163 lines
5.2 KiB
C++
163 lines
5.2 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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.
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* See the 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, see http://gnu.org/licenses
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*/
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#pragma once
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#include "graphics/core/color.h"
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#include "level/level_category.h"
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#include <string>
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#include <map>
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#include <vector>
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struct LevelInfo
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{
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int numTry = 0;
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bool bPassed = false;
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};
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struct PlayerAppearance
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{
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int face = 0; // face
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int glasses = 0; // glasses
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Gfx::Color colorHair; // hair color
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Gfx::Color colorCombi; // spacesuit volor
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Gfx::Color colorBand; // strips color
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void DefPerso();
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void DefHairColor();
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};
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struct SavedScene
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{
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std::string path;
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std::string name;
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SavedScene(std::string path = "", std::string name = "")
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: path(path), name(name)
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{}
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};
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class CPlayerProfile
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{
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public:
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// Creates CPlayerProfile instance and loads player save data
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CPlayerProfile(std::string playerName);
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~CPlayerProfile();
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// Returns last used player name, or "Player" if none found
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static std::string GetLastName();
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// Returnslist of possible player names
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static std::vector<std::string> GetPlayerList();
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// Creates player save directory (if needed)
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bool Create();
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// Removes player save directory
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bool Delete();
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//! Returns player name
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std::string GetName();
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//! Returns player's save directory path
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std::string GetSaveDir();
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//! Returns path to file inside player's save directory
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std::string GetSaveFile(std::string filename);
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//! Increments level try count
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void IncrementLevelTryCount(LevelCategory cat, int chap, int rank);
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//! Returns try count for given level
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int GetLevelTryCount(LevelCategory cat, int chap, int rank);
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//! Changes level passed status (also updates chapter passed status)
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void SetLevelPassed(LevelCategory cat, int chap, int rank, bool bPassed);
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//! Chenks if the level (or chapter, if rank=0) is passed
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bool GetLevelPassed(LevelCategory cat, int chap, int rank);
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//! Returns the highest chapter accessible in the given category
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int GetChapPassed(LevelCategory cat);
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//! Sets selected chapter for save file
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void SetSelectedChap(LevelCategory category, int chap);
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//! Returns selected chapter from save file
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int GetSelectedChap(LevelCategory category);
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//! Sets selected level for save file
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void SetSelectedRank(LevelCategory category, int rank);
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//! Returns selected level from save file
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int GetSelectedRank(LevelCategory category);
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//! Returns unlocked EnableBuild for free game
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int GetFreeGameBuildUnlock();
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//! Saves unlocked EnableBuild for free game
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void SetFreeGameBuildUnlock(int freeBuild);
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//! Returns unlocked DoneResearch for free game
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int GetFreeGameResearchUnlock();
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//! Saves unlocked DoneResearch for free game
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void SetFreeGameResearchUnlock(int freeResearch);
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//! Returns a reference to PlayerAppearance structure
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PlayerAppearance& GetAppearance();
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//! Loads PlayerAppearance structure
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void LoadAppearance();
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//! Saves PlayerAppearance structure
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void SaveAppearance();
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//! Returns true if player has at least one saved scene
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bool HasAnySavedScene();
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//! Returns list of all saved scenes
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std::vector<SavedScene> GetSavedSceneList();
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//! Saves current scene status
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void SaveScene(std::string dir, std::string info);
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//! Loads scene
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void LoadScene(std::string dir);
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//! Delete saved scene
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bool DeleteScene(std::string dir);
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protected:
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//! Loads LevelInfo data for given category
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void LoadFinishedLevels(LevelCategory category);
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//! Saves LevelInfo data for given category
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void SaveFinishedLevels(LevelCategory category);
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//! Loads free game unlock state
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void LoadFreeGameUnlock();
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//! Saves free game unlock state
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void SaveFreeGameUnlock();
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protected:
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//! Player name
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std::string m_playerName;
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//! Is finished levels file loaded already?
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std::map<LevelCategory, bool> m_levelInfoLoaded;
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//! Level completion info
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std::map<LevelCategory, std::map<int, std::map<int, LevelInfo>>> m_levelInfo;
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//! Selected level chapter
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std::map<LevelCategory, int> m_selectChap;
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//! Selected level rank
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std::map<LevelCategory, int> m_selectRank;
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//! Is freegame save file loaded already?
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bool m_freegameLoaded;
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//! Buildings unlocked for free game
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int m_freegameBuild;
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//! Researches unlocked for free game
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int m_freegameResearch;
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//! Player appearance
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PlayerAppearance m_appearance;
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};
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