hl2_src-leak-2017/src/game/shared/baseachievement.cpp

751 lines
24 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "achievementmgr.h"
#include "icommandline.h"
#ifdef CLIENT_DLL
#include "tier3/tier3.h"
#include "vgui/ILocalize.h"
#include "achievement_notification_panel.h"
#include "fmtstr.h"
#include "gamestats.h"
#endif // CLIENT_DLL
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for sorting achievements by award time
//=============================================================================
#include <vgui/ISystem.h>
#include "vgui_controls/Controls.h"
//=============================================================================
// HPE_END
//=============================================================================
CBaseAchievementHelper *CBaseAchievementHelper::s_pFirst = NULL;
BEGIN_DATADESC_NO_BASE( CBaseAchievement )
DEFINE_FIELD( m_iCount, FIELD_INTEGER ),
END_DATADESC()
BEGIN_DATADESC( CFailableAchievement )
DEFINE_FIELD( m_bActivated, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFailed, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CBaseAchievement::CBaseAchievement()
{
m_iFlags = 0;
m_iGoal = 0;
m_iProgressMsgIncrement = 0;
m_iProgressMsgMinimum = 0;
m_iAchievementID = 0;
m_iPointValue = 0;
m_bHideUntilAchieved = false;
m_bStoreProgressInSteam = false;
m_pVictimClassNameFilter = NULL;
m_pAttackerClassNameFilter = NULL;
m_pInflictorClassNameFilter = NULL;
m_pInflictorEntityNameFilter = NULL;
m_pMapNameFilter = NULL;
m_pGameDirFilter = NULL;
m_pszComponentNames = NULL;
m_pszComponentPrefix = NULL;
m_iNumComponents = 0;
m_iComponentPrefixLen = 0;
m_iComponentBits = 0;
m_iCount = 0;
m_iProgressShown = 0;
m_bAchieved = false;
m_uUnlockTime = 0;
m_pAchievementMgr = NULL;
m_bShowOnHUD = false;
m_pszStat = NULL;
}
CBaseAchievement::~CBaseAchievement()
{
}
//-----------------------------------------------------------------------------
// Purpose: sets flags
//-----------------------------------------------------------------------------
void CBaseAchievement::SetFlags( int iFlags )
{
// must always specify a save method
Assert( iFlags & ( ACH_SAVE_WITH_GAME | ACH_SAVE_GLOBAL ) );
m_iFlags = iFlags;
}
//-----------------------------------------------------------------------------
// Purpose: called when a game event being listened for is dispatched
//-----------------------------------------------------------------------------
void CBaseAchievement::FireGameEvent( IGameEvent *event )
{
// perform common filtering to make it simpler to write achievements
if ( !IsActive() )
return;
// if the achievement only applies to a specific map, and it's not the current map, skip it
if ( m_pMapNameFilter && ( 0 != Q_strcmp( m_pAchievementMgr->GetMapName(), m_pMapNameFilter ) ) )
return;
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "teamplay_round_win" ) )
{
// if this is a round win and the achievement wants full round events only, filter this out
// if this is not the end of a full round
if ( ( m_iFlags & ACH_FILTER_FULL_ROUND_ONLY ) && ( false == event->GetBool( "full_round" ) ) )
return;
}
// let the achievement handle the event
FireGameEvent_Internal( event );
}
//-----------------------------------------------------------------------------
// Purpose: sets victim class to filter with
//-----------------------------------------------------------------------------
void CBaseAchievement::SetVictimFilter( const char *pClassName )
{
m_pVictimClassNameFilter = pClassName;
}
//-----------------------------------------------------------------------------
// Purpose: sets attacker class to filter with
//-----------------------------------------------------------------------------
void CBaseAchievement::SetAttackerFilter( const char *pClassName )
{
m_pAttackerClassNameFilter = pClassName;
}
//-----------------------------------------------------------------------------
// Purpose: sets inflictor class to filter with
//-----------------------------------------------------------------------------
void CBaseAchievement::SetInflictorFilter( const char *pClassName )
{
m_pInflictorClassNameFilter = pClassName;
}
//-----------------------------------------------------------------------------
// Purpose: sets inflictor entity name to filter with
//-----------------------------------------------------------------------------
void CBaseAchievement::SetInflictorEntityNameFilter( const char *pEntityName )
{
m_pInflictorEntityNameFilter = pEntityName;
}
//-----------------------------------------------------------------------------
// Purpose: sets map name to filter with
//-----------------------------------------------------------------------------
void CBaseAchievement::SetMapNameFilter( const char *pMapName )
{
m_pMapNameFilter = pMapName;
}
//-----------------------------------------------------------------------------
// Purpose: sets game dir to filter with. Note: in general, achievements should
// only be compiled into products they pertain to. But if there are
// any game-specific achievements which need to be in a binary shared
// across products (e.g. Ep1 & Ep2), use the game dir as a runtime
// filter.
