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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include <time.h>
#ifdef CLIENT_DLL
#include "achievementmgr.h"
#include "baseachievement.h"
#include "cs_achievement_constants.h"
#include "c_cs_team.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
#include "cs_gamerules.h"
#include "achievements_cs.h"
#include "cs_gamestats_shared.h"
#include "cs_client_gamestats.h"
// [dwenger] Necessary for stats display
#include "cs_achievements_and_stats_interface.h"
// [dwenger] Necessary for sorting achievements by award time
#include <vgui/ISystem.h>
#include "../../src/public/vgui_controls/Controls.h"
ConVar achievements_easymode( "achievement_easymode", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, "Enables all stat-based achievements to be earned at 10% of goals" );
// global achievement mgr for CS
CAchievementMgr g_AchievementMgrCS;
// [dwenger] Necessary for achievement / stats panel
CSAchievementsAndStatsInterface g_AchievementsAndStatsInterfaceCS;
CCSBaseAchievement::CCSBaseAchievement() { }
//-----------------------------------------------------------------------------
// Purpose: Determines the timestamp when the achievement is awarded
//-----------------------------------------------------------------------------
void CCSBaseAchievement::OnAchieved() { // __time32_t unlockTime;
// _time32(&unlockTime);
// SetUnlockTime(unlockTime);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the time values when the achievement was awarded.
//-----------------------------------------------------------------------------
bool CCSBaseAchievement::GetAwardTime( int& year, int& month, int& day, int& hour, int& minute, int& second ) { time_t t = GetUnlockTime();
if ( t != 0 ) { struct tm structuredTime;
Plat_localtime(&t, &structuredTime);
year = structuredTime.tm_year + 1900; month = structuredTime.tm_mon + 1; // 0..11
day = structuredTime.tm_mday; hour = structuredTime.tm_hour; minute = structuredTime.tm_min; second = structuredTime.tm_sec;
return true; }
return false; }
void CCSBaseAchievement::GetSettings( KeyValues* pNodeOut ) { BaseClass::GetSettings(pNodeOut);
pNodeOut->SetInt("unlockTime", GetUnlockTime()); }
void CCSBaseAchievement::ApplySettings( /* const */ KeyValues* pNodeIn ) { BaseClass::ApplySettings(pNodeIn);
SetUnlockTime(pNodeIn->GetInt("unlockTime")); }
/**
* Meta Achievement base class methods */ CAchievement_Meta::CAchievement_Meta() : m_CallbackUserAchievement( this, &CAchievement_Meta::Steam_OnUserAchievementStored ) { }
void CAchievement_Meta::Init() { SetFlags( ACH_SAVE_GLOBAL ); SetGoal( 1 ); }
void CAchievement_Meta::Steam_OnUserAchievementStored( UserAchievementStored_t *pUserAchievementStored ) { if ( IsAchieved() ) return;
int iAchieved = 0;
FOR_EACH_VEC(m_requirements, i) { IAchievement* pAchievement = (IAchievement*)m_pAchievementMgr->GetAchievementByID(m_requirements[i]); Assert ( pAchievement );
if ( pAchievement->IsAchieved() ) iAchieved++; else break; }
if ( iAchieved == m_requirements.Count() ) { AwardAchievement(); } }
void CAchievement_Meta::AddRequirement( int nAchievementId ) { m_requirements.AddToTail(nAchievementId); }
#if 0
bool CheckWinNoEnemyCaps( IGameEvent *event, int iRole );
// Grace period that we allow a player to start after level init and still consider them to be participating for the full round. This is fairly generous
// because it can in some cases take a client several minutes to connect with respect to when the server considers the game underway
#define CS_FULL_ROUND_GRACE_PERIOD ( 4 * 60.0f )
bool IsLocalCSPlayerClass( int iClass );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSBaseAchievementFullRound::Init() { m_iFlags |= ACH_FILTER_FULL_ROUND_ONLY; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSBaseAchievementFullRound::ListenForEvents() { ListenForGameEvent( "teamplay_round_win" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSBaseAchievementFullRound::FireGameEvent_Internal( IGameEvent *event ) { if ( 0 == Q_strcmp( event->GetName(), "teamplay_round_win" ) ) { C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { // is the player currently on a game team?
