2014-02-05 22:43:47 -05:00
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2012-2014 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program 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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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "config/player_manager.hpp"
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2014-02-09 07:22:45 -05:00
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#include "achievements/achievements_manager.hpp"
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2014-02-17 04:10:29 -05:00
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#include "config/player_profile.hpp"
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2014-02-05 22:43:47 -05:00
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#include "io/file_manager.hpp"
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#include "io/utf_writer.hpp"
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#include "io/xml_node.hpp"
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#include "utils/log.hpp"
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#include "utils/translation.hpp"
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PlayerManager *PlayerManager::m_player_manager = NULL;
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2014-02-09 07:22:45 -05:00
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2014-03-29 06:32:04 -04:00
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/** Create the instance of the player manager.
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2014-02-09 07:22:45 -05:00
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* Also make sure that at least one player is defined (and if not,
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* create a default player and a guest player).
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*/
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void PlayerManager::create()
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{
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assert(!m_player_manager);
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m_player_manager = new PlayerManager();
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if(m_player_manager->getNumPlayers() == 0)
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{
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m_player_manager->addDefaultPlayer();
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m_player_manager->save();
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}
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} // create
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// ============================================================================
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2014-02-05 22:43:47 -05:00
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/** Constructor.
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*/
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PlayerManager::PlayerManager()
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{
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m_current_player = NULL;
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2014-02-09 07:22:45 -05:00
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load();
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2014-02-05 22:43:47 -05:00
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} // PlayerManager
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// ----------------------------------------------------------------------------
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/** Destructor.
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*/
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PlayerManager::~PlayerManager()
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{
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save();
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} // ~PlayerManager
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// ----------------------------------------------------------------------------
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/** Manages the loading of saved player data from the players.xml file.
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* This function create the XML tree from the file, and then creates the
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* instances of PlayerProfile which read each node.
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*/
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void PlayerManager::load()
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{
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std::string filename = file_manager->getUserConfigFile("players.xml");
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const XMLNode *players = file_manager->createXMLTree(filename);
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if(!players)
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{
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Log::info("player_manager", "A new players.xml file will be created.");
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return;
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}
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else if(players->getName()!="players")
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{
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Log::info("player_manager", "The players.xml file is invalid.");
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return;
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}
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m_current_player = NULL;
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for(unsigned int i=0; i<players->getNumNodes(); i++)
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{
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const XMLNode *player_xml = players->getNode(i);
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PlayerProfile *player = new PlayerProfile(player_xml);
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m_all_players.push_back(player);
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if(player->isDefault())
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m_current_player = player;
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}
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m_all_players.insertionSort(/*start*/0, /*desc*/true);
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delete players;
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} // load
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// ----------------------------------------------------------------------------
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/** Saves all player profiles to players.xml.
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*/
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void PlayerManager::save()
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{
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std::string filename = file_manager->getUserConfigFile("players.xml");
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try
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{
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UTFWriter players_file(filename.c_str());
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players_file << L"<?xml version=\"1.0\"?>\n";
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players_file << L"<players version=\"1\" >\n";
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PlayerProfile *player;
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for_in(player, m_all_players)
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{
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player->save(players_file);
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}
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players_file << L"</players>\n";
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players_file.close();
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}
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catch (std::runtime_error& e)
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{
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Log::error("PlayerManager", "Failed to write config to %s.",
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filename.c_str());
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Log::error("PlayerManager", "Error: %s", e.what());
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}
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} // save
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// ----------------------------------------------------------------------------
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/** Adds a new player to the list of all players.
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* \param name Name of the new player.
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*/
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void PlayerManager::addNewPlayer(const core::stringw& name)
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{
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m_all_players.push_back( new PlayerProfile(name) );
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} // addNewPlayer
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// ----------------------------------------------------------------------------
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/** Deletes a player profile from the list of all profiles.
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*/
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void PlayerManager::deletePlayer(PlayerProfile *player)
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{
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m_all_players.erase(player);
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} // deletePlayer
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2014-03-06 01:06:41 -05:00
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// ----------------------------------------------------------------------------
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/** This function makes sure that a current player is defined. This is called
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* when a screen skipping command line option is given (-N, -R, ...), in
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* which case there might not be a current player (if no default player is
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* set in players.xml, i.e. the 'remember be' option was not picked ). Since
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* a lot of code depends on having a local player, just set the most
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* frequently used non-guest to be the current player.
