//====== 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; iReadProgress( pPlayer ); } } /* //DISABLED: Avatar award support for ( int i=0; iReadProgress( 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( 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( 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( 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( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; pAchievementMgr->ResetAchievements(); } CON_COMMAND_F( achievement_reset, " Clears specified achievement", FCVAR_CHEAT ) { CAchievementMgr *pAchievementMgr = dynamic_cast( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; if ( 2 != args.ArgC() ) { Msg( "Usage: achievement_reset \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( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; pAchievementMgr->PrintAchievementStatus(); } CON_COMMAND_F( achievement_unlock, " Unlocks achievement", FCVAR_CHEAT ) { CAchievementMgr *pAchievementMgr = dynamic_cast( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; if ( 2 != args.ArgC() ) { Msg( "Usage: achievement_unlock \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( 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, " Causes failable achievement to be evaluated", FCVAR_CHEAT ) { CAchievementMgr *pAchievementMgr = dynamic_cast( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; if ( 2 != args.ArgC() ) { Msg( "Usage: achievement_evaluate \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( 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( engine->GetAchievementMgr() ); if ( !pAchievementMgr ) return; if ( 2 != args.ArgC() ) { Msg( "Usage: achievement_test_friend_count \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( 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( 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( 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& 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(); } }