void init(const std::vector<AchievementInfo>& achievementInfos) //const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow) { g_AchievementInfosCopy = achievementInfos; for (size_t i = 0; i < achievementInfos.size(); ++i) { Achievement_t achievementData; achievementData.m_eAchievementID = i; achievementData.m_pchAchievementID = g_AchievementInfosCopy[i].id.c_str(); strncpy(achievementData.m_rgchName, g_AchievementInfosCopy[i].name.c_str(), 128); strncpy(achievementData.m_rgchDescription, g_AchievementInfosCopy[i].description.c_str(), 128); achievementData.m_bAchieved = false; achievementData.m_iIconImage = 0; g_Achievements.push_back(achievementData); } if (SteamAPI_RestartAppIfNecessary(k_uAppIdInvalid)) { // if Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the // local Steam client and also launches this game again. // Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it and // removed steam_appid.txt from the game depot. AssertMessage(false, "SteamAPI_RestartAppIfNecessary failed"); } // Init Steam CEG if (!Steamworks_InitCEGLibrary()) { Utils::sleepMs(1000); if (!Steamworks_InitCEGLibrary()) // try twice - it may be a glitch in the network? { AssertMessage(false, "Steam must be running to play this game (InitDrmLibrary() failed)."); } } // Initialize SteamAPI, if this fails we bail out since we depend on Steam for lots of stuff. // You don't necessarily have to though if you write your code to check whether all the Steam // interfaces are NULL before using them and provide alternate paths when they are unavailable. // // This will also load the in-game steam overlay dll into your process. That dll is normally // injected by steam when it launches games, but by calling this you cause it to always load, // even when not launched via steam. if (!SteamAPI_Init()) { Utils::sleepMs(1000); if (!SteamAPI_Init()) { AssertMessage(false, "Steam must be running to play this game (SteamAPI_Init() failed).\n"); } } // Create the SteamAchievements object if Steam was successfully initialized g_SteamAchievements = new CSteamAchievements(&g_Achievements[0], g_Achievements.size()); bool res = g_SteamAchievements->RequestStats(); if (!res) { Utils::sleepMs(1000); res = g_SteamAchievements->RequestStats(); if (!res) { AssertMessage(false, "Could not get stats from Steam.\nPlease check that your Internet connection is working correctly and that Steam is up.\n"); } } // set our debug handler SteamClient()->SetWarningMessageHook(&SteamAPIDebugTextHook); // Tell Steam where it's overlay should show notification dialogs, this can be top right, top left, // bottom right, bottom left. The default position is the bottom left if you don't call this. // Generally you should use the default and not call this as users will be most comfortable with // the default position. The API is provided in case the bottom right creates a serious conflict // with important UI in your game. SteamUtils()->SetOverlayNotificationPosition(k_EPositionTopRight); // Ensure that the user has logged into Steam. This will always return true if the game is launched // from Steam, but if Steam is at the login prompt when you run your game from the debugger, it // will return false. if (!SteamUser()->BLoggedOn()) { Utils::sleepMs(1000); if (!SteamUser()->BLoggedOn()) { AssertMessage(false, "Steam user must be logged in to play this game (SteamUser()->BLoggedOn() returned false).\n"); } } // We are going to use the controller interface, initialize it, which is a seperate step as it // create a new thread in the game proc and we don't want to force that on games that don't // have native Steam controller implementations #ifdef USES_LINUX std::string rgchCWDstr = Utils::convertWStringToString(Utils::getCurrentDirectoryUnicode(), true); const char* rgchCWD = rgchCWDstr.c_str(); #else char rgchCWD[1024]; _getcwd( rgchCWD, sizeof( rgchCWD ) ); #endif char rgchFullPath[1024]; #if defined(_WIN32) _snprintf(rgchFullPath, sizeof(rgchFullPath), "%s\\%s", rgchCWD, "controller.vdf");//.c_str() #elif defined(OSX) // hack for now, because we do not have utility functions available for finding the resource path // alternatively we could disable the SteamController init on OS X _snprintf(rgchFullPath, sizeof(rgchFullPath), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "controller.vdf"); #else _snprintf(rgchFullPath, sizeof(rgchFullPath), "%s/%s", rgchCWD, "controller.vdf"); #endif if (!SteamController()->Init(rgchFullPath)) { AssertMessage(false, "Steam Controller Init failed. Is controller.vdf in the current working directory?