git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10848 178a84e3-b1eb-0310-8ba1-8eac791a3b58
185 lines
6.3 KiB
C++
185 lines
6.3 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2010 SuperTuxKart-Team
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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 "challenges/game_slot.hpp"
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#include "challenges/challenge_data.hpp"
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#include "challenges/unlock_manager.hpp"
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#include "io/xml_writer.hpp"
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//-----------------------------------------------------------------------------
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bool GameSlot::isLocked(const std::string& feature)
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{
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return m_locked_features.find(feature)!=m_locked_features.end();
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} // featureIsLocked
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//-----------------------------------------------------------------------------
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void GameSlot::computeActive()
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{
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m_points = 0;
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std::map<std::string, Challenge*>::const_iterator i;
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for(i = m_challenges_state.begin();
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i != m_challenges_state.end(); i++)
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{
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// Changed challenge
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// -----------------
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if((i->second)->isSolvedAtAnyDifficulty())
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{
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// The constructor calls computeActive, which actually locks
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// all features, so unlock the solved ones (and don't try to
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// save the state, since we are currently reading it)
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if (i->second->isSolved(RaceManager::RD_EASY))
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{
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unlockFeature(i->second, RaceManager::RD_EASY, /*save*/ false);
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}
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if (i->second->isSolved(RaceManager::RD_MEDIUM))
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{
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unlockFeature(i->second, RaceManager::RD_MEDIUM, /*save*/ false);
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}
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if (i->second->isSolved(RaceManager::RD_HARD))
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{
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unlockFeature(i->second, RaceManager::RD_HARD, /*save*/ false);
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}
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m_points++;
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}
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else
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{
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// Otherwise lock the feature
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// --------------------------
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lockFeature(i->second);
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}
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if (i->second->isSolved(RaceManager::RD_HARD))
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{
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// challenge beaten at hardest, nothing more to do here
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continue;
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}
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else if (i->second->isSolved(RaceManager::RD_MEDIUM))
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{
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i->second->setActive(RaceManager::RD_HARD);
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}
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else if (i->second->isSolved(RaceManager::RD_EASY))
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{
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i->second->setActive(RaceManager::RD_HARD);
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i->second->setActive(RaceManager::RD_MEDIUM);
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}
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else
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{
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i->second->setActive(RaceManager::RD_HARD);
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i->second->setActive(RaceManager::RD_MEDIUM);
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i->second->setActive(RaceManager::RD_EASY);
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}
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} // for i
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clearUnlocked();
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} // computeActive
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//-----------------------------------------------------------------------------
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void GameSlot::lockFeature(Challenge *challenge)
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{
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const std::vector<ChallengeData::UnlockableFeature>& features = challenge->getData()->getFeatures();
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const unsigned int amount = (unsigned int)features.size();
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for(unsigned int n=0; n<amount; n++)
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m_locked_features[features[n].m_name]=true;
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} // lockFeature
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//-----------------------------------------------------------------------------
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void GameSlot::unlockFeature(Challenge* c, RaceManager::Difficulty d, bool do_save)
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{
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const unsigned int amount = (unsigned int)c->getData()->getFeatures().size();
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for(unsigned int n=0; n<amount; n++)
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{
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std::string feature = c->getData()->getFeatures()[n].m_name;
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std::map<std::string,bool>::iterator p=m_locked_features.find(feature);
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if(p==m_locked_features.end())
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{
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//fprintf(stderr,"Unlocking feature '%s' failed: feature is not locked.\n",
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// (feature).c_str());
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return;
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}
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m_locked_features.erase(p);
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}
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// Add to list of recently unlocked features
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m_unlocked_features.push_back(c->getData());
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c->setSolved(d); // reset isActive flag
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// Save the new unlock information
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if(do_save) unlock_manager->save();
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} // unlockFeature
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//-----------------------------------------------------------------------------
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/** This is called when a race is finished. Call all active challenges
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*/
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void GameSlot::raceFinished()
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{
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printf("=== Race finished ===\n");
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std::map<std::string, Challenge*>::const_iterator i;
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for(i = m_challenges_state.begin();
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i != m_challenges_state.end(); i++)
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{
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if(i->second->isActive(race_manager->getDifficulty()) && i->second->getData()->raceFinished())
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{
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unlockFeature(i->second, race_manager->getDifficulty());
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} // if isActive && challenge solved
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}
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//race_manager->setCoinTarget(0); //reset
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} // raceFinished
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//-----------------------------------------------------------------------------
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void GameSlot::grandPrixFinished()
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{
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std::map<std::string, Challenge*>::const_iterator i;
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for(i = m_challenges_state.begin();
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i != m_challenges_state.end(); i++)
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{
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if(i->second->isActive(race_manager->getDifficulty()) &&
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i->second->getData()->grandPrixFinished())
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{
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printf("===== A FEATURE WAS UNLOCKED BECAUSE YOU WON THE GP!! ==\n");
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unlockFeature(i->second, race_manager->getDifficulty());
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}
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}
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race_manager->setCoinTarget(0);
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} // grandPrixFinished
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//-----------------------------------------------------------------------------
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void GameSlot::save(XMLWriter& out)
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{
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out << L" <gameslot player=\"" << m_player_name.c_str() << L"\" kart=\""
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<< m_kart_ident.c_str() << L"\">\n";
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std::map<std::string, Challenge*>::const_iterator i;
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for(i = m_challenges_state.begin();
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i != m_challenges_state.end(); i++)
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{
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if (i->second != NULL)
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i->second->save(out);
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}
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out << " </gameslot>\n";
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}
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