change unlock entry IDs to strings so that auto generated entry ids won't shift around and unlock different things when new songs are added
This commit is contained in:
@@ -44,7 +44,7 @@ void GameCommand::Init()
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m_pTrail = NULL;
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m_pCharacter = NULL;
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m_SortOrder = SORT_INVALID;
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m_iUnlockEntryID = -1;
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m_sUnlockEntryID = "";
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m_sSoundPath = "";
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m_vsScreensToPrepare.clear();
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m_iWeightPounds = -1;
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@@ -336,7 +336,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else if( sName == "unlock" )
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{
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m_iUnlockEntryID = atoi( sValue );
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m_sUnlockEntryID = sValue;
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}
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else if( sName == "sound" )
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@@ -687,8 +687,8 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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GAMESTATE->m_sPreferredSongGroup.Set( m_sSongGroup );
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if( m_SortOrder != SORT_INVALID )
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GAMESTATE->m_PreferredSortOrder = m_SortOrder;
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if( m_iUnlockEntryID != -1 )
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UNLOCKMAN->UnlockEntryID( m_iUnlockEntryID );
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if( !m_sUnlockEntryID.empty() )
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UNLOCKMAN->UnlockEntryID( m_sUnlockEntryID );
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if( m_sSoundPath != "" )
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SOUND->PlayOnce( THEME->GetPathS( "", m_sSoundPath ) );
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if( m_iWeightPounds != -1 )
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@@ -71,11 +71,11 @@ public:
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std::map<RString,RString> m_SetEnv;
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RString m_sSongGroup;
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SortOrder m_SortOrder;
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int m_iUnlockEntryID; // -1 for no unlock
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RString m_sUnlockEntryID; // "" for no unlock
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RString m_sSoundPath; // "" for no sound
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vector<RString> m_vsScreensToPrepare;
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int m_iWeightPounds; // -1 == none specified
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int m_iGoalCalories; // -1 == none specified
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int m_iWeightPounds; // -1 == none specified
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int m_iGoalCalories; // -1 == none specified
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GoalType m_GoalType;
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RString m_sProfileID;
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+12
-12
@@ -514,9 +514,9 @@ void Profile::SetDefaultModifiers( const Game* pGameType, const RString &sModifi
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m_sDefaultModifiers[pGameType->m_szName] = sModifiers;
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}
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bool Profile::IsCodeUnlocked( int iCode ) const
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bool Profile::IsCodeUnlocked( RString sUnlockEntryID ) const
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{
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return m_UnlockedEntryIDs.find( iCode ) != m_UnlockedEntryIDs.end();
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return m_UnlockedEntryIDs.find( sUnlockEntryID ) != m_UnlockedEntryIDs.end();
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}
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@@ -1037,9 +1037,9 @@ XNode* Profile::SaveGeneralDataCreateNode() const
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}
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{
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XNode* pUnlockedSongs = pGeneralDataNode->AppendChild("UnlockedSongs");
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FOREACHS_CONST( int, m_UnlockedEntryIDs, it )
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pUnlockedSongs->AppendChild( ssprintf("Unlock%i", *it) );
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XNode* pUnlocks = pGeneralDataNode->AppendChild("Unlocks");
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FOREACHS_CONST( RString, m_UnlockedEntryIDs, it )
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pUnlocks->AppendChild("UnlockEntry")->AppendAttr( "UnlockEntryID", it->c_str() );
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}
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{
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@@ -1216,14 +1216,14 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
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}
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{
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const XNode* pUnlockedSongs = pNode->GetChild("UnlockedSongs");
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if( pUnlockedSongs )
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const XNode* pUnlocks = pNode->GetChild("Unlocks");
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if( pUnlocks )
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{
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FOREACH_CONST_Child( pUnlockedSongs, song )
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FOREACH_CONST_Child( pUnlocks, unlock )
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{
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int iUnlock;
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if( sscanf(song->m_sName.c_str(),"Unlock%d",&iUnlock) == 1 )
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m_UnlockedEntryIDs.insert( iUnlock );
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RString sUnlockEntryID;
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if( unlock->GetAttrValue("UnlockEntryID",sUnlockEntryID) )
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m_UnlockedEntryIDs.insert( sUnlockEntryID );
