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2074 lines
63 KiB
2074 lines
63 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#ifdef _WIN32 |
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#include "winerror.h" |
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#endif |
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#include "achievementmgr.h" |
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#include "icommandline.h" |
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#include "KeyValues.h" |
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#include "filesystem.h" |
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#include "inputsystem/InputEnums.h" |
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#include "usermessages.h" |
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#include "fmtstr.h" |
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#include "tier1/utlbuffer.h" |
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#ifdef CLIENT_DLL |
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#include "achievement_notification_panel.h" |
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#include "c_playerresource.h" |
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#include "gamestats.h" |
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#ifdef TF_CLIENT_DLL |
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#include "econ_item_inventory.h" |
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#endif //TF_CLIENT_DLL |
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#else |
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#include "enginecallback.h" |
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#endif // CLIENT_DLL |
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#ifndef _X360 |
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#include "steam/isteamuserstats.h" |
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#include "steam/isteamfriends.h" |
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#include "steam/isteamutils.h" |
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#include "steam/steam_api.h" |
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#include "steam/isteamremotestorage.h" |
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#else |
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#include "xbox/xbox_win32stubs.h" |
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#endif |
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#include "tier3/tier3.h" |
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#include "vgui/ILocalize.h" |
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#ifdef _X360 |
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#include "ixboxsystem.h" |
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#endif // _X360 |
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#include "engine/imatchmaking.h" |
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#include "tier0/vprof.h" |
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL) |
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#include "tf_gamerules.h" |
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#endif |
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ConVar cc_achievement_debug( "achievement_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn on achievement debug msgs." ); |
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#ifdef CSTRIKE_DLL |
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//============================================================================= |
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// HPE_BEGIN: |
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// [Forrest] Allow achievements/stats to be turned off for a server |
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//============================================================================= |
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ConVar sv_nostats( "sv_nostats", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Disable collecting statistics and awarding achievements." ); |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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#endif // CSTRIKE_DLL |
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const char *COM_GetModDirectory(); |
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extern ConVar developer; |
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#define DEBUG_ACHIEVEMENTS_IN_RELEASE 0 |
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#ifdef SWDS |
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// Hack this for now until we get steam_api recompiling in the Steam codebase. |
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ISteamUserStats *SteamUserStats() |
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{ |
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return NULL; |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Write helper |
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//----------------------------------------------------------------------------- |
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//============================================================================= |
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// HPE_BEGIN |
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// [dwenger] Steam Cloud Support |
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//============================================================================= |
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static void WriteAchievementGlobalState( KeyValues *pKV, bool bPersistToSteamCloud = false ) |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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{ |
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#ifdef _X360 |
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if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED ) |
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return; |
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#endif |
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char szFilename[_MAX_PATH]; |
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if ( IsX360() ) |
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{ |
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Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() ); |
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} |
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else |
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{ |
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Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" ); |
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} |
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// Never call pKV->SaveToFile!!!! |
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// Save to a buffer instead. |
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); |
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pKV->RecursiveSaveToFile( buf, 0 ); |
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filesystem->WriteFile( szFilename, NULL, buf ); |
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pKV->deleteThis(); |
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//============================================================================= |
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// HPE_BEGIN |
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// [dwenger] Steam Cloud Support |
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//============================================================================= |
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if ( bPersistToSteamCloud ) |
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{ |
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#ifndef NO_STEAM |
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if ( IsX360() ) |
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{ |
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Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/%s_GameState.txt", COM_GetModDirectory() ); |
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} |
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else |
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{ |
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Q_snprintf( szFilename, sizeof( szFilename ), "GameState.txt" ); |
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} |
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ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface( |
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SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL; |
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if (pRemoteStorage) |
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{ |
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int32 availableBytes = 0; |
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int32 totalBytes = 0; |
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if ( pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) ) |
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{ |
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if ( totalBytes > 0 ) |
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{ |
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int32 filesize = (int32)filesystem->Size(szFilename); |
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if (filesize > 0) |
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{ |
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char* pData = new char[filesize]; |
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if (pData) |
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{ |
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// Read in the data from the file system GameState.txt file |
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FileHandle_t handle = filesystem->Open(szFilename, "r"); |
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if (handle) |
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{ |
