Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1929 lines
60 KiB

//====== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#ifdef _WIN32
#include "winerror.h"
#endif
#include "achievementmgr.h"
#include "icommandline.h"
#include "KeyValues.h"
#include "filesystem.h"
#include "inputsystem/InputEnums.h"
#include "usermessages.h"
#include "fmtstr.h"
#ifdef CLIENT_DLL
#include "achievement_notification_panel.h"
#include "c_playerresource.h"
#else
#include "enginecallback.h"
#endif // CLIENT_DLL
#ifndef _X360
#include "steam/isteamuserstats.h"
#include "steam/isteamfriends.h"
#include "steam/isteamutils.h"
#else
#include "xbox/xbox_win32stubs.h"
#endif
#include "tier3/tier3.h"
#include "vgui/ILocalize.h"
#ifdef _X360
#include "GameUI/IGameUI.h"
#include "ixboxsystem.h"
#include "ienginevgui.h"
#endif // _X360
#include "matchmaking/imatchframework.h"
#include "tier0/vprof.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar cc_achievement_debug("achievement_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn on achievement debug msgs." );
const char *COM_GetModDirectory();
#define matchmaking g_pMatchFramework->GetMatchmaking()
extern ConVar developer;
#ifdef _X360
static CDllDemandLoader g_GameUI( "gameui" ); // FIXME: This is duplicated!
#endif // _X360
#ifdef DEDICATED
// Hack this for now until we get steam_api recompiling in the Steam codebase.
ISteamUserStats *SteamUserStats()
{
return NULL;
}
#endif
#if defined( XBX_GetPrimaryUserId )
#undef XBX_GetPrimaryUserId
#endif
static int AchievementIDCompare( CBaseAchievement * const *ach1, CBaseAchievement * const *ach2 )
{
return (*ach1)->GetAchievementID() < (*ach2)->GetAchievementID();
}
static int AchievementOrderCompare( CBaseAchievement * const *ach1, CBaseAchievement * const *ach2 )
{
return (*ach1)->GetDisplayOrder() - (*ach2)->GetDisplayOrder();
}
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CAchievementMgr::CAchievementMgr() : CAutoGameSystemPerFrame( "CAchievementMgr" )
#if !defined(NO_STEAM)
, m_CallbackUserStatsReceived( this, &CAchievementMgr::Steam_OnUserStatsReceived ),
m_CallbackUserStatsStored( this, &CAchievementMgr::Steam_OnUserStatsStored )
#endif
{
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
SetDefLessFunc( m_mapAchievement[i] );
m_flLastClassChangeTime[i] = 0;
m_flTeamplayStartTime[i] = 0;
m_iMiniroundsCompleted[i] = 0;
m_bDirty[i] = false;
m_AchievementsAwarded[i].RemoveAll();
m_AchievementsAwardedDuringCurrentGame[i].RemoveAll();
m_bUserSlotActive[i] = false;
}
m_szMap[0] = 0;
m_bCheatsEverOn = false;
m_flTimeLastUpload = 0;
m_flWaitingForStoreStatsCallback = 0.0f;
m_bCallStoreStatsAfterCallback = false;
#ifdef _X360
// Mark that we're not waiting for an async call to finish
m_pendingAchievementState.Purge();
#endif // _X360
}
//-----------------------------------------------------------------------------
// Purpose: Initializer
//-----------------------------------------------------------------------------
bool CAchievementMgr::Init()
{
// We can be created on either client (for multiplayer games) or server
// (for single player), so register ourselves with the engine so UI has a uniform place
// to go get the pointer to us
#ifdef _DEBUG
// There can be only one achievement manager instance; no one else should be registered
IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
Assert( NULL == pAchievementMgr );
#endif // _DEBUG
// register ourselves
engine->SetAchievementMgr( this );
// register for events
#ifdef GAME_DLL
ListenForGameEvent( "entity_killed" );
ListenForGameEvent( "game_init" );
#else
ListenForGameEvent( "player_death" );
ListenForGameEvent( "player_stats_updated" );
ListenForGameEvent( "achievement_write_failed" );
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
usermessages->HookMessage( "AchievementEvent", MsgFunc_AchievementEvent );
}
#endif // CLIENT_DLL
g_pMatchFramework->GetEventsSubscription()->Subscribe( this );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: called at init time after all systems are init'd. We have to
// do this in PostInit because the Steam app ID is not available earlier
//-----------------------------------------------------------------------------
void CAchievementMgr::PostInit()
{
// get current game dir
const char *pGameDir = COM_GetModDirectory();
CBaseAchievementHelper *pAchievementHelper = CBaseAchievementHelper::s_pFirst;
while ( pAchievementHelper )
{
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
// create and initialize all achievements and insert them in our maps
CBaseAchievement *pAchievement = pAchievementHelper->m_pfnCreate();
pAchievement->m_pAchievementMgr = this;
pAchievement->Init();
pAchievement->CalcProgressMsgIncrement();
pAchievement->SetUserSlot( i );
// only add an achievement if it does not have a game filter (only compiled into the game it
// applies to, or truly cross-game) or, if it does have a game filter, the filter matches current game.
// (e.g. EP 1/2/... achievements are in shared binary but are game specific, they have a game filter for runtime check.)
