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LevelPackManager.cpp
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LevelPackManager.cpp
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/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"LevelPackManager.h"
#include
"LevelPack.h"
#include
"FileManager.h"
#include
<stdio.h>
void
LevelPackManager::loadLevelPack
(
std
::
string
path
){
//Load the levelpack.
LevelPack
*
levelpack
=
new
LevelPack
();
levelpack
->
loadLevels
(
path
+
"/levels.lst"
);
//Check if the entry doesn't already exist.
if
(
levelpacks
.
find
(
levelpack
->
levelpackName
)
!=
levelpacks
.
end
()){
cerr
<<
"WARNING: Levelpack entry
\"
"
+
levelpack
->
levelpackName
+
"
\"
already exist."
<<
endl
;
return
;
}
//It doesn't exist so add it.
levelpacks
[
levelpack
->
levelpackName
]
=
levelpack
;
}
void
LevelPackManager::addLevelPack
(
LevelPack
*
levelpack
){
//Check if the entry doesn't already exist.
if
(
levelpacks
.
find
(
levelpack
->
levelpackName
)
!=
levelpacks
.
end
()){
cerr
<<
"WARNING: Levelpack entry
\"
"
+
levelpack
->
levelpackName
+
"
\"
already exist."
<<
endl
;
return
;
}
//It doesn't exist so add it.
levelpacks
[
levelpack
->
levelpackName
]
=
levelpack
;
}
void
LevelPackManager::removeLevelPack
(
std
::
string
name
){
std
::
map
<
std
::
string
,
LevelPack
*>::
iterator
it
=
levelpacks
.
find
(
name
);
//Check if the entry exists.
if
(
it
!=
levelpacks
.
end
()){
levelpacks
.
erase
(
it
);
}
else
{
cerr
<<
"WARNING: Levelpack entry
\"
"
+
name
+
"
\"
doesn't exist."
<<
endl
;
}
}
LevelPack
*
LevelPackManager::getLevelPack
(
std
::
string
name
){
return
levelpacks
[
name
];
}
vector
<
string
>
LevelPackManager
::
enumLevelPacks
(
int
type
){
//The vector that will be returned.
vector
<
string
>
v
;
//Now do the type dependent adding.
switch
(
type
){
case
ALL_PACKS
:
{
std
::
map
<
std
::
string
,
LevelPack
*>::
iterator
i
;
for
(
i
=
levelpacks
.
begin
();
i
!=
levelpacks
.
end
();
++
i
){
//We add everything except the "Custom Levels" pack since that's also in "Levels".
if
(
i
->
first
!=
"Custom Levels"
)
v
.
push_back
(
i
->
first
);
}
break
;
}
case
CUSTOM_PACKS
:
{
std
::
map
<
std
::
string
,
LevelPack
*>::
iterator
i
;
for
(
i
=
levelpacks
.
begin
();
i
!=
levelpacks
.
end
();
++
i
){
//Only add levelpacks that are under the custom folder OR if it's the "Custom Levels" levelpack.
if
(
i
->
second
->
levelpackPath
.
find
(
getUserPath
(
USER_DATA
)
+
"custom/"
)
==
0
||
i
->
first
==
"Custom Levels"
){
v
.
push_back
(
i
->
first
);
}
}
break
;
}
}
//And return the vector.
return
v
;
}
void
LevelPackManager
::
updateLanguage
(){
std
::
map
<
std
::
string
,
LevelPack
*>::
iterator
i
;
for
(
i
=
levelpacks
.
begin
();
i
!=
levelpacks
.
end
();
++
i
){
i
->
second
->
updateLanguage
();
}
}
LevelPackManager
::~
LevelPackManager
(){
//We call destroy().
destroy
();
}
void
LevelPackManager
::
destroy
(){
//Loop through the levelpacks and delete them.
std
::
map
<
std
::
string
,
LevelPack
*>::
iterator
i
;
for
(
i
=
levelpacks
.
begin
();
i
!=
levelpacks
.
end
();
++
i
){
delete
i
->
second
;
}
levelpacks
.
clear
();
}
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