Commit Graph
92 Commits
Author SHA1 Message Date
Chris Danford ed75682b9f remove Workout, fold into EditCourses 2009-03-22 08:42:27 +00:00
Glenn Maynard 7532b19031 simplify
set NumTimesPlayed
2007-06-08 17:11:49 +00:00
Glenn Maynard 6ee33d2a33 ProfileStepEdits, ProfileCourseEdits prefs 2007-05-27 17:59:41 +00:00
Steve Checkoway fb7553a2c0 Add GetGradeForTrail(). 2007-05-05 11:16:07 +00:00
Glenn Maynard f2a12492e0 rename 2007-04-25 21:22:45 +00:00
Glenn Maynard 21b544c8ae simplify iSaveProfileEvery stuff and make it closer to correct 2007-04-24 19:36:45 +00:00
Glenn Maynard 95fb191fb4 allow loading profile without loading edits 2007-04-24 16:30:23 +00:00
Steve Checkoway 2afb681aea GetHighScoreForDifficulty -> GetHighGradeForDifficulty. 2007-02-25 07:02:27 +00:00
Chris Danford 9bee8d3b4a copy edits from import dirs too 2006-03-27 19:28:10 +00:00
Steve Checkoway cef0c4cebb Const. 2006-03-04 10:24:50 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Chris Danford 36c7d8e0ed enum name cleanup 2005-12-01 03:20:25 +00:00
Glenn Maynard 4c62c63e84 move m_sDefaultLocalProfileID into ProfileManager 2005-10-27 17:47:42 +00:00
Glenn Maynard 87ddfb4c41 Up until now, we've been backing up profile data by copying it to the
backup directory immediately after a successful load.  This ensures that
the data we're copying is valid, so after a successful copy, the backup
is valid, too.  This has a couple problems:

 - Copying takes a while.  It's much faster to move data.
 - Data shouldn't be written during a profile read.  Players should be able
   to assume that it's safe to remove the memory card at any time except
   when the game is explicitly saving.
 - Copying good data from one place to another is just as prone to error as
   initially writing it.  It's at least as easy for the backup copy to fail
   and result in a bad backup as it is for a save to fail in the first place.

Instead, when we successfully load profile data (and not from a backup),
set a flag.  Later, when we save over that data, we'll clear the flag and
move the data we're about to overwrite to the backup.
2005-09-29 00:33:22 +00:00
Chris Danford 57b593c65e add GetLocalProfileIDFromIndex 2005-08-14 23:01:34 +00:00
Chris Danford 760ca931bc fix local profile switching stuck if current local profileID doesn't exist
fix local profile loading broken because dir missing trailing slash
2005-08-14 20:31:20 +00:00
Chris Danford c5fa8517dd add FixedProfiles metric. If on, profiles shouldn't be added or deleted - only cleared. 2005-08-14 01:59:46 +00:00
Chris Danford ff7c122289 cleanup: move ProfileLoadResult into GameConstantsAndTypes so we don't take dependencies on Profile.h for ProfileLoadResult 2005-08-13 06:59:27 +00:00
Glenn Maynard 77d5d0466f CreateLocalProfileByID -> AddLocalProfileByID (to allow code to set up
a local profile on its own)
2005-08-13 01:47:56 +00:00
Glenn Maynard 09b44c9766 split GetLocalProfileByID 2005-08-11 23:14:32 +00:00
Glenn Maynard 3c93754969 split CreateLocalProfileByID 2005-08-11 23:10:44 +00:00
Glenn Maynard 01b6345758 split UnloadAllLocalProfiles 2005-08-11 23:06:01 +00:00
Chris Danford 3d37449e6b add lua bindings
use profileID as the key in the map, not the profile dir
2005-08-06 05:34:06 +00:00
Chris Danford 10711f0c83 choose profileIDs for new local profiles such that ordering by creation time is preserved 2005-08-05 10:01:10 +00:00
Chris Danford 804cc8b2bc working on profile management screen 2005-08-05 04:20:46 +00:00
Chris Danford 68f8e632f0 Add new ScreenOptionsManageProfiles 2005-08-04 21:13:29 +00:00
