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[Enigma-cvs] enigma/src levels.cc,NONE,1.1
From: |
Daniel Heck <address@hidden> |
Subject: |
[Enigma-cvs] enigma/src levels.cc,NONE,1.1 |
Date: |
Sun, 16 Nov 2003 18:15:26 +0000 |
Update of /cvsroot/enigma/enigma/src
In directory subversions:/tmp/cvs-serv16540/src
Added Files:
levels.cc
Log Message:
New file
--- NEW FILE: levels.cc ---
/*
* Copyright (C) 2003 Daniel Heck
*
* 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 2
* 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, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
*
* $Id: levels.cc,v 1.1 2003/11/16 18:15:24 dheck Exp $
*/
#include "levels.hh"
#include "options.hh"
#include "game.hh"
using namespace levels;
using namespace enigma;
/* -------------------- LevelStatus -------------------- */
LevelStatus::LevelStatus(int easy, int hard, int finished_, int solved_rev)
: time_easy (easy),
time_hard (hard),
finished (finished_),
solved_revision (solved_rev)
{
}
bool LevelStatus::operator == (const LevelStatus& other) const
{
return (time_easy == other.time_easy &&
time_hard == other.time_hard &&
finished == other.finished &&
solved_revision == other.solved_revision);
}
/* -------------------- LevelPack -------------------- */
bool LevelPack::get_status (size_t index, LevelStatus &levelstat) {
return options::GetLevelStatus (get_name(), get_info(index)->filename,
levelstat);
}
void LevelPack::set_status (size_t index, const LevelStatus &levelstat) {
options::SetLevelStatus (get_name(), get_info(index)->filename, levelstat);
}
bool LevelPack::set_level_time (size_t index, int difficulty, int time)
{
int revision = get_revision_number (index);
LevelStatus levelstat (-1, -1, difficulty, revision);
if (get_status (index, levelstat)) {
if (levelstat.finished == 0 ||
(levelstat.solved_revision >= 1 && levelstat.solved_revision <
revision))
{
// reset level status if level marked as not finished (the
// user can do so explicitly in the level menu) or if only
// an old revision of the level was solved.
levelstat.time_hard = -1;
levelstat.time_easy = -1;
levelstat.finished = 0;
}
levelstat.finished |= difficulty;
levelstat.solved_revision = revision;
}
bool new_record = false;
int& time_curr = (difficulty == enigma::DIFFICULTY_EASY)
? levelstat.time_easy : levelstat.time_hard;
if (time_curr > time || time_curr == -1) {
time_curr = time;
new_record = true;
}
set_status (index, levelstat);
return new_record;
}
int LevelPack::get_par_time (size_t index, int difficulty)
{
const LevelInfo &levelinfo = *get_info(index);
int par_time = difficulty == DIFFICULTY_HARD
? levelinfo.best_time_normal
: levelinfo.best_time_easy;
if (par_time == LevelInfo::DEFAULT_TIME)
return -1;
else
return par_time;
}
string LevelPack::get_par_holder (size_t index, int difficulty) {
const LevelInfo &levelinfo = *get_info(index);
return difficulty == DIFFICULTY_HARD
? levelinfo.best_time_normal_by
: levelinfo.best_time_easy_by;
}
int LevelPack::get_best_user_time (size_t index)
{
const LevelInfo &levelinfo = *get_info(index);
LevelStatus levelstat;
int best_user_time = -1;
if (get_status (index, levelstat)) {
if (levelinfo.has_easymode) {
if ((levelstat.finished & GetDifficulty()) != 0) {
best_user_time = (GetDifficulty() == DIFFICULTY_HARD)
? levelstat.time_hard
: levelstat.time_easy;
}
}
else {
// If level is the same in easy and hard mode use the user's
// best time in either difficulty level.
if (levelstat.finished) {
if (levelstat.time_hard > 0)
best_user_time = levelstat.time_hard;
if (levelstat.time_easy > 0 && (levelstat.time_easy <
best_user_time || best_user_time<0))
best_user_time = levelstat.time_easy;
}
}
if (levelstat.solved_revision < levelinfo.revision)
best_user_time = -1;
}
assert (best_user_time >= -1);
return best_user_time;
}
bool LevelPack::is_solved (size_t index, int difficulty)
{
const LevelInfo &levelinfo = *get_info(index);
LevelStatus levelstat;
if (get_status(index, levelstat))
return ((levelstat.finished & difficulty) ||
(!levelinfo.has_easymode && levelstat.finished));
return false;
}
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