mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
649 lines
17 KiB
C++
649 lines
17 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.
|
|
|
|
===========================================================================
|
|
*/
|
|
#include "PlayerProfile.h"
|
|
#include "PS3_Includes.h"
|
|
#include "PSN/PS3_Session.h"
|
|
|
|
const int32 FRAMEWORK_PROFILE_VER = 1;
|
|
|
|
|
|
// Store master volume settings in archived cvars, becausue we want them to apply
|
|
// even if a user isn't signed in.
|
|
// The range is from 0 to 15, which matches the setting in vanilla DOOM.
|
|
idCVar s_volume_sound( "s_volume_sound", "8", CVAR_ARCHIVE | CVAR_INTEGER, "sound volume", 0, 15 );
|
|
idCVar s_volume_midi( "s_volume_midi", "8", CVAR_ARCHIVE | CVAR_INTEGER, "music volume", 0, 15 );
|
|
|
|
|
|
|
|
/*
|
|
================================================
|
|
idProfileMgr
|
|
================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr
|
|
========================
|
|
*/
|
|
idProfileMgr::idProfileMgr() :
|
|
profileSaveProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorSaveProfile ),
|
|
profileLoadProcessor( new (TAG_SAVEGAMES) idSaveGameProcessorLoadProfile ),
|
|
profile( NULL ),
|
|
handle( 0 ) {
|
|
}
|
|
|
|
|
|
/*
|
|
================================================
|
|
~idProfileMgr
|
|
================================================
|
|
*/
|
|
idProfileMgr::~idProfileMgr() {
|
|
delete profileSaveProcessor;
|
|
profileSaveProcessor = NULL;
|
|
|
|
delete profileLoadProcessor;
|
|
profileLoadProcessor = NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr::Init
|
|
========================
|
|
*/
|
|
void idProfileMgr::Init( idPlayerProfile * profile_ ) {
|
|
profile = profile_;
|
|
handle = 0;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr::Pump
|
|
========================
|
|
*/
|
|
void idProfileMgr::Pump() {
|
|
// profile can be NULL if we forced the user to register as in the case of map-ing into a level from the press start screen
|
|
if ( profile == NULL ) {
|
|
return;
|
|
}
|
|
|
|
// See if we are done with saving/loading the profile
|
|
bool saving = profile->GetState() == idPlayerProfile::SAVING;
|
|
bool loading = profile->GetState() == idPlayerProfile::LOADING;
|
|
if ( ( saving || loading ) && psn_session->GetSaveGameManager()->IsSaveGameCompletedFromHandle( handle ) ) {
|
|
profile->SetState( idPlayerProfile::IDLE );
|
|
|
|
if ( saving ) {
|
|
// Done saving
|
|
} else if ( loading ) {
|
|
// Done loading
|
|
const idSaveLoadParms & parms = profileLoadProcessor->GetParms();
|
|
if ( parms.GetError() == SAVEGAME_E_FOLDER_NOT_FOUND || parms.GetError() == SAVEGAME_E_FILE_NOT_FOUND ) {
|
|
profile->SaveSettings();
|
|
} else if ( parms.GetError() != SAVEGAME_E_NONE ) {
|
|
profile->SetState( idPlayerProfile::ERR );
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if we need to save/load the profile
|
|
if ( profile->GetRequestedState() == idPlayerProfile::SAVE_REQUESTED ) {
|
|
SaveSettings();
|
|
profile->SetRequestedState( idPlayerProfile::IDLE );
|
|
} else if ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED ) {
|
|
LoadSettings();
|
|
profile->SetRequestedState( idPlayerProfile::IDLE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr::GetProfile
|
|
========================
|
|
*/
|
|
idPlayerProfile * idProfileMgr::GetProfile() {
|
|
if ( profile == NULL ) {
|
|
return NULL;
|
|
}
|
|
|
|
bool loading = ( profile->GetState() == idPlayerProfile::LOADING ) || ( profile->GetRequestedState() == idPlayerProfile::LOAD_REQUESTED );
|
|
if ( loading ) {
|
|
return NULL;
|
|
}
|
|
|
|
return profile;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr::SaveSettings
|
|
========================
|
|
*/
|
|
void idProfileMgr::SaveSettings() {
|
|
if ( profile != NULL && saveGame_enable.GetBool() ) {
|
|
// Issue the async save...
