Code -> UnlockEntryID
UnlockedSongs -> UnlockedEntryIDs UnlockIndex -> UnlockEntryID
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_iUnlockIndex = -1;
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m_iUnlockEntryID = -1;
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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_iUnlockIndex = atoi( sValue );
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m_iUnlockEntryID = atoi( 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_iUnlockIndex != -1 )
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UNLOCKMAN->UnlockCode( m_iUnlockIndex );
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if( m_iUnlockEntryID != -1 )
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UNLOCKMAN->UnlockEntryID( m_iUnlockEntryID );
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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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@@ -71,7 +71,7 @@ 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_iUnlockIndex; // -1 for no unlock
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int m_iUnlockEntryID; // -1 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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@@ -114,7 +114,7 @@ void Profile::InitGeneralData()
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m_iNumExtraStagesPassed = 0;
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m_iNumExtraStagesFailed = 0;
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m_iNumToasties = 0;
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m_UnlockedSongs.clear();
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m_UnlockedEntryIDs.clear();
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m_sLastPlayedMachineGuid = "";
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m_LastPlayedDate.Init();
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m_iTotalTapsAndHolds = 0;
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@@ -534,7 +534,7 @@ void Profile::SetDefaultModifiers( const Game* pGameType, const RString &sModifi
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bool Profile::IsCodeUnlocked( int iCode ) const
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{
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return m_UnlockedSongs.find( iCode ) != m_UnlockedSongs.end();
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return m_UnlockedEntryIDs.find( iCode ) != m_UnlockedEntryIDs.end();
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}
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@@ -1050,7 +1050,7 @@ XNode* Profile::SaveGeneralDataCreateNode() const
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{
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XNode* pUnlockedSongs = pGeneralDataNode->AppendChild("UnlockedSongs");
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FOREACHS_CONST( int, m_UnlockedSongs, it )
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FOREACHS_CONST( int, m_UnlockedEntryIDs, it )
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pUnlockedSongs->AppendChild( ssprintf("Unlock%i", *it) );
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}
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@@ -1235,7 +1235,7 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
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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_UnlockedSongs.insert( iUnlock );
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m_UnlockedEntryIDs.insert( iUnlock );
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}
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}
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}
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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_UnlockedSongs;
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set<int> 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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@@ -44,13 +44,13 @@ 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_iCode == -1 )
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if( p->m_iEntryID == -1 )
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return;
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UnlockCode( p->m_iCode );
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UnlockEntryID( p->m_iEntryID );
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}
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int UnlockManager::FindCode( const RString &sName ) const
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int UnlockManager::FindEntryID( const RString &sName ) const
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{
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const UnlockEntry *pEntry = NULL;
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@@ -71,7 +71,7 @@ int UnlockManager::FindCode( const RString &sName ) const
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return -1;
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}
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return pEntry->m_iCode;
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return pEntry->m_iEntryID;
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}
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bool UnlockManager::CourseIsLocked( const Course *course ) const
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@@ -109,7 +109,7 @@ 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_iCode == -1 || m_RouletteCodes.find( p->m_iCode ) == m_RouletteCodes.end() )
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if( p->m_iEntryID == -1 || m_RouletteCodes.find( p->m_iEntryID ) == m_RouletteCodes.end() )
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return false;
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return p->IsLocked();
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@@ -285,7 +285,7 @@ bool UnlockEntry::IsLocked() const
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if( m_fRequired[i] && fScores[i] >= m_fRequired[i] )
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return false;
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if( m_iCode != -1 && PROFILEMAN->GetMachineProfile()->m_UnlockedSongs.find(m_iCode) != PROFILEMAN->GetMachineProfile()->m_UnlockedSongs.end() )
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if( m_iEntryID != -1 && PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.find(m_iEntryID) != PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.end() )
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return false;
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return true;
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@@ -341,7 +341,7 @@ 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_iCode = atoi( (RString) cmd.GetArg(1) );
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current.m_iEntryID = atoi( (RString) cmd.GetArg(1) );
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}
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else if( sName == "roulette" )
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{
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@@ -356,7 +356,7 @@ void UnlockManager::Load()
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}
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if( bRoulette )
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m_RouletteCodes.insert( current.m_iCode );
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m_RouletteCodes.insert( current.m_iEntryID );
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m_UnlockEntries.push_back( current );
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}
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@@ -370,7 +370,7 @@ void UnlockManager::Load()
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if( e->m_fRequired[j] )
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str += ssprintf( "%s = %f; ", UnlockTriggerToString(j).c_str(), e->m_fRequired[j] );
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str += ssprintf( "code = %i ", e->m_iCode );
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str += ssprintf( "entryID = %i ", e->m_iEntryID );
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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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@@ -442,21 +442,21 @@ void UnlockManager::UpdateCachedPointers()
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void UnlockManager::UnlockCode( int num )
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void UnlockManager::UnlockEntryID( int iEntryID )
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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_UnlockedSongs.insert( num );
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PROFILEMAN->GetProfile(pn)->m_UnlockedEntryIDs.insert( iEntryID );
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PROFILEMAN->GetMachineProfile()->m_UnlockedSongs.insert( num );
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PROFILEMAN->GetMachineProfile()->m_UnlockedEntryIDs.insert( iEntryID );
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}
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void UnlockManager::PreferUnlockCode( int iCode )
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void UnlockManager::PreferUnlockEntryID( int iUnlockEntryID )
