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.
126 lines
3.4 KiB
C++
126 lines
3.4 KiB
C++
#ifndef PREFSMANAGER_H
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#define PREFSMANAGER_H
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/*
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-----------------------------------------------------------------------------
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Class: PrefsManager
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Desc: Holds user-chosen preferences that are saved between sessions.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Chris Gomez
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-----------------------------------------------------------------------------
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*/
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class PrefsManager
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{
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public:
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PrefsManager();
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~PrefsManager();
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// GameOptions (ARE saved between sessions)
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bool m_bWindowed;
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int m_iDisplayWidth;
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int m_iDisplayHeight;
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int m_iDisplayColorDepth;
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int m_iTextureColorDepth;
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int m_iMaxTextureResolution;
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int m_iRefreshRate;
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bool m_bShowStats;
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enum { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS, BGMODE_RANDOMMOVIES } m_BackgroundMode;
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int m_iNumBackgrounds;
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float m_fBGBrightness;
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int m_iMovieDecodeMS;
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bool m_bHiddenSongs;
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bool m_bVsync;
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bool m_bDelayedTextureDelete;
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bool m_bDelayedScreenLoad;
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bool m_bBannerCache;
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bool m_bIgnoreJoyAxes;
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bool m_bOnlyDedicatedMenuButtons;
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bool m_bMenuTimer;
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bool m_bShowDanger;
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int m_iNumArcadeStages;
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bool m_bEventMode;
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float m_fJudgeWindowScale;
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float m_fLifeDifficultyScale;
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float m_fJudgeWindowMarvelousSeconds;
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float m_fJudgeWindowPerfectSeconds;
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float m_fJudgeWindowGreatSeconds;
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float m_fJudgeWindowGoodSeconds;
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float m_fJudgeWindowBooSeconds;
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float m_fJudgeWindowOKSeconds;
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bool m_bAutoPlay;
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bool m_bDelayedEscape;
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bool m_bInstructions, m_bShowDontDie, m_bShowSelectGroup;
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bool m_bShowNative;
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bool m_bArcadeOptionsNavigation;
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enum { NEVER, ALWAYS, ABC_ONLY } m_MusicWheelUsesSections;
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int m_iMusicWheelSwitchSpeed;
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bool m_bEasterEggs;
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bool m_bMarvelousTiming;
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int m_iCoinMode;
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int m_iCoinsPerCredit;
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bool m_bJointPremium;
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bool m_bPickExtraStage;
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float m_fLongVerSongSeconds;
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float m_fMarathonVerSongSeconds;
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enum Maybe { ASK = -1, NO = 0, YES = 1 };
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Maybe m_ShowSongOptions;
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bool m_bSoloSingle;
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bool m_bDancePointsForOni; //DDR-Extreme style dance points instead of max2 percent
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bool m_bTimestamping;
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bool m_bShowLyrics;
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bool m_bAutogenMissingTypes;
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bool m_bAutogenGroupCourses;
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bool m_bBreakComboToGetItem;
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bool m_bShowDancingCharacters;
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float m_fDancePointsAccumulated;
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bool m_bUseUnlockSystem;
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bool m_bFirstRun;
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bool m_bAutoMapJoysticks;
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float m_fGlobalOffsetSeconds;
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float m_fArcadePointsAccumulated;
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float m_fSongPointsAccumulated;
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float m_fExtraStagesCleared;
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float m_fExtraStagesFailed;
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float m_fTotalStagesCleared;
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float m_fTotalToastysSeen;
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CString m_RouletteSeeds;
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/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
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int m_iBoostAppPriority;
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CStringArray m_asAdditionalSongFolders;
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CString m_DWIPath;
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CString m_sLastSeenVideoDriver;
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#if defined(WIN32)
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int m_iLastSeenMemory;
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#endif
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CString m_sVideoRenderers;
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bool m_bAntiAliasing;
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CString m_sSoundDrivers;
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float m_fSoundVolume;
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bool m_bSoundPreloadAll;
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bool m_bAllowUnacceleratedRenderer;
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CString m_sIgnoredMessageWindows;
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/* Game-specific prefs: */
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CString m_sDefaultModifiers;
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void ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame );
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void SaveGlobalPrefsToDisk();
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void ReadGamePrefsFromDisk();
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void SaveGamePrefsToDisk();
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};
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extern PrefsManager* PREFSMAN; // global and accessable from anywhere in our program
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#endif
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