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133 lines
4.7 KiB
133 lines
4.7 KiB
5 years ago
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//========= Copyright 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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#include "cbase.h"
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#include "achievementmgr.h"
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#include "baseachievement.h"
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#ifdef GAME_DLL
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class CAchievementEp1KillAntlionsWithCar : public CBaseAchievement
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{
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protected:
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void Init()
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{
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SetFlags( ACH_LISTEN_PLAYER_KILL_ENEMY_EVENTS | ACH_SAVE_WITH_GAME );
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SetInflictorFilter( "prop_physics" );
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SetVictimFilter( "npc_antlion" );
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SetGameDirFilter( "episodic" );
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SetGoal( 15 );
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}
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virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
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{
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// any model that passed previous filters and begins with "props_vehicles" is a physics car
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const char *pszName = GetModelName( pInflictor );
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const char szPrefix[] = "props_vehicles";
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if ( 0 == Q_strncmp( pszName, szPrefix, ARRAYSIZE( szPrefix ) - 1 ) )
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{
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IncrementCount();
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}
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}
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};
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DECLARE_ACHIEVEMENT( CAchievementEp1KillAntlionsWithCar, ACHIEVEMENT_EP1_KILL_ANTLIONS_WITHCARS, "EP1_KILL_ANTLIONS_WITHCARS", 5 );
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class CAchievementEp1KillEnemiesWithSniperAlyx : public CBaseAchievement
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{
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protected:
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void Init()
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{
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SetFlags( ACH_LISTEN_KILL_ENEMY_EVENTS | ACH_SAVE_WITH_GAME );
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SetInflictorEntityNameFilter( "sniper_alyx" );
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SetGameDirFilter( "episodic" );
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SetGoal( 30 );
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}
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};
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DECLARE_ACHIEVEMENT( CAchievementEp1KillEnemiesWithSniperAlyx, ACHIEVEMENT_EP1_KILL_ENEMIES_WITHSNIPERALYX, "EP1_KILL_ENEMIES_WITHSNIPERALYX", 10 );
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class CAchievementEp1BeatCitizenEscortNoCitizenDeaths : public CFailableAchievement
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{
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protected:
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void Init()
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{
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SetFlags( ACH_LISTEN_MAP_EVENTS | ACH_LISTEN_KILL_EVENTS | ACH_SAVE_WITH_GAME );
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SetGameDirFilter( "episodic" );
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SetGoal( 1 );
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SetVictimFilter( "npc_citizen" );
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}
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virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
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{
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// if any citizens die while this achievement is active, achievement fails
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SetFailed();
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}
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// map event where achievement is activated
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virtual const char *GetActivationEventName() { return "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_START"; }
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// map event where achievement is evaluated for success
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virtual const char *GetEvaluationEventName() { return "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_END"; }
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};
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DECLARE_ACHIEVEMENT( CAchievementEp1BeatCitizenEscortNoCitizenDeaths, ACHIEVEMENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS, "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS", 15 );
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extern int CalcPlayerAttacks( bool bBulletOnly );
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class CAchievementEp1BeatGameOneBullet : public CFailableAchievement
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{
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DECLARE_CLASS( CAchievementEp1BeatGameOneBullet, CFailableAchievement );
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protected:
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void Init()
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{
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SetFlags( ACH_LISTEN_MAP_EVENTS | ACH_SAVE_WITH_GAME );
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SetGameDirFilter( "episodic" );
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SetGoal( 1 );
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}
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virtual void OnEvaluationEvent()
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{
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// get # of attacks w/bullet weapons
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int iBulletAttackCount = CalcPlayerAttacks( true );
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// if more than 1 bullet fired, fail
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if ( iBulletAttackCount > 1 )
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{
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SetFailed();
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}
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BaseClass::OnEvaluationEvent();
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}
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// map event where achievement is activated
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virtual const char *GetActivationEventName() { return "EP1_START_GAME"; }
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// map event where achievement is evaluated for success
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virtual const char *GetEvaluationEventName() { return "EP1_BEAT_GAME"; }
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// additional status for debugging
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virtual void PrintAdditionalStatus()
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{
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if ( m_bActivated )
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{
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Msg( "Player bullet attacks: %d\n", CalcPlayerAttacks( true ) );
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}
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}
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};
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DECLARE_ACHIEVEMENT( CAchievementEp1BeatGameOneBullet, ACHIEVEMENT_EP1_BEAT_GAME_ONEBULLET, "EP1_BEAT_GAME_ONEBULLET", 40 );
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// Ep1-specific macro that sets game dir filter. We need this because Ep1/Ep2/... share a binary so we need runtime check against running game.
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#define DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( achievementID, achievementName, iPointValue ) \
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DECLARE_MAP_EVENT_ACHIEVEMENT_( achievementID, achievementName, "episodic", iPointValue, false )
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// achievements which are won by a map event firing once
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_MAINELEVATOR, "EP1_BEAT_MAINELEVATOR", 5 );
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_CITADELCORE, "EP1_BEAT_CITADELCORE", 5 );
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS, "EP1_BEAT_CITADELCORE_NOSTALKERKILLS", 10 );
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_GARAGEELEVATORSTANDOFF, "EP1_BEAT_GARAGEELEVATORSTANDOFF", 10 );
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_HOSPITALATTICGUNSHIP, "EP1_BEAT_HOSPITALATTICGUNSHIP", 5 );
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DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_GAME, "EP1_BEAT_GAME", 20 );
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#endif // GAME_DLL
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