/* =========================================================================== 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. =========================================================================== */ #pragma hdrstop #include "../../idlib/precompiled.h" #include "posix_localuser.h" extern idCVar win_userPersistent; extern idCVar win_userOnline; extern idCVar win_isInParty; extern idCVar win_partyCount; /* ======================== idLocalUserWin::Init ======================== */ void idLocalUserWin::Init( int inputDevice_, const char* gamertag_, int numLocalUsers ) { if( numLocalUsers == 1 ) // Check for 1, since this is now incremented before we get in here { // This is the master user gamertag = gamertag_; } else { // On steam, we need to generate a name based off the master user for split-screen users. // We use the number of users on the system to generate the name rather than the device // number so that it is always consistently "username (2)" for the second player. gamertag.Format( "%s (%i)", gamertag_, numLocalUsers ); } inputDevice = inputDevice_; } /* ======================== idLocalUserWin::IsProfileReady ======================== */ bool idLocalUserWin::IsProfileReady() const { #ifdef _DEBUG return win_userPersistent.GetBool(); #else return true; #endif } /* ======================== idLocalUserWin::IsOnline ======================== */ bool idLocalUserWin::IsOnline() const { #ifdef _DEBUG return win_userOnline.GetBool(); #else return true; #endif } /* ======================== idLocalUserWin::IsInParty ======================== */ bool idLocalUserWin::IsInParty() const { #ifdef _DEBUG return win_isInParty.GetBool(); #else return false; #endif } /* ======================== idLocalUserWin::GetPartyCount ======================== */ int idLocalUserWin::GetPartyCount() const { // TODO: Implement #ifdef _DEBUG return win_partyCount.GetInteger(); #else return 0; #endif } /* ======================== idLocalUserWin::VerifyUserState ======================== */ bool idLocalUserWin::VerifyUserState( winUserState_t& state ) { if( state.inputDevice != inputDevice ) { return false; } return true; }