sys_achievements.h (5479B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 #ifndef __SYS_ACHIEVEMENTS_H__ 29 #define __SYS_ACHIEVEMENTS_H__ 30 31 class idLocalUser; 32 33 // data structure for online achievement entry descriptions 34 // this is used for testing purposes to make sure that the consoles 35 // achievement settings match the game's decls 36 struct achievementDescription_t { 37 void Clear() { 38 name[0] = '\0'; 39 description[0] = '\0'; 40 hidden = false; 41 }; 42 char name[500]; 43 char description[1000]; 44 bool hidden; 45 }; 46 47 /* 48 ================================================ 49 idAchievementSystem 50 ================================================ 51 */ 52 class idAchievementSystem { 53 public: 54 static const int MAX_ACHIEVEMENTS = 128; // This matches the max number of achievements bits in the profile 55 56 virtual ~idAchievementSystem() {} 57 58 // PC and PS3 initialize for the system, not for a particular controller 59 virtual void Init() {} 60 61 // PS3 has to wait to install the .TRP file until *after* we determine there's enough space, for consistent user messaging 62 virtual void Start() {} 63 64 // Do any necessary cleanup 65 virtual void Shutdown() {} 66 67 // Is the achievement system ready for requests 68 virtual bool IsInitialized() { return false; } 69 70 // Add a local user to the system 71 virtual void RegisterLocalUser( idLocalUser * user ) {} 72 73 // This is only necessary on the 360 right now, we need this because the 360 maintains a buffer of pending actions 74 // 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 75 // and allow the buffers to be reused 76 virtual void RemoveLocalUser( idLocalUser * user ) {} 77 78 // Unlocks the achievement, all platforms silently fail if the achievement has already been unlocked 79 virtual void AchievementUnlock( idLocalUser * user, const int achievementID ) = 0; 80 81 // Puts the achievement back to its original state, platform implementation may not allow this 82 virtual void AchievementLock( idLocalUser * user, const int achievementID ) {} 83 84 // Puts alls achievements back to their original state, platform implementation may not allow this 85 virtual void AchievementLockAll( idLocalUser * user, const int maxId ) {} 86 87 // Should be done every frame 88 virtual void Pump() = 0; 89 90 // Cancels all in-flight achievements for all users if NULL, resets the system so a Init() must be re-issued 91 virtual void Reset( idLocalUser * user = NULL ) {} 92 93 // Cancels all in-flight achievements, not very useful on PC 94 virtual void Cancel( idLocalUser * user ) {} 95 96 // Retrieves textual information about a given achievement 97 // returns false if there was an error 98 virtual bool GetAchievementDescription( idLocalUser * user, const int id, achievementDescription_t & data ) const { return false; } 99 100 // How much storage is required 101 // returns false if there was an error 102 virtual bool GetRequiredStorage( uint64 & requiredSizeTrophiesBytes ) { requiredSizeTrophiesBytes = 0; return true; } 103 104 // Retrieves state about of all achievements cached locally (may not be online yet) 105 // returns false if there was an error 106 virtual bool GetAchievementState( idLocalUser * user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS > & achievements ) const { return false; } 107 108 // Sets state of all the achievements within list (for debug purposes only) 109 // returns false if there was an error 110 virtual bool SetAchievementState( idLocalUser * user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS > & achievements ) { return false; } 111 112 // You want to get the server's cached achievement status into the user because the profile may not have been 113 // saved with the achievement bits after an achievement was granted. 114 void SyncAchievementBits( idLocalUser * user ); 115 116 protected: 117 // Retrieves the index from the local user list 118 int GetLocalUserIndex( idLocalUser * user ) const { return users.FindIndex( user ); } 119 120 idStaticList< idLocalUser *, MAX_LOCAL_PLAYERS > users; 121 }; 122 123 #endif // __SYS_ACHIEVEMENTS_H__