Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#ifdef _WIN32
#include "winerror.h"
#endif
#include "achievementmgr.h"
#include "icommandline.h"
#include "KeyValues.h"
#include "filesystem.h"
#include "inputsystem/InputEnums.h"
#include "usermessages.h"
#include "fmtstr.h"
#include "tier1/utlbuffer.h"
#ifdef CLIENT_DLL
#include "achievement_notification_panel.h"
#include "c_playerresource.h"
#include "gamestats.h"
#ifdef TF_CLIENT_DLL
#include "econ_item_inventory.h"
#endif //TF_CLIENT_DLL
#else
#include "enginecallback.h"
#endif // CLIENT_DLL
#ifndef _X360
#include "steam/isteamuserstats.h"
#include "steam/isteamfriends.h"
#include "steam/isteamutils.h"
#include "steam/steam_api.h"
#include "steam/isteamremotestorage.h"
#else
#include "xbox/xbox_win32stubs.h"
#endif
#include "tier3/tier3.h"
#include "vgui/ILocalize.h"
#ifdef _X360
#include "ixboxsystem.h"
#endif // _X360
#include "engine/imatchmaking.h"
#include "tier0/vprof.h"
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
#include "tf_gamerules.h"
#endif
ConVar cc_achievement_debug( "achievement_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn on achievement debug msgs." );
#ifdef CSTRIKE_DLL
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow achievements/stats to be turned off for a server
//=============================================================================
ConVar sv_nostats( "sv_nostats", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Disable collecting statistics and awarding achievements." );
//=============================================================================
// HPE_END
//=============================================================================
#endif // CSTRIKE_DLL
const char *COM_GetModDirectory();
extern ConVar developer;
#define DEBUG_ACHIEVEMENTS_IN_RELEASE 0
#ifdef SWDS
// Hack this for now until we get steam_api recompiling in the Steam codebase.
ISteamUserStats *SteamUserStats()
{
return NULL;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Write helper
//-----------------------------------------------------------------------------
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
static void WriteAchievementGlobalState( KeyValues *pKV, bool bPersistToSteamCloud = false )
//=============================================================================
// HPE_END
//=============================================================================
{
#ifdef _X360
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
return;
#endif
char szFilename[_MAX_PATH];
if ( IsX360() )
{
Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
}
else
{
Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
}
// Never call pKV->SaveToFile!!!!
// Save to a buffer instead.
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
pKV->RecursiveSaveToFile( buf, 0 );
filesystem->WriteFile( szFilename, NULL, buf );
pKV->deleteThis();
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
if ( bPersistToSteamCloud )
{
#ifndef NO_STEAM
if ( IsX360() )
{
Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
}
else
{
Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
}
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if (pRemoteStorage)
{
int32 availableBytes = 0;
int32 totalBytes = 0;
if ( pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) )
{
if ( totalBytes > 0 )
{
int32 filesize = (int32)filesystem->Size(szFilename);
if (filesize > 0)
{
char* pData = new char[filesize];
if (pData)
{
// Read in the data from the file system GameState.txt file
FileHandle_t handle = filesystem->Open(szFilename, "r");
if (handle)
{
int32 nRead = filesystem->Read(pData, filesize, handle);
filesystem->Close(handle);
if (nRead == filesize)
{
// Write out the data to steam cloud
pRemoteStorage->FileWrite(szFilename, pData, filesize);
}
}
// Delete the data array
delete []pData;
}
}
}
}
}
#endif
}
//=============================================================================
// HPE_END
//=============================================================================
#ifdef _X360
if ( xboxsystem )
{
xboxsystem->FinishContainerWrites();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Async save thread
//-----------------------------------------------------------------------------
class CAchievementSaveThread : public CWorkerThread
{
public:
CAchievementSaveThread() :
m_pKV( NULL )
{
SetName( "AchievementSaveThread" );
}
~CAchievementSaveThread()
{
}
enum
{
CALL_FUNC,
EXIT,
};
void WriteAchievementGlobalState( KeyValues *pKV )
{
Assert( !m_pKV );
m_pKV = pKV;
CallWorker( CALL_FUNC );
Assert( !m_pKV );
}
int Run()
{
unsigned nCall;
while ( WaitForCall( &nCall ) )
{
if ( nCall == EXIT )
{
Reply( 1 );
break;
}
KeyValues *pKV = m_pKV;
m_pKV = NULL;
Reply( 1 );
::WriteAchievementGlobalState( pKV );
}
return 0;
}
private:
KeyValues *m_pKV;
};
static CAchievementSaveThread g_AchievementSaveThread;
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
CAchievementMgr::CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud ) : CAutoGameSystemPerFrame( "CAchievementMgr" )
//=============================================================================
// HPE_END
//=============================================================================
#if !defined(NO_STEAM)
, m_CallbackUserStatsReceived( this, &CAchievementMgr::Steam_OnUserStatsReceived ),
m_CallbackUserStatsStored( this, &CAchievementMgr::Steam_OnUserStatsStored )
#endif
{
SetDefLessFunc( m_mapAchievement );
SetDefLessFunc( m_mapMetaAchievement );
m_flLastClassChangeTime = 0;
m_flTeamplayStartTime = 0;
m_iMiniroundsCompleted = 0;
m_szMap[0] = 0;
m_bSteamDataDirty = false;
m_bGlobalStateDirty = false;
m_bGlobalStateLoaded = false;
m_bCheatsEverOn = false;
m_flTimeLastSaved = 0;
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
if ( ePersistToSteamCloud == SteamCloudPersist_Off )
{
m_bPersistToSteamCloud = false;
}
else
{
m_bPersistToSteamCloud = true;
}
//=============================================================================
// HPE_END
//=============================================================================
m_AchievementsAwarded.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Initializer
//-----------------------------------------------------------------------------
bool CAchievementMgr::Init()
{
// We can be created on either client (for multiplayer games) or server
// (for single player), so register ourselves with the engine so UI has a uniform place
// to go get the pointer to us
#ifdef _DEBUG
// There can be only one achievement manager instance; no one else should be registered
IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
Assert( NULL == pAchievementMgr );
#endif // _DEBUG
// register ourselves
engine->SetAchievementMgr( this );
// register for events
#ifdef GAME_DLL
ListenForGameEvent( "entity_killed" );
ListenForGameEvent( "game_init" );
#else
ListenForGameEvent( "player_death" );
ListenForGameEvent( "player_stats_updated" );
usermessages->HookMessage( "AchievementEvent", MsgFunc_AchievementEvent );
#endif // CLIENT_DLL
#ifdef TF_CLIENT_DLL
ListenForGameEvent( "localplayer_changeclass" );
ListenForGameEvent( "localplayer_changeteam" );
ListenForGameEvent( "teamplay_round_start" );
ListenForGameEvent( "teamplay_round_win" );
#endif // TF_CLIENT_DLL
return true;
}
//-----------------------------------------------------------------------------
// Purpose: called at init time after all systems are init'd. We have to
// do this in PostInit because the Steam app ID is not available earlier
//-----------------------------------------------------------------------------
void CAchievementMgr::PostInit()
{
if ( !g_AchievementSaveThread.IsAlive() )
{
g_AchievementSaveThread.Start();
#ifdef WIN32
if ( IsX360() )
{
ThreadSetAffinity( (ThreadHandle_t)g_AchievementSaveThread.GetThreadHandle(), XBOX_PROCESSOR_3 );
}
#endif // WIN32
}
// get current game dir
const char *pGameDir = COM_GetModDirectory();
CBaseAchievementHelper *pAchievementHelper = CBaseAchievementHelper::s_pFirst;
while ( pAchievementHelper )
{
// create and initialize all achievements and insert them in our map
CBaseAchievement *pAchievement = pAchievementHelper->m_pfnCreate();
pAchievement->m_pAchievementMgr = this;
pAchievement->Init();
pAchievement->CalcProgressMsgIncrement();
// only add an achievement if it does not have a game filter (only compiled into the game it
// applies to, or truly cross-game) or, if it does have a game filter, the filter matches current game.
