Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#ifdef CLIENT_DLL
#define CASW_Equip_Req C_ASW_Equip_Req
#include "c_asw_player.h"
#include "c_asw_marine.h"
#include "c_asw_game_resource.h"
#include "c_asw_marine_resource.h"
#include "asw_input.h"
#include "c_asw_weapon.h"
#include "c_asw_game_resource.h"
#include "clientmode_asw.h"
#include "c_asw_objective.h"
#include "c_asw_debrief_stats.h"
#include "asw_hud_objective.h"
#include "asw_equip_req.h"
#include "achievementmgr.h"
#include "asw_achievements.h"
#include "asw_medal_store.h"
#include "asw_equipment_list.h"
#include "asw_marine_profile.h"
#include "clientmode_asw.h"
#ifndef _X360
#include "steam/isteamuserstats.h"
#include "steam/isteamfriends.h"
#include "steam/isteamutils.h"
#include "steam/steam_api.h"
#include "c_asw_steamstats.h"
#endif
#define CASW_Marine C_ASW_Marine
#define CASW_Marine_Resource C_ASW_Marine_Resource
#define CASW_Weapon C_ASW_Weapon
#define CASW_Debrief_Stats C_ASW_Debrief_Stats
#define CASW_Objective C_ASW_Objective
#else
#include "player.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "asw_marine_resource.h"
#include "asw_weapon.h"
#include "asw_objective.h"
#include "asw_debrief_stats.h"
#include "asw_achievements.h"
#ifndef _X360
#include "steam/isteamgameserverstats.h"
#include "gameinterface.h"
#endif
#endif
#include "asw_gamerules.h"
#include "asw_shareddefs.h"
#include "asw_weapon_parse.h"
#include "asw_medals_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar asw_skill;
ConVar asw_show_xp_details( "asw_show_xp_details", "0", FCVAR_REPLICATED, "Output XP rewards to the console" );
// Experience levels. NOTE: Level shown in the UI is one higher than used in code
int g_iLevelExperience[ ASW_NUM_EXPERIENCE_LEVELS ]=
{
1000, // XP under this = 1evel 1 in UI
2050,
3150,
4300,
5500, // XP under this = 1evel 5 in UI
6750,
8050,
9400,
10800,
12250, // XP under this = 1evel 10 in UI
13750,
15300,
16900,
18550,
20250, // XP under this = 1evel 15 in UI
22000,
23800,
25650,
27550,
29500, // XP under this = 1evel 20 in UI
31500,
33550,
35650,
37800,
40000, // XP under this = 1evel 25 in UI
42250, // XP under this = level 26 in UI, XP equal to this = level 27 in the UI
};
int g_iXPAward[ ASW_NUM_XP_TYPES ]=
{
1000, // ASW_XP_MISSION,
100, // ASW_XP_KILLS,
100, // ASW_XP_TIME,
100, // ASW_XP_FRIENDLY_FIRE,
100, // ASW_XP_DAMAGE_TAKEN,
50, // ASW_XP_HEALING,
50, // ASW_XP_HACKING
};
// scalar applied to XP required to level, based on your current promotion
float g_flPromotionXPScale[ ASW_PROMOTION_CAP + 1 ]=
{
1.0f,
1.0f,
1.0f,
1.0f,
2.0f,
4.0f,
6.0f,
};
#define ASW_MISSION_XP_AWARD_ON_FAILURE 750 // XP award divided up between objectives
// NOTE: If you change this, update the labels in CExperienceReport::OnThink too
float g_flXPDifficultyScale[5]=
{
0.5f, // easy
1.0f, // normal
1.2f, // hard
1.4f, // insane
1.5f, // imba
};
// Weapon unlocks
