#ifndef ProfileManager_H #define ProfileManager_H /* ----------------------------------------------------------------------------- Class: ProfileManager Desc: Interface to profiles that exist on the machine or a memory card plugged into the machine. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "PlayerNumber.h" #include "GameConstantsAndTypes.h" #include "Style.h" #include "Profile.h" class Song; class StyleDef; class ProfileManager { public: ProfileManager(); ~ProfileManager(); bool CreateLocalProfile( CString sName ); bool RenameLocalProfile( CString sProfileID, CString sNewName ); bool DeleteLocalProfile( CString sProfileID ); void GetLocalProfileIDs( vector &asProfileIDsOut ) const; void GetLocalProfileNames( vector &asNamesOut ) const; bool LoadFirstAvailableProfile( PlayerNumber pn ); // memory card or local profile bool LoadProfileFromMemoryCard( PlayerNumber pn ); bool SaveProfile( PlayerNumber pn ) const; void UnloadProfile( PlayerNumber pn ); // // General data // void IncrementToastiesCount( PlayerNumber pn ); void AddStepTotals( PlayerNumber pn, int iNumTapsAndHolds, int iNumJumps, int iNumHolds, int iNumMines, int iNumHands ); // // High scores // void LoadMachineProfile(); void SaveMachineProfile(); bool IsUsingProfile( PlayerNumber pn ) const { return !m_sProfileDir[pn].empty(); } bool IsUsingProfile( ProfileSlot slot ) const { switch( slot ) { case PROFILE_SLOT_PLAYER_1: case PROFILE_SLOT_PLAYER_2: return !m_sProfileDir[slot].empty(); case PROFILE_SLOT_MACHINE: return true; default: ASSERT(0); return false; } } const Profile* GetProfile( PlayerNumber pn ) const; Profile* GetProfile( PlayerNumber pn ) { return (Profile*) ((const ProfileManager *) this)->GetProfile(pn); } const Profile* GetProfile( ProfileSlot slot ) const; Profile* GetProfile( ProfileSlot slot ) { return (Profile*) ((const ProfileManager *) this)->GetProfile(slot); } CString GetProfileDir( ProfileSlot slot ) const; Profile* GetMachineProfile() { return &m_MachineProfile; } CString GetPlayerName( PlayerNumber pn ) const; bool ProfileWasLoadedFromMemoryCard( PlayerNumber pn ) const; // // Song stats // int GetSongNumTimesPlayed( const Song* pSong, ProfileSlot card ) const; bool IsSongNew( const Song* pSong ) const { return GetSongNumTimesPlayed(pSong,PROFILE_SLOT_MACHINE)==0; } void AddStepsHighScore( const Steps* pSteps, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut ); void IncrementStepsPlayCount( const Steps* pSteps, PlayerNumber pn ); HighScore GetHighScoreForDifficulty( const Song *s, const StyleDef *st, ProfileSlot slot, Difficulty dc ) const; // // Course stats // void AddCourseHighScore( const Course* pCourse, StepsType st, CourseDifficulty cd, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut ); void IncrementCoursePlayCount( const Course* pCourse, StepsType st, CourseDifficulty cd, PlayerNumber pn ); // // Category stats // void AddCategoryHighScore( StepsType nt, RankingCategory rc, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut ); void IncrementCategoryPlayCount( StepsType nt, RankingCategory rc, PlayerNumber pn ); // void ReadSM300NoteScores(); private: bool LoadDefaultProfileFromMachine( PlayerNumber pn ); bool CreateMemoryCardProfile( PlayerNumber pn ); bool LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard ); bool CreateProfile( CString sProfileDir, CString sName ); // Directory that contains the profile. Either on local machine or // on a memory card. CString m_sProfileDir[NUM_PLAYERS]; bool m_bWasLoadedFromMemoryCard[NUM_PLAYERS]; // actual loaded profile data Profile m_Profile[NUM_PLAYERS]; Profile m_MachineProfile; }; extern ProfileManager* PROFILEMAN; // global and accessable from anywhere in our program #endif