doom3-bfg/neo/framework/PlayerProfile.h
2012-11-26 12:58:24 -06:00

135 lines
4.4 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.
===========================================================================
*/
#ifndef __PLAYERPROFILE_H__
#define __PLAYERPROFILE_H__
#define MAX_PROFILE_SIZE ( 1024 * 1000 ) // High number for the key bindings
/*
================================================
profileStatValue_t
================================================
*/
union profileStatValue_t {
int i;
float f;
};
/*
================================================
idPlayerProfile
The general rule for using cvars for settings is that if you want the player's profile settings to affect the startup
of the game before there is a player associated with the game, use cvars. Example: video & volume settings.
================================================
*/
class idPlayerProfile {
friend class idLocalUser;
friend class idProfileMgr;
public:
// Only have room to squeeze ~450 in doom3 right now
static const int MAX_PLAYER_PROFILE_STATS = 200;
enum state_t {
IDLE = 0,
SAVING,
LOADING,
SAVE_REQUESTED,
LOAD_REQUESTED,
ERR
};
protected:
idPlayerProfile(); // don't instantiate. we static_cast the child all over the place
public:
virtual ~idPlayerProfile();
static idPlayerProfile * CreatePlayerProfile( int deviceIndex );
void SetDefaults();
bool Serialize( idSerializer & ser );
const int GetDeviceNumForProfile() const { return deviceNum; }
void SetDeviceNumForProfile( int num ) { deviceNum = num; }
void SaveSettings( bool forceDirty );
void LoadSettings();
state_t GetState() const { return state; }
state_t GetRequestedState() const { return requestedState; }
bool IsDirty() { return dirty; }
bool GetAchievement( const int id ) const;
void SetAchievement( const int id );
void ClearAchievement( const int id );
int GetDlcReleaseVersion() const { return dlcReleaseVersion; }
void SetDlcReleaseVersion( int version ) { dlcReleaseVersion = version; }
int GetLevel() const { return 0; }
//------------------------
// Config
//------------------------
int GetConfig() const { return configSet; }
void SetConfig( int config, bool save );
void RestoreDefault();
void SetLeftyFlip( bool lf );
bool GetLeftyFlip() const { return leftyFlip; }
private:
void StatSetInt( int s, int v );
void StatSetFloat( int s, float v );
int StatGetInt( int s ) const;
float StatGetFloat( int s ) const;
void SetState( state_t value ) { state = value; }
void SetRequestedState( state_t value ) { requestedState = value; }
void MarkDirty( bool isDirty ) { dirty = isDirty; }
void ExecConfig( bool save = false, bool forceDefault = false );
protected:
// Do not save:
state_t state;
state_t requestedState;
int deviceNum;
// Save:
uint64 achievementBits;
uint64 achievementBits2;
int dlcReleaseVersion;
int configSet;
bool customConfig;
bool leftyFlip;
bool dirty; // dirty bit to indicate whether or not we need to save
idStaticList< profileStatValue_t, MAX_PLAYER_PROFILE_STATS > stats;
};
#endif