#ifndef UNLOCK_SYSTEM_H #define UNLOCK_SYSTEM_H #include "Grade.h" #include /* ----------------------------------------------------------------------------- Class: UnlockSystem Desc: The unlock system for Stepmania. Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. Kevin Slaughter Andrew Wong ----------------------------------------------------------------------------- */ class Song; enum UnlockType { UNLOCK_ARCADE_POINTS, UNLOCK_DANCE_POINTS, UNLOCK_SONG_POINTS, UNLOCK_EXTRA_CLEARED, UNLOCK_EXTRA_FAILED, UNLOCK_TOASTY, UNLOCK_CLEARED, NUM_UNLOCK_TYPES }; struct UnlockEntry { UnlockEntry(); CString m_sSongName; /* A cached pointer to the song or course this entry refers to. Only one of * these will be non-NULL. */ Song *m_pSong; Course *m_pCourse; float m_fRequired[NUM_UNLOCK_TYPES]; int m_iCode; bool IsCourse() const { return m_pCourse != NULL; } bool IsLocked() const; }; class UnlockSystem { friend struct UnlockEntry; public: UnlockSystem(); // returns # of points till next unlock - used for ScreenUnlock float PointsUntilNextUnlock( UnlockType t ) const; float ArcadePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_ARCADE_POINTS); } float DancePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_DANCE_POINTS); } float SongPointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_SONG_POINTS); } // Used on select screens: bool SongIsLocked( const Song *song ); bool SongIsRoulette( const Song *song ); bool CourseIsLocked( const Course *course ); // executed when program is first executed bool LoadFromDATFile(); // Gets number of unlocks for title screen int GetNumUnlocks() const; void UpdateSongs(); // functions that add to values void UnlockAddAP(Grade credit); void UnlockAddAP(float credit); void UnlockAddDP(float credit); void UnlockAddSP(Grade credit); void UnlockAddSP(float credit); void UnlockClearExtraStage(); void UnlockFailExtraStage(); void UnlockClearStage(); void UnlockToasty(); void UnlockCode( int num ); // unlocks the song's code void UnlockSong( const Song *song ); UnlockEntry *FindLockEntry( CString lockname ); // All locked songs are stored here vector m_SongEntries; private: // read and write unlock in values bool ReadValues(); bool WriteValues() const; UnlockEntry *FindSong( const Song *pSong ); UnlockEntry *FindCourse( const Course *pCourse ); // unlock values, cached float m_fScores[NUM_UNLOCK_TYPES]; set m_UnlockedCodes; set m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted }; extern UnlockSystem* UNLOCKMAN; // global and accessable from anywhere in program #endif