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891 lines
29 KiB
891 lines
29 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "achievementmgr.h"
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#include "icommandline.h"
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#ifdef CLIENT_DLL
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#include "tier3/tier3.h"
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#include "vgui/ILocalize.h"
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#include "achievement_notification_panel.h"
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#include "fmtstr.h"
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#include "cdll_client_int.h"
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#include "matchmaking/imatchframework.h"
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#endif // CLIENT_DLL
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#include <vgui/ISystem.h>
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#include "../../src/public/vgui_controls/Controls.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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CBaseAchievementHelper *CBaseAchievementHelper::s_pFirst = NULL;
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static int g_nAchivementBitchCount = 0;
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BEGIN_DATADESC_NO_BASE( CBaseAchievement )
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DEFINE_FIELD( m_iCount, FIELD_INTEGER ),
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END_DATADESC()
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BEGIN_DATADESC( CFailableAchievement )
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DEFINE_FIELD( m_bActivated, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bFailed, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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CBaseAchievement::CBaseAchievement()
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{
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m_iFlags = 0;
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m_iGoal = 0;
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m_iProgressMsgIncrement = 0;
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m_iProgressMsgMinimum = 0;
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m_iAchievementID = 0;
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m_iPointValue = 0;
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m_bHideUntilAchieved = false;
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m_bStoreProgressInSteam = false;
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m_pVictimClassNameFilter = NULL;
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m_pAttackerClassNameFilter = NULL;
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m_pInflictorClassNameFilter = NULL;
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m_pInflictorEntityNameFilter = NULL;
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m_pMapNameFilter = NULL;
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m_pGameDirFilter = NULL;
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m_pszComponentNames = NULL;
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m_pszComponentDisplayNames = NULL;
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m_pszComponentPrefix = NULL;
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m_iNumComponents = 0;
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m_iComponentPrefixLen = 0;
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m_iComponentBits = 0;
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m_iCount = 0;
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m_iProgressShown = 0;
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m_bAchieved = false;
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m_uUnlockTime = 0;
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m_pAchievementMgr = NULL;
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m_nUserSlot = 0;
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m_iAssetAwardID = 0;
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m_bShowOnHUD = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets flags
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetFlags( int iFlags )
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{
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// must always specify a save method
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Assert( iFlags & ( ACH_SAVE_WITH_GAME | ACH_SAVE_GLOBAL ) );
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m_iFlags = iFlags;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a game event being listened for is dispatched
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//-----------------------------------------------------------------------------
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void CBaseAchievement::FireGameEvent( IGameEvent *event )
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{
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#ifdef CLIENT_DLL
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( m_nUserSlot );
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#endif
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//
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// Perform common filtering to make it simpler to write achievements
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//
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if ( !IsActive() )
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{
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return;
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}
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// if the achievement only applies to a specific map, and it's not the current map, skip it
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if ( m_pMapNameFilter && ( 0 != Q_strcmp( m_pAchievementMgr->GetMapName(), m_pMapNameFilter ) ) )
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return;
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const char *name = event->GetName();
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if ( 0 == Q_strcmp( name, "teamplay_round_win" ) )
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{
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// if this is a round win and the achievement wants full round events only, filter this out
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// if this is not the end of a full round
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if ( ( m_iFlags & ACH_FILTER_FULL_ROUND_ONLY ) && ( false == event->GetBool( "full_round" ) ) )
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return;
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}
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// let the achievement handle the event
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FireGameEvent_Internal( event );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets victim class to filter with
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetVictimFilter( const char *pClassName )
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{
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m_pVictimClassNameFilter = pClassName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets attacker class to filter with
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetAttackerFilter( const char *pClassName )
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{
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m_pAttackerClassNameFilter = pClassName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets inflictor class to filter with
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetInflictorFilter( const char *pClassName )
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{
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m_pInflictorClassNameFilter = pClassName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets inflictor entity name to filter with
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetInflictorEntityNameFilter( const char *pEntityName )
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{
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m_pInflictorEntityNameFilter = pEntityName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets map name to filter with
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetMapNameFilter( const char *pMapName )
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{
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m_pMapNameFilter = pMapName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets game dir to filter with. Note: in general, achievements should
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// only be compiled into products they pertain to. But if there are
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// any game-specific achievements which need to be in a binary shared
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// across products (e.g. Ep1 & Ep2), use the game dir as a runtime
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// filter.