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}
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}
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}
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@@ -1941,7 +1941,7 @@ public:
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static int GetCaloriesBurnedToday( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCaloriesBurnedToday() ); return 1; }
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static int GetSaved( T* p, lua_State *L ) { p->m_SavedLuaData.PushSelf(L); return 1; }
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static int GetTotalNumSongsPlayed( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iNumTotalSongsPlayed ); return 1; }
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static int IsCodeUnlocked( T* p, lua_State *L ) { lua_pushboolean(L, p->IsCodeUnlocked(IArg(1)) ); return 1; }
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static int IsCodeUnlocked( T* p, lua_State *L ) { lua_pushboolean(L, p->IsCodeUnlocked(SArg(1)) ); return 1; }
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static int GetSongsActual( T* p, lua_State *L ) { lua_pushnumber(L, p->GetSongsActual((StepsType)IArg(1),(Difficulty)IArg(2)) ); return 1; }
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static int GetCoursesActual( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoursesActual((StepsType)IArg(1),(CourseDifficulty)IArg(2)) ); return 1; }
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static int GetSongsPossible( T* p, lua_State *L ) { lua_pushnumber(L, p->GetSongsPossible((StepsType)IArg(1),(Difficulty)IArg(2)) ); return 1; }
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@@ -86,7 +86,7 @@ public:
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float GetSongsAndCoursesPercentCompleteAllDifficulties( StepsType st ) const;
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bool GetDefaultModifiers( const Game* pGameType, RString &sModifiersOut ) const;
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void SetDefaultModifiers( const Game* pGameType, const RString &sModifiers );
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bool IsCodeUnlocked( int iCode ) const;
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bool IsCodeUnlocked( RString sUnlockEntryID ) const;
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Song *GetMostPopularSong() const;
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Course *GetMostPopularCourse() const;
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@@ -132,7 +132,7 @@ public:
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int m_iTotalRolls;
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int m_iTotalMines;
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int m_iTotalHands;
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set<int> m_UnlockedEntryIDs;
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set<RString> m_UnlockedEntryIDs;
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mutable RString m_sLastPlayedMachineGuid; // 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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mutable DateTime m_LastPlayedDate;
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/* These stats count twice in the machine profile if two players are playing;
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@@ -14,7 +14,7 @@ void ScreenUnlockBrowse::Init()
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if( ue->GetUnlockEntryStatus() >= UnlockEntryStatus_RequirementsMet )
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gc.m_bInvalid = false;
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gc.m_iIndex = ue - UNLOCKMAN->m_UnlockEntries.begin();
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gc.m_iUnlockEntryID = ue->m_iEntryID;
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gc.m_sUnlockEntryID = ue->m_sEntryID;
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gc.m_sName = ssprintf("%d",gc.m_iIndex);
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m_aGameCommands.push_back( gc );
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@@ -60,13 +60,13 @@ void UnlockManager::UnlockSong( const Song *song )
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const UnlockEntry *p = FindSong( song );
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if( !p )
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return; // does not exist
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if( p->m_iEntryID == -1 )
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if( p->m_sEntryID.empty() )
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return;
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UnlockEntryID( p->m_iEntryID );
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UnlockEntryID( p->m_sEntryID );
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}
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int UnlockManager::FindEntryID( const RString &sName ) const
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RString UnlockManager::FindEntryID( const RString &sName ) const
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{
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const UnlockEntry *pEntry = NULL;
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@@ -84,10 +84,10 @@ int UnlockManager::FindEntryID( const RString &sName ) const
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if( pEntry == NULL )
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{
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LOG->Warn( "Couldn't find locked entry \"%s\"", sName.c_str() );
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return -1;
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return "";
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}
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return pEntry->m_iEntryID;
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return pEntry->m_sEntryID;
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}
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bool UnlockManager::CourseIsLocked( const Course *course ) const
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@@ -125,7 +125,7 @@ bool UnlockManager::SongIsRouletteOnly( const Song *song ) const
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return false;
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/* If the song is locked by a code, and it's a roulette code, honor IsLocked. */
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if( p->m_iEntryID == -1 || m_RouletteCodes.find( p->m_iEntryID ) == m_RouletteCodes.end() )
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if( p->m_sEntryID.empty() || m_RouletteCodes.find( p->m_sEntryID ) == m_RouletteCodes.end() )
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return false;
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return p->IsLocked();
