Counter Strike : Global Offensive Source Code
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//====== 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"
#include "c_cs_player.h"
#ifdef TF_CLIENT_DLL
#include "item_inventory.h"
#endif //TF_CLIENT_DLL
#else
#include "enginecallback.h"
#endif // CLIENT_DLL
#ifndef NO_STEAM
#include "steam/isteamuserstats.h"
#include "steam/isteamfriends.h"
#include "steam/isteamutils.h"
#endif
#include "cs_gamerules.h"
#include "tier3/tier3.h"
#include "vgui/ILocalize.h"
#include "matchmaking/mm_helpers.h"
#ifdef _X360
#include "xbox/xbox_win32stubs.h"
#endif
#ifdef _PS3
#include "ps3/ps3_core.h"
#include "ps3/ps3_win32stubs.h"
#endif
#ifdef _GAMECONSOLE
#include "gameui/igameui.h"
#include "ixboxsystem.h"
#include "ienginevgui.h"
#endif // _GAMECONSOLE
#include "matchmaking/imatchframework.h"
#include "tier0/vprof.h"
#include "cs_weapon_parse.h"
#include "achievements_cs.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();
// We want to debug getting achievements in various development scenarios (including with cheats enabled). This convar allows bypassing
// the normal check against the cheats when launched with -dev. We need to be very careful not to ship with this enabled on any platforms.
// #if defined(_CERT)
#define ALLOW_ACHIEVEMENTS_WITH_CHEATS 0
// #else
// #define ALLOW_ACHIEVEMENTS_WITH_CHEATS 1
// #endif
extern ConVar developer;
#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
//-----------------------------------------------------------------------------
// Helper Functions
//-----------------------------------------------------------------------------
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();
}
#ifdef _X360
static TitleAchievementsDescription_t const * FindTitleAchievementByName( TitleAchievementsDescription_t const *pMap, char const *szName )
{
while ( pMap && pMap->m_szAchievementName )
if ( !Q_stricmp( pMap->m_szAchievementName, szName ) )
return pMap;
else
++ pMap;
return NULL;
}
static TitleAchievementsDescription_t const * FindTitleAchievementById( TitleAchievementsDescription_t const *pMap, int id )
{
while ( pMap && pMap->m_szAchievementName )
if ( pMap->m_idAchievement == id )
return pMap;
else
++ pMap;
return NULL;
}
#endif
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAchievementMgr::CAchievementMgr() : CAutoGameSystemPerFrame( "CAchievementMgr" )
#if !defined(NO_STEAM)
, 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_bCheckSigninState = true;
m_bReadingFromTitleData = false;
#ifdef _X360
// Mark that we're not waiting for an async call to finish
m_pendingAchievementState.Purge();
#endif // _X360
}
//#if defined (_X360)
void CAchievementMgr::ResetProfileInfo()
{
m_UIProfileInfo.m_BotDifficulty = 0;
m_UIProfileInfo.m_GameMode = 0;
m_UIProfileInfo.m_IsPublic = true;
m_UIProfileInfo.m_Map = 0;
m_UIProfileInfo.m_LeaderboardFilter = 0;
m_UIProfileInfo.m_LeaderboardMode = 0;
m_UIProfileInfo.m_LeaderboardType = 0;
}
//#endif
//-----------------------------------------------------------------------------
// 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( GetInstanceInterface() );
// register for events
#ifdef GAME_DLL
ListenForGameEvent( "entity_killed" );
ListenForGameEvent( "game_init" );
#else
ListenForGameEvent( "player_death" );
ListenForGameEvent( "player_stats_updated" );
ListenForGameEvent( "achievement_write_failed" );
ListenForGameEvent( "user_data_downloaded" );
for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
m_UMCMsgAchievementEvent.Bind< CS_UM_AchievementEvent, CCSUsrMsg_AchievementEvent >( UtlMakeDelegate( MsgFunc_AchievementEvent ) );
}
ListenForGameEvent( "read_game_titledata" );
ListenForGameEvent( "write_game_titledata" );
ListenForGameEvent( "reset_game_titledata" );
ListenForGameEvent( "write_profile_data" );
#endif // CLIENT_DLL
#ifdef TF_CLIENT_DLL
ListenForGameEvent( "localplayer_changeclass" );
ListenForGameEvent( "localplayer_changeteam" );
ListenForGameEvent( "teamplay_round_start" );
ListenForGameEvent( "teamplay_round_win" );
#endif // TF_CLIENT_DLL
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 ) ) )
{
if ( IsX360() || ( ( IsPC() || IsPS3() ) && !pAchievement->IsAssetAward() ) )
{
// We don't insert achievements with asset awards on the PC.
m_mapAchievement[i].Insert( pAchievement->GetAchievementID(), pAchievement );
}
else
{
delete 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 )
{
if ( !m_mapAchievement[i][iter]->IsAssetAward() )
{
m_vecAchievement[i].AddToTail( m_mapAchievement[i][iter] );
}
else
{
m_vecAward[i].AddToTail( m_mapAchievement[i][iter] );
}
}
m_vecAchievement[i].Sort( AchievementIDCompare );
m_vecAchievementInOrder[i].AddVectorToTail( m_vecAchievement[i] );
m_vecAchievementInOrder[i].Sort( AchievementOrderCompare );
m_vecAwardInOrder[i].AddVectorToTail( m_vecAward[i] );
m_vecAwardInOrder[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_vecAward[i].RemoveAll();
m_vecAchievementInOrder[i].RemoveAll();
m_vecAwardInOrder[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:
//-----------------------------------------------------------------------------
void CAchievementMgr::SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime )
{
// Is the achievement already in the think list?
