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itgmania212121/src/ProfileManager.cpp
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#include "global.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "RageFile.h"
#include "RageFileManager.h"
#include "GameConstantsAndTypes.h"
#include "SongManager.h"
#include "GameState.h"
#include "Song.h"
#include "Steps.h"
#include "Course.h"
#include "GameManager.h"
#include "ProductInfo.h"
#include "RageUtil.h"
#include "ThemeManager.h"
#include "MemoryCardManager.h"
#include "XmlFile.h"
#include "StepsUtil.h"
#include "Style.h"
#include "HighScore.h"
#include "Character.h"
#include "CharacterManager.h"
ProfileManager* PROFILEMAN = NULL; // global and accessable from anywhere in our program
static void DefaultLocalProfileIDInit( size_t /*PlayerNumber*/ i, RString &sNameOut, RString &defaultValueOut )
{
sNameOut = ssprintf( "DefaultLocalProfileIDP%d", int(i+1) );
defaultValueOut = "";
}
Preference<bool> ProfileManager::m_bProfileStepEdits( "ProfileStepEdits", true );
Preference<bool> ProfileManager::m_bProfileCourseEdits( "ProfileCourseEdits", true );
Preference1D<RString> ProfileManager::m_sDefaultLocalProfileID( DefaultLocalProfileIDInit, NUM_PLAYERS );
const RString NEW_MEM_CARD_NAME = "";
const RString USER_PROFILES_DIR = "/Save/LocalProfiles/";
const RString MACHINE_PROFILE_DIR = "/Save/MachineProfile/";
const RString LAST_GOOD_SUBDIR = "LastGood/";
// Directories to search for a profile if m_sMemoryCardProfileSubdir doesn't
// exist, separated by ";":
static Preference<RString> g_sMemoryCardProfileImportSubdirs( "MemoryCardProfileImportSubdirs", "" );
static RString LocalProfileIDToDir( const RString &sProfileID ) { return USER_PROFILES_DIR + sProfileID + "/"; }
static RString LocalProfileDirToID( const RString &sDir ) { return Basename( sDir ); }
struct DirAndProfile
{
RString sDir;
Profile profile;
};
static vector<DirAndProfile> g_vLocalProfile;
static ThemeMetric<bool> FIXED_PROFILES ( "ProfileManager", "FixedProfiles" );
static ThemeMetric<int> NUM_FIXED_PROFILES ( "ProfileManager", "NumFixedProfiles" );
#define FIXED_PROFILE_CHARACTER_ID( i ) THEME->GetMetric( "ProfileManager", ssprintf("FixedProfileCharacterID%d",int(i+1)) )
ProfileManager::ProfileManager()
{
m_pMachineProfile = new Profile;
FOREACH_PlayerNumber(pn)
m_pMemoryCardProfile[pn] = new Profile;
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "PROFILEMAN" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
}
ProfileManager::~ProfileManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "PROFILEMAN" );
SAFE_DELETE( m_pMachineProfile );
FOREACH_PlayerNumber(pn)
SAFE_DELETE( m_pMemoryCardProfile[pn] );
}
void ProfileManager::Init()
{
FOREACH_PlayerNumber( p )
{
m_bWasLoadedFromMemoryCard[p] = false;
m_bLastLoadWasTamperedOrCorrupt[p] = false;
m_bLastLoadWasFromLastGood[p] = false;
m_bNeedToBackUpLastLoad[p] = false;
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m_bNewProfile[p] = false;
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}
LoadMachineProfile();
RefreshLocalProfilesFromDisk();
if( FIXED_PROFILES )
{
// resize to the fixed number
if( (int)g_vLocalProfile.size() > NUM_FIXED_PROFILES )
g_vLocalProfile.erase( g_vLocalProfile.begin()+NUM_FIXED_PROFILES, g_vLocalProfile.end() );
for( int i=g_vLocalProfile.size(); i<NUM_FIXED_PROFILES; i++ )
