/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" #include "../../doomclassic/doom/doomdef.h" idCVar achievements_Verbose( "achievements_Verbose", "1", CVAR_BOOL, "debug spam" ); idCVar g_demoMode( "g_demoMode", "0", CVAR_INTEGER, "this is a demo" ); bool idAchievementManager::cheatingDialogShown = false; const struct achievementInfo_t { int required; bool lifetime; // true means the current count is stored on the player profile. Doesn't matter for single count achievements. } achievementInfo [ACHIEVEMENTS_NUM] = { { 50, true }, // ACHIEVEMENT_EARN_ALL_50_TROPHIES { 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_0 { 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_1 { 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_2 { 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_3 { 64, false }, // ACHIEVEMENT_PDAS_BASE { 14, false }, // ACHIEVEMENT_WATCH_ALL_VIDEOS { 1, false }, // ACHIEVEMENT_KILL_MONSTER_WITH_1_HEALTH_LEFT { 35, false }, // ACHIEVEMENT_OPEN_ALL_LOCKERS { 20, true }, // ACHIEVEMENT_KILL_20_ENEMY_FISTS_HANDS { 1, true }, // ACHIEVEMENT_KILL_SCI_NEXT_TO_RCR { 1, true }, // ACHIEVEMENT_KILL_TWO_IMPS_ONE_SHOTGUN { 1, true }, // ACHIEVEMENT_SCORE_25000_TURKEY_PUNCHER { 50, true }, // ACHIEVEMENT_DESTROY_BARRELS { 1, true }, // ACHIEVEMENT_GET_BFG_FROM_SECURITY_OFFICE { 1, true }, // ACHIEVEMENT_COMPLETE_LEVEL_WITHOUT_TAKING_DMG { 1, true }, // ACHIEVEMENT_FIND_RAGE_LOGO { 1, true }, // ACHIEVEMENT_SPEED_RUN { 1, true }, // ACHIEVEMENT_DEFEAT_VAGARY_BOSS { 1, true }, // ACHIEVEMENT_DEFEAT_GUARDIAN_BOSS { 1, true }, // ACHIEVEMENT_DEFEAT_SABAOTH_BOSS { 1, true }, // ACHIEVEMENT_DEFEAT_CYBERDEMON_BOSS { 1, true }, // ACHIEVEMENT_SENTRY_BOT_ALIVE_TO_DEST { 20, true }, // ACHIEVEMENT_KILL_20_ENEMY_WITH_CHAINSAW { 1, true }, // ACHIEVEMENT_ID_LOGO_SECRET_ROOM { 1, true }, // ACHIEVEMENT_BLOODY_HANDWORK_OF_BETRUGER { 1, true }, // ACHIEVEMENT_TWO_DEMONS_FIGHT_EACH_OTHER { 20, true }, // ACHIEVEMENT_USE_SOUL_CUBE_TO_DEFEAT_20_ENEMY { 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_0 { 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_1 { 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_2 { 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_3 { 22, false }, // ACHIEVEMENT_PDAS_ROE { 1, true }, // ACHIEVEMENT_KILL_5_ENEMY_HELL_TIME { 1, true }, // ACHIEVEMENT_DEFEAT_HELLTIME_HUNTER { 1, true }, // ACHIEVEMENT_DEFEAT_BERSERK_HUNTER { 1, true }, // ACHIEVEMENT_DEFEAT_INVULNERABILITY_HUNTER { 1, true }, // ACHIEVEMENT_DEFEAT_MALEDICT_BOSS { 20, true }, // ACHIEVEMENT_GRABBER_KILL_20_ENEMY { 20, true }, // ACHIEVEMENT_ARTIFACT_WITH_BERSERK_PUNCH_20 { 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_0 { 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_1 { 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_2 { 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_3 { 10, false }, // ACHIEVEMENT_PDAS_LE { 1, true }, // ACHIEVEMENT_MP_KILL_PLAYER_VIA_TELEPORT { 1, true }, // ACHIEVEMENT_MP_CATCH_ENEMY_IN_ROFC { 5, true }, // ACHIEVEMENT_MP_KILL_5_PLAYERS_USING_INVIS { 1, true }, // ACHIEVEMENT_MP_COMPLETE_MATCH_WITHOUT_DYING { 1, true }, // ACHIEVEMENT_MP_USE_BERSERK_TO_KILL_PLAYER { 1, true }, // ACHIEVEMENT_MP_KILL_2_GUYS_IN_ROOM_WITH_BFG }; /* ================================================================================================ idAchievementManager ================================================================================================ */ /* ======================== idAchievementManager::idAchievementManager ======================== */ idAchievementManager::idAchievementManager() : lastImpKilledTime( 0 ), lastPlayerKilledTime( 0 ), playerTookDamage( false ) { counts.Zero(); ResetHellTimeKills(); } /* ======================== idAchievementManager::Init ======================== */ void idAchievementManager::Init( idPlayer* player ) { owner = player; SyncAchievments(); } /* ======================== idAchievementManager::SyncAchievments ======================== */ void idAchievementManager::SyncAchievments() { idLocalUser* user = GetLocalUser(); if( user == NULL || user->GetProfile() == NULL ) { return; } // Set achievement counts for( int i = 0; i < counts.Num(); i++ ) { if( user->GetProfile()->GetAchievement( i ) ) { counts[i] = achievementInfo[i].required; } else if( achievementInfo[i].lifetime ) { counts[i] = user->GetStatInt( i ); } } } /* ======================== idAchievementManager::GetLocalUser ======================== */ idLocalUser* idAchievementManager::GetLocalUser() { if( !verify( owner != NULL ) ) { return NULL; } return session->GetGameLobbyBase().GetLocalUserFromLobbyUser( gameLocal.lobbyUserIDs[ owner->GetEntityNumber() ] ); } /* ======================== idAchievementManager::Save ======================== */ void idAchievementManager::Save( idSaveGame* savefile ) const { owner.Save( savefile ); for( int i = 0; i < ACHIEVEMENTS_NUM; i++ ) { savefile->WriteInt( counts[i] ); } savefile->WriteInt( lastImpKilledTime ); savefile->WriteInt( lastPlayerKilledTime ); savefile->WriteBool( playerTookDamage ); savefile->WriteInt( currentHellTimeKills ); } /* ======================== idAchievementManager::Restore ======================== */ void idAchievementManager::Restore( idRestoreGame* savefile ) { owner.Restore( savefile ); for( int i = 0; i < ACHIEVEMENTS_NUM; i++ ) { savefile->ReadInt( counts[i] ); } savefile->ReadInt( lastImpKilledTime ); savefile->ReadInt( lastPlayerKilledTime ); savefile->ReadBool( playerTookDamage ); savefile->ReadInt( currentHellTimeKills ); SyncAchievments(); } /* ======================== idAchievementManager::EventCompletesAchievement ======================== */ void idAchievementManager::EventCompletesAchievement( const achievement_t eventId ) { if( g_demoMode.GetBool() ) { return; } idLocalUser* localUser = GetLocalUser(); if( localUser == NULL || localUser->GetProfile() == NULL ) { // Send a Reliable Message to the User that needs to unlock this. if( owner != NULL ) { int playerId = owner->entityNumber; const int bufferSize = sizeof( playerId ) + sizeof( eventId ); byte buffer[ bufferSize ]; idBitMsg msg; msg.InitWrite( buffer, bufferSize ); msg.WriteByte( playerId ); msg.WriteByte( eventId ); msg.WriteByteAlign(); idLib::Printf( "Host Sending Achievement\n" ); session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[ owner->entityNumber ], GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK, msg ); } return; // Remote user or build game } // Check to see if we've already given the achievement. // If so, don't do again because we don't want to autosave every time a trigger is hit if( localUser->GetProfile()->GetAchievement( eventId ) ) { return; } #ifdef ID_RETAIL if( common->GetConsoleUsed() ) { if( !cheatingDialogShown ) { common->Dialog().AddDialog( GDM_ACHIEVEMENTS_DISABLED_DUE_TO_CHEATING, DIALOG_ACCEPT, NULL, NULL, true ); cheatingDialogShown = true; } return; } #endif counts[eventId]++; if( counts[eventId] >= achievementInfo[eventId].required ) { session->GetAchievementSystem().AchievementUnlock( localUser, eventId ); } else { if( achievementInfo[eventId].lifetime ) { localUser->SetStatInt( eventId, counts[eventId] ); } } } /* ======================== idAchievementManager::IncrementHellTimeKills ======================== */ void idAchievementManager::IncrementHellTimeKills() { currentHellTimeKills++; if( currentHellTimeKills >= 5 ) { EventCompletesAchievement( ACHIEVEMENT_KILL_5_ENEMY_HELL_TIME ); } } /* ======================== idAchievementManager::SavePersistentData ======================== */ void idAchievementManager::SavePersistentData( idDict& playerInfo ) { for( int i = 0; i < ACHIEVEMENTS_NUM; ++i ) { playerInfo.SetInt( va( "ach_%d", i ), counts[i] ); } } /* ======================== idAchievementManager::RestorePersistentData ======================== */ void idAchievementManager::RestorePersistentData( const idDict& spawnArgs ) { for( int i = 0; i < ACHIEVEMENTS_NUM; ++i ) { counts[i] = spawnArgs.GetInt( va( "ach_%d", i ), "0" ); } } /* ======================== idAchievementManager::LocalUser_CompleteAchievement ======================== */ void idAchievementManager::LocalUser_CompleteAchievement( achievement_t id ) { idLocalUser* localUser = session->GetSignInManager().GetMasterLocalUser(); // Check to see if we've already given the achievement. // If so, don't do again because we don't want to autosave every time a trigger is hit if( localUser == NULL || localUser->GetProfile()->GetAchievement( id ) ) { return; } #ifdef ID_RETAIL if( common->GetConsoleUsed() ) { if( !cheatingDialogShown ) { common->Dialog().AddDialog( GDM_ACHIEVEMENTS_DISABLED_DUE_TO_CHEATING, DIALOG_ACCEPT, NULL, NULL, true ); cheatingDialogShown = true; } return; } #endif session->GetAchievementSystem().AchievementUnlock( localUser, id ); } /* ======================== idAchievementManager::CheckDoomClassicsAchievements Processed when the player finishes a level. ======================== */ // RB begin #if defined(USE_DOOMCLASSIC) void idAchievementManager::CheckDoomClassicsAchievements( int killcount, int itemcount, int secretcount, int skill, int mission, int map, int episode, int totalkills, int totalitems, int totalsecret ) { const skill_t difficulty = ( skill_t )skill; const currentGame_t currentGame = common->GetCurrentGame(); const GameMission_t expansion = ( GameMission_t )mission; idLocalUser* localUser = session->GetSignInManager().GetMasterLocalUser(); if( localUser != NULL && localUser->GetProfile() != NULL ) { // GENERAL ACHIEVEMENT UNLOCKING. if( currentGame == DOOM_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_NEOPHYTE_COMPLETE_ANY_LEVEL ); } else if( currentGame == DOOM2_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_JUST_GETTING_STARTED_COMPLETE_ANY_LEVEL ); } // Complete Any Level on Nightmare. if( difficulty == sk_nightmare && currentGame == DOOM_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_NIGHTMARE_COMPLETE_ANY_LEVEL_NIGHTMARE ); } const bool gotAllKills = killcount >= totalkills; const bool gotAllItems = itemcount >= totalitems; const bool gotAllSecrets = secretcount >= totalsecret; if( gotAllItems && gotAllKills && gotAllSecrets ) { if( currentGame == DOOM_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS ); } else if( currentGame == DOOM2_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS ); } } // DOOM EXPANSION ACHIEVEMENTS if( expansion == doom ) { if( map == 8 ) { // Medium or higher skill level. if( difficulty >= sk_medium ) { localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 ); } // Hard or higher skill level. if( difficulty >= sk_hard ) { localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD + ( episode - 1 ), 1 ); localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 ); } if( difficulty == sk_nightmare ) { localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD + ( episode - 1 ), 1 ); localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 ); } // Save the Settings. localUser->SaveProfileSettings(); } // Check to see if we've completed all episodes. const int episode1completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM ); const int episode2completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_2_MEDIUM ); const int episode3completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_3_MEDIUM ); const int episode4completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_4_MEDIUM ); const int episode1completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD ); const int episode2completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_2_HARD ); const int episode3completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_3_HARD ); const int episode4completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_4_HARD ); if( currentGame == DOOM_CLASSIC ) { if( episode1completed ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE1_COMPLETE_MEDIUM ); } if( episode2completed ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE2_COMPLETE_MEDIUM ); } if( episode3completed ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE3_COMPLETE_MEDIUM ); } if( episode4completed ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE4_COMPLETE_MEDIUM ); } if( episode1completed_hard && episode2completed_hard && episode3completed_hard && episode4completed_hard ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_RAMPAGE_COMPLETE_ALL_HARD ); } } } else if( expansion == doom2 ) { if( map == 30 ) { if( currentGame == DOOM2_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_FROM_EARTH_TO_HELL_COMPLETE_HELL_ON_EARTH ); if( difficulty >= sk_hard ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_SUPERIOR_FIREPOWER_COMPLETE_ALL_HARD ); } } } } else if( expansion == pack_nerve ) { if( map == 8 ) { if( currentGame == DOOM2_CLASSIC ) { LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_AND_BACK_AGAIN_COMPLETE_NO_REST ); } } } } } #endif // #if defined(USE_DOOMCLASSIC) // RB end /* ================= AchievementsReset ================= */ CONSOLE_COMMAND( AchievementsReset, "Lock an achievement", NULL ) { idLocalUser* user = session->GetSignInManager().GetMasterLocalUser(); if( user == NULL ) { idLib::Printf( "Must be signed in\n" ); return; } if( args.Argc() == 1 ) { for( int i = 0; i < ACHIEVEMENTS_NUM; i++ ) { user->SetStatInt( i, 0 ); session->GetAchievementSystem().AchievementLock( user, i ); } } else { int i = atoi( args.Argv( 1 ) ); user->SetStatInt( i, 0 ); session->GetAchievementSystem().AchievementLock( user, i ); } user->SaveProfileSettings(); } /* ================= AchievementsUnlock ================= */ CONSOLE_COMMAND( AchievementsUnlock, "Unlock an achievement", NULL ) { idLocalUser* user = session->GetSignInManager().GetMasterLocalUser(); if( user == NULL ) { idLib::Printf( "Must be signed in\n" ); return; } if( args.Argc() == 1 ) { for( int i = 0; i < ACHIEVEMENTS_NUM; i++ ) { user->SetStatInt( i, achievementInfo[i].required ); session->GetAchievementSystem().AchievementUnlock( user, i ); } } else { int i = atoi( args.Argv( 1 ) ); user->SetStatInt( i, achievementInfo[i].required ); session->GetAchievementSystem().AchievementUnlock( user, i ); } user->SaveProfileSettings(); } /* ================= AchievementsList ================= */ CONSOLE_COMMAND( AchievementsList, "Lists achievements and status", NULL ) { idPlayer* player = gameLocal.GetLocalPlayer(); idLocalUser* user = ( player == NULL ) ? session->GetSignInManager().GetMasterLocalUser() : session->GetGameLobbyBase().GetLocalUserFromLobbyUser( gameLocal.lobbyUserIDs[ player->GetEntityNumber() ] ); if( user == NULL ) { idLib::Printf( "Must be signed in\n" ); return; } idPlayerProfile* profile = user->GetProfile(); idArray achievementState; bool achievementStateValid = session->GetAchievementSystem().GetAchievementState( user, achievementState ); for( int i = 0; i < ACHIEVEMENTS_NUM; i++ ) { const char* pInfo = ""; if( profile == NULL ) { pInfo = S_COLOR_RED "unknown" S_COLOR_DEFAULT; } else if( !profile->GetAchievement( i ) ) { pInfo = S_COLOR_YELLOW "locked" S_COLOR_DEFAULT; } else { pInfo = S_COLOR_GREEN "unlocked" S_COLOR_DEFAULT; } const char* sInfo = ""; if( !achievementStateValid ) { sInfo = S_COLOR_RED "unknown" S_COLOR_DEFAULT; } else if( !achievementState[i] ) { sInfo = S_COLOR_YELLOW "locked" S_COLOR_DEFAULT; } else { sInfo = S_COLOR_GREEN "unlocked" S_COLOR_DEFAULT; } int count = 0; if( achievementInfo[i].lifetime ) { count = user->GetStatInt( i ); } else if( player != NULL ) { count = player->GetAchievementManager().GetCount( ( achievement_t ) i ); } else { count = 0; } achievementDescription_t data; bool descriptionValid = session->GetAchievementSystem().GetAchievementDescription( user, i, data ); idLib::Printf( "%02d: %2d/%2d | %12.12s | %12.12s | %s%s\n", i, count, achievementInfo[i].required, pInfo, sInfo, descriptionValid ? data.hidden ? "(hidden) " : "" : "(unknown) ", descriptionValid ? data.name : "" ); } }