// (e.g. EP 1/2/... achievements are in shared binary but are game specific, they have a game filter for runtime check.)
const char *pGameDirFilter = pAchievement->m_pGameDirFilter;
if ( !pGameDirFilter || ( 0 == Q_strcmp( pGameDir, pGameDirFilter ) ) )
{
m_mapAchievement.Insert( pAchievement->GetAchievementID(), pAchievement );
if ( pAchievement->IsMetaAchievement() )
{
m_mapMetaAchievement.Insert( pAchievement->GetAchievementID(), dynamic_cast<CAchievement_AchievedCount*>(pAchievement) );
}
}
else
{
// achievement is not for this game, don't use it
delete pAchievement;
}
pAchievementHelper = pAchievementHelper->m_pNext;
}
FOR_EACH_MAP( m_mapAchievement, iter )
{
m_vecAchievement.AddToTail( m_mapAchievement[iter] );
}
// load global state from file
LoadGlobalState();
// download achievements/stats from Steam/XBox Live
DownloadUserData();
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the achievement manager
//-----------------------------------------------------------------------------
void CAchievementMgr::Shutdown()
{
g_AchievementSaveThread.CallWorker( CAchievementSaveThread::EXIT );
SaveGlobalState( false ); // we just told the thread to shutdown so don't try an async save here
FOR_EACH_MAP( m_mapAchievement, iter )
{
delete m_mapAchievement[iter];
}
m_mapAchievement.RemoveAll();
m_mapMetaAchievement.RemoveAll();
m_vecAchievement.RemoveAll();
m_vecKillEventListeners.RemoveAll();
m_vecMapEventListeners.RemoveAll();
m_vecComponentListeners.RemoveAll();
m_AchievementsAwarded.RemoveAll();
m_bGlobalStateLoaded = false;
}
//-----------------------------------------------------------------------------
// Purpose: Cleans up all achievements and then re-initializes them
//-----------------------------------------------------------------------------
void CAchievementMgr::InitializeAchievements()
{
Shutdown();
PostInit();
}
#ifdef CLIENT_DLL
extern const ConVar *sv_cheats;
#endif
#ifdef GAME_DLL
void CAchievementMgr::FrameUpdatePostEntityThink()
{
Update( 0.0f );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Do per-frame handling
//-----------------------------------------------------------------------------
void CAchievementMgr::Update( float frametime )
{
#ifdef CLIENT_DLL
if ( !sv_cheats )
{
sv_cheats = cvar->FindVar( "sv_cheats" );
}
#endif
#ifndef _DEBUG
// keep track if cheats have ever been turned on during this level
if ( !WereCheatsEverOn() )
{
if ( sv_cheats && sv_cheats->GetBool() )
{
m_bCheatsEverOn = true;
}
}
#endif
// Call think functions. Work backwards, because we may remove achievements from the list.
int iCount = m_vecThinkListeners.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
{
m_vecThinkListeners[i].pAchievement->Think();
// The think function may have pushed out the think time. If not, remove ourselves from the list.
if ( m_vecThinkListeners[i].pAchievement->IsAchieved() || m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
{
m_vecThinkListeners.Remove(i);
}
}
}
if ( m_bSteamDataDirty )
{
UploadUserData();
}
}
//-----------------------------------------------------------------------------
// Purpose: called on level init
//-----------------------------------------------------------------------------
void CAchievementMgr::LevelInitPreEntity()
{
m_bCheatsEverOn = false;
// load global state if we haven't already; X360 users may not have had a storage device available or selected at boot time
EnsureGlobalStateLoaded();
#ifdef GAME_DLL
// For single-player games, achievement mgr must live on the server. (Only the server has detailed knowledge of game state.)
Assert( !GameRules()->IsMultiplayer() );
#else
// For multiplayer games, achievement mgr must live on the client. (Only the client can read/write player state from Steam/XBox Live.)
