stk-code_catmod/src/achievements/achievements_status.cpp

270 lines
9.3 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013-2015 Glenn De Jonghe
// (C) 2014-2015 Joerg Henrichs
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "achievements/achievements_status.hpp"
#include "achievements/achievement_info.hpp"
#include "achievements/achievements_manager.hpp"
#include "config/player_manager.hpp"
#include "io/utf_writer.hpp"
#include "utils/log.hpp"
#include "utils/ptr_vector.hpp"
#include "utils/translation.hpp"
#include <sstream>
#include <fstream>
#include <stdlib.h>
#include <assert.h>
// ----------------------------------------------------------------------------
/** Constructor for an Achievement.
*/
AchievementsStatus::AchievementsStatus()
{
m_valid = true;
m_online = true;
for (unsigned int i=0; i<ACHIEVE_DATA_NUM; i++)
{
m_variables[i].counter = 0;
}
} // AchievementsStatus
// ----------------------------------------------------------------------------
/** Removes all achievements.
*/
AchievementsStatus::~AchievementsStatus()
{
std::map<uint32_t, Achievement *>::iterator it;
for (it = m_achievements.begin(); it != m_achievements.end(); ++it) {
delete it->second;
}
m_achievements.clear();
} // ~AchievementsStatus
// ----------------------------------------------------------------------------
/** Loads the saved state of all achievements from an XML file.
* \param input The XML node to load the data from.
*/
void AchievementsStatus::load(const XMLNode * input)
{
std::vector<XMLNode*> xml_achievements;
input->getNodes("achievement", xml_achievements);
for (unsigned int i = 0; i < xml_achievements.size(); i++)
{
uint32_t achievement_id(0);
xml_achievements[i]->get("id", &achievement_id);
Achievement * achievement = getAchievement(achievement_id);
if (achievement == NULL)
{
Log::warn("AchievementsStatus",
"Found saved achievement data for a non-existent "
"achievement. Discarding.");
continue;
}
achievement->load(xml_achievements[i]);
} // for i in xml_achievements
// Load achievement data
int data_version = -1;
const XMLNode *n = input->getNode("data");
if (n!=NULL)
n->get("version", &data_version);
if (data_version == DATA_VERSION)
{
std::vector<XMLNode*> xml_achievement_data;
input->getNodes("var", xml_achievement_data);
for (unsigned int i = 0; i < xml_achievement_data.size(); i++)
{
if (i>=ACHIEVE_DATA_NUM)
{
Log::warn("AchievementsStatus",
"Found more saved achievement data "
"than there should be. Discarding.");
continue;
}
xml_achievement_data[i]->get("counter",&m_variables[i].counter);
}
}
// If there is nothing valid to load ; we keep the init values
} // load
// ----------------------------------------------------------------------------
void AchievementsStatus::add(Achievement *achievement)
{
m_achievements[achievement->getID()] = achievement;
} // add
// ----------------------------------------------------------------------------
/** Saves the achievement status to a file. Achievements are stored as part
* of the player data file players.xml.
* \param out File to write to.
*/
void AchievementsStatus::save(UTFWriter &out)
{
out << " <achievements online=\"" << m_online << "\"> \n";
std::map<uint32_t, Achievement*>::const_iterator i;
for(i = m_achievements.begin(); i != m_achievements.end(); i++)
{
if (i->second != NULL)
i->second->save(out);
}
out << " <data version=\"1\"/>\n";
for(int i=0;i<ACHIEVE_DATA_NUM;i++)
{
out << " <var counter=\"" << m_variables[i].counter << "\"/>\n";
}
out << " </achievements>\n";
} // save
// ----------------------------------------------------------------------------
Achievement * AchievementsStatus::getAchievement(uint32_t id)
{
if ( m_achievements.find(id) != m_achievements.end())
return m_achievements[id];
return NULL;
} // getAchievement
// ----------------------------------------------------------------------------
/** Synchronises the achievements between local and online usage. It takes
* the list of online achievements, and marks them all to be achieved
* locally. Then it issues 'achieved' requests to the server for all local
* achievements that are not set online.