{
RString sCharacterID = FIXED_PROFILE_CHARACTER_ID( i );
Character *pCharacter = CHARMAN->GetCharacterFromID( sCharacterID );
ASSERT_M( pCharacter, sCharacterID );
RString sProfileID;
bool b = CreateLocalProfile( pCharacter->GetDisplayName(), sProfileID );
ASSERT( b );
Profile* pProfile = GetLocalProfile( sProfileID );
ASSERT_M( pProfile, sProfileID );
pProfile->m_sCharacterID = sCharacterID;
SaveLocalProfile( sProfileID );
}
ASSERT( (int)g_vLocalProfile.size() == NUM_FIXED_PROFILES );
}
}
bool ProfileManager::FixedProfiles() const
{
return FIXED_PROFILES;
}
ProfileLoadResult ProfileManager::LoadProfile( PlayerNumber pn, RString sProfileDir, bool bIsMemCard )
{
LOG->Trace( "LoadingProfile P%d, %s, %d", pn+1, sProfileDir.c_str(), bIsMemCard );
ASSERT( !sProfileDir.empty() );
ASSERT( sProfileDir.Right(1) == "/" );
m_sProfileDir[pn] = sProfileDir;
m_bWasLoadedFromMemoryCard[pn] = bIsMemCard;
m_bLastLoadWasFromLastGood[pn] = false;
m_bNeedToBackUpLastLoad[pn] = false;
// Try to load the original, non-backup data.
ProfileLoadResult lr = GetProfile(pn)->LoadAllFromDir( m_sProfileDir[pn], PREFSMAN->m_bSignProfileData );
RString sBackupDir = m_sProfileDir[pn] + LAST_GOOD_SUBDIR;
if( lr == ProfileLoadResult_Success )
{
/* Next time the profile is written, move this good profile into LastGood. */
m_bNeedToBackUpLastLoad[pn] = true;
}
m_bLastLoadWasTamperedOrCorrupt[pn] = lr == ProfileLoadResult_FailedTampered;
//
// Try to load from the backup if the original data fails to load
//
if( lr == ProfileLoadResult_FailedTampered )
{
lr = GetProfile(pn)->LoadAllFromDir( sBackupDir, PREFSMAN->m_bSignProfileData );
m_bLastLoadWasFromLastGood[pn] = lr == ProfileLoadResult_Success;
/* If the LastGood profile doesn't exist at all, and the actual profile was failed_tampered,
* then the error should be failed_tampered and not failed_no_profile. */
if( lr == ProfileLoadResult_FailedNoProfile )
{
LOG->Trace( "Profile was corrupt and LastGood for %s doesn't exist; error is ProfileLoadResult_FailedTampered",
sProfileDir.c_str() );
lr = ProfileLoadResult_FailedTampered;
}
}
LOG->Trace( "Done loading profile - result %d", lr );
return lr;
}
bool ProfileManager::LoadLocalProfileFromMachine( PlayerNumber pn )
{
RString sProfileID = m_sDefaultLocalProfileID[pn];
if( sProfileID.empty() )
{
m_sProfileDir[pn] = "";
return false;
}
m_sProfileDir[pn] = LocalProfileIDToDir( sProfileID );
m_bWasLoadedFromMemoryCard[pn] = false;
m_bLastLoadWasFromLastGood[pn] = false;
if( GetLocalProfile(sProfileID) == NULL )
{
m_sProfileDir[pn] = "";
return false;
}
return true;
}
void ProfileManager::GetMemoryCardProfileDirectoriesToTry( vector<RString> &asDirsToTry )
{
/* Try to load the preferred profile. */
asDirsToTry.push_back( PREFSMAN->m_sMemoryCardProfileSubdir );
/* If that failed, try loading from all fallback directories. */
split( g_sMemoryCardProfileImportSubdirs, ";", asDirsToTry, true );
}
bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn, bool bLoadEdits )
{
UnloadProfile( pn );
// mount slot
if( MEMCARDMAN->GetCardState(pn) != MemoryCardState_Ready )
return false;
vector<RString> asDirsToTry;
GetMemoryCardProfileDirectoriesToTry( asDirsToTry );
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m_bNewProfile[pn] = true;
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for( unsigned i = 0; i < asDirsToTry.size(); ++i )
