mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
634 lines
18 KiB
C++
634 lines
18 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "..\..\doomclassic\doom\doomdef.h"
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idCVar achievements_Verbose( "achievements_Verbose", "1", CVAR_BOOL, "debug spam" );
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idCVar g_demoMode( "g_demoMode", "0", CVAR_INTEGER, "this is a demo" );
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bool idAchievementManager::cheatingDialogShown = false;
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const struct achievementInfo_t
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{
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int required;
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bool lifetime; // true means the current count is stored on the player profile. Doesn't matter for single count achievements.
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} achievementInfo [ACHIEVEMENTS_NUM] =
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{
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{ 50, true }, // ACHIEVEMENT_EARN_ALL_50_TROPHIES
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{ 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_0
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{ 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_1
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{ 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_2
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{ 1, true }, // ACHIEVEMENT_COMPLETED_DIFFICULTY_3
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{ 64, false }, // ACHIEVEMENT_PDAS_BASE
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{ 14, false }, // ACHIEVEMENT_WATCH_ALL_VIDEOS
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{ 1, false }, // ACHIEVEMENT_KILL_MONSTER_WITH_1_HEALTH_LEFT
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{ 35, false }, // ACHIEVEMENT_OPEN_ALL_LOCKERS
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{ 20, true }, // ACHIEVEMENT_KILL_20_ENEMY_FISTS_HANDS
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{ 1, true }, // ACHIEVEMENT_KILL_SCI_NEXT_TO_RCR
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{ 1, true }, // ACHIEVEMENT_KILL_TWO_IMPS_ONE_SHOTGUN
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{ 1, true }, // ACHIEVEMENT_SCORE_25000_TURKEY_PUNCHER
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{ 50, true }, // ACHIEVEMENT_DESTROY_BARRELS
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{ 1, true }, // ACHIEVEMENT_GET_BFG_FROM_SECURITY_OFFICE
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{ 1, true }, // ACHIEVEMENT_COMPLETE_LEVEL_WITHOUT_TAKING_DMG
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{ 1, true }, // ACHIEVEMENT_FIND_RAGE_LOGO
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{ 1, true }, // ACHIEVEMENT_SPEED_RUN
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{ 1, true }, // ACHIEVEMENT_DEFEAT_VAGARY_BOSS
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{ 1, true }, // ACHIEVEMENT_DEFEAT_GUARDIAN_BOSS
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{ 1, true }, // ACHIEVEMENT_DEFEAT_SABAOTH_BOSS
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{ 1, true }, // ACHIEVEMENT_DEFEAT_CYBERDEMON_BOSS
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{ 1, true }, // ACHIEVEMENT_SENTRY_BOT_ALIVE_TO_DEST
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{ 20, true }, // ACHIEVEMENT_KILL_20_ENEMY_WITH_CHAINSAW
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{ 1, true }, // ACHIEVEMENT_ID_LOGO_SECRET_ROOM
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{ 1, true }, // ACHIEVEMENT_BLOODY_HANDWORK_OF_BETRUGER
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{ 1, true }, // ACHIEVEMENT_TWO_DEMONS_FIGHT_EACH_OTHER
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{ 20, true }, // ACHIEVEMENT_USE_SOUL_CUBE_TO_DEFEAT_20_ENEMY
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{ 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_0
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{ 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_1
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{ 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_2
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{ 1, true }, // ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_3
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{ 22, false }, // ACHIEVEMENT_PDAS_ROE
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{ 1, true }, // ACHIEVEMENT_KILL_5_ENEMY_HELL_TIME
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{ 1, true }, // ACHIEVEMENT_DEFEAT_HELLTIME_HUNTER
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{ 1, true }, // ACHIEVEMENT_DEFEAT_BERSERK_HUNTER
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{ 1, true }, // ACHIEVEMENT_DEFEAT_INVULNERABILITY_HUNTER
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{ 1, true }, // ACHIEVEMENT_DEFEAT_MALEDICT_BOSS
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{ 20, true }, // ACHIEVEMENT_GRABBER_KILL_20_ENEMY
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{ 20, true }, // ACHIEVEMENT_ARTIFACT_WITH_BERSERK_PUNCH_20
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{ 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_0
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{ 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_1
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{ 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_2
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{ 1, true }, // ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_3
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{ 10, false }, // ACHIEVEMENT_PDAS_LE
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{ 1, true }, // ACHIEVEMENT_MP_KILL_PLAYER_VIA_TELEPORT
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{ 1, true }, // ACHIEVEMENT_MP_CATCH_ENEMY_IN_ROFC
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{ 5, true }, // ACHIEVEMENT_MP_KILL_5_PLAYERS_USING_INVIS
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{ 1, true }, // ACHIEVEMENT_MP_COMPLETE_MATCH_WITHOUT_DYING
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{ 1, true }, // ACHIEVEMENT_MP_USE_BERSERK_TO_KILL_PLAYER
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{ 1, true }, // ACHIEVEMENT_MP_KILL_2_GUYS_IN_ROOM_WITH_BFG
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};
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/*
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================================================================================================
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idAchievementManager
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================================================================================================
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*/
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/*
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========================
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idAchievementManager::idAchievementManager
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========================
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*/
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idAchievementManager::idAchievementManager() :
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lastImpKilledTime( 0 ),
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lastPlayerKilledTime( 0 ),
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playerTookDamage( false )
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{
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counts.Zero();
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ResetHellTimeKills();
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}
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/*
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========================
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idAchievementManager::Init
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========================
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*/
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void idAchievementManager::Init( idPlayer* player )
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{
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owner = player;
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SyncAchievments();
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}
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/*
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========================
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idAchievementManager::SyncAchievments
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========================
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*/
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void idAchievementManager::SyncAchievments()
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{
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idLocalUser* user = GetLocalUser();
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if( user == NULL || user->GetProfile() == NULL )
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{
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return;
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}
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// Set achievement counts
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for( int i = 0; i < counts.Num(); i++ )
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{
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if( user->GetProfile()->GetAchievement( i ) )
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{
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counts[i] = achievementInfo[i].required;
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}
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else if( achievementInfo[i].lifetime )
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{
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counts[i] = user->GetStatInt( i );
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}
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}
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}
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/*
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========================
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idAchievementManager::GetLocalUser
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========================
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*/
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idLocalUser* idAchievementManager::GetLocalUser()
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{
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if( !verify( owner != NULL ) )
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{
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return NULL;
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}
