mirror of
https://github.com/ProjectDreamland/area51.git
synced 2024-11-01 03:01:49 +01:00
316 lines
8.1 KiB
C++
316 lines
8.1 KiB
C++
//=========================================================================
|
|
//
|
|
// PlayerProfile.cpp
|
|
//
|
|
//=========================================================================
|
|
|
|
#include "PlayerProfile.hpp"
|
|
#include "../../Apps/GameApp/Config.hpp"
|
|
#include "MemCardMgr/MemCardMgr.hpp"
|
|
|
|
//=========================================================================
|
|
// Player Profile Functions
|
|
//=========================================================================
|
|
|
|
player_profile::player_profile( void )
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void player_profile::Reset( void )
|
|
{
|
|
s32 i=0;
|
|
|
|
x_memset( this, 0, sizeof(this) );
|
|
|
|
if( CONFIG_IS_AUTOSERVER )
|
|
{
|
|
x_strcpy( m_pProfileName, "Server" );
|
|
}
|
|
if( CONFIG_IS_AUTOCLIENT )
|
|
{
|
|
x_strcpy( m_pProfileName, "Client" );
|
|
}
|
|
|
|
m_Version = PROFILE_VERSION_NUMBER;
|
|
m_HashString = 0;
|
|
m_AvatarID = 0;
|
|
m_Sensitivity[0] = 50;
|
|
m_Sensitivity[1] = 50;
|
|
m_LoreTotal = 0;
|
|
m_bNewLoreUnlocked = FALSE;
|
|
m_NumSecretsUnlocked = 0;
|
|
m_bNewSecretUnlocked = FALSE;
|
|
m_bInvertY = TRUE;
|
|
m_bVibration = TRUE;
|
|
m_bCrouchOn = FALSE;
|
|
m_bLookspringOn = FALSE;
|
|
m_bIsVisibleOnline = TRUE;
|
|
m_bAutosaveOn = TRUE;
|
|
m_bAlienAvatarsOn = FALSE;
|
|
m_UniqueIdLength = 0;
|
|
m_CinemaMutatedMsgCount = 3;
|
|
m_bIsMutated = FALSE;
|
|
m_DifficultyLevel = 1; // medium difficulty by default
|
|
m_bWeaponAutoSwitch = TRUE; // if on/true, will auto-switch to a weapon with a > rating (default is TRUE)
|
|
m_bSecretAwarded = FALSE;
|
|
m_bHardUnlocked = FALSE;
|
|
m_bDifficultyChanged = FALSE;
|
|
m_bGameFinished = FALSE;
|
|
#ifdef TARGET_XBOX
|
|
// always set to true on xbox because if the
|
|
// player has a Live account, age is verified!
|
|
m_bAgeVerified = TRUE;
|
|
#else
|
|
m_bAgeVerified = FALSE;
|
|
#endif
|
|
|
|
// Clear lore collected
|
|
for( i=0; i<NUM_VAULTS; i++ )
|
|
{
|
|
m_Lore[i] = 0;
|
|
}
|
|
|
|
// Mark all checkpoints as having invalid level id, this will make it
|
|
// available for use.
|
|
for( i=0; i<MAX_SAVED_LEVELS; i++ )
|
|
{
|
|
m_Checkpoints[i].Init( -1 );
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::SetHash( void )
|
|
{
|
|
xstring TempString ( m_pProfileName );
|
|
const char* pString = TempString;
|
|
u32 Hash = 5381;
|
|
|
|
// get the time and date
|
|
datestamp Time = eng_GetDate();
|
|
|
|
// convert the time to a string and add it to the hashstring
|
|
TempString += xfs( "%d", Time );
|
|
|
|
// Process each character to generate the hash key
|
|
while( *pString )
|
|
{
|
|
Hash = (Hash * 33) ^ *pString++;
|
|
}
|
|
|
|
m_HashString = Hash;
|
|
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::RestoreControlDefaults( void )
|
|
{
|
|
m_Sensitivity[0] = 50;
|
|
m_Sensitivity[1] = 50;
|
|
m_bLookspringOn = FALSE;
|
|
m_bCrouchOn = FALSE;
|
|
m_bInvertY = TRUE;
|
|
m_bVibration = TRUE;
|
|
m_bWeaponAutoSwitch = TRUE;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::SetProfileName( const char* pProfileName )
|
|
{
|
|
ASSERT( x_strlen( pProfileName ) < SM_PROFILE_NAME_LENGTH );
|
|
x_strcpy( m_pProfileName, pProfileName );
|
|
}
|
|
|
|
|
|
//=========================================================================
|
|
|
|
xbool player_profile::GetLoreAcquired( u32 Vault, s32 Index )
|
|
{
|
|
// check if this is a general inquiry
|
|
if( Index == -1 )
|
|
{
|
|
return ( m_Lore[Vault] != 0 );
|
|
}
|
|
|
|
// return specific lore acquired
|
|
return ( m_Lore[Vault] & (1<<Index) );
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::SetLoreAcquired( u32 Vault, u32 Index )
|
|
{
|
|
// range checks
|
|
ASSERT( Vault<NUM_VAULTS );
|
|
ASSERT( Index<NUM_PER_VAULT );