//-----------------------------------------------------------------------------
void CBaseAchievement::SetGameDirFilter( const char *pGameDir )
{
m_pGameDirFilter = pGameDir;
}
//-----------------------------------------------------------------------------
// Purpose: sets prefix to look for in map event string to identify a component
// for this achievement
//-----------------------------------------------------------------------------
void CBaseAchievement::SetComponentPrefix( const char *pPrefix )
{
m_pszComponentPrefix = pPrefix;
m_iComponentPrefixLen = Q_strlen( pPrefix );
}
//-----------------------------------------------------------------------------
// Purpose: called when a kill that passes filter critera occurs. This
// is the default implementation, achievements can override to
// do special handling
//-----------------------------------------------------------------------------
void CBaseAchievement::Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
{
// extra paranoid check: should only get here if registered as a kill event listener
Assert( GetFlags() & ACH_LISTEN_KILL_EVENTS );
if ( !( GetFlags() & ACH_LISTEN_KILL_EVENTS ) )
return;
// default implementation is just to increase count when filter criteria pass
// Msg( "Base achievement incremented on kill event.\n" );
IncrementCount();
}
//-----------------------------------------------------------------------------
// Purpose: called when an event that counts toward an achievement occurs
//-----------------------------------------------------------------------------
void CBaseAchievement::IncrementCount( int iOptIncrement )
{
if ( !IsAchieved() && LocalPlayerCanEarn() )
{
if ( !AlwaysEnabled() && !m_pAchievementMgr->CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement progress for %s\n", GetName() );
return;
}
// on client, where the count is kept, increment count
if ( iOptIncrement > 0 )
{
// user specified that we want to increase by more than one.
m_iCount += iOptIncrement;
if ( m_iCount > m_iGoal )
{
m_iCount = m_iGoal;
}
}
else
{
m_iCount++;
}
// if this achievement gets saved w/global state, flag our global state as dirty
if ( GetFlags() & ACH_SAVE_GLOBAL )
{
m_pAchievementMgr->SetDirty( true );
}
if ( cc_achievement_debug.GetInt() )
{
Msg( "Achievement count increased for %s: %d/%d\n", GetName(), m_iCount, m_iGoal );
}
#ifndef NO_STEAM
// if this achievement's progress should be stored in Steam, set the steam stat for it
if ( StoreProgressInSteam() && steamapicontext->SteamUserStats() )
{
// Set the Steam stat with the same name as the achievement. Only cached locally until we upload it.
char pszProgressName[1024];
Q_snprintf( pszProgressName, 1024, "%s_STAT", GetStat() );
bool bRet = steamapicontext->SteamUserStats()->SetStat( pszProgressName, m_iCount );
if ( !bRet )
{
DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName );
}
m_pAchievementMgr->SetDirty( true );
}
#endif
// if we've hit goal, award the achievement
if ( m_iGoal > 0 )
{
if ( m_iCount >= m_iGoal )
{
AwardAchievement();
}
else
{
HandleProgressUpdate();
}
}
}
}
void CBaseAchievement::SetShowOnHUD( bool bShow )
{
if ( m_bShowOnHUD != bShow )
{
m_pAchievementMgr->SetDirty( true );
}
m_bShowOnHUD = bShow;
}
void CBaseAchievement::HandleProgressUpdate()
{
// if we've hit the right # of progress steps to show a progress notification, show it
if ( ( m_iProgressMsgIncrement > 0 ) && m_iCount >= m_iProgressMsgMinimum && ( 0 == ( m_iCount % m_iProgressMsgIncrement ) ) )
{
// which notification is this
int iProgress = m_iCount / m_iProgressMsgIncrement;
// if we haven't already shown this progress step, show it
if ( iProgress > m_iProgressShown )
{
ShowProgressNotification();
// remember progress step shown so we don't show it again if the player loads an earlier save game
// and gets past this point again
m_iProgressShown = iProgress;
m_pAchievementMgr->SetDirty( true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: calculates at how many steps we should show a progress notification
//-----------------------------------------------------------------------------
void CBaseAchievement::CalcProgressMsgIncrement()
{
// by default, show progress at every 25%
m_iProgressMsgIncrement = m_iGoal / 4;
// if goal is not evenly divisible by 4, try some other values
if ( 0 != ( m_iGoal % 4 ) )
{
if ( 0 == ( m_iGoal % 3 ) )
{
// if evenly divisible by 3, use that
m_iProgressMsgIncrement = m_iGoal / 3;
}
else if ( 0 == ( m_iGoal % 5 ) )
{
// if evenly divisible by 5, use that
m_iProgressMsgIncrement = m_iGoal / 5;
}
// otherwise stick with divided by 4, rounded off
}
// don't show progress notifications for less than 5 things
if ( m_iProgressMsgIncrement < 5 )
{
m_iProgressMsgIncrement = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAchievement::SetNextThink( float flThinkTime )
{
m_pAchievementMgr->SetAchievementThink( this, flThinkTime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAchievement::ClearThink( void )
{
m_pAchievementMgr->SetAchievementThink( this, THINK_CLEAR );
}
//-----------------------------------------------------------------------------
// Purpose: see if we should award an achievement based on what just happened
//-----------------------------------------------------------------------------
void CBaseAchievement::EvaluateNewAchievement()
{
if ( !IsAchieved() && m_iGoal > 0 && m_iCount >= m_iGoal )
{
AwardAchievement();
}
}
//-----------------------------------------------------------------------------
// Purpose: determine if we should set this achievement to be achieved based
// on other state. Used at init time.