Assert( GameRules()->IsMultiplayer() );
#endif
// clear list of achievements listening for events
m_vecKillEventListeners.RemoveAll();
m_vecMapEventListeners.RemoveAll();
m_vecComponentListeners.RemoveAll();
m_AchievementsAwarded.RemoveAll();
m_flLastClassChangeTime = 0;
m_flTeamplayStartTime = 0;
m_iMiniroundsCompleted = 0;
// client and server have map names available in different forms (full path on client, just file base name on server),
// cache it in base file name form here so we don't have to have different code paths each time we access it
#ifdef CLIENT_DLL
Q_FileBase( engine->GetLevelName(), m_szMap, ARRAYSIZE( m_szMap ) );
#else
Q_strncpy( m_szMap, gpGlobals->mapname.ToCStr(), ARRAYSIZE( m_szMap ) );
#endif // CLIENT_DLL
if ( IsX360() )
{
// need to remove the .360 extension on the end of the map name
char *pExt = Q_stristr( m_szMap, ".360" );
if ( pExt )
{
*pExt = '\0';
}
}
// look through all achievements, see which ones we want to have listen for events
FOR_EACH_MAP( m_mapAchievement, iAchievement )
{
CBaseAchievement *pAchievement = m_mapAchievement[iAchievement];
// if the achievement only applies to a specific map, and it's not the current map, skip it
const char *pMapNameFilter = pAchievement->m_pMapNameFilter;
if ( pMapNameFilter && ( 0 != Q_strcmp( m_szMap, pMapNameFilter ) ) )
continue;
// if the achievement needs kill events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_KILL_EVENTS )
{
m_vecKillEventListeners.AddToTail( pAchievement );
}
// if the achievement needs map events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_MAP_EVENTS )
{
m_vecMapEventListeners.AddToTail( pAchievement );
}
// if the achievement needs map events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_COMPONENT_EVENTS )
{
m_vecComponentListeners.AddToTail( pAchievement );
}
if ( pAchievement->IsActive() )
{
pAchievement->ListenForEvents();
}
}
m_flLevelInitTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose: called on level shutdown
//-----------------------------------------------------------------------------
void CAchievementMgr::LevelShutdownPreEntity()
{
// make all achievements stop listening for events
FOR_EACH_MAP( m_mapAchievement, iAchievement )
{
CBaseAchievement *pAchievement = m_mapAchievement[iAchievement];
if ( !pAchievement->AlwaysListen() )
{
pAchievement->StopListeningForAllEvents();
}
}
// save global state if we have any changes
SaveGlobalStateIfDirty();
UploadUserData();
}
//-----------------------------------------------------------------------------
// Purpose: returns achievement for specified ID
//-----------------------------------------------------------------------------
CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID )
{
int iAchievement = m_mapAchievement.Find( iAchievementID );
if ( iAchievement != m_mapAchievement.InvalidIndex() )
{
return m_mapAchievement[iAchievement];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: returns achievement with specified name. NOTE: this iterates through
// all achievements to find the name, intended for debugging purposes.
// Use GetAchievementByID for fast lookup.
//-----------------------------------------------------------------------------
CBaseAchievement *CAchievementMgr::GetAchievementByName( const char *pchName )
{
VPROF("GetAchievementByName");
FOR_EACH_MAP_FAST( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
if ( pAchievement && 0 == ( Q_stricmp( pchName, pAchievement->GetName() ) ) )
return pAchievement;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the achievement with the specified name has been achieved
//-----------------------------------------------------------------------------
bool CAchievementMgr::HasAchieved( const char *pchName )
{
CBaseAchievement *pAchievement = GetAchievementByName( pchName );
if ( pAchievement )
return pAchievement->IsAchieved();
return false;
}
//-----------------------------------------------------------------------------
// Purpose: downloads user data from Steam or XBox Live
//-----------------------------------------------------------------------------
void CAchievementMgr::DownloadUserData()
{
if ( IsPC() )
{
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
// request stat download; will get called back at OnUserStatsReceived when complete
steamapicontext->SteamUserStats()->RequestCurrentStats();
}
#endif
}
else if ( IsX360() )
{
#if defined( _X360 )
if ( XBX_GetPrimaryUserId() == INVALID_USER_ID )
return;
// Download achievements from XBox Live
bool bDownloadSuccessful = true;
int nTotalAchievements = 99;
uint bytes;
int ret = xboxsystem->EnumerateAchievements( XBX_GetPrimaryUserId(), 0, 0, nTotalAchievements, &bytes, 0, false );
if ( ret != ERROR_SUCCESS )
{
Warning( "Enumerate Achievements failed! Error %d", ret );
bDownloadSuccessful = false;
}
// Enumerate the achievements from Live
void *pBuffer = new byte[bytes];
if ( bDownloadSuccessful )
{
ret = xboxsystem->EnumerateAchievements( XBX_GetPrimaryUserId(), 0, 0, nTotalAchievements, pBuffer, bytes, false );
if ( ret != nTotalAchievements )
{
Warning( "Enumerate Achievements failed! Error %d", ret );
bDownloadSuccessful = false;
}
}
if ( bDownloadSuccessful )
{
// Give live a chance to mark achievements as unlocked, in case the achievement manager
// wasn't able to get that data (storage device missing, read failure, etc)
XACHIEVEMENT_DETAILS *pXboxAchievements = (XACHIEVEMENT_DETAILS*)pBuffer;
for ( int i = 0; i < nTotalAchievements; ++i )
{
CBaseAchievement *pAchievement = GetAchievementByID( pXboxAchievements[i].dwId );
if ( !pAchievement )
continue;
// Give Live a chance to claim the achievement as unlocked
if ( AchievementEarned( pXboxAchievements[i].dwFlags ) )
{
pAchievement->SetAchieved( true );
}
}
}
delete pBuffer;
#endif // X360
}
}
const char *COM_GetModDirectory()
{
static char modDir[MAX_PATH];
if ( Q_strlen( modDir ) == 0 )
{
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
Q_strncpy( modDir, gamedir, sizeof(modDir) );
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
{
Q_StripLastDir( modDir, sizeof(modDir) );
int dirlen = Q_strlen( modDir );
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
}
}
return modDir;
}
//-----------------------------------------------------------------------------
// Purpose: uploads user data to steam
//-----------------------------------------------------------------------------
void CAchievementMgr::UploadUserData()
{
if ( IsPC() )
{
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
// Upload current Steam client achievements & stats state to Steam. Will get called back at OnUserStatsStored when complete.
