Revamped the unlock system. Currently it supports the following methods:

DP - dance points, what Miryokuteki had in place
AP - arcade points, like MAX2 arcade
SP - song points, like MAX2 home (though I don't know the exact system)
CS - clear stages, like 5th home

Somewhat strewn but not supported yet:
!! - Toastys seen
EC - cleared extra stages
EF - fail extra stage (don't quote me on these two yet, I haven't tried them yet)
RO - roulette (theres fifteen roulette slots, but its not implemented yet)

Also updated the INI to store values for these means of unlocking.  The system
still isn't "optimized" yet, though.
This commit is contained in:
Andrew Wong
2003-07-07 10:22:53 +00:00
parent 7622dc7282
commit d27a25e472
7 changed files with 336 additions and 54 deletions
+43 -6
View File
@@ -1,5 +1,9 @@
#ifndef UNLOCK_SYSTEM_H
#define UNLOCK_SYSTEM_H
#include "grade.h"
#include <map>
using namespace std;
/*
-----------------------------------------------------------------------------
Class: UnlockSystem
@@ -10,28 +14,61 @@
Kevin Slaughter
-----------------------------------------------------------------------------
*/
enum UnlockTypes { UNLOCK_AP, UNLOCK_DP, UNLOCK_SP,
UNLOCK_EC, UNLOCK_EF, UNLOCK_SC,
UNLOCK_TT, UNLOCK_RO};
struct SongEntry
{
float m_fDancePointsRequired; // Ammount of Dance Points needed to unlock this song
CString m_sSongName; /* Name of the song in the DWI/SM file itself.. This allows
for a lot easier compatibility since a lot of people's
song folders are named differantly, song names tend to
be the same in the file.*/
float m_fDancePointsRequired; // Amount of Dance Points needed to unlock this song
float m_fArcadePointsRequired;
float m_fSongPointsRequired;
float m_fExtraStagesCleared;
float m_fExtraStagesFailed;
float m_fStagesCleared;
float m_fToastysSeen;
int m_iRouletteSeed;
bool isLocked;
SongEntry();
bool SelectableWheel();
bool SelectableRoulette();
bool updateLocked();
};
class UnlockSystem
{
public:
UnlockSystem();
float NumPointsUntilNextUnlock();
bool SongIsLocked( CString sSongName );
bool SongIsRoulette( CString sSongName );
bool LoadFromDATFile( CString sPath );
bool m_bAllSongsAreUnlocked; // Quick way to check if all songs are unlocked
vector<SongEntry> m_SongEntries; // All locked songs are stored here
// bool m_bAllSongsAreUnlocked; // Quick way to check if all songs are unlocked
vector<SongEntry> m_SongEntries; // All locked songs are stored here
float UnlockAddAP(Grade credit);
float UnlockAddDP(float credit);
float UnlockAddSP(Grade credit);
float UnlockClearExtraStage();
float UnlockFailExtraStage();
float UnlockClearStage();
float UnlockToasty();
bool UnlockRouletteSeed(int seed);
private:
void SortSongEntriesArray();
bool ParseRow(CString text, CString &type, float &qty,
CString &songname);
};
#endif