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1930 lines
60 KiB
C++
1930 lines
60 KiB
C++
//====== Copyright (c) 1996-2005, 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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#ifdef CLIENT_DLL
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#include "achievement_notification_panel.h"
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#include "c_playerresource.h"
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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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#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 "GameUI/IGameUI.h"
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#include "ixboxsystem.h"
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#include "ienginevgui.h"
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#endif // _X360
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#include "matchmaking/imatchframework.h"
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#include "tier0/vprof.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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ConVar cc_achievement_debug("achievement_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn on achievement debug msgs." );
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const char *COM_GetModDirectory();
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#define matchmaking g_pMatchFramework->GetMatchmaking()
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extern ConVar developer;
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#ifdef _X360
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static CDllDemandLoader g_GameUI( "gameui" ); // FIXME: This is duplicated!
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#endif // _X360
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#ifdef DEDICATED
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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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#if defined( XBX_GetPrimaryUserId )
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#undef XBX_GetPrimaryUserId
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#endif
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static int AchievementIDCompare( CBaseAchievement * const *ach1, CBaseAchievement * const *ach2 )
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{
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return (*ach1)->GetAchievementID() < (*ach2)->GetAchievementID();
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}
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static int AchievementOrderCompare( CBaseAchievement * const *ach1, CBaseAchievement * const *ach2 )
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{
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return (*ach1)->GetDisplayOrder() - (*ach2)->GetDisplayOrder();
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}
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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CAchievementMgr::CAchievementMgr() : CAutoGameSystemPerFrame( "CAchievementMgr" )
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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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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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SetDefLessFunc( m_mapAchievement[i] );
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m_flLastClassChangeTime[i] = 0;
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m_flTeamplayStartTime[i] = 0;
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m_iMiniroundsCompleted[i] = 0;
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m_bDirty[i] = false;
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m_AchievementsAwarded[i].RemoveAll();
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m_AchievementsAwardedDuringCurrentGame[i].RemoveAll();
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m_bUserSlotActive[i] = false;
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}
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m_szMap[0] = 0;
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m_bCheatsEverOn = false;
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m_flTimeLastUpload = 0;
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m_flWaitingForStoreStatsCallback = 0.0f;
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m_bCallStoreStatsAfterCallback = false;
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#ifdef _X360
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// Mark that we're not waiting for an async call to finish
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m_pendingAchievementState.Purge();
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#endif // _X360
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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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ListenForGameEvent( "achievement_write_failed" );
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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
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usermessages->HookMessage( "AchievementEvent", MsgFunc_AchievementEvent );
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}
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#endif // CLIENT_DLL
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g_pMatchFramework->GetEventsSubscription()->Subscribe( this );
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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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// 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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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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// create and initialize all achievements and insert them in our maps
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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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pAchievement->SetUserSlot( i );
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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[i].Insert( pAchievement->GetAchievementID(), pAchievement );
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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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}
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pAchievementHelper = pAchievementHelper->m_pNext;
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}
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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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// Add each of the achievements to a CUtlVector ordered by achievement ID
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FOR_EACH_MAP( m_mapAchievement[i], iter )
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{
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m_vecAchievement[i].AddToTail( m_mapAchievement[i][iter] );
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}
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m_vecAchievement[i].Sort( AchievementIDCompare );
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// Create the vector of achievements in display order
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m_vecAchievementInOrder[i].AddVectorToTail( m_vecAchievement[i] );
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m_vecAchievementInOrder[i].Sort( AchievementOrderCompare );
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// Clear the progress and achieved data for each splitscreen player
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ClearAchievementData( i );
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}
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if ( IsPC() )
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{
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UserConnected( STEAM_PLAYER_SLOT );
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}
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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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SaveGlobalState();
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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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FOR_EACH_MAP( m_mapAchievement[i], iter )
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{
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delete m_mapAchievement[i][iter];
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}
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m_mapAchievement[i].RemoveAll();
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m_vecAchievement[i].RemoveAll();
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m_vecAchievementInOrder[i].RemoveAll();
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m_vecKillEventListeners[i].RemoveAll();
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m_vecMapEventListeners[i].RemoveAll();
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m_vecComponentListeners[i].RemoveAll();
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m_AchievementsAwarded[i].RemoveAll();
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m_AchievementsAwardedDuringCurrentGame[i].RemoveAll();
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}
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g_pMatchFramework->GetEventsSubscription()->Unsubscribe( this );
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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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//-----------------------------------------------------------------------------
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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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#ifdef _X360
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bool bWarningShown = false;
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for ( int i = m_pendingAchievementState.Count()-1; i >= 0; i-- ) // Iterate backwards to make deletion safe
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{
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// Check for a pending achievement write
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uint nResultCode;
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int nReturn = xboxsystem->GetOverlappedResult( m_pendingAchievementState[i].pOverlappedResult, &nResultCode, false );
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if ( nReturn == ERROR_IO_PENDING || nReturn == ERROR_IO_INCOMPLETE )
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continue;
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// Warn if the write failed
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if ( nReturn != ERROR_SUCCESS )
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{
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if ( bWarningShown == false )
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{
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// Create a game message to pop up a warning to the user
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IGameEvent *event = gameeventmanager->CreateEvent( "achievement_write_failed" );
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if ( event )
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{
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gameeventmanager->FireEvent( event );
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bWarningShown = true;
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}
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}
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// We need to unaward the achievement in this case!