\n"); } /*bool bUseVR = SteamUtils()->IsSteamRunningInVR(); const char *pchServerAddress, *pchLobbyID; ParseCommandLine(pchCmdLine, &pchServerAddress, &pchLobbyID, &bUseVR);*/ // do a DRM self check Steamworks_SelfCheck(); // init VR before we make the window // Construct a new instance of the game engine // bugbug jmccaskey - make screen resolution dynamic, maybe take it on command line? /*IGameEngine *pGameEngine = #if defined(_WIN32) new CGameEngineWin32(hInstance, nCmdShow, 1024, 768, bUseVR); #elif defined(OSX) CreateGameEngineOSX(); #elif defined(SDL) CreateGameEngineSDL(bUseVR); #else #error Need CreateGameEngine() #endif*/ }
static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow ) { if ( SteamAPI_RestartAppIfNecessary( k_uAppIdInvalid ) ) { // if Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the // local Steam client and also launches this game again. // Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it and // removed steam_appid.txt from the game depot. return EXIT_FAILURE; } // Init Steam CEG if ( !Steamworks_InitCEGLibrary() ) { OutputDebugString( "Steamworks_InitCEGLibrary() failed\n" ); Alert( "Fatal Error", "Steam must be running to play this game (InitDrmLibrary() failed).\n" ); return EXIT_FAILURE; } // Initialize SteamAPI, if this fails we bail out since we depend on Steam for lots of stuff. // You don't necessarily have to though if you write your code to check whether all the Steam // interfaces are NULL before using them and provide alternate paths when they are unavailable. // // This will also load the in-game steam overlay dll into your process. That dll is normally // injected by steam when it launches games, but by calling this you cause it to always load, // even when not launched via steam. if ( !SteamAPI_Init() ) { OutputDebugString( "SteamAPI_Init() failed\n" ); Alert( "Fatal Error", "Steam must be running to play this game (SteamAPI_Init() failed).\n" ); return EXIT_FAILURE; } // set our debug handler SteamClient()->SetWarningMessageHook( &SteamAPIDebugTextHook ); // Tell Steam where it's overlay should show notification dialogs, this can be top right, top left, // bottom right, bottom left. The default position is the bottom left if you don't call this. // Generally you should use the default and not call this as users will be most comfortable with // the default position. The API is provided in case the bottom right creates a serious conflict // with important UI in your game. SteamUtils()->SetOverlayNotificationPosition( k_EPositionTopRight ); // Ensure that the user has logged into Steam. This will always return true if the game is launched // from Steam, but if Steam is at the login prompt when you run your game from the debugger, it // will return false. if ( !SteamUser()->BLoggedOn() ) { OutputDebugString( "Steam user is not logged in\n" ); Alert( "Fatal Error", "Steam user must be logged in to play this game (SteamUser()->BLoggedOn() returned false).\n" ); return EXIT_FAILURE; } // We are going to use the controller interface, initialize it, which is a seperate step as it // create a new thread in the game proc and we don't want to force that on games that don't // have native Steam controller implementations char rgchCWD[1024]; _getcwd( rgchCWD, sizeof( rgchCWD ) ); char rgchFullPath[1024]; #if defined(_WIN32) _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s\\%s", rgchCWD, "controller.vdf" ); #elif defined(OSX) // hack for now, because we do not have utility functions available for finding the resource path // alternatively we could disable the SteamController init on OS X _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "controller.vdf" ); #else _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/%s", rgchCWD, "controller.vdf" ); #endif if( !SteamController()->Init( rgchFullPath ) ) { OutputDebugString( "SteamController()->Init() failed\n" ); Alert( "Fatal Error", "Steam Controller Init failed. Is controller.vdf in the current working directory?