/* UnlockManager - Unlocks handling. */ #ifndef UNLOCK_MANAGER_H #define UNLOCK_MANAGER_H #include "Grade.h" #include "Command.h" #include #include "Difficulty.h" #include "SongUtil.h" #include "CourseUtil.h" class Song; class Course; class Steps; class Profile; struct lua_State; enum UnlockRequirement { UnlockRequirement_ArcadePoints, UnlockRequirement_DancePoints, UnlockRequirement_SongPoints, UnlockRequirement_ExtraCleared, UnlockRequirement_ExtraFailed, UnlockRequirement_Toasties, UnlockRequirement_StagesCleared, NUM_UnlockRequirement, UnlockRequirement_Invalid, }; LuaDeclareType( UnlockRequirement ); enum UnlockRewardType { UnlockRewardType_Song, UnlockRewardType_Steps, UnlockRewardType_Course, UnlockRewardType_Modifier, NUM_UnlockRewardType, UnlockRewardType_Invalid }; const RString& UnlockRewardTypeToString( UnlockRewardType i ); const RString& UnlockRewardTypeToLocalizedString( UnlockRewardType i ); LuaDeclareType( UnlockRewardType ); enum UnlockEntryStatus { UnlockEntryStatus_RequrementsNotMet, UnlockEntryStatus_RequirementsMet, UnlockEntryStatus_Unlocked, }; class UnlockEntry { public: UnlockEntry() { m_Type = UnlockRewardType_Invalid; m_dc = Difficulty_Invalid; ZERO( m_fRequirement ); m_bRequirePassHardSteps = false; m_bRoulette = false; m_sEntryID = ""; // "" means not yet filled. This will be filled in automatically if not specified. } UnlockRewardType m_Type; Command m_cmd; /* A cached pointer to the song or course this entry refers to. Only one of * these will be non-NULL. */ SongID m_Song; Difficulty m_dc; CourseID m_Course; float m_fRequirement[NUM_UnlockRequirement]; // unlocked if any of of these are met bool m_bRequirePassHardSteps; bool m_bRoulette; RString m_sEntryID; bool IsValid() const; bool IsLocked() const { return GetUnlockEntryStatus() != UnlockEntryStatus_Unlocked; } UnlockEntryStatus GetUnlockEntryStatus() const; RString GetModifier() const { return m_cmd.GetArg(1).s; } RString GetDescription() const; RString GetBannerFile() const; RString GetBackgroundFile() const; // Lua void PushSelf( lua_State *L ); }; // Option is locked due to an unsatisfied unlock entry. #define LOCKED_LOCK 0x1 // Option is only available in random selections. #define LOCKED_ROULETTE 0x2 // Option is locked due to a #SELECTABLE tag. #define LOCKED_SELECTABLE 0x4 // Option is disabled by the operator. (For courses, this means that a song in the // course is disabled.) #define LOCKED_DISABLED 0x8 class UnlockManager { friend class UnlockEntry; public: UnlockManager(); ~UnlockManager(); void Reload(); float PointsUntilNextUnlock( UnlockRequirement t ) const; int SongIsLocked( const Song *pSong ) const; bool StepsIsLocked( const Song *pSong, const Steps *pSteps ) const; int CourseIsLocked( const Course *course ) const; bool ModifierIsLocked( const RString &sOneMod ) const; // Gets number of unlocks for title screen int GetNumUnlocks() const; int GetNumUnlocked() const; int GetUnlockEntryIndexToCelebrate() const; bool AnyUnlocksToCelebrate() const; void GetPoints( const Profile *pProfile, float fScores[NUM_UnlockRequirement] ) const; // Unlock an entry by code. void UnlockEntryID( RString sEntryID ); void UnlockEntryIndex( int iEntryIndex ); /* * If a code is associated with at least one song or course, set the preferred song * and/or course in GAMESTATE to them. */ void PreferUnlockEntryID( RString sEntryID ); // Unlocks a song. void UnlockSong( const Song *pSong ); // Return the associated EntryID. RString FindEntryID( const RString &sName ) const; // All locked songs are stored here vector m_UnlockEntries; void GetUnlocksByType( UnlockRewardType t, vector &apEntries ); void GetSongsUnlockedByEntryID( vector &apSongsOut, RString sEntryID ); void GetStepsUnlockedByEntryID( vector &apSongsOut, vector &apStepsOut, RString sEntryID ); const UnlockEntry *FindSong( const Song *pSong ) const; const UnlockEntry *FindSteps( const Song *pSong, const Steps *pSteps ) const; const UnlockEntry *FindCourse( const Course *pCourse ) const; const UnlockEntry *FindModifier( const RString &sOneMod ) const; // Lua void PushSelf( lua_State *L ); private: // read unlocks void Load(); set m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted }; extern UnlockManager* UNLOCKMAN; // global and accessable from anywhere in program #endif /* * (c) 2001-2004 Kevin Slaughter, Andrew Wong, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */