Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#ifdef CLIENT_DLL
bool CheckWinNoEnemyCaps( IGameEvent *event, int iRole );
bool IsLocalTFPlayerClass( int iClass );
bool GameRulesAllowsAchievements( void );
//----------------------------------------------------------------------------------------------------------------
// All achievements should derive from this. It takes care of ensuring that MVM mode isn't active for
// non MVM achievements and that MVM is active for MVM achievements
class CBaseTFAchievementSimple : public CBaseAchievement
{
DECLARE_CLASS( CBaseTFAchievementSimple, CBaseAchievement );
public:
virtual bool LocalPlayerCanEarn( void );
virtual void FireGameEvent( IGameEvent *event );
};
//----------------------------------------------------------------------------------------------------------------
// All class specific achievements should derive from this. It takes care of ensuring that the class
// check is performed, and saves needless event handling for other class's achievements.
class CBaseTFAchievement : public CBaseTFAchievementSimple
{
DECLARE_CLASS( CBaseTFAchievement, CBaseTFAchievementSimple );
public:
virtual bool LocalPlayerCanEarn( void );
};
//----------------------------------------------------------------------------------------------------------------
// Helper class for achievements that check that the player was playing on a game team for the full round
class CTFAchievementFullRound : public CBaseTFAchievement
{
DECLARE_CLASS( CTFAchievementFullRound, CBaseTFAchievement );
public:
void Init() ;
virtual void ListenForEvents();
void FireGameEvent_Internal( IGameEvent *event );
bool PlayerWasInEntireRound( float flRoundTime );
virtual void Event_OnRoundComplete( float flRoundTime, IGameEvent *event ) = 0 ;
};
class CAchievementTopScoreboard : public CTFAchievementFullRound
{
DECLARE_CLASS( CAchievementTopScoreboard, CTFAchievementFullRound );
public:
void Init();
virtual void ListenForEvents();
virtual void Event_OnRoundComplete( float flRoundTime, IGameEvent *event );
};
//----------------------------------------------------------------------------------------------------------------
// Helper class for achievements that involve killing players after walking through a teleporter
template < class tBaseClass >
class CTFAchievementTeleporterTimingKills : public tBaseClass
{
DECLARE_CLASS( CTFAchievementTeleporterTimingKills, CBaseTFAchievement );
void Init()
{
this->SetFlags( ACH_SAVE_GLOBAL | ACH_LISTEN_KILL_ENEMY_EVENTS );
this->SetGoal( 1 );
}
virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
{
if ( !pVictim || !pVictim->IsPlayer() )
return;
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pAttacker == pLocalPlayer && pVictim != pLocalPlayer )
{
C_TFPlayer *pTFAttacker = ToTFPlayer( pAttacker );
if ( pTFAttacker && pTFAttacker->m_Shared.InCond( TF_COND_TELEPORTED ) && ( gpGlobals->curtime - pTFAttacker->m_Shared.GetTimeTeleEffectAdded() <= 5.0f ) )
{
this->IncrementCount();
}
}
}
};
extern CAchievementMgr g_AchievementMgrTF; // global achievement mgr for TF
#endif // CLIENT_DLL