mirror of
https://github.com/libretro/scummvm.git
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285 lines
7.5 KiB
C++
285 lines
7.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef COMMON_ACHIEVEMENTS_H
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#define COMMON_ACHIEVEMENTS_H
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#include "common/array.h"
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#include "common/formats/ini-file.h"
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#include "common/hashmap.h"
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#include "common/singleton.h"
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#include "common/str.h"
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namespace Common {
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/**
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* @defgroup common_achieve Achievements
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* @ingroup common
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*
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* @brief API related to in-game achievements.
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*
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* @{
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*/
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/**
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* List of game achievements provider platforms.
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* Possible candidates are XBOX Gamerscore, PSN Trophies, Kongregate Badges, etc...
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*/
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enum AchievementsPlatform {
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STEAM_ACHIEVEMENTS,
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GALAXY_ACHIEVEMENTS,
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UNK_ACHIEVEMENTS = -1
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};
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/**
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* Information structure for game-specific statistics.
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*/
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struct StatDescription {
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String id; //!< Stat internal ID, such as "ITEMS_THROWN".
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String comment; //!< Optional stat comment, such as "Items Thrown".
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String start; //!< Stat default value, such as "0".
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};
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/**
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* Information structure for game-specific achievements.
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*/
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struct AchievementDescription {
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String id; //!< Achievement internal ID, such as "ACHIEVEMENT_TIMING".
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String title; //!< Achievement displayed text, such as "Marathon Runner".
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String comment; //!< Optional achievement hint or comment, such as "Finish the game in less than 4 hours".
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bool isHidden; //!< Whether the achievement is hidden.
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};
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/**
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* Information structure for platform-specific achievements.
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*/
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struct AchievementsInfo {
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Common::AchievementsPlatform platform; //!< Achievements platform, such as "STEAM_ACHIEVEMENTS".
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Common::String appId; //!< Achievements application ID of the given platform.
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AchievementsInfo() { platform = Common::UNK_ACHIEVEMENTS; }
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};
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/**
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* The meta engine returns an array of achievement descriptions
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*
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* @note This array (if not @c nullptr) must end on a terminating entry
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* @sa ACHIEVEMENT_DESC_TABLE_END_MARKER
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*/
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struct AchievementDescriptionList {
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const char *gameId;
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Common::AchievementsPlatform platform;
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const char *appId;
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};
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#define ACHIEVEMENT_DESC_TABLE_END_MARKER \
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{ nullptr, Common::UNK_ACHIEVEMENTS, nullptr }
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/**
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* Class for manipulating the achievements.
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*
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* Use the Achievements Manager class to edit the in-game achievements.
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*/
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class AchievementsManager : public Singleton<AchievementsManager> {
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public:
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AchievementsManager();
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~AchievementsManager();
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/**
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* Set a game targeted by platform type and application ID as active domain.
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* Automaticly loads messages texts from achievements.dat.
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*
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* @param[in] info Achievements platform type and application ID.
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*/
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bool setActiveDomain(const AchievementsInfo &info);
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bool unsetActiveDomain(); //!< Unset the current active domain.
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bool isReady() const { return _iniFile != nullptr; } //!< Check whether the domain is ready.
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/**
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* @name Methods for manipulating individual achievements
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* @{
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*/
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/** Set an achievement. Message is automatically displayed with text from active domain.
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*
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* @param[in] id Internal ID of the achievement.
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*/
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bool setAchievement(const String &id);
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/**
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* Check if an achievement as achieved.
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*
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* @param[in] id Internal ID of the achievement.
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*/
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bool isAchieved(const String &id) const;
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/**
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* Clear an achieved achievement.
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*
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* @param[in] id Internal ID of the achievement.
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*/
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bool clearAchievement(const String &id);
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/** @} */
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/**
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* @name Methods for manipulating individual statistics
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* @{
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*/
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/**
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* Get a statistic (integer).
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*
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* @param[in] id Internal ID of the achievement.
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*/
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int getStatInt(const String &id) const;
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/**
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* Set a statistic to an integer number.
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*
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* @param[in] id Internal ID of the achievement.
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* @param[in] value Value to which the statistic is set.
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*/
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bool setStatInt(const String &id, int value);
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/**
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* Get a statistic (float).
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*
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* @param[in] id Internal ID of the achievement.
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*/
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float getStatFloat(const String &id) const;
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/**
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* Set a statistic to a float number.
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*
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* @param[in] id Internal ID of the achievement.
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* @param[in] value Value to which the statistic is set.
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*/
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bool setStatFloat(const String &id, float value);
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/**
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* Get a statistic (raw string).
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*
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* @param[in] id Internal ID of the achievement.
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*/
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const String getStatRaw(const String &id) const;
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/**
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* Get an average rate statistic (float).
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* Calcucated by devision the sum of count by the sum of times.
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*
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* @param[in] id Internal ID of the achievement.
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*/
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float getAverageRateStatFloat(const String &id) const;
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/**
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* Update an average rate statistic (float).
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*
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* @param[in] id Internal ID of the achievement.
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* @param[in] count Value to which the statistic count is increased.
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* @param[in] times Value to which the statistic times is increased.
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*/
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bool updateAverageRateStatFloat(const String &id, float count, float times);
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/** @} */
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/**
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* @name Methods for resetting achievements and statistics
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* @{
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*/
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bool resetAllAchievements(); //!< Reset all achievements.
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bool resetAllStats(); //!< Reset all statistics.
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/** @} */
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/**
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* @name Methods for storing platform-specific data
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* @{
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*/
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/**
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* Store provided key and value pair in additional section.
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* May be useful for posting achievements to original platform.
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*
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* @param[in] id Internal ID of the achievement.
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* @param[in] value Value to which the statistic is set.
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*/
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bool setSpecialString(const String &id, const String &value);
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/** @} */
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/**
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* @name Methods for getting achievements and statistics descriptions
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* @{
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*/
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/**
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* Get number of achivement descriptions available.
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*
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*/
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uint16 getAchievementCount() const;
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/**
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* Get achivement description by index.
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*
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* @param[in] index Internal index of the achievement, counted from 0 to (getAchievementCount() - 1)
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*
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*/
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const AchievementDescription *getAchievementDescription(uint16 index) const;
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/**
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* Get number of stat descriptions available.
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*
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*/
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uint16 getStatCount() const;
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/**
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* Get stat description by index.
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*
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* @param[in] index Internal index of the stat, counted from 0 to (getStatCount() - 1)
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*
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*/
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const StatDescription *getStatDescription(uint16 index) const;
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/** @} */
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private:
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String getCurrentLang() const;
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bool loadAchievementsData(const char *platform, const char *appId);
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float getStatFloatEx(const String &id, const String §ion) const;
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bool setStatFloatEx(const String &id, float value, const String §ion) const;
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INIFile *_iniFile;
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String _iniFileName;
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Common::Array<StatDescription> _stats;
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Common::HashMap<String, Common::Array<AchievementDescription> > _achievements;
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};
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/** Shortcut for accessing the Achievements Manager. */
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#define AchMan Common::AchievementsManager::instance()
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/** @} */
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} // End of namespace Common
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#endif // #ifndef COMMON_ACHIEVEMENTS_MANAGER_H
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