struct ASW_Weapon_Unlock
{
ASW_Weapon_Unlock( const char *szWeaponClass, int iLevel )
{
m_pszWeaponClass = szWeaponClass;
m_iLevel = iLevel;
}
const char *m_pszWeaponClass;
int m_iLevel; // player level needed to unlock
};
// Keep Equipment.res in the same order as this
ASW_Weapon_Unlock g_WeaponUnlocks[]=
{
ASW_Weapon_Unlock( "asw_weapon_normal_armor", 1 ),//
ASW_Weapon_Unlock( "asw_weapon_shotgun", 2 ),
ASW_Weapon_Unlock( "asw_weapon_buff_grenade", 3 ),//
ASW_Weapon_Unlock( "asw_weapon_tesla_gun", 4 ),
ASW_Weapon_Unlock( "asw_weapon_hornet_barrage", 5 ),//
ASW_Weapon_Unlock( "asw_weapon_railgun", 6 ),
ASW_Weapon_Unlock( "asw_weapon_freeze_grenades", 7 ),//
ASW_Weapon_Unlock( "asw_weapon_heal_gun", 8 ),
ASW_Weapon_Unlock( "asw_weapon_stim", 9 ),//
ASW_Weapon_Unlock( "asw_weapon_pdw", 10 ),
ASW_Weapon_Unlock( "asw_weapon_tesla_trap", 11 ),//
ASW_Weapon_Unlock( "asw_weapon_flamer", 12 ),
ASW_Weapon_Unlock( "asw_weapon_electrified_armor", 13 ),//
ASW_Weapon_Unlock( "asw_weapon_sentry_freeze", 14 ),
ASW_Weapon_Unlock( "asw_weapon_mines", 15 ),//
ASW_Weapon_Unlock( "asw_weapon_minigun", 16 ),
ASW_Weapon_Unlock( "asw_weapon_flashlight", 17 ),//
ASW_Weapon_Unlock( "asw_weapon_sniper_rifle", 18 ),
ASW_Weapon_Unlock( "asw_weapon_fist", 19 ),//
ASW_Weapon_Unlock( "asw_weapon_sentry_flamer", 20 ),
ASW_Weapon_Unlock( "asw_weapon_grenades", 21 ),//
ASW_Weapon_Unlock( "asw_weapon_chainsaw", 22 ),
ASW_Weapon_Unlock( "asw_weapon_night_vision", 23 ),//
ASW_Weapon_Unlock( "asw_weapon_sentry_cannon", 24 ),
ASW_Weapon_Unlock( "asw_weapon_smart_bomb", 25 ),//
ASW_Weapon_Unlock( "asw_weapon_grenade_launcher", 26 ), // ASW_NUM_EXPERIENCE_LEVELS
};
// given an Experience total, this tells you the player's level
int LevelFromXP( int iExperience, int iPromotion )
{
iExperience = MIN( iExperience, ASW_XP_CAP * g_flPromotionXPScale[ iPromotion ] );
for ( int i = 0; i < NELEMS( g_iLevelExperience ); i++ )
{
int iRequiredXP = (int) ( g_flPromotionXPScale[ iPromotion ] * g_iLevelExperience[ i ] );
if ( iExperience < iRequiredXP )
{
return i;
}
}
return NELEMS( g_iLevelExperience );
}
void CASW_Player::CalculateEarnedXP()
{
for ( int i = 0; i < ASW_NUM_XP_TYPES; i++ )
{
m_iEarnedXP[ i ] = 0;
m_iStatNumXP[ i ] = 0;
}
// no XP if you don't have a marine resource
if ( !ASWGameResource() || !ASWGameResource()->GetFirstMarineResourceForPlayer( this ) )
return;
// no earning XP in singleplayer
if ( gpGlobals->maxClients <= 1 )
return;
if ( ASWGameRules() && ASWGameRules()->m_bCheated.Get() )
return;
#ifdef CLIENT_DLL
if ( engine->IsPlayingDemo() )
return;
//if ( GetClientModeASW() && !GetClientModeASW()->IsOfficialMap() )
//return;
#endif
int iNumObjectives = 0;
float flNumObjectivesComplete = 0;
float flPartialScale = 1.0f; // this is used to scale XP rewards that should be small if you've only completed part of the mission
if ( ASWGameRules()->GetMissionSuccess() )
{
// XP for completing the mission