int iTeam = pLocalPlayer->GetTeamNumber(); if ( iTeam >= FIRST_GAME_TEAM ) { float flRoundTime = event->GetFloat( "round_time", 0 ); if ( flRoundTime > 0 ) { Event_OnRoundComplete( flRoundTime, event ); } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSBaseAchievementFullRound::PlayerWasInEntireRound( float flRoundTime ) { float flTeamplayStartTime = m_pAchievementMgr->GetTeamplayStartTime(); if ( flTeamplayStartTime > 0 ) { // has the player been present and on a game team since the start of this round (minus a grace period)?
if ( flTeamplayStartTime < ( gpGlobals->curtime - flRoundTime ) + CS_FULL_ROUND_GRACE_PERIOD ) return true; } return false; } #endif
//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; } private: virtual void Init() { SetFlags( ACH_SAVE_GLOBAL ); }
void OnPlayerStatsUpdate() { // when stats are updated by server, use most recent stat value
const StatsCollection_t& roundStats = g_CSClientGameStats.GetLifetimeStats();
int iOldCount = GetCount(); SetCount(roundStats[m_StatId]); if ( GetCount() != iOldCount ) { m_pAchievementMgr->SetDirty(true); }
int iGoal = GetGoal(); if (!IsAchieved() && iGoal > 0 ) { if (achievements_easymode.GetBool()) { iGoal /= 10; if ( iGoal == 0 ) iGoal = 1; }
if ( GetCount() >= iGoal ) { AwardAchievement(); } } } CSStatType_t m_StatId; };
#define DECLARE_ACHIEVEMENT_STATGOAL( achievementID, achievementName, iPointValue, iStatId, iGoal ) \
static CBaseAchievement *Create_##achievementID( void ) \ { \ CAchievement_StatGoal *pAchievement = new CAchievement_StatGoal(); \ pAchievement->SetAchievementID( achievementID ); \ pAchievement->SetName( achievementName ); \ pAchievement->SetPointValue( iPointValue ); \ pAchievement->SetHideUntilAchieved( false ); \ pAchievement->SetStatId(iStatId); \ pAchievement->SetGoal( iGoal ); \ return pAchievement; \ }; \ static CBaseAchievementHelper g_##achievementID##_Helper( Create_##achievementID );
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsLow, "KILL_ENEMY_LOW", 10, CSSTAT_KILLS, 25); //25
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsMed, "KILL_ENEMY_MED", 10, CSSTAT_KILLS, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsHigh, "KILL_ENEMY_HIGH", 10, CSSTAT_KILLS, 10000); //10000
DECLARE_ACHIEVEMENT_STATGOAL(CSWinRoundsLow, "WIN_ROUNDS_LOW", 10, CSSTAT_ROUNDS_WON, 10); //10
DECLARE_ACHIEVEMENT_STATGOAL(CSWinRoundsMed, "WIN_ROUNDS_MED", 10, CSSTAT_ROUNDS_WON, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSWinRoundsHigh, "WIN_ROUNDS_HIGH", 10, CSSTAT_ROUNDS_WON, 5000); //5000
DECLARE_ACHIEVEMENT_STATGOAL(CSWinPistolRoundsLow, "WIN_PISTOLROUNDS_LOW", 10, CSSTAT_PISTOLROUNDS_WON, 5); //5
DECLARE_ACHIEVEMENT_STATGOAL(CSWinPistolRoundsMed, "WIN_PISTOLROUNDS_MED", 10, CSSTAT_PISTOLROUNDS_WON, 25); //25
DECLARE_ACHIEVEMENT_STATGOAL(CSWinPistolRoundsHigh, "WIN_PISTOLROUNDS_HIGH", 10, CSSTAT_PISTOLROUNDS_WON, 250); //250
DECLARE_ACHIEVEMENT_STATGOAL(CSMoneyEarnedLow, "EARN_MONEY_LOW", 10, CSSTAT_MONEY_EARNED, 125000); //125000
DECLARE_ACHIEVEMENT_STATGOAL(CSMoneyEarnedMed, "EARN_MONEY_MED", 10, CSSTAT_MONEY_EARNED, 2500000); //2500000
DECLARE_ACHIEVEMENT_STATGOAL(CSMoneyEarnedHigh, "EARN_MONEY_HIGH", 10, CSSTAT_MONEY_EARNED, 50000000); //50000000
DECLARE_ACHIEVEMENT_STATGOAL(CSGiveDamageLow, "GIVE_DAMAGE_LOW", 10, CSSTAT_DAMAGE, 2500); //2500
DECLARE_ACHIEVEMENT_STATGOAL(CSGiveDamageMed, "GIVE_DAMAGE_MED", 10, CSSTAT_DAMAGE, 50000); //50000
