Ejemplo n.º 1
0
void
SavegameManager::store(Savegame& arg_savegame)
{
  Savegame* savegame = new Savegame(arg_savegame);
  SavegameTable::iterator i = find(savegame->get_filename());
  if (i == savegames.end())
  { // don't know anything about the savegame
    savegames.push_back(savegame);
  }
  else
  { // already have such a savegame
    if ((*i)->get_status() == Savegame::FINISHED
        && savegame->get_status() == Savegame::ACCESSIBLE)
    { // saved savegame is better then new game
      delete savegame;
    }
    else
    { // new game is better or equal, save it
      delete *i;
      *i = savegame;
    }
  }

  flush();
}
Ejemplo n.º 2
0
void
Levelset::refresh()
{
  for(std::vector<Level*>::iterator i = levels.begin(); i != levels.end(); ++i)
    {
      Savegame* savegame = SavegameManager::instance()->get((*i)->resname);

      if (savegame)
        {
          (*i)->accessible = (savegame->get_status() != Savegame::NONE);
          (*i)->finished   = (savegame->get_status() == Savegame::FINISHED);
        }
    }

  if (!levels.empty())
    {
      levels[0]->accessible = true; 
      for(std::vector<Level*>::size_type i = 0; i < levels.size()-1; ++i)
        if (levels[i]->finished)
          levels[i+1]->accessible = true;
    }

  completion = 0;
  for(std::vector<Level*>::iterator i = levels.begin(); i != levels.end(); ++i)
    if ((*i)->finished)
      completion += 1;
  completion = Math::clamp(0, completion * 100 / int(levels.size()), 100);
}
Ejemplo n.º 3
0
bool
LevelDot::finished()
{
  Savegame* savegame = SavegameManager::instance()->get(plf.get_resname());
  if (savegame && savegame->get_status() == Savegame::FINISHED)
    return true;
  else
    return false;
}
Ejemplo n.º 4
0
bool
LevelDot::accessible()
{
  Savegame* savegame = SavegameManager::instance()->get(plf.get_resname());
  if (savegame && savegame->get_status() != Savegame::NONE)
    return true;
  else
    return false;
}
Ejemplo n.º 5
0
void
LevelDot::draw(DrawingContext& gc)
{
  Vector2i mpos
    = gc.screen_to_world(Vector2i(Input::Controller::current()->get_pointer(Input::STANDARD_POINTER)->get_pos()));

  float x = static_cast<float>(mpos.x) - pos.x;
  float y = static_cast<float>(mpos.y) - pos.y;

  bool highlight = false;

  if (Math::sqrt(x*x + y*y) < 30.0f)
    highlight = true;

  Savegame* savegame = SavegameManager::instance()->get(plf.get_resname());
  if (savegame
      && (savegame->get_status() == Savegame::FINISHED
          || savegame->get_status() == Savegame::ACCESSIBLE))
  {
    if (savegame->get_status() == Savegame::FINISHED)
      if (highlight)
      {
        gc.draw (highlight_green_dot_sur, pos);
      }
      else
      {
        gc.draw (green_dot_sur, pos);
      }
    else
      if (highlight)
        gc.draw (highlight_red_dot_sur, pos);
      else
        gc.draw (red_dot_sur, pos);
  }
  else
  {
    gc.draw (inaccessible_dot_sur, pos);
  }
}
Ejemplo n.º 6
0
void
LevelDot::unlock()
{
  Savegame* savegame = SavegameManager::instance()->get(plf.get_resname());
  if (savegame == 0 || savegame->get_status() == Savegame::NONE)
  {
    Savegame savegame_(plf.get_resname(),
                       Savegame::ACCESSIBLE,
                       0,
                       0);
    SavegameManager::instance()->store(savegame_);
  }
  else
  {
  }
}