// Only values previously set via SteamUserStats() get uploaded
steamapicontext->SteamUserStats()->StoreStats();
m_bSteamDataDirty = false;
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: loads global state from file
//-----------------------------------------------------------------------------
void CAchievementMgr::LoadGlobalState()
{
if ( IsX360() )
{
#ifdef _X360
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
return;
#endif
}
char szFilename[_MAX_PATH];
if ( IsX360() )
{
Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() );
}
else
{
Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" );
}
//=============================================================================
// HPE_BEGIN
// [dwenger] Steam Cloud Support
//=============================================================================
if ( m_bPersistToSteamCloud )
{
#ifndef NO_STEAM
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if (pRemoteStorage)
{
if (pRemoteStorage->FileExists(szFilename))
{
int32 fileSize = pRemoteStorage->GetFileSize(szFilename);
if (fileSize > 0)
{
// Allocate space for the file data
char* pData = new char[fileSize];
if (pData)
{
int32 sizeRead = pRemoteStorage->FileRead(szFilename, pData, fileSize);
if (sizeRead == fileSize)
{
// Write out data to a filesystem GameState file that can be read by the original code below
FileHandle_t handle = filesystem->Open(szFilename, "w");
if (handle)
{
filesystem->Write(pData, fileSize, handle);
filesystem->Close(handle);
}
}
// Delete the data array
delete []pData;
}
}
}
}
#endif
}
//=============================================================================
// HPE_END
//=============================================================================
KeyValues *pKV = new KeyValues("GameState" );
if ( pKV->LoadFromFile( filesystem, szFilename, "MOD" ) )
{
KeyValues *pNode = pKV->GetFirstSubKey();
while ( pNode )
{
// look up this achievement
int iAchievementID = pNode->GetInt( "id", 0 );
if ( iAchievementID > 0 )
{
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
if ( pAchievement )
{
pAchievement->ApplySettings(pNode);
}
}
pNode = pNode->GetNextKey();
}
m_bGlobalStateLoaded = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalState( bool bAsync )
{
VPROF_BUDGET( "CAchievementMgr::SaveGlobalState", "Achievements" );
KeyValues *pKV = new KeyValues("GameState" );
FOR_EACH_MAP( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
if ( pAchievement->ShouldSaveGlobal() )
{
KeyValues *pNode = pKV->CreateNewKey();
pNode->SetInt( "id", pAchievement->GetAchievementID() );
pAchievement->GetSettings(pNode);
}
}
if ( !bAsync )
{
WriteAchievementGlobalState( pKV, m_bPersistToSteamCloud );
}
else
{
g_AchievementSaveThread.WriteAchievementGlobalState( pKV );
}
m_flTimeLastSaved = Plat_FloatTime();
m_bGlobalStateDirty = false;
}
//-----------------------------------------------------------------------------
// Purpose: loads global state if we have not already successfully loaded it
//-----------------------------------------------------------------------------
void CAchievementMgr::EnsureGlobalStateLoaded()
{
if ( !m_bGlobalStateLoaded )
{
LoadGlobalState();
}
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file if there have been any changes
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalStateIfDirty( bool bAsync )
{
if ( m_bGlobalStateDirty )
{
SaveGlobalState( bAsync );
}
}
//-----------------------------------------------------------------------------
// Purpose: awards specified achievement
//-----------------------------------------------------------------------------
void CAchievementMgr::AwardAchievement( int iAchievementID )
{
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
Assert( pAchievement );
if ( !pAchievement )
return;
if ( !pAchievement->AlwaysEnabled() && !CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement unlock for %s\n", pAchievement->GetName() );
return;
}
if ( pAchievement->IsAchieved() )
{
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement award called but already achieved: %s\n", pAchievement->GetName() );
}
return;
}
pAchievement->SetAchieved( true );
#ifdef CLIENT_DLL
if ( gamestats )
{
gamestats->Event_AchievementProgress( pAchievement->GetAchievementID(), pAchievement->GetName() );
}
#endif
//=============================================================================
// HPE_BEGIN
//=============================================================================
// [dwenger] Necessary for sorting achievements by award time
pAchievement->OnAchieved();
// [tj]
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_earned_local" );
if ( event )
{
event->SetInt( "achievement", pAchievement->GetAchievementID() );
gameeventmanager->FireEventClientSide( event );
}
//=============================================================================
// HPE_END
//=============================================================================
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement awarded: %s\n", pAchievement->GetName() );
}
// save state at next good opportunity. (Don't do it immediately, may hitch at bad time.)
SetDirty( true );
if ( IsPC() )
{
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
VPROF_BUDGET( "AwardAchievement", VPROF_BUDGETGROUP_STEAM );
// set this achieved in the Steam client
bool bRet = steamapicontext->SteamUserStats()->SetAchievement( pAchievement->GetName() );
// Assert( bRet );
if ( bRet )
{
m_AchievementsAwarded.AddToTail( iAchievementID );
}
}
#endif
}
else if ( IsX360() )
{
#ifdef _X360
if ( xboxsystem )
xboxsystem->AwardAchievement( XBX_GetPrimaryUserId(), iAchievementID );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: updates specified achievement
//-----------------------------------------------------------------------------
void CAchievementMgr::UpdateAchievement( int iAchievementID, int nData )
{
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
Assert( pAchievement );
if ( !pAchievement )
return;
if ( !pAchievement->AlwaysEnabled() && !CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement update for %s\n", pAchievement->GetName() );
return;
}
if ( pAchievement->IsAchieved() )
{
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement update called but already achieved: %s\n", pAchievement->GetName() );
}
return;
}
pAchievement->UpdateAchievement( nData );
}
//-----------------------------------------------------------------------------
// Purpose: clears state for all achievements
//-----------------------------------------------------------------------------
void CAchievementMgr::PreRestoreSavedGame()
{
// load global state if we haven't already; X360 users may not have had a storage device available or selected at boot time
EnsureGlobalStateLoaded();
FOR_EACH_MAP( m_mapAchievement, i )
{
m_mapAchievement[i]->PreRestoreSavedGame();
}
}
//-----------------------------------------------------------------------------
// Purpose: clears state for all achievements
//-----------------------------------------------------------------------------
void CAchievementMgr::PostRestoreSavedGame()
{
FOR_EACH_MAP( m_mapAchievement, i )
{
m_mapAchievement[i]->PostRestoreSavedGame();
}
}
extern bool IsInCommentaryMode( void );
//-----------------------------------------------------------------------------
// Purpose: checks if achievements are enabled
//-----------------------------------------------------------------------------
bool CAchievementMgr::CheckAchievementsEnabled()
{
// if PC, Steam must be running and user logged in
if ( IsPC() && !LoggedIntoSteam() )
{
Msg( "Achievements disabled: Steam not running.\n" );
return false;
}
#if defined( _X360 )
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
if ( state == eXUserSigninState_NotSignedIn )
{
Msg( "Achievements disabled: not signed in to XBox user account.\n" );
return false;
}
#endif
// can't be in commentary mode, user is invincible
if ( IsInCommentaryMode() )
{
Msg( "Achievements disabled: in commentary mode.\n" );
return false;
}
#ifdef CLIENT_DLL
// achievements disabled if playing demo
if ( engine->IsPlayingDemo() )
{
Msg( "Achievements disabled: demo playing.\n" );
return false;
}
#endif // CLIENT_DLL
#ifdef CSTRIKE_DLL
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow achievements/stats to be turned off for a server
//=============================================================================
if ( sv_nostats.GetBool() )
{
// prevent message spam
const float fNotificationCooldown = 60.0f;
static float fNextNotification = 0.0f;
if (gpGlobals->curtime >= fNextNotification)
{
Msg( "Achievements and stats disabled: sv_nostats is set.\n" );
fNextNotification = gpGlobals->curtime + fNotificationCooldown;
}
return false;
}
//=============================================================================
// HPE_END
//=============================================================================
#endif // CSTRIKE_DLL
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
// no achievements for now in training
if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->AllowTrainingAchievements() == false )
{
return false;
}
ConVarRef tf_bot_offline_practice( "tf_bot_offline_practice" );
// no achievements for offline practice
if ( tf_bot_offline_practice.GetInt() != 0 )
{
return false;
}
#endif
#if DEBUG_ACHIEVEMENTS_IN_RELEASE
return true;
#endif
if ( IsPC() )
{
// Don't award achievements if cheats are turned on.