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CBaseAchievement *pAchievement = GetAchievementByID( m_pendingAchievementState[i].nAchievementID, m_pendingAchievementState[i].nUserSlot );
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if ( pAchievement != NULL )
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{
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pAchievement->SetAchieved( false );
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m_bDirty[m_pendingAchievementState[i].nUserSlot] = true;
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m_AchievementsAwardedDuringCurrentGame->FindAndRemove( m_pendingAchievementState[i].nAchievementID );
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// FIXME: This doesn't account for incremental progress, but if *will* re-achieve these if you get them again
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}
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}
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// We've either succeeded or failed at this point, in both cases we don't care anymore!
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xboxsystem->ReleaseAsyncHandle( m_pendingAchievementState[i].pOverlappedResult );
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m_pendingAchievementState.FastRemove( i );
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}
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const float flStoreStatsTimeout = 10.0f;
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if ( m_flWaitingForStoreStatsCallback > 0.0f && gpGlobals->curtime > m_flWaitingForStoreStatsCallback + flStoreStatsTimeout )
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{
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m_flWaitingForStoreStatsCallback = 0.0f;
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}
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#endif // _X360
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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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# 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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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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// clear list of achievements listening for events
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m_vecKillEventListeners[i].RemoveAll();
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m_vecMapEventListeners[i].RemoveAll();
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m_vecComponentListeners[i].RemoveAll();
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m_AchievementsAwarded[i].RemoveAll();
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m_flLastClassChangeTime[i] = 0;
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m_flTeamplayStartTime[i] = 0;
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m_iMiniroundsCompleted[i] = 0;
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}
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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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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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// Don't bother listening if a slot is not active
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if ( m_bUserSlotActive[i] )
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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[i], iAchievement )
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{
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CBaseAchievement *pAchievement = m_mapAchievement[i][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[i].AddToTail( pAchievement );
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}
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// if the achievement needs map events, add it as a listener
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if ( pAchievement->GetFlags() & ACH_LISTEN_MAP_EVENTS )
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{
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m_vecMapEventListeners[i].AddToTail( pAchievement );
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}
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// if the achievement needs map events, add it as a listener
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if ( pAchievement->GetFlags() & ACH_LISTEN_COMPONENT_EVENTS )
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{
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m_vecComponentListeners[i].AddToTail( pAchievement );
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}
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if ( pAchievement->IsActive() )
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{
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pAchievement->ListenForEvents();
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}
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}
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m_flLevelInitTime[i] = gpGlobals->curtime;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called on level shutdown
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//-----------------------------------------------------------------------------
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void CAchievementMgr::LevelShutdownPreEntity()
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{
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for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
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{
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// make all achievements stop listening for events
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FOR_EACH_MAP( m_mapAchievement[i], iAchievement )
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{
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CBaseAchievement *pAchievement = m_mapAchievement[i][iAchievement];
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pAchievement->StopListeningForAllEvents();
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}
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}
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// save global state if we have any changes
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SaveGlobalStateIfDirty();
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// 12/2/2008ywb: HACK, this needs to know the nUserSlot!!!
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int nUserSlot = 0;
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UploadUserData( nUserSlot );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns achievement for specified ID
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//-----------------------------------------------------------------------------
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CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID, int nUserSlot )
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{
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int iAchievement = m_mapAchievement[nUserSlot].Find( iAchievementID );
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if ( iAchievement != m_mapAchievement[nUserSlot].InvalidIndex() )
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{
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return m_mapAchievement[nUserSlot][iAchievement];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns achievement with specified name. NOTE: this iterates through
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// all achievements to find the name, intended for debugging purposes.