m_iEarnedXP[ ASW_XP_MISSION ] = g_iXPAward[ ASW_XP_MISSION ];
m_iStatNumXP[ ASW_XP_MISSION ] = 100;
}
else
{
// if failed the mission, award XP per completed objective
for ( int i = 0; i < ASW_MAX_OBJECTIVES; i++ )
{
CASW_Objective *pObjective = ASWGameResource()->GetObjective( i );
if ( pObjective )
{
iNumObjectives++;
flNumObjectivesComplete += pObjective->GetObjectiveProgress();
}
}
if ( iNumObjectives > 0 )
{
flPartialScale = ( flNumObjectivesComplete / (float) iNumObjectives );
m_iEarnedXP[ ASW_XP_MISSION ] += g_iXPAward[ ASW_XP_MISSION ] * flPartialScale;
m_iStatNumXP[ ASW_XP_MISSION ] = flPartialScale * 100.0f;
}
else
{
flPartialScale = 0.0f;
}
}
// query debrief stats to see how much XP we should award based on performance
CASW_Debrief_Stats *pDebrief = GetDebriefStats();
if ( pDebrief )
{
CASW_Marine_Resource *pMR = ASWGameResource()->GetFirstMarineResourceForPlayer( this );
if ( pMR )
{
int iMarineIndex = ASWGameResource()->GetMarineResourceIndex( pMR );
if ( iMarineIndex != -1 )
{
// XP per kill, capped
m_iEarnedXP[ ASW_XP_KILLS ] = clamp( pDebrief->GetKills( iMarineIndex ), 0, g_iXPAward[ ASW_XP_KILLS ] );
m_iStatNumXP[ ASW_XP_KILLS ] = pDebrief->GetKills( iMarineIndex );
if ( ASWGameRules()->GetMissionSuccess() )
{
// FF
m_iEarnedXP[ ASW_XP_FRIENDLY_FIRE ] = clamp( g_iXPAward[ ASW_XP_FRIENDLY_FIRE ] - pDebrief->GetFriendlyFire( iMarineIndex ), 0, g_iXPAward[ ASW_XP_FRIENDLY_FIRE ] );
m_iStatNumXP[ ASW_XP_FRIENDLY_FIRE ] = pDebrief->GetFriendlyFire( iMarineIndex );
}
if ( ASWGameRules()->GetMissionSuccess() )
{
// damage taken
m_iEarnedXP[ ASW_XP_DAMAGE_TAKEN ] = clamp( g_iXPAward[ ASW_XP_DAMAGE_TAKEN ] - pDebrief->GetDamageTaken( iMarineIndex ), 0, g_iXPAward[ ASW_XP_DAMAGE_TAKEN ] );
m_iStatNumXP[ ASW_XP_DAMAGE_TAKEN ] = pDebrief->GetDamageTaken( iMarineIndex );
}
// healing
m_iEarnedXP[ ASW_XP_HEALING ] = clamp( pDebrief->GetHealthHealed( iMarineIndex ) / 10, 0, g_iXPAward[ ASW_XP_HEALING ] );
m_iStatNumXP[ ASW_XP_HEALING ] = pDebrief->GetHealthHealed( iMarineIndex );
// hacking
if ( pDebrief->GetFastHacks( iMarineIndex ) >= 2 )
{
m_iEarnedXP[ ASW_XP_HACKING ] = g_iXPAward[ ASW_XP_HACKING ];
}
else if ( pDebrief->GetFastHacks( iMarineIndex ) >= 1 )
{
m_iEarnedXP[ ASW_XP_HACKING ] = g_iXPAward[ ASW_XP_HACKING ] / 2;
}
else
{
m_iEarnedXP[ ASW_XP_HACKING ] = 0;
}
m_iStatNumXP[ ASW_XP_HACKING ] = pDebrief->GetFastHacks( iMarineIndex );
}
if ( ASWGameRules()->GetMissionSuccess() )
{
// time
int speedrun_time = pDebrief->GetSpeedrunTime();
int nTimeTaken = pDebrief->GetTimeTaken();
// award full XP if you get less than the speedrun_time
const float flMaxTime = 5.0f * 60.0f; // max of 5 minutes over
if ( nTimeTaken <= speedrun_time )
{
m_iEarnedXP[ ASW_XP_TIME ] = g_iXPAward[ ASW_XP_TIME ];
m_iStatNumXP[ ASW_XP_TIME ] = nTimeTaken;
}
else
{
float flReduction = 1.0f - clamp( static_cast<float>( nTimeTaken - speedrun_time ) / flMaxTime, 0.0f, 1.0f );