*/
void AchievementsStatus::sync(const std::vector<uint32_t> & achieved_ids)
{
std::vector<bool> done;
for(unsigned int i =0; i < achieved_ids.size(); ++i)
{
if(done.size()< achieved_ids[i]+1)
done.resize(achieved_ids[i]+1);
done[achieved_ids[i]] = true;
Achievement * achievement = getAchievement(achieved_ids[i]);
if(achievement != NULL)
achievement->setAchieved();
}
std::map<uint32_t, Achievement*>::iterator i;
// String to collect all local ids that are not synched
// to the online account
std::string ids;
for(i=m_achievements.begin(); i!=m_achievements.end(); i++)
{
unsigned int id = i->second->getID();
if(i->second->isAchieved() && (id>=done.size() || !done[id]) )
{
ids=ids+StringUtils::toString(id)+",";
}
}
if(ids.size()>0)
{
ids = ids.substr(0, ids.size() - 1); // delete the last "," in the string
Log::info("Achievements", "Synching achievement %s to server.",
ids.c_str());
Online::HTTPRequest * request = new Online::HTTPRequest(true, 2);
PlayerManager::setUserDetails(request, "achieving");
request->addParameter("achievementid", ids);
request->queue();
}
} // sync
/* This function checks over achievements to update their goals
FIXME It is currently hard-coded to specific achievements,
until it can entirely supersedes the previous system and
removes its complications. */
void AchievementsStatus::updateAchievementsProgress(unsigned int achieve_data_id)
{
Achievement *gold_driver = PlayerManager::getCurrentAchievementsStatus()->getAchievement(AchievementInfo::ACHIEVE_GOLD_DRIVER);
Achievement *unstoppable = PlayerManager::getCurrentAchievementsStatus()->getAchievement(AchievementInfo::ACHIEVE_UNSTOPPABLE);
if (!unstoppable->isAchieved())
{
unstoppable->reset();
unstoppable->increase("wins", "wins", m_variables[ACHIEVE_CONS_WON_RACES].counter);
}
if (!gold_driver->isAchieved())
{
gold_driver->reset();
gold_driver->increase("standard", "standard", m_variables[ACHIEVE_WON_NORMAL_RACES].counter);
gold_driver->increase("std_timetrial", "std_timetrial", m_variables[ACHIEVE_WON_TT_RACES].counter);
gold_driver->increase("follow_leader", "follow_leader", m_variables[ACHIEVE_WON_FTL_RACES].counter);
}
}
// ----------------------------------------------------------------------------
void AchievementsStatus::increaseDataVar(unsigned int achieve_data_id, int increase)
{
if (achieve_data_id<ACHIEVE_DATA_NUM)
{
m_variables[achieve_data_id].counter += increase;
updateAchievementsProgress(achieve_data_id);
if (m_variables[achieve_data_id].counter > 10000000)
m_variables[achieve_data_id].counter = 10000000;
}
#ifdef DEBUG
else
{
Log::error("Achievements", "Achievement data id %i don't match any variable.",
achieve_data_id);
}
#endif
} // increaseDataVar
// ----------------------------------------------------------------------------
void AchievementsStatus::resetDataVar(unsigned int achieve_data_id)
{
if (achieve_data_id<ACHIEVE_DATA_NUM)
{
m_variables[achieve_data_id].counter = 0;
}
#ifdef DEBUG
else
{
Log::error("Achievements", "Achievement data id %i don't match any variable.",
achieve_data_id);
}
#endif
} // resetDataVar
// ----------------------------------------------------------------------------
void AchievementsStatus::onRaceEnd()
{
//reset all values that need to be reset
std::map<uint32_t, Achievement *>::iterator iter;
for ( iter = m_achievements.begin(); iter != m_achievements.end(); ++iter ) {
iter->second->onRaceEnd();
}
} // onRaceEnd
// ----------------------------------------------------------------------------
void AchievementsStatus::onLapEnd()
{
//reset all values that need to be reset
std::map<uint32_t, Achievement *>::iterator iter;
for (iter = m_achievements.begin(); iter != m_achievements.end(); ++iter) {
iter->second->onLapEnd();
}
} // onLapEnd