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// Use GetAchievementByID for fast lookup.
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//-----------------------------------------------------------------------------
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CBaseAchievement *CAchievementMgr::GetAchievementByName( const char *pchName, int nUserSlot )
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{
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VPROF("GetAchievementByName");
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FOR_EACH_MAP_FAST( m_mapAchievement[nUserSlot], i )
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{
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CBaseAchievement *pAchievement = m_mapAchievement[nUserSlot][i];
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if ( pAchievement && 0 == ( Q_stricmp( pchName, pAchievement->GetName() ) ) )
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return pAchievement;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the achievement with the specified name has been achieved
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//-----------------------------------------------------------------------------
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bool CAchievementMgr::HasAchieved( const char *pchName, int nUserSlot )
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{
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CBaseAchievement *pAchievement = GetAchievementByName( pchName, nUserSlot );
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if ( pAchievement )
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return pAchievement->IsAchieved();
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: downloads user data from Steam or XBox Live
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//-----------------------------------------------------------------------------
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void CAchievementMgr::UserDisconnected( int nUserSlot )
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{
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m_bUserSlotActive[nUserSlot] = false;
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ClearAchievementData( nUserSlot );
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}
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//-----------------------------------------------------------------------------
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// Read our achievement data from the title data.
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//-----------------------------------------------------------------------------
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void CAchievementMgr::ReadAchievementsFromTitleData( int iController, int iSlot )
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{
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IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
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if ( !pPlayer )
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return;
|
|
|
|
// Set the incremental achievement progress and components
|
|
for ( int i=0; i<m_vecAchievement[iSlot].Count(); ++i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecAchievement[iSlot][i];
|
|
if ( pAchievement )
|
|
{
|
|
pAchievement->ReadProgress( pPlayer );
|
|
}
|
|
}
|
|
|
|
/*
|
|
//DISABLED: Avatar award support
|
|
|
|
for ( int i=0; i<m_vecAward[iSlot].Count(); ++i )
|
|
{
|
|
CBaseAchievement *pAward = m_vecAward[iSlot][i];
|
|
if ( pAward )
|
|
{
|
|
pAward->ReadProgress( pPlayer );
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: downloads user data from Steam or XBox Live
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::UserConnected( int nUserSlot )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
if ( IsPC() )
|
|
{
|
|
// ASSERT( STEAM_PLAYER_SLOT == nUserSlot )
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
// request stat download; will get called back at OnUserStatsReceived when complete
|
|
steamapicontext->SteamUserStats()->RequestCurrentStats();
|
|
}
|
|
|
|
m_bUserSlotActive[STEAM_PLAYER_SLOT] = true;
|
|
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#if defined( _X360 )
|
|
|
|
if ( XBX_GetUserIsGuest( nUserSlot ) )
|
|
return;
|
|
|
|
const int iController = XBX_GetUserId( nUserSlot );
|
|
|
|
if ( iController == XBX_INVALID_USER_ID )
|
|
return;
|
|
|
|
if ( XUserGetSigninState( iController ) == eXUserSigninState_NotSignedIn )
|
|
return;
|
|
|
|
m_bUserSlotActive[nUserSlot] = true;
|
|
|
|
// Download achievements from XBox Live
|
|
bool bDownloadSuccessful = true;
|
|
const int nTotalAchievements = GetAchievementCount();
|
|
uint bytes;
|
|
int ret = xboxsystem->EnumerateAchievements( iController, 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( iController, 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, nUserSlot );
|
|
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
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
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 or XBox Live
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::UploadUserData( int nUserSlot )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
if ( IsPC() && ( nUserSlot == STEAM_PLAYER_SLOT ) )
|
|
{
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
if ( m_flWaitingForStoreStatsCallback > 0.0f )
|
|
{
|
|
m_bCallStoreStatsAfterCallback = true;
|
|
return;
|
|
}
|
|
// 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
|
|
if ( steamapicontext->SteamUserStats()->StoreStats() )
|
|
{
|
|
m_flWaitingForStoreStatsCallback = gpGlobals->curtime;
|
|
}
|
|
m_flTimeLastUpload = Plat_FloatTime();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: saves global state to file
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAchievementMgr::SaveGlobalState( )
|
|
{
|
|
if ( IsPC() )
|
|
{
|
|
VPROF_BUDGET( "CAchievementMgr::SaveGlobalState", "Achievements" );
|
|
// FIXMEL4DTOMAINMERGE
|
|
// Requires IMatchmaking!!!