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int32 nRead = filesystem->Read(pData, filesize, handle); |
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filesystem->Close(handle); |
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if (nRead == filesize) |
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{ |
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// Write out the data to steam cloud |
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pRemoteStorage->FileWrite(szFilename, pData, filesize); |
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} |
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} |
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// Delete the data array |
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delete []pData; |
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} |
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} |
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} |
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} |
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} |
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#endif |
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} |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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#ifdef _X360 |
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if ( xboxsystem ) |
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{ |
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xboxsystem->FinishContainerWrites(); |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Async save thread |
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//----------------------------------------------------------------------------- |
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class CAchievementSaveThread : public CWorkerThread |
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{ |
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public: |
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CAchievementSaveThread() : |
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m_pKV( NULL ) |
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{ |
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SetName( "AchievementSaveThread" ); |
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} |
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~CAchievementSaveThread() |
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{ |
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} |
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enum |
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{ |
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CALL_FUNC, |
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EXIT, |
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}; |
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void WriteAchievementGlobalState( KeyValues *pKV ) |
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{ |
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Assert( !m_pKV ); |
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m_pKV = pKV; |
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CallWorker( CALL_FUNC ); |
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Assert( !m_pKV ); |
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} |
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int Run() |
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{ |
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unsigned nCall; |
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while ( WaitForCall( &nCall ) ) |
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{ |
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if ( nCall == EXIT ) |
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{ |
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Reply( 1 ); |
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break; |
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} |
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KeyValues *pKV = m_pKV; |
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m_pKV = NULL; |
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Reply( 1 ); |
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::WriteAchievementGlobalState( pKV ); |
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} |
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return 0; |
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} |
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private: |
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KeyValues *m_pKV; |
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}; |
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static CAchievementSaveThread g_AchievementSaveThread; |
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//----------------------------------------------------------------------------- |
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// Purpose: constructor |
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//----------------------------------------------------------------------------- |
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//============================================================================= |
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// HPE_BEGIN |
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// [dwenger] Steam Cloud Support |
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//============================================================================= |
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CAchievementMgr::CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud ) : CAutoGameSystemPerFrame( "CAchievementMgr" ) |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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#if !defined(NO_STEAM) |
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, m_CallbackUserStatsReceived( this, &CAchievementMgr::Steam_OnUserStatsReceived ), |
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m_CallbackUserStatsStored( this, &CAchievementMgr::Steam_OnUserStatsStored ) |
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#endif |
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{ |
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SetDefLessFunc( m_mapAchievement ); |
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SetDefLessFunc( m_mapMetaAchievement ); |
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m_flLastClassChangeTime = 0; |
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m_flTeamplayStartTime = 0; |
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m_iMiniroundsCompleted = 0; |
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m_szMap[0] = 0; |
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m_bSteamDataDirty = false; |
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m_bGlobalStateDirty = false; |
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m_bGlobalStateLoaded = false; |
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m_bCheatsEverOn = false; |
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m_flTimeLastSaved = 0; |
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//============================================================================= |
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// HPE_BEGIN |
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// [dwenger] Steam Cloud Support |
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//============================================================================= |
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if ( ePersistToSteamCloud == SteamCloudPersist_Off ) |
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{ |
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m_bPersistToSteamCloud = false; |
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} |
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else |
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{ |
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m_bPersistToSteamCloud = true; |
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} |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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m_AchievementsAwarded.RemoveAll(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Initializer |
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//----------------------------------------------------------------------------- |
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bool CAchievementMgr::Init() |
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{ |
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// We can be created on either client (for multiplayer games) or server |
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// (for single player), so register ourselves with the engine so UI has a uniform place |
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// to go get the pointer to us |
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#ifdef _DEBUG |
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// There can be only one achievement manager instance; no one else should be registered |
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IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr(); |
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Assert( NULL == pAchievementMgr ); |
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#endif // _DEBUG |
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// register ourselves |
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engine->SetAchievementMgr( this ); |
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// register for events |
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#ifdef GAME_DLL |
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ListenForGameEvent( "entity_killed" ); |
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ListenForGameEvent( "game_init" ); |
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#else |
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ListenForGameEvent( "player_death" ); |
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ListenForGameEvent( "player_stats_updated" ); |