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetGameDirFilter( const char *pGameDir )
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{
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m_pGameDirFilter = pGameDir;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets prefix to look for in map event string to identify a component
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// for this achievement
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetComponentPrefix( const char *pPrefix )
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{
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m_pszComponentPrefix = pPrefix;
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m_iComponentPrefixLen = Q_strlen( pPrefix );
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a kill that passes filter critera occurs. This
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// is the default implementation, achievements can override to
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// do special handling
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//-----------------------------------------------------------------------------
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void CBaseAchievement::Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
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{
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// extra paranoid check: should only get here if registered as a kill event listener
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Assert( GetFlags() & ACH_LISTEN_KILL_EVENTS );
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if ( !( GetFlags() & ACH_LISTEN_KILL_EVENTS ) )
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return;
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// default implementation is just to increase count when filter criteria pass
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IncrementCount();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when an event that counts toward an achievement occurs
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//-----------------------------------------------------------------------------
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void CBaseAchievement::IncrementCount( int iOptIncrement )
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{
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if ( !IsAchieved() )
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{
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if ( !CheckAchievementsEnabled() )
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{
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#ifndef _DEBUG
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if ( g_nAchivementBitchCount++ < 10 )
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{
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DevMsg( "Achievements disabled, ignoring achievement progress for %s\n", GetName() );
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}
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#endif
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return;
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}
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// on client, where the count is kept, increment count
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if ( iOptIncrement > 0 )
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{
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// user specified that we want to increase by more than one.
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m_iCount += iOptIncrement;
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if ( m_iCount > m_iGoal )
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{
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m_iCount = m_iGoal;
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}
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}
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else
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{
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m_iCount++;
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}
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// if this achievement gets saved w/global state, flag our global state as dirty
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if ( GetFlags() & ACH_SAVE_GLOBAL )
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{
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m_pAchievementMgr->SetDirty( true, m_nUserSlot );
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}
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if ( cc_achievement_debug.GetInt() )
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{
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Msg( "Achievement count increased for %s: %d/%d\n", GetName(), m_iCount, m_iGoal );
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}
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#if 0 // !defined( NO_STEAM ) - <vitaliy> achievements should always go via TitleData
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// if this achievement's progress should be stored in Steam, set the steam stat for it
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if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() )
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{
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// Set the Steam stat with the same name as the achievement. Only cached locally until we upload it.
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char pszProgressName[1024];
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Q_snprintf( pszProgressName, 1024, "%s_STAT", GetName() );
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bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount );
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if ( !bRet )
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{
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DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName );
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}
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#ifdef INFESTED_DLL
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// Upload user data to commit the change to Steam so if the client crashes, progress isn't lost.
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// Only upload if we haven't uploaded recently, to keep us from spamming Steam with uploads. If we don't
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// upload now, it will get uploaded no later than level shutdown.
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if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) )
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{
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m_pAchievementMgr->UploadUserData( STEAM_PLAYER_SLOT );
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}
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#else
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m_pAchievementMgr->SetDirty( true, m_nUserSlot );
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#endif
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}
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#endif
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// if we've hit goal, award the achievement
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if ( m_iGoal > 0 )
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{
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if ( m_iCount >= m_iGoal )
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{
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AwardAchievement();
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}
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else
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{
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HandleProgressUpdate();
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}
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}
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}
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}
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void CBaseAchievement::SetShowOnHUD( bool bShow )
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{
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if ( m_bShowOnHUD != bShow )
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{
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m_pAchievementMgr->SetDirty( true, m_nUserSlot );
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}
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m_bShowOnHUD = bShow;
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}
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void CBaseAchievement::HandleProgressUpdate()
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{
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// if we've hit the right # of progress steps to show a progress notification, show it
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if ( ( m_iProgressMsgIncrement > 0 ) && m_iCount >= m_iProgressMsgMinimum && ( 0 == ( m_iCount % m_iProgressMsgIncrement ) ) )
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{
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// which notification is this
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int iProgress = m_iCount / m_iProgressMsgIncrement;
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// if we haven't already shown this progress step, show it
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if ( iProgress > m_iProgressShown )
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{
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ShowProgressNotification();
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// remember progress step shown so we don't show it again if the player loads an earlier save game
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// and gets past this point again
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m_iProgressShown = iProgress;