{
const RString &sSubdir = asDirsToTry[i];
RString sDir = MEM_CARD_MOUNT_POINT[pn] + sSubdir + "/";
/* If the load fails with ProfileLoadResult_FailedNoProfile, keep searching. However,
* if it fails with failed_tampered, data existed but couldn't be loaded;
* we don't want to mess with it, since it's confusing and may wipe out
* recoverable backup data. The only time we really want to import data
* is on the very first use, when the new profile doesn't exist at all,
* but we also want to import scores in the case where the player created
* a directory for edits before playing, so keep searching if the directory
* exists with exists with no scores. */
ProfileLoadResult res = LoadProfile( pn, sDir, true );
if( res == ProfileLoadResult_Success )
{
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m_bNewProfile[pn] = false;
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/* If importing, store the directory we imported from, for display purposes. */
if( i > 0 )
m_sProfileDirImportedFrom[pn] = asDirsToTry[i];
break;
}
if( res == ProfileLoadResult_FailedTampered )
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{
m_bNewProfile[pn] = false;
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break;
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}
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}
/* If we imported a profile fallback directory, change the memory card
* directory back to the preferred directory: never write over imported
* scores. */
m_sProfileDir[pn] = MEM_CARD_MOUNT_POINT[pn] + (RString)PREFSMAN->m_sMemoryCardProfileSubdir + "/";
/* Load edits from all fallback directories, newest first. */
if( bLoadEdits )
{
for( unsigned i = 0; i < asDirsToTry.size(); ++i )
{
const RString &sSubdir = asDirsToTry[i];
RString sDir = MEM_CARD_MOUNT_POINT[pn] + sSubdir + "/";
if( m_bProfileStepEdits )
SONGMAN->LoadStepEditsFromProfileDir( sDir, (ProfileSlot) pn );
if( m_bProfileCourseEdits )
SONGMAN->LoadCourseEditsFromProfileDir( sDir, (ProfileSlot) pn );
}
}
return true; // If a card is inserted, we want to use the memory card to save - even if the Profile load failed.
}
bool ProfileManager::LoadFirstAvailableProfile( PlayerNumber pn, bool bLoadEdits )
{
if( LoadProfileFromMemoryCard(pn, bLoadEdits) )
return true;
if( LoadLocalProfileFromMachine(pn) )
return true;
return false;
}
bool ProfileManager::FastLoadProfileNameFromMemoryCard( RString sRootDir, RString &sName ) const
{
vector<RString> asDirsToTry;
GetMemoryCardProfileDirectoriesToTry( asDirsToTry );
for( unsigned i = 0; i < asDirsToTry.size(); ++i )
{
const RString &sSubdir = asDirsToTry[i];
RString sDir = sRootDir + sSubdir + "/";
Profile profile;
ProfileLoadResult res = profile.LoadEditableDataFromDir( sDir );
if( res == ProfileLoadResult_Success )
{
sName = profile.GetDisplayNameOrHighScoreName();
return true;
}
else if( res != ProfileLoadResult_FailedNoProfile )
break;
}
return false;
}
bool ProfileManager::SaveProfile( PlayerNumber pn ) const
{
if( m_sProfileDir[pn].empty() )
return false;
/*
* If the profile we're writing was loaded from the primary (non-backup)
* data, then we've validated it and know it's good. Before writing our
* new data, move the old, good data to the backup. (Only do this once;
* if we save the profile more than once, we haven't re-validated the
* newly written data.)