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usermessages->HookMessage( "AchievementEvent", MsgFunc_AchievementEvent ); |
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#endif // CLIENT_DLL |
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#ifdef TF_CLIENT_DLL |
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ListenForGameEvent( "localplayer_changeclass" ); |
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ListenForGameEvent( "localplayer_changeteam" ); |
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ListenForGameEvent( "teamplay_round_start" ); |
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ListenForGameEvent( "teamplay_round_win" ); |
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#endif // TF_CLIENT_DLL |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: called at init time after all systems are init'd. We have to |
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// do this in PostInit because the Steam app ID is not available earlier |
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//----------------------------------------------------------------------------- |
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void CAchievementMgr::PostInit() |
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{ |
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if ( !g_AchievementSaveThread.IsAlive() ) |
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{ |
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g_AchievementSaveThread.Start(); |
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#ifdef WIN32 |
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if ( IsX360() ) |
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{ |
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ThreadSetAffinity( (ThreadHandle_t)g_AchievementSaveThread.GetThreadHandle(), XBOX_PROCESSOR_3 ); |
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} |
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#endif // WIN32 |
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} |
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// get current game dir |
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const char *pGameDir = COM_GetModDirectory(); |
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CBaseAchievementHelper *pAchievementHelper = CBaseAchievementHelper::s_pFirst; |
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while ( pAchievementHelper ) |
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{ |
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// create and initialize all achievements and insert them in our map |
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CBaseAchievement *pAchievement = pAchievementHelper->m_pfnCreate(); |
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pAchievement->m_pAchievementMgr = this; |
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pAchievement->Init(); |
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pAchievement->CalcProgressMsgIncrement(); |
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// only add an achievement if it does not have a game filter (only compiled into the game it |
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// applies to, or truly cross-game) or, if it does have a game filter, the filter matches current game. |
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// (e.g. EP 1/2/... achievements are in shared binary but are game specific, they have a game filter for runtime check.) |
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const char *pGameDirFilter = pAchievement->m_pGameDirFilter; |
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if ( !pGameDirFilter || ( 0 == Q_strcmp( pGameDir, pGameDirFilter ) ) ) |
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{ |
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m_mapAchievement.Insert( pAchievement->GetAchievementID(), pAchievement ); |
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if ( pAchievement->IsMetaAchievement() ) |
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{ |
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m_mapMetaAchievement.Insert( pAchievement->GetAchievementID(), dynamic_cast<CAchievement_AchievedCount*>(pAchievement) ); |
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} |
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} |
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else |
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{ |
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// achievement is not for this game, don't use it |
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delete pAchievement; |
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} |
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pAchievementHelper = pAchievementHelper->m_pNext; |
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} |
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FOR_EACH_MAP( m_mapAchievement, iter ) |
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{ |
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m_vecAchievement.AddToTail( m_mapAchievement[iter] ); |
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} |
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// load global state from file |
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LoadGlobalState(); |
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// download achievements/stats from Steam/XBox Live |
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DownloadUserData(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Shuts down the achievement manager |
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//----------------------------------------------------------------------------- |
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void CAchievementMgr::Shutdown() |
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{ |
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g_AchievementSaveThread.CallWorker( CAchievementSaveThread::EXIT ); |
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SaveGlobalState( false ); // we just told the thread to shutdown so don't try an async save here |
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FOR_EACH_MAP( m_mapAchievement, iter ) |
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{ |
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delete m_mapAchievement[iter]; |
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} |
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m_mapAchievement.RemoveAll(); |
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m_mapMetaAchievement.RemoveAll(); |
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m_vecAchievement.RemoveAll(); |
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m_vecKillEventListeners.RemoveAll(); |
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m_vecMapEventListeners.RemoveAll(); |
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m_vecComponentListeners.RemoveAll(); |
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m_AchievementsAwarded.RemoveAll(); |
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m_bGlobalStateLoaded = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Cleans up all achievements and then re-initializes them |
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//----------------------------------------------------------------------------- |
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void CAchievementMgr::InitializeAchievements() |
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{ |
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Shutdown(); |
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PostInit(); |
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} |
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#ifdef CLIENT_DLL |
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extern const ConVar *sv_cheats; |
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#endif |
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#ifdef GAME_DLL |
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void CAchievementMgr::FrameUpdatePostEntityThink() |
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{ |
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Update( 0.0f ); |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Do per-frame handling |
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//----------------------------------------------------------------------------- |
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void CAchievementMgr::Update( float frametime ) |
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{ |
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#ifdef CLIENT_DLL |
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if ( !sv_cheats ) |
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{ |
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sv_cheats = cvar->FindVar( "sv_cheats" ); |
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} |
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#endif |
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#ifndef _DEBUG |
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// keep track if cheats have ever been turned on during this level |
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if ( !WereCheatsEverOn() ) |
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{ |
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if ( sv_cheats && sv_cheats->GetBool() ) |
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{ |
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m_bCheatsEverOn = true; |
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} |
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} |
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#endif |
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// Call think functions. Work backwards, because we may remove achievements from the list. |
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int iCount = m_vecThinkListeners.Count(); |
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for ( int i = iCount-1; i >= 0; i-- ) |
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{ |