int iCount = m_vecThinkListeners.Count();
for ( int i = 0; i < iCount; i++ )
{
if ( m_vecThinkListeners[i].pAchievement == pAchievement )
{
if ( flThinkTime == THINK_CLEAR )
{
m_vecThinkListeners.Remove(i);
return;
}
m_vecThinkListeners[i].m_flThinkTime = gpGlobals->curtime + flThinkTime;
return;
}
}
if ( flThinkTime == THINK_CLEAR )
return;
// Otherwise, add it to the list
int iIdx = m_vecThinkListeners.AddToTail();
m_vecThinkListeners[iIdx].pAchievement = pAchievement;
m_vecThinkListeners[iIdx].m_flThinkTime = gpGlobals->curtime + flThinkTime;
}
//-----------------------------------------------------------------------------
// Purpose: called on level init
//-----------------------------------------------------------------------------
void CAchievementMgr::LevelInitPreEntity()
{
m_bCheatsEverOn = false;
// sb: need to make sure we enable achievement manager on the client in split screen??
#if defined( PORTAL2 )
// portal 2 can run in both single player and multiplayer modes
// achievement manager is on the client
#else
# 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
#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 ( PLATFORM_EXT[0] )
{
// need to remove the .360 extension on the end of the map name
char *pExt = Q_stristr( m_szMap, PLATFORM_EXT );
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();
// $FIXME(hpe) guessing this is a hack we care to fix
// 12/2/2008ywb: HACK, this needs to know the nUserSlot!!!
int nUserSlot = 0;
UploadUserData( nUserSlot );
}
//$FIXME(hpe) we should probably guard for out of index nUserSlot values in all of these getachievement functions
//-----------------------------------------------------------------------------
// Purpose: returns achievement for specified ID
//-----------------------------------------------------------------------------
CBaseAchievement *CAchievementMgr::GetAchievementByID( int iAchievementID, int nUserSlot )
{
Assert(nUserSlot < MAX_SPLITSCREEN_PLAYERS);
if( nUserSlot >= MAX_SPLITSCREEN_PLAYERS )
{
return NULL;
}
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");
Assert(nUserSlot < MAX_SPLITSCREEN_PLAYERS);
if( nUserSlot >= MAX_SPLITSCREEN_PLAYERS )
{
return NULL;
}
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;
m_bReadingFromTitleData = true;
// 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 );
}
}
for ( int i=0; i<m_vecAward[iSlot].Count(); ++i )
{
CBaseAchievement *pAward = m_vecAward[iSlot][i];
if ( pAward )
{
pAward->ReadProgress( pPlayer );
}
}
m_bReadingFromTitleData = false;
SaveGlobalStateIfDirty();
}
//-----------------------------------------------------------------------------
// Purpose: downloads user data from Steam or XBox Live
//-----------------------------------------------------------------------------
void CAchievementMgr::UserConnected( int nUserSlot )
{
#ifdef CLIENT_DLL
if ( IsPC() || IsPS3() )
{
#ifdef _PS3
if ( XBX_GetUserIsGuest( nUserSlot ) )
return;
const int iController = XBX_GetUserId( nUserSlot );
if ( iController == XBX_INVALID_USER_ID )
return;
#endif
// ASSERT( STEAM_PLAYER_SLOT == nUserSlot )
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
const DWORD nTotalAchievements = GetAchievementCount();
DWORD nTotalX360AchsEnumerated = 0;
HANDLE hEnumerator = NULL;
DWORD bytes;
DWORD ret = XUserCreateAchievementEnumerator( 0, iController, INVALID_XUID, XACHIEVEMENT_DETAILS_ALL, 0, nTotalAchievements, &bytes, &hEnumerator );
if ( ret != ERROR_SUCCESS )
{
Warning( "Enumerate Achievements for controller %d failed! Failed to create enumerator with code %d.\n", iController, ret );
return;
}
// Allocate the buffer
CUtlVector< char > vBuffer;
vBuffer.SetCount( bytes );
// Enumerate the achievements from Live
ret = XEnumerate( hEnumerator, vBuffer.Base(), bytes, &nTotalX360AchsEnumerated, NULL );
CloseHandle( hEnumerator );
hEnumerator = NULL;
if ( ret != ERROR_SUCCESS )
{
Warning( "Enumerate Achievements for controller %d failed! Failed to enumerate with code %d.\n", iController, ret );
return;
}
if ( nTotalX360AchsEnumerated != nTotalAchievements )
{
Warning( "Enumerate achievements returned %d achievements != %d total registered achievements!\n",
nTotalX360AchsEnumerated, nTotalAchievements );
}
#if !defined ( CSTRIKE15 )
// 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 const *pXboxAchievements = ( XACHIEVEMENT_DETAILS const * ) vBuffer.Base();
TitleAchievementsDescription_t const *pTitleAchMap = g_pMatchFramework->GetMatchTitle()->DescribeTitleAchievements();
for ( DWORD i = 0; i < nTotalX360AchsEnumerated; ++i )
{
TitleAchievementsDescription_t const *pAchEntry = FindTitleAchievementById( pTitleAchMap, pXboxAchievements[i].dwId );
if ( !pAchEntry )
{
Warning( "X360 downloaded title achievement ID=%d is not in title achievement map, skipping!\n", pXboxAchievements[i].dwId );
continue;
}
CBaseAchievement *pAchievement = GetAchievementByName( pAchEntry->m_szAchievementName, nUserSlot );
if ( !pAchievement )
continue;
// Give Live a chance to claim the achievement as unlocked
if ( AchievementEarned( pXboxAchievements[i].dwFlags ) )
{
pAchievement->SetAchieved( true );
pAchievement->CheckAssetAwards( nUserSlot );
}
else
{
pAchievement->SetAchieved( false );
}
}
#endif
#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 )
{
#if defined( CLIENT_DLL ) && !defined( NO_STEAM )
if ( ( IsPC() || IsPS3() ) && ( nUserSlot == STEAM_PLAYER_SLOT ) )
{
if ( steamapicontext->SteamUserStats() )
{
// Upload current Steam client achievements & stats state to Steam. Will get called back at OnUserStatsStored when complete.