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return session->GetGameLobbyBase().GetLocalUserFromLobbyUser( gameLocal.lobbyUserIDs[ owner->GetEntityNumber() ] );
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}
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/*
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========================
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idAchievementManager::Save
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========================
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*/
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void idAchievementManager::Save( idSaveGame* savefile ) const
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{
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owner.Save( savefile );
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for( int i = 0; i < ACHIEVEMENTS_NUM; i++ )
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{
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savefile->WriteInt( counts[i] );
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}
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savefile->WriteInt( lastImpKilledTime );
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savefile->WriteInt( lastPlayerKilledTime );
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savefile->WriteBool( playerTookDamage );
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savefile->WriteInt( currentHellTimeKills );
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}
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/*
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========================
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idAchievementManager::Restore
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========================
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*/
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void idAchievementManager::Restore( idRestoreGame* savefile )
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{
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owner.Restore( savefile );
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for( int i = 0; i < ACHIEVEMENTS_NUM; i++ )
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{
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savefile->ReadInt( counts[i] );
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}
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savefile->ReadInt( lastImpKilledTime );
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savefile->ReadInt( lastPlayerKilledTime );
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savefile->ReadBool( playerTookDamage );
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savefile->ReadInt( currentHellTimeKills );
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SyncAchievments();
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}
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/*
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========================
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idAchievementManager::EventCompletesAchievement
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========================
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*/
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void idAchievementManager::EventCompletesAchievement( const achievement_t eventId )
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{
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if( g_demoMode.GetBool() )
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{
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return;
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}
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idLocalUser* localUser = GetLocalUser();
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if( localUser == NULL || localUser->GetProfile() == NULL )
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{
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// Send a Reliable Message to the User that needs to unlock this.
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if( owner != NULL )
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{
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int playerId = owner->entityNumber;
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const int bufferSize = sizeof( playerId ) + sizeof( eventId );
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byte buffer[ bufferSize ];
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idBitMsg msg;
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msg.InitWrite( buffer, bufferSize );
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msg.WriteByte( playerId );
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msg.WriteByte( eventId );
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msg.WriteByteAlign();
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idLib::Printf( "Host Sending Achievement\n" );
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session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[ owner->entityNumber ], GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK, msg );
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}
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return; // Remote user or build game
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}
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// Check to see if we've already given the achievement.
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// If so, don't do again because we don't want to autosave every time a trigger is hit
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if( localUser->GetProfile()->GetAchievement( eventId ) )
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{
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return;
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}
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#ifdef ID_RETAIL
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if( common->GetConsoleUsed() )
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{
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if( !cheatingDialogShown )
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{
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common->Dialog().AddDialog( GDM_ACHIEVEMENTS_DISABLED_DUE_TO_CHEATING, DIALOG_ACCEPT, NULL, NULL, true );
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cheatingDialogShown = true;
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}
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return;
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}
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#endif
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counts[eventId]++;
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if( counts[eventId] >= achievementInfo[eventId].required )
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{
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session->GetAchievementSystem().AchievementUnlock( localUser, eventId );
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}
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else
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{
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if( achievementInfo[eventId].lifetime )
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{
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localUser->SetStatInt( eventId, counts[eventId] );
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}
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}
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}
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/*
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========================
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idAchievementManager::IncrementHellTimeKills
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========================
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*/
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void idAchievementManager::IncrementHellTimeKills()
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{
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currentHellTimeKills++;
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if( currentHellTimeKills >= 5 )
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{
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EventCompletesAchievement( ACHIEVEMENT_KILL_5_ENEMY_HELL_TIME );
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}
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}
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/*
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========================
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idAchievementManager::SavePersistentData
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========================
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*/
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void idAchievementManager::SavePersistentData( idDict& playerInfo )
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{
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for( int i = 0; i < ACHIEVEMENTS_NUM; ++i )
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{
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playerInfo.SetInt( va( "ach_%d", i ), counts[i] );
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}
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}
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/*
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========================
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idAchievementManager::RestorePersistentData
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========================
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*/
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void idAchievementManager::RestorePersistentData( const idDict& spawnArgs )
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{
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for( int i = 0; i < ACHIEVEMENTS_NUM; ++i )
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{
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counts[i] = spawnArgs.GetInt( va( "ach_%d", i ), "0" );
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}
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}
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/*
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========================
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idAchievementManager::LocalUser_CompleteAchievement
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========================
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*/
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void idAchievementManager::LocalUser_CompleteAchievement( achievement_t id )
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{
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idLocalUser* localUser = session->GetSignInManager().GetMasterLocalUser();
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// Check to see if we've already given the achievement.
