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itgmania212121/stepmania/src/GameState.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: GameState
Desc: See Header.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
Chris Gomez
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-----------------------------------------------------------------------------
*/
#include "GameState.h"
#include "IniFile.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "InputMapper.h"
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#include "song.h"
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#include "Course.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "SongManager.h"
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#include "Steps.h"
#include "NoteSkinManager.h"
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#include "ModeChoice.h"
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#include "NoteFieldPositioning.h"
#include "Character.h"
#include "UnlockSystem.h"
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#include "AnnouncerManager.h"
#include "ProfileManager.h"
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#include "arch/arch.h"
#include "ThemeManager.h"
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#include "LightsManager.h"
#include "RageFile.h"
#include "Bookkeeper.h"
#include <time.h>
#include "MemoryCardManager.h"
#include "StageStats.h"
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#include "GameConstantsAndTypes.h"
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#define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" )
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GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
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#define CHARACTERS_DIR "Characters/"
#define NAMES_BLACKLIST_FILE "Data/NamesBlacklist.dat"
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GameState::GameState()
{
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m_pPosition = NULL;
m_CurGame = GAME_DANCE;
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m_iCoins = 0;
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m_timeGameStarted.SetZero();
m_bIsOnSystemMenu = false;
ReloadCharacters();
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m_iNumTimesThroughAttract = 0;
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/* Don't reset yet; let the first screen do it, so we can
* use PREFSMAN and THEME. */
// Reset();
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}
GameState::~GameState()
{
delete m_pPosition;
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for( unsigned i=0; i<m_pCharacters.size(); i++ )
delete m_pCharacters[i];
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}
void GameState::Reset()
{
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if( !m_timeGameStarted.IsZero() && g_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
EndGame();
ASSERT( THEME );
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int p;
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m_timeGameStarted.SetZero();
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m_CurStyle = STYLE_INVALID;
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for( p=0; p<NUM_PLAYERS; p++ )
m_bSideIsJoined[p] = false;
// m_iCoins = 0; // don't reset coin count!
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m_MasterPlayerNumber = PLAYER_INVALID;
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m_sPreferredGroup = GROUP_ALL_MUSIC;
m_bChangedFailType = false;
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for( p=0; p<NUM_PLAYERS; p++ )
{
m_PreferredDifficulty[p] = DIFFICULTY_INVALID;
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m_PreferredCourseDifficulty[p] = COURSE_DIFFICULTY_REGULAR;
}
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m_SortOrder = SORT_INVALID;
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m_PlayMode = PLAY_MODE_INVALID;
m_bEditing = false;
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m_bDemonstrationOrJukebox = false;
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m_bJukeboxUsesModifiers = false;
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m_iCurrentStageIndex = 0;
m_bAllow2ndExtraStage = true;
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m_BeatToNoteSkinRev = 0;
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m_iNumStagesOfThisSong = 0;
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NOTESKIN->RefreshNoteSkinData( this->m_CurGame );
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m_iGameSeed = rand();
m_iRoundSeed = rand();
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m_pCurSong = NULL;
for( p=0; p<NUM_PLAYERS; p++ )
m_pCurNotes[p] = NULL;
m_pCurCourse = NULL;
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SAFE_DELETE( m_pPosition );
m_pPosition = new NoteFieldPositioning("Positioning.ini");
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for( p=0; p<NUM_PLAYERS; p++ )
m_bAttackBeganThisUpdate[p] = false;
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ResetMusicStatistics();
ResetStageStatistics();
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SONGMAN->UpdateBest();
SONGMAN->UpdateShuffled();
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g_vPlayedStageStats.clear();
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for( p=0; p<NUM_PLAYERS; p++ )
{
m_CurrentPlayerOptions[p].Init();
m_PlayerOptions[p].Init();
m_StoredPlayerOptions[p].Init();
}
m_SongOptions.Init();
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for( p=0; p<NUM_PLAYERS; p++ )
{
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// I can't think of a good reason to have both game-specific
// default mods and theme specific default mods. We should choose
// one or the other. -Chris
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// Having default modifiers in prefs is needed for several things.
