/** 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
示例#2
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/** 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