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itgmania212121/stepmania/src/HighScore.h
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#ifndef HighScore_H
#define HighScore_H
/*
-----------------------------------------------------------------------------
Class: HighScore
Desc: Player data that persists between sessions. Can be stored on a local
disk or on a memory card.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Grade.h"
#include "GameConstantsAndTypes.h"
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struct XNode;
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struct HighScore
{
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CString sName; // name that shows in the machine's ranking screen
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Grade grade;
int iScore;
float fPercentDP;
float fSurviveSeconds;
CString sModifiers;
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time_t time; // return value of time() when screenshot was taken
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CString sPlayerGuid; // who made this high score
CString sMachineGuid; // where this high score was made
int iProductID;
int iTapNoteScores[NUM_TAP_NOTE_SCORES];
int iHoldNoteScores[NUM_HOLD_NOTE_SCORES];
float fRadarActual[NUM_RADAR_CATEGORIES];
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HighScore() { Unset(); }
void Unset()
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{
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sName = "";
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grade = GRADE_NO_DATA;
iScore = 0;
fPercentDP = 0;
fSurviveSeconds = 0;
sModifiers = "";
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time = 0;
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sPlayerGuid = "";
sMachineGuid = "";
iProductID = 0;
ZERO( iTapNoteScores );
ZERO( iHoldNoteScores );
ZERO( fRadarActual );
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}
bool operator>=( const HighScore& other ) const;
bool operator==( const HighScore& other ) const
{
#define COMPARE(x) if( x!=other.x ) return false;
COMPARE( sName );
COMPARE( grade );
COMPARE( iScore );
COMPARE( fPercentDP );
COMPARE( fSurviveSeconds );
COMPARE( sModifiers );
COMPARE( time );
COMPARE( sPlayerGuid );
COMPARE( sMachineGuid );
COMPARE( iProductID );
FOREACH_TapNoteScore( tns )
COMPARE( iTapNoteScores[tns] );
FOREACH_HoldNoteScore( hns )
COMPARE( iHoldNoteScores[hns] );
FOREACH_RadarCategory( rc )
COMPARE( fRadarActual[rc] );
#undef COMPARE
return true;
}
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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CString GetDisplayName() const;
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};
struct HighScoreList
{
int iNumTimesPlayed;
vector<HighScore> vHighScores;
HighScoreList()
{
iNumTimesPlayed = 0;
}
void Init();
void AddHighScore( HighScore hs, int &iIndexOut, bool bIsMachine );
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const HighScore& GetTopScore() const;
XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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};
#endif