// Only values previously set via SteamUserStats() get uploaded
steamapicontext->SteamUserStats()->StoreStats();
m_flTimeLastUpload = Plat_FloatTime();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalState( )
{
int iController = 0;
#ifdef _X360
for ( int j = 0; j < MAX_SPLITSCREEN_PLAYERS; ++ j )
{
if ( !IsUserConnected( j ) )
continue;
iController = XBX_GetUserId( j );
#else
int j = STEAM_PLAYER_SLOT;
VPROF_BUDGET( "CAchievementMgr::SaveGlobalState", "Achievements" );
{
#endif
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( !pPlayer )
#ifdef _X360
continue;
#else
return;
#endif
for ( int i = 0; i < m_vecAchievement[j].Count(); ++i )
{
CBaseAchievement *pAchievement = m_vecAchievement[j][i];
if ( pAchievement )
{
pAchievement->WriteProgress( pPlayer );
}
}
for ( int i = 0; i < m_vecAward[j].Count(); ++i )
{
CBaseAchievement *pAward = m_vecAward[j][i];
if ( pAward )
{
pAward->WriteProgress( pPlayer );
}
}
if ( IsPC() || IsPS3() )
{
m_bDirty[iController] = false;
}
}
}
void CAchievementMgr::SendResetProfileEvent()
{
IGameEvent * resetUserProfileEvent = gameeventmanager->CreateEvent( "reset_user_profile" );
if (resetUserProfileEvent)
gameeventmanager->FireEventClientSide( resetUserProfileEvent );
}
void CAchievementMgr::SendWriteProfileEvent()
{
IGameEvent * writeUserProfileEvent = gameeventmanager->CreateEvent( "write_user_profile" );
if (writeUserProfileEvent)
gameeventmanager->FireEventClientSide( writeUserProfileEvent );
}
//-----------------------------------------------------------------------------
// Purpose: saves global state to file if there have been any changes
//-----------------------------------------------------------------------------
void CAchievementMgr::SaveGlobalStateIfDirty( )
{
if ( m_bDirty && !m_bReadingFromTitleData )
{
SaveGlobalState( );
}
}
bool CAchievementMgr::IsAchievementAllowedInGame( int iAchievementID )
{
// Offline modes with trivial bots disable ALL achievements
if ( CSGameRules() && !CSGameRules()->IsAwardsProgressAllowedForBotDifficulty() )
return false;
bool isGunGameAchievement = false;
switch( iAchievementID )
{
// a list of gun game achievements
//case CSFastRoundWin:
case CSGunGameKillKnifer:
case CSWinEveryGGMap:
case CSGunGameProgressiveRampage:
case CSGunGameFirstKill:
case CSFirstBulletKills:
case CSGunGameConservationist:
case CSWinMatchAR_SHOOTS:
case CSWinMatchAR_BAGGAGE:
case CSPlantBombsTRLow:
case CSDefuseBombsTRLow:
case CSKillEnemyTerrTeamBeforeBombPlant:
case CSKillEnemyCTTeamBeforeBombPlant:
case CSWinMatchDE_LAKE:
case CSWinMatchDE_SAFEHOUSE:
case CSWinMatchDE_SUGARCANE:
case CSWinMatchDE_STMARC:
case CSWinMatchDE_BANK:
case CSWinMatchDE_EMBASSY:
case CSWinMatchDE_DEPOT:
case CSWinMatchDE_SHORTTRAIN:
//case CSHipShot:
case CSBornReady:
case CSSpawnCamper:
case CSGunGameKnifeKillKnifer:
case CSGunGameSMGKillKnifer:
case CSStillAlive:
case CSGGWinRoundsLow:
case CSGGWinRoundsMed:
case CSGGWinRoundsHigh:
case CSGGWinRoundsExtreme:
case CSGGWinRoundsUltimate:
case CSGGRoundsLow:
case CSGGRoundsMed:
case CSGGRoundsHigh:
case CSPlayEveryGGMap:
case CSDominationsLow:
case CSDominationsHigh:
case CSRevengesLow:
case CSRevengesHigh:
case CSDominationOverkillsLow:
case CSDominationOverkillsHigh:
case CSDominationOverkillsMatch:
case CSExtendedDomination:
case CSConcurrentDominations:
//case CSAvengeFriend:
isGunGameAchievement = true;
};
// Only unlock gungame achievements in gun game modes
if( isGunGameAchievement )
{
return CSGameRules()->IsPlayingGunGame();
}
else
{
// Other achievements are valid for all game types.
