/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2015, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.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 */ #include "object/player_profile.h" #include "common/logger.h" #include "common/make_unique.h" #include "common/config_file.h" #include "common/resources/resourcemanager.h" #include "common/resources/inputstream.h" #include "common/resources/outputstream.h" #include "common/restext.h" #include "object/level/parser.h" #include "object/robotmain.h" void PlayerApperance::DefPerso() { this->colorCombi.r = 206.0f/256.0f; this->colorCombi.g = 206.0f/256.0f; this->colorCombi.b = 204.0f/256.0f; // ~white this->colorBand.r = 255.0f/256.0f; this->colorBand.g = 132.0f/256.0f; this->colorBand.b = 1.0f/256.0f; // orange if ( this->face == 0 ) // normal ? { this->glasses = 0; this->colorHair.r = 90.0f/256.0f; this->colorHair.g = 95.0f/256.0f; this->colorHair.b = 85.0f/256.0f; // black } if ( this->face == 1 ) // bald ? { this->glasses = 0; this->colorHair.r = 83.0f/256.0f; this->colorHair.g = 64.0f/256.0f; this->colorHair.b = 51.0f/256.0f; // brown } if ( this->face == 2 ) // carlos ? { this->glasses = 1; this->colorHair.r = 85.0f/256.0f; this->colorHair.g = 48.0f/256.0f; this->colorHair.b = 9.0f/256.0f; // brown } if ( this->face == 3 ) // blond ? { this->glasses = 4; this->colorHair.r = 255.0f/256.0f; this->colorHair.g = 255.0f/256.0f; this->colorHair.b = 181.0f/256.0f; // yellow } this->colorHair.a = 0.0f; this->colorCombi.a = 0.0f; this->colorBand.a = 0.0f; } CPlayerProfile::CPlayerProfile(std::string playerName) { m_playerName = playerName; GetConfigFile().SetStringProperty("Gamer", "LastName", m_playerName); GetConfigFile().Save(); if (!CResourceManager::DirectoryExists(GetSaveDir())) { CResourceManager::CreateDirectory(GetSaveDir()); } m_freegameLoaded = false; for(int i = 0; i < static_cast(LevelCategory::Max); i++) { m_levelInfoLoaded[static_cast(i)] = false; } LoadApperance(); } CPlayerProfile::~CPlayerProfile() { } std::string CPlayerProfile::GetLastName() { std::string name; if(!GetConfigFile().GetStringProperty("Gamer", "LastName", name)) GetResource(RES_TEXT, RT_NAME_DEFAULT, name); return name; } std::vector CPlayerProfile::GetPlayerList() { return CResourceManager::ListDirectories("savegame"); } bool CPlayerProfile::Delete() { return CResourceManager::RemoveDirectory(GetSaveDir()); } std::string CPlayerProfile::GetName() { return m_playerName; } std::string CPlayerProfile::GetSaveDir() { return "savegame/" + m_playerName; } std::string CPlayerProfile::GetSaveFile(std::string filename) { return GetSaveDir() + "/" + filename; } // FINISHED LEVELS void CPlayerProfile::IncrementLevelTryCount(LevelCategory cat, int chap, int rank) { m_levelInfo[cat][chap][rank].numTry ++; SaveFinishedLevels(cat); } int CPlayerProfile::GetLevelTryCount(LevelCategory cat, int chap, int rank) { if(!m_levelInfoLoaded[cat]) LoadFinishedLevels(cat); return m_levelInfo[cat][chap][rank].numTry; } void CPlayerProfile::SetLevelPassed(LevelCategory cat, int chap, int rank, bool bPassed) { m_levelInfo[cat][chap][rank].bPassed = bPassed; SaveFinishedLevels(cat); if (bPassed && rank != 0) { assert(cat == CRobotMain::GetInstancePointer()->GetLevelCategory() && chap == CRobotMain::GetInstancePointer()->GetLevelChap()); //TODO: Refactor UpdateChapterPassed CRobotMain::GetInstancePointer()->UpdateChapterPassed(); } } bool CPlayerProfile::GetLevelPassed(LevelCategory cat, int chap, int rank) { if(!m_levelInfoLoaded[cat]) LoadFinishedLevels(cat); return m_levelInfo[cat][chap][rank].bPassed; } int CPlayerProfile::GetChapPassed(LevelCategory cat) { if ( CRobotMain::GetInstancePointer()->GetShowAll() ) return MAXSCENE; for ( int j = 1; j <= MAXSCENE; j++ ) { if ( !GetLevelPassed(cat, j, 0) ) { return j; } } return MAXSCENE; } void CPlayerProfile::SetSelectedChap(LevelCategory category, int chap) { m_selectChap[category] = chap; SaveFinishedLevels(category); } int CPlayerProfile::GetSelectedChap(LevelCategory category) { if(!m_levelInfoLoaded[category]) LoadFinishedLevels(category); if(m_selectChap[category] < 1) return 1; return m_selectChap[category]; } void CPlayerProfile::SetSelectedRank(LevelCategory category, int rank) { m_selectRank[category] = rank; SaveFinishedLevels(category); } int CPlayerProfile::GetSelectedRank(LevelCategory category) { if(!m_levelInfoLoaded[category]) LoadFinishedLevels(category); if(m_selectRank[category] < 1) return 1; return m_selectRank[category]; } void CPlayerProfile::LoadFinishedLevels(LevelCategory category) { m_levelInfo[category].clear(); std::string filename = GetSaveFile(GetLevelCategoryDir(category)+".gam"); if (!CResourceManager::Exists(filename)) return; CInputStream file; file.open(filename); if (!file.is_open()) { GetLogger()->Error("Unable to read list of finished levels from '%s'\n", filename.c_str()); return; } std::string line; std::getline(file, line); sscanf(line.c_str(), "CurrentChapter=%d CurrentSel=%d\n", &m_selectChap[category], &m_selectRank[category]); while (!file.eof()) { std::getline(file, line); if (line == "") { break; } int chap, rank, numTry, passed; sscanf(line.c_str(), "Chapter %d: Scene %d: numTry=%d passed=%d\n", &chap, &rank, &numTry, &passed); if ( chap < 0 || chap > MAXSCENE ) continue; if ( rank < 0 || rank > MAXSCENE ) continue; m_levelInfo[category][chap][rank].numTry = numTry; m_levelInfo[category][chap][rank].bPassed = passed; } file.close(); m_levelInfoLoaded[category] = true; } void CPlayerProfile::SaveFinishedLevels(LevelCategory category) { std::string filename = GetSaveFile(GetLevelCategoryDir(category)+".gam"); COutputStream file; file.open(filename); if (!file.is_open()) { GetLogger()->Error("Unable to read list of finished missions from '%s'\n", filename.c_str()); return; } file << "CurrentChapter=" << m_selectChap[category] << " CurrentSel=" << m_selectRank[category] << "\n"; for (int chap = 0; chap <= MAXSCENE ; chap++) { if (m_levelInfo[category].find(chap) == m_levelInfo[category].end()) continue; for(int rank = 0; rank <= MAXSCENE; rank++) { if (m_levelInfo[category][chap].find(rank) == m_levelInfo[category][chap].end()) continue; if (m_levelInfo[category][chap][rank].numTry == 0 && !m_levelInfo[category][chap][rank].bPassed) continue; file << "Chapter " << chap << ": Scene " << rank << ": numTry=" << m_levelInfo[category][chap][rank].numTry << " passed=" << (m_levelInfo[category][chap][rank].bPassed ? "1" : "0") << "\n"; } } file.close(); } // FREE GAME UNLOCK int CPlayerProfile::GetFreeGameBuildUnlock() { if(!m_freegameLoaded) LoadFreeGameUnlock(); return m_freegameBuild; } void