if ( WereCheatsEverOn() )
{
#ifndef NO_STEAM
// Cheats get turned on automatically if you run with -dev which many people do internally, so allow cheats if developer is turned on and we're not running
// on Steam public
if ( developer.GetInt() == 0 || ( k_EUniverseInvalid == GetUniverse() ) || ( k_EUniversePublic == GetUniverse() ) )
{
Msg( "Achievements disabled: cheats turned on in this app session.\n" );
return false;
}
#endif
}
}
return true;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Returns the whether all of the local player's team mates are
// on her friends list, and if there are at least the specified # of
// teammates. Involves cross-process calls to Steam so this is mildly
// expensive, don't call this every frame.
//-----------------------------------------------------------------------------
bool CalcPlayersOnFriendsList( int iMinFriends )
{
// Got message during connection
if ( !g_PR )
return false;
Assert( g_pGameRules->IsMultiplayer() );
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
// Subtract 1 for the local player.
if ( CalcPlayerCount()-1 < iMinFriends )
return false;
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
uint64 XPlayerUid = 0;
if ( IsPC() )
{
#ifndef NO_STEAM
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
#endif
return false;
}
else if ( IsX360() )
{
if ( !matchmaking )
return false;
XPlayerUid = XBX_GetPrimaryUserId();
}
else
{
// other platforms...?
return false;
}
// Loop through the players
int iTotalFriends = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
if ( IsPC() )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( iPlayerIndex, &pi ) )
continue;
if ( !pi.friendsID )
continue;
#ifndef NO_STEAM
// check and see if they're on the local player's friends list
CSteamID steamID( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
if ( !steamapicontext->SteamFriends()->HasFriend( steamID, /*k_EFriendFlagImmediate*/ 0x04 ) )
continue;
#endif
}
else if ( IsX360() )
{
uint64 XUid[1];
XUid[0] = matchmaking->PlayerIdToXuid( iPlayerIndex );
BOOL bFriend;
#ifdef _X360
XUserAreUsersFriends( XPlayerUid, XUid, 1, &bFriend, NULL );
#endif // _X360
if ( !bFriend )
continue;
}
iTotalFriends++;
}
}
return (iTotalFriends >= iMinFriends);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether there are a specified # of teammates who all belong
// to same clan as local player. Involves cross-process calls to Steam
// so this is mildly expensive, don't call this every frame.
//-----------------------------------------------------------------------------
bool CalcHasNumClanPlayers( int iClanTeammates )
{
Assert( g_pGameRules->IsMultiplayer() );
if ( IsPC() )
{
#ifndef _X360
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
// Subtract 1 for the local player.
if ( CalcPlayerCount()-1 < iClanTeammates )
return false;
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
return false;
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
for ( int iClan = 0; iClan < steamapicontext->SteamFriends()->GetClanCount(); iClan++ )
{
int iClanMembersOnTeam = 0;
CSteamID clanID = steamapicontext->SteamFriends()->GetClanByIndex( iClan );
// enumerate all players
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
player_info_t pi;
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) && ( pi.friendsID ) )
{
// check and see if they're on the local player's friends list
CSteamID steamID( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
if ( steamapicontext->SteamFriends()->IsUserInSource( steamID, clanID ) )
{
iClanMembersOnTeam++;
if ( iClanMembersOnTeam == iClanTeammates )
return true;
}
}
}
}
}
#endif
return false;
}
else if ( IsX360() )
{
// TODO: implement for 360
return false;
}
else
{
// other platforms...?
