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