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m_pAchievementMgr->SetDirty( true, m_nUserSlot );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: calculates at how many steps we should show a progress notification
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//-----------------------------------------------------------------------------
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void CBaseAchievement::CalcProgressMsgIncrement()
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{
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// by default, show progress at every 25%
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m_iProgressMsgIncrement = m_iGoal / 4;
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// if goal is not evenly divisible by 4, try some other values
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if ( 0 != ( m_iGoal % 4 ) )
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{
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if ( 0 == ( m_iGoal % 3 ) )
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{
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// if evenly divisible by 3, use that
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m_iProgressMsgIncrement = m_iGoal / 3;
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}
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else if ( 0 == ( m_iGoal % 5 ) )
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{
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// if evenly divisible by 5, use that
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m_iProgressMsgIncrement = m_iGoal / 5;
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}
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// otherwise stick with divided by 4, rounded off
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}
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// don't show progress notifications for less than 5 things
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if ( m_iProgressMsgIncrement < 5 )
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{
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m_iProgressMsgIncrement = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseAchievement::SetNextThink( float flThinkTime )
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{
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m_pAchievementMgr->SetAchievementThink( this, flThinkTime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseAchievement::ClearThink( void )
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{
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m_pAchievementMgr->SetAchievementThink( this, THINK_CLEAR );
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}
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//-----------------------------------------------------------------------------
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// Purpose: see if we should award an achievement based on what just happened
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//-----------------------------------------------------------------------------
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void CBaseAchievement::EvaluateNewAchievement()
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{
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if ( !IsAchieved() && m_iGoal > 0 && m_iCount >= m_iGoal )
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{
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m_pAchievementMgr->CheckSignInState( false ); // Local user isn't resolvable, but we know we are signed in (our caller checks).
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AwardAchievement();
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m_pAchievementMgr->CheckSignInState( true );
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CheckAssetAwards( m_nUserSlot ); // Since we awarded the achievement we might need to award associated assets as well
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: determine if we should set this achievement to be achieved based
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// on other state. Used at init time.
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//-----------------------------------------------------------------------------
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void CBaseAchievement::EvaluateIsAlreadyAchieved()
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{
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// Check platform specific data to determine status of completed achievements.
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#if !defined(NO_STEAM)
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ISteamUserStats *pSteamUserStats = steamapicontext->SteamUserStats();
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if ( pSteamUserStats )
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{
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bool bAchieved;
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pSteamUserStats->GetAchievement( GetName(), &bAchieved );
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SetAchieved( bAchieved );
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}
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// Handled in CAchievementMgr::UserConnected on X360
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#endif
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EvaluateNewAchievement();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called a map event for this achievement occurs
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//-----------------------------------------------------------------------------
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void CBaseAchievement::OnMapEvent( const char *pEventName )
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{
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Assert( m_iFlags & ACH_LISTEN_MAP_EVENTS );
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if ( 0 == Q_stricmp( pEventName, GetName() ) )
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{
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IncrementCount();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when an achievement is awarded
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//-----------------------------------------------------------------------------
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void CBaseAchievement::AwardAchievement()
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{
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Assert( !IsAchieved() );
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if ( IsAchieved() )
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return;
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m_pAchievementMgr->AwardAchievement( m_iAchievementID, m_nUserSlot );
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a component of a multi-component event is found
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//-----------------------------------------------------------------------------
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void CBaseAchievement::OnComponentEvent( const char *pchComponentName )
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{
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// find the component name in our list
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for ( int i = 0; i < m_iNumComponents; i++ )
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{
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if ( 0 == Q_strcmp( pchComponentName, m_pszComponentNames[i] ) )
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{
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EnsureComponentBitSetAndEvaluate( i );
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets the specified component bit # if it is not already.
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// If it does get set, evaluate if this satisfies an achievement
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//-----------------------------------------------------------------------------
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void CBaseAchievement::EnsureComponentBitSetAndEvaluate( int iBitNumber )
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{
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Assert( iBitNumber < 64 ); // this is bit #, not a bit mask
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if ( IsAchieved() )
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return;
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// calculate which bit this component corresponds to
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uint64 iBitMask = ( (uint64) 1 ) << iBitNumber;
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// see if we already have gotten this component
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if ( 0 == ( iBitMask & m_iComponentBits ) )
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{
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if ( !CheckAchievementsEnabled() )
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{
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Msg( "Achievements disabled, ignoring achievement component for %s\n", GetName() );
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return;
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}
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// new component, set the bit and increment the count
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SetComponentBits( m_iComponentBits | iBitMask );
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#if 0 // !defined( NO_STEAM ) - <vitaliy> achievements should go via TitleData
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// if this achievement's progress should be stored in Steam, set the steam stat for it
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if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() )
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{
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// Set the Steam stat with the same name as the achievement. Only cached locally until we upload it.
