/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 2 * of the License, or (at your option) any later version. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef COMMON_ACHIEVEMENTS_H #define COMMON_ACHIEVEMENTS_H #include "common/array.h" #include "common/ini-file.h" #include "common/singleton.h" #include "common/str.h" namespace Common { /** * @defgroup common_achieve Achievements * @ingroup common * * @brief API related to in-game achievements. * * @{ */ /** * List of game achievements provider platforms. * Possible candidates are XBOX Gamerscore, PSN Trophies, Kongregate Badges, etc... */ enum AchievementsPlatform { STEAM_ACHIEVEMENTS, GALAXY_ACHIEVEMENTS, UNK_ACHIEVEMENTS = -1 }; /** * Information structure for game-specific achievements. */ struct AchievementDescription { const char *id; //!< Achievement internal ID, such as "ACHIEVEMENT_TIMING". bool isHidden; //!< Whether the achievement is hidden. const char *title; //!< Achievement displayed text, such as "Marathon Runner". const char *comment; //!< Optional achievement hint or comment, such as "Finish the game in less than 4 hours". }; /** * Information structure for platform-specific achievements. */ struct AchievementsInfo { Common::AchievementsPlatform platform; //!< Achievements platform, such as "STEAM_ACHIEVEMENTS". Common::String appId; //!< Achievements application ID of the given platform. Common::Array descriptions; //!< Descriptions of all game achievements. AchievementsInfo() {platform = Common::UNK_ACHIEVEMENTS;} }; /** * Class for manipulating the achievements. * * Use the Achievements Manager class to edit the in-game achievements. */ class AchievementsManager : public Singleton { public: AchievementsManager(); ~AchievementsManager(); /** * Set a platform and application ID as active domain. * * @param[in] platform Achievements platform. * @param[in] appId Achievements application ID of the given platform. */ bool setActiveDomain(AchievementsPlatform platform, const String &appId); bool unsetActiveDomain(); //!< Unset the current active domain. bool isReady() { return _iniFile != nullptr; } //!< Check whether the domain is ready. /** * @name Methods for manipulating individual achievements * @{ */ /** Set an achievement. * * @param[in] id Internal ID of the achievement. * @param[in] displayedMessage Message displayed when the achievement is achieved. */ bool setAchievement(const String &id, const String &displayedMessage); /** * Set an achievement as achieved. * * @param[in] id Internal ID of the achievement. */ bool isAchieved(const String &id); /** * Clear an achieved achievement. * * @param[in] id Internal ID of the achievement. */ bool clearAchievement(const String &id); /** @} */ /** * @name Methods for manipulating individual statistics * @{ */ /** * Get a statistic (integer). * * @param[in] id Internal ID of the achievement. */ int getStatInt(const String &id); /** * Set a statistic to an integer number. * * @param[in] id Internal ID of the achievement. * @param[in] value Value to which the statistic is set. */ bool setStatInt(const String &id, int value); /** * Get a statistic (float). * * @param[in] id Internal ID of the achievement. */ float getStatFloat(const String &id); /** * Set a statistic to a float number. * * @param[in] id Internal ID of the achievement. * @param[in] value Value to which the statistic is set. */ bool setStatFloat(const String &id, float value); /** @} */ /** * @name Methods for resetting achievements and statistics * @{ */ bool resetAllAchievements(); //!< Reset all achievements. bool resetAllStats(); //!< Reset all statistics. /** @} */ private: INIFile *_iniFile; String _iniFileName; }; /** Shortcut for accessing the Achievements Manager. */ #define AchMan Common::AchievementsManager::instance() /** @} */ } // End of namespace Common #endif // #ifndef COMMON_ACHIEVEMENTS_MANAGER_H