|
|
if ( profileSaveProcessor->InitSaveProfile( profile, "" ) ) {
|
|
handle = psn_session->GetSaveGameManager()->ExecuteProcessor( profileSaveProcessor );
|
|
profile->SetState( idPlayerProfile::SAVING );
|
|
}
|
|
} else {
|
|
// If not able to save the profile, just change the state and leave
|
|
if ( profile == NULL ) {
|
|
idLib::Warning( "Not saving profile, profile is NULL." );
|
|
}
|
|
if ( !saveGame_enable.GetBool() ) {
|
|
idLib::Warning( "Skipping profile save because saveGame_enable = 0" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idProfileMgr::LoadSettings
|
|
========================
|
|
*/
|
|
void idProfileMgr::LoadSettings() {
|
|
if ( profile != NULL && saveGame_enable.GetBool() ) {
|
|
if ( profileLoadProcessor->InitLoadProfile( profile, "" ) ) {
|
|
// Skip the not found error because this might be the first time to play the game!
|
|
profileLoadProcessor->SetSkipSystemErrorDialogMask( SAVEGAME_E_FOLDER_NOT_FOUND | SAVEGAME_E_FILE_NOT_FOUND );
|
|
|
|
handle = psn_session->GetSaveGameManager()->ExecuteProcessor( profileLoadProcessor );
|
|
profile->SetState( idPlayerProfile::LOADING );
|
|
}
|
|
} else {
|
|
// If not able to save the profile, just change the state and leave
|
|
if ( profile == NULL ) {
|
|
idLib::Warning( "Not loading profile, profile is NULL." );
|
|
}
|
|
if ( !saveGame_enable.GetBool() ) {
|
|
idLib::Warning( "Skipping profile load because saveGame_enable = 0" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================================================
|
|
idSaveGameProcessorSaveProfile
|
|
================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile
|
|
========================
|
|
*/
|
|
idSaveGameProcessorSaveProfile::idSaveGameProcessorSaveProfile() {
|
|
profileFile = NULL;
|
|
profile = NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorSaveProfile::InitSaveProfile
|
|
========================
|
|
*/
|
|
bool idSaveGameProcessorSaveProfile::InitSaveProfile( idPlayerProfile * profile_, const char * folder ) {
|
|
|
|
// Serialize the profile and pass a file to the processor
|
|
profileFile = new (TAG_SAVEGAMES) idFile_Memory( SAVEGAME_PROFILE_FILENAME );
|
|
profileFile->MakeWritable();
|
|
profileFile->SetMaxLength( MAX_PROFILE_SIZE );
|
|
|
|
idTempArray< byte > buffer( MAX_PROFILE_SIZE );
|
|
idBitMsg msg;
|
|
msg.InitWrite( buffer.Ptr(), MAX_PROFILE_SIZE );
|
|
idSerializer ser( msg, true );
|
|
profile_->SerializeSettings( ser );
|
|
|
|
profileFile->Write( msg.GetReadData(), msg.GetSize() );
|
|
profileFile->MakeReadOnly();
|
|
|
|
idList< idSaveFileEntry > files;
|
|
files.Append( idSaveFileEntry( profileFile, SAVEGAMEFILE_BINARY | SAVEGAMEFILE_AUTO_DELETE, SAVEGAME_PROFILE_FILENAME ) );
|
|
|
|
idSaveGameDetails description;
|
|
if ( !idSaveGameProcessor::Init() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( files.Num() == 0 ) {
|
|
idLib::Warning( "No files to save." );
|
|
return false;
|
|
}
|
|
|
|
// Setup save system
|
|
parms.directory = AddSaveFolderPrefix( folder, idSaveGameManager::PACKAGE_PROFILE );
|
|
parms.mode = SAVEGAME_MBF_SAVE | SAVEGAME_MBF_HIDDEN; // do NOT delete the existing files
|
|
parms.saveFileType = SAVEFILE_TYPE_AUTO;
|
|
for ( int i = 0; i < files.Num(); ++i ) {
|
|
parms.files.Append( files[i] );
|
|
}
|
|
|
|
|
|
description.title = idLocalization::GetString( "#str_savegame_title" );
|
|
description.subTitle = idLocalization::GetString( "#str_savegame_profile_heading" );
|
|
description.summary = idLocalization::GetString( "#str_savegame_profile_desc" );
|
|
|
|
|
|
// Add static image as the thumbnail
|
|
staticScreenshotFile = new (TAG_SAVEGAMES) idFile_Memory( "image" );
|
|
|
|
// Open up the Image file and Make it a memory file.
