doom3-bfg/neo/sys/sys_achievements.h
2012-11-26 12:58:24 -06:00

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__