const char *pGameDirFilter = pAchievement->m_pGameDirFilter;
if ( !pGameDirFilter || ( 0 == Q_strcmp( pGameDir, pGameDirFilter ) ) )
{
m_mapAchievement[i].Insert( pAchievement->GetAchievementID(), pAchievement );
}
else
{
// achievement is not for this game, don't use it
delete pAchievement;
}
}
pAchievementHelper = pAchievementHelper->m_pNext;
}
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
// Add each of the achievements to a CUtlVector ordered by achievement ID
FOR_EACH_MAP( m_mapAchievement[i], iter )
{
m_vecAchievement[i].AddToTail( m_mapAchievement[i][iter] );
}
m_vecAchievement[i].Sort( AchievementIDCompare );
// Create the vector of achievements in display order
m_vecAchievementInOrder[i].AddVectorToTail( m_vecAchievement[i] );
m_vecAchievementInOrder[i].Sort( AchievementOrderCompare );
// Clear the progress and achieved data for each splitscreen player
ClearAchievementData( i );
}
if ( IsPC() )
{
UserConnected( STEAM_PLAYER_SLOT );
}
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the achievement manager
//-----------------------------------------------------------------------------
void CAchievementMgr::Shutdown()
{
SaveGlobalState();
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
FOR_EACH_MAP( m_mapAchievement[i], iter )
{
delete m_mapAchievement[i][iter];
}
m_mapAchievement[i].RemoveAll();
m_vecAchievement[i].RemoveAll();
m_vecAchievementInOrder[i].RemoveAll();
m_vecKillEventListeners[i].RemoveAll();
m_vecMapEventListeners[i].RemoveAll();
m_vecComponentListeners[i].RemoveAll();
m_AchievementsAwarded[i].RemoveAll();
m_AchievementsAwardedDuringCurrentGame[i].RemoveAll();
}
g_pMatchFramework->GetEventsSubscription()->Unsubscribe( this );
}
//-----------------------------------------------------------------------------
// Purpose: Cleans up all achievements and then re-initializes them
//-----------------------------------------------------------------------------
void CAchievementMgr::InitializeAchievements( )
{
Shutdown();
PostInit();
}
#ifdef CLIENT_DLL
extern const ConVar *sv_cheats;
#endif
//-----------------------------------------------------------------------------
// Purpose: Do per-frame handling
//-----------------------------------------------------------------------------
void CAchievementMgr::Update( float frametime )
{
#ifdef CLIENT_DLL
if ( !sv_cheats )
{
sv_cheats = cvar->FindVar( "sv_cheats" );
}
#endif
#ifndef _DEBUG
// keep track if cheats have ever been turned on during this level
if ( !WereCheatsEverOn() )
{
if ( sv_cheats && sv_cheats->GetBool() )
{
m_bCheatsEverOn = true;
}
}
#endif
#ifdef _X360
bool bWarningShown = false;
for ( int i = m_pendingAchievementState.Count()-1; i >= 0; i-- ) // Iterate backwards to make deletion safe
{
// Check for a pending achievement write
uint nResultCode;
int nReturn = xboxsystem->GetOverlappedResult( m_pendingAchievementState[i].pOverlappedResult, &nResultCode, false );
if ( nReturn == ERROR_IO_PENDING || nReturn == ERROR_IO_INCOMPLETE )
continue;
// Warn if the write failed
if ( nReturn != ERROR_SUCCESS )
{
if ( bWarningShown == false )
{
// Create a game message to pop up a warning to the user
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_write_failed" );
if ( event )
{
gameeventmanager->FireEvent( event );
bWarningShown = true;
}
}
// We need to unaward the achievement in this case!
CBaseAchievement *pAchievement = GetAchievementByID( m_pendingAchievementState[i].nAchievementID, m_pendingAchievementState[i].nUserSlot );
if ( pAchievement != NULL )
{
pAchievement->SetAchieved( false );
m_bDirty[m_pendingAchievementState[i].nUserSlot] = true;
m_AchievementsAwardedDuringCurrentGame->FindAndRemove( m_pendingAchievementState[i].nAchievementID );
// FIXME: This doesn't account for incremental progress, but if *will* re-achieve these if you get them again
}
}
// We've either succeeded or failed at this point, in both cases we don't care anymore!
xboxsystem->ReleaseAsyncHandle( m_pendingAchievementState[i].pOverlappedResult );
m_pendingAchievementState.FastRemove( i );
}
const float flStoreStatsTimeout = 10.0f;
if ( m_flWaitingForStoreStatsCallback > 0.0f && gpGlobals->curtime > m_flWaitingForStoreStatsCallback + flStoreStatsTimeout )
{
m_flWaitingForStoreStatsCallback = 0.0f;
}
#endif // _X360
}
//-----------------------------------------------------------------------------
// Purpose: called on level init
//-----------------------------------------------------------------------------
void CAchievementMgr::LevelInitPreEntity()
{
m_bCheatsEverOn = false;
# ifdef GAME_DLL
// For single-player games, achievement mgr must live on the server. (Only the server has detailed knowledge of game state.)
Assert( !GameRules()->IsMultiplayer() );
# else
// For multiplayer games, achievement mgr must live on the client. (Only the client can read/write player state from Steam/XBox Live.)
Assert( GameRules()->IsMultiplayer() );
# endif
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
// clear list of achievements listening for events
m_vecKillEventListeners[i].RemoveAll();
m_vecMapEventListeners[i].RemoveAll();
m_vecComponentListeners[i].RemoveAll();
m_AchievementsAwarded[i].RemoveAll();
m_flLastClassChangeTime[i] = 0;
m_flTeamplayStartTime[i] = 0;
m_iMiniroundsCompleted[i] = 0;
}
// client and server have map names available in different forms (full path on client, just file base name on server),
// cache it in base file name form here so we don't have to have different code paths each time we access it
#ifdef CLIENT_DLL
Q_FileBase( engine->GetLevelName(), m_szMap, ARRAYSIZE( m_szMap ) );
#else
Q_strncpy( m_szMap, gpGlobals->mapname.ToCStr(), ARRAYSIZE( m_szMap ) );
#endif // CLIENT_DLL
if ( IsX360() )
{
// need to remove the .360 extension on the end of the map name
char *pExt = Q_stristr( m_szMap, ".360" );
if ( pExt )
{
*pExt = '\0';
}
}
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
// Don't bother listening if a slot is not active
if ( m_bUserSlotActive[i] )
{
// look through all achievements, see which ones we want to have listen for events
FOR_EACH_MAP( m_mapAchievement[i], iAchievement )
{
CBaseAchievement *pAchievement = m_mapAchievement[i][iAchievement];
// if the achievement only applies to a specific map, and it's not the current map, skip it
const char *pMapNameFilter = pAchievement->m_pMapNameFilter;
if ( pMapNameFilter && ( 0 != Q_strcmp( m_szMap, pMapNameFilter ) ) )
continue;
// if the achievement needs kill events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_KILL_EVENTS )
{
m_vecKillEventListeners[i].AddToTail( pAchievement );
}
// if the achievement needs map events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_MAP_EVENTS )
{
m_vecMapEventListeners[i].AddToTail( pAchievement );
}
// if the achievement needs map events, add it as a listener
if ( pAchievement->GetFlags() & ACH_LISTEN_COMPONENT_EVENTS )
{
m_vecComponentListeners[i].AddToTail( pAchievement );
}
if ( pAchievement->IsActive() )
{
pAchievement->ListenForEvents();
}
}
m_flLevelInitTime[i] = gpGlobals->curtime;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: called on level shutdown
//-----------------------------------------------------------------------------
void CAchievementMgr::LevelShutdownPreEntity()
{
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
// make all achievements stop listening for events
FOR_EACH_MAP( m_mapAchievement[i], iAchievement )
{
CBaseAchievement *pAchievement = m_mapAchievement[i][iAchievement];
pAchievement->StopListeningForAllEvents();
}
}
// save global state if we have any changes
SaveGlobalStateIfDirty();
// 12/2/2008ywb: HACK, this needs to know the nUserSlot!!!
int nUserSlot = 0;
UploadUserData( nUserSlot );
}
//-----------------------------------------------------------------------------
// Purpose: returns achievement for specified ID
//-----------------------------------------------------------------------------
CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID, int nUserSlot )
{
int iAchievement = m_mapAchievement[nUserSlot].Find( iAchievementID );
if ( iAchievement != m_mapAchievement[nUserSlot].InvalidIndex() )
{
return m_mapAchievement[nUserSlot][iAchievement];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: returns achievement with specified name. NOTE: this iterates through
// all achievements to find the name, intended for debugging purposes.