//-----------------------------------------------------------------------------
void CBaseAchievement::EvaluateIsAlreadyAchieved()
{
if ( !IsAchieved() && m_iGoal > 0 && m_iCount >= m_iGoal )
{
m_bAchieved = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: called a map event for this achievement occurs
//-----------------------------------------------------------------------------
void CBaseAchievement::OnMapEvent( const char *pEventName )
{
Assert( m_iFlags & ACH_LISTEN_MAP_EVENTS );
if ( 0 == Q_stricmp( pEventName, GetName() ) )
{
IncrementCount();
}
}
//-----------------------------------------------------------------------------
// Purpose: called when an achievement is awarded
//-----------------------------------------------------------------------------
void CBaseAchievement::AwardAchievement()
{
Assert( !IsAchieved() );
if ( IsAchieved() )
return;
m_pAchievementMgr->AwardAchievement( m_iAchievementID );
}
//-----------------------------------------------------------------------------
// Purpose: called when a component of a multi-component event is found
//-----------------------------------------------------------------------------
void CBaseAchievement::OnComponentEvent( const char *pchComponentName )
{
// find the component name in our list
for ( int i = 0; i < m_iNumComponents; i++ )
{
if ( 0 == Q_strcmp( pchComponentName, m_pszComponentNames[i] ) )
{
EnsureComponentBitSetAndEvaluate( i );
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets the specified component bit # if it is not already.
// If it does get set, evaluate if this satisfies an achievement
//-----------------------------------------------------------------------------
void CBaseAchievement::EnsureComponentBitSetAndEvaluate( int iBitNumber )
{
Assert( iBitNumber < 64 ); // this is bit #, not a bit mask
if ( IsAchieved() )
return;
// calculate which bit this component corresponds to
uint64 iBitMask = ( (uint64) 1 ) << iBitNumber;
// see if we already have gotten this component
if ( 0 == ( iBitMask & m_iComponentBits ) )
{
if ( !AlwaysEnabled() && !m_pAchievementMgr->CheckAchievementsEnabled() )
{
Msg( "Achievements disabled, ignoring achievement component for %s\n", GetName() );
return;
}
// new component, set the bit and increment the count
SetComponentBits( m_iComponentBits | iBitMask );
if ( m_iCount != m_iGoal )
{
// save our state at the next good opportunity
m_pAchievementMgr->SetDirty( true );
if ( cc_achievement_debug.GetInt() )
{
Msg( "Component %d for achievement %s found\n", iBitNumber, GetName() );
}
ShowProgressNotification();
}
}
else
{
if ( cc_achievement_debug.GetInt() )
{
Msg( "Component %d for achievement %s found, but already had that component\n", iBitNumber, GetName() );
}
}
// Check to see if we've achieved our goal even if the bit is already set
// (this fixes some older achievements that are stuck in the 9/9 state and could never be evaluated)
Assert( m_iCount <= m_iGoal );
if ( m_iCount == m_iGoal )
{
// all components found, award the achievement (and save state)
AwardAchievement();
}
}
//-----------------------------------------------------------------------------
// 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: 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;
}
//=============================================================================
// HPE_BEGIN:
// [pfreese] Moved serialization from AchievementMgr to here so that derived
// classes can persist additional data
//=============================================================================
//-----------------------------------------------------------------------------
// 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" );
}
//=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// 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;
}