// The theme setting is for eg. BM being reverse by default. (This
// could be done in the title menu ModeChoice, but then it wouldn't
// affect demo, and other non-gameplay things ...) -glenn
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ApplyModifiers( (PlayerNumber)p, DEFAULT_MODIFIERS );
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ApplyModifiers( (PlayerNumber)p, PREFSMAN->m_sDefaultModifiers );
}
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( PREFSMAN->m_ShowDancingCharacters == PrefsManager::CO_RANDOM)
m_pCurCharacters[p] = GetRandomCharacter();
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else
m_pCurCharacters[p] = GetDefaultCharacter();
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ASSERT( m_pCurCharacters[p] );
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}
for( p=0; p<NUM_PLAYERS; p++ )
{
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m_fSuperMeterGrowthScale[p] = 1;
m_iCpuSkill[p] = 5;
}
MEMCARDMAN->LockCards( false );
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LIGHTSMAN->SetLightMode( LIGHTMODE_ATTRACT );
}
void GameState::BeginGame()
{
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m_timeGameStarted.Touch();
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m_vpsNamesThatWereFilled.clear();
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m_iNumTimesThroughAttract = 0;
}
void CheckStageStats( const StageStats &ss, int p )
{
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if( ss.pSong )
CHECKPOINT_M( ss.pSong->GetFullTranslitTitle() );
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ASSERT( ss.pSteps[p] );
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RAGE_ASSERT_M( ss.playMode < NUM_PLAY_MODES, ssprintf("playmode %i", ss.playMode) );
RAGE_ASSERT_M( ss.style < NUM_STYLES, ssprintf("style %i", ss.style) );
RAGE_ASSERT_M( ss.pSteps[p]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", ss.pSteps[p]->GetDifficulty()) );
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/* Meter values can exceed MAX_METER; MAX_METER is just the highest meter value we
* display/track. */
// RAGE_ASSERT_M( ss.iMeter[p] < MAX_METER+1, ssprintf("%i", ss.iMeter[p]) );
}
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void GameState::PlayersFinalized()
{
MEMCARDMAN->LockCards( true );
SONGMAN->LoadAllFromProfiles();
// apply saved default modifiers if any
FOREACH_HumanPlayer( pn )
{
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if( !PROFILEMAN->IsUsingProfile(pn) )
continue; // skip
Profile* pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile->m_bUsingProfileDefaultModifiers )
{
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GAMESTATE->m_PlayerOptions[pn].Init();
GAMESTATE->ApplyModifiers( pn, pProfile->m_sDefaultModifiers );
}
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// Only set the sort order if it wasn't already set by a ModeChoice
if( m_SortOrder == SORT_INVALID )
m_SortOrder = pProfile->m_SortOrder;
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if( pProfile->m_PreferredDifficulty != DIFFICULTY_INVALID )
GAMESTATE->m_PreferredDifficulty[pn] = pProfile->m_PreferredDifficulty;
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if( pProfile->m_PreferredCourseDifficulty != COURSE_DIFFICULTY_INVALID )
GAMESTATE->m_PreferredCourseDifficulty[pn] = pProfile->m_PreferredCourseDifficulty;
}
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}
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/* This data is added to each player profile, and to the machine profile per-player. */
void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNumber p )
{
CheckStageStats( ss, p );
CHECKPOINT;
const int iMeter = clamp( ss.iMeter[p], 0, MAX_METER );
pProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++;
pProfile->m_iNumSongsPlayedByStyle[ss.style]++;
pProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++;
pProfile->m_iNumSongsPlayedByMeter[iMeter]++;
pProfile->m_iTotalDancePoints += ss.iActualDancePoints[p];
if( ss.StageType == StageStats::STAGE_EXTRA || ss.StageType == StageStats::STAGE_EXTRA2 )
{
if( ss.bFailed[p] )
++pProfile->m_iNumExtraStagesFailed;
else
++pProfile->m_iNumExtraStagesPassed;
}
if( !ss.bFailed[p] )
{
pProfile->m_iNumSongsPassedByPlayMode[ss.playMode]++;
pProfile->m_iNumSongsPassedByGrade[ss.GetGrade((PlayerNumber)p)]++;
}
}
void GameState::EndGame()
{
// Update profile stats
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int iPlaySeconds = max( 0, (int) m_timeGameStarted.PeekDeltaTime() );
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Profile* pMachineProfile = PROFILEMAN->GetMachineProfile();
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int iGameplaySeconds = 0;
for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
iGameplaySeconds += (int) roundf(g_vPlayedStageStats[i].fGameplaySeconds);
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pMachineProfile->m_iTotalPlaySeconds += iPlaySeconds;
pMachineProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
pMachineProfile->m_iTotalPlays++;
pMachineProfile->m_iCurrentCombo = 0;
CHECKPOINT;
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int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !IsHumanPlayer(p) )
continue;
CHECKPOINT;
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Profile* pPlayerProfile = PROFILEMAN->GetProfile( (PlayerNumber)p );
if( pPlayerProfile )
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{
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pPlayerProfile->m_iTotalPlaySeconds += iPlaySeconds;
pPlayerProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
pPlayerProfile->m_iTotalPlays++;
pPlayerProfile->m_iCurrentCombo =
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PREFSMAN->m_bComboContinuesBetweenSongs ?
