Team Fortress 2 Source Code as on 22/4/2020
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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