m_iEarnedXP[ ASW_XP_TIME ] = g_iXPAward[ ASW_XP_TIME ] * flReduction;
m_iStatNumXP[ ASW_XP_TIME ] = nTimeTaken;
}
}
// medals XP
#ifdef GAME_DLL
const char *szMedalString = pMR->m_MedalsAwarded.Get();
#else
const char *szMedalString = pMR->m_MedalsAwarded;
#endif
const char *p = szMedalString;
char token[128];
p = nexttoken( token, p, ' ' );
while ( Q_strlen( token ) > 0 )
{
int iMedalIndex = atoi(token);
m_iEarnedXP[ ASW_XP_MEDALS ] += GetXPForMedal( iMedalIndex );
if (p)
p = nexttoken( token, p, ' ' );
else
token[0] = '\0';
}
// achievement XP
#ifdef GAME_DLL
CUtlVector<int> *pAchievementsEarned = &pMR->m_aAchievementsEarned;
#else
CUtlVector<int> *pAchievementsEarned = &m_aNonLocalPlayerAchievementsEarned;
if ( IsLocalPlayer() )
{
pAchievementsEarned = &GetClientModeASW()->m_aAchievementsEarned;
}
#endif
for ( int i = 0; i < pAchievementsEarned->Count(); i++ )
{
m_iEarnedXP[ ASW_XP_MEDALS ] += GetXPForMedal( -(*pAchievementsEarned)[i] );
}
}
}
for ( int i = 0; i < ASW_XP_TOTAL; i++ )
{
m_iEarnedXP[ ASW_XP_TOTAL ] += m_iEarnedXP[ i ];
}
// apply difficulty bonus
if ( ASWGameRules() )
{
m_iEarnedXP[ ASW_XP_TOTAL ] *= g_flXPDifficultyScale[ ASWGameRules()->GetSkillLevel() - 1 ];
}
if ( asw_show_xp_details.GetBool() )
{
Msg( "[%s] Awarding XP to player %s:\n", IsServerDll() ? "Server" : "Client", GetPlayerName() );
Msg( " EarnedXP[ ASW_XP_MISSION ] = %d\n", m_iEarnedXP[ ASW_XP_MISSION ] );
Msg( " EarnedXP[ ASW_XP_KILLS ] = %d\n", m_iEarnedXP[ ASW_XP_KILLS ] );
Msg( " EarnedXP[ ASW_XP_TIME ] = %d\n", m_iEarnedXP[ ASW_XP_TIME ] );
Msg( " EarnedXP[ ASW_XP_FRIENDLY_FIRE ] = %d\n", m_iEarnedXP[ ASW_XP_FRIENDLY_FIRE ] );
Msg( " EarnedXP[ ASW_XP_DAMAGE_TAKEN ] = %d\n", m_iEarnedXP[ ASW_XP_DAMAGE_TAKEN ] );
Msg( " EarnedXP[ ASW_XP_HEALING ] = %d\n", m_iEarnedXP[ ASW_XP_HEALING ] );
Msg( " EarnedXP[ ASW_XP_HACKING ] = %d\n", m_iEarnedXP[ ASW_XP_HACKING ] );
Msg( " EarnedXP[ ASW_XP_MEDALS ] = %d\n", m_iEarnedXP[ ASW_XP_MEDALS ] );
Msg( " EarnedXP[ ASW_XP_TOTAL ] = %d (Difficulty scale = %f)\n", m_iEarnedXP[ ASW_XP_TOTAL ], ASWGameRules() ? ( ASWGameRules()->GetSkillLevel() - 1 ) : 1.0f );
}
}
int CASW_Player::GetLevel()
{
return LevelFromXP( GetExperience(), GetPromotion() );
}
int CASW_Player::GetLevelBeforeDebrief()
{
return LevelFromXP( GetExperienceBeforeDebrief(), GetPromotion() );
}
void CASW_Player::RequestExperience()
{
#ifdef CLIENT_DLL
// pull XP/level out of the medal store. Steam stats will overwrite these numbers if stat get is successful and USE_XP_FROM_STEAM is defined
if ( IsLocalPlayer() && GetMedalStore() )
{
m_iExperience = GetMedalStore()->GetExperience();
m_iPromotion = GetMedalStore()->GetPromotion();
}
#endif
#if !defined(NO_STEAM)
#ifdef CLIENT_DLL
#if !defined(USE_XP_FROM_STEAM)
// if we're not pulling XP from Steam stats, then we don't request it for other players
// (instead we wait for the server to network their XP)