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@@ -294,7 +294,7 @@ bool UnlockEntry::IsValid() const
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UnlockEntryStatus UnlockEntry::GetUnlockEntryStatus() const
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{
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if( m_iEntryID != -1 && PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.find(m_iEntryID) != PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.end() )
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if( !m_sEntryID.empty() && PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.find(m_sEntryID) != PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.end() )
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return UnlockEntryStatus_Unlocked;
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float fScores[NUM_UnlockRequirement];
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@@ -336,7 +336,7 @@ RString UnlockEntry::GetDescription() const
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return m_pCourse ? m_pCourse->GetDisplayFullTitle() : "";
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case UnlockRewardType_Modifier:
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return CommonMetrics::LocalizeOptionItem( GetModifier(), false );
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}
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}
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}
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RString UnlockEntry::GetBannerFile() const
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@@ -425,7 +425,7 @@ void UnlockManager::Load()
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// Hack: Lua only has a floating point type, and codes may be big enough
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// that converting them from string to float to int introduces rounding
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// error. Convert directly to int.
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current.m_iEntryID = atoi( (RString) cmd.GetArg(1) );
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current.m_sEntryID = (RString)cmd.GetArg(1);
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}
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else if( sName == "roulette" )
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{
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@@ -444,7 +444,7 @@ void UnlockManager::Load()
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}
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if( bRoulette )
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m_RouletteCodes.insert( current.m_iEntryID );
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m_RouletteCodes.insert( current.m_sEntryID );
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m_UnlockEntries.push_back( current );
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}
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@@ -455,6 +455,8 @@ void UnlockManager::Load()
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{
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if( (*s)->GetOneSteps(STEPS_TYPE_INVALID, DIFFICULTY_HARD) == NULL )
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continue;
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if( SONGMAN->WasLoadedFromAdditionalSongs(*s) )
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continue;
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UnlockEntry ue;
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ue.m_Type = UnlockRewardType_Steps;
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@@ -470,8 +472,8 @@ void UnlockManager::Load()
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//
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FOREACH( UnlockEntry, m_UnlockEntries, e )
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{
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if( e->m_iEntryID == -1 )
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e->m_iEntryID = e - m_UnlockEntries.begin();
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if( e->m_sEntryID.empty() )
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e->m_sEntryID = e->m_cmd.GetOriginalCommandString();
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}
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// Make sure that we don't have duplicate unlock IDs. This can cause problems
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@@ -479,7 +481,7 @@ void UnlockManager::Load()
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FOREACH_CONST( UnlockEntry, m_UnlockEntries, ue )
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FOREACH_CONST( UnlockEntry, m_UnlockEntries, ue2 )
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if( ue != ue2 )
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ASSERT_M( ue->m_iEntryID != ue2->m_iEntryID, ssprintf("duplicate unlock entry id %d",ue->m_iEntryID) );
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ASSERT_M( ue->m_sEntryID != ue2->m_sEntryID, ssprintf("duplicate unlock entry id %s",ue->m_sEntryID.c_str()) );
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UpdateCachedPointers();
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@@ -495,7 +497,7 @@ void UnlockManager::Load()
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if( e->m_bRequirePassHardSteps )
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str += "RequrePassHardSteps; ";
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str += ssprintf( "entryID = %i ", e->m_iEntryID );
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str += ssprintf( "entryID = %s ", e->m_sEntryID.c_str() );
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str += e->IsLocked()? "locked":"unlocked";
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if( e->m_pSong )
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str += ( " (found song)" );
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@@ -577,27 +579,27 @@ void UnlockManager::UpdateCachedPointers()
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void UnlockManager::UnlockEntryID( int iEntryID )
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void UnlockManager::UnlockEntryID( RString sEntryID )
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{
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FOREACH_PlayerNumber( pn )
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->m_UnlockedEntryIDs.insert( iEntryID );
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PROFILEMAN->GetProfile(pn)->m_UnlockedEntryIDs.insert( sEntryID );
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PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.insert( iEntryID );
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PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.insert( sEntryID );
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}
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void UnlockManager::UnlockEntryIndex( int iEntryIndex )