|
|
#if 0
|
|
TitleData2 achievementTitleData;
|
|
|
|
// Clear the data structure out
|
|
memset( &achievementTitleData.sizeofachievements, 0, sizeof ( achievementTitleData.sizeofachievements ) );
|
|
|
|
for ( int i = 0; i < m_vecAchievement[STEAM_PLAYER_SLOT].Count(); ++i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecAchievement[STEAM_PLAYER_SLOT][i];
|
|
|
|
achievementTitleData.achievements.uAchievementCount[i] = (uint32)pAchievement->GetCount();
|
|
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
achievementTitleData.achievements.uAchievementComponentBits[i] = pAchievement->GetComponentBits();
|
|
}
|
|
}
|
|
matchmaking->UpdatePlayerData2( 0, achievementTitleData, TitleData2::CONTENTTYPE_ACHIEVEMENTS );
|
|
#endif
|
|
m_bDirty[0] = false;
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#ifdef _X360
|
|
# if 1
|
|
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
|
|
# else
|
|
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
|
|
{
|
|
if ( IsUserConnected( j ) )
|
|
{
|
|
TitleData2 achievementTitleData;
|
|
|
|
// Clear the data structure out
|
|
memset( &achievementTitleData.sizeofachievements, 0, sizeof ( achievementTitleData.sizeofachievements ) );
|
|
|
|
for ( int i = 0; i < m_vecAchievement[j].Count(); ++i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecAchievement[j][i];
|
|
|
|
achievementTitleData.achievements.uAchievementCount[i] = (uint32)pAchievement->GetCount();
|
|
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
achievementTitleData.achievements.uAchievementComponentBits[i] = pAchievement->GetComponentBits();
|
|
}
|
|
}
|
|
matchmaking->UpdatePlayerData2( XBX_GetUserId( j ), achievementTitleData, TitleData2::CONTENTTYPE_ACHIEVEMENTS );
|
|
}
|
|
}
|
|
# endif
|
|
#endif
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: saves global state to file if there have been any changes
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::SaveGlobalStateIfDirty( )
|
|
{
|
|
if ( m_bDirty )
|
|
{
|
|
SaveGlobalState( );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: awards specified achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::AwardAchievement( int iAchievementID, int nUserSlot )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
|
|
Assert( pAchievement );
|
|
if ( !pAchievement )
|
|
return;
|
|
|
|
if ( !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 );
|
|
|
|
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.)
|
|
m_bDirty[nUserSlot] = true;
|
|
|
|
if ( IsPC() )
|
|
{
|
|
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 )
|
|
{
|
|
// upload achievement to steam
|
|
UploadUserData( nUserSlot );
|
|
m_AchievementsAwarded[nUserSlot].AddToTail( iAchievementID );
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#ifdef _X360
|
|
if ( xboxsystem )
|
|
{
|
|
PendingAchievementInfo_t pendingAchievementState = { iAchievementID, nUserSlot, NULL };
|
|
xboxsystem->AwardAchievement( XBX_GetUserId( nUserSlot ), iAchievementID, &pendingAchievementState.pOverlappedResult );
|
|
|
|
// Save off the results for checking later
|
|
m_pendingAchievementState.AddToTail( pendingAchievementState );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
SaveGlobalStateIfDirty();
|
|
|
|
// Add this one to the list of achievements earned during current session
|
|
m_AchievementsAwardedDuringCurrentGame[nUserSlot].AddToTail( iAchievementID );
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: updates specified achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::UpdateAchievement( int iAchievementID, int nData, int nUserSlot )
|
|
{
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
|
|
Assert( pAchievement );
|
|
if ( !pAchievement )
|
|
return;
|
|
|
|
if ( !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()
|
|
{
|
|
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
|
|
{
|
|
FOR_EACH_MAP( m_mapAchievement[j], i )
|
|
{
|
|
m_mapAchievement[j][i]->PreRestoreSavedGame();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clears state for all achievements
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::PostRestoreSavedGame()
|
|
{
|
|
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
|
|
{
|
|
FOR_EACH_MAP( m_mapAchievement[j], i )
|
|
{
|
|
m_mapAchievement[j][i]->PostRestoreSavedGame();
|
|
}
|
|
}
|
|
}
|
|
|
|
extern bool IsInCommentaryMode( void );
|
|
|
|
ConVar cc_achievement_disable("achievement_disable", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn off achievements." );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: checks if achievements are enabled
|
|
//-----------------------------------------------------------------------------
|
|
bool CAchievementMgr::CheckAchievementsEnabled( )
|
|
{
|
|
// if PC, Steam must be running and user logged in
|
|
if ( cc_achievement_disable.GetBool() )
|
|
return false;
|
|
|
|
if ( IsPC() && !LoggedIntoSteam() )
|
|
{
|
|
Msg( "Achievements disabled: Steam not running.\n" );
|
|
return false;
|
|
}
|
|
|
|
//No achievements in demo version.
