scummvm/engines/achievements.h

285 lines
7.5 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_ACHIEVEMENTS_H
#define COMMON_ACHIEVEMENTS_H
#include "common/array.h"
#include "common/formats/ini-file.h"
#include "common/hashmap.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 statistics.
*/
struct StatDescription {
String id; //!< Stat internal ID, such as "ITEMS_THROWN".
String comment; //!< Optional stat comment, such as "Items Thrown".
String start; //!< Stat default value, such as "0".
};
/**
* Information structure for game-specific achievements.
*/
struct AchievementDescription {
String id; //!< Achievement internal ID, such as "ACHIEVEMENT_TIMING".
String title; //!< Achievement displayed text, such as "Marathon Runner".
String comment; //!< Optional achievement hint or comment, such as "Finish the game in less than 4 hours".
bool isHidden; //!< Whether the achievement is hidden.
};
/**
* 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.
AchievementsInfo() { platform = Common::UNK_ACHIEVEMENTS; }
};
/**
* The meta engine returns an array of achievement descriptions
*
* @note This array (if not @c nullptr) must end on a terminating entry
* @sa ACHIEVEMENT_DESC_TABLE_END_MARKER
*/
struct AchievementDescriptionList {
const char *gameId;
Common::AchievementsPlatform platform;
const char *appId;
};
#define ACHIEVEMENT_DESC_TABLE_END_MARKER \
{ nullptr, Common::UNK_ACHIEVEMENTS, nullptr }
/**
* Class for manipulating the achievements.
*
* Use the Achievements Manager class to edit the in-game achievements.
*/
class AchievementsManager : public Singleton<AchievementsManager> {
public:
AchievementsManager();
~AchievementsManager();
/**
* Set a game targeted by platform type and application ID as active domain.
* Automaticly loads messages texts from achievements.dat.
*
* @param[in] info Achievements platform type and application ID.
*/
bool setActiveDomain(const AchievementsInfo &info);
bool unsetActiveDomain(); //!< Unset the current active domain.
bool isReady() const { return _iniFile != nullptr; } //!< Check whether the domain is ready.
/**
* @name Methods for manipulating individual achievements
* @{
*/
/** Set an achievement. Message is automatically displayed with text from active domain.
*
* @param[in] id Internal ID of the achievement.
*/
bool setAchievement(const String &id);
/**
* Check if an achievement as achieved.
*
* @param[in] id Internal ID of the achievement.
*/
bool isAchieved(const String &id) const;
/**
* 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) const;
/**
* 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) const;
/**
* 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);
/**
* Get a statistic (raw string).
*
* @param[in] id Internal ID of the achievement.
*/
const String getStatRaw(const String &id) const;
/**
* Get an average rate statistic (float).
* Calcucated by devision the sum of count by the sum of times.
*
* @param[in] id Internal ID of the achievement.
*/
float getAverageRateStatFloat(const String &id) const;
/**
* Update an average rate statistic (float).
*
* @param[in] id Internal ID of the achievement.
* @param[in] count Value to which the statistic count is increased.
* @param[in] times Value to which the statistic times is increased.
*/
bool updateAverageRateStatFloat(const String &id, float count, float times);
/** @} */
/**
* @name Methods for resetting achievements and statistics
* @{
*/
bool resetAllAchievements(); //!< Reset all achievements.
bool resetAllStats(); //!< Reset all statistics.
/** @} */
/**
* @name Methods for storing platform-specific data
* @{
*/
/**
* Store provided key and value pair in additional section.
* May be useful for posting achievements to original platform.
*
* @param[in] id Internal ID of the achievement.
* @param[in] value Value to which the statistic is set.
*/
bool setSpecialString(const String &id, const String &value);
/** @} */
/**
* @name Methods for getting achievements and statistics descriptions
* @{
*/
/**
* Get number of achivement descriptions available.
*
*/
uint16 getAchievementCount() const;
/**
* Get achivement description by index.
*
* @param[in] index Internal index of the achievement, counted from 0 to (getAchievementCount() - 1)
*
*/
const AchievementDescription *getAchievementDescription(uint16 index) const;
/**
* Get number of stat descriptions available.
*
*/
uint16 getStatCount() const;
/**
* Get stat description by index.
*
* @param[in] index Internal index of the stat, counted from 0 to (getStatCount() - 1)
*
*/
const StatDescription *getStatDescription(uint16 index) const;
/** @} */
private:
String getCurrentLang() const;
bool loadAchievementsData(const char *platform, const char *appId);
float getStatFloatEx(const String &id, const String &section) const;
bool setStatFloatEx(const String &id, float value, const String &section) const;
INIFile *_iniFile;
String _iniFileName;
Common::Array<StatDescription> _stats;
Common::HashMap<String, Common::Array<AchievementDescription> > _achievements;
};
/** Shortcut for accessing the Achievements Manager. */
#define AchMan Common::AchievementsManager::instance()
/** @} */
} // End of namespace Common
#endif // #ifndef COMMON_ACHIEVEMENTS_MANAGER_H