Files
itgmania212121/stepmania/src/Profile.h
T
Chris Danford 5c5ac50b82 Load from LastGood if the main profile is tampered/corrupt.
Don't write new data on a load fail - it doesn't give the user a change to correct the load failure.
2004-10-07 19:57:51 +00:00

328 lines
11 KiB
C++

/* Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
#ifndef Profile_H
#define Profile_H
#include "GameConstantsAndTypes.h"
#include "Grade.h"
#include <map>
#include <set>
#include "HighScore.h"
#include "DateTime.h"
#include "SongUtil.h" // for SongID
#include "StepsUtil.h" // for StepsID
#include "CourseUtil.h" // for CourseID
#include "TrailUtil.h" // for TrailID
#include "StyleUtil.h" // for StyleID
struct XNode;
//
// Current file versions
//
const CString STATS_XML = "Stats.xml";
const CString EDITABLE_INI = "Editable.ini";
// Editable data is an INI because the default INI file association on Windows
// systems will open the ini file in an editor. The default association for
// XML will open in IE. Users have a much better chance of discovering how to
// edit this data if they don't have to fight against the file associations.
const CString DONT_SHARE_SIG = "DontShare.sig";
// The "don't share" file is something that the user should always keep private.
// They can safely share STATS_XML with STATS_XML's signature so that others
// can authenticate the STATS_XML data. However, others can't copy that data
// to their own profile for use in the game unless they also have the "don't
// share" file. DontShare contains a piece of information that we can
// construct using STATS_XML but the user can't construct using STATS_XML.
// The file contains a signature of the STATS_XML's signature.
const CString PUBLIC_KEY_FILE = "public.key";
const CString SCREENSHOTS_SUBDIR = "Screenshots/";
const CString EDITS_SUBDIR = "Edits/";
class Style;
class Song;
class Steps;
class Course;
class Profile
{
public:
Profile()
{
InitAll();
}
//
// smart accessors
//
CString GetDisplayName() const;
CString GetDisplayTotalCaloriesBurned() const;
CString GetDisplayTotalCaloriesBurnedToday() const;
int GetTotalNumSongsPlayed() const;
int GetTotalNumSongsPassed() const;
float GetSongsPossible( StepsType st, Difficulty dc ) const;
float GetCoursesPossible( StepsType st, CourseDifficulty cd ) const;
float GetSongsActual( StepsType st, Difficulty dc ) const;
float GetCoursesActual( StepsType st, CourseDifficulty cd ) const;
float GetSongsPercentComplete( StepsType st, Difficulty dc ) const;
float GetCoursesPercentComplete( StepsType st, CourseDifficulty cd ) const;
static CString GetProfileDisplayNameFromDir( CString sDir );
int GetSongNumTimesPlayed( const Song* pSong ) const;
int GetSongNumTimesPlayed( const SongID& songID ) const;
void AddStepTotals( int iNumTapsAndHolds, int iNumJumps, int iNumHolds, int iNumMines, int iNumHands );
bool IsMachine() const;
//
// Editable data
//
CString m_sDisplayName;
CString m_sLastUsedHighScoreName; // this doesn't really belong in "editable", but we need it in the smaller editable file so that it can be ready quickly.
int m_iWeightPounds;
//
// General data
//
CString m_sGuid;
bool m_bUsingProfileDefaultModifiers;
CString m_sDefaultModifiers;
SortOrder m_SortOrder;
Difficulty m_LastDifficulty;
CourseDifficulty m_LastCourseDifficulty;
SongID m_lastSong;
CourseID m_lastCourse;
int m_iTotalPlays;
int m_iTotalPlaySeconds;
int m_iTotalGameplaySeconds;
int m_iCurrentCombo;
float m_fTotalCaloriesBurned;
int m_iTotalDancePoints;
int m_iNumExtraStagesPassed;
int m_iNumExtraStagesFailed;
int m_iNumToasties;
int m_iTotalTapsAndHolds;
int m_iTotalJumps;
int m_iTotalHolds;
int m_iTotalMines;
int m_iTotalHands;
set<int> m_UnlockedSongs;
mutable CString m_sLastPlayedMachineGuid; // mutable because we overwrite this on save, and I don't want to remove const from the whole save chain. -Chris
mutable DateTime m_LastPlayedDate;
int m_iNumSongsPlayedByPlayMode[NUM_PLAY_MODES];
map<StyleID,int> m_iNumSongsPlayedByStyle;
int m_iNumSongsPlayedByDifficulty[NUM_DIFFICULTIES];
int m_iNumSongsPlayedByMeter[MAX_METER+1];
int m_iNumStagesPassedByPlayMode[NUM_PLAY_MODES];
int m_iNumStagesPassedByGrade[NUM_GRADES];
//
// Song high scores
//
struct HighScoresForASteps
{
HighScoreList hs;
};
struct HighScoresForASong
{
std::map<StepsID,HighScoresForASteps> m_StepsHighScores;
};
std::map<SongID,HighScoresForASong> m_SongHighScores;
void AddStepsHighScore( const Song* pSong, const Steps* pSteps, HighScore hs, int &iIndexOut );
const HighScoreList& GetStepsHighScoreList( const Song* pSong, const Steps* pSteps ) const;
HighScoreList& GetStepsHighScoreList( const Song* pSong, const Steps* pSteps );
int GetStepsNumTimesPlayed( const Song* pSong, const Steps* pSteps ) const;
void IncrementStepsPlayCount( const Song* pSong, const Steps* pSteps );
void GetGrades( const Song* pSong, StepsType st, int iCounts[NUM_GRADES] ) const;
//
// Course high scores
//
// struct was a typedef'd array of HighScores, but VC6 freaks out
// in processing the templates for map::operator[].
