mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
133 lines
4.7 KiB
C++
133 lines
4.7 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "achievementmgr.h"
|
||
|
#include "baseachievement.h"
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
|
||
|
class CAchievementEp1KillAntlionsWithCar : public CBaseAchievement
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
void Init()
|
||
|
{
|
||
|
SetFlags( ACH_LISTEN_PLAYER_KILL_ENEMY_EVENTS | ACH_SAVE_WITH_GAME );
|
||
|
SetInflictorFilter( "prop_physics" );
|
||
|
SetVictimFilter( "npc_antlion" );
|
||
|
SetGameDirFilter( "episodic" );
|
||
|
SetGoal( 15 );
|
||
|
}
|
||
|
virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
|
||
|
{
|
||
|
// any model that passed previous filters and begins with "props_vehicles" is a physics car
|
||
|
const char *pszName = GetModelName( pInflictor );
|
||
|
const char szPrefix[] = "props_vehicles";
|
||
|
if ( 0 == Q_strncmp( pszName, szPrefix, ARRAYSIZE( szPrefix ) - 1 ) )
|
||
|
{
|
||
|
IncrementCount();
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
DECLARE_ACHIEVEMENT( CAchievementEp1KillAntlionsWithCar, ACHIEVEMENT_EP1_KILL_ANTLIONS_WITHCARS, "EP1_KILL_ANTLIONS_WITHCARS", 5 );
|
||
|
|
||
|
class CAchievementEp1KillEnemiesWithSniperAlyx : public CBaseAchievement
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
void Init()
|
||
|
{
|
||
|
SetFlags( ACH_LISTEN_KILL_ENEMY_EVENTS | ACH_SAVE_WITH_GAME );
|
||
|
SetInflictorEntityNameFilter( "sniper_alyx" );
|
||
|
SetGameDirFilter( "episodic" );
|
||
|
SetGoal( 30 );
|
||
|
}
|
||
|
};
|
||
|
DECLARE_ACHIEVEMENT( CAchievementEp1KillEnemiesWithSniperAlyx, ACHIEVEMENT_EP1_KILL_ENEMIES_WITHSNIPERALYX, "EP1_KILL_ENEMIES_WITHSNIPERALYX", 10 );
|
||
|
|
||
|
class CAchievementEp1BeatCitizenEscortNoCitizenDeaths : public CFailableAchievement
|
||
|
{
|
||
|
protected:
|
||
|
|
||
|
void Init()
|
||
|
{
|
||
|
SetFlags( ACH_LISTEN_MAP_EVENTS | ACH_LISTEN_KILL_EVENTS | ACH_SAVE_WITH_GAME );
|
||
|
SetGameDirFilter( "episodic" );
|
||
|
SetGoal( 1 );
|
||
|
SetVictimFilter( "npc_citizen" );
|
||
|
}
|
||
|
|
||
|
virtual void Event_EntityKilled( CBaseEntity *pVictim, CBaseEntity *pAttacker, CBaseEntity *pInflictor, IGameEvent *event )
|
||
|
{
|
||
|
// if any citizens die while this achievement is active, achievement fails
|
||
|
SetFailed();
|
||
|
}
|
||
|
|
||
|
// map event where achievement is activated
|
||
|
virtual const char *GetActivationEventName() { return "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_START"; }
|
||
|
// map event where achievement is evaluated for success
|
||
|
virtual const char *GetEvaluationEventName() { return "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_END"; }
|
||
|
};
|
||
|
DECLARE_ACHIEVEMENT( CAchievementEp1BeatCitizenEscortNoCitizenDeaths, ACHIEVEMENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS, "EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS", 15 );
|
||
|
|
||
|
extern int CalcPlayerAttacks( bool bBulletOnly );
|
||
|
|
||
|
class CAchievementEp1BeatGameOneBullet : public CFailableAchievement
|
||
|
{
|
||
|
DECLARE_CLASS( CAchievementEp1BeatGameOneBullet, CFailableAchievement );
|
||
|
protected:
|
||
|
|
||
|
void Init()
|
||
|
{
|
||
|
SetFlags( ACH_LISTEN_MAP_EVENTS | ACH_SAVE_WITH_GAME );
|
||
|
SetGameDirFilter( "episodic" );
|
||
|
SetGoal( 1 );
|
||
|
}
|
||
|
|
||
|
virtual void OnEvaluationEvent()
|
||
|
{
|
||
|
// get # of attacks w/bullet weapons
|
||
|
int iBulletAttackCount = CalcPlayerAttacks( true );
|
||
|
// if more than 1 bullet fired, fail
|
||
|
if ( iBulletAttackCount > 1 )
|
||
|
{
|
||
|
SetFailed();
|
||
|
}
|
||
|
BaseClass::OnEvaluationEvent();
|
||
|
}
|
||
|
|
||
|
// map event where achievement is activated
|
||
|
virtual const char *GetActivationEventName() { return "EP1_START_GAME"; }
|
||
|
// map event where achievement is evaluated for success
|
||
|
virtual const char *GetEvaluationEventName() { return "EP1_BEAT_GAME"; }
|
||
|
|
||
|
// additional status for debugging
|
||
|
virtual void PrintAdditionalStatus()
|
||
|
{
|
||
|
if ( m_bActivated )
|
||
|
{
|
||
|
Msg( "Player bullet attacks: %d\n", CalcPlayerAttacks( true ) );
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
DECLARE_ACHIEVEMENT( CAchievementEp1BeatGameOneBullet, ACHIEVEMENT_EP1_BEAT_GAME_ONEBULLET, "EP1_BEAT_GAME_ONEBULLET", 40 );
|
||
|
|
||
|
// 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.
|
||
|
#define DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( achievementID, achievementName, iPointValue ) \
|
||
|
DECLARE_MAP_EVENT_ACHIEVEMENT_( achievementID, achievementName, "episodic", iPointValue, false )
|
||
|
|
||
|
// achievements which are won by a map event firing once
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_MAINELEVATOR, "EP1_BEAT_MAINELEVATOR", 5 );
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_CITADELCORE, "EP1_BEAT_CITADELCORE", 5 );
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS, "EP1_BEAT_CITADELCORE_NOSTALKERKILLS", 10 );
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_GARAGEELEVATORSTANDOFF, "EP1_BEAT_GARAGEELEVATORSTANDOFF", 10 );
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_HOSPITALATTICGUNSHIP, "EP1_BEAT_HOSPITALATTICGUNSHIP", 5 );
|
||
|
DECLARE_EP1_MAP_EVENT_ACHIEVEMENT( ACHIEVEMENT_EP1_BEAT_GAME, "EP1_BEAT_GAME", 20 );
|
||
|
|
||
|
#endif // GAME_DLL
|