CPlayerProfile::SetFreeGameBuildUnlock(int freeBuild) { m_freegameBuild = freeBuild; SaveFreeGameUnlock(); } int CPlayerProfile::GetFreeGameResearchUnlock() { if(!m_freegameLoaded) LoadFreeGameUnlock(); return m_freegameResearch; } void CPlayerProfile::SetFreeGameResearchUnlock(int freeResearch) { m_freegameResearch = freeResearch; SaveFreeGameUnlock(); } void CPlayerProfile::LoadFreeGameUnlock() { m_freegameResearch = 0; m_freegameBuild = 0; std::string filename = GetSaveFile("research.gam"); if (!CResourceManager::Exists(filename)) return; CInputStream file; file.open(filename); if (!file.is_open()) { GetLogger()->Error("Unable to read free game unlock state from '%s'\n", filename.c_str()); return; } std::string line; std::getline(file, line); sscanf(line.c_str(), "research=%d build=%d\n", &m_freegameResearch, &m_freegameBuild); file.close(); m_freegameLoaded = false; } void CPlayerProfile::SaveFreeGameUnlock() { std::string filename = GetSaveFile("research.gam"); COutputStream file; file.open(filename); if (!file.is_open()) { GetLogger()->Error("Unable to write free game unlock state to '%s'\n", filename.c_str()); return; } file << "research=" << m_freegameResearch << " build=" << m_freegameBuild << "\n"; file.close(); } // APPERANCE PlayerApperance& CPlayerProfile::GetApperance() { return m_apperance; } void CPlayerProfile::LoadApperance() { m_apperance.face = 0; m_apperance.DefPerso(); std::string filename = GetSaveFile("face.gam"); if (!CResourceManager::Exists(filename)) return; try { CLevelParser apperanceParser(filename); apperanceParser.Load(); CLevelParserLine* line; line = apperanceParser.Get("Head"); m_apperance.face = line->GetParam("face")->AsInt(); m_apperance.glasses = line->GetParam("glasses")->AsInt(); m_apperance.colorHair = line->GetParam("hair")->AsColor(); line = apperanceParser.Get("Body"); m_apperance.colorCombi = line->GetParam("combi")->AsColor(); m_apperance.colorBand = line->GetParam("band")->AsColor(); } catch (CLevelParserException& e) { GetLogger()->Error("Unable to read personalized player apperance: %s\n", e.what()); } } void CPlayerProfile::SaveApperance() { try { CLevelParser apperanceParser(GetSaveFile("face.gam")); CLevelParserLineUPtr line; line = MakeUnique("Head"); line->AddParam("face", MakeUnique(m_apperance.face)); line->AddParam("glasses", MakeUnique(m_apperance.glasses)); line->AddParam("hair", MakeUnique(m_apperance.colorHair)); apperanceParser.AddLine(std::move(line)); line = MakeUnique("Body"); line->AddParam("combi", MakeUnique(m_apperance.colorCombi)); line->AddParam("band", MakeUnique(m_apperance.colorBand)); apperanceParser.AddLine(std::move(line)); apperanceParser.Save(); } catch (CLevelParserException& e) { GetLogger()->Error("Unable to write personalized player apperance: %s\n", e.what()); } } // SAVE / LOAD SCENE void CPlayerProfile::SaveScene(std::string dir, std::string info) { if (!CResourceManager::DirectoryExists(dir)) { CResourceManager::CreateDirectory(dir); } std::string savegameFileName = dir + "/data.sav"; std::string fileCBot = CResourceManager::GetSaveLocation() + "/" + dir + "/cbot.run"; CRobotMain::GetInstancePointer()->IOWriteScene(savegameFileName.c_str(), fileCBot.c_str(), const_cast(info.c_str())); CRobotMain::GetInstancePointer()->MakeSaveScreenshot(dir + "/screen.png"); }