mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-04 01:41:40 +00:00
267 lines
7.5 KiB
C++
267 lines
7.5 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __PLAYERPROFILE_H__
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#define __PLAYERPROFILE_H__
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#include "Precompiled.h"
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#include "Serializer.h"
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//#include "SaveGameManager.h"
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#define MAX_PROFILE_SIZE ( 1024 * 1000 ) // High number for the key bindings
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#define SAVEGAME_PROFILE_FILENAME "_PROF"
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extern idCVar s_volume_sound;
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extern idCVar s_volume_midi;
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class idSaveGameProcessorSaveProfile;
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class idSaveGameProcessorLoadProfile;
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class idPlayerProfile;
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/*
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================================================
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idProfileMgr
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================================================
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*/
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class idProfileMgr {
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public:
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idProfileMgr();
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~idProfileMgr();
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// Called the first time it's asked to load
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void Init( idPlayerProfile * profile );
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void Pump();
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idPlayerProfile * GetProfile();
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private:
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void LoadSettings();
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void SaveSettings();
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private:
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idSaveGameProcessorSaveProfile * profileSaveProcessor;
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idSaveGameProcessorLoadProfile * profileLoadProcessor;
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idPlayerProfile * profile;
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saveGameHandle_t handle;
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};
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/*
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================================================
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idSaveGameProcessorSaveProfile
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================================================
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*/
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class idSaveGameProcessorSaveProfile : public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorSaveProfile );
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idSaveGameProcessorSaveProfile();
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bool InitSaveProfile( idPlayerProfile * profile, const char * folder );
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virtual bool Process();
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private:
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idFile_Memory * profileFile;
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idFile_Memory * staticScreenshotFile;
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idPlayerProfile * profile;
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};
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/*
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================================================
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idSaveGameProcessorLoadProfile
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================================================
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*/
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class idSaveGameProcessorLoadProfile: public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorLoadProfile );
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idSaveGameProcessorLoadProfile();
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~idSaveGameProcessorLoadProfile();
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bool InitLoadProfile( idPlayerProfile * profile, const char * folder );
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virtual bool Process();
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virtual void PostProcess();
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private:
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idFile_Memory * profileFile;
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idPlayerProfile * profile;
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};
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/*
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================================================
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profileStatValue_t
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================================================
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*/
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union profileStatValue_t {
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int i;
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float f;
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};
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/*
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================================================
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idPlayerProfile
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The general rule for using cvars for settings is that if you want the player's profile settings to affect the startup
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of the game before there is a player associated with the game, use cvars. Example: video & volume settings.
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================================================
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*/
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class idPlayerProfile {
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public:
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static const int MAX_PLAYER_PROFILE_STATS = 500;
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enum state_t {
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IDLE = 0,
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SAVING,
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LOADING,
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SAVE_REQUESTED,
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LOAD_REQUESTED,
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ERR
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};
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enum displayMode_t {
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DISPLAY_INVALID = -1,
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DISPLAY_WINDOWED,
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DISPLAY_FULLSCREEN,
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MAX_DISPLAY_MODES
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};
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enum syncTypes_t {
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SYNC_INVALID = -1,
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SYNC_TEAR,
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SYNC_ON,
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SYNC_SMART,
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MAX_SYNC_COUNT,
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};
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public:
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idPlayerProfile(); // don't instantiate. we static_cast the child all over the place
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virtual ~idPlayerProfile();
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//------------------------
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// each game can override but call the parent serialize first
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//------------------------
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virtual void SetDefaults();
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virtual void Init();
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virtual bool SerializeSettings( idSerializer & ser );
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//------------------------
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// each game must override, not an abstract method because we have a static object as a hack... ugh.
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//------------------------
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virtual int32 GetProfileTag() { return -1; }
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int GetDeviceNumForProfile() { return deviceNum; }
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void SetDeviceNumForProfile( int num ) { deviceNum = num; }
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//------------------------
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void SaveSettings();
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void LoadSettings();
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state_t GetState() const { return state; }
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state_t GetRequestedState() const { return requestedState; }
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//------------------------
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// settings
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//------------------------
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float GetFrameScaleX() const { return frameScaleX; }
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float GetFrameScaleY() const { return frameScaleY; }
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void SetFrameScaleX( float scale ) { frameScaleX = scale; }
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void SetFrameScaleY( float scale ) { frameScaleY = scale; }
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int GetMusicVolume() const;
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int GetSoundVolume() const;
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void SetMusicVolume( int volume );
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void SetSoundVolume( int volume );
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bool GetAlwaysRun() const { return alwaysRun; }
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void SetAlwaysRun( bool set ) { alwaysRun = set; }
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//------------------------
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// misc
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//------------------------
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virtual int GetLevel() const;
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void ClearAchievementBit( const int id ); // Should only be called by idLocalUser
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bool GetAchievementBit( const int id ) const;
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void SetAchievementBit( const int id ); // Should only be called by idLocalUser
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bool GetSeenInstallMessage() const { return seenInstallMessage; }
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void SetSeenInstallMessage( bool seen ) { seenInstallMessage = seen; }
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bool HasSavedGame() const { return hasSavedGame; }
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void SetHasSavedGame() { hasSavedGame = true; }
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protected:
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friend class idLocalUser;
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friend class idProfileMgr;
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// used by idLocalUser and internally
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void StatSetInt( int s, int v );
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void StatSetFloat( int s, float v );
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int StatGetInt( int s ) const;
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float StatGetFloat( int s ) const;
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private:
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void SetState( state_t value ) { state = value; }
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void SetRequestedState( state_t value ) { requestedState = value; }
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protected:
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//------------------------
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// settings
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//------------------------
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bool alwaysRun;
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int musicVolume;
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int soundVolume;
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//------------------------
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// video settings
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//------------------------
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float frameScaleX;
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float frameScaleY;
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//------------------------
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// state management
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//------------------------
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state_t state;
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state_t requestedState;
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//------------------------
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// stats are stored in the profile
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//------------------------
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idStaticList< profileStatValue_t, MAX_PLAYER_PROFILE_STATS > stats;
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//------------------------
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// misc
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//------------------------
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int deviceNum;
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bool seenInstallMessage;
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uint64 achievementBits;
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bool hasSavedGame;
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};
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#endif
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