if ( !IsLocalPlayer() )
return;
#endif
Assert( steamapicontext->SteamUserStats() );
if ( steamapicontext->SteamUserStats() )
{
if ( IsLocalPlayer( this ) )
{
steamapicontext->SteamUserStats()->RequestCurrentStats();
}
else
{
player_info_t pi;
if ( engine->GetPlayerInfo( entindex(), &pi ) && pi.friendsID )
{
CSteamID steamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
Msg( "Requesting Steam stats for %s (%s)\n", pi.name ? pi.name : "NULL", pi.friendsName ? pi.friendsName : "NULL" );
steamapicontext->SteamUserStats()->RequestUserStats( steamID );
}
}
m_bPendingSteamStats = true;
m_flPendingSteamStatsStart = gpGlobals->curtime;
}
#else
Assert( Steam3Server().SteamGameServerStats() );
if ( Steam3Server().SteamGameServerStats() )
{
CSteamID steamID;
if ( GetSteamID( &steamID ) )
{
SteamAPICall_t hSteamAPICall = Steam3Server().SteamGameServerStats()->RequestUserStats( steamID );
if ( hSteamAPICall != 0 )
{
m_CallbackGSStatsReceived.Set( hSteamAPICall, this, &CASW_Player::Steam_OnGSStatsReceived );
}
}
m_bPendingSteamStats = true;
m_flPendingSteamStatsStart = gpGlobals->curtime;
}
#endif
#endif
}
void CASW_Player::AwardExperience()
{
#ifdef CLIENT_DLL
if ( !GetClientModeASW() || GetClientModeASW()->HasAwardedExperience( this ) || !ASWGameRules() || !ASWGameResource() )
return;
#else
if ( m_bHasAwardedXP || !ASWGameRules() || !ASWGameResource() )
return;
#endif
if ( IsX360() )
return;
m_iExperience = GetExperience(); // make sure m_iExperience has the correct number (no change if local player, otherwise using networked value)
m_iExperienceBeforeDebrief = m_iExperience;
CalculateEarnedXP();
Msg( "%s: AwardExperience: Pre XP is %d\n", IsServerDll() ? "S" : "C", m_iExperience );
m_iExperience += m_iEarnedXP[ ASW_XP_TOTAL ];
m_iExperience = MIN( m_iExperience, ASW_XP_CAP * g_flPromotionXPScale[ GetPromotion() ] );
#ifdef CLIENT_DLL
if ( IsLocalPlayer() )
{
#if !defined(NO_STEAM)
// only upload if Steam is running
if ( steamapicontext->SteamUserStats() )
{
if( GetLocalASWPlayer() == this )
g_ASW_Steamstats.PrepStatsForSend( this );
steamapicontext->SteamUserStats()->SetStat( "experience", m_iExperience );
g_ASW_AchievementMgr.UploadUserData( GetSplitScreenPlayerSlot() );
if ( GetMedalStore() )
{
GetMedalStore()->SetExperience( m_iExperience );
GetMedalStore()->SetPromotion( m_iPromotion );
GetMedalStore()->SaveMedalStore();
}
}
#endif // NO_STEAM
GetClientModeASW()->SetAwardedExperience( this );
}
#else
m_bHasAwardedXP = true;
#endif
Msg( "%s: Awarded %d XP for player %s (total is now %d)\n", IsServerDll() ? "S" : "C", m_iEarnedXP[ ASW_XP_TOTAL ], GetPlayerName(), m_iExperience );
}
#ifdef CLIENT_DLL
#ifdef _DEBUG
ConVar asw_unlock_all_weapons( "asw_unlock_all_weapons", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "If enabled, all weapons will be available in the briefing" );
#endif
int CASW_Player::GetWeaponLevelRequirement( const char *szWeaponClass )