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*/
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void PlayerManager::enforceCurrentPlayer()
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{
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if (m_current_player) return;
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PlayerProfile *player;
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for_in(player, m_all_players)
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{
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if (!player->isGuestAccount())
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{
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Log::info("PlayerManager", "Enfocring current player '%ls'.",
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player->getName().c_str() );
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m_current_player = player;
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return;
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}
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} // for player in m_all_players
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// This shouldn't happen - but just in case: add the default players
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// again, and search again for a non-guest player.
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addDefaultPlayer();
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for_in(player, m_all_players)
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{
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if (!player->isGuestAccount())
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{
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Log::info("PlayerManager", "Enfocring current player '%s'.",
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player->getName().c_str());
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m_current_player = player;
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return;
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}
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} // for player in m_all_players
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// Now this really really should not happen.
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Log::fatal("PlayerManager", "Failed to find a non-guest player.");
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} // enforceCurrentPlayer
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// ----------------------------------------------------------------------------
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/** Called when no player profiles exists. It creates two players: one
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* guest player, and one non-guest player for whic hit tries to guess a
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* mame based on environment variables.
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*/
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void PlayerManager::addDefaultPlayer()
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{
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std::string username = "unnamed player";
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if(getenv("USERNAME")!=NULL) // for windows
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username = getenv("USERNAME");
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else if(getenv("USER")!=NULL) // Linux, Macs
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username = getenv("USER");
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else if(getenv("LOGNAME")!=NULL) // Linux, Macs
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username = getenv("LOGNAME");
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// Set the name as the default name for all players.
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m_all_players.push_back(new PlayerProfile(username.c_str()) );
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// add default guest player
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m_all_players.push_back( new PlayerProfile(_LTR("Guest"), /*guest*/true) );
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} // addDefaultPlayer
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// ----------------------------------------------------------------------------
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/** This returns a unique id. This is 1 + largest id used so far.
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*/
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unsigned int PlayerManager::getUniqueId() const
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{
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unsigned int max_id=0;
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const PlayerProfile *player;
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for_in(player, m_all_players)
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{
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if(player->getUniqueID()>max_id)
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max_id = player->getUniqueID();
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}
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return max_id+1;
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} // getUniqueId
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// ----------------------------------------------------------------------------
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/** Returns a PlayerProfile with a given id. It searches linearly through
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* the list of all players.
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* \returns The profile, or NULL if no such profile exists.
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* \param id The id of the player to look for.
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*/
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const PlayerProfile *PlayerManager::getPlayerById(unsigned int id)
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{
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const PlayerProfile *player;
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for_in(player, m_all_players)
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{
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if(player->getUniqueID()==id)
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return player;
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}
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return NULL;
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} // getPlayerById
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// ----------------------------------------------------------------------------
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/** Returns a player with a given name.
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* \return The player profile or NULL if the name was not found.
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* \param name The name to search for.
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*/
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PlayerProfile *PlayerManager::getPlayer(const irr::core::stringw &name)
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{
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PlayerProfile *player;
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for_in(player, m_all_players)
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{
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if(player->getName()==name)
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return player;
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}
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return NULL;
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} // getPlayer
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// ----------------------------------------------------------------------------
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/** Sets the current player. This is the player that is used for story mode
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* and achievements. If 'remember_me' is set, this information will be
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* stored in the players.xml file, and automatically loaded next time
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* STK is started.
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* \param Player profile to be the current player.
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* \param remember_me If this player should be marked as default
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* player in players.xml
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*/
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void PlayerManager::setCurrentPlayer(PlayerProfile *player, bool remember_me)
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{
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// Reset current default player
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if(m_current_player)
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m_current_player->setDefault(false);
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m_current_player = player;
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if(m_current_player)
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{
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m_current_player->setDefault(remember_me);
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m_current_player->computeActive();
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}
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} // setCurrentPlayer
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// ----------------------------------------------------------------------------
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