return true;
}
}
//-----------------------------------------------------------------------------
// Purpose: awards specified achievement
//-----------------------------------------------------------------------------
void CAchievementMgr::AwardAchievement( int iAchievementID, int nUserSlot )
{
if( !IsAchievementAllowedInGame( iAchievementID ) )
return;
#ifdef CLIENT_DLL
C_BasePlayer *pPlayerLocal = C_BasePlayer::GetLocalPlayer();
C_CSPlayer* pPlayer = ToCSPlayer(pPlayerLocal);
if( ( pPlayer && pPlayer->IsControllingBot() ) ) // if we're controlling a bot, no achievements for us!
return;
CBaseAchievement *pAchievement = GetAchievementByID( iAchievementID, nUserSlot );
Assert( pAchievement );
if ( !pAchievement )
return;
#if defined ( _X360 ) && !defined ( CSTRIKE15 )
TitleAchievementsDescription_t const *pAchEntryMap = g_pMatchFramework->GetMatchTitle()->DescribeTitleAchievements();
TitleAchievementsDescription_t const *pAchEntry = FindTitleAchievementByName( pAchEntryMap, pAchievement->GetName() );
if ( !pAchEntry && !pAchievement->IsAssetAward() )
{
Warning( "X360 cannot award title achievement '%s' ID=%d because it is not in title achievement map, skipping!\n", pAchievement->GetName(), iAchievementID );
return;
}
#endif
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 );
pAchievement->OnAchieved();
#if defined ( CSTRIKE15 )
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_earned_local" , true );
if ( event )
{
event->SetInt( "achievement", pAchievement->GetAchievementID() );
event->SetInt( "splitscreenplayer", nUserSlot );
gameeventmanager->FireEventClientSide( event );
}
#if defined ( CLIENT_DLL )
STEAMWORKS_TESTSECRET();
#endif
#endif
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() || IsPS3() )
{
#ifndef NO_STEAM
if ( steamapicontext->SteamUserStats() )
{
VPROF_BUDGET( "AwardAchievement", VPROF_BUDGETGROUP_STEAM );
// set this achieved in the Steam client
bool bRet = steamapicontext->SteamUserStats()->SetAchievement( pAchievement->GetName() );
// Assert( bRet );
if ( bRet )
{
// upload achievement to steam
UploadUserData( nUserSlot );
m_AchievementsAwarded[nUserSlot].AddToTail( iAchievementID );
}
}
#endif
}
else if ( IsX360() )
{
#ifdef _X360
#if !defined ( CSTRIKE15 )
if ( xboxsystem )
{
if ( pAchievement->IsAssetAward() )
{
// Fire off the asynchronous asset award operation.
PendingAchievementInfo_t pendingAssetAwardState = { iAchievementID, nUserSlot, NULL };
xboxsystem->AwardAvatarAsset( XBX_GetUserId( nUserSlot ), pAchievement->GetAssetAwardID(), &pendingAssetAwardState.pOverlappedResult );
m_pendingAchievementState.AddToTail( pendingAssetAwardState );
}
else
{
// Fire off the asynchronous achievement award operation.
PendingAchievementInfo_t pendingAchievementState = { iAchievementID, nUserSlot, NULL };
xboxsystem->AwardAchievement( XBX_GetUserId( nUserSlot ), pAchEntry->m_idAchievement, &pendingAchievementState.pOverlappedResult );
m_pendingAchievementState.AddToTail( pendingAchievementState );
}
}
#endif
#endif
}
SaveGlobalStateIfDirty();
// Add this one to the list of achievements earned during current session
m_AchievementsAwardedDuringCurrentGame[nUserSlot].AddToTail( iAchievementID );
#endif // CLIENT_DLL
}
#if defined ( _X360 )
void CAchievementMgr::AwardXBoxAchievement( int iAchievementID, int iXBoxAchievementID, int nUserSlot )
{
if ( xboxsystem->IsArcadeTitleUnlocked() )
{
PendingAchievementInfo_t pendingAchievementState = { iAchievementID, nUserSlot, NULL };
xboxsystem->AwardAchievement( XBX_GetUserId( nUserSlot ), iXBoxAchievementID, &pendingAchievementState.pOverlappedResult );
// Save off the results for checking later
m_pendingAchievementState.AddToTail( pendingAchievementState );
}
}
#endif
//-----------------------------------------------------------------------------
// 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 );
}
#if defined( CLIENT_DLL ) && !defined( NO_STEAM )
void CAchievementMgr::UpdateStateFromSteam_Internal( int nUserSlot )
{
#if !defined ( _X360 )
Assert( steamapicontext->SteamUserStats() );
if ( !steamapicontext->SteamUserStats() )
return;
// run through the achievements and set their achieved state according to Steam data
FOR_EACH_MAP( m_mapAchievement[nUserSlot], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[nUserSlot][i];
bool bAchieved = false;
uint32 unlockTime;
// Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
bool bRet = steamapicontext->SteamUserStats()->GetAchievementAndUnlockTime( pAchievement->GetName(), &bAchieved, &unlockTime );
if ( bRet )
{
// set local achievement state
pAchievement->SetAchieved( bAchieved );
pAchievement->SetUnlockTime(unlockTime);
}
else
{
DevMsg( "ISteamUserStats::GetAchievement failed for %s\n", pAchievement->GetName() );
}
if ( pAchievement->StoreProgressInSteam() )
{
int iValue;
char pszProgressName[1024];
Q_snprintf( pszProgressName, 1024, "%s_STAT", pAchievement->GetName() );
bRet = steamapicontext->SteamUserStats()->GetStat( pszProgressName, &iValue );
if ( bRet )
{
pAchievement->SetCount( iValue );
pAchievement->EvaluateNewAchievement();
}
else
{
DevMsg( "ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n", pszProgressName );
}
}
}
