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itgmania212121/stepmania/src/ProfileManager.h
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#ifndef ProfileManager_H
#define ProfileManager_H
/*
-----------------------------------------------------------------------------
Class: ProfileManager
Desc: Interface to profiles that exist on the machine or a memory card
plugged into the machine.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
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struct Profile
{
Profile() { Init(); }
void Init()
{
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m_sName = "";
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m_sLastUsedHighScoreName = "";
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m_bUsingProfileDefaultModifiers = false;
m_sDefaultModifiers = "";
m_iTotalPlays = 0;
m_iTotalPlaySeconds = 0;
m_iTotalGameplaySeconds = 0;
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m_iCurrentCombo = 0;
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}
bool LoadFromIni( CString sIniPath );
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bool SaveToIni( CString sIniPath );
CString m_sName;
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CString m_sLastUsedHighScoreName;
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bool m_bUsingProfileDefaultModifiers;
CString m_sDefaultModifiers;
int m_iTotalPlays;
int m_iTotalPlaySeconds;
int m_iTotalGameplaySeconds;
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int m_iCurrentCombo;
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};
class ProfileManager
{
public:
ProfileManager();
~ProfileManager();
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bool CreateLocalProfile( CString sName );
bool RenameLocalProfile( CString sProfileID, CString sNewName );
bool DeleteLocalProfile( CString sProfileID );
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bool CreateMemoryCardProfile( CString sName );
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void GetLocalProfileIDs( vector<CString> &asProfileIDsOut );
void GetLocalProfileNames( vector<CString> &asNamesOut );
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bool LoadFirstAvailableProfile( PlayerNumber pn );
bool IsMemoryCardInserted( PlayerNumber pn );
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bool SaveProfile( PlayerNumber pn );
void UnloadProfile( PlayerNumber pn );
void SaveMachineProfile();
bool IsUsingProfile( PlayerNumber pn ) { return !m_sProfileDir[pn].empty(); }
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Profile* GetProfile( PlayerNumber pn );
Profile* GetMachineProfile() { return &m_MachineProfile; }
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bool IsUsingMemoryCard( PlayerNumber pn ) { return m_bUsingMemoryCard[pn]; }
//
// High scores
//
void InitMachineScoresFromDisk();
void SaveMachineScoresToDisk();
struct CategoryData
{
struct HighScore
{
int iScore;
CString sName;
HighScore()
{
iScore = 0;
}
bool operator>=( const HighScore& other ) const
{
return iScore >= other.iScore;
}
};
vector<HighScore> vHighScores;
void AddHighScore( HighScore hs, int &iIndexOut );
} m_CategoryDatas[NUM_MEMORY_CARDS][NUM_STEPS_TYPES][NUM_RANKING_CATEGORIES];
void AddHighScore( StepsType nt, RankingCategory rc, PlayerNumber pn, CategoryData::HighScore hs, int &iMachineIndexOut )
{
hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
m_CategoryDatas[pn][nt][rc].AddHighScore( hs, iMachineIndexOut );
m_CategoryDatas[MEMORY_CARD_MACHINE][nt][rc].AddHighScore( hs, iMachineIndexOut );
}
void ReadSM300NoteScores();
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void ReadSongScoresFromDir( CString sDir, MemoryCard mc );
void ReadCourseScoresFromDir( CString sDir, MemoryCard mc );
void ReadCategoryScoresFromDir( CString sDir, MemoryCard mc );
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void SaveSongScoresToDir( CString sDir, MemoryCard mc );
void SaveCourseScoresToDir( CString sDir, MemoryCard mc );
void SaveCategoryScoresToDir( CString sDir, MemoryCard mc );
void SaveStatsWebPageToDir( CString sDir, MemoryCard mc );
private:
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bool LoadDefaultProfileFromMachine( PlayerNumber pn );
bool LoadProfileFromMemoryCard( PlayerNumber pn );
bool LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard );
bool CreateProfile( CString sProfileDir, CString sName );
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// Directory that contains the profile. Either on local machine or
// on a memory card.
CString m_sProfileDir[NUM_PLAYERS];
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bool m_bUsingMemoryCard[NUM_PLAYERS];
// actual loaded profile data
Profile m_Profile[NUM_PLAYERS];
Profile m_MachineProfile;
};
extern ProfileManager* PROFILEMAN; // global and accessable from anywhere in our program
#endif