*/
if( m_bNeedToBackUpLastLoad[pn] )
{
m_bNeedToBackUpLastLoad[pn] = false;
RString sBackupDir = m_sProfileDir[pn] + LAST_GOOD_SUBDIR;
Profile::MoveBackupToDir( m_sProfileDir[pn], sBackupDir );
}
bool b = GetProfile(pn)->SaveAllToDir( m_sProfileDir[pn], PREFSMAN->m_bSignProfileData );
return b;
}
bool ProfileManager::SaveLocalProfile( RString sProfileID )
{
const Profile *pProfile = GetLocalProfile( sProfileID );
ASSERT( pProfile != NULL );
RString sDir = LocalProfileIDToDir( sProfileID );
bool b = pProfile->SaveAllToDir( sDir, PREFSMAN->m_bSignProfileData );
return b;
}
void ProfileManager::UnloadProfile( PlayerNumber pn )
{
m_sProfileDir[pn] = "";
m_sProfileDirImportedFrom[pn] = "";
m_bWasLoadedFromMemoryCard[pn] = false;
m_bLastLoadWasTamperedOrCorrupt[pn] = false;
m_bLastLoadWasFromLastGood[pn] = false;
m_bNeedToBackUpLastLoad[pn] = false;
m_pMemoryCardProfile[pn]->InitAll();
SONGMAN->FreeAllLoadedFromProfile( (ProfileSlot) pn );
}
const Profile* ProfileManager::GetProfile( PlayerNumber pn ) const
{
ASSERT( pn >= 0 && pn < NUM_PLAYERS );
if( m_sProfileDir[pn].empty() )
{
// return an empty profile
return m_pMemoryCardProfile[pn];
}
else if( ProfileWasLoadedFromMemoryCard(pn) )
{
return m_pMemoryCardProfile[pn];
}
else
{
RString sProfileID = LocalProfileDirToID( m_sProfileDir[pn] );
return GetLocalProfile( sProfileID );
}
}
RString ProfileManager::GetPlayerName( PlayerNumber pn ) const
{
const Profile *prof = GetProfile( pn );
return prof ? prof->GetDisplayNameOrHighScoreName() : RString();
}
void ProfileManager::UnloadAllLocalProfiles()
{
g_vLocalProfile.clear();
}
void ProfileManager::RefreshLocalProfilesFromDisk()
{
UnloadAllLocalProfiles();
vector<RString> vsProfileID;
GetDirListing( USER_PROFILES_DIR + "*", vsProfileID, true, true );
FOREACH_CONST( RString, vsProfileID, p )
{
g_vLocalProfile.push_back( DirAndProfile() );
DirAndProfile &dap = g_vLocalProfile.back();
dap.sDir = *p + "/";
dap.profile.LoadAllFromDir( dap.sDir, PREFSMAN->m_bSignProfileData );
}
}
const Profile *ProfileManager::GetLocalProfile( const RString &sProfileID ) const
{
RString sDir = LocalProfileIDToDir( sProfileID );
FOREACH_CONST( DirAndProfile, g_vLocalProfile, dap )
{
const RString &sOther = dap->sDir;
if( sOther == sDir )
return &dap->profile;
}
return NULL;
}
bool ProfileManager::CreateLocalProfile( RString sName, RString &sProfileIDOut )
{
ASSERT( !sName.empty() );
// Find a directory directory name that's a number greater than all
// existing numbers. This preserves the "order by create date".
int iMaxProfileNumber = -1;
vector<RString> vs;
GetLocalProfileIDs( vs );
FOREACH_CONST( RString, vs, s )
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iMaxProfileNumber = StringToInt( *s );
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int iProfileNumber = iMaxProfileNumber + 1;
RString sProfileID = ssprintf( "%08d", iProfileNumber );
// Create the new profile.
Profile *pProfile = new Profile;
pProfile->m_sDisplayName = sName;
pProfile->m_sCharacterID = CHARMAN->GetRandomCharacter()->m_sCharacterID;
// Save it to disk.