g_CurStageStats.iCurCombo[p] :
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0;
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}
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for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
{
const StageStats& ss = g_vPlayedStageStats[i];
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AddPlayerStatsToProfile( pMachineProfile, ss, (PlayerNumber) p );
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if( pPlayerProfile )
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AddPlayerStatsToProfile( pPlayerProfile, ss, (PlayerNumber) p );
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}
CHECKPOINT;
}
BOOKKEEPER->WriteToDisk();
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PROFILEMAN->SaveMachineProfile();
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FOREACH_HumanPlayer( pn )
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{
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if( !PROFILEMAN->IsUsingProfile(pn) )
continue;
Profile* pProfile = PROFILEMAN->GetProfile(pn);
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// persist settings
pProfile->m_bUsingProfileDefaultModifiers = true;
pProfile->m_sDefaultModifiers = m_PlayerOptions[pn].GetString();
if( IsSongSort(m_SortOrder) )
pProfile->m_SortOrder = m_SortOrder;
if( m_PreferredDifficulty[pn] != DIFFICULTY_INVALID )
pProfile->m_PreferredDifficulty = m_PreferredDifficulty[pn];
if( m_PreferredCourseDifficulty[pn] != COURSE_DIFFICULTY_INVALID )
pProfile->m_PreferredCourseDifficulty = m_PreferredCourseDifficulty[pn];
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PROFILEMAN->SaveProfile( pn );
PROFILEMAN->UnloadProfile( pn );
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}
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// Reset the USB storage device numbers -after- saving
CHECKPOINT;
MEMCARDMAN->FlushAllDisks();
CHECKPOINT;
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SONGMAN->FreeAllLoadedFromProfiles();
}
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void GameState::Update( float fDelta )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_CurrentPlayerOptions[p].Approach( m_PlayerOptions[p], fDelta );
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bool bRebuildPlayerOptions = false;
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m_bAttackEndedThisUpdate[p] = false;
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/* See if any delayed attacks are starting or ending. */
for( unsigned s=0; s<m_ActiveAttacks[p].size(); s++ )
{
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Attack &attack = m_ActiveAttacks[p][s];
const bool bCurrentlyEnabled =
attack.fStartSecond == -1 ||
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(attack.fStartSecond < this->m_fMusicSeconds &&
m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining);
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if( m_ActiveAttacks[p][s].bOn == bCurrentlyEnabled )
continue; /* OK */
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if( m_ActiveAttacks[p][s].bOn && !bCurrentlyEnabled )
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m_bAttackEndedThisUpdate[p] = true;
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bRebuildPlayerOptions = true;
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m_ActiveAttacks[p][s].bOn = bCurrentlyEnabled;
}
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if( bRebuildPlayerOptions )
RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
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if( m_fSecondsUntilAttacksPhasedOut[p] > 0 )
m_fSecondsUntilAttacksPhasedOut[p] = max( 0, m_fSecondsUntilAttacksPhasedOut[p] - fDelta );
}
}
void GameState::ReloadCharacters()
{
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unsigned i;
for( i=0; i<m_pCharacters.size(); i++ )
delete m_pCharacters[i];
m_pCharacters.clear();
for( int p=0; p<NUM_PLAYERS; p++ )
m_pCurCharacters[p] = NULL;
CStringArray as;
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GetDirListing( CHARACTERS_DIR "*", as, true, true );
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bool FoundDefault = false;
for( i=0; i<as.size(); i++ )
{
CString sCharName, sDummy;
splitpath(as[i], sDummy, sCharName, sDummy);
sCharName.MakeLower();
if( sCharName == "cvs" ) // the directory called "CVS"
continue; // ignore it
if( sCharName.CompareNoCase("default")==0 )
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FoundDefault = true;
Character* pChar = new Character;
if( pChar->Load( as[i] ) )
m_pCharacters.push_back( pChar );
else
delete pChar;
}
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if( !FoundDefault )
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RageException::Throw( "'Characters/default' is missing." );
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// If FoundDefault, then we're not empty. -Chris
// if( m_pCharacters.empty() )
// RageException::Throw( "Couldn't find any character definitions" );
}
const float GameState::MUSIC_SECONDS_INVALID = -5000.0f;
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void GameState::ResetMusicStatistics()
{
m_fMusicSeconds = 0; // MUSIC_SECONDS_INVALID;
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m_fSongBeat = 0;
m_fCurBPS = 10;
m_bFreeze = false;
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m_bPastHereWeGo = false;
}
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void GameState::ResetStageStatistics()
{
StageStats OldStats = g_CurStageStats;
g_CurStageStats = StageStats();
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if( PREFSMAN->m_bComboContinuesBetweenSongs )
{
if( GetStageIndex() == 0 )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
if( pProfile )
g_CurStageStats.iCurCombo[p] = pProfile->m_iCurrentCombo;
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}
}
else // GetStageIndex() > 0
{
memcpy( g_CurStageStats.iCurCombo, OldStats.iCurCombo, sizeof(OldStats.iCurCombo) );
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}
}
RemoveAllActiveAttacks();
RemoveAllInventory();
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m_fOpponentHealthPercent = 1;
m_fTugLifePercentP1 = 0.5f;
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_fSuperMeter[p] = 0;
m_HealthState[p] = ALIVE;
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m_iLastPositiveSumOfAttackLevels[p] = 0;
m_fSecondsUntilAttacksPhasedOut[p] = 0; // PlayerAI not affected
}
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{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_vLastPerDifficultyAwards[p].clear();
m_vLastPeakComboAwards[p].clear();
}
}
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}
void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp )
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{
if( !timestamp.IsZero() )
m_LastBeatUpdate = timestamp;
else
m_LastBeatUpdate.Touch();
