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.
782 lines
25 KiB
782 lines
25 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= |
|
// |
|
// Purpose: |
|
// |
|
//============================================================================= |
|
|
|
#include "cbase.h" |
|
#include "achievementmgr.h" |
|
#include "icommandline.h" |
|
#ifdef CLIENT_DLL |
|
#include "tier3/tier3.h" |
|
#include "vgui/ilocalize.h" |
|
#include "achievement_notification_panel.h" |
|
#include "fmtstr.h" |
|
#include "cdll_client_int.h" |
|
#endif // CLIENT_DLL |
|
|
|
#ifdef INFESTED_DLL |
|
#include "asw_gamerules.h" |
|
#endif |
|
|
|
// NOTE: This has to be the last file included! |
|
#include "tier0/memdbgon.h" |
|
|
|
|
|
int g_nAchivementBitchCount = 0; |
|
|
|
|
|
CBaseAchievementHelper *CBaseAchievementHelper::s_pFirst = NULL; |
|
|
|
BEGIN_DATADESC_NO_BASE( CBaseAchievement ) |
|
DEFINE_FIELD( m_iCount, FIELD_INTEGER ), |
|
END_DATADESC() |
|
|
|
BEGIN_DATADESC( CFailableAchievement ) |
|
DEFINE_FIELD( m_bActivated, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_bFailed, FIELD_BOOLEAN ), |
|
END_DATADESC() |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: constructor |
|
//----------------------------------------------------------------------------- |
|
CBaseAchievement::CBaseAchievement() |
|
{ |
|
m_iFlags = 0; |
|
m_iGoal = 0; |
|
m_iProgressMsgIncrement = 0; |
|
m_iProgressMsgMinimum = 0; |
|
m_iAchievementID = 0; |
|
m_iPointValue = 0; |
|
m_bHideUntilAchieved = false; |
|
m_bStoreProgressInSteam = false; |
|
m_pVictimClassNameFilter = NULL; |
|
m_pAttackerClassNameFilter = NULL; |
|
m_pInflictorClassNameFilter = NULL; |
|
m_pInflictorEntityNameFilter = NULL; |
|
m_pMapNameFilter = NULL; |
|
m_pGameDirFilter = NULL; |
|
m_pszComponentNames = NULL; |
|
m_pszComponentPrefix = NULL; |
|
m_iNumComponents = 0; |
|
m_iComponentPrefixLen = 0; |
|
m_iComponentBits = 0; |
|
m_iCount = 0; |
|
m_iProgressShown = 0; |
|
m_bAchieved = false; |
|
m_pAchievementMgr = NULL; |
|
m_nUserSlot = 0; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets flags |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetFlags( int iFlags ) |
|
{ |
|
// must always specify a save method |
|
Assert( iFlags & ( ACH_SAVE_WITH_GAME | ACH_SAVE_GLOBAL ) ); |
|
|
|
m_iFlags = iFlags; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when a game event being listened for is dispatched |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::FireGameEvent( IGameEvent *event ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( m_nUserSlot ); |
|
#endif |
|
// |
|
// Perform common filtering to make it simpler to write achievements |
|
// |
|
if ( !IsActive() ) |
|
{ |
|
return; |
|
} |
|
|
|
// if the achievement only applies to a specific map, and it's not the current map, skip it |
|
if ( m_pMapNameFilter && ( 0 != Q_strcmp( m_pAchievementMgr->GetMapName(), m_pMapNameFilter ) ) ) |
|
return; |
|
|
|
const char *name = event->GetName(); |
|
if ( 0 == Q_strcmp( name, "teamplay_round_win" ) ) |
|
{ |
|
// if this is a round win and the achievement wants full round events only, filter this out |
|
// if this is not the end of a full round |
|
if ( ( m_iFlags & ACH_FILTER_FULL_ROUND_ONLY ) && ( false == event->GetBool( "full_round" ) ) ) |
|
return; |
|
} |
|
|
|
// let the achievement handle the event |
|
FireGameEvent_Internal( event ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets victim class to filter with |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetVictimFilter( const char *pClassName ) |
|
{ |
|
m_pVictimClassNameFilter = pClassName; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets attacker class to filter with |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetAttackerFilter( const char *pClassName ) |
|
{ |
|
m_pAttackerClassNameFilter = pClassName; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets inflictor class to filter with |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetInflictorFilter( const char *pClassName ) |