DECLARE_ACHIEVEMENT_STATGOAL(CSGiveDamageHigh, "GIVE_DAMAGE_HIGH", 10, CSSTAT_DAMAGE, 1000000); //1000000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsDeagle, "KILL_ENEMY_DEAGLE", 5, CSSTAT_KILLS_DEAGLE, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsUSP, "KILL_ENEMY_USP", 5, CSSTAT_KILLS_USP, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsGlock, "KILL_ENEMY_GLOCK", 5, CSSTAT_KILLS_GLOCK, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsP228, "KILL_ENEMY_P228", 5, CSSTAT_KILLS_P228, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsElite, "KILL_ENEMY_ELITE", 5, CSSTAT_KILLS_ELITE, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsFiveSeven, "KILL_ENEMY_FIVESEVEN", 5, CSSTAT_KILLS_FIVESEVEN, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsAWP, "KILL_ENEMY_AWP", 5, CSSTAT_KILLS_AWP, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsAK47, "KILL_ENEMY_AK47", 5, CSSTAT_KILLS_AK47, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsM4A1, "KILL_ENEMY_M4A1", 5, CSSTAT_KILLS_M4A1, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsAUG, "KILL_ENEMY_AUG", 5, CSSTAT_KILLS_AUG, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsSG552, "KILL_ENEMY_SG552", 5, CSSTAT_KILLS_SG552, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsSG550, "KILL_ENEMY_SG550", 5, CSSTAT_KILLS_SG550, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsGALIL, "KILL_ENEMY_GALIL", 5, CSSTAT_KILLS_GALIL, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsFAMAS, "KILL_ENEMY_FAMAS", 5, CSSTAT_KILLS_FAMAS, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsScout, "KILL_ENEMY_SCOUT", 5, CSSTAT_KILLS_SCOUT, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsG3SG1, "KILL_ENEMY_G3SG1", 5, CSSTAT_KILLS_G3SG1, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsP90, "KILL_ENEMY_P90", 5, CSSTAT_KILLS_P90, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsMP5NAVY, "KILL_ENEMY_MP5NAVY", 5, CSSTAT_KILLS_MP5NAVY, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsTMP, "KILL_ENEMY_TMP", 5, CSSTAT_KILLS_TMP, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsMAC10, "KILL_ENEMY_MAC10", 5, CSSTAT_KILLS_MAC10, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsUMP45, "KILL_ENEMY_UMP45", 5, CSSTAT_KILLS_UMP45, 1000); //1000
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsM3, "KILL_ENEMY_M3", 5, CSSTAT_KILLS_M3, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsXM1014, "KILL_ENEMY_XM1014", 5, CSSTAT_KILLS_XM1014, 200); //200
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsM249, "KILL_ENEMY_M249", 5, CSSTAT_KILLS_M249, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsKnife, "KILL_ENEMY_KNIFE", 5, CSSTAT_KILLS_KNIFE, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSEnemyKillsHEGrenade, "KILL_ENEMY_HEGRENADE", 5, CSSTAT_KILLS_HEGRENADE, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSHeadshots, "HEADSHOTS", 5, CSSTAT_KILLS_HEADSHOT, 250); //250
DECLARE_ACHIEVEMENT_STATGOAL(CSKillsEnemyWeapon, "KILLS_ENEMY_WEAPON", 5, CSSTAT_KILLS_ENEMY_WEAPON, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSKillEnemyBlinded, "KILL_ENEMY_BLINDED", 5, CSSTAT_KILLS_ENEMY_BLINDED, 25); //25
DECLARE_ACHIEVEMENT_STATGOAL(CSDefuseBombsLow, "BOMB_DEFUSE_LOW", 5, CSSTAT_NUM_BOMBS_DEFUSED, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSPlantBombsLow, "BOMB_PLANT_LOW", 5, CSSTAT_NUM_BOMBS_PLANTED, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSRescueHostagesLow, "RESCUE_HOSTAGES_LOW", 5, CSSTAT_NUM_HOSTAGES_RESCUED, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSRescueHostagesMid, "RESCUE_HOSTAGES_MED", 5, CSSTAT_NUM_HOSTAGES_RESCUED, 500); //500