|
|
#ifdef _DEMO
|
|
return false;
|
|
#endif
|
|
|
|
#if defined( _X360 )
|
|
# if 1
|
|
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
|
|
Msg( "Achievements disabled: 360 broken for now.\n" );
|
|
return false;
|
|
# else
|
|
uint state = XUserGetSigninState( XBX_GetActiveUserId() );
|
|
if ( state == eXUserSigninState_NotSignedIn )
|
|
{
|
|
Msg( "Achievements disabled: not signed in to XBox user account.\n" );
|
|
return false;
|
|
}
|
|
# endif
|
|
#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 (Playback demo)
|
|
if ( engine->IsPlayingDemo() )
|
|
{
|
|
Msg( "Achievements disabled: demo playing.\n" );
|
|
return false;
|
|
}
|
|
#endif // CLIENT_DLL
|
|
|
|
if ( IsPC() )
|
|
{
|
|
// Don't award achievements if cheats are turned on.
|
|
if ( WereCheatsEverOn() )
|
|
{
|
|
// 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
|
|
#ifdef CLIENT_DLL
|
|
if ( ( developer.GetInt() == 0 ) || !steamapicontext->SteamUtils() || ( k_EUniversePublic == steamapicontext->SteamUtils()->GetConnectedUniverse() ) )
|
|
#else
|
|
if ( developer.GetInt() == 0 )
|
|
#endif
|
|
{
|
|
Msg( "Achievements disabled: cheats turned on in this app session.\n" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef INFESTED_DLL
|
|
#ifndef _DEBUG
|
|
// no achievements in singleplayer
|
|
if ( gpGlobals->maxClients <= 1 )
|
|
{
|
|
DevMsg( "Achievements disabled in singleplayer.\n" );
|
|
return false;
|
|
}
|
|
#endif
|
|
#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() )
|
|
{
|
|
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
|
|
return false;
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
if ( !g_pMatchFramework )
|
|
return false;
|
|
|
|
XPlayerUid = XBX_GetActiveUserId();
|
|
}
|
|
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;
|
|
|
|
// check and see if they're on the local player's friends list
|
|
CSteamID steamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
|
|
if ( !steamapicontext->SteamFriends()->HasFriend( steamID, /*k_EFriendFlagImmediate*/ 0x04 ) )
|
|
continue;
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
#ifdef _X360
|
|
# if 1
|
|
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
|
|
# else
|
|
// check and see if they're on the local player's friends list
|
|
BOOL bFriend = FALSE;
|
|
XUserAreUsersFriends( XPlayerUid, &pi.xuid, 1, &bFriend, NULL );
|
|
if ( !bFriend )
|
|
continue;
|
|
|
|
iTotalFriends++;
|
|
# endif
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
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() )
|
|
{
|
|
// 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, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
|
|
if ( steamapicontext->SteamFriends()->IsUserInSource( steamID, clanID ) )
|
|
{
|
|
iClanMembersOnTeam++;
|
|
if ( iClanMembersOnTeam == iClanTeammates )
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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: Returns the # of teammates of the local player
|
|
//-----------------------------------------------------------------------------
|
|
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()
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
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[STEAM_PLAYER_SLOT], i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][i];
|
|
ResetAchievement_Internal( pAchievement );
|
|
}
|
|
UploadUserData( STEAM_PLAYER_SLOT );
|
|
SaveGlobalState();
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
void CAchievementMgr::ResetAchievement( int iAchievementID )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
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, STEAM_PLAYER_SLOT );
|
|
Assert( pAchievement );
|
|
if ( pAchievement )
|
|
{
|
|
ResetAchievement_Internal( pAchievement );
|
|
UploadUserData( STEAM_PLAYER_SLOT );
|
|
SaveGlobalState();
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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[STEAM_PLAYER_SLOT], i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][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 )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
int nSplitScreenPlayer = event->GetInt( "splitscreenplayer" );
