/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * 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, see http://gnu.org/licenses */ #pragma once #include "graphics/core/color.h" #include "level/level_category.h" #include #include #include struct LevelInfo { int numTry = 0; bool bPassed = false; }; struct PlayerAppearance { int face = 0; // face int glasses = 0; // glasses Gfx::Color colorHair; // hair color Gfx::Color colorCombi; // spacesuit volor Gfx::Color colorBand; // strips color void DefPerso(); void DefHairColor(); }; struct SavedScene { std::string path; std::string name; SavedScene(std::string path = "", std::string name = "") : path(path), name(name) {} }; class CPlayerProfile { public: // Creates CPlayerProfile instance and loads player save data CPlayerProfile(std::string playerName); ~CPlayerProfile(); // Returns last used player name, or "Player" if none found static std::string GetLastName(); // Returnslist of possible player names static std::vector GetPlayerList(); // Creates player save directory (if needed) bool Create(); // Removes player save directory bool Delete(); //! Returns player name std::string GetName(); //! Returns player's save directory path std::string GetSaveDir(); //! Returns path to file inside player's save directory std::string GetSaveFile(std::string filename); //! Increments level try count void IncrementLevelTryCount(LevelCategory cat, int chap, int rank); //! Returns try count for given level int GetLevelTryCount(LevelCategory cat, int chap, int rank); //! Changes level passed status (also updates chapter passed status) void SetLevelPassed(LevelCategory cat, int chap, int rank, bool bPassed); //! Chenks if the level (or chapter, if rank=0) is passed bool GetLevelPassed(LevelCategory cat, int chap, int rank); //! Returns the highest chapter accessible in the given category int GetChapPassed(LevelCategory cat); //! Sets selected chapter for save file void SetSelectedChap(LevelCategory category, int chap); //! Returns selected chapter from save file int GetSelectedChap(LevelCategory category); //! Sets selected level for save file void SetSelectedRank(LevelCategory category, int rank); //! Returns selected level from save file int GetSelectedRank(LevelCategory category); //! Returns unlocked EnableBuild for free game int GetFreeGameBuildUnlock(); //! Saves unlocked EnableBuild for free game void SetFreeGameBuildUnlock(int freeBuild); //! Returns unlocked DoneResearch for free game int GetFreeGameResearchUnlock(); //! Saves unlocked DoneResearch for free game void SetFreeGameResearchUnlock(int freeResearch); //! Returns a reference to PlayerAppearance structure PlayerAppearance& GetAppearance(); //! Loads PlayerAppearance structure void LoadAppearance(); //! Saves PlayerAppearance structure void SaveAppearance(); //! Returns true if player has at least one saved scene bool HasAnySavedScene(); //! Returns list of all saved scenes std::vector GetSavedSceneList(); //! Saves current scene status void SaveScene(std::string dir, std::string info); //! Loads scene void LoadScene(std::string dir); //! Delete saved scene bool DeleteScene(std::string dir); protected: //! Loads LevelInfo data for given category void LoadFinishedLevels(LevelCategory category); //! Saves LevelInfo data for given category void SaveFinishedLevels(LevelCategory category); //! Loads free game unlock state void LoadFreeGameUnlock(); //! Saves free game unlock state void SaveFreeGameUnlock(); protected: //! Player name std::string m_playerName; //! Is finished levels file loaded already? std::map m_levelInfoLoaded; //! Level completion info std::map>> m_levelInfo; //! Selected level chapter std::map m_selectChap; //! Selected level rank std::map m_selectRank; //! Is freegame save file loaded already? bool m_freegameLoaded; //! Buildings unlocked for free game int m_freegameBuild; //! Researches unlocked for free game int m_freegameResearch; //! Player appearance PlayerAppearance m_appearance; };