//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef ACHIEVEMENTMGR_H #define ACHIEVEMENTMGR_H #ifdef _WIN32 #pragma once #endif #include "baseachievement.h" #include "GameEventListener.h" #include "hl2orange.spa.h" #include "iachievementmgr.h" #include "utlmap.h" #ifndef NO_STEAM #include "steam/steam_api.h" #endif #define THINK_CLEAR -1 class CAchievementMgr : public CAutoGameSystemPerFrame, public CGameEventListener, public IAchievementMgr { public: //============================================================================= // HPE_BEGIN // [dwenger] Steam Cloud Support //============================================================================= enum SteamCloudPersisting { SteamCloudPersist_Off = 0, SteamCloudPersist_On, }; CAchievementMgr( SteamCloudPersisting ePersistToSteamCloud = SteamCloudPersist_Off ); //============================================================================= // HPE_END //============================================================================= virtual bool Init(); virtual void PostInit(); virtual void Shutdown(); virtual void LevelInitPreEntity(); virtual void LevelShutdownPreEntity(); virtual void InitializeAchievements(); virtual void Update( float frametime ); #ifdef GAME_DLL virtual void FrameUpdatePostEntityThink(); #endif void OnMapEvent( const char *pchEventName ); // Interfaces exported to other dlls for achievement list queries IAchievement* GetAchievementByIndex( int index ); int GetAchievementCount(); CBaseAchievement *GetAchievementByID( int iAchievementID ); CUtlMap &GetAchievements() { return m_mapAchievement; } CBaseAchievement *GetAchievementByName( const char *pchName ); bool HasAchieved( const char *pchName ); void UploadUserData(); void DownloadUserData(); void SaveGlobalState( bool bAsync = false ); void LoadGlobalState(); void SaveGlobalStateIfDirty( bool bAsync = false ); void EnsureGlobalStateLoaded(); void AwardAchievement( int iAchievementID ); void UpdateAchievement( int iAchievementID, int nData ); void PreRestoreSavedGame(); void PostRestoreSavedGame(); void ResetAchievements(); void ResetAchievement( int iAchievementID ); void PrintAchievementStatus(); float GetLastClassChangeTime() { return m_flLastClassChangeTime; } float GetTeamplayStartTime() { return m_flTeamplayStartTime; } int GetMiniroundsCompleted() { return m_iMiniroundsCompleted; } const char *GetMapName() { return m_szMap; } void OnAchievementEvent( int iAchievementID, int iCount = 1 ); void CheckMetaAchievements( void ); void SetDirty( bool bDirty ) { if (bDirty) { m_bGlobalStateDirty = true; m_bSteamDataDirty = true; } } //============================================================================= // HPE_END //============================================================================= bool CheckAchievementsEnabled(); bool LoggedIntoSteam() { #if !defined(NO_STEAM) return ( steamapicontext->SteamUser() && steamapicontext->SteamUserStats() && steamapicontext->SteamUser()->BLoggedOn() ); #else return false; #endif } float GetTimeLastUpload() { return m_flTimeLastSaved; } // time we last uploaded to Steam bool WereCheatsEverOn( void ) { return m_bCheatsEverOn; } #if !defined(NO_STEAM) STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsReceived, UserStatsReceived_t, m_CallbackUserStatsReceived ); STEAM_CALLBACK( CAchievementMgr, Steam_OnUserStatsStored, UserStatsStored_t, m_CallbackUserStatsStored ); #endif void SetAchievementThink( CBaseAchievement *pAchievement, float flThinkTime ); private: void FireGameEvent( IGameEvent *event ); void OnKillEvent( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event ); void ResetAchievement_Internal( CBaseAchievement *pAchievement ); void UpdateStateFromSteam_Internal(); CUtlMap m_mapAchievement; // map of all achievements CUtlVector m_vecAchievement; // vector of all achievements for accessing by index CUtlVector m_vecKillEventListeners; // vector of achievements that are listening for kill events CUtlVector m_vecMapEventListeners; // vector of achievements that are listening for map events CUtlVector m_vecComponentListeners; // vector of achievements that are listening for components that make up an achievement CUtlMap m_mapMetaAchievement; // map of CAchievement_AchievedCount struct achievementthink_t { float m_flThinkTime; CBaseAchievement *pAchievement; }; CUtlVector m_vecThinkListeners; // vector of achievements that are actively thinking float m_flLevelInitTime; float m_flLastClassChangeTime; // Time when player last changed class float m_flTeamplayStartTime; // Time when player joined a non-spectating team. Not updated if she switches game teams; cleared if she joins spectator float m_iMiniroundsCompleted; // # of minirounds played since game start (for maps that have minirounds) char m_szMap[MAX_PATH]; // file base of map name, cached since we access it frequently in this form bool m_bGlobalStateDirty; // do we have interesting state changes that needs to be saved? bool m_bSteamDataDirty; // do we have changes to upload to Steamworks? bool m_bGlobalStateLoaded; // have we loaded global state bool m_bCheatsEverOn; // have cheats ever been turned on in this level float m_flTimeLastSaved; // last time we uploaded to Steam //============================================================================= // HPE_BEGIN // [dwenger] Steam Cloud Support //============================================================================= bool m_bPersistToSteamCloud; // true = persist data to steam cloud //============================================================================= // HPE_END //============================================================================= CUtlVector m_AchievementsAwarded; }; // helper functions const char *GetModelName( CBaseEntity *pBaseEntity ); #ifdef CLIENT_DLL bool CalcPlayersOnFriendsList( int iMinPlayers ); bool CalcHasNumClanPlayers( int iClanTeammates ); int CalcPlayerCount(); int CalcTeammateCount(); #endif // CLIENT class IMatchmaking; extern ConVar cc_achievement_debug; extern IMatchmaking *matchmaking; #ifdef CLIENT_DLL void MsgFunc_AchievementEvent( bf_read &msg ); #endif // CLIENT_DLL #endif // ACHIEVEMENTMGR_H