DECLARE_ACHIEVEMENT_STATGOAL(CSWinKnifeFightsLow, "WIN_KNIFE_FIGHTS_LOW", 5, CSSTAT_KILLS_KNIFE_FIGHT, 1); //1
DECLARE_ACHIEVEMENT_STATGOAL(CSWinKnifeFightsHigh, "WIN_KNIFE_FIGHTS_HIGH", 5, CSSTAT_KILLS_KNIFE_FIGHT, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSDecalSprays, "DECAL_SPRAYS", 5, CSSTAT_DECAL_SPRAYS, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSNightvisionDamage, "NIGHTVISION_DAMAGE", 5, CSSTAT_NIGHTVISION_DAMAGE, 5000); //5000
DECLARE_ACHIEVEMENT_STATGOAL(CSKillSnipers, "KILL_SNIPERS", 5, CSSTAT_KILLS_AGAINST_ZOOMED_SNIPER, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_ASSAULT, "WIN_MAP_CS_ASSAULT", 5, CSSTAT_MAP_WINS_CS_ASSAULT, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_COMPOUND, "WIN_MAP_CS_COMPOUND", 5, CSSTAT_MAP_WINS_CS_COMPOUND, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_HAVANA, "WIN_MAP_CS_HAVANA", 5, CSSTAT_MAP_WINS_CS_HAVANA, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_ITALY, "WIN_MAP_CS_ITALY", 5, CSSTAT_MAP_WINS_CS_ITALY, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_MILITIA, "WIN_MAP_CS_MILITIA", 5, CSSTAT_MAP_WINS_CS_MILITIA, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapCS_OFFICE, "WIN_MAP_CS_OFFICE", 5, CSSTAT_MAP_WINS_CS_OFFICE, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_AZTEC, "WIN_MAP_DE_AZTEC", 5, CSSTAT_MAP_WINS_DE_AZTEC, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_CBBLE, "WIN_MAP_DE_CBBLE", 5, CSSTAT_MAP_WINS_DE_CBBLE, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_CHATEAU, "WIN_MAP_DE_CHATEAU", 5, CSSTAT_MAP_WINS_DE_CHATEAU, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_DUST2, "WIN_MAP_DE_DUST2", 5, CSSTAT_MAP_WINS_DE_DUST2, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_DUST, "WIN_MAP_DE_DUST", 5, CSSTAT_MAP_WINS_DE_DUST, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_INFERNO, "WIN_MAP_DE_INFERNO", 5, CSSTAT_MAP_WINS_DE_INFERNO, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_NUKE, "WIN_MAP_DE_NUKE", 5, CSSTAT_MAP_WINS_DE_NUKE, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_PIRANESI, "WIN_MAP_DE_PIRANESI", 5, CSSTAT_MAP_WINS_DE_PIRANESI, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_PORT, "WIN_MAP_DE_PORT", 5, CSSTAT_MAP_WINS_DE_PORT, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_PRODIGY, "WIN_MAP_DE_PRODIGY", 5, CSSTAT_MAP_WINS_DE_PRODIGY, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_TIDES, "WIN_MAP_DE_TIDES", 5, CSSTAT_MAP_WINS_DE_TIDES, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSWinMapDE_TRAIN, "WIN_MAP_DE_TRAIN", 5, CSSTAT_MAP_WINS_DE_TRAIN, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSDonateWeapons, "DONATE_WEAPONS", 5, CSSTAT_WEAPONS_DONATED, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSDominationsLow, "DOMINATIONS_LOW", 5, CSSTAT_DOMINATIONS, 1); //1
DECLARE_ACHIEVEMENT_STATGOAL(CSDominationsHigh, "DOMINATIONS_HIGH", 5, CSSTAT_DOMINATIONS, 10); //10
DECLARE_ACHIEVEMENT_STATGOAL(CSDominationOverkillsLow, "DOMINATION_OVERKILLS_LOW", 5, CSSTAT_DOMINATION_OVERKILLS, 1); //1
DECLARE_ACHIEVEMENT_STATGOAL(CSDominationOverkillsHigh, "DOMINATION_OVERKILLS_HIGH",5, CSSTAT_DOMINATION_OVERKILLS, 100); //100
DECLARE_ACHIEVEMENT_STATGOAL(CSRevengesLow, "REVENGES_LOW", 5, CSSTAT_REVENGES, 1); //1
DECLARE_ACHIEVEMENT_STATGOAL(CSRevengesHigh, "REVENGES_HIGH", 5, CSSTAT_REVENGES, 20); //20
