Counter Strike : Global Offensive Source Code
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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