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSplitScreenPlayer );
|
|
#endif
|
|
|
|
VPROF_( "CAchievementMgr::FireGameEvent", 1, VPROF_BUDGETGROUP_STEAM, false, 0 );
|
|
const char *name = event->GetName();
|
|
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[nSplitScreenPlayer] = 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[nSplitScreenPlayer] )
|
|
{
|
|
// player transitioned from no/spectator team to a game team, mark the time
|
|
m_flTeamplayStartTime[nSplitScreenPlayer] = gpGlobals->curtime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// player transitioned to no/spectator team, clear the teamplay start time
|
|
m_flTeamplayStartTime[nSplitScreenPlayer] = 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[nSplitScreenPlayer] = 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[nSplitScreenPlayer]++;
|
|
}
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "player_stats_updated" ) )
|
|
{
|
|
FOR_EACH_MAP( m_mapAchievement[nSplitScreenPlayer], i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[nSplitScreenPlayer][i];
|
|
pAchievement->OnPlayerStatsUpdate();
|
|
}
|
|
}
|
|
else if ( 0 == Q_strcmp( name, "achievement_write_failed" ) )
|
|
{
|
|
#ifdef _X360
|
|
// We didn't succeed and we're not waiting, so we failed
|
|
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues(
|
|
"OnProfileUnavailable", "iController", XBX_GetUserId( nSplitScreenPlayer ) ) );
|
|
#endif
|
|
}
|
|
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a player or character has been killed
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
int nSplitScreenPlayer = SINGLE_PLAYER_SLOT;
|
|
nSplitScreenPlayer = event->GetInt( "splitscreenplayer" );
|
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSplitScreenPlayer );
|
|
#endif
|
|
|
|
// 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
|
|
|
|
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
|
|
{
|
|
// look through all the kill event listeners and notify any achievements whose filters we pass
|
|
FOR_EACH_VEC( m_vecKillEventListeners[j], iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecKillEventListeners[j][iAchievement];
|
|
|
|
if ( !pAchievement->IsActive() )
|
|
continue;
|
|
|
|
// 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 nUserSlot )
|
|
{
|
|
// handle event for specific achievement
|
|
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
|
|
Assert( pAchievement );
|
|
if ( pAchievement )
|
|
{
|
|
if ( !pAchievement->IsAchieved() )
|
|
{
|
|
pAchievement->IncrementCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a map-fired achievement event occurs
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::OnMapEvent( const char *pchEventName, int nUserSlot )
|
|
{
|
|
Assert( pchEventName && *pchEventName );
|
|
if ( !pchEventName || !*pchEventName )
|
|
return;
|
|
|
|
// see if this event matches the prefix for an achievement component
|
|
FOR_EACH_VEC( m_vecComponentListeners[nUserSlot], iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecComponentListeners[nUserSlot][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[nUserSlot], iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecMapEventListeners[nUserSlot][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, int nUserSlot )
|
|
{
|
|
Assert( m_vecAchievement[nUserSlot].IsValidIndex(index) );
|
|
return (IAchievement*)m_vecAchievement[nUserSlot][index];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns an achievement as it's abstract object. This interface is used by gameui.dll for getting achievement info.
|
|
// Input : orderIndex -
|
|
// Output : IBaseAchievement*
|
|
//-----------------------------------------------------------------------------
|
|
IAchievement* CAchievementMgr::GetAchievementByDisplayOrder( int orderIndex, int nUserSlot )
|
|
{
|
|
Assert( m_vecAchievementInOrder[nUserSlot].IsValidIndex(orderIndex) );
|
|
return (IAchievement*)m_vecAchievementInOrder[nUserSlot][orderIndex];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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[SINGLE_PLAYER_SLOT].Count();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles events from the matchmaking framework.