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the # of teammates of the local player
//-----------------------------------------------------------------------------
int CalcTeammateCount()
{
Assert( g_pGameRules->IsMultiplayer() );
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
int iLocalPlayerTeam = g_PR->GetTeam( iLocalPlayerIndex );
int iNumTeammates = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) && ( g_PR->GetTeam( iPlayerIndex ) == iLocalPlayerTeam ) )
{
iNumTeammates++;
}
}
return iNumTeammates;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CalcPlayerCount()
{
int iCount = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( g_PR->IsConnected( iPlayerIndex ) )
{
iCount++;
}
}
return iCount;
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::ResetAchievements()
{
if ( !IsPC() )
{
DevMsg( "Only available on PC\n" );
return;
}
if ( !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
return;
}
FOR_EACH_MAP( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
ResetAchievement_Internal( pAchievement );
}
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->StoreStats();
}
#endif
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "All achievements reset.\n" );
}
}
void CAchievementMgr::ResetAchievement( int iAchievementID )
{
if ( !IsPC() )
{
DevMsg( "Only available on PC\n" );
return;
}
if ( !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
return;
}
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
Assert( pAchievement );
if ( pAchievement )
{
ResetAchievement_Internal( pAchievement );
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->StoreStats();
}
#endif
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement %s reset.\n", pAchievement->GetName() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::PrintAchievementStatus()
{
if ( IsPC() && !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot view or unlock achievements.\n" );
return;
}
Msg( "%42s %-20s %s\n", "Name:", "Status:", "Point value:" );
int iTotalAchievements = 0, iTotalPoints = 0;
FOR_EACH_MAP( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
Msg( "%42s ", pAchievement->GetName() );
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
if ( pAchievement->IsAchieved() )
{
Msg( "%-20s", "ACHIEVED" );
}
else if ( pFailableAchievement && pFailableAchievement->IsFailed() )
{
Msg( "%-20s", "FAILED" );
}
else
{
char szBuf[255];
Q_snprintf( szBuf, ARRAYSIZE( szBuf ), "(%d/%d)%s", pAchievement->GetCount(), pAchievement->GetGoal(),
pAchievement->IsActive() ? "" : " (inactive)" );
Msg( "%-20s", szBuf );
}
Msg( " %d ", pAchievement->GetPointValue() );
pAchievement->PrintAdditionalStatus();
Msg( "\n" );
iTotalAchievements++;
iTotalPoints += pAchievement->GetPointValue();
}
Msg( "Total achievements: %d Total possible points: %d\n", iTotalAchievements, iTotalPoints );
}
//-----------------------------------------------------------------------------
// Purpose: called when a game event is fired
//-----------------------------------------------------------------------------
void CAchievementMgr::FireGameEvent( IGameEvent *event )
{
VPROF_( "CAchievementMgr::FireGameEvent", 1, VPROF_BUDGETGROUP_STEAM, false, 0 );
const char *name = event->GetName();
if ( name == NULL ) { return; }
if ( 0 == Q_strcmp( name, "entity_killed" ) )
{
#ifdef GAME_DLL
CBaseEntity *pVictim = UTIL_EntityByIndex( event->GetInt( "entindex_killed", 0 ) );
CBaseEntity *pAttacker = UTIL_EntityByIndex( event->GetInt( "entindex_attacker", 0 ) );
CBaseEntity *pInflictor = UTIL_EntityByIndex( event->GetInt( "entindex_inflictor", 0 ) );
OnKillEvent( pVictim, pAttacker, pInflictor, event );
#endif // GAME_DLL
}
else if ( 0 == Q_strcmp( name, "game_init" ) )
{
#ifdef GAME_DLL
// clear all state as though we were loading a saved game, but without loading the game
PreRestoreSavedGame();
PostRestoreSavedGame();
#endif // GAME_DLL
}
#ifdef CLIENT_DLL
else if ( 0 == Q_strcmp( name, "player_death" ) )
{
CBaseEntity *pVictim = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("userid") ) );
CBaseEntity *pAttacker = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("attacker") ) );
OnKillEvent( pVictim, pAttacker, NULL, event );
}
else if ( 0 == Q_strcmp( name, "localplayer_changeclass" ) )
{
// keep track of when the player last changed class
m_flLastClassChangeTime = gpGlobals->curtime;
}
else if ( 0 == Q_strcmp( name, "localplayer_changeteam" ) )
{
// keep track of the time of transitions to and from a game team
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
int iTeam = pLocalPlayer->GetTeamNumber();
if ( iTeam > TEAM_SPECTATOR )
{
if ( 0 == m_flTeamplayStartTime )
{
// player transitioned from no/spectator team to a game team, mark the time
m_flTeamplayStartTime = gpGlobals->curtime;
}
}
else
{
// player transitioned to no/spectator team, clear the teamplay start time
m_flTeamplayStartTime = 0;
}
}
}
else if ( 0 == Q_strcmp( name, "teamplay_round_start" ) )
{
if ( event->GetBool( "full_reset" ) )
{
// we're starting a full round, clear miniround count
m_iMiniroundsCompleted = 0;
}
}
else if ( 0 == Q_strcmp( name, "teamplay_round_win" ) )
{
if ( false == event->GetBool( "full_round", true ) )
{
// we just finished a miniround but the round is continuing, increment miniround count
m_iMiniroundsCompleted ++;
}
}
else if ( 0 == Q_strcmp( name, "player_stats_updated" ) )
{
FOR_EACH_MAP( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
pAchievement->OnPlayerStatsUpdate();
}
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: called when a player or character has been killed
//-----------------------------------------------------------------------------
void CAchievementMgr::OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
{
// can have a NULL victim on client if victim has never entered local player's PVS
if ( !pVictim )
return;
// if single-player game, calculate if the attacker is the local player and if the victim is the player enemy
bool bAttackerIsPlayer = false;
bool bVictimIsPlayerEnemy = false;
#ifdef GAME_DLL
if ( !g_pGameRules->IsMultiplayer() )
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer )
{
if ( pAttacker == pLocalPlayer )
{
bAttackerIsPlayer = true;
}
CBaseCombatCharacter *pBCC = dynamic_cast<CBaseCombatCharacter *>( pVictim );
if ( pBCC && ( D_HT == pBCC->IRelationType( pLocalPlayer ) ) )
{
bVictimIsPlayerEnemy = true;
}
}
}
#else
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
bVictimIsPlayerEnemy = !pLocalPlayer->InSameTeam( pVictim );
if ( pAttacker == pLocalPlayer )
{
bAttackerIsPlayer = true;
}
#endif // GAME_DLL
// look through all the kill event listeners and notify any achievements whose filters we pass
FOR_EACH_VEC( m_vecKillEventListeners, iAchievement )
{
CBaseAchievement *pAchievement = m_vecKillEventListeners[iAchievement];
if ( !pAchievement->IsActive() )
continue;
#ifdef CLIENT_DLL
// Swallow kill events that can't be earned right now
if ( !pAchievement->LocalPlayerCanEarn() )
continue;
#endif
// if this achievement only looks for kills where attacker is player and that is not the case here, skip this achievement
if ( ( pAchievement->GetFlags() & ACH_FILTER_ATTACKER_IS_PLAYER ) && !bAttackerIsPlayer )
continue;
// if this achievement only looks for kills where victim is killer enemy and that is not the case here, skip this achievement
if ( ( pAchievement->GetFlags() & ACH_FILTER_VICTIM_IS_PLAYER_ENEMY ) && !bVictimIsPlayerEnemy )
continue;
#if GAME_DLL
// if this achievement only looks for a particular victim class name and this victim is a different class, skip this achievement
const char *pVictimClassNameFilter = pAchievement->m_pVictimClassNameFilter;
if ( pVictimClassNameFilter && !pVictim->ClassMatches( pVictimClassNameFilter ) )
continue;
// if this achievement only looks for a particular inflictor class name and this inflictor is a different class, skip this achievement
const char *pInflictorClassNameFilter = pAchievement->m_pInflictorClassNameFilter;
if ( pInflictorClassNameFilter && ( ( NULL == pInflictor ) || !pInflictor->ClassMatches( pInflictorClassNameFilter ) ) )
continue;
// if this achievement only looks for a particular attacker class name and this attacker is a different class, skip this achievement
const char *pAttackerClassNameFilter = pAchievement->m_pAttackerClassNameFilter;
if ( pAttackerClassNameFilter && ( ( NULL == pAttacker ) || !pAttacker->ClassMatches( pAttackerClassNameFilter ) ) )
continue;
// if this achievement only looks for a particular inflictor entity name and this inflictor has a different name, skip this achievement
const char *pInflictorEntityNameFilter = pAchievement->m_pInflictorEntityNameFilter;
if ( pInflictorEntityNameFilter && ( ( NULL == pInflictor ) || !pInflictor->NameMatches( pInflictorEntityNameFilter ) ) )
continue;
#endif // GAME_DLL
// we pass all filters for this achievement, notify the achievement of the kill
pAchievement->Event_EntityKilled( pVictim, pAttacker, pInflictor, event );
}
}
void CAchievementMgr::OnAchievementEvent( int iAchievementID, int iCount )
{
// have we loaded the achievements yet?
