mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
467 lines
11 KiB
C++
467 lines
11 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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "PlayerProfile.h"
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// After releasing a version to the market, here are limitations for compatibility:
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// - the major version should not ever change
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// - always add new items to the bottom of the save/load routine
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// - never remove or change the size of items, just stop using them or add new items to the end
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//
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// The biggest reason these limitations exist is because if a newer profile is created and then loaded with a GMC
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// version, we have to support it.
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const int16 PROFILE_TAG = ( 'D' << 8 ) | '3';
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const int8 PROFILE_VER_MAJOR = 10; // If this is changed, you should reset the minor version and remove all backward compatible code
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const int8 PROFILE_VER_MINOR = 0; // Within each major version, minor versions can be supported for backward compatibility
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class idPlayerProfileLocal : public idPlayerProfile
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{
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};
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idPlayerProfileLocal playerProfiles[MAX_INPUT_DEVICES];
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/*
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========================
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Contains data that needs to be saved out on a per player profile basis, global for the lifetime of the player so
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the data can be shared across computers.
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- HUD tint colors
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- key bindings
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- etc...
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========================
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*/
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/*
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========================
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idPlayerProfile * CreatePlayerProfile
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========================
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*/
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idPlayerProfile* idPlayerProfile::CreatePlayerProfile( int deviceIndex )
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{
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playerProfiles[deviceIndex].SetDefaults();
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playerProfiles[deviceIndex].deviceNum = deviceIndex;
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return &playerProfiles[deviceIndex];
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}
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/*
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========================
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idPlayerProfile::idPlayerProfile
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========================
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*/
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idPlayerProfile::idPlayerProfile()
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{
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SetDefaults();
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// Don't have these in SetDefaults because they're used for state management and SetDefaults is called when
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// loading the profile
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state = IDLE;
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requestedState = IDLE;
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deviceNum = -1;
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dirty = false;
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}
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/*
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========================
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idPlayerProfile::SetDefaults
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========================
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*/
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void idPlayerProfile::SetDefaults()
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{
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achievementBits = 0;
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achievementBits2 = 0;
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dlcReleaseVersion = 0;
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stats.SetNum( MAX_PLAYER_PROFILE_STATS );
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for( int i = 0; i < MAX_PLAYER_PROFILE_STATS; ++i )
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{
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stats[i].i = 0;
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}
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leftyFlip = false;
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customConfig = false;
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configSet = 0;
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}
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/*
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========================
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idPlayerProfile::~idPlayerProfile
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========================
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*/
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idPlayerProfile::~idPlayerProfile()
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{
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}
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/*
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========================
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idPlayerProfile::Serialize
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========================
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*/
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bool idPlayerProfile::Serialize( idSerializer& ser )
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{
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// NOTE:
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// See comments at top of file on versioning rules
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// Default to current tag/version
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int32 magicNumber = 0;
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magicNumber += PROFILE_TAG << 16;
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magicNumber += PROFILE_VER_MAJOR << 8;
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magicNumber += PROFILE_VER_MINOR;
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// Serialize version
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ser.SerializePacked( magicNumber );
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int16 tag = ( magicNumber >> 16 ) & 0xffff;
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int8 majorVersion = ( magicNumber >> 8 ) & 0xff;
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int8 minorVersion = magicNumber & 0xff;
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minorVersion;
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if( tag != PROFILE_TAG )
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{
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return false;
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}
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if( majorVersion != PROFILE_VER_MAJOR )
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{
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return false;
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}
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// Archived cvars (all the menu settings for Doom3 are archived cvars)
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idDict cvarDict;
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cvarSystem->MoveCVarsToDict( CVAR_ARCHIVE, cvarDict );
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cvarDict.Serialize( ser );
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if( ser.IsReading() )
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{
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// Never sync these cvars with Steam because they require an engine or video restart
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cvarDict.Delete( "r_fullscreen" );
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cvarDict.Delete( "r_vidMode" );
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cvarDict.Delete( "r_multisamples" );
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cvarDict.Delete( "com_engineHz" );
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cvarSystem->SetCVarsFromDict( cvarDict );
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common->StartupVariable( NULL );
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}
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// The dlcReleaseVersion is used to determine that new content is available
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ser.SerializePacked( dlcReleaseVersion );
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// New setting to save to make sure that we have or haven't seen this achievement before used to pass TRC R149d
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ser.Serialize( achievementBits );
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ser.Serialize( achievementBits2 );
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// Check to map sure we are on a valid map before we save, this helps prevent someone from creating a test map and
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// gaining a bunch of achievements from it
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int numStats = stats.Num();
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ser.SerializePacked( numStats );
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stats.SetNum( numStats );
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for( int i = 0; i < numStats; ++i )
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{
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ser.SerializePacked( stats[i].i );
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}
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ser.Serialize( leftyFlip );
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ser.Serialize( configSet );
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if( ser.IsReading() )
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{
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// Which binding is used on the console?
