mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
123 lines
5.4 KiB
C++
123 lines
5.4 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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__
|