|
{ |
|
m_pInflictorClassNameFilter = pClassName; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets inflictor entity name to filter with |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetInflictorEntityNameFilter( const char *pEntityName ) |
|
{ |
|
m_pInflictorEntityNameFilter = pEntityName; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets map name to filter with |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetMapNameFilter( const char *pMapName ) |
|
{ |
|
m_pMapNameFilter = pMapName; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets game dir to filter with. Note: in general, achievements should |
|
// only be compiled into products they pertain to. But if there are |
|
// any game-specific achievements which need to be in a binary shared |
|
// across products (e.g. Ep1 & Ep2), use the game dir as a runtime |
|
// filter. |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetGameDirFilter( const char *pGameDir ) |
|
{ |
|
m_pGameDirFilter = pGameDir; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets prefix to look for in map event string to identify a component |
|
// for this achievement |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetComponentPrefix( const char *pPrefix ) |
|
{ |
|
m_pszComponentPrefix = pPrefix; |
|
m_iComponentPrefixLen = Q_strlen( pPrefix ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when a kill that passes filter critera occurs. This |
|
// is the default implementation, achievements can override to |
|
// do special handling |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event ) |
|
{ |
|
// extra paranoid check: should only get here if registered as a kill event listener |
|
Assert( GetFlags() & ACH_LISTEN_KILL_EVENTS ); |
|
if ( !( GetFlags() & ACH_LISTEN_KILL_EVENTS ) ) |
|
return; |
|
|
|
// default implementation is just to increase count when filter criteria pass |
|
IncrementCount(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when an event that counts toward an achievement occurs |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::IncrementCount() |
|
{ |
|
#ifdef INFESTED_DLL |
|
#ifndef _DEBUG |
|
// No incrementing if they cheated! |
|
if ( ASWGameRules() && ASWGameRules()->m_bCheated ) |
|
{ |
|
if ( g_nAchivementBitchCount++ < 10 ) |
|
{ |
|
DevMsg( "Achievements can't be earned if SV_CHEATS was used in this mission!\n", GetName() ); |
|
} |
|
return; |
|
} |
|
#endif |
|
#endif |
|
|
|
if ( !IsAchieved() ) |
|
{ |
|
if ( !m_pAchievementMgr->CheckAchievementsEnabled() ) |
|
{ |
|
#ifndef _DEBUG |
|
if ( g_nAchivementBitchCount++ < 10 ) |
|
{ |
|
DevMsg( "Achievements disabled, ignoring achievement progress for %s\n", GetName() ); |
|
} |
|
#endif |
|
return; |
|
} |
|
|
|
// on client, where the count is kept, increment count |
|
m_iCount++; |
|
// if this achievement gets saved w/global state, flag our global state as dirty |
|
if ( GetFlags() & ACH_SAVE_GLOBAL ) |
|
{ |
|
m_pAchievementMgr->SetDirty( true, m_nUserSlot ); |
|
} |
|
|
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Achievement count increased for %s: %d/%d\n", GetName(), m_iCount, m_iGoal ); |
|
} |
|
|
|
#if !defined( NO_STEAM ) |
|
// if this achievement's progress should be stored in Steam, set the steam stat for it |
|
if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() ) |
|
{ |
|
// Set the Steam stat with the same name as the achievement. Only cached locally until we upload it. |
|
char pszProgressName[1024]; |
|
Q_snprintf( pszProgressName, 1024, "%s_STAT", GetName() ); |
|
bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount ); |
|
if ( !bRet ) |
|
{ |
|
DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName ); |
|
} |
|
|
|
if ( HasComponents() ) |
|
{ |
|
Q_snprintf( pszProgressName, 1024, "%s_COMP", GetName() ); |
|
int32 bits = (int32) GetComponentBits(); |
|
bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, bits ); |
|
if ( !bRet ) |