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// If so, don't do again because we don't want to autosave every time a trigger is hit
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if( localUser == NULL || localUser->GetProfile()->GetAchievement( id ) )
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{
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return;
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}
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#ifdef ID_RETAIL
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if( common->GetConsoleUsed() )
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{
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if( !cheatingDialogShown )
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{
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common->Dialog().AddDialog( GDM_ACHIEVEMENTS_DISABLED_DUE_TO_CHEATING, DIALOG_ACCEPT, NULL, NULL, true );
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cheatingDialogShown = true;
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}
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return;
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}
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#endif
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session->GetAchievementSystem().AchievementUnlock( localUser, id );
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}
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/*
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========================
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idAchievementManager::CheckDoomClassicsAchievements
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Processed when the player finishes a level.
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========================
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*/
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void idAchievementManager::CheckDoomClassicsAchievements( int killcount, int itemcount, int secretcount, int skill, int mission, int map, int episode, int totalkills, int totalitems, int totalsecret )
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{
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const skill_t difficulty = ( skill_t )skill;
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const currentGame_t currentGame = common->GetCurrentGame();
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const GameMission_t expansion = ( GameMission_t )mission;
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idLocalUser* localUser = session->GetSignInManager().GetMasterLocalUser();
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if( localUser != NULL && localUser->GetProfile() != NULL )
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{
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// GENERAL ACHIEVEMENT UNLOCKING.
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if( currentGame == DOOM_CLASSIC )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_NEOPHYTE_COMPLETE_ANY_LEVEL );
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}
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else if( currentGame == DOOM2_CLASSIC )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_JUST_GETTING_STARTED_COMPLETE_ANY_LEVEL );
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}
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// Complete Any Level on Nightmare.
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if( difficulty == sk_nightmare && currentGame == DOOM_CLASSIC )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_NIGHTMARE_COMPLETE_ANY_LEVEL_NIGHTMARE );
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}
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const bool gotAllKills = killcount >= totalkills;
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const bool gotAllItems = itemcount >= totalitems;
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const bool gotAllSecrets = secretcount >= totalsecret;
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if( gotAllItems && gotAllKills && gotAllSecrets )
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{
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if( currentGame == DOOM_CLASSIC )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS );
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}
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else if( currentGame == DOOM2_CLASSIC )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_BURNING_OUT_OF_CONTROL_COMPLETE_KILLS_ITEMS_SECRETS );
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}
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}
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// DOOM EXPANSION ACHIEVEMENTS
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if( expansion == doom )
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{
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if( map == 8 )
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{
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// Medium or higher skill level.
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if( difficulty >= sk_medium )
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{
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localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 );
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}
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// Hard or higher skill level.
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if( difficulty >= sk_hard )
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{
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localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD + ( episode - 1 ), 1 );
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localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 );
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}
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if( difficulty == sk_nightmare )
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{
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localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD + ( episode - 1 ), 1 );
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localUser->SetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM + ( episode - 1 ), 1 );
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}
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// Save the Settings.
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localUser->SaveProfileSettings();
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}
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// Check to see if we've completed all episodes.
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const int episode1completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_MEDIUM );
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const int episode2completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_2_MEDIUM );
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const int episode3completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_3_MEDIUM );
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const int episode4completed = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_4_MEDIUM );
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const int episode1completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_1_HARD );
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const int episode2completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_2_HARD );
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const int episode3completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_3_HARD );
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const int episode4completed_hard = localUser->GetStatInt( STAT_DOOM_COMPLETED_EPISODE_4_HARD );
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if( currentGame == DOOM_CLASSIC )
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{
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if( episode1completed )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE1_COMPLETE_MEDIUM );
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}
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if( episode2completed )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE2_COMPLETE_MEDIUM );
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}
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if( episode3completed )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE3_COMPLETE_MEDIUM );
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}
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if( episode4completed )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_EPISODE4_COMPLETE_MEDIUM );
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}
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if( episode1completed_hard && episode2completed_hard && episode3completed_hard && episode4completed_hard )
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{
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LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM1_RAMPAGE_COMPLETE_ALL_HARD );
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}
|
|
}
|
|
}
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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<bool, 128> 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 : "" );
|
|
}
|
|
}
|