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Savegame.h
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115 lines (89 loc) · 3.28 KB
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/*
Greyout - a colourful platformer about love
Greyout is Copyright (c)2011-2014 Janek Schäfer
This file is part of Greyout.
Greyout 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 3 of the License, or
(at your option) any later version.
Greyout 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, see <http://www.gnu.org/licenses/>.
Please direct any feedback, questions or comments to
Janek Schäfer (foxblock), foxblock_at_gmail_dot_com
*/
#ifndef SAVEGAME_H
#define SAVEGAME_H
#include <map>
#include "PenjinTypes.h"
#include "Encryption.h"
#define SAVEGAME Savegame::getSavegame()
/**
Save progress to and load from a file (encrypted)
Also provides functions for generic data saving and loading
Chapter progress is saved by the highest level reached
**/
class Savegame
{
private:
Savegame();
static Savegame *self;
public:
virtual ~Savegame();
static Savegame* getSavegame();
/// all writers return true on success and false otherwise
// set the savegame file, also tries to load progress if file is found
virtual bool setFile(CRstring filename);
// enable/disable encryption for saving
virtual void setEncryption(CRbool useEncryption);
// save progress to file
virtual bool save();
// clear progress
virtual bool clear();
// generic data getter and setter, if overwrite is true the new value will be
// written without prior check of existance of the key
virtual string getData(CRstring key) const;
virtual bool writeData(CRstring key, CRstring value, CRbool overwrite=true);
virtual bool hasData(CRstring key) const;
// temporary data will not be saved to disk and can be used without calling setFile
virtual string getTempData(CRstring key) const;
virtual bool writeTempData(CRstring key, CRstring value, CRbool overwrite=true);
virtual bool hasTempData(CRstring key) const;
struct ChapterStats
{
int progress;
int bestSpeedrunTime;
};
// wrappers for getData and writeData
// will check whether passed progress is greater than loaded if overwrite is false
virtual int getChapterProgress(CRstring chapterFile);
virtual bool setChapterProgress(CRstring chapterFile, CRint progress, CRbool overwrite=false);
virtual ChapterStats getChapterStats(CRstring chapterFile);
virtual bool setChapterStats(CRstring chapterFile, ChapterStats newStats, CRbool overwrite=false);
struct LevelStats
{
int bestSpeedrunTime;
int totalDeaths;
int totalResets;
int timesAttempted;
int timesCompleted;
int totalTimeOnLevel;
};
virtual bool setLevelStats(CRstring levelFile, LevelStats newStats, CRbool overwrite=false);
virtual LevelStats getLevelStats(CRstring levelFile);
// set this to false to disable saving after data operation
bool autoSave;
protected:
map<string,string> data;
map<string,string> tempData;
map<string,LevelStats> levelDataCache;
map<string,ChapterStats> chapterDataCache;
string filename;
bool encrypt;
Encryption crypt;
private:
};
#endif // SAVEGAME_H