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_info_loaded" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
#endif
}
#endif
//-----------------------------------------------------------------------------
// 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 ) && defined( CLIENT_DLL )
if ( m_bCheckSigninState )
{
uint state = XUserGetSigninState( XBX_GetActiveUserId() );
if ( state == eXUserSigninState_NotSignedIn )
{
Msg( "Achievements disabled: not signed in to XBox user account.\n" );
return false;
}
}
#endif
// can't be in commentary mode, user is invincible
if ( IsInCommentaryMode() )
{
Msg( "Achievements disabled: in commentary mode.\n" );
return false;
}
#ifdef CLIENT_DLL
// achievements disabled if playing demo (Playback demo) or watching HLTV
if ( engine->IsHLTV() )
{
Msg( "Achievements disabled: demo playing.\n" );
return false;
}
#endif // CLIENT_DLL
if ( IsPC() )
{
#if ALLOW_ACHIEVEMENTS_WITH_CHEATS
if ( developer.GetInt() != 0 )
return true;
#endif // ALLOW_ACHIEVEMENTS_WITH_CHEATS
// 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
#if defined( CLIENT_DLL ) && !defined( NO_STEAM )
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;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Determine friendness on xbox
//-----------------------------------------------------------------------------
#if defined ( _X360 )
bool IsXboxFriends( int userID, int entityIndex )
{
// $TODO(hpe) connect the matchmaking bits
return false;
//if ( !matchmaking )
// return false;
//XUID XUid[1];
//XUid[0] = matchmaking->PlayerIdToXuid( entityIndex );
//BOOL bFriend = false;
//// If we don't have a XUID, we don't even need to bother asking...
//if ( XUid[0] == 0 )
//{
// return false;
//}
//XUserAreUsersFriends( userID, XUid, 1, &bFriend, NULL );
//return bFriend;
}
#endif
#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() || IsPS3() )
{
#ifndef NO_STEAM
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
#endif
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 ) ) )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( iPlayerIndex, &pi ) )
continue;
if ( !pi.xuid )
continue;
#ifdef _X360
// 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;
#elif !defined( NO_STEAM )
// check and see if they're on the local player's friends list
if ( !steamapicontext->SteamFriends()->HasFriend( pi.xuid, /*k_EFriendFlagImmediate*/ 0x04 ) )
continue;
#else
continue;
#endif
iTotalFriends++;
}
}
return (iTotalFriends >= iMinFriends);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether there are a specified # of teammates who all belong
// to same clan as local player. Involves cross-process calls to Steam
// so this is mildly expensive, don't call this every frame.
//-----------------------------------------------------------------------------
bool CalcHasNumClanPlayers( int iClanTeammates )
{
Assert( g_pGameRules->IsMultiplayer() );
if ( IsPC() || IsPS3() )
{
#ifndef NO_STEAM
// Do a cheap rejection: check teammate count first to see if we even need to bother checking w/Steam
// Subtract 1 for the local player.
if ( CalcPlayerCount()-1 < iClanTeammates )
return false;
if ( !steamapicontext->SteamFriends() || !steamapicontext->SteamUtils() || !g_pGameRules->IsMultiplayer() )
return false;
// determine local player team
int iLocalPlayerIndex = GetLocalPlayerIndex();
for ( int iClan = 0; iClan < steamapicontext->SteamFriends()->GetClanCount(); iClan++ )
{
int iClanMembersOnTeam = 0;
CSteamID clanID = steamapicontext->SteamFriends()->GetClanByIndex( iClan );
// enumerate all players
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
player_info_t pi;
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) && ( pi.friendsID ) )
{
// check and see if they're on the local player's friends list
CSteamID steamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
if ( steamapicontext->SteamFriends()->IsUserInSource( steamID, clanID ) )
{
iClanMembersOnTeam++;
if ( iClanMembersOnTeam == iClanTeammates )
return true;
}
}
}
}
}
#endif
return false;
}
else if ( IsGameConsole() )
{
// 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. Behaves like ResetAchievements but does not automatically save profile
//-----------------------------------------------------------------------------
void CAchievementMgr::ClearAchievements( int nUserSlot )
{
if ( nUserSlot < 0 || nUserSlot >= MAX_SPLITSCREEN_PLAYERS )
{
AssertMsg( false, "CAchievementMgr::ClearAchievements invalid nUserSlot\n" );
return;
}
FOR_EACH_MAP( m_mapAchievement[nUserSlot], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[nUserSlot][i];
ResetAchievement_Internal( pAchievement );
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::ResetAchievements()
{
#if defined( CLIENT_DLL ) && !defined( NO_STEAM )
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 );
}
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->StoreStats();
}
SaveGlobalState();
#endif // CLIENT_DLL
}
void CAchievementMgr::ResetAchievement( int iAchievementID )
{
#if defined( CLIENT_DLL ) && !defined( NO_STEAM )
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 );
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->StoreStats();
