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