scummvm/engines/wintermute/ext/wme_steam.cpp

259 lines
8.7 KiB
C++

/* 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.
*
*/
/*
* This file is based on WME Steam Plugin.
* https://bitbucket.org/MnemonicWME/wme_steam_plugin
* Copyright (c) 2013 Jan Nedoma
*/
#include "engines/metaengine.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/ext/wme_steam.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(SXSteamAPI, false)
BaseScriptable *makeSXSteamAPI(BaseGame *inGame, ScStack *stack) {
return new SXSteamAPI(inGame, stack);
}
//////////////////////////////////////////////////////////////////////////
SXSteamAPI::SXSteamAPI(BaseGame *inGame, ScStack *stack) : BaseScriptable(inGame) {
stack->correctParams(0);
init();
}
//////////////////////////////////////////////////////////////////////////
void SXSteamAPI::init() {
MetaEngine &meta = ((WintermuteEngine *)g_engine)->getMetaEngine();
const Common::String target = BaseEngine::instance().getGameTargetName();
_achievementsInfo = meta.getAchievementsInfo(target);
if (!_achievementsInfo.appId.empty()) {
AchMan.setActiveDomain(Common::STEAM_ACHIEVEMENTS, _achievementsInfo.appId);
} else {
warning("Unknown game accessing SteamAPI. All achievements will be ignored.");
AchMan.unsetActiveDomain();
}
}
//////////////////////////////////////////////////////////////////////////
SXSteamAPI::~SXSteamAPI() {
}
//////////////////////////////////////////////////////////////////////////
const char *SXSteamAPI::scToString() {
return "[steamapi object]";
}
//////////////////////////////////////////////////////////////////////////
bool SXSteamAPI::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
//////////////////////////////////////////////////////////////////////////
// RequestStats()
// There are currently no known games that are using this
// So, all the initialization should be done at the constructor instead
//////////////////////////////////////////////////////////////////////////
if (strcmp(name, "RequestStats") == 0) {
stack->correctParams(0);
stack->pushBool(AchMan.isReady());
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// SetAchievement(string id)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "SetAchievement") == 0) {
stack->correctParams(1);
const char *id = stack->pop()->getString();
Common::String msg = id;
for (uint32 i = 0; i < _achievementsInfo.descriptions.size(); i++) {
if (strcmp(_achievementsInfo.descriptions[i].id, id) == 0) {
msg = _achievementsInfo.descriptions[i].title;
}
}
stack->pushBool(AchMan.setAchievement(id, msg));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// IsAchieved(string id)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "IsAchieved") == 0) {
stack->correctParams(1);
const char *id = stack->pop()->getString();
stack->pushBool(AchMan.isAchieved(id));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// ClearAchievement(string id)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "ClearAchievement") == 0) {
stack->correctParams(1);
const char *id = stack->pop()->getString();
stack->pushBool(AchMan.clearAchievement(id));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetAchievementId(int index)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetAchievementId") == 0) {
stack->correctParams(1);
uint32 index = (uint32) stack->pop()->getInt();
if (index < _achievementsInfo.descriptions.size()) {
stack->pushString(_achievementsInfo.descriptions[index].id);
} else {
stack->pushNULL();
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// SetStat(string id, int|float value)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "SetStat") == 0) {
stack->correctParams(2);
const char *id = stack->pop()->getString();
ScValue *val = stack->pop();
if (val->isFloat()) {
stack->pushBool(AchMan.setStatFloat(id, val->getFloat()));
} else {
stack->pushBool(AchMan.setStatInt(id, val->getInt()));
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetStatInt(string id)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetStatInt") == 0) {
stack->correctParams(1);
const char *id = stack->pop()->getString();
stack->pushInt(AchMan.getStatInt(id));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetStatFloat(string id)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetStatFloat") == 0) {
stack->correctParams(1);
const char *id = stack->pop()->getString();
stack->pushFloat(AchMan.getStatFloat(id));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// ResetAllStats(bool includingAchievements)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "ResetAllStats") == 0) {
stack->correctParams(1);
bool includingAchievements = stack->pop()->getBool();
bool result = AchMan.resetAllStats();
if (includingAchievements) {
result = result && AchMan.resetAllAchievements();
}
stack->pushBool(result);
return STATUS_OK;
}
else {
return STATUS_FAILED;
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *SXSteamAPI::scGetProperty(const Common::String &name) {
_scValue->setNULL();
//////////////////////////////////////////////////////////////////////////
// Type (RO)
//////////////////////////////////////////////////////////////////////////
if (name == "Type") {
_scValue->setString("steamapi");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// SteamAvailable (RO)
//////////////////////////////////////////////////////////////////////////
else if (name == "SteamAvailable") {
_scValue->setBool(AchMan.isReady());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// StatsAvailable (RO)
//////////////////////////////////////////////////////////////////////////
else if (name == "StatsAvailable") {
_scValue->setBool(AchMan.isReady());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// NumAchievements (RO)
//////////////////////////////////////////////////////////////////////////
else if (name == "NumAchievements") {
_scValue->setInt(_achievementsInfo.descriptions.size());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// AppId (RO)
//////////////////////////////////////////////////////////////////////////
else if (name == "AppId") {
_scValue->setInt(atoi(_achievementsInfo.appId.c_str()));
return _scValue;
}
else {
return _scValue;
}
}
//////////////////////////////////////////////////////////////////////////
bool SXSteamAPI::scSetProperty(const char *name, ScValue *value) {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool SXSteamAPI::persist(BasePersistenceManager *persistMgr) {
BaseScriptable::persist(persistMgr);
if (!persistMgr->getIsSaving()) {
init();
}
return STATUS_OK;
}
} // End of namespace Wintermute