}
SaveGlobalState();
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose: Resets all achievements. For debugging purposes only
//-----------------------------------------------------------------------------
void CAchievementMgr::PrintAchievementStatus()
{
#if defined( CLIENT_DLL )
if ( IsPC() && !LoggedIntoSteam() )
{
Msg( "Steam not running, achievements disabled. Cannot view or unlock achievements.\n" );
return;
}
Msg( "%42s %-30s %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() )
{
CCSBaseAchievement* pCSAchievement = dynamic_cast<CCSBaseAchievement*>(pAchievement);
// Assign the award date text
char dateBuffer[32] = "";
int year, month, day, hour, minute, second;
if ( pCSAchievement && pCSAchievement->GetAwardTime(year, month, day, hour, minute, second) )
{
Q_snprintf( dateBuffer, sizeof(dateBuffer), "ACHIEVED %4d-%02d-%02d %2d:%02d:%02d", year, month, day, hour, minute, second );
Msg( "%-30s", dateBuffer );
}
else
{
Msg( "%-30s", "ACHIEVED" );
}
}
else if ( pFailableAchievement && pFailableAchievement->IsFailed() )
{
Msg( "%-30s", "FAILED" );
}
else
{
char szBuf[255];
char szComponents[67] = "";
int componentsLen = ARRAYSIZE( szComponents );
if ( pAchievement->HasComponents() )
{
uint64 bits = pAchievement->GetComponentBits();
int numComponents = pAchievement->GetNumComponents();
Q_strcat( szComponents, "(", componentsLen );
for ( int i=numComponents-1; i>=0; i-- )
{
Q_strcat( szComponents, ( bits & ((uint64)1<<i) ) ? "1" : "0", componentsLen );
}
Q_strcat( szComponents, ")", componentsLen );
}
Q_snprintf( szBuf, ARRAYSIZE( szBuf ), "(%d/%d)%s %s",
pAchievement->GetCount(), pAchievement->GetGoal(),
pAchievement->IsActive() ? "" : " (inactive)",
szComponents );
Msg( "%-30s", szBuf );
}
Msg( " %d ", pAchievement->GetPointValue() );
pAchievement->PrintAdditionalStatus();
Msg( "\n" );
iTotalAchievements++;
iTotalPoints += pAchievement->GetPointValue();
}
Msg( "Total achievements: %d Total possible points: %d\n", iTotalAchievements, iTotalPoints );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: called when a game event is fired
//-----------------------------------------------------------------------------
void CAchievementMgr::FireGameEvent( IGameEvent *event )
{
#ifdef CLIENT_DLL
int nSplitScreenPlayer = event->GetInt( "splitscreenplayer" );
Assert(nSplitScreenPlayer < MAX_SPLITSCREEN_PLAYERS);
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( nSplitScreenPlayer );
}
}
else if ( 0 == Q_strcmp( name, "read_game_titledata" ) )
{
SyncAchievementsToTitleData( event->GetInt( "controllerId" ), ACHIEVEMENT_READ_ACHIEVEMENT );
#if defined ( _X360 )
IGameEvent * repostEvent = gameeventmanager->CreateEvent( "repost_xbox_achievements" );
if ( repostEvent )
{
int userSlot = XBX_GetSlotByUserId( event->GetInt( "controllerId" ) );
if ( userSlot != -1 )
{
repostEvent->SetInt( "splitscreenplayer", userSlot );
gameeventmanager->FireEventClientSide( repostEvent );
}
}
#endif
}
else if ( 0 == Q_strcmp( name, "write_game_titledata" ) )
{
SyncAchievementsToTitleData( event->GetInt( "controllerId" ), ACHIEVEMENT_WRITE_ACHIEVEMENT );
}
else if ( 0 == Q_strcmp( name, "reset_game_titledata" ) )
{
ClearAchievements( XBX_GetSlotByUserId( event->GetInt( "controllerId" ) ) );
}
else if ( 0 == Q_strcmp( name, "write_profile_data" ) )
{
for ( int i=0; i<XUSER_MAX_COUNT; ++i )
{
char cmdLine[80];
Q_snprintf( cmdLine, 80, "host_writeconfig_ss %d", i );
engine->ClientCmd_Unrestricted( cmdLine );
}
}
else if ( 0 == Q_strcmp( name, "achievement_write_failed" ) )
{
#ifdef _GAMECONSOLE
// We didn't succeed and we're not waiting, so we failed
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues(
"OnProfileUnavailable", "iController", XBX_GetUserId( nSplitScreenPlayer ) ) );
#endif
}
else if ( 0 == Q_strcmp( name, "user_data_downloaded" ) )
{
#ifndef NO_STEAM
UpdateStateFromSteam_Internal( 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 = ToBaseCombatCharacter( 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 an asset award achievement as it's abstract object.
// Input : orderIndex -
// Output : IBaseAchievement*
//-----------------------------------------------------------------------------
IAchievement* CAchievementMgr::GetAwardByDisplayOrder( int orderIndex, int nUserSlot )
{
Assert( m_vecAwardInOrder[nUserSlot].IsValidIndex(orderIndex) );
return (IAchievement*)m_vecAwardInOrder[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( bool bAssets )
{
int listCount = m_mapAchievement[SINGLE_PLAYER_SLOT].Count();
int achCount = 0;
for ( int i=0; i<listCount; ++i )
{
CBaseAchievement *pAchievement = m_mapAchievement[STEAM_PLAYER_SLOT][i];
if ( (bAssets && pAchievement->IsAssetAward()) || (!bAssets && !pAchievement->IsAssetAward()) )
{
achCount++;
}
}
return achCount;
}
//-----------------------------------------------------------------------------
// 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 _GAMECONSOLE
int nSlot = XBX_GetSlotByUserId( iController );
#else
int nSlot = STEAM_PLAYER_SLOT;
#endif
ReadAchievementsFromTitleData( iController, nSlot );
}
else if ( FStrEq( szEvent, "sv_cheats_changed" ) )
{ // we got a local event that sv_cheats value changed!