//-----------------------------------------------------------------------------
// Purpose: Generic server awarded achievement
//-----------------------------------------------------------------------------
class CAchievementCS_ServerAwarded : public CCSBaseAchievement { virtual void Init() { SetGoal(1); SetFlags( ACH_SAVE_GLOBAL ); }
// server fires an event for this achievement, no other code within achievement necessary
};
#define DECLARE_ACHIEVEMENT_SERVERAWARDED(achievementID, achievementName, iPointValue) \
static CBaseAchievement *Create_##achievementID( void ) \ { \ CAchievementCS_ServerAwarded *pAchievement = new CAchievementCS_ServerAwarded( ); \ pAchievement->SetAchievementID( achievementID ); \ pAchievement->SetName( achievementName ); \ pAchievement->SetPointValue( iPointValue ); \ return pAchievement; \ }; \ static CBaseAchievementHelper g_##achievementID##_Helper( Create_##achievementID );
// server triggered achievements
DECLARE_ACHIEVEMENT_SERVERAWARDED(CSBombDefuseCloseCall, "BOMB_DEFUSE_CLOSE_CALL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSDefuseAndNeededKit, "BOMB_DEFUSE_NEEDED_KIT", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKilledDefuser, "KILL_BOMB_DEFUSER", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinBombPlant, "WIN_BOMB_PLANT", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinBombDefuse, "WIN_BOMB_DEFUSE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSPlantBombWithin25Seconds, "BOMB_PLANT_IN_25_SECONDS", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSRescueAllHostagesInARound, "RESCUE_ALL_HOSTAGES", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemyWithFormerGun, "KILL_WITH_OWN_GUN", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillingSpree, "KILLING_SPREE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillTwoWithOneShot, "KILL_TWO_WITH_ONE_SHOT", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemyReloading, "KILL_ENEMY_RELOADING", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillsWithMultipleGuns, "KILLS_WITH_MULTIPLE_GUNS", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSPosthumousGrenadeKill, "DEAD_GRENADE_KILL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemyTeam, "KILL_ENEMY_TEAM", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSLastPlayerAlive, "LAST_PLAYER_ALIVE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemyLastBullet, "KILL_ENEMY_LAST_BULLET", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillingSpreeEnder, "KILLING_SPREE_ENDER", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemiesWhileBlind, "KILL_ENEMIES_WHILE_BLIND", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemiesWhileBlindHard, "KILL_ENEMIES_WHILE_BLIND_HARD", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSDamageNoKill, "DAMAGE_NO_KILL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillLowDamage, "KILL_LOW_DAMAGE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKilledRescuer, "KILL_HOSTAGE_RESCUER", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSurviveGrenade, "SURVIVE_GRENADE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKilledDefuserWithGrenade, "KILLED_DEFUSER_WITH_GRENADE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSurvivedHeadshotDueToHelmet, "SURVIVED_HEADSHOT_DUE_TO_HELMET", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillSniperWithSniper, "KILL_SNIPER_WITH_SNIPER", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillSniperWithKnife, "KILL_SNIPER_WITH_KNIFE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSHipShot, "HIP_SHOT", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillWhenAtLowHealth, "KILL_WHEN_AT_LOW_HEALTH", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSGrenadeMultikill, "GRENADE_MULTIKILL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSBombMultikill, "BOMB_MULTIKILL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSPistolRoundKnifeKill, "PISTOL_ROUND_KNIFE_KILL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSFastRoundWin, "FAST_ROUND_WIN", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSurviveManyAttacks, "SURVIVE_MANY_ATTACKS", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSGooseChase, "GOOSE_CHASE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinBombPlantAfterRecovery, "WIN_BOMB_PLANT_AFTER_RECOVERY", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSLosslessExtermination, "LOSSLESS_EXTERMINATION", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSFlawlessVictory, "FLAWLESS_VICTORY", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinDualDuel, "WIN_DUAL_DUEL", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSFastHostageRescue, "FAST_HOSTAGE_RESCUE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSBreakWindows, "BREAK_WINDOWS", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSBreakProps, "BREAK_PROPS", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSUnstoppableForce, "UNSTOPPABLE_FORCE", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSImmovableObject, "IMMOVABLE_OBJECT", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSHeadshotsInRound, "HEADSHOTS_IN_ROUND", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillWhileInAir, "KILL_WHILE_IN_AIR", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillEnemyInAir, "KILL_ENEMY_IN_AIR", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillerAndEnemyInAir, "KILLER_AND_ENEMY_IN_AIR", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSilentWin, "SILENT_WIN", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSBloodlessVictory, "BLOODLESS_VICTORY", 5); DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinRoundsWithoutBuying, "WIN_ROUNDS_WITHOUT_BUYING", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSDefuseDefense, "DEFUSE_DEFENSE", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSKillBombPickup, "KILL_BOMB_PICKUP", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSameUniform, "SAME_UNIFORM", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSConcurrentDominations, "CONCURRENT_DOMINATIONS", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSDominationOverkillsMatch, "DOMINATION_OVERKILLS_MATCH", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSExtendedDomination, "EXTENDED_DOMINATION", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSCauseFriendlyFireWithFlashbang, "CAUSE_FRIENDLY_FIRE_WITH_FLASHBANG", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSWinClanMatch, "WIN_CLAN_MATCH", 5) DECLARE_ACHIEVEMENT_SERVERAWARDED(CSSnipeTwoFromSameSpot, "SNIPE_TWO_FROM_SAME_SPOT", 5 )
//-----------------------------------------------------------------------------
// Meta Achievements
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Get all the pistol achievements
//-----------------------------------------------------------------------------
