colobot/colobot-base/level/player_profile.cpp

574 lines
16 KiB
C++

/*
* 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
*/
#include "level/player_profile.h"
#include "common/config_file.h"
#include "common/logger.h"
#include "common/restext.h"
#include "common/resources/inputstream.h"
#include "common/resources/outputstream.h"
#include "common/resources/resourcemanager.h"
#include "level/robotmain.h"
#include "level/parser/parser.h"
void PlayerAppearance::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 = 74.0f / 256.0f;
this->colorHair.g = 58.0f / 256.0f;
this->colorHair.b = 46.0f / 256.0f; // brown
}
if ( this->face == 2 ) // carlos ?
{
this->glasses = 1;
this->colorHair.r = 70.0f / 256.0f;
this->colorHair.g = 40.0f / 256.0f;
this->colorHair.b = 9.0f/256.0f; // brown
}
if ( this->face == 3 ) // blond ? -> ginger ?
{
this->glasses = 4;
this->colorHair.r = 74.0f / 256.0f;
this->colorHair.g = 16.0f / 256.0f;
this->colorHair.b = 0.0f / 256.0f; // yellow, changed to ginger
}
this->colorHair.a = 0.0f;
this->colorCombi.a = 0.0f;
this->colorBand.a = 0.0f;
}
void PlayerAppearance::DefHairColor()
{
if (this->face == 0) // normal ?
{
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->colorHair.r = 74.0f / 256.0f;
this->colorHair.g = 58.0f / 256.0f;
this->colorHair.b = 46.0f / 256.0f; // brown
}
if (this->face == 2) // carlos ?
{
this->colorHair.r = 70.0f / 256.0f;
this->colorHair.g = 40.0f / 256.0f;
this->colorHair.b = 9.0f / 256.0f; // brown
}
if (this->face == 3) // blond ? -> ginger ?
{
this->colorHair.r = 74.0f / 256.0f;
this->colorHair.g = 16.0f / 256.0f;
this->colorHair.b = 0.0f / 256.0f; // yellow, changed to ginger
}
this->colorHair.a = 0.0f;
}
CPlayerProfile::CPlayerProfile(std::string playerName)
{
m_playerName = playerName;
GetConfigFile().SetStringProperty("Gamer", "LastName", m_playerName);
GetConfigFile().Save();
m_freegameLoaded = false;
m_freegameBuild = 0;
m_freegameResearch = 0;
for(int i = 0; i < static_cast<int>(LevelCategory::Max); i++)
{
m_levelInfoLoaded[static_cast<LevelCategory>(i)] = false;
}
LoadAppearance();
}
CPlayerProfile::~CPlayerProfile()
{
}
std::string CPlayerProfile::GetLastName()
{
std::string name;
if(!GetConfigFile().GetStringProperty("Gamer", "LastName", name) || name.empty())
GetResource(RES_TEXT, RT_NAME_DEFAULT, name);
return name;
}
std::vector<std::string> CPlayerProfile::GetPlayerList()
{
return CResourceManager::ListDirectories("savegame");
}
bool CPlayerProfile::Create()
{
if (!CResourceManager::DirectoryExists(GetSaveDir()))
{
return CResourceManager::CreateNewDirectory(GetSaveDir());
}
return true;
}
bool CPlayerProfile::Delete()
{
return CResourceManager::RemoveExistingDirectory(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-1;
}
}
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();
}
// APPEARANCE
PlayerAppearance& CPlayerProfile::GetAppearance()
{
return m_appearance;
}
void CPlayerProfile::LoadAppearance()
{
m_appearance.face = 0;
m_appearance.DefPerso();
std::string filename = GetSaveFile("face.gam");
if (!CResourceManager::Exists(filename))
return;
try
{
CLevelParser appearanceParser(filename);
appearanceParser.Load();
CLevelParserLine* line;
line = appearanceParser.Get("Head");
m_appearance.face = line->GetParam("face")->AsInt();
m_appearance.glasses = line->GetParam("glasses")->AsInt();
m_appearance.colorHair = line->GetParam("hair")->AsColor();
line = appearanceParser.Get("Body");
m_appearance.colorCombi = line->GetParam("combi")->AsColor();
m_appearance.colorBand = line->GetParam("band")->AsColor();
}
catch (CLevelParserException& e)
{
GetLogger()->Error("Unable to read personalized player appearance: %s\n", e.what());