|
|
void* thumbImage = NULL;
|
|
int imagesize = fileSystem->ReadFile( "base/textures/PROFILE.PNG", &thumbImage ); // This file lives at USRData.. i think.
|
|
staticScreenshotFile->MakeWritable();
|
|
staticScreenshotFile->Write( thumbImage, imagesize );
|
|
staticScreenshotFile->MakeReadOnly();
|
|
|
|
parms.files.Append( idSaveFileEntry( staticScreenshotFile, SAVEGAMEFILE_THUMB, "image" ) );
|
|
fileSystem->FreeFile( thumbImage );
|
|
|
|
|
|
this->parms.description = description;
|
|
parms.description.slotName = folder;
|
|
|
|
|
|
|
|
// TODO:KC - what was the purpose of this?
|
|
// JAF idKeyInput::SetUserDeviceNumForBind( profile_->GetDeviceNumForProfile() );
|
|
|
|
profile = profile_;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorSaveProfile::Process
|
|
========================
|
|
*/
|
|
bool idSaveGameProcessorSaveProfile::Process() {
|
|
// Files already setup for save, just execute as normal files
|
|
|
|
// Platform-specific implementation
|
|
// This will start a worker thread for async operation.
|
|
// It will always signal when it's completed.
|
|
Sys_ExecuteSavegameCommandAsync( &parms );
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================================================
|
|
idSaveGameProcessorLoadProfile
|
|
================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile
|
|
========================
|
|
*/
|
|
idSaveGameProcessorLoadProfile::idSaveGameProcessorLoadProfile() {
|
|
profileFile = NULL;
|
|
profile = NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile
|
|
========================
|
|
*/
|
|
idSaveGameProcessorLoadProfile::~idSaveGameProcessorLoadProfile() {
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorLoadProfile::InitLoadFiles
|
|
========================
|
|
*/
|
|
bool idSaveGameProcessorLoadProfile::InitLoadProfile( idPlayerProfile * profile_, const char * folder_ ) {
|
|
if ( !idSaveGameProcessor::Init() ) {
|
|
return false;
|
|
}
|
|
|
|
parms.directory = AddSaveFolderPrefix( folder_, idSaveGameManager::PACKAGE_PROFILE );
|
|
parms.description.slotName = folder_;
|
|
parms.mode = SAVEGAME_MBF_LOAD | SAVEGAME_MBF_HIDDEN;
|
|
parms.saveFileType = SAVEFILE_TYPE_AUTO;
|
|
|
|
profileFile = new (TAG_SAVEGAMES) idFile_Memory( SAVEGAME_PROFILE_FILENAME );
|
|
parms.files.Append( idSaveFileEntry( profileFile, SAVEGAMEFILE_BINARY, SAVEGAME_PROFILE_FILENAME ) );
|
|
|
|
profile = profile_;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorLoadProfile::Process
|
|
========================
|
|
*/
|
|
bool idSaveGameProcessorLoadProfile::Process() {
|
|
Sys_ExecuteSavegameCommandAsync( &parms );
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSaveGameProcessorLoadProfile::PostProcess
|
|
========================
|
|
*/
|
|
void idSaveGameProcessorLoadProfile::PostProcess() {
|
|
// Serialize the loaded profile
|
|
bool foundProfile = profileFile->Length() > 0;
|
|
|
|
if ( foundProfile ) {
|
|
idTempArray< byte> buffer( MAX_PROFILE_SIZE );
|
|
|
|
// Serialize settings from this buffer
|
|
profileFile->MakeReadOnly();
|
|
profileFile->ReadBigArray( buffer.Ptr(), profileFile->Length() );
|
|
|
|
idBitMsg msg;
|
|
msg.InitRead( buffer.Ptr(), (int)buffer.Size() );
|
|
idSerializer ser( msg, false );
|
|
profile->SerializeSettings( ser );
|
|
|
|
// JAF idKeyInput::SetUserDeviceNumForBind( profile->GetDeviceNumForProfile() );
|
|
|
|
} else {
|
|
parms.errorCode = SAVEGAME_E_FILE_NOT_FOUND;
|
|
}
|
|
|
|
delete profileFile;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Contains data that needs to be saved out on a per player profile basis, global for the lifetime of the player so
|
|
the data can be shared across computers.