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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RAGE_ASSERT_M( m_fSongBeat > -2000, ssprintf("%f %f", m_fSongBeat, fPositionSeconds) );
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m_fMusicSeconds = fPositionSeconds;
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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float GameState::GetSongPercent( float beat ) const
{
/* 0 = first step; 1 = last step */
return (beat - m_pCurSong->m_fFirstBeat) / m_pCurSong->m_fLastBeat;
}
/* Called by ScreenGameplay. Set the length of the current song. */
void GameState::BeginStage()
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{
if( m_pCurSong )
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m_iNumStagesOfThisSong = SongManager::GetNumStagesForSong( this->m_pCurSong );
else if( m_pCurCourse )
m_iNumStagesOfThisSong = 1;
else
FAIL_M("fail"); /* what are we playing? */
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ASSERT( m_iNumStagesOfThisSong >= 1 && m_iNumStagesOfThisSong <= 3 );
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if( this->IsExtraStage() || this->IsExtraStage2() )
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{
/* If it's an extra stage, always increment by one. This is because in some
* unusual cases we can pick a long or marathon song as an extra stage. The
* most common cause of this is when an entire group of songs is long/nonstop mixes.
*
* We can't simply not choose long songs as extra stages: if there are no
* regular songs to choose, we'll end up with no song to use as an extra stage. */
m_iNumStagesOfThisSong = 1;
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}
}
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void GameState::CancelStage()
{
m_iNumStagesOfThisSong = 0;
}
/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just played a
* song. Might be called more than once. */
void GameState::FinishStage()
{
/* If m_iNumStagesOfThisSong is 0, we've been called more than once before calling
* BeginStage. This can happen when backing out of the player options screen. */
if( !m_iNumStagesOfThisSong )
return;
// Increment the stage counter.
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ASSERT( m_iNumStagesOfThisSong >= 1 && m_iNumStagesOfThisSong <= 3 );
m_iCurrentStageIndex += m_iNumStagesOfThisSong;
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m_iNumStagesOfThisSong = 0;
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}
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int GameState::GetStageIndex() const
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{
return m_iCurrentStageIndex;
}
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int GameState::GetNumStagesLeft() const
{
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if( IsExtraStage() || IsExtraStage2() )
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return 1;
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if( PREFSMAN->m_bEventMode )
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return 999;
return PREFSMAN->m_iNumArcadeStages - m_iCurrentStageIndex;
}
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bool GameState::IsFinalStage() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
/* This changes dynamically on ScreenSelectMusic as the wheel turns. */
int iPredictedStageForCurSong = 1;
if( m_pCurSong != NULL )
iPredictedStageForCurSong = SongManager::GetNumStagesForSong( m_pCurSong );
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return m_iCurrentStageIndex + iPredictedStageForCurSong == PREFSMAN->m_iNumArcadeStages;
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}
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bool GameState::IsExtraStage() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages;
}
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bool GameState::IsExtraStage2() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages+1;
}
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CString GameState::GetStageText() const
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{
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if( m_bDemonstrationOrJukebox ) return "demo";
else if( m_PlayMode == PLAY_MODE_ONI ) return "oni";
else if( m_PlayMode == PLAY_MODE_NONSTOP ) return "nonstop";
else if( m_PlayMode == PLAY_MODE_ENDLESS ) return "endless";
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else if( PREFSMAN->m_bEventMode ) return "event";
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else if( IsFinalStage() ) return "final";
else if( IsExtraStage() ) return "extra1";
else if( IsExtraStage2() ) return "extra2";
else return ssprintf("%d",m_iCurrentStageIndex+1);
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}
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void GameState::GetAllStageTexts( CStringArray &out ) const
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{
out.clear();
out.push_back( "demo" );
out.push_back( "oni" );
out.push_back( "nonstop" );
out.push_back( "endless" );
out.push_back( "event" );
out.push_back( "final" );
out.push_back( "extra1" );
out.push_back( "extra2" );
for( int stage = 0; stage < PREFSMAN->m_iNumArcadeStages; ++stage )
out.push_back( ssprintf("%d",stage+1) );
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}
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int GameState::GetCourseSongIndex() const
{
int iSongIndex = 0;
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/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
for( int p=0; p<NUM_PLAYERS; p++ )
if( IsPlayerEnabled(p) )
iSongIndex = max( iSongIndex, g_CurStageStats.iSongsPlayed[p]-1 );
return iSongIndex;
}
bool GameState::PlayersCanJoin() const
{
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return GetNumSidesJoined() == 0 || this->m_CurStyle == STYLE_INVALID;
}
int GameState::GetNumSidesJoined() const
{
int iNumSidesJoined = 0;
for( int c=0; c<NUM_PLAYERS; c++ )
if( m_bSideIsJoined[c] )
iNumSidesJoined++; // left side, and right side
return iNumSidesJoined;
}
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GameDef* GameState::GetCurrentGameDef()
{
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ASSERT( m_CurGame != GAME_INVALID ); // the game must be set before calling this
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return GAMEMAN->GetGameDefForGame( m_CurGame );
}
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const StyleDef* GameState::GetCurrentStyleDef() const
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{
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ASSERT( m_CurStyle != STYLE_INVALID ); // the style must be set before calling this
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return GAMEMAN->GetStyleDefForStyle( m_CurStyle );
}
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bool GameState::IsPlayerEnabled( PlayerNumber pn ) const
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{
// In rave, all players are present. Non-human players are CPU controlled.
