reduce dependencies
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@@ -21,6 +21,7 @@
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#include "XmlFile.h"
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#include "StepsUtil.h"
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#include "Style.h"
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#include "HighScore.h"
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ProfileManager* PROFILEMAN = NULL; // global and accessable from anywhere in our program
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@@ -82,7 +83,7 @@ void ProfileManager::GetLocalProfileNames( vector<CString> &asNamesOut ) const
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}
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Profile::LoadResult ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard )
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int ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard )
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{
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LOG->Trace( "LoadingProfile P%d, %s, %d", pn+1, sProfileDir.c_str(), bIsMemCard );
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@@ -180,7 +181,7 @@ bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn )
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* but we also want to import scores in the case where the player created
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* a directory for edits before playing, so keep searching if the directory
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* exists with exists with no scores. */
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Profile::LoadResult res = LoadProfile( pn, sDir, true );
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Profile::LoadResult res = (Profile::LoadResult) LoadProfile( pn, sDir, true );
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if( res == Profile::success )
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{
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iLoadedFrom = i;
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@@ -478,8 +479,9 @@ int ProfileManager::GetSongNumTimesPlayed( const Song* pSong, ProfileSlot slot )
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return GetProfile(slot)->GetSongNumTimesPlayed( pSong );
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}
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void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
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void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
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{
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HighScore hs = hs_;
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hs.fPercentDP = max( 0, hs.fPercentDP ); // bump up negative scores
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iPersonalIndexOut = -1;
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@@ -528,7 +530,7 @@ void ProfileManager::IncrementStepsPlayCount( const Song* pSong, const Steps* pS
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PROFILEMAN->GetMachineProfile()->IncrementStepsPlayCount( pSong, pSteps );
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}
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HighScore ProfileManager::GetHighScoreForDifficulty( const Song *s, const Style *st, ProfileSlot slot, Difficulty dc ) const
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void ProfileManager::GetHighScoreForDifficulty( const Song *s, const Style *st, ProfileSlot slot, Difficulty dc, HighScore &hsOut ) const
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{
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// return max grade of notes in difficulty class
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vector<Steps*> aNotes;
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@@ -538,17 +540,18 @@ HighScore ProfileManager::GetHighScoreForDifficulty( const Song *s, const Style
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const Steps* pSteps = s->GetStepsByDifficulty( st->m_StepsType, dc );
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if( pSteps && PROFILEMAN->IsPersistentProfile(slot) )
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return PROFILEMAN->GetProfile(slot)->GetStepsHighScoreList(s,pSteps).GetTopScore();
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hsOut = PROFILEMAN->GetProfile(slot)->GetStepsHighScoreList(s,pSteps).GetTopScore();
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else
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return HighScore();
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hsOut = HighScore();
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}
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//
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// Course stats
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//
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void ProfileManager::AddCourseScore( const Course* pCourse, const Trail* pTrail, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
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void ProfileManager::AddCourseScore( const Course* pCourse, const Trail* pTrail, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
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{
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HighScore hs = hs_;
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hs.fPercentDP = max( 0, hs.fPercentDP ); // bump up negative scores
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iPersonalIndexOut = -1;
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@@ -597,8 +600,9 @@ void ProfileManager::IncrementCoursePlayCount( const Course* pCourse, const Trai
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//
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// Category stats
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//
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void ProfileManager::AddCategoryScore( StepsType st, RankingCategory rc, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
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void ProfileManager::AddCategoryScore( StepsType st, RankingCategory rc, PlayerNumber pn, const HighScore &hs_, int &iPersonalIndexOut, int &iMachineIndexOut )
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{
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HighScore hs = hs_;
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hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddCategoryHighScore( st, rc, hs, iPersonalIndexOut );
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