|
{ |
|
DevMsg( "ISteamUserStats::GetStat failed to set component value in Steam for achievement %s\n", pszProgressName ); |
|
} |
|
} |
|
|
|
// Upload user data to commit the change to Steam so if the client crashes, progress isn't lost. |
|
// Only upload if we haven't uploaded recently, to keep us from spamming Steam with uploads. If we don't |
|
// upload now, it will get uploaded no later than level shutdown. |
|
#ifdef INFESTED_DLL |
|
if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) |
|
|| ( ASWGameRules() && ASWGameRules()->GetGameState() != ASW_GS_INGAME && ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 0 ) ) ) // allow achievements to update each second if in the briefing/debrief |
|
{ |
|
m_pAchievementMgr->UploadUserData( m_nUserSlot ); |
|
} |
|
#else |
|
if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) ) |
|
{ |
|
m_pAchievementMgr->UploadUserData( m_nUserSlot ); |
|
} |
|
#endif |
|
} |
|
#endif |
|
|
|
// if we've hit goal, award the achievement |
|
if ( m_iGoal > 0 ) |
|
{ |
|
if ( m_iCount >= m_iGoal ) |
|
{ |
|
AwardAchievement(); |
|
} |
|
else |
|
{ |
|
HandleProgressUpdate(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CBaseAchievement::HandleProgressUpdate() |
|
{ |
|
// if we've hit the right # of progress steps to show a progress notification, show it |
|
if ( ( m_iProgressMsgIncrement > 0 ) && m_iCount >= m_iProgressMsgMinimum && ( 0 == ( m_iCount % m_iProgressMsgIncrement ) ) ) |
|
{ |
|
// which notification is this |
|
int iProgress = m_iCount / m_iProgressMsgIncrement; |
|
// if we haven't already shown this progress step, show it |
|
if ( iProgress > m_iProgressShown ) |
|
{ |
|
ShowProgressNotification(); |
|
// remember progress step shown so we don't show it again if the player loads an earlier save game |
|
// and gets past this point again |
|
m_iProgressShown = iProgress; |
|
m_pAchievementMgr->SetDirty( true, m_nUserSlot ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: calculates at how many steps we should show a progress notification |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::CalcProgressMsgIncrement() |
|
{ |
|
// by default, show progress at every 25% |
|
m_iProgressMsgIncrement = m_iGoal / 4; |
|
// if goal is not evenly divisible by 4, try some other values |
|
if ( 0 != ( m_iGoal % 4 ) ) |
|
{ |
|
if ( 0 == ( m_iGoal % 3 ) ) |
|
{ |
|
// if evenly divisible by 3, use that |
|
m_iProgressMsgIncrement = m_iGoal / 3; |
|
} |
|
else if ( 0 == ( m_iGoal % 5 ) ) |
|
{ |
|
// if evenly divisible by 5, use that |
|
m_iProgressMsgIncrement = m_iGoal / 5; |
|
} |
|
// otherwise stick with divided by 4, rounded off |
|
} |
|
|
|
// don't show progress notifications for less than 5 things |
|
if ( m_iProgressMsgIncrement < 5 ) |
|
{ |
|
m_iProgressMsgIncrement = 0; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: see if we should award an achievement based on what just happened |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::EvaluateNewAchievement() |
|
{ |
|
if ( !IsAchieved() && m_iGoal > 0 && m_iCount >= m_iGoal ) |
|
{ |
|
AwardAchievement(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: determine if we should set this achievement to be achieved based |
|
// on other state. Used at init time. |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::EvaluateIsAlreadyAchieved() |
|
{ |
|
if ( !IsAchieved() && m_iGoal > 0 && m_iCount >= m_iGoal ) |
|
{ |
|
m_bAchieved = true; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called a map event for this achievement occurs |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::OnMapEvent( const char *pEventName ) |
|
{ |
|
Assert( m_iFlags & ACH_LISTEN_MAP_EVENTS ); |
|
|
|
if ( 0 == Q_stricmp( pEventName, GetName() ) ) |
|
{ |
|
IncrementCount(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when an achievement is awarded |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::AwardAchievement() |
|
{ |
|
#ifdef INFESTED_DLL |
|
#ifndef _DEBUG |