if ( pEvent->GetInt( "value" ) )
m_bCheatsEverOn = true;
}
#ifdef _GAMECONSOLE
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 upload is complete
// this needs to handle k_EResultInvalidParam which means that steam has rejected our uploaded stats
// and reset them with its copy. at that point we need to update our own copy of the stats to reflect steam's
//-----------------------------------------------------------------------------
void CAchievementMgr::Steam_OnUserStatsStored( UserStatsStored_t *pUserStatsStored )
{
#if !defined(GAME_DLL) && defined(USE_CEG)
Steamworks_TestSecret() ;
#endif
if ( k_EResultOK != pUserStatsStored->m_eResult )
{
DevMsg( "CAchievementMgr: Failed to upload stats to Steam, EResult %d!\n", pUserStatsStored->m_eResult );
}
else
{
#if defined( CLIENT_DLL )
UpdateStateFromSteam_Internal(STEAM_PLAYER_SLOT);
// send a message to the server about our achievements
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( FirstValidSplitScreenSlot() );
if ( pLocalPlayer )
{
while ( m_AchievementsAwarded[STEAM_PLAYER_SLOT].Count() > 0 )
{
int nAchievementID = m_AchievementsAwarded[STEAM_PLAYER_SLOT].Head();
CBaseAchievement* pAchievement = GetAchievementByID( nAchievementID, STEAM_PLAYER_SLOT );
// verify that it is still achieved (it could have been rejected by Steam)
if ( pAchievement->IsAchieved() )
{
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_earned" );
if ( event )
{
event->SetInt( "player", pLocalPlayer->entindex() );
event->SetInt( "achievement", nAchievementID );
gameeventmanager->FireEventClientSide( event );
}
}
m_AchievementsAwarded[STEAM_PLAYER_SLOT].RemoveMultipleFromHead(1);
}
}
}
#endif
// 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();
}
}
}
}
#endif // !defined(NO_STEAM)
bool CAchievementMgr::SyncAchievementsToTitleData( int iController, SyncAchievementValueDirection_t eOp )
{
#if defined (_X360)
// get the local player
IPlayerLocal *pPlayerLocal = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( !pPlayerLocal )
return false;
TitleDataFieldsDescription_t const *pFields = g_pMatchFramework->GetMatchTitle()->DescribeTitleDataStorage();
// check version number
TitleDataFieldsDescription_t const *versionField = TitleDataFieldsDescriptionFindByString( pFields, "TITLEDATA.BLOCK2.VERSION" );
if ( !versionField || versionField->m_eDataType != TitleDataFieldsDescription_t::DT_uint16 )
{
Warning( "TITLEDATA.BLOCK2.VERSION is expected to be defined as DT_uint16\n" );
return false;
}
ConVarRef cl_titledataversionblock2( "cl_titledataversionblock2" );
if ( eOp == ACHIEVEMENT_READ_ACHIEVEMENT )
{
int versionNumber = TitleDataFieldsDescriptionGetValue<uint16>( versionField, pPlayerLocal );
if ( versionNumber != cl_titledataversionblock2.GetInt() )
{
Warning( "SyncAchievementsToTitleData incorrect verion #; got %d, expected %d\n", versionNumber, cl_titledataversionblock2.GetInt() );
return false;
}
}
else
{
TitleDataFieldsDescriptionSetValue<uint16>( versionField, pPlayerLocal,cl_titledataversionblock2.GetInt() );
}
bool bIsAchieved;
uint8 iochar;
char achName[ 256 ];
uint32 ioint;
int userSlot = XBX_GetSlotByUserId( iController );
Assert(userSlot < MAX_SPLITSCREEN_PLAYERS);
FOR_EACH_MAP( m_mapAchievement[userSlot], i )
{
CBaseAchievement *pAchievement = m_mapAchievement[userSlot][i];
Q_snprintf( achName, 255, "MEDALS.AWARDED%.3d", i );
TitleDataFieldsDescription_t const *pFieldAwarded = TitleDataFieldsDescriptionFindByString( pFields, achName );
Q_snprintf( achName, 255, "MEDALS.MEDALINFO%.3d", i );
TitleDataFieldsDescription_t const *pFieldMedalInfo = TitleDataFieldsDescriptionFindByString( pFields, achName );
if ( !pFieldAwarded || !pFieldMedalInfo )
{
continue;
}
if ( eOp == ACHIEVEMENT_WRITE_ACHIEVEMENT )
{
bIsAchieved = pAchievement->IsAchieved();
iochar = 0;
ioint = pAchievement->GetCount();
if ( bIsAchieved )
{
iochar = 2;
ioint = pAchievement->GetUnlockTime();
}
TitleDataFieldsDescriptionSetValue<uint8>( pFieldAwarded, pPlayerLocal, iochar );
TitleDataFieldsDescriptionSetValue<uint32>( pFieldMedalInfo, pPlayerLocal, ioint );
}
else
{
bIsAchieved = static_cast< bool >( TitleDataFieldsDescriptionGetValue<uint8>( pFieldAwarded, pPlayerLocal ) != 0 );
ioint = TitleDataFieldsDescriptionGetValue<uint32>( pFieldMedalInfo, pPlayerLocal );
if ( bIsAchieved )
{
pAchievement->SetUnlockTime( ioint );
pAchievement->SetAchieved( true );
}
else
{
pAchievement->SetAchieved( false );
pAchievement->SetCount( ioint );
}
}
}
if ( eOp == ACHIEVEMENT_READ_ACHIEVEMENT )
{
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_info_loaded" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
#endif
return true;
}
void CAchievementMgr::ResetAchievement_Internal( CBaseAchievement *pAchievement )
{
#if defined( CLIENT_DLL )
Assert( pAchievement );
#if !defined ( NO_STEAM )
if ( steamapicontext->SteamUserStats() )