|
|
- HUD tint colors
|
|
- key bindings
|
|
- etc...
|
|
========================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::idPlayerProfile
|
|
========================
|
|
*/
|
|
idPlayerProfile::idPlayerProfile() {
|
|
SetDefaults();
|
|
|
|
// Don't have these in SetDefaults because they're used for state management and SetDefaults is called when
|
|
// loading the profile
|
|
state = IDLE;
|
|
requestedState = IDLE;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::SetDefaults
|
|
========================
|
|
*/
|
|
void idPlayerProfile::SetDefaults() {
|
|
|
|
achievementBits = 0;
|
|
seenInstallMessage = false;
|
|
stats.SetNum( MAX_PLAYER_PROFILE_STATS );
|
|
for ( int i = 0; i < MAX_PLAYER_PROFILE_STATS; ++i ) {
|
|
stats[i].i = 0;
|
|
}
|
|
|
|
deviceNum = 0;
|
|
state = IDLE;
|
|
requestedState = IDLE;
|
|
frameScaleX = 0.85f;
|
|
frameScaleY = 0.85f;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::Init
|
|
========================
|
|
*/
|
|
void idPlayerProfile::Init() {
|
|
SetDefaults();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::~idPlayerProfile
|
|
========================
|
|
*/
|
|
idPlayerProfile::~idPlayerProfile() {
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::SerializeSettings
|
|
========================
|
|
*/
|
|
bool idPlayerProfile::SerializeSettings( idSerializer & ser ) {
|
|
int flags = cvarSystem->GetModifiedFlags();
|
|
|
|
// Default to current tag/version
|
|
int32 tag = GetProfileTag();
|
|
int32 version = FRAMEWORK_PROFILE_VER;
|
|
|
|
// Serialize tag/version
|
|
ser.SerializePacked( tag );
|
|
if ( tag != GetProfileTag() ) {
|
|
idLib::Warning( "Profile tag did not match, profile will be re-initialized" );
|
|
SetDefaults();
|
|
SaveSettings(); // Flag the profile to save so we have the latest version stored
|
|
|
|
return false;
|
|
}
|
|
ser.SerializePacked( version );
|
|
if ( version != FRAMEWORK_PROFILE_VER ) {
|
|
// For now, don't allow profiles with invalid versions load
|
|
// We could easily support old version by doing a few version checks below to pick and choose what we load as well.