RString sProfileDir = LocalProfileIDToDir( sProfileID );
if( !pProfile->SaveAllToDir(sProfileDir, PREFSMAN->m_bSignProfileData) )
{
delete pProfile;
sProfileIDOut = "";
return false;
}
AddLocalProfileByID( pProfile, sProfileID );
sProfileIDOut = sProfileID;
return true;
}
void ProfileManager::AddLocalProfileByID( Profile *pProfile, RString sProfileID )
{
// make sure this id doesn't already exist
ASSERT_M( GetLocalProfile(sProfileID) == NULL,
ssprintf("creating \"%s\" \"%s\" that already exists",
pProfile->m_sDisplayName.c_str(), sProfileID.c_str()) );
// insert
g_vLocalProfile.push_back( DirAndProfile() );
DirAndProfile &dap = g_vLocalProfile.back();
dap.sDir = LocalProfileIDToDir( sProfileID );
dap.profile = *pProfile;
}
bool ProfileManager::RenameLocalProfile( RString sProfileID, RString sNewName )
{
ASSERT( !sProfileID.empty() );
Profile *pProfile = ProfileManager::GetLocalProfile( sProfileID );
ASSERT( pProfile );
pProfile->m_sDisplayName = sNewName;
RString sProfileDir = LocalProfileIDToDir( sProfileID );
return pProfile->SaveAllToDir( sProfileDir, PREFSMAN->m_bSignProfileData );
}
bool ProfileManager::DeleteLocalProfile( RString sProfileID )
{
Profile *pProfile = ProfileManager::GetLocalProfile( sProfileID );
ASSERT( pProfile );
RString sProfileDir = LocalProfileIDToDir( sProfileID );
FOREACH( DirAndProfile, g_vLocalProfile, i )
{
if( i->sDir == sProfileDir )
{
if( DeleteRecursive(sProfileDir) )
{
g_vLocalProfile.erase( i );
// Delete all references to this profileID
FOREACH_CONST( Preference<RString>*, m_sDefaultLocalProfileID.m_v, j )
{
if( (*j)->Get() == sProfileID )
(*j)->Set( "" );
}
return true;
}
else
{
return false;
}
}
}
LOG->Warn( "DeleteLocalProfile: ProfileID '%s' doesn't exist", sProfileID.c_str() );
return false;
}
void ProfileManager::SaveMachineProfile() const
{
// If the machine name has changed, make sure we use the new name.
// It's important that this name be applied before the Player profiles
// are saved, so that the Player's profiles show the right machine name.
const_cast<ProfileManager *> (this)->m_pMachineProfile->m_sDisplayName = PREFSMAN->m_sMachineName;
m_pMachineProfile->SaveAllToDir( MACHINE_PROFILE_DIR, false ); /* don't sign machine profiles */
}
void ProfileManager::LoadMachineProfile()
{
ProfileLoadResult lr = m_pMachineProfile->LoadAllFromDir(MACHINE_PROFILE_DIR, false);
if( lr == ProfileLoadResult_FailedNoProfile )
{
m_pMachineProfile->InitAll();
m_pMachineProfile->SaveAllToDir( MACHINE_PROFILE_DIR, PREFSMAN->m_bSignProfileData );
}
// If the machine name has changed, make sure we use the new name
m_pMachineProfile->m_sDisplayName = PREFSMAN->m_sMachineName;
LoadMachineProfileEdits();
}
void ProfileManager::LoadMachineProfileEdits()
{
SONGMAN->FreeAllLoadedFromProfile( ProfileSlot_Machine );
SONGMAN->LoadStepEditsFromProfileDir( MACHINE_PROFILE_DIR, ProfileSlot_Machine );
SONGMAN->LoadCourseEditsFromProfileDir( MACHINE_PROFILE_DIR, ProfileSlot_Machine );
}
bool ProfileManager::ProfileWasLoadedFromMemoryCard( PlayerNumber pn ) const
{
return !m_sProfileDir[pn].empty() && m_bWasLoadedFromMemoryCard[pn];
}
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bool ProfileManager::ProfileFromMemoryCardIsNew( PlayerNumber pn ) const
{
return GetProfile(pn) && m_bWasLoadedFromMemoryCard[pn] && m_bNewProfile[pn];
}
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bool ProfileManager::LastLoadWasTamperedOrCorrupt( PlayerNumber pn ) const
{
return !m_sProfileDir[pn].empty() && m_bLastLoadWasTamperedOrCorrupt[pn];
}
bool ProfileManager::LastLoadWasFromLastGood( PlayerNumber pn ) const
{
