Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: called when an event that counts toward an achievement occurs
//-----------------------------------------------------------------------------
void CBaseAchievement::IncrementCount()
{
	if ( !IsAchieved() )
	{
		if ( !m_pAchievementMgr->CheckAchievementsEnabled() )
		{
			Msg( "Achievements disabled, ignoring achievement progress for %s\n", GetName() );
			return;
		}

		// on client, where the count is kept, increment count
		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 );
		}

		// 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", GetName() );
			bool bRet = steamapicontext->SteamUserStats()->SetStat( CGameID( engine->GetAppID() ), pszProgressName, m_iCount );
			if ( !bRet )
			{
				DevMsg( "ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n", pszProgressName );
			}

			// Upload user data to commit the change to Steam so if the client crashes, progress isn't lost.
			// Only upload if we haven't uploaded recently, to keep us from spamming Steam with uploads.  If we don't
			// upload now, it will get uploaded no later than level shutdown.
			if ( ( m_pAchievementMgr->GetTimeLastUpload() == 0 ) || ( Plat_FloatTime() - m_pAchievementMgr->GetTimeLastUpload() > 60 * 15 ) )
			{
				m_pAchievementMgr->UploadUserData();
			}
		}

		// if we've hit goal, award the achievement
		if ( m_iGoal > 0 )
		{
			if ( m_iCount >= m_iGoal )
			{
				AwardAchievement();
			}
			else
			{	
				HandleProgressUpdate();
			}
		}
	}
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// 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();
			}
		}

	}
}