{
for ( int i = 0; i < NELEMS( g_WeaponUnlocks ); i++ )
{
if ( !Q_stricmp( szWeaponClass, g_WeaponUnlocks[ i ].m_pszWeaponClass ) )
{
return g_WeaponUnlocks[ i ].m_iLevel;
}
}
return -1;
}
bool CASW_Player::IsWeaponUnlocked( const char *szWeaponClass )
{
#ifdef _DEBUG
if ( asw_unlock_all_weapons.GetBool() )
return true;
#endif
if ( C_ASW_Equip_Req::ForceWeaponUnlocked( szWeaponClass ) )
return true;
int iPlayerLevel = GetLevel();
int iWeaponReq = GetWeaponLevelRequirement( szWeaponClass );
if ( iWeaponReq == -1 )
{
// if it's not in the list of unlocked weapons, assume it's unlocked by default
return true;
}
return iWeaponReq <= iPlayerLevel;
}
const char* CASW_Player::GetNextWeaponClassUnlocked()
{
int iPlayerLevel = GetLevel();
for ( int i = 0; i < NELEMS( g_WeaponUnlocks ); i++ )
{
//Msg( "GetNextWeaponClassUnlocked: player level = %d weapon %s level = %d\n", iPlayerLevel, g_WeaponUnlocks[ i ].m_pszWeaponClass, g_WeaponUnlocks[ i ].m_iLevel );
if ( g_WeaponUnlocks[ i ].m_iLevel > iPlayerLevel )
{
return g_WeaponUnlocks[ i ].m_pszWeaponClass;
}
}
return "";
}
const char *CASW_Player::GetWeaponUnlockedAtLevel( int nLevel )
{
for ( int i = 0; i < NELEMS( g_WeaponUnlocks ); i++ )
{
if ( g_WeaponUnlocks[ i ].m_iLevel == nLevel )
{
return g_WeaponUnlocks[ i ].m_pszWeaponClass;
}
}
return "";
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: called when stat download is complete
//-----------------------------------------------------------------------------
void CASW_Player::Steam_OnUserStatsReceived( UserStatsReceived_t *pUserStatsReceived )
{
Assert( steamapicontext->SteamUserStats() );
if ( !steamapicontext->SteamUserStats() )
return;
if ( pUserStatsReceived->m_eResult != k_EResultOK )
{
//Msg( "CASW_Player: failed to download stats from Steam, EResult %d\n", pUserStatsReceived->m_eResult );
//Msg( " m_nGameID = %I64u\n", pUserStatsReceived->m_nGameID );
//Msg( " SteamID = %I64u\n", pUserStatsReceived->m_steamIDUser.ConvertToUint64() );
m_bPendingSteamStats = false;
return;
}
CSteamID steamID;
if ( IsLocalPlayer() )
{
steamID = steamapicontext->SteamUser()->GetSteamID();
}
else
{
player_info_t pi;
if ( !engine->GetPlayerInfo( entindex(), &pi ) )
return;
if ( !pi.friendsID )
return;
CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
steamID = steamIDForPlayer;
Msg( "Steam_OnUserStatsReceived for non local player %s (%s)\n", pi.name ? pi.name : "NULL", pi.friendsName ? pi.friendsName : "NULL" );
}
if ( steamID != pUserStatsReceived->m_steamIDUser )
return;
#ifdef USE_XP_FROM_STEAM
if ( steamapicontext->SteamUserStats()->GetUserStat( steamID, "experience", &m_iExperience ) )
{
m_bPendingSteamStats = false;
}
else
{
Msg( "Error retrieving experience stat for player %s.\n", GetPlayerName() );
}
if ( !steamapicontext->SteamUserStats()->GetUserStat( steamID, "promotion", &m_iPromotion ) )
{