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if ( m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime ) |
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{ |
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m_vecThinkListeners[i].pAchievement->Think(); |
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// The think function may have pushed out the think time. If not, remove ourselves from the list. |
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if ( m_vecThinkListeners[i].pAchievement->IsAchieved() || m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime ) |
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{ |
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m_vecThinkListeners.Remove(i); |
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} |
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} |
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} |
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if ( m_bSteamDataDirty ) |
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{ |
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UploadUserData(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: called on level init |
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//----------------------------------------------------------------------------- |
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void CAchievementMgr::LevelInitPreEntity() |
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{ |
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m_bCheatsEverOn = false; |
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// load global state if we haven't already; X360 users may not have had a storage device available or selected at boot time |
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EnsureGlobalStateLoaded(); |
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#ifdef GAME_DLL |
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// For single-player games, achievement mgr must live on the server. (Only the server has detailed knowledge of game state.) |
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Assert( !GameRules()->IsMultiplayer() ); |
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#else |
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// For multiplayer games, achievement mgr must live on the client. (Only the client can read/write player state from Steam/XBox Live.) |
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Assert( GameRules()->IsMultiplayer() ); |
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#endif |
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// clear list of achievements listening for events |
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m_vecKillEventListeners.RemoveAll(); |
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m_vecMapEventListeners.RemoveAll(); |
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m_vecComponentListeners.RemoveAll(); |
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m_AchievementsAwarded.RemoveAll(); |
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m_flLastClassChangeTime = 0; |
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m_flTeamplayStartTime = 0; |
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m_iMiniroundsCompleted = 0; |
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// client and server have map names available in different forms (full path on client, just file base name on server), |
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// cache it in base file name form here so we don't have to have different code paths each time we access it |
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#ifdef CLIENT_DLL |
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Q_FileBase( engine->GetLevelName(), m_szMap, ARRAYSIZE( m_szMap ) ); |
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#else |
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Q_strncpy( m_szMap, gpGlobals->mapname.ToCStr(), ARRAYSIZE( m_szMap ) ); |
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#endif // CLIENT_DLL |
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if ( IsX360() ) |
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{ |
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// need to remove the .360 extension on the end of the map name |
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char *pExt = Q_stristr( m_szMap, ".360" ); |
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if ( pExt ) |
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{ |
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*pExt = '\0'; |
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} |
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} |
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// look through all achievements, see which ones we want to have listen for events |
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FOR_EACH_MAP( m_mapAchievement, iAchievement ) |
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{ |
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CBaseAchievement *pAchievement = m_mapAchievement[iAchievement]; |
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|
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// if the achievement only applies to a specific map, and it's not the current map, skip it |
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const char *pMapNameFilter = pAchievement->m_pMapNameFilter; |
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if ( pMapNameFilter && ( 0 != Q_strcmp( m_szMap, pMapNameFilter ) ) ) |
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continue; |
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// if the achievement needs kill events, add it as a listener |
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if ( pAchievement->GetFlags() & ACH_LISTEN_KILL_EVENTS ) |
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{ |
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m_vecKillEventListeners.AddToTail( pAchievement ); |
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} |
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// if the achievement needs map events, add it as a listener |
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if ( pAchievement->GetFlags() & ACH_LISTEN_MAP_EVENTS ) |
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{ |
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m_vecMapEventListeners.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.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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|
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m_flLevelInitTime = gpGlobals->curtime; |
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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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// make all achievements stop listening for events |
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FOR_EACH_MAP( m_mapAchievement, iAchievement ) |
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{ |
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CBaseAchievement *pAchievement = m_mapAchievement[iAchievement]; |
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if ( !pAchievement->AlwaysListen() ) |
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{ |
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pAchievement->StopListeningForAllEvents(); |
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} |
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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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|
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UploadUserData(); |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: returns achievement for specified ID |
|
//----------------------------------------------------------------------------- |
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CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID ) |
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{ |
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int iAchievement = m_mapAchievement.Find( iAchievementID ); |
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if ( iAchievement != m_mapAchievement.InvalidIndex() ) |
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{ |
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return m_mapAchievement[iAchievement]; |
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} |
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return NULL; |
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} |
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|
|
//----------------------------------------------------------------------------- |
|
// 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 ) |
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{ |
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VPROF("GetAchievementByName"); |
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FOR_EACH_MAP_FAST( m_mapAchievement, i ) |
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{ |
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CBaseAchievement *pAchievement = m_mapAchievement[i]; |
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if ( pAchievement && 0 == ( Q_stricmp( pchName, pAchievement->GetName() ) ) ) |
|
return pAchievement; |
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} |
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return NULL; |
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} |
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|
|
//----------------------------------------------------------------------------- |
|
// 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 || !steamapicontext->SteamUtils() || (k_EUniversePublic == steamapicontext->SteamUtils()->GetConnectedUniverse()) ) |
|
{ |
|
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, steamapicontext->SteamUtils()->GetConnectedUniverse(), 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, steamapicontext->SteamUtils()->GetConnectedUniverse(), 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 ""; |
|
}
|
|
|