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::OnEvent( KeyValues *pEvent )
|
|
{
|
|
char const *szEvent = pEvent->GetName();
|
|
|
|
if ( FStrEq( szEvent, "OnProfileDataLoaded" ) )
|
|
{
|
|
// This event is sent when the title data blocks have been loaded.
|
|
int iController = pEvent->GetInt( "iController" );
|
|
#ifdef _X360
|
|
int nSlot = XBX_GetSlotByUserId( iController );
|
|
#else
|
|
int nSlot = STEAM_PLAYER_SLOT;
|
|
#endif
|
|
ReadAchievementsFromTitleData( iController, nSlot );
|
|
}
|
|
#ifdef _X360
|
|
else if ( FStrEq( szEvent, "OnProfilesChanged" ) )
|
|
{
|
|
// This is essentially a RESET
|
|
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
UserDisconnected( i );
|
|
}
|
|
|
|
// Mark the valid users as connected and try to download achievement data from LIVE
|
|
for ( unsigned int i = 0; i < XBX_GetNumGameUsers(); ++i )
|
|
{
|
|
UserConnected( i );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if !defined(NO_STEAM)
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when stat download is complete
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::Steam_OnUserStatsReceived( UserStatsReceived_t *pUserStatsReceived )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
Assert( steamapicontext->SteamUserStats() );
|
|
if ( !steamapicontext->SteamUserStats() )
|
|
return;
|
|
|
|
if ( pUserStatsReceived->m_eResult != k_EResultOK )
|
|
{
|
|
// DevMsg( "CAchievementMgr: failed to download stats from Steam, EResult %d\n", pUserStatsReceived->m_eResult );
|
|
return;
|
|
}
|
|
|
|
// run through the achievements and set their achieved state according to Steam data
|
|
for ( int i = 0; i < m_vecAchievement[STEAM_PLAYER_SLOT].Count(); ++i )
|
|
{
|
|
CBaseAchievement *pAchievement = m_vecAchievement[STEAM_PLAYER_SLOT][i];
|
|
#ifndef INFESTED_DLL
|
|
char szFieldName[64];
|
|
#endif
|
|
int nCount = 0;
|
|
int nComponentBits = 0;
|
|
bool bAchieved = false;
|
|
bool bRet1 = steamapicontext->SteamUserStats()->GetAchievement( pAchievement->GetName(), &bAchieved );
|
|
|
|
#ifdef INFESTED_DLL
|
|
if ( bRet1 )
|
|
#else
|
|
// TODO: these look hardcoded for L4D2 - remove?
|
|
Q_snprintf( szFieldName, sizeof( szFieldName ), "TD2.Achievements.Count.%02d", i );
|
|
bool bRet2 = steamapicontext->SteamUserStats()->GetStat( szFieldName, &nCount );
|
|
|
|
Q_snprintf( szFieldName, sizeof( szFieldName ), "TD2.Achievements.Comp.%02d", i );
|
|
bool bRet3 = steamapicontext->SteamUserStats()->GetStat( szFieldName, &nComponentBits );
|
|
|
|
if ( bRet1 && bRet2 && bRet3 )
|
|
#endif
|
|
{
|
|
// set local achievement state
|
|
pAchievement->SetAchieved( bAchieved );
|
|
pAchievement->SetCount( nCount );
|
|
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
pAchievement->SetComponentBits( nComponentBits );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ISteamUserStats::GetAchievement failed for %s\n", pAchievement->GetName() );
|
|
}
|
|
|
|
pAchievement->EvaluateIsAlreadyAchieved();
|
|
|
|
if ( pAchievement->StoreProgressInSteam() )
|
|
{
|
|
int iValue;
|
|
char pszProgressName[1024];
|
|
Q_snprintf( pszProgressName, 1024, "%s_STAT", pAchievement->GetName() );
|
|
bool bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
|
|
if ( bRet )
|
|
{
|
|
pAchievement->SetCount( iValue );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n", pszProgressName );
|
|
}
|
|
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
Q_snprintf( pszProgressName, 1024, "%s_COMP", pAchievement->GetName() );
|
|
bool bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
|
|
if ( bRet )
|
|
{
|
|
pAchievement->SetComponentBits( iValue );
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "ISteamUserStats::GetStat failed to get component 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 // CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when stat upload is complete
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
|
|
{
|
|
if ( k_EResultOK != pUserStatsStored->m_eResult )
|
|
{
|
|
DevMsg( "CAchievementMgr: failed to upload stats to Steam, EResult %d\n", pUserStatsStored->m_eResult );
|
|
}
|
|
|
|
else
|
|
{
|
|
if ( m_AchievementsAwarded[STEAM_PLAYER_SLOT].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( FirstValidSplitScreenSlot() );
|
|
if ( pLocalPlayer )
|
|
{
|
|
char cmd[256];
|
|
int iPlayerID = pLocalPlayer->GetUserID();
|
|
unsigned short mask = UTIL_GetAchievementEventMask();
|
|
|
|
Q_snprintf( cmd, sizeof( cmd ), "achievement_earned %d %d", m_AchievementsAwarded[STEAM_PLAYER_SLOT][0] ^ mask, ( iPlayerID ^ m_AchievementsAwarded[STEAM_PLAYER_SLOT][0] ) ^ mask );
|
|
engine->ClientCmd_Unrestricted( cmd );
|
|
}
|
|
}
|
|
#endif
|
|
m_AchievementsAwarded[STEAM_PLAYER_SLOT].Remove( 0 );
|
|
}
|
|
|
|
// for each achievement that has not been achieved
|
|
FOR_EACH_MAP( m_mapAchievement[STEAM_PLAYER_SLOT], iAchievement )
|
|
{
|
|
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][iAchievement];
|
|
|
|
if ( !pAchievement->IsAchieved() )
|
|
{
|
|
pAchievement->OnSteamUserStatsStored();
|
|
}
|
|
}
|
|
}
|
|
|
|
m_flWaitingForStoreStatsCallback = 0.0f;
|
|
if ( m_bCallStoreStatsAfterCallback ) // while waiting for this callback, we tried to store stats again. Re-send the request now.
