doom3-bfg/doomclassic/doom/PlayerProfile.h
2012-11-26 12:58:24 -06:00

267 lines
7.5 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 __PLAYERPROFILE_H__
#define __PLAYERPROFILE_H__
#include "Precompiled.h"
#include "Serializer.h"
//#include "SaveGameManager.h"
#define MAX_PROFILE_SIZE ( 1024 * 1000 ) // High number for the key bindings
#define SAVEGAME_PROFILE_FILENAME "_PROF"
extern idCVar s_volume_sound;
extern idCVar s_volume_midi;
class idSaveGameProcessorSaveProfile;
class idSaveGameProcessorLoadProfile;
class idPlayerProfile;
/*
================================================
idProfileMgr
================================================
*/
class idProfileMgr {
public:
idProfileMgr();
~idProfileMgr();
// Called the first time it's asked to load
void Init( idPlayerProfile * profile );
void Pump();
idPlayerProfile * GetProfile();
private:
void LoadSettings();
void SaveSettings();
private:
idSaveGameProcessorSaveProfile * profileSaveProcessor;
idSaveGameProcessorLoadProfile * profileLoadProcessor;
idPlayerProfile * profile;
saveGameHandle_t handle;
};
/*
================================================
idSaveGameProcessorSaveProfile
================================================
*/
class idSaveGameProcessorSaveProfile : public idSaveGameProcessor {
public:
DEFINE_CLASS( idSaveGameProcessorSaveProfile );
idSaveGameProcessorSaveProfile();
bool InitSaveProfile( idPlayerProfile * profile, const char * folder );
virtual bool Process();
private:
idFile_Memory * profileFile;
idFile_Memory * staticScreenshotFile;
idPlayerProfile * profile;
};
/*
================================================
idSaveGameProcessorLoadProfile
================================================
*/
class idSaveGameProcessorLoadProfile: public idSaveGameProcessor {
public:
DEFINE_CLASS( idSaveGameProcessorLoadProfile );
idSaveGameProcessorLoadProfile();
~idSaveGameProcessorLoadProfile();
bool InitLoadProfile( idPlayerProfile * profile, const char * folder );
virtual bool Process();
virtual void PostProcess();
private:
idFile_Memory * profileFile;
idPlayerProfile * profile;
};
/*
================================================
profileStatValue_t
================================================
*/
union profileStatValue_t {
int i;
float f;
};
/*
================================================
idPlayerProfile
The general rule for using cvars for settings is that if you want the player's profile settings to affect the startup
of the game before there is a player associated with the game, use cvars. Example: video & volume settings.
================================================
*/
class idPlayerProfile {
public:
static const int MAX_PLAYER_PROFILE_STATS = 500;
enum state_t {
IDLE = 0,
SAVING,
LOADING,
SAVE_REQUESTED,
LOAD_REQUESTED,
ERR
};
enum displayMode_t {
DISPLAY_INVALID = -1,
DISPLAY_WINDOWED,
DISPLAY_FULLSCREEN,
MAX_DISPLAY_MODES
};
enum syncTypes_t {
SYNC_INVALID = -1,
SYNC_TEAR,
SYNC_ON,
SYNC_SMART,
MAX_SYNC_COUNT,
};
public:
idPlayerProfile(); // don't instantiate. we static_cast the child all over the place
virtual ~idPlayerProfile();
//------------------------
// each game can override but call the parent serialize first
//------------------------
virtual void SetDefaults();
virtual void Init();
virtual bool SerializeSettings( idSerializer & ser );
//------------------------
// each game must override, not an abstract method because we have a static object as a hack... ugh.
//------------------------
virtual int32 GetProfileTag() { return -1; }
int GetDeviceNumForProfile() { return deviceNum; }
void SetDeviceNumForProfile( int num ) { deviceNum = num; }
//------------------------
void SaveSettings();
void LoadSettings();
state_t GetState() const { return state; }
state_t GetRequestedState() const { return requestedState; }
//------------------------
// settings
//------------------------
float GetFrameScaleX() const { return frameScaleX; }
float GetFrameScaleY() const { return frameScaleY; }
void SetFrameScaleX( float scale ) { frameScaleX = scale; }
void SetFrameScaleY( float scale ) { frameScaleY = scale; }
int GetMusicVolume() const;
int GetSoundVolume() const;
void SetMusicVolume( int volume );
void SetSoundVolume( int volume );
bool GetAlwaysRun() const { return alwaysRun; }
void SetAlwaysRun( bool set ) { alwaysRun = set; }
//------------------------
// misc
//------------------------
virtual int GetLevel() const;
void ClearAchievementBit( const int id ); // Should only be called by idLocalUser
bool GetAchievementBit( const int id ) const;
void SetAchievementBit( const int id ); // Should only be called by idLocalUser
bool GetSeenInstallMessage() const { return seenInstallMessage; }
void SetSeenInstallMessage( bool seen ) { seenInstallMessage = seen; }
bool HasSavedGame() const { return hasSavedGame; }
void SetHasSavedGame() { hasSavedGame = true; }
protected:
friend class idLocalUser;
friend class idProfileMgr;
// used by idLocalUser and internally
void StatSetInt( int s, int v );
void StatSetFloat( int s, float v );
int StatGetInt( int s ) const;
float StatGetFloat( int s ) const;
private:
void SetState( state_t value ) { state = value; }
void SetRequestedState( state_t value ) { requestedState = value; }
protected:
//------------------------
// settings
//------------------------
bool alwaysRun;
int musicVolume;
int soundVolume;
//------------------------
// video settings
//------------------------
float frameScaleX;
float frameScaleY;
//------------------------
// state management
//------------------------
state_t state;
state_t requestedState;
//------------------------
// stats are stored in the profile
//------------------------
idStaticList< profileStatValue_t, MAX_PLAYER_PROFILE_STATS > stats;
//------------------------
// misc
//------------------------
int deviceNum;
bool seenInstallMessage;
uint64 achievementBits;
bool hasSavedGame;
};
#endif