class CAchievementCS_PistolMaster : public CAchievement_Meta { DECLARE_CLASS( CAchievementCS_PistolMaster, CAchievement_Meta ); virtual void Init() { BaseClass::Init(); AddRequirement(CSEnemyKillsDeagle); AddRequirement(CSEnemyKillsUSP); AddRequirement(CSEnemyKillsGlock); AddRequirement(CSEnemyKillsP228); AddRequirement(CSEnemyKillsElite); AddRequirement(CSEnemyKillsFiveSeven); } }; DECLARE_ACHIEVEMENT(CAchievementCS_PistolMaster, CSMetaPistol, "META_PISTOL", 10);
//-----------------------------------------------------------------------------
// Purpose: Get all the rifle achievements
//-----------------------------------------------------------------------------
class CAchievementCS_RifleMaster : public CAchievement_Meta { DECLARE_CLASS( CAchievementCS_RifleMaster, CAchievement_Meta ); virtual void Init() { BaseClass::Init(); AddRequirement(CSEnemyKillsAWP); AddRequirement(CSEnemyKillsAK47); AddRequirement(CSEnemyKillsM4A1); AddRequirement(CSEnemyKillsAUG); AddRequirement(CSEnemyKillsSG552); AddRequirement(CSEnemyKillsSG550); AddRequirement(CSEnemyKillsGALIL); AddRequirement(CSEnemyKillsFAMAS); AddRequirement(CSEnemyKillsScout); AddRequirement(CSEnemyKillsG3SG1); } }; DECLARE_ACHIEVEMENT(CAchievementCS_RifleMaster, CSMetaRifle, "META_RIFLE", 10);
//-----------------------------------------------------------------------------
// Purpose: Get all the SMG achievements
//-----------------------------------------------------------------------------
class CAchievementCS_SubMachineGunMaster : public CAchievement_Meta { DECLARE_CLASS( CAchievementCS_SubMachineGunMaster, CAchievement_Meta ); virtual void Init() { BaseClass::Init(); AddRequirement(CSEnemyKillsP90); AddRequirement(CSEnemyKillsMP5NAVY); AddRequirement(CSEnemyKillsTMP); AddRequirement(CSEnemyKillsMAC10); AddRequirement(CSEnemyKillsUMP45); } }; DECLARE_ACHIEVEMENT(CAchievementCS_SubMachineGunMaster, CSMetaSMG, "META_SMG", 10);
//-----------------------------------------------------------------------------
// Purpose: Get all the Shotgun achievements
//-----------------------------------------------------------------------------
class CAchievementCS_ShotgunMaster : public CAchievement_Meta { DECLARE_CLASS( CAchievementCS_ShotgunMaster, CAchievement_Meta ); virtual void Init() { BaseClass::Init(); AddRequirement(CSEnemyKillsM3); AddRequirement(CSEnemyKillsXM1014); } }; DECLARE_ACHIEVEMENT(CAchievementCS_ShotgunMaster, CSMetaShotgun, "META_SHOTGUN", 10);
//-----------------------------------------------------------------------------
// Purpose: Get every weapon achievement
//-----------------------------------------------------------------------------
class CAchievementCS_WeaponMaster : public CAchievement_Meta { DECLARE_CLASS( CAchievementCS_WeaponMaster, CAchievement_Meta ); virtual void Init() { BaseClass::Init(); AddRequirement(CSMetaPistol); AddRequirement(CSMetaRifle); AddRequirement(CSMetaSMG); AddRequirement(CSMetaShotgun); AddRequirement(CSEnemyKillsM249); AddRequirement(CSEnemyKillsKnife); AddRequirement(CSEnemyKillsHEGrenade); } }; DECLARE_ACHIEVEMENT(CAchievementCS_WeaponMaster, CSMetaWeaponMaster, "META_WEAPONMASTER", 50);
class CAchievementCS_KillWithAllWeapons : public CCSBaseAchievement { void Init() { SetFlags( ACH_SAVE_GLOBAL ); SetGoal( 1 ); }
void OnPlayerStatsUpdate() { const StatsCollection_t& roundStats = g_CSClientGameStats.GetLifetimeStats();
//Loop through all weapons we care about and make sure we got a kill with each.
for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i) { CSStatType_t statId = WeaponName_StatId_Table[i].killStatId;
if ( roundStats[statId] == 0) { return; } }
//If we haven't bailed yet, award the achievement.