}
}
void CPlayerProfile::SaveAppearance()
{
try
{
CLevelParser appearanceParser(GetSaveFile("face.gam"));
CLevelParserLineUPtr line;
line = std::make_unique<CLevelParserLine>("Head");
line->AddParam("face", std::make_unique<CLevelParserParam>(m_appearance.face));
line->AddParam("glasses", std::make_unique<CLevelParserParam>(m_appearance.glasses));
line->AddParam("hair", std::make_unique<CLevelParserParam>(m_appearance.colorHair));
appearanceParser.AddLine(std::move(line));
line = std::make_unique<CLevelParserLine>("Body");
line->AddParam("combi", std::make_unique<CLevelParserParam>(m_appearance.colorCombi));
line->AddParam("band", std::make_unique<CLevelParserParam>(m_appearance.colorBand));
appearanceParser.AddLine(std::move(line));
appearanceParser.Save();
}
catch (CLevelParserException& e)
{
GetLogger()->Error("Unable to write personalized player appearance: %s\n", e.what());
}
}
// SAVE / LOAD SCENE
bool CPlayerProfile::HasAnySavedScene()
{
auto saveDirs = CResourceManager::ListDirectories(GetSaveDir());
for (auto dir : saveDirs)
{
if (CResourceManager::Exists(GetSaveFile(dir + "/data.sav")))
{
return true;
}
}
return false;
}
std::vector<SavedScene> CPlayerProfile::GetSavedSceneList()
{
auto saveDirs = CResourceManager::ListDirectories(GetSaveDir());
std::map<int, SavedScene> sortedSaveDirs;
for (auto dir : saveDirs)
{
std::string savegameFile = GetSaveFile(dir+"/data.sav");
if (CResourceManager::Exists(savegameFile) && CResourceManager::GetFileSize(savegameFile) > 0)
{
CLevelParser levelParser(savegameFile);
levelParser.Load();
CLevelParserLine* line = levelParser.GetIfDefined("Created");
int time = line != nullptr ? line->GetParam("date")->AsInt() : 0;
try
{
sortedSaveDirs[time] = SavedScene(GetSaveFile(dir), levelParser.Get("Title")->GetParam("text")->AsString());
}
catch (CLevelParserException &e)
{
GetLogger()->Error("Error trying to load savegame title: %s\n", e.what());
}
}
}
std::vector<SavedScene> result;
for (auto dir : sortedSaveDirs)
{
result.push_back(dir.second);
}
return result;
}
void CPlayerProfile::SaveScene(std::string dir, std::string info)
{
if (!CResourceManager::DirectoryExists(dir))
{
CResourceManager::CreateNewDirectory(dir);
}
CRobotMain::GetInstancePointer()->IOWriteScene(dir + "/data.sav", dir + "/cbot.run", dir + "/screen.png", info.c_str());
}
void CPlayerProfile::LoadScene(std::string dir)
{
CLevelParser levelParser(dir + "/data.sav");
levelParser.Load();
LevelCategory cat;
int chap;
int rank;
CLevelParserLine* line = levelParser.Get("Mission");
cat = GetLevelCategoryFromDir(line->GetParam("base")->AsString());
if(!m_levelInfoLoaded[cat])
LoadFinishedLevels(cat);
rank = line->GetParam("rank")->AsInt();
if (cat == LevelCategory::CustomLevels)
{
chap = 0;
std::string dir = line->GetParam("dir")->AsString();
CRobotMain::GetInstancePointer()->UpdateCustomLevelList();
auto customLevelList = CRobotMain::GetInstancePointer()->GetCustomLevelList();
for (unsigned int i = 0; i < customLevelList.size(); i++)
{
if (customLevelList[i] == dir)
{
chap = i+1;
break;
}
}
if (chap == 0) return; //TODO: Exception
}
else
{
if(line->GetParam("chap")->IsDefined())
{
chap = line->GetParam("chap")->AsInt();
}
else
{
// Backwards compatibility
chap = rank/100;
rank = rank%100;
}
}
CRobotMain::GetInstancePointer()->SetLevel(cat, chap, rank);
CRobotMain::GetInstancePointer()->SetReadScene(dir);
CRobotMain::GetInstancePointer()->ChangePhase(PHASE_SIMUL);
}
bool CPlayerProfile::DeleteScene(std::string dir)
{
if (CResourceManager::DirectoryExists(dir))
{
return CResourceManager::RemoveExistingDirectory(dir);
}
return false;
}