|
// No awarding if they cheated! |
|
if ( ASWGameRules() && ASWGameRules()->m_bCheated ) |
|
{ |
|
if ( g_nAchivementBitchCount++ < 10 ) |
|
{ |
|
DevMsg( "Achievements can't be earned if SV_CHEATS was used in this mission!\n", GetName() ); |
|
} |
|
return; |
|
} |
|
#endif |
|
#endif |
|
|
|
Assert( !IsAchieved() ); |
|
if ( IsAchieved() ) |
|
return; |
|
|
|
m_pAchievementMgr->AwardAchievement( m_iAchievementID, m_nUserSlot ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when a component of a multi-component event is found |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::OnComponentEvent( const char *pchComponentName ) |
|
{ |
|
// find the component name in our list |
|
for ( int i = 0; i < m_iNumComponents; i++ ) |
|
{ |
|
if ( 0 == Q_strcmp( pchComponentName, m_pszComponentNames[i] ) ) |
|
{ |
|
EnsureComponentBitSetAndEvaluate( i ); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets the specified component bit # if it is not already. |
|
// If it does get set, evaluate if this satisfies an achievement |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::EnsureComponentBitSetAndEvaluate( int iBitNumber ) |
|
{ |
|
#ifdef INFESTED_DLL |
|
#ifndef _DEBUG |
|
// No incrementing if they cheated! |
|
if ( ASWGameRules() && ASWGameRules()->m_bCheated ) |
|
{ |
|
if ( g_nAchivementBitchCount++ < 10 ) |
|
{ |
|
DevMsg( "Achievements can't be earned if SV_CHEATS was used in this mission!\n", GetName() ); |
|
} |
|
return; |
|
} |
|
#endif |
|
#endif |
|
|
|
Assert( iBitNumber < 64 ); // this is bit #, not a bit mask |
|
|
|
if ( IsAchieved() ) |
|
return; |
|
|
|
// calculate which bit this component corresponds to |
|
uint64 iBitMask = ( (uint64) 1 ) << iBitNumber; |
|
|
|
// see if we already have gotten this component |
|
if ( 0 == ( iBitMask & m_iComponentBits ) ) |
|
{ |
|
if ( !m_pAchievementMgr->CheckAchievementsEnabled() ) |
|
{ |
|
Msg( "Achievements disabled, ignoring achievement component for %s\n", GetName() ); |
|
return; |
|
} |
|
|
|
// new component, set the bit and increment the count |
|
SetComponentBits( m_iComponentBits | iBitMask ); |
|
|
|
#if !defined( NO_STEAM ) |
|
// if this achievement's progress should be stored in Steam, set the steam stat for it |
|
if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() ) |
|
{ |
|
// Set the Steam stat with the same name as the achievement. Only cached locally until we upload it. |
|
char pszProgressName[1024]; |
|
Q_snprintf( pszProgressName, 1024, "%s_STAT", GetName() ); |
|
bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount ); |
|
if ( !bRet ) |
|
{ |
|
DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName ); |
|
} |
|
|
|
if ( HasComponents() ) |
|
{ |
|
Q_snprintf( pszProgressName, 1024, "%s_COMP", GetName() ); |
|
int32 bits = (int32) GetComponentBits(); |
|
bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, bits ); |
|
if ( !bRet ) |
|
{ |
|
DevMsg( "ISteamUserStats::GetStat failed to set component value in Steam for achievement %s\n", pszProgressName ); |
|
} |
|
} |
|
|
|
// Upload user data to commit the change to Steam so if the client crashes, progress isn't lost. |
|
// Only upload if we haven't uploaded recently, to keep us from spamming Steam with uploads. If we don't |
|
// upload now, it will get uploaded no later than level shutdown. |
|
if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) ) |
|
{ |
|
m_pAchievementMgr->UploadUserData( m_nUserSlot ); |
|
} |
|
} |
|
#endif |
|
|
|
Assert( m_iCount <= m_iGoal ); |
|
if ( m_iCount == m_iGoal ) |
|
{ |
|
// all components found, award the achievement (and save state) |
|
AwardAchievement(); |
|
} |
|
else |
|
{ |
|
// save our state at the next good opportunity |
|
m_pAchievementMgr->SetDirty( true, m_nUserSlot ); |
|
|
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Component %d for achievement %s found\n", iBitNumber, GetName() ); |
|
} |
|
|
|
ShowProgressNotification(); |
|
} |
|
} |
|
else |
|
{ |