// Use GetAchievementByID for fast lookup.
//-----------------------------------------------------------------------------
CBaseAchievement *CAchievementMgr::GetAchievementByName( const char *pchName, int nUserSlot )
{
VPROF("GetAchievementByName");
FOR_EACH_MAP_FAST( m_mapAchievement[nUserSlot], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[nUserSlot][i];
if ( pAchievement && 0 == ( Q_stricmp( pchName, pAchievement->GetName() ) ) )
return pAchievement;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the achievement with the specified name has been achieved
//-----------------------------------------------------------------------------
bool CAchievementMgr::HasAchieved( const char *pchName, int nUserSlot )
{
CBaseAchievement *pAchievement = GetAchievementByName( pchName, nUserSlot );
if ( pAchievement )
return pAchievement->IsAchieved();
return false;
}
//-----------------------------------------------------------------------------
// Purpose: downloads user data from Steam or XBox Live
//-----------------------------------------------------------------------------
void CAchievementMgr::UserDisconnected( int nUserSlot )
{
m_bUserSlotActive[nUserSlot] = false;
ClearAchievementData( nUserSlot );
}
//-----------------------------------------------------------------------------
// Read our achievement data from the title data.
//-----------------------------------------------------------------------------
void CAchievementMgr::ReadAchievementsFromTitleData( int iController, int iSlot )
{
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( !pPlayer )
return;
// Set the incremental achievement progress and components
for ( int i=0; i<m_vecAchievement[iSlot].Count(); ++i )
{
CBaseAchievement *pAchievement = m_vecAchievement[iSlot][i];
if ( pAchievement )
{
pAchievement->ReadProgress( pPlayer );
}
}
/*
//DISABLED: Avatar award support
for ( int i=0; i<m_vecAward[iSlot].Count(); ++i )
{
CBaseAchievement *pAward = m_vecAward[iSlot][i];
if ( pAward )
{
pAward->ReadProgress( pPlayer );
}
}
*/
}
//-----------------------------------------------------------------------------
// Purpose: downloads user data from Steam or XBox Live
//-----------------------------------------------------------------------------
void CAchievementMgr::UserConnected( int nUserSlot )
{
#ifdef CLIENT_DLL
if ( IsPC() )
{
// ASSERT( STEAM_PLAYER_SLOT == nUserSlot )
if ( steamapicontext->SteamUserStats() )
{
// request stat download; will get called back at OnUserStatsReceived when complete
steamapicontext->SteamUserStats()->RequestCurrentStats();
}
m_bUserSlotActive[STEAM_PLAYER_SLOT] = true;
}
else if ( IsX360() )
{
#if defined( _X360 )
if ( XBX_GetUserIsGuest( nUserSlot ) )
return;
const int iController = XBX_GetUserId( nUserSlot );
if ( iController == XBX_INVALID_USER_ID )
return;
if ( XUserGetSigninState( iController ) == eXUserSigninState_NotSignedIn )
return;
m_bUserSlotActive[nUserSlot] = true;
// Download achievements from XBox Live
bool bDownloadSuccessful = true;
const int nTotalAchievements = GetAchievementCount();
uint bytes;
int ret = xboxsystem->EnumerateAchievements( iController, 0, 0, nTotalAchievements, &bytes, 0, false );
if ( ret != ERROR_SUCCESS )
{
Warning( "Enumerate Achievements failed! Error %d", ret );
bDownloadSuccessful = false;
}
// Enumerate the achievements from Live
void *pBuffer = new byte[bytes];
if ( bDownloadSuccessful )
{
ret = xboxsystem->EnumerateAchievements( iController, 0, 0, nTotalAchievements, pBuffer, bytes, false );
if ( ret != nTotalAchievements )
{
Warning( "Enumerate Achievements failed! Error %d", ret );
bDownloadSuccessful = false;
}
}
if ( bDownloadSuccessful )
{
// Give live a chance to mark achievements as unlocked, in case the achievement manager
// wasn't able to get that data (storage device missing, read failure, etc)
XACHIEVEMENT_DETAILS *pXboxAchievements = (XACHIEVEMENT_DETAILS*)pBuffer;
for ( int i = 0; i < nTotalAchievements; ++i )
{
CBaseAchievement *pAchievement = GetAchievementByID( pXboxAchievements[i].dwId, nUserSlot );
if ( !pAchievement )
continue;
// Give Live a chance to claim the achievement as unlocked
if ( AchievementEarned( pXboxAchievements[i].dwFlags ) )
{
pAchievement->SetAchieved( true );
}
}
}
delete pBuffer;
#endif // X360
}
#endif // CLIENT_DLL
}
const char *COM_GetModDirectory()
{
static char modDir[MAX_PATH];
if ( Q_strlen( modDir ) == 0 )
{
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
Q_strncpy( modDir, gamedir, sizeof(modDir) );
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
{
Q_StripLastDir( modDir, sizeof(modDir) );
int dirlen = Q_strlen( modDir );
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
}
}
return modDir;
}
//-----------------------------------------------------------------------------
// Purpose: Uploads user data to Steam or XBox Live
//-----------------------------------------------------------------------------
void CAchievementMgr::UploadUserData( int nUserSlot )
{
#ifdef CLIENT_DLL
if ( IsPC() && ( nUserSlot == STEAM_PLAYER_SLOT ) )
{
if ( steamapicontext->SteamUserStats() )
{
if ( m_flWaitingForStoreStatsCallback > 0.0f )
{
m_bCallStoreStatsAfterCallback = true;
return;
}
// Upload current Steam client achievements & stats state to Steam. Will get called back at OnUserStatsStored when complete.
// Only values previously set via SteamUserStats() get uploaded
if ( steamapicontext->SteamUserStats()->StoreStats() )
{
m_flWaitingForStoreStatsCallback = gpGlobals->curtime;
}
m_flTimeLastUpload = Plat_FloatTime();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalState( )
{
if ( IsPC() )
{
VPROF_BUDGET( "CAchievementMgr::SaveGlobalState", "Achievements" );
// FIXMEL4DTOMAINMERGE
// Requires IMatchmaking!!!