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ser.Serialize( customConfig );
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ExecConfig( false );
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if( customConfig )
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{
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for( int i = 0; i < K_LAST_KEY; ++i )
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{
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idStr bind;
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ser.SerializeString( bind );
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idKeyInput::SetBinding( i, bind.c_str() );
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}
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}
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}
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else
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{
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if( !customConfig )
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{
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ExecConfig( false );
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}
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customConfig = true;
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ser.Serialize( customConfig );
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for( int i = 0; i < K_LAST_KEY; ++i )
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{
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idStr bind = idKeyInput::GetBinding( i );
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ser.SerializeString( bind );
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}
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}
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return true;
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}
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/*
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========================
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idPlayerProfile::StatSetInt
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========================
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*/
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void idPlayerProfile::StatSetInt( int s, int v )
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{
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stats[s].i = v;
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MarkDirty( true );
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}
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/*
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========================
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idPlayerProfile::StatSetFloat
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========================
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*/
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void idPlayerProfile::StatSetFloat( int s, float v )
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{
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stats[s].f = v;
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MarkDirty( true );
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}
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/*
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========================
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idPlayerProfile::StatGetInt
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========================
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*/
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int idPlayerProfile::StatGetInt( int s ) const
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{
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return stats[s].i;
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}
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/*
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========================
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idPlayerProfile::StatGetFloat
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========================
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*/
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float idPlayerProfile::StatGetFloat( int s ) const
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{
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return stats[s].f;
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}
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/*
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========================
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idPlayerProfile::SaveSettings
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========================
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*/
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void idPlayerProfile::SaveSettings( bool forceDirty )
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{
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if( state != SAVING )
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{
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if( forceDirty )
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{
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MarkDirty( true );
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}
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if( GetRequestedState() == IDLE && IsDirty() )
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{
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SetRequestedState( SAVE_REQUESTED );
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}
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}
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}
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/*
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========================
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idPlayerProfile::SaveSettings
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========================
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*/
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void idPlayerProfile::LoadSettings()
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{
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if( state != LOADING )
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{
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if( verify( GetRequestedState() == IDLE ) )
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{
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SetRequestedState( LOAD_REQUESTED );
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}
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}
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}
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/*
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========================
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idPlayerProfile::SetAchievement
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========================
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*/
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void idPlayerProfile::SetAchievement( const int id )
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{
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if( id >= idAchievementSystem::MAX_ACHIEVEMENTS )
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{
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assert( false ); // FIXME: add another set of achievement bit flags
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return;
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}
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uint64 mask = 0;
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if( id < 64 )
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{
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mask = achievementBits;
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achievementBits |= ( int64 )1 << id;
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mask = ~mask & achievementBits;
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}
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else
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{
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mask = achievementBits2;
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achievementBits2 |= ( int64 )1 << ( id - 64 );
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mask = ~mask & achievementBits2;
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}
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// Mark the profile dirty if achievement bits changed
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if( mask != 0 )
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{
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MarkDirty( true );
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}
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}
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/*
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========================
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idPlayerProfile::ClearAchievement
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========================
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*/
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void idPlayerProfile::ClearAchievement( const int id )
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{
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if( id >= idAchievementSystem::MAX_ACHIEVEMENTS )
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{
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assert( false ); // FIXME: add another set of achievement bit flags
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return;
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}
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if( id < 64 )
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{
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achievementBits &= ~( ( int64 )1 << id );
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}
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else
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{
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achievementBits2 &= ~( ( int64 )1 << ( id - 64 ) );
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}
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MarkDirty( true );
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}
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/*
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========================
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idPlayerProfile::GetAchievement
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========================
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*/
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bool idPlayerProfile::GetAchievement( const int id ) const
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{
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if( id >= idAchievementSystem::MAX_ACHIEVEMENTS )
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{
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assert( false ); // FIXME: add another set of achievement bit flags
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return false;
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}
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if( id < 64 )
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{
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return ( achievementBits & ( int64 )1 << id ) != 0;
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}
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else
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{
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return ( achievementBits2 & ( int64 )1 << ( id - 64 ) ) != 0;
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}
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}
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/*
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========================
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idPlayerProfile::SetConfig
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========================
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*/
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void idPlayerProfile::SetConfig( int config, bool save )
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{
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configSet = config;
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ExecConfig( save );
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}
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/*
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========================
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idPlayerProfile::SetConfig
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========================
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*/
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void idPlayerProfile::RestoreDefault()
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{
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ExecConfig( true, true );
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}
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/*
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========================
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idPlayerProfile::SetLeftyFlip
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========================
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*/
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void idPlayerProfile::SetLeftyFlip( bool lf )
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{
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leftyFlip = lf;
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ExecConfig( true );
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}
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/*
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========================
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idPlayerProfile::ExecConfig
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========================
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*/
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void idPlayerProfile::ExecConfig( bool save, bool forceDefault )
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{
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int flags = 0;
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if( !save )
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{
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flags = cvarSystem->GetModifiedFlags();
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}
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if( !customConfig || forceDefault )
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{
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cmdSystem->AppendCommandText( "exec default.cfg\n" );
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cmdSystem->AppendCommandText( "exec joy_360_0.cfg\n" );
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}
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if( leftyFlip )
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{
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cmdSystem->AppendCommandText( "exec joy_lefty.cfg" );
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}
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else
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{
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cmdSystem->AppendCommandText( "exec joy_righty.cfg" );
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}
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cmdSystem->ExecuteCommandBuffer();
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if( !save )
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{
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cvarSystem->ClearModifiedFlags( CVAR_ARCHIVE );
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cvarSystem->SetModifiedFlags( flags );
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}
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}
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CONSOLE_COMMAND( setProfileDefaults, "sets profile settings to default and saves", 0 )
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{
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if( session->GetSignInManager().GetMasterLocalUser() == NULL )
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{
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return;
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}
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idPlayerProfile* profile = session->GetSignInManager().GetMasterLocalUser()->GetProfile();
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if( verify( profile != NULL ) )
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{
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profile->SetDefaults();
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profile->SaveSettings( true );
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}
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}
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