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switch( m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
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return true;
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}
return IsHumanPlayer( pn );
}
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int GameState::GetNumPlayersEnabled() const
{
int count = 0;
for( int p=0; p<NUM_PLAYERS; p++ )
if( IsPlayerEnabled(p) )
count++;
return count;
}
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bool GameState::PlayerUsingBothSides() const
{
return this->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
}
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bool GameState::IsHumanPlayer( PlayerNumber pn ) const
{
if( m_CurStyle == STYLE_INVALID ) // no style chosen
if( this->PlayersCanJoin() )
return m_bSideIsJoined[pn]; // only allow input from sides that have already joined
else
return true; // if we can't join, then we're on a screen like MusicScroll or GameOver
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switch( GetCurrentStyleDef()->m_StyleType )
{
case StyleDef::TWO_PLAYERS_TWO_CREDITS:
return true;
case StyleDef::ONE_PLAYER_ONE_CREDIT:
case StyleDef::ONE_PLAYER_TWO_CREDITS:
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return pn == m_MasterPlayerNumber;
default:
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ASSERT(0); // invalid style type
return false;
}
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}
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int GameState::GetNumHumanPlayers() const
{
int count = 0;
for( int p=0; p<NUM_PLAYERS; p++ )
if( IsHumanPlayer(p) )
count++;
return count;
}
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PlayerNumber GameState::GetFirstHumanPlayer() const
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{
for( int p=0; p<NUM_PLAYERS; p++ )
if( IsHumanPlayer(p) )
return (PlayerNumber)p;
ASSERT(0); // there must be at least 1 human player
return PLAYER_INVALID;
}
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bool GameState::IsCpuPlayer( PlayerNumber pn ) const
{
return IsPlayerEnabled(pn) && !IsHumanPlayer(pn);
}
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bool GameState::AnyPlayersAreCpu() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( IsCpuPlayer(p) )
return true;
return false;
}
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bool GameState::IsCourseMode() const
{
switch(m_PlayMode)
{
case PLAY_MODE_ONI:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
return true;
default:
return false;
}
}
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bool GameState::IsBattleMode() const
{
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switch( this->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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return true;
default:
return false;
}
}
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bool GameState::HasEarnedExtraStage() const
{
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if( PREFSMAN->m_bEventMode )
return false;
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if( !PREFSMAN->m_bAllowExtraStage )
return false;
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if( this->m_PlayMode != PLAY_MODE_ARCADE )
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return false;
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if( (this->IsFinalStage() || this->IsExtraStage()) )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
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if( !this->IsPlayerEnabled(p) )
continue; // skip
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if( this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_HARD &&
this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
continue; /* not hard enough! */
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/* If "choose EX" is enabled, then we should only grant EX2 if the chosen
* stage was the EX we would have chosen (m_bAllow2ndExtraStage is true). */
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if( PREFSMAN->m_bPickExtraStage && this->IsExtraStage() && !this->m_bAllow2ndExtraStage )
continue;
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if( g_CurStageStats.GetGrade((PlayerNumber)p) <= GRADE_TIER_3 )
return true;
}
}
return false;
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}
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PlayerNumber GameState::GetBestPlayer() const
{
for( int p=PLAYER_1; p<NUM_PLAYERS; p++ )
if( GetStageResult( (PlayerNumber)p ) == RESULT_WIN )
return (PlayerNumber)p;
return PLAYER_INVALID; // draw
}
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StageResult GameState::GetStageResult( PlayerNumber pn ) const
{
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switch( this->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( fabsf(m_fTugLifePercentP1 - 0.5f) < 0.0001f )
return RESULT_DRAW;
switch( pn )
{
case PLAYER_1: return (m_fTugLifePercentP1>=0.5f)?RESULT_WIN:RESULT_LOSE;
case PLAYER_2: return (m_fTugLifePercentP1<0.5f)?RESULT_WIN:RESULT_LOSE;
default: ASSERT(0); return RESULT_LOSE;
}
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}
StageResult win = RESULT_WIN;
for( int p=PLAYER_1; p<NUM_PLAYERS; p++ )
{
if( p == pn )
continue;
/* If anyone did just as well, at best it's a draw. */
if( g_CurStageStats.iActualDancePoints[p] == g_CurStageStats.iActualDancePoints[pn] )
win = RESULT_DRAW;
/* If anyone did better, we lost. */
if( g_CurStageStats.iActualDancePoints[p] > g_CurStageStats.iActualDancePoints[pn] )
return RESULT_LOSE;
}
return win;