if ( m_mapAchievement.Count() )
{
// handle event for specific achievement
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID );
Assert( pAchievement );
if ( pAchievement )
{
if ( !pAchievement->IsAchieved() )
{
pAchievement->IncrementCount( iCount );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: called when a map-fired achievement event occurs
//-----------------------------------------------------------------------------
void CAchievementMgr::OnMapEvent( const char *pchEventName )
{
Assert( pchEventName && *pchEventName );
if ( !pchEventName || !*pchEventName )
return;
// see if this event matches the prefix for an achievement component
FOR_EACH_VEC( m_vecComponentListeners, iAchievement )
{
CBaseAchievement *pAchievement = m_vecComponentListeners[iAchievement];
Assert( pAchievement->m_pszComponentPrefix );
if ( 0 == Q_strncmp( pchEventName, pAchievement->m_pszComponentPrefix, pAchievement->m_iComponentPrefixLen ) )
{
// prefix matches, tell the achievement a component was found
pAchievement->OnComponentEvent( pchEventName );
return;
}
}
// look through all the map event listeners
FOR_EACH_VEC( m_vecMapEventListeners, iAchievement )
{
CBaseAchievement *pAchievement = m_vecMapEventListeners[iAchievement];
pAchievement->OnMapEvent( pchEventName );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns an achievement as it's abstract object. This interface is used by gameui.dll for getting achievement info.
// Input : index -
// Output : IBaseAchievement*
//-----------------------------------------------------------------------------
IAchievement* CAchievementMgr::GetAchievementByIndex( int index )
{
Assert( m_vecAchievement.IsValidIndex(index) );
return (IAchievement*)m_vecAchievement[index];
}
//-----------------------------------------------------------------------------
// Purpose: Returns total achievement count. This interface is used by gameui.dll for getting achievement info.
// Input : -
// Output : Count of achievements in manager's vector.
//-----------------------------------------------------------------------------
int CAchievementMgr::GetAchievementCount()
{
return m_vecAchievement.Count();
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: called when stat download is complete
//-----------------------------------------------------------------------------
void CAchievementMgr::Steam_OnUserStatsReceived( UserStatsReceived_t *pUserStatsReceived )
{
Assert( steamapicontext->SteamUserStats() );
if ( !steamapicontext->SteamUserStats() )
return;
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "CAchievementMgr::Steam_OnUserStatsReceived: result = %i\n", pUserStatsReceived->m_eResult );
}
if ( pUserStatsReceived->m_eResult != k_EResultOK )
{
DevMsg( "CTFSteamStats: failed to download stats from Steam, EResult %d\n", pUserStatsReceived->m_eResult );
return;
}
UpdateStateFromSteam_Internal();
}
//-----------------------------------------------------------------------------
// Purpose: called when stat upload is complete
//-----------------------------------------------------------------------------
void CAchievementMgr::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
{
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "CAchievementMgr::Steam_OnUserStatsStored: result = %i\n", pUserStatsStored->m_eResult );
}
if ( k_EResultOK != pUserStatsStored->m_eResult && k_EResultInvalidParam != pUserStatsStored->m_eResult )
{
// We had some failure (like not connected or timeout) that means the stats were not stored. Redirty to try again
SetDirty( true );
}
else
{
if ( k_EResultInvalidParam == pUserStatsStored->m_eResult )
{
// for whatever reason, stats and achievements were rejected by Steam. In order to remain in
// synch, we get the current values/state from Steam.
UpdateStateFromSteam_Internal();
// In the case of k_EResultInvalidParam, some of the stats may have been stored, so we should still fall through to
// fire events related to achievements being awarded.
}
while ( m_AchievementsAwarded.Count() > 0 )
{
#ifndef GAME_DLL
// send a message to the server about our achievement
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
int nAchievementID = m_AchievementsAwarded[0];
CBaseAchievement* pAchievement = GetAchievementByID( nAchievementID );
// verify that it is still achieved (it could have been rejected by Steam)
if ( pAchievement->IsAchieved() )
{
// Get the unlocked time from Steam
uint32 unlockTime;
bool bAchieved;
bool bRet = steamapicontext->SteamUserStats()->GetAchievementAndUnlockTime( pAchievement->GetName(), &bAchieved, &unlockTime );
if ( bRet && bAchieved )
{
// set the unlock time
pAchievement->SetUnlockTime( unlockTime );
}
KeyValues *kv = new KeyValues( "AchievementEarned" );
kv->SetInt( "achievementID", nAchievementID );
engine->ServerCmdKeyValues( kv );
}
}
}
#endif
m_AchievementsAwarded.Remove( 0 );
}
CheckMetaAchievements();
}
}
#endif // !defined(NO_STEAM)
void CAchievementMgr::CheckMetaAchievements( void )
{
// Check the meta completion achievements.
// Only one iteration over the achievements set is necessary.