Msg( "Error retrieving promotion stat for player %s.\n", GetPlayerName() );
}
#else
if ( IsLocalPlayer( this ) )
{
if ( GetMedalStore() )
{
if ( !GetMedalStore()->m_bFoundNewClientDat ) // if we failed to find the new client dat, then take steam numbers
{
if ( steamapicontext->SteamUserStats()->GetUserStat( steamID, "experience", &m_iExperience ) )
{
m_bPendingSteamStats = false;
}
else
{
Msg( "Error retrieving experience stat for player %s.\n", GetPlayerName() );
}
if ( !steamapicontext->SteamUserStats()->GetUserStat( steamID, "promotion", &m_iPromotion ) )
{
Msg( "Error retrieving promotion stat for player %s.\n", GetPlayerName() );
}
KeyValues *kv = new KeyValues( "XPUpdate" );
kv->SetInt( "xp", m_iExperience );
kv->SetInt( "pro", m_iPromotion );
engine->ServerCmdKeyValues( kv ); // kv gets deleted in here
}
}
}
m_bPendingSteamStats = false;
#endif
// Fetch the rest of the steam stats here
if( GetLocalASWPlayer() == this )
g_ASW_Steamstats.FetchStats( steamID, this );
if ( IsLocalPlayer() && GetLevel() >= ASW_NUM_EXPERIENCE_LEVELS )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->OnAchievementEvent( ACHIEVEMENT_ASW_UNLOCK_ALL_WEAPONS, STEAM_PLAYER_SLOT );
}
}
void CASW_Player::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
{
if ( !IsLocalPlayer( this ) )
return;
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
if ( k_EResultOK != pUserStatsStored->m_eResult )
{
DevMsg( "CASW_Player: failed to upload stats to Steam, EResult %d\n", pUserStatsStored->m_eResult );
#ifdef USE_XP_FROM_STEAM
steamapicontext->SteamUserStats()->GetStat( "experience", &m_iExperience );
steamapicontext->SteamUserStats()->GetStat( "promotion", &m_iPromotion );
#endif
// Set stats to whatever is stored on steam
if( GetLocalASWPlayer() == this )
g_ASW_Steamstats.FetchStats( steamID, this );
}
}
#endif
void asw_debug_xp_f()
{
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( pPlayer )
{
Msg( "Local player Level = %d\n", pPlayer->GetLevel() );
Msg( "Local player XP = %d\n", pPlayer->GetExperience() );
Msg( "Local player earned XP = %d\n", pPlayer->GetEarnedXP( ASW_XP_TOTAL ) );
Msg( "Local player promotion level = %d\n", pPlayer->GetPromotion() );
}
}
ConCommand asw_debug_xp( "asw_debug_xp", asw_debug_xp_f, "Lists XP details for local player", FCVAR_NONE );
void CASW_Player::AcceptPromotion()
{
if ( GetExperience() < ASW_XP_CAP * g_flPromotionXPScale[ GetPromotion() ] )
return;
if ( GetPromotion() >= ASW_PROMOTION_CAP )
return;
m_iExperience = 0;
m_iPromotion++;
#if !defined(NO_STEAM)
// only upload if Steam is running
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->SetStat( "experience", m_iExperience );
steamapicontext->SteamUserStats()->SetStat( "promotion", m_iPromotion );
steamapicontext->SteamUserStats()->SetStat( "level", 1 );
steamapicontext->SteamUserStats()->SetStat( "level.xprequired", 0 );
g_ASW_AchievementMgr.UploadUserData( GetSplitScreenPlayerSlot() );