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Component %d for achievement %s found, but already had that component\n", iBitNumber, GetName() ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: displays achievement progress notification in the HUD |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::ShowProgressNotification() |
|
{ |
|
if ( !ShouldShowProgressNotification() ) |
|
return; |
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" ); |
|
if ( event ) |
|
{ |
|
event->SetString( "achievement_name", GetName() ); |
|
event->SetInt( "cur_val", m_iCount ); |
|
event->SetInt( "max_val", m_iGoal ); |
|
#ifdef GAME_DLL |
|
gameeventmanager->FireEvent( event ); |
|
#else |
|
gameeventmanager->FireEventClientSide( event ); |
|
#endif |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: clears dynamic state for this achievement |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::PreRestoreSavedGame() |
|
{ |
|
// if this achievement gets saved with the game, clear its state |
|
if ( m_iFlags & ACH_SAVE_WITH_GAME ) |
|
{ |
|
m_iCount = 0; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called after the data in this achievement has been restored from saved game |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::PostRestoreSavedGame() |
|
{ |
|
EvaluateIsAlreadyAchieved(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets component bits for this achievement |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::SetComponentBits( uint64 iComponentBits ) |
|
{ |
|
Assert( m_iFlags & ACH_HAS_COMPONENTS ); |
|
// set the bit field |
|
m_iComponentBits = iComponentBits; |
|
|
|
// count how many bits are set and save that as the count |
|
m_iCount = UTIL_CountNumBitsSet( iComponentBits ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns whether we should save this achievement with a save game |
|
//----------------------------------------------------------------------------- |
|
bool CBaseAchievement::ShouldSaveWithGame() |
|
{ |
|
// save if we should get saved with the game, have a non-zero count, and have not |
|
// been achieved (at which point the achievement state gets saved globally) |
|
return ( ( m_iFlags & ACH_SAVE_WITH_GAME ) > 0 && ( GetCount() > 0 ) && !IsAchieved() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns whether we should save this achievement to the global file |
|
//----------------------------------------------------------------------------- |
|
bool CBaseAchievement::ShouldSaveGlobal() |
|
{ |
|
// save if we should get saved globally and have a non-zero count, or if we have been achieved |
|
return ( ( ( m_iFlags & ACH_SAVE_GLOBAL ) > 0 && ( GetCount() > 0 ) ) || IsAchieved() || ( m_iProgressShown > 0 ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns whether this achievement is active |
|
//----------------------------------------------------------------------------- |
|
bool CBaseAchievement::IsActive() |
|
{ |
|
// we're not active if already achieved |
|
if ( IsAchieved() ) |
|
return false; |
|
|
|
// if there's a map filter and we're not on the specified map, we're not active |
|
if ( ( m_pMapNameFilter ) && ( 0 != Q_strcmp( m_pAchievementMgr->GetMapName(), m_pMapNameFilter ) ) ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Clears achievement data |
|
//----------------------------------------------------------------------------- |
|
void CBaseAchievement::ClearAchievementData() |
|
{ |
|
SetCount( 0 ); |
|
if ( this->HasComponents() ) |
|
{ |
|
this->SetComponentBits( 0 ); |
|
} |
|
SetAchieved( false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Constructor |
|
//----------------------------------------------------------------------------- |
|
CFailableAchievement::CFailableAchievement() : CBaseAchievement() |
|
{ |
|
m_bFailed = false; |
|
m_bActivated = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns whether we should save this achievement with a save game |
|
//----------------------------------------------------------------------------- |