|
|
{
|
|
m_bCallStoreStatsAfterCallback = false;
|
|
UploadUserData( STEAM_PLAYER_SLOT );
|
|
}
|
|
}
|
|
#endif // !defined(NO_STEAM)
|
|
|
|
|
|
void CAchievementMgr::ResetAchievement_Internal( CBaseAchievement *pAchievement )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
Assert( pAchievement );
|
|
|
|
if ( steamapicontext->SteamUserStats() )
|
|
{
|
|
steamapicontext->SteamUserStats()->ClearAchievement( pAchievement->GetName() );
|
|
}
|
|
|
|
pAchievement->SetAchieved( false );
|
|
pAchievement->SetCount( 0 );
|
|
if ( pAchievement->HasComponents() )
|
|
{
|
|
pAchievement->SetComponentBits( 0 );
|
|
}
|
|
pAchievement->SetProgressShown( 0 );
|
|
pAchievement->StopListeningForAllEvents();
|
|
if ( pAchievement->IsActive() )
|
|
{
|
|
pAchievement->ListenForEvents();
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
void MsgFunc_AchievementEvent( bf_read &msg )
|
|
{
|
|
int iAchievementID = (int) msg.ReadShort();
|
|
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
pAchievementMgr->OnAchievementEvent( iAchievementID, STEAM_PLAYER_SLOT );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
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], STEAM_PLAYER_SLOT );
|
|
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], STEAM_PLAYER_SLOT );
|
|
if ( !pAchievement )
|
|
{
|
|
Msg( "Achievement %s not found\n", args[1] );
|
|
return;
|
|
}
|
|
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID(), STEAM_PLAYER_SLOT );
|
|
}
|
|
|
|
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, STEAM_PLAYER_SLOT );
|
|
if ( !pAchievement->IsAchieved() )
|
|
{
|
|
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID(), STEAM_PLAYER_SLOT );
|
|
}
|
|
}
|
|
}
|
|
|
|
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], STEAM_PLAYER_SLOT );
|
|
if ( !pAchievement )
|
|
{
|
|
Msg( "Achievement %s not found\n", args[1] );
|
|
return;
|
|
}
|
|
|
|
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
|
|
Assert( pFailableAchievement );
|
|
if ( pFailableAchievement )
|
|
{
|
|
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, STEAM_PLAYER_SLOT );
|
|
}
|
|
#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 "";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets the list of achievements achieved during the current game
|
|
//-----------------------------------------------------------------------------
|
|
const CUtlVector<int>& CAchievementMgr::GetAchievedDuringCurrentGame( int nPlayerSlot )
|
|
{
|
|
return m_AchievementsAwardedDuringCurrentGame[nPlayerSlot];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reset the list of achievements achieved during the current game
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::ResetAchievedDuringCurrentGame( int nPlayerSlot )
|
|
{
|
|
m_AchievementsAwardedDuringCurrentGame[nPlayerSlot].RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears achievement data for the a particular user slot
|
|
//-----------------------------------------------------------------------------
|
|
void CAchievementMgr::ClearAchievementData( int nUserSlot )
|
|
{
|
|
FOR_EACH_VEC( m_vecAchievement[nUserSlot], i )
|
|
{
|
|
m_mapAchievement[nUserSlot][i]->ClearAchievementData();
|
|
}
|
|
}
|
|
|