#if 0
TitleData2 achievementTitleData;
// Clear the data structure out
memset( &achievementTitleData.sizeofachievements, 0, sizeof ( achievementTitleData.sizeofachievements ) );
for ( int i = 0; i < m_vecAchievement[STEAM_PLAYER_SLOT].Count(); ++i )
{
CBaseAchievement *pAchievement = m_vecAchievement[STEAM_PLAYER_SLOT][i];
achievementTitleData.achievements.uAchievementCount[i] = (uint32)pAchievement->GetCount();
if ( pAchievement->HasComponents() )
{
achievementTitleData.achievements.uAchievementComponentBits[i] = pAchievement->GetComponentBits();
}
}
matchmaking->UpdatePlayerData2( 0, achievementTitleData, TitleData2::CONTENTTYPE_ACHIEVEMENTS );
#endif
m_bDirty[0] = false;
}
else if ( IsX360() )
{
#ifdef _X360
# if 1
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
# else
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
{
if ( IsUserConnected( j ) )
{
TitleData2 achievementTitleData;
// Clear the data structure out
memset( &achievementTitleData.sizeofachievements, 0, sizeof ( achievementTitleData.sizeofachievements ) );
for ( int i = 0; i < m_vecAchievement[j].Count(); ++i )
{
CBaseAchievement *pAchievement = m_vecAchievement[j][i];
achievementTitleData.achievements.uAchievementCount[i] = (uint32)pAchievement->GetCount();
if ( pAchievement->HasComponents() )
{
achievementTitleData.achievements.uAchievementComponentBits[i] = pAchievement->GetComponentBits();
}
}
matchmaking->UpdatePlayerData2( XBX_GetUserId( j ), achievementTitleData, TitleData2::CONTENTTYPE_ACHIEVEMENTS );
}
}
# endif
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file if there have been any changes
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalStateIfDirty( )
{
if ( m_bDirty )
{
SaveGlobalState( );
}
}
//-----------------------------------------------------------------------------
// Purpose: awards specified achievement
//-----------------------------------------------------------------------------
void CAchievementMgr::AwardAchievement( int iAchievementID, int nUserSlot )
{
#ifdef CLIENT_DLL
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
Assert( pAchievement );
if ( !pAchievement )
return;
if ( !CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement unlock for %s\n", pAchievement->GetName() );
return;
}
if ( pAchievement->IsAchieved() )
{
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement award called but already achieved: %s\n", pAchievement->GetName() );
}
return;
}
pAchievement->SetAchieved( true );
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement awarded: %s\n", pAchievement->GetName() );
}
// save state at next good opportunity. (Don't do it immediately, may hitch at bad time.)
m_bDirty[nUserSlot] = true;
if ( IsPC() )
{
if ( steamapicontext->SteamUserStats() )
{
VPROF_BUDGET( "AwardAchievement", VPROF_BUDGETGROUP_STEAM );
// set this achieved in the Steam client
bool bRet = steamapicontext->SteamUserStats()->SetAchievement( pAchievement->GetName() );
// Assert( bRet );
if ( bRet )
{
// upload achievement to steam
UploadUserData( nUserSlot );
m_AchievementsAwarded[nUserSlot].AddToTail( iAchievementID );
}
}
}
else if ( IsX360() )
{
#ifdef _X360
if ( xboxsystem )
{
PendingAchievementInfo_t pendingAchievementState = { iAchievementID, nUserSlot, NULL };
xboxsystem->AwardAchievement( XBX_GetUserId( nUserSlot ), iAchievementID, &pendingAchievementState.pOverlappedResult );
// Save off the results for checking later
m_pendingAchievementState.AddToTail( pendingAchievementState );
}
#endif
}
SaveGlobalStateIfDirty();
// Add this one to the list of achievements earned during current session
m_AchievementsAwardedDuringCurrentGame[nUserSlot].AddToTail( iAchievementID );
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: updates specified achievement
//-----------------------------------------------------------------------------
void CAchievementMgr::UpdateAchievement( int iAchievementID, int nData, int nUserSlot )
{
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
Assert( pAchievement );
if ( !pAchievement )
return;
if ( !CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement update for %s\n", pAchievement->GetName() );
return;
}
if ( pAchievement->IsAchieved() )
{
if ( cc_achievement_debug.GetInt() > 0 )
{
Msg( "Achievement update called but already achieved: %s\n", pAchievement->GetName() );
}
return;
}
pAchievement->UpdateAchievement( nData );
}
//-----------------------------------------------------------------------------
// Purpose: clears state for all achievements
//-----------------------------------------------------------------------------
void CAchievementMgr::PreRestoreSavedGame()
{
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
{
FOR_EACH_MAP( m_mapAchievement[j], i )
{
m_mapAchievement[j][i]->PreRestoreSavedGame();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: clears state for all achievements
//-----------------------------------------------------------------------------
void CAchievementMgr::PostRestoreSavedGame()
{
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
{
FOR_EACH_MAP( m_mapAchievement[j], i )
{
m_mapAchievement[j][i]->PostRestoreSavedGame();
}
}
}
extern bool IsInCommentaryMode( void );
ConVar cc_achievement_disable("achievement_disable", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Turn off achievements." );
//-----------------------------------------------------------------------------
// Purpose: checks if achievements are enabled
//-----------------------------------------------------------------------------
bool CAchievementMgr::CheckAchievementsEnabled( )
{
// if PC, Steam must be running and user logged in
if ( cc_achievement_disable.GetBool() )
return false;
if ( IsPC() && !LoggedIntoSteam() )
{
Msg( "Achievements disabled: Steam not running.\n" );
return false;
}
//No achievements in demo version.
#ifdef _DEMO
return false;
#endif
#if defined( _X360 )
# if 1
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
Msg( "Achievements disabled: 360 broken for now.\n" );
return false;
# else
uint state = XUserGetSigninState( XBX_GetActiveUserId() );
if ( state == eXUserSigninState_NotSignedIn )
{
Msg( "Achievements disabled: not signed in to XBox user account.\n" );
return false;
}
# endif
#endif
// can't be in commentary mode, user is invincible
if ( IsInCommentaryMode() )
{
Msg( "Achievements disabled: in commentary mode.\n" );
return false;
}
#ifdef CLIENT_DLL
// achievements disabled if playing demo (Playback demo)
if ( engine->IsPlayingDemo() )
{
Msg( "Achievements disabled: demo playing.\n" );
return false;
}
#endif // CLIENT_DLL
if ( IsPC() )
{
// Don't award achievements if cheats are turned on.
if ( WereCheatsEverOn() )
{
// Cheats get turned on automatically if you run with -dev which many people do internally, so allow cheats if developer is turned on and we're not running
// on Steam public
#ifdef CLIENT_DLL
if ( ( developer.GetInt() == 0 ) || !steamapicontext->SteamUtils() || ( k_EUniversePublic == steamapicontext->SteamUtils()->GetConnectedUniverse() ) )
#else
if ( developer.GetInt() == 0 )
#endif
{
Msg( "Achievements disabled: cheats turned on in this app session.\n" );
return false;
}
}
}
#ifdef INFESTED_DLL
#ifndef _DEBUG
// no achievements in singleplayer
if ( gpGlobals->maxClients <= 1 )
{
DevMsg( "Achievements disabled in singleplayer.\n" );
return false;
}
#endif
#endif
return true;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Returns the whether all of the local player's team mates are
// on her friends list, and if there are at least the specified # of
// teammates. Involves cross-process calls to Steam so this is mildly
// expensive, don't call this every frame.