|
|
|
|
// make sure we're not already acquired
|
|
if( !GetLoreAcquired(Vault,Index) )
|
|
{
|
|
m_Lore[Vault] += (1<<Index);
|
|
m_LoreTotal++;
|
|
m_bNewLoreUnlocked = TRUE;
|
|
}
|
|
|
|
// check for unlocking secrets
|
|
if( (m_LoreTotal % 5) == 0 )
|
|
{
|
|
if( m_LoreTotal == 90 )
|
|
{
|
|
m_NumSecretsUnlocked = 21;
|
|
}
|
|
else
|
|
{
|
|
m_NumSecretsUnlocked++;
|
|
}
|
|
m_bNewSecretUnlocked = TRUE;
|
|
}
|
|
|
|
#if !defined(X_EDITOR)
|
|
// Auto save
|
|
g_StateMgr.SilentSaveProfile();
|
|
#endif
|
|
}
|
|
|
|
//=========================================================================
|
|
void player_profile::AcquireSecret( void )
|
|
{
|
|
// used to award a secret after deep underground
|
|
if( !m_bSecretAwarded )
|
|
{
|
|
m_NumSecretsUnlocked++;
|
|
m_bSecretAwarded = TRUE;
|
|
m_bNewSecretUnlocked = TRUE;
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
level_check_points* player_profile::GetCheckpointByMapID( s32 MapID )
|
|
{
|
|
for( s32 i=0; i<MAX_SAVED_LEVELS; i++ )
|
|
{
|
|
level_check_points* pCheckpoint = &m_Checkpoints[i];
|
|
|
|
// Did we find one the same as the current map id? If so, bail out.
|
|
if( pCheckpoint->MapID == MapID )
|
|
{
|
|
// found it!
|
|
return pCheckpoint;
|
|
}
|
|
else if( pCheckpoint->MapID == -1 )
|
|
{
|
|
// no checkpoint for this MapID
|
|
return NULL;
|
|
}
|
|
}
|
|
// ran out of checkpoints!
|
|
ASSERT( FALSE );
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::Checksum( void )
|
|
{
|
|
m_Checksum = 0;
|
|
m_Checksum = x_chksum( this, sizeof(player_profile) );
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
xbool player_profile::Validate( void )
|
|
{
|
|
s32 DesiredChecksum;
|
|
s32 ActualChecksum;
|
|
|
|
DesiredChecksum = m_Checksum;
|
|
m_Checksum = 0;
|
|
ActualChecksum = x_chksum( this, sizeof(player_profile) );
|
|
m_Checksum = DesiredChecksum;
|
|
return (ActualChecksum == DesiredChecksum);
|
|
}
|
|
|
|
//=========================================================================
|
|
// This is just a changed name for the validate function. We may put some
|
|
// additional checks to see if this profile has been modified.
|
|
xbool player_profile::HasChanged( void )
|
|
{
|
|
return Validate()==FALSE;
|
|
}
|
|
|
|
//=========================================================================
|
|
void player_profile::MarkDirty( void )
|
|
{
|
|
m_Checksum = 0;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
void player_profile::SetUniqueId( const byte* pUniqueId, s32 Length )
|
|
{
|
|
x_memset( m_UniqueId, 0, sizeof(m_UniqueId) );
|
|
if( Length >= sizeof(m_UniqueId) )
|
|
{
|
|
Length = sizeof(m_UniqueId)-1;
|
|
}
|
|
x_memcpy( m_UniqueId, pUniqueId, Length );
|
|
m_UniqueIdLength = Length;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
const byte* player_profile::GetUniqueId( s32& Length )
|
|
{
|
|
Length = m_UniqueIdLength;
|
|
return m_UniqueId;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
xbool player_profile::DisplayCinemaMutatedMsg( void )
|
|
{
|
|
if( m_CinemaMutatedMsgCount > 0 )
|
|
{
|
|
m_CinemaMutatedMsgCount--;
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================================
|
|
#ifndef CONFIG_RETAIL
|
|
void player_profile::UnlockAll( void )
|
|
{
|
|
// this function will unlock everything EXCEPT the checkpoints
|
|
|
|
// unlock all lore
|
|
for( s32 i=0; i<NUM_VAULTS; i++ )
|
|
{
|
|
// check for deep underground - no lore for this level
|
|
if( i!=1 )
|
|
{
|
|
// unlock all lore in vault
|
|
m_Lore[i] = 31;
|
|
}
|
|
}
|
|
m_LoreTotal = 90;
|
|
m_bNewLoreUnlocked = TRUE;
|
|
|
|
// unlock all secrets
|
|
m_NumSecretsUnlocked = 21;
|
|
m_bNewSecretUnlocked = TRUE;
|
|
m_bSecretAwarded = TRUE;
|
|
|
|
// unlock hard
|
|
m_bHardUnlocked = TRUE;
|
|
// unlock alien avatars
|
|
m_bAlienAvatarsOn = TRUE;
|
|
// unlock end game movie
|
|
m_bGameFinished = TRUE;
|
|
}
|
|
#endif
|