{
steamapicontext->SteamUserStats()->ClearAchievement( pAchievement->GetName() );
}
#endif
pAchievement->SetAchieved( false );
pAchievement->SetCount( 0 );
if ( pAchievement->HasComponents() )
{
pAchievement->SetComponentBits( 0 );
}
pAchievement->SetProgressShown( 0 );
pAchievement->StopListeningForAllEvents();
if ( pAchievement->IsActive() )
{
pAchievement->ListenForEvents();
}
#endif // CLIENT_DLL
}
#ifdef CLIENT_DLL
bool MsgFunc_AchievementEvent( const CCSUsrMsg_AchievementEvent &msg )
{
int iAchievementID = (int) msg.achievement();
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
if ( !pAchievementMgr )
return true;
int iCount = (int) msg.count();
int userID = (int) msg.user_id();
// Fix unused variable warning
NOTE_UNUSED(iCount);
int userSlot = STEAM_PLAYER_SLOT;
#if defined ( _X360 )
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(i);
if ( pLocalPlayer && !pLocalPlayer->IsNPC() )
{
if ( pLocalPlayer->GetUserID() == userID )
{
userSlot = i;
}
}
}
#else
NOTE_UNUSED(userID);
#endif // _X360
pAchievementMgr->OnAchievementEvent( iAchievementID, userSlot );
return true;
}
#if ALLOW_ACHIEVEMENTS_WITH_CHEATS
CON_COMMAND_F( achievement_reset_all, "Clears all achievements", FCVAR_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
if ( !pAchievementMgr )
return;
pAchievementMgr->ResetAchievements();
}
int StringSortFunc( const void *p1, const void *p2 )
{
const char *psz1 = (const char *)p1;
const char *psz2 = (const char *)p2;
return ( Q_strcmp( psz1, psz2 ) );
}
static int AchievementNameCompletion( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
if ( !pAchievementMgr )
return 0;
const char *firstSpace = V_strstr( partial, " " );
if ( !firstSpace )
return 0;
// store the command
char commandName[COMMAND_COMPLETION_ITEM_LENGTH];
int commandLength = firstSpace - partial;
V_StrSlice( partial, 0, commandLength, commandName, sizeof( commandName ) );
// skip the command
partial += commandLength + 1;
int partialLength = Q_strlen( partial );
if ( !partial )
return 0;
int numMatches = 0;
CUtlMap< int, CBaseAchievement *> &achievements = pAchievementMgr->GetAchievements( STEAM_PLAYER_SLOT );
for ( int i = achievements.FirstInorder(); i != achievements.InvalidIndex() && numMatches < COMMAND_COMPLETION_MAXITEMS; i = achievements.NextInorder( i ) )
{
CBaseAchievement *pAchievement = achievements[i];
const char *pszAchievementName = pAchievement->GetName();
if ( !Q_strncasecmp( pszAchievementName, partial, partialLength ) )
{
Q_snprintf( commands[ numMatches ], sizeof( commands[ numMatches ] ), "%s %s", commandName, pszAchievementName );
numMatches++;
}
}
// sort the commands
qsort( commands, numMatches, COMMAND_COMPLETION_ITEM_LENGTH, StringSortFunc );
return numMatches;
}
CON_COMMAND_F_COMPLETION( achievement_reset, "<internal name> Clears specified achievement", FCVAR_DEVELOPMENTONLY, AchievementNameCompletion )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
if ( !pAchievementMgr )
return;
pAchievementMgr->PrintAchievementStatus();
}
CON_COMMAND_F_COMPLETION( achievement_unlock, "<internal name> Unlocks achievement", FCVAR_DEVELOPMENTONLY, AchievementNameCompletion )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_COMPLETION( achievement_evaluate, "<internal name> Causes failable achievement to be evaluated", FCVAR_DEVELOPMENTONLY, AchievementNameCompletion )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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_DEVELOPMENTONLY )
{
CAchievementMgr *pAchievementMgr = CAchievementMgr::GetInstance();
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 )
{
Assert(nUserSlot < MAX_SPLITSCREEN_PLAYERS);
FOR_EACH_MAP_FAST( m_mapAchievement[nUserSlot], i )
{
m_mapAchievement[nUserSlot][i]->ClearAchievementData();
}
}
//-----------------------------------------------------------------------------
// 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
// [sbodenbender] brought over from orange box
// Call think functions. Work backwards, because we may remove achievements from the list.
int iCount = m_vecThinkListeners.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
{
m_vecThinkListeners[i].pAchievement->Think();
// The think function may have pushed out the think time. If not, remove ourselves from the list.
if ( m_vecThinkListeners[i].pAchievement->IsAchieved() || m_vecThinkListeners[i].m_flThinkTime < gpGlobals->curtime )
{
m_vecThinkListeners.Remove(i);
}
}
}
#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;
// We are attempting to grant an achievement.
if ( nReturn != ERROR_SUCCESS )
{
// The achievement write has failed.
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 );
}
#endif // _X360
}
bool CAchievementMgr::IsCurrentMap( const char *pszMapName )
{
if ( !pszMapName )
return false;
return StringHasPrefixCaseSensitive( GetMapName(), pszMapName );
}