//-----------------------------------------------------------------------------
bool CalcPlayersOnFriendsList( int iMinFriends )
{
// Got message during connection
if ( !g_PR )
return false;
Assert( g_pGameRules->IsMultiplayer() );
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
// Subtract 1 for the local player.
if ( CalcPlayerCount()-1 < iMinFriends )
return false;
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
uint64 XPlayerUid = 0;
if ( IsPC() )
{
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
return false;
}
else if ( IsX360() )
{
if ( !g_pMatchFramework )
return false;
XPlayerUid = XBX_GetActiveUserId();
}
else
{
// other platforms...?
return false;
}
// Loop through the players
int iTotalFriends = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
if ( IsPC() )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( iPlayerIndex, &pi ) )
continue;
if ( !pi.friendsID )
continue;
// check and see if they're on the local player's friends list
CSteamID steamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
if ( !steamapicontext->SteamFriends()->HasFriend( steamID, /*k_EFriendFlagImmediate*/ 0x04 ) )
continue;
}
else if ( IsX360() )
{
#ifdef _X360
# if 1
# pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabling XBox achievement code for now. Easier than real fixes so we can get 360 compiling" )
# else
// check and see if they're on the local player's friends list
BOOL bFriend = FALSE;
XUserAreUsersFriends( XPlayerUid, &pi.xuid, 1, &bFriend, NULL );
if ( !bFriend )
continue;
iTotalFriends++;
# endif
#endif
}
}
}
return (iTotalFriends >= iMinFriends);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether there are a specified # of teammates who all belong
// to same clan as local player. Involves cross-process calls to Steam
// so this is mildly expensive, don't call this every frame.
//-----------------------------------------------------------------------------
bool CalcHasNumClanPlayers( int iClanTeammates )
{
Assert( g_pGameRules->IsMultiplayer() );
if ( IsPC() )
{
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
// Subtract 1 for the local player.
if ( CalcPlayerCount()-1 < iClanTeammates )
return false;
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
return false;
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
for ( int iClan = 0; iClan < steamapicontext->SteamFriends()->GetClanCount(); iClan++ )
{
int iClanMembersOnTeam = 0;
CSteamID clanID = steamapicontext->SteamFriends()->GetClanByIndex( iClan );
// enumerate all players
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
player_info_t pi;
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) && ( pi.friendsID ) )
{
// check and see if they're on the local player's friends list
CSteamID steamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
if ( steamapicontext->SteamFriends()->IsUserInSource( steamID, clanID ) )
{
iClanMembersOnTeam++;
if ( iClanMembersOnTeam == iClanTeammates )
return true;
}
}
}
}
}
return false;
}
else if ( IsX360() )
{
// TODO: implement for 360
return false;
}
else
{
// other platforms...?
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the # of teammates of the local player
//-----------------------------------------------------------------------------
int CalcTeammateCount()
{
Assert( g_pGameRules->IsMultiplayer() );
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
int iLocalPlayerTeam = g_PR->GetTeam( iLocalPlayerIndex );
int iNumTeammates = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) && ( g_PR->GetTeam( iPlayerIndex ) == iLocalPlayerTeam ) )
{
iNumTeammates++;
}
}
return iNumTeammates;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the # of teammates of the local player
//-----------------------------------------------------------------------------
int CalcPlayerCount()
{
int iCount = 0;
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
if( g_PR->IsConnected( iPlayerIndex ) )
{
iCount++;
}
}
return iCount;
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::ResetAchievements()
{
#ifdef CLIENT_DLL
if ( !IsPC() )
{
DevMsg( "Only available on PC\n" );
return;
}
if ( !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
return;
}
FOR_EACH_MAP( m_mapAchievement[STEAM_PLAYER_SLOT], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][i];
ResetAchievement_Internal( pAchievement );
}
UploadUserData( STEAM_PLAYER_SLOT );
SaveGlobalState();
#endif // CLIENT_DLL
}
void CAchievementMgr::ResetAchievement( int iAchievementID )
{
#ifdef CLIENT_DLL
if ( !IsPC() )
{
DevMsg( "Only available on PC\n" );
return;
}
if ( !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot reset achievements.\n" );
return;
}
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, STEAM_PLAYER_SLOT );
Assert( pAchievement );
if ( pAchievement )
{
ResetAchievement_Internal( pAchievement );
UploadUserData( STEAM_PLAYER_SLOT );
SaveGlobalState();
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::PrintAchievementStatus()
{
if ( IsPC() && !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot view or unlock achievements.\n" );
return;
}
Msg( "%42s %-20s %s\n", "Name:", "Status:", "Point value:" );
int iTotalAchievements = 0, iTotalPoints = 0;
FOR_EACH_MAP( m_mapAchievement[STEAM_PLAYER_SLOT], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][i];
Msg( "%42s ", pAchievement->GetName() );
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
if ( pAchievement->IsAchieved() )
{
Msg( "%-20s", "ACHIEVED" );
}
else if ( pFailableAchievement && pFailableAchievement->IsFailed() )
{
Msg( "%-20s", "FAILED" );
}
else
{
char szBuf[255];
Q_snprintf( szBuf, ARRAYSIZE( szBuf ), "(%d/%d)%s", pAchievement->GetCount(), pAchievement->GetGoal(),
pAchievement->IsActive() ? "" : " (inactive)" );
Msg( "%-20s", szBuf );
}
Msg( " %d ", pAchievement->GetPointValue() );
pAchievement->PrintAdditionalStatus();
Msg( "\n" );
iTotalAchievements++;
iTotalPoints += pAchievement->GetPointValue();
}
Msg( "Total achievements: %d Total possible points: %d\n", iTotalAchievements, iTotalPoints );
}
//-----------------------------------------------------------------------------
// Purpose: called when a game event is fired
//-----------------------------------------------------------------------------
void CAchievementMgr::FireGameEvent( IGameEvent *event )
{
#ifdef CLIENT_DLL
int nSplitScreenPlayer = event->GetInt( "splitscreenplayer" );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSplitScreenPlayer );
#endif
VPROF_( "CAchievementMgr::FireGameEvent", 1, VPROF_BUDGETGROUP_STEAM, false, 0 );
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "entity_killed" ) )
{
#ifdef GAME_DLL
CBaseEntity *pVictim = UTIL_EntityByIndex( event->GetInt( "entindex_killed", 0 ) );
CBaseEntity *pAttacker = UTIL_EntityByIndex( event->GetInt( "entindex_attacker", 0 ) );
CBaseEntity *pInflictor = UTIL_EntityByIndex( event->GetInt( "entindex_inflictor", 0 ) );
OnKillEvent( pVictim, pAttacker, pInflictor, event );
#endif // GAME_DLL
}
else if ( 0 == Q_strcmp( name, "game_init" ) )
{
#ifdef GAME_DLL
// clear all state as though we were loading a saved game, but without loading the game
PreRestoreSavedGame();
PostRestoreSavedGame();
#endif // GAME_DLL
}
#ifdef CLIENT_DLL