}
void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ) const
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{
statsOut = StageStats();
// Show stats only for the latest 3 normal songs + passed extra stages
int PassedRegularSongsLeft = 3;
for( int i = (int)g_vPlayedStageStats.size()-1; i >= 0; --i )
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{
const StageStats &s = g_vPlayedStageStats[i];
if( !s.OnePassed() )
continue;
if( s.StageType == StageStats::STAGE_NORMAL )
{
if( PassedRegularSongsLeft == 0 )
break;
--PassedRegularSongsLeft;
}
statsOut.AddStats( s );
vSongsOut.insert( vSongsOut.begin(), s.pSong );
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}
if(!vSongsOut.size()) return;
/* XXX: I have no idea if this is correct--but it's better than overflowing,
* anyway. -glenn */
FOREACH_EnabledPlayer( p )
{
for( int r = 0; r < NUM_RADAR_CATEGORIES; r++)
{
statsOut.fRadarPossible[p][r] /= vSongsOut.size();
statsOut.fRadarActual[p][r] /= vSongsOut.size();
}
}
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}
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void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
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{
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const SongOptions::FailType ft = this->m_SongOptions.m_FailType;
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m_PlayerOptions[pn].FromString( sModifiers );
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m_SongOptions.FromString( sModifiers );
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if( ft != this->m_SongOptions.m_FailType )
this->m_bChangedFailType = true;
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}
/* Store the player's preferred options. This is called at the very beginning
* of gameplay. */
void GameState::StoreSelectedOptions()
{
FOREACH_PlayerNumber( p )
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this->m_StoredPlayerOptions[p] = this->m_PlayerOptions[p];
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m_StoredSongOptions = m_SongOptions;
}
/* Restore the preferred options. This is called after a song ends, before
* setting new course options, so options from one song don't carry into the
* next and we default back to the preferred options. This is also called
* at the end of gameplay to restore options. */
void GameState::RestoreSelectedOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
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this->m_PlayerOptions[p] = this->m_StoredPlayerOptions[p];
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m_SongOptions = m_StoredSongOptions;
}
bool GameState::IsDisqualified( PlayerNumber pn )
{
if( GAMESTATE->IsCourseMode() )
return GAMESTATE->m_PlayerOptions[pn].IsHandicapForCourse( GAMESTATE->m_pCurCourse );
else
return GAMESTATE->m_PlayerOptions[pn].IsHandicapForSong( GAMESTATE->m_pCurSong );
}
void GameState::ResetNoteSkins()
{
for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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ResetNoteSkinsForPlayer( (PlayerNumber) pn );
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++m_BeatToNoteSkinRev;
}
void GameState::ResetNoteSkinsForPlayer( PlayerNumber pn )
{
m_BeatToNoteSkin[pn].clear();
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m_BeatToNoteSkin[pn][-1000] = this->m_PlayerOptions[pn].m_sNoteSkin;
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++m_BeatToNoteSkinRev;
}
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void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
{
for( int pn=0; pn<NUM_PLAYERS; ++pn )
{
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out.push_back( this->m_PlayerOptions[pn].m_sNoteSkin );
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switch( this->m_PlayMode )
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{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
{
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const Character *ch = this->m_pCurCharacters[pn];
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ASSERT( ch );
const CString* asAttacks = ch->m_sAttacks[al];
for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att )
{
PlayerOptions po;
po.FromString( asAttacks[att] );
if( po.m_sNoteSkin != "" )
out.push_back( po.m_sNoteSkin );
}
}
}
for( map<float,CString>::const_iterator it = m_BeatToNoteSkin[pn].begin();
it != m_BeatToNoteSkin[pn].end(); ++it )
out.push_back( it->second );
}
}
/* From NoteField: */
2003-09-23 23:56:15 +00:00
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void GameState::GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ) const
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{
/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
StartBeat = min( this->m_fSongBeat+BEATS_PER_MEASURE*2, m_fLastDrawnBeat[pn] );
StartBeat = truncf(StartBeat)+1;
const float StartSecond = this->m_pCurSong->GetElapsedTimeFromBeat( StartBeat );
const float EndSecond = StartSecond + TotalSeconds;
EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond );
EndBeat = truncf(EndBeat)+1;
}
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void GameState::SetNoteSkinForBeatRange( PlayerNumber pn, CString sNoteSkin, float StartBeat, float EndBeat )
{
map<float,CString> &BeatToNoteSkin = m_BeatToNoteSkin[pn];
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/* Erase any other note skin settings in this range. */
map<float,CString>::iterator it = BeatToNoteSkin.lower_bound( StartBeat );
map<float,CString>::iterator end = BeatToNoteSkin.upper_bound( EndBeat );
while( it != end )
{
