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