\n" ); return EXIT_FAILURE; } bool bUseVR = SteamUtils()->IsSteamRunningInVR(); const char *pchServerAddress, *pchLobbyID; ParseCommandLine( pchCmdLine, &pchServerAddress, &pchLobbyID, &bUseVR ); // do a DRM self check Steamworks_SelfCheck(); // init VR before we make the window // Construct a new instance of the game engine // bugbug jmccaskey - make screen resolution dynamic, maybe take it on command line? IGameEngine *pGameEngine = #if defined(_WIN32) new CGameEngineWin32( hInstance, nCmdShow, 1024, 768, bUseVR ); #elif defined(OSX) CreateGameEngineOSX(); #elif defined(SDL) CreateGameEngineSDL( bUseVR ); #else #error Need CreateGameEngine() #endif // This call will block and run until the game exits RunGameLoop( pGameEngine, pchServerAddress, pchLobbyID ); // Shutdown the SteamAPI SteamController()->Shutdown(); SteamAPI_Shutdown(); // Shutdown Steam CEG Steamworks_TermCEGLibrary(); // exit return EXIT_SUCCESS; }
//========================================================= //========================================================= void C_GameInstructor::FireGameEvent( IGameEvent *event ) { VPROF_BUDGET( "C_GameInstructor::FireGameEvent", "GameInstructor" ); const char *name = event->GetName(); if ( Q_strcmp( name, "gameinstructor_draw" ) == 0 ) { if ( m_bNoDraw ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Set to draw...\n" ); } m_bNoDraw = false; } } else if ( Q_strcmp( name, "gameinstructor_nodraw" ) == 0 ) { if ( !m_bNoDraw ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Set to not draw...\n" ); } m_bNoDraw = true; StopAllLessons(); } } else if ( Q_strcmp( name, "round_end" ) == 0 ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Round ended...\n" ); } CloseAllOpenOpportunities(); if ( IsPC() ) { // Good place to backup our counts WriteSaveData(); } } else if ( Q_strcmp( name, "round_start" ) == 0 ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Round started...\n" ); } CloseAllOpenOpportunities(); EvaluateLessonsForGameRules(); } else if ( Q_strcmp( name, "player_death" ) == 0 ) { #if !defined(NO_STEAM) && defined(USE_CEG) Steamworks_TestSecret(); Steamworks_SelfCheck(); #endif C_BasePlayer *pLocalPlayer = GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer == UTIL_PlayerByUserId( event->GetInt( "userid" ) ) ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Local player died...\n" ); } for ( int i = m_OpenOpportunities.Count() - 1; i >= 0; --i ) { CBaseLesson *pLesson = m_OpenOpportunities[ i ]; CBaseLesson *pRootLesson = pLesson->GetRoot(); if ( !pRootLesson->CanOpenWhenDead() ) CloseOpportunity( pLesson ); } } } else if ( Q_strcmp( name, "player_team" ) == 0 ) { C_BasePlayer *pLocalPlayer = GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer == UTIL_PlayerByUserId( event->GetInt( "userid" ) ) && ( event->GetInt( "team" ) != event->GetInt( "oldteam" ) || event->GetBool( "disconnect" ) ) ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Local player changed team (or disconnected)...\n" ); } CloseAllOpenOpportunities(); } EvaluateLessonsForGameRules(); } else if ( Q_strcmp( name, "player_disconnect" ) == 0 ) { C_BasePlayer *pLocalPlayer = GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer == UTIL_PlayerByUserId( event->GetInt( "userid" ) ) ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Local player disconnected...\n" ); } CloseAllOpenOpportunities(); } } else if ( Q_strcmp( name, "map_transition" ) == 0 ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "Map transition...\n" ); } CloseAllOpenOpportunities(); if ( m_bNoDraw ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( Color( 255, 128, 64, 255 ), "[INSTRUCTOR]: " ); ConColorMsg( Color( 64, 128, 255, 255 ), "Set to draw...\n" ); } m_bNoDraw = false; } if ( IsPC() ) { // Good place to backup our counts WriteSaveData(); } } else if ( Q_strcmp( name, "game_newmap" ) == 0 ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( CBaseLesson::m_rgbaVerboseHeader, "[INSTRUCTOR]: " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "New map...\n" ); } CloseAllOpenOpportunities(); if ( m_bNoDraw ) { if ( gameinstructor_verbose.GetInt() > 0 ) { ConColorMsg( Color( 255, 128, 64, 255 ), "[INSTRUCTOR]: " ); ConColorMsg( Color( 64, 128, 255, 255 ), "Set to draw...\n" ); } m_bNoDraw = false; } if ( IsPC() ) { // Good place to backup our counts WriteSaveData(); } } else if ( Q_strcmp( name, "set_instructor_group_enabled" ) == 0 ) { const char *pszGroup = event->GetString( "group" ); bool bEnabled = event->GetInt( "enabled" ) != 0; if ( pszGroup && pszGroup[0] ) SetLessonGroupEnabled(pszGroup, bEnabled); } }