map<float,CString>::iterator next = it;
++next;
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BeatToNoteSkin.erase( it );
it = next;
}
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/* Add the skin to m_BeatToNoteSkin. */
BeatToNoteSkin[StartBeat] = sNoteSkin;
/* Return to the default note skin after the duration. */
BeatToNoteSkin[EndBeat] = m_StoredPlayerOptions[pn].m_sNoteSkin;
++m_BeatToNoteSkinRev;
}
/* This is called to launch an attack, or to queue an attack if a.fStartSecond
* is set. This is also called by GameState::Update when activating a queued attack. */
void GameState::LaunchAttack( PlayerNumber target, Attack a )
{
LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifier.c_str(), target+1, a.fStartSecond );
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m_bAttackBeganThisUpdate[target] = true;
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
* mark the real time it's starting (now), so Update() can know when the attack started
* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
* knows to apply attack transforms correctly. (yuck) */
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m_ModsToApply[target].push_back( a );
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if( a.fStartSecond == -1 )
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a.fStartSecond = this->m_fMusicSeconds;
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m_ActiveAttacks[target].push_back( a );
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this->RebuildPlayerOptionsFromActiveAttacks( target );
}
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
{
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for( unsigned s=0; s<m_ActiveAttacks[pn].size(); s++ )
{
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if( al != NUM_ATTACK_LEVELS && al != m_ActiveAttacks[pn][s].level )
continue;
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m_ActiveAttacks[pn].erase( m_ActiveAttacks[pn].begin()+s, m_ActiveAttacks[pn].begin()+s+1 );
--s;
}
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RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)pn );
}
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void GameState::RemoveAllInventory()
{
for( int p=0; p<NUM_PLAYERS; p++ )
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
m_Inventory[p][s].fSecsRemaining = 0;
m_Inventory[p][s].sModifier = "";
}
}
void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
{
// rebuild player options
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PlayerOptions po = m_StoredPlayerOptions[pn];
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for( unsigned s=0; s<m_ActiveAttacks[pn].size(); s++ )
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{
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if( !m_ActiveAttacks[pn][s].bOn )
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continue; /* hasn't started yet */
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po.FromString( m_ActiveAttacks[pn][s].sModifier );
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}
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m_PlayerOptions[pn] = po;
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int iSumOfAttackLevels = GetSumOfActiveAttackLevels( pn );
if( iSumOfAttackLevels > 0 )
{
m_iLastPositiveSumOfAttackLevels[pn] = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut[pn] = 10000; // any positive number that won't run out before the attacks
}
else
{
// don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut[pn] = 2; // 2 seconds to phase out
}
}
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void GameState::RemoveAllActiveAttacks() // called on end of song
{
for( int p=0; p<NUM_PLAYERS; p++ )
RemoveActiveAttacksForPlayer( (PlayerNumber)p );
}
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int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn ) const
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{
int iSum = 0;
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for( unsigned s=0; s<m_ActiveAttacks[pn].size(); s++ )
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if( m_ActiveAttacks[pn][s].fSecsRemaining > 0 && m_ActiveAttacks[pn][s].level != NUM_ATTACK_LEVELS )
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iSum += m_ActiveAttacks[pn][s].level;
return iSum;
}
template<class T>
void setmin( T &a, const T &b )
{
a = min(a, b);
}
template<class T>
void setmax( T &a, const T &b )
{
a = max(a, b);
}
/* Adjust the fail mode based on the chosen difficulty. This must be called
* after the difficulty has been finalized (usually in ScreenSelectMusic or
* ScreenPlayerOptions), and before the fail mode is displayed or used (usually
* in ScreenSongOptions). */
void GameState::AdjustFailType()
{
/* Single song mode only. */
if( this->IsCourseMode() )
return;
/* If the player changed the fail mode explicitly, leave it alone. */
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if( this->m_bChangedFailType )
return;
/* Find the easiest difficulty notes selected by either player. */
Difficulty dc = DIFFICULTY_INVALID;
FOREACH_HumanPlayer( p )
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dc = min(dc, this->m_pCurNotes[p]->GetDifficulty());
/* Reset the fail type to the default. */
SongOptions so;
so.FromString( PREFSMAN->m_sDefaultModifiers );
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this->m_SongOptions.m_FailType = so.m_FailType;
/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
if(dc <= DIFFICULTY_EASY)
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setmax(this->m_SongOptions.m_FailType, SongOptions::FAIL_END_OF_SONG);