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char pszProgressName[1024];
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Q_snprintf( pszProgressName, 1024, "%s_STAT", GetName() );
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bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount );
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if ( !bRet )
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{
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DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName );
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}
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if ( HasComponents() )
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{
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Q_snprintf( pszProgressName, 1024, "%s_COMP", GetName() );
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int32 bits = (int32) GetComponentBits();
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bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, bits );
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if ( !bRet )
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{
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DevMsg( "ISteamUserStats::GetStat failed to set component value in Steam for achievement %s\n", pszProgressName );
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}
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}
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// Upload user data to commit the change to Steam so if the client crashes, progress isn't lost.
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// Only upload if we haven't uploaded recently, to keep us from spamming Steam with uploads. If we don't
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// upload now, it will get uploaded no later than level shutdown.
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if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) )
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{
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m_pAchievementMgr->UploadUserData( m_nUserSlot );
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}
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}
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#endif
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Assert( m_iCount <= m_iGoal );
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if ( m_iCount == m_iGoal )
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{
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// all components found, award the achievement (and save state)
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AwardAchievement();
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}
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else
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{
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// save our state at the next good opportunity
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m_pAchievementMgr->SetDirty( true, m_nUserSlot );
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if ( cc_achievement_debug.GetInt() )
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{
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Msg( "Component %d for achievement %s found\n", iBitNumber, GetName() );
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}
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ShowProgressNotification();
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}
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}
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else
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{
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if ( cc_achievement_debug.GetInt() )
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{
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Msg( "Component %d for achievement %s found, but already had that component\n", iBitNumber, GetName() );
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}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: displays achievement progress notification in the HUD
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::ShowProgressNotification()
|
|
{
|
|
if ( !ShouldShowProgressNotification() )
|
|
return;
|
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" );
|
|
if ( event )
|
|
{
|
|
event->SetString( "achievement_name", GetName() );
|
|
event->SetInt( "cur_val", m_iCount );
|
|
event->SetInt( "max_val", m_iGoal );
|
|
#ifdef GAME_DLL
|
|
gameeventmanager->FireEvent( event );
|
|
#else
|
|
gameeventmanager->FireEventClientSide( event );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clears dynamic state for this achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::PreRestoreSavedGame()
|
|
{
|
|
// if this achievement gets saved with the game, clear its state
