2003-07-09 03:10:01 +00:00
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#ifndef UNLOCK_SYSTEM_H
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#define UNLOCK_SYSTEM_H
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#include "Grade.h"
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2004-01-25 16:24:34 +00:00
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#include <set>
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2003-07-09 03:10:01 +00:00
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/*
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-----------------------------------------------------------------------------
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Class: UnlockSystem
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Desc: The unlock system for Stepmania.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Kevin Slaughter
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2003-07-10 07:22:31 +00:00
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Andrew Wong
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2003-07-09 03:10:01 +00:00
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-----------------------------------------------------------------------------
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*/
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2003-07-09 04:46:24 +00:00
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class Song;
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2004-01-24 23:40:40 +00:00
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enum UnlockType
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{
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UNLOCK_ARCADE_POINTS,
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UNLOCK_DANCE_POINTS,
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UNLOCK_SONG_POINTS,
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UNLOCK_EXTRA_CLEARED,
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UNLOCK_EXTRA_FAILED,
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UNLOCK_TOASTY,
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UNLOCK_CLEARED,
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NUM_UNLOCK_TYPES
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};
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2003-08-11 20:57:57 +00:00
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struct UnlockEntry
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2003-07-09 03:10:01 +00:00
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{
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UnlockEntry();
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2003-07-18 07:34:43 +00:00
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2003-07-18 06:38:05 +00:00
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CString m_sSongName;
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2003-07-09 03:10:01 +00:00
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2003-07-18 06:38:05 +00:00
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/* A cached pointer to the song or course this entry refers to. Only one of
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* these will be non-NULL. */
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Song *m_pSong;
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Course *m_pCourse;
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2003-07-16 12:58:02 +00:00
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2004-01-24 23:40:40 +00:00
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float m_fRequired[NUM_UNLOCK_TYPES];
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2004-01-25 16:24:34 +00:00
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int m_iCode;
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2003-07-09 03:10:01 +00:00
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2003-07-18 06:38:05 +00:00
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bool IsCourse() const { return m_pCourse != NULL; }
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2003-07-09 03:10:01 +00:00
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2004-01-25 16:24:34 +00:00
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bool IsLocked() const;
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2003-07-09 03:10:01 +00:00
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};
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class UnlockSystem
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{
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2004-01-24 19:39:18 +00:00
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friend struct UnlockEntry;
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2003-07-09 03:10:01 +00:00
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public:
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UnlockSystem();
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2003-07-10 11:24:16 +00:00
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2004-01-24 22:55:59 +00:00
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// returns # of points till next unlock - used for ScreenUnlock
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float PointsUntilNextUnlock( UnlockType t ) const;
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float ArcadePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_ARCADE_POINTS); }
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float DancePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_DANCE_POINTS); }
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float SongPointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_SONG_POINTS); }
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2003-07-10 11:24:16 +00:00
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2003-07-18 06:38:05 +00:00
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// Used on select screens:
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2003-07-09 04:46:24 +00:00
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bool SongIsLocked( const Song *song );
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2003-07-15 08:00:59 +00:00
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bool SongIsRoulette( const Song *song );
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bool CourseIsLocked( const Course *course );
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2003-07-15 08:00:59 +00:00
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// executed when program is first executed
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bool LoadFromDATFile();
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2003-07-09 03:10:01 +00:00
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2003-07-25 00:03:05 +00:00
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// Gets number of unlocks for title screen
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int GetNumUnlocks() const;
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2004-01-24 23:40:40 +00:00
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void UpdateSongs();
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2003-07-11 09:35:28 +00:00
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// functions that add to values
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void UnlockAddAP(Grade credit);
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void UnlockAddAP(float credit);
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void UnlockAddDP(float credit);
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void UnlockAddSP(Grade credit);
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void UnlockAddSP(float credit);
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void UnlockClearExtraStage();
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void UnlockFailExtraStage();
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void UnlockClearStage();
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void UnlockToasty();
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2003-07-15 08:00:59 +00:00
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2004-01-25 16:24:34 +00:00
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void UnlockCode( int num );
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// unlocks the song's code
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void UnlockSong( const Song *song );
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2003-07-09 03:10:01 +00:00
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2003-08-11 20:57:57 +00:00
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UnlockEntry *FindLockEntry( CString lockname );
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2003-07-18 06:38:05 +00:00
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2004-01-24 22:55:59 +00:00
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// All locked songs are stored here
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vector<UnlockEntry> m_SongEntries;
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private:
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// read and write unlock in values
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bool ReadValues();
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bool WriteValues() const;
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2003-08-11 20:57:57 +00:00
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UnlockEntry *FindSong( const Song *pSong );
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UnlockEntry *FindCourse( const Course *pCourse );
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2003-07-15 08:00:59 +00:00
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2004-01-24 19:39:18 +00:00
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// unlock values, cached
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float m_fScores[NUM_UNLOCK_TYPES];
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2004-01-25 16:24:34 +00:00
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set<int> m_UnlockedCodes;
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set<int> m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted
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2003-07-09 03:10:01 +00:00
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};
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2004-02-21 01:06:35 +00:00
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extern UnlockSystem* UNLOCKMAN; // global and accessable from anywhere in program
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2003-07-09 03:10:01 +00:00
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#endif
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