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{
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int iEntryID = m_UnlockEntries[iEntryIndex].m_iEntryID;
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UnlockEntryID( iEntryID );
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RString sEntryID = m_UnlockEntries[iEntryIndex].m_sEntryID;
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UnlockEntryID( sEntryID );
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}
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void UnlockManager::PreferUnlockEntryID( int iUnlockEntryID )
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void UnlockManager::PreferUnlockEntryID( RString sUnlockEntryID )
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{
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for( unsigned i = 0; i < m_UnlockEntries.size(); ++i )
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{
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UnlockEntry &pEntry = m_UnlockEntries[i];
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if( pEntry.m_iEntryID != iUnlockEntryID )
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if( pEntry.m_sEntryID != sUnlockEntryID )
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continue;
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if( pEntry.m_pSong != NULL )
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@@ -645,24 +647,24 @@ void UnlockManager::GetUnlocksByType( UnlockRewardType t, vector<UnlockEntry *>
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apEntries.push_back( &m_UnlockEntries[i] );
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}
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void UnlockManager::GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, int iUnlockEntryID )
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void UnlockManager::GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, RString sUnlockEntryID )
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{
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vector<UnlockEntry *> apEntries;
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GetUnlocksByType( UnlockRewardType_Song, apEntries );
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for( unsigned i = 0; i < apEntries.size(); ++i )
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if( apEntries[i]->m_iEntryID == iUnlockEntryID )
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if( apEntries[i]->m_sEntryID == sUnlockEntryID )
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apSongsOut.push_back( apEntries[i]->m_pSong );
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}
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void UnlockManager::GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apDifficultyOut, int iUnlockEntryID )
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void UnlockManager::GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apDifficultyOut, RString sUnlockEntryID )
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{
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vector<UnlockEntry *> apEntries;
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GetUnlocksByType( UnlockRewardType_Steps, apEntries );
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for( unsigned i = 0; i < apEntries.size(); ++i )
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{
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if( apEntries[i]->m_iEntryID == iUnlockEntryID )
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if( apEntries[i]->m_sEntryID == sUnlockEntryID )
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{
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apSongsOut.push_back( apEntries[i]->m_pSong );
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apDifficultyOut.push_back( apEntries[i]->m_dc );
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@@ -704,10 +706,10 @@ class LunaUnlockManager: public Luna<UnlockManager>
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public:
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LunaUnlockManager() { LUA->Register( Register ); }
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static int FindEntryID( T* p, lua_State *L ) { RString sName = SArg(1); int i = p->FindEntryID(sName); if( i == -1 ) lua_pushnil(L); else lua_pushnumber(L, i); return 1; }
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static int UnlockEntryID( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->UnlockEntryID(iUnlockEntryID); return 0; }
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static int FindEntryID( T* p, lua_State *L ) { RString sName = SArg(1); RString s = p->FindEntryID(sName); if( s.empty() ) lua_pushnil(L); else lua_pushstring(L, s); return 1; }
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static int UnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->UnlockEntryID(sUnlockEntryID); return 0; }
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static int UnlockEntryIndex( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->UnlockEntryIndex(iUnlockEntryID); return 0; }
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static int PreferUnlockEntryID( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->PreferUnlockEntryID(iUnlockEntryID); return 0; }
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static int PreferUnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->PreferUnlockEntryID(sUnlockEntryID); return 0; }
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static int GetNumUnlocks( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumUnlocks() ); return 1; }
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static int GetNumUnlocked( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumUnlocked() ); return 1; }
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static int AnyUnlocksToCelebrate( T* p, lua_State *L ) { lua_pushboolean( L, p->AnyUnlocksToCelebrate() ); return 1; }
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@@ -715,7 +717,7 @@ public:
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static int GetSongsUnlockedByEntryID( T* p, lua_State *L )
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{
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vector<Song *> apSongs;
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UNLOCKMAN->GetSongsUnlockedByEntryID( apSongs, IArg(1) );
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UNLOCKMAN->GetSongsUnlockedByEntryID( apSongs, SArg(1) );
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LuaHelpers::CreateTableFromArray( apSongs, L );
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return 1;
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}
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@@ -725,7 +727,7 @@ public:
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// Return the song each steps are associated with, too.