if ( GetMedalStore() )
{
GetMedalStore()->ClearNewWeapons();
GetMedalStore()->SetExperience( m_iExperience );
GetMedalStore()->SetPromotion( m_iPromotion );
GetMedalStore()->SaveMedalStore();
}
KeyValues *kv = new KeyValues( "XPUpdate" );
kv->SetInt( "xp", m_iExperience );
kv->SetInt( "pro", m_iPromotion );
engine->ServerCmdKeyValues( kv ); // kv gets deleted in here
}
#endif // NO_STEAM
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, -1 /*SOUND_FROM_LOCAL_PLAYER*/, "ASW_XP.LevelUp" );
engine->ClientCmd( VarArgs( "cl_promoted %d", m_iPromotion ) );
// reset the player's selected equipment
if ( !ASWGameResource() || !ASWEquipmentList() )
return;
C_ASW_Marine_Resource *pMR = ASWGameResource()->GetFirstMarineResourceForPlayer( this );
if ( !pMR )
return;
CASW_Marine_Profile *pProfile = pMR->GetProfile();
if ( !pProfile )
return;
for ( int i = 0; i < ASW_NUM_INVENTORY_SLOTS; i++ )
{
const char *szWeaponClass = pProfile->m_DefaultWeaponsInSlots[ i ];
int nWeaponIndex = ASWEquipmentList()->GetIndexForSlot( i, szWeaponClass );
engine->ClientCmd( VarArgs( "cl_loadout %d %d %d", pProfile->m_ProfileIndex, i, nWeaponIndex ) );
}
}
#else
// SERVER
#if !defined(NO_STEAM)
void CASW_Player::Steam_OnGSStatsReceived( GSStatsReceived_t *pGSStatsReceived, bool bError )
{
Assert( Steam3Server().SteamGameServerStats() );
if ( !Steam3Server().SteamGameServerStats() )
return;
if ( pGSStatsReceived->m_eResult != k_EResultOK )
{
Msg( "CASW_Player: Server failed to download stats from Steam, EResult %d\n", pGSStatsReceived->m_eResult );
//Msg( " SteamID = %I64u\n", pGSStatsReceived->m_steamIDUser.ConvertToUint64() );
m_bPendingSteamStats = false;
return;
}
CSteamID steamIDForPlayer;
if ( !GetSteamID( &steamIDForPlayer ) )
return;
if ( steamIDForPlayer != pGSStatsReceived->m_steamIDUser )
return;
#ifdef USE_XP_FROM_STEAM
if ( Steam3Server().SteamGameServerStats()->GetUserStat( steamIDForPlayer, "experience", &m_iExperience ) )
{
m_bPendingSteamStats = false;
}
else
{
Msg( "Server error retrieving experience stat for player %s.\n", GetPlayerName() );
}
Steam3Server().SteamGameServerStats()->GetUserStat( steamIDForPlayer, "promotion", &m_iPromotion )
#endif
}
#endif // NO_STEAM
#endif
int GetXPForMedal( int nMedal )
{
return 50; // TODO: Different XP for different medal types?
}
int CASW_Player::GetExperience()
{
#ifdef USE_XP_FROM_STEAM
return m_iExperience; // stat taken from steam stats
#else
#ifdef CLIENT_DLL
if ( IsLocalPlayer() )
{
return m_iExperience; // XP read from medal store
}
#endif
return m_iNetworkedXP.Get(); // XP networked down from the server
#endif
}
int CASW_Player::GetPromotion()
{
#ifdef USE_XP_FROM_STEAM
return m_iPromotion; // stat taken from steam stats
#else
#ifdef CLIENT_DLL
if ( IsLocalPlayer() )
{
return m_iPromotion; // XP read from medal store
}
#endif
return m_iNetworkedPromotion.Get(); // XP networked down from the server
#endif
}