IncrementCount(); } }; DECLARE_ACHIEVEMENT( CAchievementCS_KillWithAllWeapons, CSKillWithEveryWeapon, "KILL_WITH_EVERY_WEAPON", 5 );
class CAchievementCS_FriendsSameUniform : public CCSBaseAchievement { void Init() { SetFlags(ACH_SAVE_GLOBAL); SetGoal(1); }
void ListenForEvents() { ListenForGameEvent( "round_start" ); }
void FireGameEvent_Internal( IGameEvent *event ) { if ( Q_strcmp( event->GetName(), "round_start" ) == 0 ) { int localPlayerIndex = GetLocalPlayerIndex(); C_CSPlayer* pLocalPlayer = ToCSPlayer(UTIL_PlayerByIndex(localPlayerIndex));
// Initialize all to 1, since the local player doesn't get counted as we loop.
int numPlayersOnTeam = 1; int numFriendsOnTeam = 1; int numMatchingFriendsOnTeam = 1;
if (pLocalPlayer) { int localPlayerClass = pLocalPlayer->PlayerClass(); int localPlayerTeam = pLocalPlayer->GetTeamNumber(); for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { if ( i != localPlayerIndex) { CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
if (pPlayer) { if (pPlayer->GetTeamNumber() == localPlayerTeam) { ++numPlayersOnTeam; if (pLocalPlayer->HasPlayerAsFriend(pPlayer) ) { ++numFriendsOnTeam; if ( pPlayer->PlayerClass() == localPlayerClass ) ++numMatchingFriendsOnTeam; } } } } }
if (numMatchingFriendsOnTeam >= AchievementConsts::FriendsSameUniform_MinPlayers ) { AwardAchievement(); } } } } }; DECLARE_ACHIEVEMENT( CAchievementCS_FriendsSameUniform, CSFriendsSameUniform, "FRIENDS_SAME_UNIFORM", 5 );
class CAchievementCS_AvengeFriend : public CCSBaseAchievement { void Init() { SetFlags(ACH_SAVE_GLOBAL); SetGoal(1); }
void ListenForEvents() { ListenForGameEvent( "player_avenged_teammate" ); }
void FireGameEvent_Internal( IGameEvent *event ) { if ( Q_strcmp( event->GetName(), "player_avenged_teammate" ) == 0 ) { int localPlayerIndex = GetLocalPlayerIndex(); C_CSPlayer* pLocalPlayer = ToCSPlayer(UTIL_PlayerByIndex(localPlayerIndex));
//for debugging
//int eventId = event->GetInt( "avenger_id" );
//int localUserId = pLocalPlayer->GetUserID();
if (pLocalPlayer && pLocalPlayer->GetUserID() == event->GetInt( "avenger_id" )) { int avengedPlayerIndex = engine->GetPlayerForUserID( event->GetInt( "avenged_player_id" ) );
if ( avengedPlayerIndex > 0 ) { C_CSPlayer* pAvengedPlayer = ToCSPlayer(UTIL_PlayerByIndex(avengedPlayerIndex)); if (pAvengedPlayer && pLocalPlayer->HasPlayerAsFriend(pAvengedPlayer)) { AwardAchievement(); } } } } } }; DECLARE_ACHIEVEMENT( CAchievementCS_AvengeFriend, CSAvengeFriend, "AVENGE_FRIEND", 5 );
class CAchievementCS_CollectHolidayGifts : public CCSBaseAchievement { void Init() { SetFlags( ACH_SAVE_GLOBAL ); SetGoal( 3 ); SetStoreProgressInSteam( true ); }
virtual void ListenForEvents() { ListenForGameEvent( "christmas_gift_grab" ); }
void FireGameEvent_Internal( IGameEvent *event ) { if ( !UTIL_IsHolidayActive( 3 /*kHoliday_Christmas*/ ) ) return;
if ( Q_strcmp( event->GetName(), "christmas_gift_grab" ) == 0 ) { int iPlayer = engine->GetPlayerForUserID( event->GetInt( "userid" ) ); CBaseEntity *pPlayer = UTIL_PlayerByIndex( iPlayer );
if ( pPlayer && pPlayer == C_CSPlayer::GetLocalCSPlayer() ) { IncrementCount(); } } } }; DECLARE_ACHIEVEMENT( CAchievementCS_CollectHolidayGifts, CSCollectHolidayGifts, "COLLECT_GIFTS", 5 );
#endif // CLIENT_DLL
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