|
|
if ( m_iFlags & ACH_SAVE_WITH_GAME )
|
|
{
|
|
m_iCount = 0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called after the data in this achievement has been restored from saved game
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::PostRestoreSavedGame()
|
|
{
|
|
EvaluateIsAlreadyAchieved();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets component bits for this achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::SetComponentBits( uint64 iComponentBits )
|
|
{
|
|
Assert( m_iFlags & ACH_HAS_COMPONENTS );
|
|
// set the bit field
|
|
m_iComponentBits = iComponentBits;
|
|
// count how many bits are set and save that as the count
|
|
int iNumBitsSet = 0;
|
|
while ( iComponentBits > 0 )
|
|
{
|
|
if ( iComponentBits & 1 )
|
|
{
|
|
iNumBitsSet++;
|
|
}
|
|
iComponentBits >>= 1;
|
|
}
|
|
m_iCount = iNumBitsSet;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: gets the number of bits that are set in our components
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseAchievement::GetNumComponentBitsSet( void )
|
|
{
|
|
int iNumBitsSet = 0;
|
|
|
|
uint64 iComponentBits = m_iComponentBits;
|
|
|
|
while ( iComponentBits > 0 )
|
|
{
|
|
if ( iComponentBits & 1 )
|
|
{
|
|
iNumBitsSet++;
|
|
}
|
|
iComponentBits >>= 1;
|
|
}
|
|
|
|
return iNumBitsSet;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns whether we should save this achievement with a save game
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseAchievement::ShouldSaveWithGame()
|
|
{
|
|
// save if we should get saved with the game, have a non-zero count, and have not
|
|
// been achieved (at which point the achievement state gets saved globally)
|
|
return ( ( m_iFlags & ACH_SAVE_WITH_GAME ) > 0 && ( GetCount() > 0 ) && !IsAchieved() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns whether we should save this achievement to the global file
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseAchievement::ShouldSaveGlobal()
|
|
{
|
|
// save if we should get saved globally and have a non-zero count, or if we have been achieved, or if the player has pinned this achievement to the HUD
|
|
return ( ( ( m_iFlags & ACH_SAVE_GLOBAL ) > 0 && ( GetCount() > 0 ) ) || IsAchieved() || ( m_iProgressShown > 0 ) || ShouldShowOnHUD() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns whether this achievement is active
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseAchievement::IsActive()
|
|
{
|
|
// we're not active if already achieved
|
|
if ( IsAchieved() )
|
|
return false;
|
|
|
|
// if there's a map filter and we're not on the specified map, we're not active
|
|
if ( ( m_pMapNameFilter ) && ( 0 != Q_strcmp( m_pAchievementMgr->GetMapName(), m_pMapNameFilter ) ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns whether this achievement is available. It can be made
|
|
// not available if it requires DLC, etc
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseAchievement::IsAvailable()
|
|
{
|
|
return true; // by default all achievements are available
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Serialize our data to the KeyValues node
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::GetSettings( KeyValues *pNodeOut )
|
|
{
|
|
pNodeOut->SetInt( "value", IsAchieved() ? 1 : 0 );
|
|
|
|
if ( HasComponents() )
|
|
{
|
|
pNodeOut->SetUint64( "data", m_iComponentBits );
|
|
}
|
|
else
|
|
{
|
|
if ( !IsAchieved() )
|
|
{
|
|
pNodeOut->SetInt( "data", m_iCount );
|
|
}
|
|
}
|
|
pNodeOut->SetInt( "hud", ShouldShowOnHUD() ? 1 : 0 );
|
|
pNodeOut->SetInt( "msg", m_iProgressShown );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Unserialize our data from the KeyValues node
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::ApplySettings( KeyValues *pNodeIn )
|
|
{
|
|
// set the count
|
|
if ( pNodeIn->GetInt( "value" ) > 0 )
|
|
{
|
|
m_iCount = m_iGoal;
|
|
m_bAchieved = true;
|
|
}
|
|
else if ( !HasComponents() )
|
|
{
|
|
m_iCount = pNodeIn->GetInt( "data" );
|
|
}
|
|
|
|
// if this achievement has components, set the component bits
|
|
if ( HasComponents() )
|
|
{
|
|
int64 iComponentBits = pNodeIn->GetUint64( "data" );
|
|
SetComponentBits( iComponentBits );
|
|
}
|
|
SetShowOnHUD( !!pNodeIn->GetInt( "hud" ) );
|
|
m_iProgressShown = pNodeIn->GetInt( "msg" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears achievement data
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::ClearAchievementData()
|
|
{
|
|
SetCount( 0 );
|
|
if ( this->HasComponents() )
|
|
{
|
|
this->SetComponentBits( 0 );
|
|
}
|
|
SetAchieved( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: get the localizable display string for a specific component
|
|
//-----------------------------------------------------------------------------
|
|
const char *CBaseAchievement::GetComponentDisplayString( int iComponent )
|
|
{
|
|
if ( !( m_iFlags & ACH_HAS_COMPONENTS ) || iComponent < 0 || iComponent > m_iNumComponents )