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vector<Song *> apSongs;
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vector<Difficulty> apDifficulty;
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UNLOCKMAN->GetStepsUnlockedByEntryID( apSongs, apDifficulty, IArg(1) );
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UNLOCKMAN->GetStepsUnlockedByEntryID( apSongs, apDifficulty, SArg(1) );
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LuaHelpers::CreateTableFromArray( apSongs, L );
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LuaHelpers::CreateTableFromArray( apDifficulty, L );
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return 2;
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@@ -58,7 +58,7 @@ public:
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ZERO( m_fRequirement );
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m_bRequirePassHardSteps = false;
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m_iEntryID = -1; // -1 == not yet filled. This will be filled in automatically if not specified.
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m_sEntryID = ""; // "" means not yet filled. This will be filled in automatically if not specified.
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}
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UnlockRewardType m_Type;
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@@ -72,7 +72,7 @@ public:
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float m_fRequirement[NUM_UnlockRequirement]; // unlocked if any of of these are met
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bool m_bRequirePassHardSteps;
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int m_iEntryID;
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RString m_sEntryID;
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bool IsValid() const;
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bool IsLocked() const { return GetUnlockEntryStatus() != UnlockEntryStatus_Unlocked; }
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@@ -117,20 +117,20 @@ public:
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void GetPoints( const Profile *pProfile, float fScores[NUM_UnlockRequirement] ) const;
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// Unlock an entry by code.
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void UnlockEntryID( int iEntryID );
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void UnlockEntryID( RString sEntryID );
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void UnlockEntryIndex( int iEntryIndex );
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/*
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* If a code is associated with at least one song or course, set the preferred song
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* and/or course in GAMESTATE to them.
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*/
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void PreferUnlockEntryID( int iEntryID );
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void PreferUnlockEntryID( RString sEntryID );
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// Unlocks a song.
|
||||
void UnlockSong( const Song *pSong );
|
||||
|
||||
// Return the associated EntryID.
|
||||
int FindEntryID( const RString &sName ) const;
|
||||
RString FindEntryID( const RString &sName ) const;
|
||||
|
||||
// All locked songs are stored here
|
||||
vector<UnlockEntry> m_UnlockEntries;
|
||||
@@ -139,8 +139,8 @@ public:
|
||||
void UpdateCachedPointers();
|
||||
|
||||
void GetUnlocksByType( UnlockRewardType t, vector<UnlockEntry *> &apEntries );
|
||||
void GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, int iEntryID );
|
||||
void GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apStepsOut, int iEntryID );
|
||||
void GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, RString sEntryID );
|
||||
void GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apStepsOut, RString sEntryID );
|
||||
|
||||
const UnlockEntry *FindSong( const Song *pSong ) const;
|
||||
const UnlockEntry *FindSteps( const Song *pSong, const Steps *pSteps ) const;
|
||||
@@ -154,7 +154,7 @@ private:
|
||||
// read unlocks
|
||||
void Load();
|
||||
|
||||
set<int> m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted
|
||||
set<RString> m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted
|
||||
};
|
||||
|
||||
extern UnlockManager* UNLOCKMAN; // global and accessable from anywhere in program
|
||||
|
||||
Reference in New Issue
Block a user