else if ( 0 == Q_strcmp( name, "player_death" ) )
{
CBaseEntity *pVictim = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("userid") ) );
CBaseEntity *pAttacker = ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt("attacker") ) );
OnKillEvent( pVictim, pAttacker, NULL, event );
}
else if ( 0 == Q_strcmp( name, "localplayer_changeclass" ) )
{
// keep track of when the player last changed class
m_flLastClassChangeTime[nSplitScreenPlayer] = gpGlobals->curtime;
}
else if ( 0 == Q_strcmp( name, "localplayer_changeteam" ) )
{
// keep track of the time of transitions to and from a game team
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
int iTeam = pLocalPlayer->GetTeamNumber();
if ( iTeam > TEAM_SPECTATOR )
{
if ( 0 == m_flTeamplayStartTime[nSplitScreenPlayer] )
{
// player transitioned from no/spectator team to a game team, mark the time
m_flTeamplayStartTime[nSplitScreenPlayer] = gpGlobals->curtime;
}
}
else
{
// player transitioned to no/spectator team, clear the teamplay start time
m_flTeamplayStartTime[nSplitScreenPlayer] = 0;
}
}
}
else if ( 0 == Q_strcmp( name, "teamplay_round_start" ) )
{
if ( event->GetBool( "full_reset" ) )
{
// we're starting a full round, clear miniround count
m_iMiniroundsCompleted[nSplitScreenPlayer] = 0;
}
}
else if ( 0 == Q_strcmp( name, "teamplay_round_win" ) )
{
if ( false == event->GetBool( "full_round", true ) )
{
// we just finished a miniround but the round is continuing, increment miniround count
m_iMiniroundsCompleted[nSplitScreenPlayer]++;
}
}
else if ( 0 == Q_strcmp( name, "player_stats_updated" ) )
{
FOR_EACH_MAP( m_mapAchievement[nSplitScreenPlayer], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[nSplitScreenPlayer][i];
pAchievement->OnPlayerStatsUpdate();
}
}
else if ( 0 == Q_strcmp( name, "achievement_write_failed" ) )
{
#ifdef _X360
// We didn't succeed and we're not waiting, so we failed
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues(
"OnProfileUnavailable", "iController", XBX_GetUserId( nSplitScreenPlayer ) ) );
#endif
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: called when a player or character has been killed
//-----------------------------------------------------------------------------
void CAchievementMgr::OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
{
#ifdef CLIENT_DLL
int nSplitScreenPlayer = SINGLE_PLAYER_SLOT;
nSplitScreenPlayer = event->GetInt( "splitscreenplayer" );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSplitScreenPlayer );
#endif
// can have a NULL victim on client if victim has never entered local player's PVS
if ( !pVictim )
return;
// if single-player game, calculate if the attacker is the local player and if the victim is the player enemy
bool bAttackerIsPlayer = false;
bool bVictimIsPlayerEnemy = false;
#ifdef GAME_DLL
if ( !g_pGameRules->IsMultiplayer() )
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer )
{
if ( pAttacker == pLocalPlayer )
{
bAttackerIsPlayer = true;
}
CBaseCombatCharacter *pBCC = dynamic_cast<CBaseCombatCharacter *>( pVictim );
if ( pBCC && ( D_HT == pBCC->IRelationType( pLocalPlayer ) ) )
{
bVictimIsPlayerEnemy = true;
}
}
}
#else
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
bVictimIsPlayerEnemy = !pLocalPlayer->InSameTeam( pVictim );
if ( pAttacker == pLocalPlayer )
{
bAttackerIsPlayer = true;
}
#endif // GAME_DLL
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++j )
{
// look through all the kill event listeners and notify any achievements whose filters we pass
FOR_EACH_VEC( m_vecKillEventListeners[j], iAchievement )
{
CBaseAchievement *pAchievement = m_vecKillEventListeners[j][iAchievement];
if ( !pAchievement->IsActive() )
continue;
// if this achievement only looks for kills where attacker is player and that is not the case here, skip this achievement
if ( ( pAchievement->GetFlags() & ACH_FILTER_ATTACKER_IS_PLAYER ) && !bAttackerIsPlayer )
continue;
// if this achievement only looks for kills where victim is killer enemy and that is not the case here, skip this achievement
if ( ( pAchievement->GetFlags() & ACH_FILTER_VICTIM_IS_PLAYER_ENEMY ) && !bVictimIsPlayerEnemy )
continue;
#if GAME_DLL
// if this achievement only looks for a particular victim class name and this victim is a different class, skip this achievement
const char *pVictimClassNameFilter = pAchievement->m_pVictimClassNameFilter;
if ( pVictimClassNameFilter && !pVictim->ClassMatches( pVictimClassNameFilter ) )
continue;
// if this achievement only looks for a particular inflictor class name and this inflictor is a different class, skip this achievement
const char *pInflictorClassNameFilter = pAchievement->m_pInflictorClassNameFilter;
if ( pInflictorClassNameFilter && ( ( NULL == pInflictor ) || !pInflictor->ClassMatches( pInflictorClassNameFilter ) ) )
continue;
// if this achievement only looks for a particular attacker class name and this attacker is a different class, skip this achievement
const char *pAttackerClassNameFilter = pAchievement->m_pAttackerClassNameFilter;
if ( pAttackerClassNameFilter && ( ( NULL == pAttacker ) || !pAttacker->ClassMatches( pAttackerClassNameFilter ) ) )
continue;
// if this achievement only looks for a particular inflictor entity name and this inflictor has a different name, skip this achievement
const char *pInflictorEntityNameFilter = pAchievement->m_pInflictorEntityNameFilter;
if ( pInflictorEntityNameFilter && ( ( NULL == pInflictor ) || !pInflictor->NameMatches( pInflictorEntityNameFilter ) ) )
continue;
#endif // GAME_DLL
// we pass all filters for this achievement, notify the achievement of the kill
pAchievement->Event_EntityKilled( pVictim, pAttacker, pInflictor, event );
}
}
}
void CAchievementMgr::OnAchievementEvent( int iAchievementID, int nUserSlot )
{
// handle event for specific achievement
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
Assert( pAchievement );
if ( pAchievement )
{
if ( !pAchievement->IsAchieved() )
{
pAchievement->IncrementCount();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: called when a map-fired achievement event occurs
//-----------------------------------------------------------------------------
void CAchievementMgr::OnMapEvent( const char *pchEventName, int nUserSlot )
{
Assert( pchEventName && *pchEventName );
if ( !pchEventName || !*pchEventName )
return;
// see if this event matches the prefix for an achievement component
FOR_EACH_VEC( m_vecComponentListeners[nUserSlot], iAchievement )
{
CBaseAchievement *pAchievement = m_vecComponentListeners[nUserSlot][iAchievement];
Assert( pAchievement->m_pszComponentPrefix );
if ( 0 == Q_strncmp( pchEventName, pAchievement->m_pszComponentPrefix, pAchievement->m_iComponentPrefixLen ) )
{
// prefix matches, tell the achievement a component was found
pAchievement->OnComponentEvent( pchEventName );
return;
}
}
// look through all the map event listeners
FOR_EACH_VEC( m_vecMapEventListeners[nUserSlot], iAchievement )
{
CBaseAchievement *pAchievement = m_vecMapEventListeners[nUserSlot][iAchievement];
pAchievement->OnMapEvent( pchEventName );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns an achievement as it's abstract object. This interface is used by gameui.dll for getting achievement info.
