/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __SYS_LOCALUSER_H__ #define __SYS_LOCALUSER_H__ #include "sys_profile.h" struct achievementDescription_t; class idPlayerProfile; class idProfileMgr; enum onlineCaps_t { CAP_IS_ONLINE = BIT( 0 ), CAP_BLOCKED_PERMISSION = BIT( 1 ), CAP_CAN_PLAY_ONLINE = BIT( 2 ), }; class idSerializer; /* ================================================ localUserHandle_t ================================================ */ struct localUserHandle_t { public: typedef uint32 userHandleType_t; localUserHandle_t() : handle( 0 ) {} explicit localUserHandle_t( userHandleType_t handle_ ) : handle( handle_ ) {} bool operator == ( const localUserHandle_t& other ) const { return handle == other.handle; } bool operator < ( const localUserHandle_t& other ) const { return handle < other.handle; } bool IsValid() const { return handle > 0; } void WriteToMsg( idBitMsg& msg ) { msg.WriteLong( handle ); } void ReadFromMsg( const idBitMsg& msg ) { handle = msg.ReadLong(); } void Serialize( idSerializer& ser ); private: userHandleType_t handle; }; /* ================================================ idLocalUser An idLocalUser is a user holding a controller. It represents someone controlling the menu or game. They may not necessarily be in a game (which would be a session user of TYPE_GAME). A controller user references an input device (which is a gamepad, keyboard, etc). ================================================ */ class idLocalUser { public: idLocalUser(); virtual ~idLocalUser() {} void Pump(); virtual void PumpPlatform() = 0; virtual bool IsPersistent() const { return IsProfileReady(); // True if this user is a persistent user, and can save stats, etc (signed in) } virtual bool IsProfileReady() const = 0; // True if IsPersistent is true AND profile is signed into LIVE service virtual bool IsOnline() const = 0; // True if this user has online capabilities virtual uint32 GetOnlineCaps() const = 0; // Returns combination of onlineCaps_t flags virtual bool HasOwnerChanged() const { return false; // Whether or not the original persistent owner has changed since it was first registered } virtual int GetInputDevice() const = 0; // Input device of controller virtual const char* GetGamerTag() const = 0; // Gamertag of user virtual bool IsInParty() const = 0; // True if the user is in a party (do we support this on pc and ps3? ) virtual int GetPartyCount() const = 0; // Gets the amount of users in the party // Storage related virtual bool IsStorageDeviceAvailable() const; // Only false if the player has chosen to play without a storage device, only possible on 360, if available, everything needs to check for available space virtual void ResetStorageDevice(); // RB: disabled savegame and profile storage checks, because it fails sometimes without any clear reason //virtual bool StorageSizeAvailable( uint64 minSizeInBytes, int64& neededBytes ); // RB end // These set stats within the profile as a enum/value pair virtual void SetStatInt( int stat, int value ); virtual void SetStatFloat( int stat, float value ); virtual int GetStatInt( int stat ); virtual float GetStatFloat( int stat ); virtual idPlayerProfile* GetProfile() { return GetProfileMgr().GetProfile(); } const idPlayerProfile* GetProfile() const { return const_cast< idLocalUser* >( this )->GetProfile(); } idProfileMgr& GetProfileMgr() { return profileMgr; } // Helper state to determine if the user is joining a party lobby or not void SetJoiningLobby( int lobbyType, bool value ) { joiningLobby[lobbyType] = value; } bool IsJoiningLobby( int lobbyType ) const { return joiningLobby[lobbyType]; } bool CanPlayOnline() const { return ( GetOnlineCaps() & CAP_CAN_PLAY_ONLINE ) > 0; } localUserHandle_t GetLocalUserHandle() const { return localUserHandle; } void SetLocalUserHandle( localUserHandle_t newHandle ) { localUserHandle = newHandle; } // Creates a new profile if one not already there void LoadProfileSettings(); void SaveProfileSettings(); // Will attempt to sync the achievement bits between the server and the localUser when the achievement system is ready void RequestSyncAchievements() { syncAchievementsRequested = true; } private: bool joiningLobby[2]; localUserHandle_t localUserHandle; idProfileMgr profileMgr; bool syncAchievementsRequested; }; #endif // __SYS_LOCALUSER_H__