mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 12:21:04 +00:00
149 lines
5.9 KiB
C++
149 lines
5.9 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 __SYS_LOCALUSER_H__
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#define __SYS_LOCALUSER_H__
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#include "sys_profile.h"
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struct achievementDescription_t;
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class idPlayerProfile;
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class idProfileMgr;
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enum onlineCaps_t {
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CAP_IS_ONLINE = BIT( 0 ),
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CAP_BLOCKED_PERMISSION = BIT( 1 ),
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CAP_CAN_PLAY_ONLINE = BIT( 2 ),
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};
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class idSerializer;
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/*
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================================================
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localUserHandle_t
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================================================
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*/
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struct localUserHandle_t {
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public:
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typedef uint32 userHandleType_t;
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localUserHandle_t() : handle( 0 ) {}
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explicit localUserHandle_t( userHandleType_t handle_ ) : handle( handle_ ) {}
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bool operator == ( const localUserHandle_t & other ) const {
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return handle == other.handle;
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}
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bool operator < ( const localUserHandle_t & other ) const {
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return handle < other.handle;
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}
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bool IsValid() const { return handle > 0; }
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void WriteToMsg( idBitMsg & msg ) {
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msg.WriteLong( handle );
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}
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void ReadFromMsg( const idBitMsg & msg ) {
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handle = msg.ReadLong();
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}
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void Serialize( idSerializer & ser );
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private:
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userHandleType_t handle;
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};
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/*
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================================================
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idLocalUser
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An idLocalUser is a user holding a controller.
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It represents someone controlling the menu or game.
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They may not necessarily be in a game (which would be a session user of TYPE_GAME).
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A controller user references an input device (which is a gamepad, keyboard, etc).
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================================================
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*/
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class idLocalUser {
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public:
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idLocalUser();
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virtual ~idLocalUser() {}
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void Pump();
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virtual void PumpPlatform() = 0;
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virtual bool IsPersistent() const { return IsProfileReady(); } // True if this user is a persistent user, and can save stats, etc (signed in)
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virtual bool IsProfileReady() const = 0; // True if IsPersistent is true AND profile is signed into LIVE service
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virtual bool IsOnline() const = 0; // True if this user has online capabilities
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virtual uint32 GetOnlineCaps() const = 0; // Returns combination of onlineCaps_t flags
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virtual bool HasOwnerChanged() const { return false; } // Whether or not the original persistent owner has changed since it was first registered
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virtual int GetInputDevice() const = 0; // Input device of controller
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virtual const char * GetGamerTag() const = 0; // Gamertag of user
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virtual bool IsInParty() const = 0; // True if the user is in a party (do we support this on pc and ps3? )
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virtual int GetPartyCount() const = 0; // Gets the amount of users in the party
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// Storage related
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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
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virtual void ResetStorageDevice();
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virtual bool StorageSizeAvailable( uint64 minSizeInBytes, int64 & neededBytes );
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// These set stats within the profile as a enum/value pair
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virtual void SetStatInt( int stat, int value );
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virtual void SetStatFloat( int stat, float value );
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virtual int GetStatInt( int stat );
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virtual float GetStatFloat( int stat);
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virtual idPlayerProfile * GetProfile() { return GetProfileMgr().GetProfile(); }
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const idPlayerProfile * GetProfile() const { return const_cast< idLocalUser * >( this )->GetProfile(); }
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idProfileMgr & GetProfileMgr() { return profileMgr; }
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// Helper state to determine if the user is joining a party lobby or not
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void SetJoiningLobby( int lobbyType, bool value ) { joiningLobby[lobbyType] = value; }
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bool IsJoiningLobby( int lobbyType ) const { return joiningLobby[lobbyType]; }
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bool CanPlayOnline() const { return ( GetOnlineCaps() & CAP_CAN_PLAY_ONLINE ) > 0; }
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localUserHandle_t GetLocalUserHandle() const { return localUserHandle; }
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void SetLocalUserHandle( localUserHandle_t newHandle ) { localUserHandle = newHandle; }
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// Creates a new profile if one not already there
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void LoadProfileSettings();
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void SaveProfileSettings();
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// Will attempt to sync the achievement bits between the server and the localUser when the achievement system is ready
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void RequestSyncAchievements() { syncAchievementsRequested = true; }
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private:
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bool joiningLobby[2];
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localUserHandle_t localUserHandle;
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idProfileMgr profileMgr;
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bool syncAchievementsRequested;
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};
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#endif // __SYS_LOCALUSER_H__
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