedCount* pMetaAchievement = m_mapMetaAchievement[iAchievement];
|
|
if ( !pMetaAchievement || pMetaAchievement->IsAchieved() )
|
|
continue;
|
|
|
|
int iAchieved = 0;
|
|
for ( int i=pMetaAchievement->GetLowRange(); i<=pMetaAchievement->GetHighRange(); i++ )
|
|
{
|
|
CBaseAchievement* pAchievement = GetAchievementByID( i );
|
|
if ( pAchievement && pAchievement->IsAchieved() )
|
|
{
|
|
iAchieved++;
|
|
}
|
|
}
|
|
if ( iAchieved >= pMetaAchievement->GetNumRequired() )
|
|
{
|
|
pMetaAchievement->IncrementCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAchievementMgr::ResetAchievement_Internal( CBaseAchievement *pAchievement )
|
|
{
|
|
Assert( pAchievement );
|
|
|
|
#ifndef NO_STEAM
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
steamapicontext->SteamUserStats()->ClearAchievement( pAchievement->GetName() );
|
|
}
|
|
#endif
|
|
pAchievement->SetAchieved( false );
|
|
pAchievement->SetCount( 0 );
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
pAchievement->SetComponentBits( 0 );
|
|
}
|
|
pAchievement->SetProgressShown( 0 );
|
|
pAchievement->StopListeningForAllEvents();
|
|
if ( pAchievement->IsActive() )
|
|
{
|
|
pAchievement->ListenForEvents();
|
|
}
|
|
}
|
|
|
|
void CAchievementMgr::SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime )
|
|
{
|
|
// Is the achievement already in the think list?
|
|
int iCount = m_vecThinkListeners.Count();
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
if ( m_vecThinkListeners[i].pAchievement == pAchievement )
|
|
{
|
|
if ( flThinkTime == THINK_CLEAR )
|
|
{
|
|
m_vecThinkListeners.Remove(i);
|
|
return;
|
|
}
|
|
|
|
m_vecThinkListeners[i].m_flThinkTime = gpGlobals->curtime + flThinkTime;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( flThinkTime == THINK_CLEAR )
|
|
return;
|
|
|
|
// Otherwise, add it to the list
|
|
int iIdx = m_vecThinkListeners.AddToTail();
|
|
m_vecThinkListeners[iIdx].pAchievement = pAchievement;
|
|
m_vecThinkListeners[iIdx].m_flThinkTime = gpGlobals->curtime + flThinkTime;
|
|
}
|
|
|
|
void CAchievementMgr::UpdateStateFromSteam_Internal()
|
|
{
|
|
#ifndef NO_STEAM
|
|
// run through the achievements and set their achieved state according to Steam data
|
|
FOR_EACH_MAP( m_mapAchievement, i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[i];
|
|
bool bAchieved = false;
|
|
|
|
uint32 unlockTime;
|
|
|
|
// Get the achievement status, and the time it was unlocked if unlocked.
|
|
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
|
|
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
|
|
bool bRet = steamapicontext->SteamUserStats()->GetAchievementAndUnlockTime( pAchievement->GetName(), &bAchieved, &unlockTime );
|
|
|
|
if ( bRet )
|
|
{
|
|
// set local achievement state
|
|
pAchievement->SetAchieved( bAchieved );
|
|
pAchievement->SetUnlockTime(unlockTime);
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ISteamUserStats::GetAchievement failed for %s\n", pAchievement->GetName() );
|
|
}
|
|
|
|
if ( pAchievement->StoreProgressInSteam() )
|
|
{
|
|
int iValue;
|
|
char pszProgressName[1024];
|
|
Q_snprintf( pszProgressName, 1024, "%s_STAT", pAchievement->GetStat() );
|
|
bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
|
|
if ( bRet )
|
|
{
|
|
pAchievement->SetCount( iValue );
|
|
pAchievement->EvaluateNewAchievement();
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n", pszProgressName );
|
|
}
|
|
}
|
|
}
|
|
|
|
// send an event to anyone else who needs Steam user stat data
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "user_data_downloaded" );
|
|
if ( event )
|
|
{
|
|
#ifdef GAME_DLL
|
|
gameeventmanager->FireEvent( event );
|
|
#else
|
|
gameeventmanager->FireEventClientSide( event );
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
void MsgFunc_AchievementEvent( bf_read &msg )
|
|
{
|
|
int iAchievementID = (int) msg.ReadShort();
|
|
int iCount = (int) msg.ReadShort();
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
pAchievementMgr->OnAchievementEvent( iAchievementID, iCount );
|
|
}
|
|
|
|
#if defined(_DEBUG) || defined(STAGING_ONLY) || DEBUG_ACHIEVEMENTS_IN_RELEASE
|
|
