Exemplo n.º 1
0
IPlayerProfile* CUIManager::GetCurrentProfile()
{
	if (!gEnv->pGame || !gEnv->pGame->GetIGameFramework() || !gEnv->pGame->GetIGameFramework()->GetIPlayerProfileManager())
	{
		assert(false);
		return NULL;
	}

	IPlayerProfileManager* pProfileManager = gEnv->pGame->GetIGameFramework()->GetIPlayerProfileManager();
	return pProfileManager->GetCurrentProfile( pProfileManager->GetCurrentUser() );
}
void CFlashMenuObject::UpdateProfiles()
{
	IPlayerProfileManager *pProfileMan = g_pGame->GetOptions()->GetProfileManager();
	if(!pProfileMan)
		return;

	m_pPlayerProfileManager = pProfileMan;

	IPlayerProfileManager::EProfileOperationResult result;
	m_pPlayerProfileManager->SaveProfile(m_pPlayerProfileManager->GetCurrentUser(), result);

	if(m_apFlashMenuScreens[MENUSCREEN_FRONTENDSTART])
	{
		m_apFlashMenuScreens[MENUSCREEN_FRONTENDSTART]->Invoke("Root.MainMenu.Profile.resetProfiles");

		const char *userName = m_pPlayerProfileManager->GetCurrentUser();

		for(int i = 0; i < m_pPlayerProfileManager->GetProfileCount(userName); ++i )
		{
			IPlayerProfileManager::SProfileDescription profDesc;
			pProfileMan->GetProfileInfo(userName, i, profDesc);
			const IPlayerProfile *pProfile = m_pPlayerProfileManager->PreviewProfile(userName, profDesc.name);
			string buffer;
			if(pProfile && pProfile->GetAttribute("Singleplayer.LastSavedGame", buffer))
			{
				int pos = buffer.rfind('/');
				if(pos)
					buffer = buffer.substr(pos+1, buffer.length());
			}
			SFlashVarValue args[3] = {profDesc.name, buffer.c_str(), GetMappedProfileName(profDesc.name) };
			m_apFlashMenuScreens[MENUSCREEN_FRONTENDSTART]->Invoke("Root.MainMenu.Profile.addProfileToList", args, 3);
		}
		m_pPlayerProfileManager->PreviewProfile(userName, NULL);

		IPlayerProfile *pProfile = pProfileMan->GetCurrentProfile(userName);
		if(pProfile)
			m_apFlashMenuScreens[MENUSCREEN_FRONTENDSTART]->Invoke("setActiveProfile", GetMappedProfileName(pProfile->GetName()));
	}
}
Exemplo n.º 3
0
	EContextEstablishTaskResult OnStep(SContextEstablishState& state)
	{
    IActionMapManager *pActionMapMan = CCryAction::GetCryAction()->GetIActionMapManager();
    CRY_ASSERT(pActionMapMan);
    
    IActionMap* pDefaultActionMap = NULL;
		IActionMap* pDebugActionMap = NULL;
		IActionMap* pPlayerActionMap = NULL;
		IActionMap* pPlayerGamemodeActionMap = NULL;

		const char* disableGamemodeActionMapName = "player_mp";
		const char* gamemodeActionMapName = "player_sp";

		if(gEnv->bMultiplayer)
		{
			disableGamemodeActionMapName = "player_sp";
			gamemodeActionMapName = "player_mp";
		}

		if (true)
		{
			IPlayerProfileManager* pPPMgr = CCryAction::GetCryAction()->GetIPlayerProfileManager();
			if (pPPMgr)
			{
				int userCount = pPPMgr->GetUserCount();