|
bool CFailableAchievement::ShouldSaveWithGame() |
|
{ |
|
// save if we should get saved with the game, and are active or have failed |
|
return ( ( ( m_iFlags & ACH_SAVE_WITH_GAME ) > 0 ) && ( m_bActivated || m_bFailed ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: clears dynamic state for this achievement |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::PreRestoreSavedGame() |
|
{ |
|
m_bFailed = false; |
|
m_bActivated = false; |
|
|
|
BaseClass::PreRestoreSavedGame(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called after the data in this achievement has been restored from saved game |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::PostRestoreSavedGame() |
|
{ |
|
// if there is no activation event set for this achievement, it is always active, activate it now |
|
if ( !m_bFailed && !GetActivationEventName()[0] ) |
|
{ |
|
m_bActivated = true; |
|
} |
|
|
|
if ( m_bActivated ) |
|
{ |
|
Activate(); |
|
} |
|
|
|
BaseClass::PostRestoreSavedGame(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: called when a map event occurs |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::OnMapEvent( const char *pEventName ) |
|
{ |
|
// if we're not activated and we got the activation event, activate |
|
if ( !m_bActivated && ( 0 == Q_stricmp( pEventName, GetActivationEventName() ) ) ) |
|
{ |
|
OnActivationEvent(); |
|
} |
|
// if this is the evaluation event, see if we've failed or not |
|
else if ( m_bActivated && 0 == Q_stricmp( pEventName, GetEvaluationEventName() ) ) |
|
{ |
|
OnEvaluationEvent(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when this failable achievement is activated |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::Activate() |
|
{ |
|
m_bActivated = true; |
|
ListenForEvents(); |
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Failable achievement %s now active\n", GetName() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when this failable achievement should be evaluated |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::OnEvaluationEvent() |
|
{ |
|
if ( !m_bFailed ) |
|
{ |
|
// we haven't failed and we reached the evaluation point, we've succeeded |
|
IncrementCount(); |
|
} |
|
|
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Failable achievement %s has been evaluated (%s), now inactive\n", GetName(), m_bFailed ? "FAILED" : "AWARDED" ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets this achievement to failed |
|
//----------------------------------------------------------------------------- |
|
void CFailableAchievement::SetFailed() |
|
{ |
|
if ( !m_bFailed ) |
|
{ |
|
m_bFailed = true; |
|
|
|
if ( cc_achievement_debug.GetInt() ) |
|
{ |
|
Msg( "Achievement failed: %s (%s)\n", GetName(), GetName() ); |
|
} |
|
} |
|
} |
|
|
|
//=========================================== |
|
|
|
void CAchievement_AchievedCount::Init() |
|
{ |
|
SetFlags( ACH_SAVE_GLOBAL ); |
|
SetGoal( 1 ); |
|
SetAchievementsRequired( 0, 0, 0 ); |
|
} |
|
|
|
// Count how many achievements have been earned in our range |
|
void CAchievement_AchievedCount::OnSteamUserStatsStored( void ) |
|
{ |
|
int iAllAchievements = m_pAchievementMgr->GetAchievementCount(); |
|
int iAchieved = 0; |
|
|
|
for ( int i=0; i<iAllAchievements; ++i ) |
|
{ |
|
IAchievement* pCurAchievement = (IAchievement*)m_pAchievementMgr->GetAchievementByIndex( i, STEAM_PLAYER_SLOT ); |
|
Assert ( pCurAchievement ); |
|
|
|
int iAchievementID = pCurAchievement->GetAchievementID(); |
|
if ( iAchievementID < m_iLowRange || iAchievementID > m_iHighRange ) |
|
continue; |
|
|
|
if ( pCurAchievement->IsAchieved() ) |
|
{ |
|
iAchieved++; |
|
} |
|
} |
|
|
|
if ( iAchieved >= m_iNumRequired ) |
|
{ |
|
IncrementCount(); |
|
} |
|
} |
|
|
|
void CAchievement_AchievedCount::SetAchievementsRequired( int iNumRequired, int iLowRange, int iHighRange ) |
|
{ |
|
m_iNumRequired = iNumRequired; |
|
m_iLowRange = iLowRange; |
|
m_iHighRange = iHighRange; |
|
}
|
|
|