return !m_sProfileDir[pn].empty() && m_bLastLoadWasFromLastGood[pn];
}
const RString& ProfileManager::GetProfileDir( ProfileSlot slot ) const
{
switch( slot )
{
case ProfileSlot_Player1:
case ProfileSlot_Player2:
return m_sProfileDir[slot];
case ProfileSlot_Machine:
return MACHINE_PROFILE_DIR;
default:
ASSERT(0);
}
}
RString ProfileManager::GetProfileDirImportedFrom( ProfileSlot slot ) const
{
switch( slot )
{
case ProfileSlot_Player1:
case ProfileSlot_Player2:
return m_sProfileDirImportedFrom[slot];
case ProfileSlot_Machine:
return RString();
default:
ASSERT(0);
}
}
const Profile* ProfileManager::GetProfile( ProfileSlot slot ) const
{
switch( slot )
{
case ProfileSlot_Player1:
case ProfileSlot_Player2:
return GetProfile( (PlayerNumber)slot );
case ProfileSlot_Machine:
return m_pMachineProfile;
default:
ASSERT(0);
}
}
//
// General
//
void ProfileManager::IncrementToastiesCount( PlayerNumber pn )
{
if( IsPersistentProfile(pn) )
++GetProfile(pn)->m_iNumToasties;
++GetMachineProfile()->m_iNumToasties;
}
void ProfileManager::AddStepTotals( PlayerNumber pn, int iNumTapsAndHolds, int iNumJumps, int iNumHolds, int iNumRolls, int iNumMines, int iNumHands, int iNumLifts, float fCaloriesBurned )
{
if( IsPersistentProfile(pn) )
GetProfile(pn)->AddStepTotals( iNumTapsAndHolds, iNumJumps, iNumHolds, iNumRolls, iNumMines, iNumHands, iNumLifts, fCaloriesBurned );
GetMachineProfile()->AddStepTotals( iNumTapsAndHolds, iNumJumps, iNumHolds, iNumRolls, iNumMines, iNumHands, iNumLifts, fCaloriesBurned );
}
//
// Song stats
//
int ProfileManager::GetSongNumTimesPlayed( const Song* pSong, ProfileSlot slot ) const
{
return GetProfile(slot)->GetSongNumTimesPlayed( pSong );
}
void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
{
HighScore hs = hs_;
hs.SetPercentDP( max(0, hs.GetPercentDP()) ); // bump up negative scores
iPersonalIndexOut = -1;
iMachineIndexOut = -1;
// In event mode, set the score's name immediately to the Profile's last
// used name. If no profile last used name exists, use "EVNT".
if( GAMESTATE->IsEventMode() )
{
Profile* pProfile = GetProfile(pn);
if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
hs.SetName( pProfile->m_sLastUsedHighScoreName );
else
hs.SetName( "EVNT" );
}
else
{
hs.SetName( RANKING_TO_FILL_IN_MARKER[pn] );
}
//
// save high score
//
if( IsPersistentProfile(pn) )
GetProfile(pn)->AddStepsHighScore( pSong, pSteps, hs, iPersonalIndexOut );
// don't save machine scores for a failed song
if( hs.GetPercentDP() >= PREFSMAN->m_fMinPercentageForMachineSongHighScore &&
hs.GetGrade() != Grade_Failed )
{
// don't leave machine high scores for edits loaded from the player's card
if( !pSteps->IsAPlayerEdit() )
GetMachineProfile()->AddStepsHighScore( pSong, pSteps, hs, iMachineIndexOut );
}
/*
// save recent score
if( IsPersistentProfile(pn) )
GetProfile(pn)->SaveStepsRecentScore( pSong, pSteps, hs );
GetMachineProfile()->SaveStepsRecentScore( pSong, pSteps, hs );
*/
}
void ProfileManager::IncrementStepsPlayCount( const Song* pSong, const Steps* pSteps, PlayerNumber pn )
{
if( IsPersistentProfile(pn) )
GetProfile(pn)->IncrementStepsPlayCount( pSong, pSteps );
GetMachineProfile()->IncrementStepsPlayCount( pSong, pSteps );
}
// Course stats
void ProfileManager::AddCourseScore( const Course* pCourse, const Trail* pTrail, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
{
HighScore hs = hs_;
hs.SetPercentDP(max( 0, hs.GetPercentDP()) ); // bump up negative scores
iPersonalIndexOut = -1;
iMachineIndexOut = -1;
// In event mode, set the score's name immediately to the Profile's last
// used name. If no profile last used name exists, use "EVNT".
if( GAMESTATE->IsEventMode() )
{
Profile* pProfile = GetProfile(pn);
if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
hs.SetName( pProfile->m_sLastUsedHighScoreName );
else
hs.SetName( "EVNT" );
}
else
{
hs.SetName( RANKING_TO_FILL_IN_MARKER[pn] );
}
// save high score
if( IsPersistentProfile(pn) )
GetProfile(pn)->AddCourseHighScore( pCourse, pTrail, hs, iPersonalIndexOut );
if( hs.GetPercentDP() >= PREFSMAN->m_fMinPercentageForMachineCourseHighScore )
GetMachineProfile()->AddCourseHighScore( pCourse, pTrail, hs, iMachineIndexOut );
/*
// save recent score
if( IsPersistentProfile(pn) )
GetProfile(pn)->SaveCourseRecentScore( pCourse, pTrail, hs );
GetMachineProfile()->SaveCourseRecentScore( pCourse, pTrail, hs );
*/
}
void ProfileManager::IncrementCoursePlayCount( const Course* pCourse, const Trail* pTrail, PlayerNumber pn )
{
if( IsPersistentProfile(pn) )
GetProfile(pn)->IncrementCoursePlayCount( pCourse, pTrail );
GetMachineProfile()->IncrementCoursePlayCount( pCourse, pTrail );
}
// Category stats
void ProfileManager::AddCategoryScore( StepsType st, RankingCategory rc, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
{
HighScore hs = hs_;
hs.SetName( RANKING_TO_FILL_IN_MARKER[pn] );
if( IsPersistentProfile(pn) )
GetProfile(pn)->AddCategoryHighScore( st, rc, hs, iPersonalIndexOut );
if( hs.GetPercentDP() > PREFSMAN->m_fMinPercentageForMachineSongHighScore )
GetMachineProfile()->AddCategoryHighScore( st, rc, hs, iMachineIndexOut );
}
void ProfileManager::IncrementCategoryPlayCount( StepsType st, RankingCategory rc, PlayerNumber pn )
{
if( IsPersistentProfile(pn) )
GetProfile(pn)->IncrementCategoryPlayCount( st, rc );
GetMachineProfile()->IncrementCategoryPlayCount( st, rc );
}
bool ProfileManager::IsPersistentProfile( ProfileSlot slot ) const
{
switch( slot )
{
case ProfileSlot_Player1:
case ProfileSlot_Player2:
return GAMESTATE->IsHumanPlayer((PlayerNumber)slot) && !m_sProfileDir[slot].empty();
case ProfileSlot_Machine:
return true;
default:
ASSERT(0);
return false;
}
}
void ProfileManager::GetLocalProfileIDs( vector<RString> &vsProfileIDsOut ) const
{
vsProfileIDsOut.clear();
FOREACH_CONST( DirAndProfile, g_vLocalProfile, i)
{
RString sID = LocalProfileDirToID( i->sDir );
vsProfileIDsOut.push_back( sID );
}
}
void ProfileManager::GetLocalProfileDisplayNames( vector<RString> &vsProfileDisplayNamesOut ) const
{
vsProfileDisplayNamesOut.clear();
FOREACH_CONST( DirAndProfile, g_vLocalProfile, i)
vsProfileDisplayNamesOut.push_back( i->profile.m_sDisplayName );
}
int ProfileManager::GetLocalProfileIndexFromID( RString sProfileID ) const
{
RString sDir = LocalProfileIDToDir( sProfileID );
FOREACH_CONST( DirAndProfile, g_vLocalProfile, i )
{
if( i->sDir == sDir )
return i - g_vLocalProfile.begin();
}
return -1;
}
RString ProfileManager::GetLocalProfileIDFromIndex( int iIndex )