				IPlayerProfile* pProfile = NULL;
				const char* userId = "UNKNOWN";
				if (userCount == 0)
				{
					if (gEnv->pSystem->IsDevMode())
					{
#ifndef _RELEASE
						//In devmode and not release get the default user if no users are signed in e.g. autotesting, map on the command line
						pProfile = pPPMgr->GetDefaultProfile();
						if (pProfile)
						{
							userId = pProfile->GetUserId();
						}
#endif // #ifndef _RELEASE
					}
					else
					{
						CryFatalError("[PlayerProfiles] CGameContext::StartGame: No users logged in");
						return eCETR_Failed;
					}
				}

				if (userCount > 0)
				{
					IPlayerProfileManager::SUserInfo info;
					pPPMgr->GetUserInfo(0, info);
					pProfile = pPPMgr->GetCurrentProfile(info.userId);
					userId = info.userId;
				}
				if (pProfile)
				{
					pDefaultActionMap = pProfile->GetActionMap("default");
					pDebugActionMap = pProfile->GetActionMap("debug");
					pPlayerActionMap = pProfile->GetActionMap("player");
		
					if (pDefaultActionMap == 0 && pPlayerActionMap == 0)
					{
						CryFatalError("[PlayerProfiles] CGameContext::StartGame: User '%s' has no actionmap 'default'!", userId);
						return eCETR_Failed;
					}
				}
				else
				{
					CryFatalError("[PlayerProfiles] CGameContext::StartGame: User '%s' has no active profile!", userId);
					return eCETR_Failed;
				}
			}
			else
			{
				CryFatalError("[PlayerProfiles] CGameContext::StartGame: No player profile manager!");				
				return eCETR_Failed;
			}
		}

		if (pDefaultActionMap == 0 )
		{
			// use action map without any profile stuff
			pActionMapMan->EnableActionMap( "default", true );
			pDefaultActionMap = pActionMapMan->GetActionMap("default");
			CRY_ASSERT_MESSAGE(pDefaultActionMap, "'default' action map not found!");	
		}

		if (pDebugActionMap == 0 )
		{
			// use action map without any profile stuff
			pActionMapMan->EnableActionMap( "debug", true );
			pDebugActionMap = pActionMapMan->GetActionMap("debug");
		}

		if (pPlayerActionMap == 0)
		{
			pActionMapMan->EnableActionMap( "player", true );
			pPlayerActionMap = pActionMapMan->GetActionMap("player");
		}
		
		if (!pDefaultActionMap)
			return eCETR_Failed;

		EntityId actorId = GetListener();
		if (!actorId)
			return eCETR_Wait;

		if(pDefaultActionMap)
		{
			pDefaultActionMap->SetActionListener( actorId );
		}

		if(pDebugActionMap)
		{
			pDebugActionMap->SetActionListener( actorId );
		}

		if(pPlayerActionMap)
		{
			pPlayerActionMap->SetActionListener( actorId );
		}

		pActionMapMan->EnableActionMap(disableGamemodeActionMapName, false);
		pActionMapMan->EnableActionMap(gamemodeActionMapName, true);
		pPlayerGamemodeActionMap = pActionMapMan->GetActionMap(gamemodeActionMapName);
		
		if(pPlayerGamemodeActionMap)
		{
			pPlayerGamemodeActionMap->SetActionListener(actorId);
		}

		// TODO: callback to game code for game specific action maps
		{
			IActionMap* crysis2_common = pActionMapMan->GetActionMap("crysis2_common");
			if (crysis2_common != NULL)
				crysis2_common->SetActionListener( actorId );

			IActionMap* crysis2_suitmenu_opened = pActionMapMan->GetActionMap("crysis2_suitmenu_opened");
			if (crysis2_suitmenu_opened != NULL)
				crysis2_suitmenu_opened->SetActionListener( actorId );

			IActionMap* crysis2_suitmenu_closed = pActionMapMan->GetActionMap("crysis2_suitmenu_closed");
			if (crysis2_suitmenu_closed != NULL)
				crysis2_suitmenu_closed->SetActionListener( actorId );

			IActionMap* player_cine = pActionMapMan->GetActionMap("player_cine");
			if (player_cine != NULL)
				player_cine->SetActionListener( actorId );

			IActionMap* booss_duell = pActionMapMan->GetActionMap("boss_duell");
			if (booss_duell != NULL)
				booss_duell->SetActionListener( actorId );
		}

		CCryAction::GetCryAction()->GetIActionMapManager()->Enable(true);

		return eCETR_Ok;
	}