|
|
idLib::Warning( "Profile version did not match. Profile will be replaced" );
|
|
SetDefaults();
|
|
SaveSettings(); // Flag the profile to save so we have the latest version stored
|
|
|
|
return false;
|
|
}
|
|
|
|
// Serialize audio settings
|
|
SERIALIZE_BOOL( ser, seenInstallMessage );
|
|
|
|
// New setting to save to make sure that we have or haven't seen this achievement before used to pass TRC R149d
|
|
ser.Serialize( achievementBits );
|
|
|
|
ser.Serialize( frameScaleX );
|
|
ser.Serialize( frameScaleY );
|
|
SERIALIZE_BOOL( ser, alwaysRun );
|
|
|
|
|
|
// we save all the cvar-based settings in the profile even though some cvars are archived
|
|
// so that we are consistent and don't miss any or get affected when the archive flag is changed
|
|
SERIALIZE_CVAR_INT( ser, s_volume_sound );
|
|
SERIALIZE_CVAR_INT( ser, s_volume_midi );
|
|
|
|
// Don't trigger profile save due to modified archived cvars during profile load
|
|
cvarSystem->ClearModifiedFlags( CVAR_ARCHIVE ); // must clear because set() is an OR operation, not assignment...
|
|
cvarSystem->SetModifiedFlags( flags );
|
|
|
|
return true;
|
|
}
|
|
/*
|
|
========================
|
|
idPlayerProfile::GetLevel
|
|
========================
|
|
*/
|
|
int idPlayerProfile::GetLevel() const {
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::StatSetInt
|
|
========================
|
|
*/
|
|
void idPlayerProfile::StatSetInt( int s, int v ) {
|
|
stats[s].i = v;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::StatSetFloat
|
|
========================
|
|
*/
|
|
void idPlayerProfile::StatSetFloat( int s, float v ) {
|
|
stats[s].f = v;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::StatGetInt
|
|
========================
|
|
*/
|
|
int idPlayerProfile::StatGetInt( int s ) const {
|
|
return stats[s].i;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::StatGetFloat
|
|
========================
|
|
*/
|
|
float idPlayerProfile::StatGetFloat( int s ) const {
|
|
return stats[s].f;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::SaveSettings
|
|
========================
|
|
*/
|
|
void idPlayerProfile::SaveSettings() {
|
|
if ( state != SAVING ) {
|
|
if ( GetRequestedState() == IDLE ) {
|
|
SetRequestedState( SAVE_REQUESTED );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::SaveSettings
|
|
========================
|
|
*/
|
|
void idPlayerProfile::LoadSettings() {
|
|
if ( state != LOADING ) {
|
|
if ( verify( GetRequestedState() == IDLE ) ) {
|
|
SetRequestedState( LOAD_REQUESTED );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::SetAchievementBit
|
|
========================
|
|
*/
|
|
void idPlayerProfile::SetAchievementBit( const int id ) {
|
|
if ( id > 63 ) {
|
|
assert( false ); // FIXME: add another set of achievement bit flags
|
|
return;
|
|
}
|
|
|
|
achievementBits |= (int64)1 << id;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::ClearAchievementBit
|
|
========================
|
|
*/
|
|
void idPlayerProfile::ClearAchievementBit( const int id ) {
|
|
if ( id > 63 ) {
|
|
assert( false ); // FIXME: add another set of achievement bit flags
|
|
return;
|
|
}
|
|
|
|
achievementBits &= ~( (int64)1 << id );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idPlayerProfile::GetAchievementBit
|
|
========================
|
|
*/
|
|
bool idPlayerProfile::GetAchievementBit( const int id ) const {
|
|
if ( id > 63 ) {
|
|
assert( false ); // FIXME: add another set of achievement bit flags
|
|
return false;
|
|
}
|
|
|
|
return ( achievementBits & (int64)1 << id ) != 0;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Returns the value stored in the music volume cvar.
|
|
========================
|
|
*/
|
|
int idPlayerProfile::GetMusicVolume() const {
|
|
return s_volume_midi.GetInteger();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Returns the value stored in the sound volume cvar.
|
|
========================
|
|
*/
|
|
int idPlayerProfile::GetSoundVolume() const {
|
|
return s_volume_sound.GetInteger();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Sets the music volume cvar.
|
|
========================
|
|
*/
|
|
void idPlayerProfile::SetMusicVolume( int volume ) {
|
|
s_volume_midi.SetInteger( volume );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Sets the sound volume cvar.
|
|
========================
|
|
*/
|
|
void idPlayerProfile::SetSoundVolume( int volume ) {
|
|
s_volume_sound.SetInteger( volume );
|
|
}
|