// Input : index -
// Output : IBaseAchievement*
//-----------------------------------------------------------------------------
IAchievement* CAchievementMgr::GetAchievementByIndex( int index, int nUserSlot )
{
Assert( m_vecAchievement[nUserSlot].IsValidIndex(index) );
return (IAchievement*)m_vecAchievement[nUserSlot][index];
}
//-----------------------------------------------------------------------------
// Purpose: Returns an achievement as it's abstract object. This interface is used by gameui.dll for getting achievement info.
// Input : orderIndex -
// Output : IBaseAchievement*
//-----------------------------------------------------------------------------
IAchievement* CAchievementMgr::GetAchievementByDisplayOrder( int orderIndex, int nUserSlot )
{
Assert( m_vecAchievementInOrder[nUserSlot].IsValidIndex(orderIndex) );
return (IAchievement*)m_vecAchievementInOrder[nUserSlot][orderIndex];
}
//-----------------------------------------------------------------------------
// Purpose: Returns total achievement count. This interface is used by gameui.dll for getting achievement info.
// Input : -
// Output : Count of achievements in manager's vector.
//-----------------------------------------------------------------------------
int CAchievementMgr::GetAchievementCount()
{
return m_vecAchievement[SINGLE_PLAYER_SLOT].Count();
}
//-----------------------------------------------------------------------------
// Purpose: Handles events from the matchmaking framework.
//-----------------------------------------------------------------------------
void CAchievementMgr::OnEvent( KeyValues *pEvent )
{
char const *szEvent = pEvent->GetName();
if ( FStrEq( szEvent, "OnProfileDataLoaded" ) )
{
// This event is sent when the title data blocks have been loaded.
int iController = pEvent->GetInt( "iController" );
#ifdef _X360
int nSlot = XBX_GetSlotByUserId( iController );
#else
int nSlot = STEAM_PLAYER_SLOT;
#endif
ReadAchievementsFromTitleData( iController, nSlot );
}
#ifdef _X360
else if ( FStrEq( szEvent, "OnProfilesChanged" ) )
{
// This is essentially a RESET
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
UserDisconnected( i );
}
// Mark the valid users as connected and try to download achievement data from LIVE
for ( unsigned int i = 0; i < XBX_GetNumGameUsers(); ++i )
{
UserConnected( i );
}
}
#endif
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: called when stat download is complete
//-----------------------------------------------------------------------------
void CAchievementMgr::Steam_OnUserStatsReceived( UserStatsReceived_t *pUserStatsReceived )
{
#ifdef CLIENT_DLL
Assert( steamapicontext->SteamUserStats() );
if ( !steamapicontext->SteamUserStats() )
return;
if ( pUserStatsReceived->m_eResult != k_EResultOK )
{
// DevMsg( "CAchievementMgr: failed to download stats from Steam, EResult %d\n", pUserStatsReceived->m_eResult );
return;
}
// run through the achievements and set their achieved state according to Steam data
for ( int i = 0; i < m_vecAchievement[STEAM_PLAYER_SLOT].Count(); ++i )
{
CBaseAchievement *pAchievement = m_vecAchievement[STEAM_PLAYER_SLOT][i];
#ifndef INFESTED_DLL
char szFieldName[64];
#endif
int nCount = 0;
int nComponentBits = 0;
bool bAchieved = false;
bool bRet1 = steamapicontext->SteamUserStats()->GetAchievement( pAchievement->GetName(), &bAchieved );
#ifdef INFESTED_DLL
if ( bRet1 )
#else
// TODO: these look hardcoded for L4D2 - remove?
Q_snprintf( szFieldName, sizeof( szFieldName ), "TD2.Achievements.Count.%02d", i );
bool bRet2 = steamapicontext->SteamUserStats()->GetStat( szFieldName, &nCount );
Q_snprintf( szFieldName, sizeof( szFieldName ), "TD2.Achievements.Comp.%02d", i );
bool bRet3 = steamapicontext->SteamUserStats()->GetStat( szFieldName, &nComponentBits );
if ( bRet1 && bRet2 && bRet3 )
#endif
{
// set local achievement state
pAchievement->SetAchieved( bAchieved );
pAchievement->SetCount( nCount );
if ( pAchievement->HasComponents() )
{
pAchievement->SetComponentBits( nComponentBits );
}
}
else
{
DevMsg( "ISteamUserStats::GetAchievement failed for %s\n", pAchievement->GetName() );
}
pAchievement->EvaluateIsAlreadyAchieved();
if ( pAchievement->StoreProgressInSteam() )
{
int iValue;
char pszProgressName[1024];
Q_snprintf( pszProgressName, 1024, "%s_STAT", pAchievement->GetName() );
bool bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
if ( bRet )
{
pAchievement->SetCount( iValue );
}
else
{
DevMsg( "ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n", pszProgressName );
}
if ( pAchievement->HasComponents() )
{
Q_snprintf( pszProgressName, 1024, "%s_COMP", pAchievement->GetName() );
bool bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
if ( bRet )
{
pAchievement->SetComponentBits( iValue );
}
else
{
DevMsg( "ISteamUserStats::GetStat failed to get component value from Steam for achievement %s\n", pszProgressName );
}
}
}
}
// send an event to anyone else who needs Steam user stat data
IGameEvent *event = gameeventmanager->CreateEvent( "user_data_downloaded" );
if ( event )
{
#ifdef GAME_DLL
gameeventmanager->FireEvent( event );
#else
gameeventmanager->FireEventClientSide( event );
#endif
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: called when stat upload is complete
//-----------------------------------------------------------------------------
void CAchievementMgr::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
{
if ( k_EResultOK != pUserStatsStored->m_eResult )
{
DevMsg( "CAchievementMgr: failed to upload stats to Steam, EResult %d\n", pUserStatsStored->m_eResult );
}
else
{
if ( m_AchievementsAwarded[STEAM_PLAYER_SLOT].Count() > 0 )
{
#ifndef GAME_DLL
// send a message to the server about our achievement
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( FirstValidSplitScreenSlot() );
if ( pLocalPlayer )
{
char cmd[256];
int iPlayerID = pLocalPlayer->GetUserID();
unsigned short mask = UTIL_GetAchievementEventMask();
Q_snprintf( cmd, sizeof( cmd ), "achievement_earned %d %d", m_AchievementsAwarded[STEAM_PLAYER_SLOT][0] ^ mask, ( iPlayerID ^ m_AchievementsAwarded[STEAM_PLAYER_SLOT][0] ) ^ mask );
engine->ClientCmd_Unrestricted( cmd );
}
}
#endif
m_AchievementsAwarded[STEAM_PLAYER_SLOT].Remove( 0 );
}
// for each achievement that has not been achieved
FOR_EACH_MAP( m_mapAchievement[STEAM_PLAYER_SLOT], iAchievement )
{
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][iAchievement];
if ( !pAchievement->IsAchieved() )
{
pAchievement->OnSteamUserStatsStored();
}
}
}
m_flWaitingForStoreStatsCallback = 0.0f;
if ( m_bCallStoreStatsAfterCallback ) // while waiting for this callback, we tried to store stats again. Re-send the request now.