|
|
return "";
|
|
|
|
return m_pszComponentDisplayNames[iComponent];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Translate the asset string into an xbox asset id.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseAchievement::SetAssetAward( const char* assetAwardName )
|
|
{
|
|
TitleAvatarAwardsDescription_t const *pTitleAssetMap = g_pMatchFramework->GetMatchTitle()->DescribeTitleAvatarAwards();
|
|
while ( pTitleAssetMap && pTitleAssetMap->m_szAvatarAwardName )
|
|
{
|
|
if ( !Q_stricmp( pTitleAssetMap->m_szAvatarAwardName, assetAwardName ) )
|
|
{
|
|
SetAssetAwardID( pTitleAssetMap->m_idAvatarAward );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
++pTitleAssetMap;
|
|
}
|
|
}
|
|
|
|
SetAssetAwardID( 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Wrapper for achievement manager so we can check enabled per achievement with the gamerules
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseAchievement::CheckAchievementsEnabled( void )
|
|
{
|
|
if ( g_pGameRules && !g_pGameRules->CheckAchievementsEnabled( GetAchievementID() ) )
|
|
return false;
|
|
|
|
return m_pAchievementMgr->CheckAchievementsEnabled();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CFailableAchievement::CFailableAchievement() : CBaseAchievement()
|
|
{
|
|
m_bFailed = false;
|
|
m_bActivated = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns whether we should save this achievement with a save game
|
|
//-----------------------------------------------------------------------------
|
|
bool CFailableAchievement::ShouldSaveWithGame()
|
|
{
|
|
// save if we should get saved with the game, and are active or have failed
|
|
return ( ( ( m_iFlags & ACH_SAVE_WITH_GAME ) > 0 ) && ( m_bActivated || m_bFailed ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clears dynamic state for this achievement
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::PreRestoreSavedGame()
|
|
{
|
|
m_bFailed = false;
|
|
m_bActivated = false;
|
|
|
|
BaseClass::PreRestoreSavedGame();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called after the data in this achievement has been restored from saved game
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::PostRestoreSavedGame()
|
|
{
|
|
// if there is no activation event set for this achievement, it is always active, activate it now
|
|
if ( !m_bFailed && !GetActivationEventName()[0] )
|
|
{
|
|
m_bActivated = true;
|
|
}
|
|
|
|
if ( m_bActivated )
|
|
{
|
|
Activate();
|
|
}
|
|
|
|
BaseClass::PostRestoreSavedGame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a map event occurs
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::OnMapEvent( const char *pEventName )
|
|
{
|
|
// if we're not activated and we got the activation event, activate
|
|
if ( !m_bActivated && ( 0 == Q_stricmp( pEventName, GetActivationEventName() ) ) )
|
|
{
|
|
OnActivationEvent();
|
|
}
|
|
// if this is the evaluation event, see if we've failed or not
|
|
else if ( m_bActivated && 0 == Q_stricmp( pEventName, GetEvaluationEventName() ) )
|
|
{
|
|
OnEvaluationEvent();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when this failable achievement is activated
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::Activate()
|
|
{
|
|
m_bActivated = true;
|
|
ListenForEvents();
|
|
if ( cc_achievement_debug.GetInt() )
|
|
{
|
|
Msg( "Failable achievement %s now active\n", GetName() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when this failable achievement should be evaluated
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::OnEvaluationEvent()
|
|
{
|
|
if ( !m_bFailed )
|
|
{
|
|
// we haven't failed and we reached the evaluation point, we've succeeded
|
|
IncrementCount();
|
|
}
|
|
|
|
if ( cc_achievement_debug.GetInt() )
|
|
{
|
|
Msg( "Failable achievement %s has been evaluated (%s), now inactive\n", GetName(), m_bFailed ? "FAILED" : "AWARDED" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets this achievement to failed
|
|
//-----------------------------------------------------------------------------
|
|
void CFailableAchievement::SetFailed()
|
|
{
|
|
if ( !m_bFailed )
|
|
{
|
|
m_bFailed = true;
|
|
|
|
if ( cc_achievement_debug.GetInt() )
|
|
{
|
|
Msg( "Achievement failed: %s (%s)\n", GetName(), GetName() );
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================
|
|
|
|
void CAchievement_AchievedCount::Init()
|
|
{
|
|
SetFlags( ACH_SAVE_GLOBAL );
|
|
SetGoal( 1 );
|
|
SetAchievementsRequired( 0, 0, 0 );
|
|
}
|
|
|
|
// Count how many achievements have been earned in our range
|
|
void CAchievement_AchievedCount::OnSteamUserStatsStored( void )
|
|
{
|
|
// DO NO CALL. REPLACED BY CHECKMETAACHIEVEMENTS!
|
|
Assert( 0 );
|
|
}
|
|
|
|
void CAchievement_AchievedCount::SetAchievementsRequired( int iNumRequired, int iLowRange, int iHighRange )
|
|
{
|
|
m_iNumRequired = iNumRequired;
|
|
m_iLowRange = iLowRange;
|
|
m_iHighRange = iHighRange;
|
|
}
|