CON_COMMAND_F( achievement_reset_all, "Clears all achievements", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
pAchievementMgr->ResetAchievements();
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_reset, "<internal name> Clears specified achievement", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
if ( 2 != args.ArgC() )
|
|
{
|
|
Msg( "Usage: achievement_reset <internal name>\n" );
|
|
return;
|
|
}
|
|
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
|
|
if ( !pAchievement )
|
|
{
|
|
Msg( "Achievement %s not found\n", args[1] );
|
|
return;
|
|
}
|
|
pAchievementMgr->ResetAchievement( pAchievement->GetAchievementID() );
|
|
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_status, "Shows status of all achievement", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
pAchievementMgr->PrintAchievementStatus();
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_unlock, "<internal name> Unlocks achievement", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
if ( 2 != args.ArgC() )
|
|
{
|
|
Msg( "Usage: achievement_unlock <internal name>\n" );
|
|
return;
|
|
}
|
|
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
|
|
if ( !pAchievement )
|
|
{
|
|
Msg( "Achievement %s not found\n", args[1] );
|
|
return;
|
|
}
|
|
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID() );
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_unlock_all, "Unlocks all achievements", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
int iCount = pAchievementMgr->GetAchievementCount();
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
IAchievement *pAchievement = pAchievementMgr->GetAchievementByIndex( i );
|
|
if ( !pAchievement->IsAchieved() )
|
|
{
|
|
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID() );
|
|
}
|
|
}
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_evaluate, "<internal name> Causes failable achievement to be evaluated", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
if ( 2 != args.ArgC() )
|
|
{
|
|
Msg( "Usage: achievement_evaluate <internal name>\n" );
|
|
return;
|
|
}
|
|
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
|
|
if ( !pAchievement )
|
|
{
|
|
Msg( "Achievement %s not found\n", args[1] );
|
|
return;
|
|
}
|
|
|
|
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
|
|
if ( !pFailableAchievement )
|
|
{
|
|
Msg( "Achievement %s is not failable\n", args[1] );
|
|
return;
|
|
}
|
|
|
|
pFailableAchievement->OnEvaluationEvent();
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_test_friend_count, "Counts the # of teammates on local player's friends list", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
if ( 2 != args.ArgC() )
|
|
{
|
|
Msg( "Usage: achievement_test_friend_count <min # of teammates>\n" );
|
|
return;
|
|
}
|
|
int iMinFriends = atoi( args[1] );
|
|
bool bRet = CalcPlayersOnFriendsList( iMinFriends );
|
|
Msg( "You %s have at least %d friends in the game.\n", bRet ? "do" : "do not", iMinFriends );
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_test_clan_count, "Determines if specified # of teammates belong to same clan w/local player", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
if ( 2 != args.ArgC() )
|
|
{
|
|
Msg( "Usage: achievement_test_clan_count <# of clan teammates>\n" );
|
|
return;
|
|
}
|
|
int iClanPlayers = atoi( args[1] );
|
|
bool bRet = CalcHasNumClanPlayers( iClanPlayers );
|
|
Msg( "There %s %d players who you're in a Steam group with.\n", bRet ? "are" : "are not", iClanPlayers );
|
|
}
|
|
|
|
CON_COMMAND_F( achievement_mark_dirty, "Mark achievement data as dirty", FCVAR_CHEAT )
|
|
{
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
pAchievementMgr->SetDirty( true );
|
|
}
|
|
#endif // _DEBUG
|
|
|
|
#endif // CLIENT_DLL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: helper function to get entity model name
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetModelName( CBaseEntity *pBaseEntity )
|
|
{
|
|
CBaseAnimating *pBaseAnimating = dynamic_cast<CBaseAnimating *>( pBaseEntity );
|
|
if ( pBaseAnimating )
|
|
{
|
|
CStudioHdr *pStudioHdr = pBaseAnimating->GetModelPtr();
|
|
if ( pStudioHdr )
|
|
{
|
|
return pStudioHdr->pszName();
|
|
}
|
|
}
|
|
|
|
return "";
|
|
}
|