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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#if !defined ( ACHIEVEMENTS_CS_H )
#define ACHIEVEMENTS_CS_H
#include "cbase.h"
#include "cs_gamestats_shared.h"
#include "baseachievement.h"
#ifdef _PS3
#include "steam/steam_api.h"
#endif
#ifdef CLIENT_DLL
bool CheckWinNoEnemyCaps( IGameEvent *event, int iRole ); bool IsLocalCSPlayerClass( int iClass ); bool GameRulesAllowsAchievements( void );
//----------------------------------------------------------------------------------------------------------------
// Base class for all CS achievements
class CCSBaseAchievement : public CBaseAchievement { DECLARE_CLASS( CCSBaseAchievement, CBaseAchievement ); public:
CCSBaseAchievement();
virtual void GetSettings( KeyValues* pNodeOut ); // serialize
virtual void ApplySettings( /* const */ KeyValues* pNodeIn ); // unserialize
// [dwenger] Necessary for sorting achievements by award time
virtual void OnAchieved(); bool GetAwardTime( int& year, int& month, int& day, int& hour, int& minute, int& second );
int64 GetSortKey() const { return GetUnlockTime(); } };
//----------------------------------------------------------------------------------------------------------------
// Helper class for achievements that check that the player was playing on a game team for the full round
class CCSBaseAchievementFullRound : public CCSBaseAchievement { DECLARE_CLASS( CCSBaseAchievementFullRound, CCSBaseAchievement ); public: virtual void Init() ; virtual void ListenForEvents(); void FireGameEvent_Internal( IGameEvent *event ); bool PlayerWasInEntireRound( float flRoundTime );
virtual void Event_OnRoundComplete( float flRoundTime, IGameEvent *event ) = 0 ; };
//----------------------------------------------------------------------------------------------------------------
// Helper class for achievements based on other achievements
class CAchievement_Meta : public CCSBaseAchievement { DECLARE_CLASS( CAchievement_Meta, CCSBaseAchievement ); public: CAchievement_Meta(); virtual void Init();
#if !defined(NO_STEAM)
STEAM_CALLBACK( CAchievement_Meta, Steam_OnUserAchievementStored, UserAchievementStored_t, m_CallbackUserAchievement ); #endif
protected: void AddRequirement( int nAchievementId );
private: CUtlVector<int> m_requirements; };
//Base class for all achievements to kill x players with a given weapon
class CAchievement_StatGoal: public CCSBaseAchievement { public: void SetStatId(CSStatType_t stat) { m_StatId = stat; } CSStatType_t GetStatId(void) { return m_StatId; } private: virtual void Init() { SetFlags( ACH_SAVE_GLOBAL ); }
void OnPlayerStatsUpdate( int nUserSlot ); CSStatType_t m_StatId; };
#if defined (_X360)
static const int NumXboxMappedAchievements = 11; // number of xbox achievements that have a one to one correspondence with a medal
static const int MedalToXBox[NumXboxMappedAchievements][2] = { { CSEnemyKillsHigh, ACHIEVEMENT_KILL_ENEMY_HIGH }, { CSGiveDamageLow, ACHIEVEMENT_GIVE_DAMAGE_LOW }, { CSMoneyEarnedLow, ACHIEVEMENT_EARN_MONEY_LOW }, { CSGunGameProgressiveRampage, ACHIEVEMENT_GUN_GAME_RAMPAGE }, { CSHeadshots, ACHIEVEMENT_HEADSHOTS }, { CSFlawlessVictory, ACHIEVEMENT_FLAWLESS_VICTORY }, { CSDominationsLow, ACHIEVEMENT_DOMINATIONS_LOW }, { CSKillWithEveryWeapon, ACHIEVEMENT_KILL_WITH_EVERY_WEAPON }, { CSKillEnemyLastBullet, ACHIEVEMENT_KILL_ENEMY_LAST_BULLET }, { CSKillEnemyTerrTeamBeforeBombPlant, ACHIEVEMENT_GUN_GAME_FIRST_THING_FIRST }, { CSGGRoundsHigh, ACHIEVEMENT_GUN_GAME_ROUNDS_HIGH }};
class CAchievementListener : public CAutoGameSystem, public CGameEventListener { public: CAchievementListener();
virtual bool Init();
protected: void FireGameEvent( IGameEvent *event );
}; #endif
extern CAchievementMgr g_AchievementMgrCS; // global achievement mgr for CS
#endif // CLIENT_DLL
#endif // ACHIEVEMENTS_CS_H
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