Store unlock data in a more fundamental form in the profile, and derive
the special values as needed. Centralize most of it in GameState::EndGame.
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+10
-1
@@ -16,6 +16,7 @@
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#include "Style.h"
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#include "Grade.h"
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#include <map>
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#include <set>
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#include "XmlFile.h"
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#include "HighScore.h"
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@@ -66,7 +67,8 @@ public:
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//
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CString GetDisplayName() const;
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CString GetDisplayCaloriesBurned();
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int GetTotalNumSongsPlayed();
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int GetTotalNumSongsPlayed() const;
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int GetTotalNumSongsPassed() const;
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static CString GetProfileDisplayNameFromDir( CString sDir );
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int GetSongNumTimesPlayed( const Song* pSong ) const;
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@@ -87,11 +89,18 @@ public:
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int m_iTotalGameplaySeconds;
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int m_iCurrentCombo;
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int m_fCaloriesBurned;
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int m_iTotalDancePoints;
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int m_iNumExtraStagesPassed;
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int m_iNumExtraStagesFailed;
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int m_iNumToasties;
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set<int> m_UnlockedSongs;
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mutable CString m_sLastMachinePlayed; // mutable because we overwrite this on save, and I don't want to remove const from the whole save chain. -Chris
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int m_iNumSongsPlayedByPlayMode[NUM_PLAY_MODES];
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int m_iNumSongsPlayedByStyle[NUM_STYLES];
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int m_iNumSongsPlayedByDifficulty[NUM_DIFFICULTIES];
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int m_iNumSongsPlayedByMeter[MAX_METER+1];
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int m_iNumSongsPassedByPlayMode[NUM_PLAY_MODES];
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int m_iNumSongsPassedByGrade[NUM_GRADES];
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//
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