/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __SYS_ACHIEVEMENTS_H__ #define __SYS_ACHIEVEMENTS_H__ class idLocalUser; // data structure for online achievement entry descriptions // this is used for testing purposes to make sure that the consoles // achievement settings match the game's decls struct achievementDescription_t { void Clear() { name[0] = '\0'; description[0] = '\0'; hidden = false; }; char name[500]; char description[1000]; bool hidden; }; /* ================================================ idAchievementSystem ================================================ */ class idAchievementSystem { public: static const int MAX_ACHIEVEMENTS = 128; // This matches the max number of achievements bits in the profile virtual ~idAchievementSystem() {} // PC and PS3 initialize for the system, not for a particular controller virtual void Init() {} // PS3 has to wait to install the .TRP file until *after* we determine there's enough space, for consistent user messaging virtual void Start() {} // Do any necessary cleanup virtual void Shutdown() {} // Is the achievement system ready for requests virtual bool IsInitialized() { return false; } // Add a local user to the system virtual void RegisterLocalUser( idLocalUser* user ) {} // This is only necessary on the 360 right now, we need this because the 360 maintains a buffer of pending actions // per user. If a user is removed from the system, we need to inform the system so it can cancel it's in flight actions // and allow the buffers to be reused virtual void RemoveLocalUser( idLocalUser* user ) {} // Unlocks the achievement, all platforms silently fail if the achievement has already been unlocked virtual void AchievementUnlock( idLocalUser* user, const int achievementID ) = 0; // Puts the achievement back to its original state, platform implementation may not allow this virtual void AchievementLock( idLocalUser* user, const int achievementID ) {} // Puts alls achievements back to their original state, platform implementation may not allow this virtual void AchievementLockAll( idLocalUser* user, const int maxId ) {} // Should be done every frame virtual void Pump() = 0; // Cancels all in-flight achievements for all users if NULL, resets the system so a Init() must be re-issued virtual void Reset( idLocalUser* user = NULL ) {} // Cancels all in-flight achievements, not very useful on PC virtual void Cancel( idLocalUser* user ) {} // Retrieves textual information about a given achievement // returns false if there was an error virtual bool GetAchievementDescription( idLocalUser* user, const int id, achievementDescription_t& data ) const { return false; } // How much storage is required // returns false if there was an error virtual bool GetRequiredStorage( uint64& requiredSizeTrophiesBytes ) { requiredSizeTrophiesBytes = 0; return true; } // Retrieves state about of all achievements cached locally (may not be online yet) // returns false if there was an error virtual bool GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const { return false; } // Sets state of all the achievements within list (for debug purposes only) // returns false if there was an error virtual bool SetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) { return false; } // You want to get the server's cached achievement status into the user because the profile may not have been // saved with the achievement bits after an achievement was granted. void SyncAchievementBits( idLocalUser* user ); protected: // Retrieves the index from the local user list int GetLocalUserIndex( idLocalUser* user ) const { return users.FindIndex( user ); } idStaticList< idLocalUser*, MAX_LOCAL_PLAYERS > users; }; #endif // __SYS_ACHIEVEMENTS_H__