FOR_EACH_MAP( m_mapMetaAchievement, iAchievement )
{
CAchievement_AchievedCount* pMetaAchievement = m_mapMetaAchievement[iAchievement];
if ( !pMetaAchievement || pMetaAchievement->IsAchieved() )
continue;
int iAchieved = 0;
for ( int i=pMetaAchievement->GetLowRange(); i<=pMetaAchievement->GetHighRange(); i++ )
{
CBaseAchievement* pAchievement = GetAchievementByID( i );
if ( pAchievement && pAchievement->IsAchieved() )
{
iAchieved++;
}
}
if ( iAchieved >= pMetaAchievement->GetNumRequired() )
{
pMetaAchievement->IncrementCount();
}
}
}
void CAchievementMgr::ResetAchievement_Internal( CBaseAchievement *pAchievement )
{
Assert( pAchievement );
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->ClearAchievement( pAchievement->GetName() );
}
#endif
pAchievement->SetAchieved( false );
pAchievement->SetCount( 0 );
if ( pAchievement->HasComponents() )
{
pAchievement->SetComponentBits( 0 );
}
pAchievement->SetProgressShown( 0 );
pAchievement->StopListeningForAllEvents();
if ( pAchievement->IsActive() )
{
pAchievement->ListenForEvents();
}
}
void CAchievementMgr::SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime )
{
// Is the achievement already in the think list?
int iCount = m_vecThinkListeners.Count();
for ( int i = 0; i < iCount; i++ )
{
if ( m_vecThinkListeners[i].pAchievement == pAchievement )
{
if ( flThinkTime == THINK_CLEAR )
{
m_vecThinkListeners.Remove(i);
return;
}
m_vecThinkListeners[i].m_flThinkTime = gpGlobals->curtime + flThinkTime;
return;
}
}
if ( flThinkTime == THINK_CLEAR )
return;
// Otherwise, add it to the list
int iIdx = m_vecThinkListeners.AddToTail();
m_vecThinkListeners[iIdx].pAchievement = pAchievement;
m_vecThinkListeners[iIdx].m_flThinkTime = gpGlobals->curtime + flThinkTime;
}
void CAchievementMgr::UpdateStateFromSteam_Internal()
{
#ifndef NO_STEAM
// run through the achievements and set their achieved state according to Steam data
FOR_EACH_MAP( m_mapAchievement, i )
{
CBaseAchievement *pAchievement = m_mapAchievement[i];
bool bAchieved = false;
uint32 unlockTime;
// Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
bool bRet = steamapicontext->SteamUserStats()->GetAchievementAndUnlockTime( pAchievement->GetName(), &bAchieved, &unlockTime );
if ( bRet )
{
// set local achievement state
pAchievement->SetAchieved( bAchieved );
pAchievement->SetUnlockTime(unlockTime);
}
else
{
DevMsg( "ISteamUserStats::GetAchievement failed for %s\n", pAchievement->GetName() );
}
if ( pAchievement->StoreProgressInSteam() )
{
int iValue;
char pszProgressName[1024];
Q_snprintf( pszProgressName, 1024, "%s_STAT", pAchievement->GetStat() );
bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
if ( bRet )
{
pAchievement->SetCount( iValue );
pAchievement->EvaluateNewAchievement();
}
else
{
DevMsg( "ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n", pszProgressName );
}
}
}
// send an event to anyone else who needs Steam user stat data
IGameEvent *event = gameeventmanager->CreateEvent( "user_data_downloaded" );
if ( event )
{
#ifdef GAME_DLL
gameeventmanager->FireEvent( event );
#else
gameeventmanager->FireEventClientSide( event );
#endif
}
#endif
}
#ifdef CLIENT_DLL
void MsgFunc_AchievementEvent( bf_read &msg )
{
int iAchievementID = (int) msg.ReadShort();
int iCount = (int) msg.ReadShort();
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->OnAchievementEvent( iAchievementID, iCount );
}
#if defined(_DEBUG) || defined(STAGING_ONLY) || DEBUG_ACHIEVEMENTS_IN_RELEASE
CON_COMMAND_F( achievement_reset_all, "Clears all achievements", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->ResetAchievements();
}
CON_COMMAND_F( achievement_reset, "<internal name> Clears specified achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_reset <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
pAchievementMgr->ResetAchievement( pAchievement->GetAchievementID() );
}
CON_COMMAND_F( achievement_status, "Shows status of all achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->PrintAchievementStatus();
}
CON_COMMAND_F( achievement_unlock, "<internal name> Unlocks achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_unlock <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID() );
}
CON_COMMAND_F( achievement_unlock_all, "Unlocks all achievements", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
int iCount = pAchievementMgr->GetAchievementCount();
for ( int i = 0; i < iCount; i++ )
{
IAchievement *pAchievement = pAchievementMgr->GetAchievementByIndex( i );
if ( !pAchievement->IsAchieved() )
{
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID() );
}
}
}
CON_COMMAND_F( achievement_evaluate, "<internal name> Causes failable achievement to be evaluated", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_evaluate <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1] );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
if ( !pFailableAchievement )
{
Msg( "Achievement %s is not failable\n", args[1] );
return;
}
pFailableAchievement->OnEvaluationEvent();
}
CON_COMMAND_F( achievement_test_friend_count, "Counts the # of teammates on local player's friends list", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_test_friend_count <min # of teammates>\n" );
return;
}
int iMinFriends = atoi( args[1] );
bool bRet = CalcPlayersOnFriendsList( iMinFriends );
Msg( "You %s have at least %d friends in the game.\n", bRet ? "do" : "do not", iMinFriends );
}
CON_COMMAND_F( achievement_test_clan_count, "Determines if specified # of teammates belong to same clan w/local player", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_test_clan_count <# of clan teammates>\n" );
return;
}
int iClanPlayers = atoi( args[1] );
bool bRet = CalcHasNumClanPlayers( iClanPlayers );
Msg( "There %s %d players who you're in a Steam group with.\n", bRet ? "are" : "are not", iClanPlayers );
}
CON_COMMAND_F( achievement_mark_dirty, "Mark achievement data as dirty", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->SetDirty( true );
}
#endif // _DEBUG
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: helper function to get entity model name
//-----------------------------------------------------------------------------
const char *GetModelName( CBaseEntity *pBaseEntity )
{
CBaseAnimating *pBaseAnimating = dynamic_cast<CBaseAnimating *>( pBaseEntity );
if ( pBaseAnimating )
{
CStudioHdr *pStudioHdr = pBaseAnimating->GetModelPtr();
if ( pStudioHdr )
{
return pStudioHdr->pszName();
}
}
return "";
}