struct HighScoresForATrail
{
HighScoreList hs;
};
struct HighScoresForACourse
{
std::map<TrailID,HighScoresForATrail> m_TrailHighScores;
};
std::map<CourseID,HighScoresForACourse> m_CourseHighScores;
void AddCourseHighScore( const Course* pCourse, const Trail* pTrail, HighScore hs, int &iIndexOut );
HighScoreList& GetCourseHighScoreList( const Course* pCourse, const Trail* pTrail );
const HighScoreList& GetCourseHighScoreList( const Course* pCourse, const Trail* pTrail ) const;
int GetCourseNumTimesPlayed( const Course* pCourse ) const;
int GetCourseNumTimesPlayed( const CourseID& courseID ) const;
void IncrementCoursePlayCount( const Course* pCourse, const Trail* pTrail );
//
// Category high scores
//
HighScoreList m_CategoryHighScores[NUM_STEPS_TYPES][NUM_RANKING_CATEGORIES];
void AddCategoryHighScore( StepsType st, RankingCategory rc, HighScore hs, int &iIndexOut );
HighScoreList& GetCategoryHighScoreList( StepsType st, RankingCategory rc );
const HighScoreList& GetCategoryHighScoreList( StepsType st, RankingCategory rc ) const;
int GetCategoryNumTimesPlayed( StepsType st ) const;
void IncrementCategoryPlayCount( StepsType st, RankingCategory rc );
//
// Screenshot Data
//
vector<Screenshot> m_vScreenshots;
void AddScreenshot( const Screenshot &screenshot );
int GetNextScreenshotIndex() { return m_vScreenshots.size(); }
//
// Calorie Data
//
// Why track calories in a map, and not in a static sized array like
// Bookkeeping? The machine's clock is not guaranteed to be set correctly.
// If calorie array is in a static sized array, playing on a machine with
// a mis-set clock could wipe out all your past data. With this scheme,
// the worst that could happen is that playing on a mis-set machine will
// insert some garbage entries into the map.
map<DateTime,float> m_mapDayToCaloriesBurned;
float GetCaloriesBurnedForDay( DateTime day ) const;
//
// RecentSongScores
//
struct HighScoreForASongAndSteps
{
StepsID stepsID;
SongID songID;
HighScore hs;
HighScoreForASongAndSteps() { Unset(); }
void Unset() { stepsID.Unset(); songID.Unset(); hs.Unset(); }
XNode* CreateNode() const;
void LoadFromNode( const XNode* pNode );
};
vector<HighScoreForASongAndSteps> m_vRecentStepsScores;
void AddStepsRecentScore( const Song* pSong, const Steps* pSteps, HighScore hs );
//
// RecentCourseScores
//
struct HighScoreForACourseAndTrail
{
CourseID courseID;
TrailID trailID;
HighScore hs;
HighScoreForACourseAndTrail() { Unset(); }
void Unset() { courseID.Unset(); hs.Unset(); }
XNode* CreateNode() const;
void LoadFromNode( const XNode* pNode );
};
vector<HighScoreForACourseAndTrail> m_vRecentCourseScores;
void AddCourseRecentScore( const Course* pCourse, const Trail* pTrail, HighScore hs );
//
// Init'ing
//
void InitAll()
{
InitEditableData();
InitGeneralData();
InitSongScores();
InitCourseScores();
InitCategoryScores();
InitScreenshotData();
InitCalorieData();
InitRecentSongScores();
InitRecentCourseScores();
}
void InitEditableData();
void InitGeneralData();
void InitSongScores();
void InitCourseScores();
void InitCategoryScores();
void InitScreenshotData();
void InitCalorieData();
void InitRecentSongScores();
void InitRecentCourseScores();
//
// Loading and saving
//
enum LoadResult { success, failed_no_profile, failed_tampered };
LoadResult LoadAllFromDir( CString sDir, bool bRequireSignature );
bool SaveAllToDir( CString sDir, bool bSignData ) const;
void LoadEditableDataFromDir( CString sDir );
void LoadGeneralDataFromNode( const XNode* pNode );
void LoadSongScoresFromNode( const XNode* pNode );
void LoadCourseScoresFromNode( const XNode* pNode );
void LoadCategoryScoresFromNode( const XNode* pNode );
void LoadScreenshotDataFromNode( const XNode* pNode );
void LoadCalorieDataFromNode( const XNode* pNode );
void LoadRecentSongScoresFromNode( const XNode* pNode );
void LoadRecentCourseScoresFromNode( const XNode* pNode );
void SaveEditableDataToDir( CString sDir ) const;
bool SaveStatsXmlToDir( CString sDir, bool bSignData ) const;
XNode* SaveGeneralDataCreateNode() const;
XNode* SaveSongScoresCreateNode() const;
XNode* SaveCourseScoresCreateNode() const;
XNode* SaveCategoryScoresCreateNode() const;
XNode* SaveScreenshotDataCreateNode() const;
XNode* SaveCalorieDataCreateNode() const;
XNode* SaveRecentSongScoresCreateNode() const;
XNode* SaveRecentCourseScoresCreateNode() const;
XNode* SaveCoinDataCreateNode() const;
void SaveStatsWebPageToDir( CString sDir ) const;
void SaveMachinePublicKeyToDir( CString sDir ) const;
static bool CreateNewProfile( CString sProfileDir, CString sName );
static void BackupToDir( CString sFromDir, CString sToDir );
private:
const HighScoresForASong *GetHighScoresForASong( const SongID& songID ) const;
const HighScoresForACourse *GetHighScoresForACourse( const CourseID& courseID ) const;
};
#endif
/*
* (c) 2001-2004 Chris Danford
* 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.
*/