{
RString sID = LocalProfileDirToID( g_vLocalProfile[iIndex].sDir );
return sID;
}
Profile *ProfileManager::GetLocalProfileFromIndex( int iIndex )
{
return &g_vLocalProfile[iIndex].profile;
}
int ProfileManager::GetNumLocalProfiles() const
{
return g_vLocalProfile.size();
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ProfileManager. */
class LunaProfileManager: public Luna<ProfileManager>
{
public:
static int IsPersistentProfile( T* p, lua_State *L ) { lua_pushboolean(L, p->IsPersistentProfile(Enum::Check<PlayerNumber>(L, 1)) ); return 1; }
static int GetProfile( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1); Profile* pP = p->GetProfile(pn); ASSERT(pP); pP->PushSelf(L); return 1; }
static int GetMachineProfile( T* p, lua_State *L ) { p->GetMachineProfile()->PushSelf(L); return 1; }
static int SaveMachineProfile( T* p, lua_State *L ) { p->SaveMachineProfile(); return 0; }
static int GetLocalProfile( T* p, lua_State *L )
{
Profile *pProfile = p->GetLocalProfile(SArg(1));
if( pProfile )
pProfile->PushSelf(L);
else
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lua_pushnil(L);
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return 1;
}
static int GetLocalProfileFromIndex( T* p, lua_State *L ) { Profile *pProfile = p->GetLocalProfileFromIndex(IArg(1)); ASSERT(pProfile); pProfile->PushSelf(L); return 1; }
static int GetLocalProfileIDFromIndex( T* p, lua_State *L ) { lua_pushstring(L, p->GetLocalProfileIDFromIndex(IArg(1)) ); return 1; }
static int GetLocalProfileIndexFromID( T* p, lua_State *L ) { lua_pushnumber(L, p->GetLocalProfileIndexFromID(SArg(1)) ); return 1; }
static int GetNumLocalProfiles( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumLocalProfiles() ); return 1; }
static int GetProfileDir( T* p, lua_State *L ) { lua_pushstring(L, p->GetProfileDir(Enum::Check<ProfileSlot>(L, 1)) ); return 1; }
static int IsSongNew( T* p, lua_State *L ) { lua_pushboolean(L, p->IsSongNew(Luna<Song>::check(L,1)) ); return 1; }
static int ProfileWasLoadedFromMemoryCard( T* p, lua_State *L ) { lua_pushboolean(L, p->ProfileWasLoadedFromMemoryCard(Enum::Check<PlayerNumber>(L, 1)) ); return 1; }
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LunaProfileManager()
{
ADD_METHOD( IsPersistentProfile );
ADD_METHOD( GetProfile );
ADD_METHOD( GetMachineProfile );
ADD_METHOD( SaveMachineProfile );
ADD_METHOD( GetLocalProfile );
ADD_METHOD( GetLocalProfileFromIndex );
ADD_METHOD( GetLocalProfileIDFromIndex );
ADD_METHOD( GetLocalProfileIndexFromID );
ADD_METHOD( GetNumLocalProfiles );
ADD_METHOD( GetProfileDir );
ADD_METHOD( IsSongNew );
ADD_METHOD( ProfileWasLoadedFromMemoryCard );
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}
};
LUA_REGISTER_CLASS( ProfileManager )
// lua end
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/