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98 lines
3.3 KiB
98 lines
3.3 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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#ifdef CLIENT_DLL
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bool CheckWinNoEnemyCaps( IGameEvent *event, int iRole );
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bool IsLocalTFPlayerClass( int iClass );
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bool GameRulesAllowsAchievements( void );
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//----------------------------------------------------------------------------------------------------------------
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// All achievements should derive from this. It takes care of ensuring that MVM mode isn't active for
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// non MVM achievements and that MVM is active for MVM achievements
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class CBaseTFAchievementSimple : public CBaseAchievement
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{
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DECLARE_CLASS( CBaseTFAchievementSimple, CBaseAchievement );
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public:
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virtual bool LocalPlayerCanEarn( void );
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virtual void FireGameEvent( IGameEvent *event );
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};
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//----------------------------------------------------------------------------------------------------------------
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// All class specific achievements should derive from this. It takes care of ensuring that the class
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// check is performed, and saves needless event handling for other class's achievements.
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class CBaseTFAchievement : public CBaseTFAchievementSimple
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{
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DECLARE_CLASS( CBaseTFAchievement, CBaseTFAchievementSimple );
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public:
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virtual bool LocalPlayerCanEarn( void );
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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 CTFAchievementFullRound : public CBaseTFAchievement
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{
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DECLARE_CLASS( CTFAchievementFullRound, CBaseTFAchievement );
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public:
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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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class CAchievementTopScoreboard : public CTFAchievementFullRound
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{
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DECLARE_CLASS( CAchievementTopScoreboard, CTFAchievementFullRound );
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public:
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void Init();
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virtual void ListenForEvents();
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virtual void Event_OnRoundComplete( float flRoundTime, IGameEvent *event );
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};
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//----------------------------------------------------------------------------------------------------------------
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// Helper class for achievements that involve killing players after walking through a teleporter
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template < class tBaseClass >
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class CTFAchievementTeleporterTimingKills : public tBaseClass
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{
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DECLARE_CLASS( CTFAchievementTeleporterTimingKills, CBaseTFAchievement );
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void Init()
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{
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this->SetFlags( ACH_SAVE_GLOBAL | ACH_LISTEN_KILL_ENEMY_EVENTS );
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this->SetGoal( 1 );
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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 ( !pVictim || !pVictim->IsPlayer() )
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return;
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pAttacker == pLocalPlayer && pVictim != pLocalPlayer )
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{
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C_TFPlayer *pTFAttacker = ToTFPlayer( pAttacker );
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if ( pTFAttacker && pTFAttacker->m_Shared.InCond( TF_COND_TELEPORTED ) && ( gpGlobals->curtime - pTFAttacker->m_Shared.GetTimeTeleEffectAdded() <= 5.0f ) )
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{
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this->IncrementCount();
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}
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}
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}
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};
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extern CAchievementMgr g_AchievementMgrTF; // global achievement mgr for TF
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#endif // CLIENT_DLL
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