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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_iCode != iCode )
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if( pEntry.m_iEntryID != iUnlockEntryID )
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continue;
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if( pEntry.m_pSong != NULL )
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@@ -478,24 +478,24 @@ void UnlockManager::GetUnlocksByType( UnlockEntry::Type t, vector<UnlockEntry *>
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apEntries.push_back( &m_UnlockEntries[i] );
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}
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void UnlockManager::GetSongsUnlockedByCode( vector<Song *> &apSongsOut, int iCode )
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void UnlockManager::GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, int iUnlockEntryID )
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{
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vector<UnlockEntry *> apEntries;
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GetUnlocksByType( UnlockEntry::TYPE_SONG, apEntries );
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for( unsigned i = 0; i < apEntries.size(); ++i )
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if( apEntries[i]->m_iCode == iCode )
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if( apEntries[i]->m_iEntryID == iUnlockEntryID )
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apSongsOut.push_back( apEntries[i]->m_pSong );
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}
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void UnlockManager::GetStepsUnlockedByCode( vector<Song *> &apSongsOut, vector<Difficulty> &apDifficultyOut, int iCode )
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void UnlockManager::GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apDifficultyOut, int iUnlockEntryID )
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{
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vector<UnlockEntry *> apEntries;
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GetUnlocksByType( UnlockEntry::TYPE_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_iCode == iCode )
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if( apEntries[i]->m_iEntryID == iUnlockEntryID )
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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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@@ -510,24 +510,24 @@ class LunaUnlockManager: public Luna<UnlockManager>
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public:
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LunaUnlockManager() { LUA->Register( Register ); }
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static int FindCode( T* p, lua_State *L ) { RString sName = SArg(1); int i = p->FindCode(sName); if( i == -1 ) lua_pushnil(L); else lua_pushnumber(L, i); return 1; }
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static int UnlockCode( T* p, lua_State *L ) { int iCode = IArg(1); p->UnlockCode(iCode); return 0; }
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static int PreferUnlockCode( T* p, lua_State *L ) { int iCode = IArg(1); p->PreferUnlockCode(iCode); return 0; }
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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 PreferUnlockEntryID( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->PreferUnlockEntryID(iUnlockEntryID); 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 GetSongsUnlockedByCode( T* p, lua_State *L )
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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->GetSongsUnlockedByCode( apSongs, IArg(1) );
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UNLOCKMAN->GetSongsUnlockedByEntryID( apSongs, IArg(1) );
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LuaHelpers::CreateTableFromArray( apSongs, L );
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return 1;
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}
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static int GetStepsUnlockedByCode( T* p, lua_State *L )
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static int GetStepsUnlockedByEntryID( T* p, lua_State *L )
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{
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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->GetStepsUnlockedByCode( apSongs, apDifficulty, IArg(1) );
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UNLOCKMAN->GetStepsUnlockedByEntryID( apSongs, apDifficulty, IArg(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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@@ -535,12 +535,12 @@ public:
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static void Register(lua_State *L)
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{
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ADD_METHOD( FindCode );
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ADD_METHOD( UnlockCode );
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ADD_METHOD( PreferUnlockCode );
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ADD_METHOD( FindEntryID );
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ADD_METHOD( UnlockEntryID );
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ADD_METHOD( PreferUnlockEntryID );
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ADD_METHOD( GetNumUnlocks );
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ADD_METHOD( GetSongsUnlockedByCode );
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ADD_METHOD( GetStepsUnlockedByCode );
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ADD_METHOD( GetSongsUnlockedByEntryID );
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ADD_METHOD( GetStepsUnlockedByEntryID );
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Luna<T>::Register( L );
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@@ -39,7 +39,7 @@ struct UnlockEntry
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m_pCourse = NULL;
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ZERO( m_fRequired );
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m_iCode = -1;
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m_iEntryID = -1;
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}
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enum Type {
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@@ -60,7 +60,7 @@ struct UnlockEntry
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Course *m_pCourse;
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float m_fRequired[NUM_UnlockTrigger];
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int m_iCode;
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int m_iEntryID;
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bool IsValid() const;
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bool IsLocked() const;
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@@ -92,19 +92,19 @@ public:
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void GetPoints( const Profile *pProfile, float fScores[NUM_UnlockTrigger] ) const;
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// Unlock an entry by code.
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void UnlockCode( int num );
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void UnlockEntryID( int iEntryID );
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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 PreferUnlockCode( int iCode );
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void PreferUnlockEntryID( int iEntryID );
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// Unlocks a song.
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void UnlockSong( const Song *song );
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// Return the associated code.
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int FindCode( const RString &sName ) const;
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// Return the associated EntryID.
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int FindEntryID( const RString &sName ) const;
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// All locked songs are stored here
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vector<UnlockEntry> m_UnlockEntries;
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@@ -113,8 +113,8 @@ public:
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void UpdateCachedPointers();
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void GetUnlocksByType( UnlockEntry::Type t, vector<UnlockEntry *> &apEntries );
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void GetSongsUnlockedByCode( vector<Song *> &apSongsOut, int iCode );
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void GetStepsUnlockedByCode( vector<Song *> &apSongsOut, vector<Difficulty> &apStepsOut, int iCode );
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void GetSongsUnlockedByEntryID( vector<Song *> &apSongsOut, int iEntryID );
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void GetStepsUnlockedByEntryID( vector<Song *> &apSongsOut, vector<Difficulty> &apStepsOut, int iEntryID );
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// Lua
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void PushSelf( lua_State *L );
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