Chris Danford 0bc9261eb3 return ID of the created profile 2005-07-16 05:28:34 +00:00
Chris Danford b9db8fad48 reduce MAX_NUM_LOCAL_PROFILES 2005-07-14 08:45:21 +00:00
Chris Danford e2e641d0f7 add MAX_NUM_LOCAL_PROFILES 2005-07-13 20:27:05 +00:00
Chris Danford 6f9d4caf0f keep the whole LocalProfile in memory, not just the EditableData 2005-07-13 19:15:31 +00:00
Chris Danford e9166ac4ab load EditableData for all local profile on startup so that we don't have to load every profile from disk to enumerate names 2005-07-12 20:19:52 +00:00
Chris Danford 7c6dbc102b working on ScreenOptionsProfiles 2005-07-05 23:13:49 +00:00
Glenn Maynard 3450307b01 reduce dependencies 2005-07-01 05:06:00 +00:00
Glenn Maynard 04546763e0 reducing ProfileManager.h dependency on Profile.h (many users only use
PManager to see if a profile is loaded, etc, not to access the actual profiles)
2005-07-01 04:46:32 +00:00
Chris Danford fb1d69add3 rename: IsUsingProfile -> IsPersistentProfile
Don't require IsPersistentProfile in some places related to fitness mode where a non-persistent Profile will suffice
2005-05-09 08:44:01 +00:00
Chris Danford 3a726a1c9b fix ScreenEnding shows stats when not using a memory card
fix other bugs introduced when GetProfile was changed to return a valid pointer even with no profile loaded
2005-05-01 06:42:30 +00:00
Chris Danford 4f23083ebc allow GetProfile even if not using local profile or memory card 2005-04-26 03:32:08 +00:00
Glenn Maynard fb30fa1c19 track rolls 2005-04-25 11:42:19 +00:00
Glenn Maynard 5093809e31 fallback load for Editable.ini when loaded by the memory card thread 2005-04-24 23:23:32 +00:00
Glenn Maynard 1ea1ecfaaf move FastLoadProfileNameFromMemoryCard into ProfileManager 2005-04-24 23:06:15 +00:00
Glenn Maynard 086ee3f376 split GetMemoryCardProfileDirectoriesToTry
store directory imported from
2005-04-24 19:39:54 +00:00
Glenn Maynard 1abb3cd8b2 working on importing scores 2005-04-24 19:18:46 +00:00
Chris Danford e6f37dbee8 Don't fill in new Profiles with a hard-coded "NoName". Let ScreenSystemLayer fill in blank name from metrics. 2005-03-26 22:18:28 +00:00
Chris Danford bb099ee7e0 count calories while stepping, not at the end 2005-02-15 09:24:48 +00:00
Glenn Maynard bdf3e4ddd8 warning: `class ProfileManager' has virtual functions but non-virtual destructor 2005-02-13 04:14:33 +00:00
Glenn Maynard 2412c73b22 comment, cleanup 2005-02-13 03:40:37 +00:00
Chris Danford 12fde5d55c move PlayerName texts out of code and into BGAnimations 2005-02-13 01:16:17 +00:00
Chris Danford 5c5ac50b82 Load from LastGood if the main profile is tampered/corrupt.
Don't write new data on a load fail - it doesn't give the user a change to correct the load failure.
2004-10-07 19:57:51 +00:00
Chris Danford ebb9e730a4 Show message when a Profile load fails so that the player doesn't accidentally save over their possibly-good data.
Save a copy of Stats.xml to the memory card after a successful load.  I have seen one instance where the digital signature on save is bogus, and there's no way for the player to recover their data.
Update Stats.xsl text help text.
2004-10-06 08:39:38 +00:00
Chris Danford e435165014 clean up memory card logic:
- Don't do the OS mount for cards during the attract screens.  Only do OS mounts in the time between BeginGame and PlayersFinalized.
 - Remove logic for fast load of a Profile from the MemoryCard.  Instead, load the whole profile all at once on PlayersFinalized.
2004-08-09 05:01:24 +00:00