/** Called at the end of a race. Updates highscores, pauses the game, and * informs the unlock manager about the finished race. This function must * be called after all other stats were updated from the different game * modes. */ void World::terminateRace() { m_schedule_pause = false; m_schedule_unpause = false; // Update the estimated finishing time for all karts that haven't // finished yet. const unsigned int kart_amount = getNumKarts(); for(unsigned int i = 0; i < kart_amount ; i++) { if(!m_karts[i]->hasFinishedRace() && !m_karts[i]->isEliminated()) { m_karts[i]->finishedRace(estimateFinishTimeForKart(m_karts[i])); } } // i<kart_amount // Update highscores, and retrieve the best highscore if relevant // to show it in the GUI int best_highscore_rank = -1; int best_finish_time = -1; std::string highscore_who = ""; StateManager::ActivePlayer* best_player = NULL; updateHighscores(&best_highscore_rank, &best_finish_time, &highscore_who, &best_player); unlock_manager->getCurrentSlot()->raceFinished(); if (m_race_gui) m_race_gui->clearAllMessages(); // we can't delete the race gui here, since it is needed in case of // a restart: the constructor of it creates some textures which assume // that no scene nodes exist. In case of a restart there are scene nodes, // so we can't create the race gui again, so we keep it around // and save the pointer. assert(m_saved_race_gui==NULL); m_saved_race_gui = m_race_gui; RaceResultGUI* results = RaceResultGUI::getInstance(); m_race_gui = results; if (best_highscore_rank > 0) { results->setHighscore(highscore_who, best_player, best_highscore_rank, best_finish_time); } else { results->clearHighscores(); } StateManager::get()->pushScreen(results); WorldStatus::terminateRace(); } // terminateRace
/** Called at the end of a race. Updates highscores, pauses the game, and * informs the unlock manager about the finished race. This function must * be called after all other stats were updated from the different game * modes. */ void World::terminateRace() { m_schedule_pause = false; m_schedule_unpause = false; // Update the estimated finishing time for all karts that haven't // finished yet. const unsigned int kart_amount = getNumKarts(); for(unsigned int i = 0; i < kart_amount ; i++) { if(!m_karts[i]->hasFinishedRace() && !m_karts[i]->isEliminated()) { m_karts[i]->finishedRace(estimateFinishTimeForKart(m_karts[i])); } } // i<kart_amount // Update highscores, and retrieve the best highscore if relevant // to show it in the GUI int best_highscore_rank = -1; int best_finish_time = -1; std::string highscore_who = ""; StateManager::ActivePlayer* best_player = NULL; if (!this->isNetworkWorld()) { updateHighscores(&best_highscore_rank, &best_finish_time, &highscore_who, &best_player); } // Check achievements PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_COLUMBUS, getTrack()->getIdent(), 1); if (raceHasLaps()) { PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_MARATHONER, "laps", race_manager->getNumLaps()); } Achievement *achiev = PlayerManager::getCurrentAchievementsStatus()->getAchievement(AchievementInfo::ACHIEVE_GOLD_DRIVER); if (achiev) { std::string mode_name = getIdent(); // Get the race mode name int winner_position = 1; unsigned int opponents = achiev->getInfo()->getGoalValue("opponents"); // Get the required opponents number if (mode_name == IDENT_FTL) { winner_position = 2; opponents++; } for(unsigned int i = 0; i < kart_amount; i++) { // Retrieve the current player StateManager::ActivePlayer* p = m_karts[i]->getController()->getPlayer(); if (p && p->getConstProfile() == PlayerManager::getCurrentPlayer()) { // Check if the player has won if (m_karts[i]->getPosition() == winner_position && kart_amount > opponents ) { // Update the achievement mode_name = StringUtils::toLowerCase(mode_name); if (achiev->getValue("opponents") <= 0) PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_GOLD_DRIVER, "opponents", opponents); PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_GOLD_DRIVER, mode_name, 1); } } } // for i < kart_amount } // if (achiev) Achievement *win = PlayerManager::getCurrentAchievementsStatus()->getAchievement(AchievementInfo::ACHIEVE_UNSTOPPABLE); //if achivement has been unlocked if (win->getValue("wins") < 5 ) { for(unsigned int i = 0; i < kart_amount; i++) { // Retrieve the current player StateManager::ActivePlayer* p = m_karts[i]->getController()->getPlayer(); if (p && p->getConstProfile() == PlayerManager::getCurrentPlayer()) { // Check if the player has won if (m_karts[i]->getPosition() == 1 ) { // Increase number of consecutive wins PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_UNSTOPPABLE, "wins", 1); } else { //Set number of consecutive wins to 0 win->reset(); } } } } PlayerManager::getCurrentPlayer()->raceFinished(); if (m_race_gui) m_race_gui->clearAllMessages(); // we can't delete the race gui here, since it is needed in case of // a restart: the constructor of it creates some textures which assume // that no scene nodes exist. In case of a restart there are scene nodes, // so we can't create the race gui again, so we keep it around // and save the pointer. assert(m_saved_race_gui==NULL); m_saved_race_gui = m_race_gui; RaceResultGUI* results = RaceResultGUI::getInstance(); m_race_gui = results; if (best_highscore_rank > 0) { results->setHighscore(highscore_who, best_player, best_highscore_rank, best_finish_time); } else { results->clearHighscores(); } results->push(); WorldStatus::terminateRace(); } // terminateRace