mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
135 lines
4.4 KiB
C++
135 lines
4.4 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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#define MAX_PROFILE_SIZE ( 1024 * 1000 ) // High number for the key bindings
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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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friend class idLocalUser;
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friend class idProfileMgr;
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public:
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// Only have room to squeeze ~450 in doom3 right now
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static const int MAX_PLAYER_PROFILE_STATS = 200;
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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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protected:
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idPlayerProfile(); // don't instantiate. we static_cast the child all over the place
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public:
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virtual ~idPlayerProfile();
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static idPlayerProfile * CreatePlayerProfile( int deviceIndex );
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void SetDefaults();
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bool Serialize( idSerializer & ser );
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const int GetDeviceNumForProfile() const { return deviceNum; }
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void SetDeviceNumForProfile( int num ) { deviceNum = num; }
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void SaveSettings( bool forceDirty );
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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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bool IsDirty() { return dirty; }
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bool GetAchievement( const int id ) const;
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void SetAchievement( const int id );
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void ClearAchievement( const int id );
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int GetDlcReleaseVersion() const { return dlcReleaseVersion; }
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void SetDlcReleaseVersion( int version ) { dlcReleaseVersion = version; }
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int GetLevel() const { return 0; }
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//------------------------
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// Config
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//------------------------
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int GetConfig() const { return configSet; }
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void SetConfig( int config, bool save );
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void RestoreDefault();
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void SetLeftyFlip( bool lf );
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bool GetLeftyFlip() const { return leftyFlip; }
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private:
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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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void SetState( state_t value ) { state = value; }
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void SetRequestedState( state_t value ) { requestedState = value; }
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void MarkDirty( bool isDirty ) { dirty = isDirty; }
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void ExecConfig( bool save = false, bool forceDefault = false );
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protected:
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// Do not save:
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state_t state;
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state_t requestedState;
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int deviceNum;
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// Save:
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uint64 achievementBits;
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uint64 achievementBits2;
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int dlcReleaseVersion;
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int configSet;
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bool customConfig;
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bool leftyFlip;
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bool dirty; // dirty bit to indicate whether or not we need to save
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idStaticList< profileStatValue_t, MAX_PLAYER_PROFILE_STATS > stats;
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};
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#endif
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