Adding comments to the code.
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@@ -22,14 +22,19 @@
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#include "arch/LoadingWindow/LoadingWindow.h"
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#include "LocalizedString.h"
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#define SHOW_PLAY_MODE(pm) THEME->GetMetricB("CatalogXml",ssprintf("ShowPlayMode%s",PlayModeToString(pm).c_str()))
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#define SHOW_STYLE(ps) THEME->GetMetricB("CatalogXml",ssprintf("ShowStyle%s",Capitalize((ps)->m_szName).c_str()))
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#define SHOW_PLAY_MODE(pm) THEME->GetMetricB("CatalogXml",ssprintf("ShowPlayMode%s",PlayModeToString(pm).c_str()))
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#define SHOW_STYLE(ps) THEME->GetMetricB("CatalogXml",ssprintf("ShowStyle%s",Capitalize((ps)->m_szName).c_str()))
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#define INTERNET_RANKING_HOME_URL THEME->GetMetric ("CatalogXml","InternetRankingHomeUrl")
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#define INTERNET_RANKING_UPLOAD_URL THEME->GetMetric ("CatalogXml","InternetRankingUploadUrl")
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#define INTERNET_RANKING_VIEW_GUID_URL THEME->GetMetric ("CatalogXml","InternetRankingViewGuidUrl")
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#define PRODUCT_TITLE THEME->GetMetric ("CatalogXml","ProductTitle")
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#define FOOTER_TEXT THEME->GetMetric ("CatalogXml","FooterText")
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#define FOOTER_LINK THEME->GetMetric ("CatalogXml","FooterLink")
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#define PRODUCT_TITLE THEME->GetMetric ("CatalogXml","ProductTitle")
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#define FOOTER_TEXT THEME->GetMetric ("CatalogXml","FooterText")
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#define FOOTER_LINK THEME->GetMetric ("CatalogXml","FooterLink")
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/*
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* These RStrings store where the Catalog* files are located, and what they
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* called.
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*/
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const RString CATALOG_XML = "Catalog.xml";
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const RString CATALOG_XSL = "Catalog.xsl";
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@@ -76,22 +81,35 @@ void SaveCatalogXml( LoadingWindow *loading_window )
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{
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XNode* p3 = p2->AppendChild( "StepsType" );
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p3->AppendAttr( "StepsType", GAMEMAN->StepsTypeToString(*st) );
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int iNumStepsInGroupAndStepsType[NUM_Difficulty];
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ZERO( iNumStepsInGroupAndStepsType );
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FOREACH_CONST( Song*, vpSongsInGroup, i )
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{
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Song *pSong = *i;
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/*
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* Not all songs should be stored in Catalog.xml. Tutorial songs
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* are meant to learn how to play the game, not for playing for
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* a grade. Locked songs aren't shown to keep them a surprise
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* until such a time when they are unlocked.
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*/
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if( pSong->IsTutorial() )
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continue; // skip
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continue; // skip: Tutorial song.
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if( UNLOCKMAN->SongIsLocked(pSong) )
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continue; // skip
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continue; // skip: Locked song.
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iTotalSongs++;
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iNumSongsInGroup++;
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), dc )
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{
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Steps* pSteps = pSong->GetStepsByDifficulty( *st, *dc, false ); // no autogen
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/*
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* There is no point in storing the steps if either there
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* are no steps, or the song is locked.
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*/
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if( pSteps == NULL )
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continue; // skip
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if( UNLOCKMAN->StepsIsLocked(pSong,pSteps) )
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@@ -153,10 +171,17 @@ void SaveCatalogXml( LoadingWindow *loading_window )
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{
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Song* pSong = vpSongs[i];
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/*
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* Not all songs should be stored in Catalog.xml. Tutorial songs
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* are meant to learn how to play the game, not for playing for
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* a grade. Locked songs aren't shown to keep them a surprise
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* until such a time when they are unlocked.
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*/
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if( pSong->IsTutorial() )
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continue; // skip
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continue; // skip: Tutorial song.
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if( UNLOCKMAN->SongIsLocked(pSong) )
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continue; // skip
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continue; // skip: Locked song.
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SongID songID;
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songID.FromSong( pSong );
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