{
m_bCallStoreStatsAfterCallback = false;
UploadUserData( STEAM_PLAYER_SLOT );
}
}
#endif // !defined(NO_STEAM)
void CAchievementMgr::ResetAchievement_Internal( CBaseAchievement *pAchievement )
{
#ifdef CLIENT_DLL
Assert( pAchievement );
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->ClearAchievement( pAchievement->GetName() );
}
pAchievement->SetAchieved( false );
pAchievement->SetCount( 0 );
if ( pAchievement->HasComponents() )
{
pAchievement->SetComponentBits( 0 );
}
pAchievement->SetProgressShown( 0 );
pAchievement->StopListeningForAllEvents();
if ( pAchievement->IsActive() )
{
pAchievement->ListenForEvents();
}
#endif // CLIENT_DLL
}
#ifdef CLIENT_DLL
void MsgFunc_AchievementEvent( bf_read &msg )
{
int iAchievementID = (int) msg.ReadShort();
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->OnAchievementEvent( iAchievementID, STEAM_PLAYER_SLOT );
}
#ifdef _DEBUG
CON_COMMAND_F( achievement_reset_all, "Clears all achievements", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->ResetAchievements();
}
CON_COMMAND_F( achievement_reset, "<internal name> Clears specified achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_reset <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1], STEAM_PLAYER_SLOT );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
pAchievementMgr->ResetAchievement( pAchievement->GetAchievementID() );
}
CON_COMMAND_F( achievement_status, "Shows status of all achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->PrintAchievementStatus();
}
CON_COMMAND_F( achievement_unlock, "<internal name> Unlocks achievement", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_unlock <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1], STEAM_PLAYER_SLOT );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID(), STEAM_PLAYER_SLOT );
}
CON_COMMAND_F( achievement_unlock_all, "Unlocks all achievements", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
int iCount = pAchievementMgr->GetAchievementCount();
for ( int i = 0; i < iCount; i++ )
{
IAchievement *pAchievement = pAchievementMgr->GetAchievementByIndex( i, STEAM_PLAYER_SLOT );
if ( !pAchievement->IsAchieved() )
{
pAchievementMgr->AwardAchievement( pAchievement->GetAchievementID(), STEAM_PLAYER_SLOT );
}
}
}
CON_COMMAND_F( achievement_evaluate, "<internal name> Causes failable achievement to be evaluated", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_evaluate <internal name>\n" );
return;
}
CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByName( args[1], STEAM_PLAYER_SLOT );
if ( !pAchievement )
{
Msg( "Achievement %s not found\n", args[1] );
return;
}
CFailableAchievement *pFailableAchievement = dynamic_cast<CFailableAchievement *>( pAchievement );
Assert( pFailableAchievement );
if ( pFailableAchievement )
{
pFailableAchievement->OnEvaluationEvent();
}
}
CON_COMMAND_F( achievement_test_friend_count, "Counts the # of teammates on local player's friends list", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_test_friend_count <min # of teammates>\n" );
return;
}
int iMinFriends = atoi( args[1] );
bool bRet = CalcPlayersOnFriendsList( iMinFriends );
Msg( "You %s have at least %d friends in the game.\n", bRet ? "do" : "do not", iMinFriends );
}
CON_COMMAND_F( achievement_test_clan_count, "Determines if specified # of teammates belong to same clan w/local player", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
if ( 2 != args.ArgC() )
{
Msg( "Usage: achievement_test_clan_count <# of clan teammates>\n" );
return;
}
int iClanPlayers = atoi( args[1] );
bool bRet = CalcHasNumClanPlayers( iClanPlayers );
Msg( "There %s %d players who you're in a Steam group with.\n", bRet ? "are" : "are not", iClanPlayers );
}
CON_COMMAND_F( achievement_mark_dirty, "Mark achievement data as dirty", FCVAR_CHEAT )
{
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
pAchievementMgr->SetDirty( true, STEAM_PLAYER_SLOT );
}
#endif // _DEBUG
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: helper function to get entity model name
//-----------------------------------------------------------------------------
const char *GetModelName( CBaseEntity *pBaseEntity )
{
CBaseAnimating *pBaseAnimating = dynamic_cast<CBaseAnimating *>( pBaseEntity );
if ( pBaseAnimating )
{
CStudioHdr *pStudioHdr = pBaseAnimating->GetModelPtr();
if ( pStudioHdr )
{
return pStudioHdr->pszName();
}
}
return "";
}
//-----------------------------------------------------------------------------
// Purpose: Gets the list of achievements achieved during the current game
//-----------------------------------------------------------------------------
const CUtlVector<int>& CAchievementMgr::GetAchievedDuringCurrentGame( int nPlayerSlot )
{
return m_AchievementsAwardedDuringCurrentGame[nPlayerSlot];
}
//-----------------------------------------------------------------------------
// Purpose: Reset the list of achievements achieved during the current game
//-----------------------------------------------------------------------------
void CAchievementMgr::ResetAchievedDuringCurrentGame( int nPlayerSlot )
{
m_AchievementsAwardedDuringCurrentGame[nPlayerSlot].RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Clears achievement data for the a particular user slot
//-----------------------------------------------------------------------------
void CAchievementMgr::ClearAchievementData( int nUserSlot )
{
FOR_EACH_VEC( m_vecAchievement[nUserSlot], i )
{
m_mapAchievement[nUserSlot][i]->ClearAchievementData();
}
}