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely--always give a second try. */
if(dc == DIFFICULTY_BEGINNER &&
!PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */
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this->m_iCurrentStageIndex == 0)
setmax(this->m_SongOptions.m_FailType, SongOptions::FAIL_OFF);
}
bool GameState::ShowMarvelous() const
{
if (PREFSMAN->m_iMarvelousTiming == 2)
return true;
if (PREFSMAN->m_iMarvelousTiming == 1)
if (IsCourseMode())
return true;
return false;
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}
void GameState::GetCharacters( vector<Character*> &apCharactersOut )
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
if( m_pCharacters[i]->m_sName.CompareNoCase("default")!=0 )
apCharactersOut.push_back( m_pCharacters[i] );
}
Character* GameState::GetRandomCharacter()
{
vector<Character*> apCharacters;
GetCharacters( apCharacters );
if( apCharacters.size() )
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return apCharacters[rand()%apCharacters.size()];
else
return GetDefaultCharacter();
}
Character* GameState::GetDefaultCharacter()
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
{
if( m_pCharacters[i]->m_sName.CompareNoCase("default")==0 )
return m_pCharacters[i];
}
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/* We always have the default character. */
ASSERT(0);
return NULL;
}
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struct SongAndSteps
{
Song* pSong;
Steps* pSteps;
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bool operator==( const SongAndSteps& other ) const { return pSong==other.pSong && pSteps==other.pSteps; }
bool operator<( const SongAndSteps& other ) const { return pSong<=other.pSong && pSteps<=other.pSteps; }
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};
void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOut ) const
{
if( !IsHumanPlayer(pn) )
return;
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Profile *pProf = PROFILEMAN->GetProfile(pn);
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CHECKPOINT_M(ssprintf("PlayMode %i",this->m_PlayMode));
switch( this->m_PlayMode )
{
case PLAY_MODE_ARCADE:
{
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CHECKPOINT;
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unsigned i, j;
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StepsType nt = this->GetCurrentStyleDef()->m_StepsType;
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//
// Find unique Song and Steps combinations that were played.
// We must keep only the unique combination or else we'll double-count
// high score markers.
//
vector<SongAndSteps> vSongAndSteps;
for( i=0; i<g_vPlayedStageStats.size(); i++ )
{
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CHECKPOINT_M( ssprintf("%u/%i", i, (int)g_vPlayedStageStats.size() ) );
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SongAndSteps sas;
sas.pSong = g_vPlayedStageStats[i].pSong;
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ASSERT( sas.pSong );
sas.pSteps = g_vPlayedStageStats[i].pSteps[pn];
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ASSERT( sas.pSteps );
vSongAndSteps.push_back( sas );
}
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CHECKPOINT;
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sort( vSongAndSteps.begin(), vSongAndSteps.end() );
vector<SongAndSteps>::iterator toDelete = unique( vSongAndSteps.begin(), vSongAndSteps.end() );
vSongAndSteps.erase(toDelete, vSongAndSteps.end());
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CHECKPOINT;
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for( i=0; i<vSongAndSteps.size(); i++ )
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{
Song* pSong = vSongAndSteps[i].pSong;
Steps* pSteps = vSongAndSteps[i].pSteps;
// Find Machine Records
{
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HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSteps);
for( j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
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if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::SONG;
feat.pSong = pSong;
feat.pSteps = pSteps;
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feat.Feat = ssprintf("MR #%d in %s %s", j+1, pSong->GetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() );
feat.pStringToFill = &hs.sName;
feat.grade = hs.grade;
feat.fPercentDP = hs.fPercentDP;
feat.iScore = hs.iScore;
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if( pSong->HasBanner() )
feat.Banner = pSong->GetBannerPath();
asFeatsOut.push_back( feat );
}
}
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// Find Personal Records
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if( pProf )
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{
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HighScoreList &hsl = pProf->GetStepsHighScoreList(pSteps);
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for( j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
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if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
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RankingFeat feat;
feat.pSong = pSong;
feat.pSteps = pSteps;
feat.Type = RankingFeat::SONG;
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feat.Feat = ssprintf("PR #%d in %s %s", j+1, pSong->GetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() );
feat.pStringToFill = &hs.sName;
feat.grade = hs.grade;
feat.fPercentDP = hs.fPercentDP;
feat.iScore = hs.iScore;
// XXX: temporary hack
if( pSong->HasBackground() )
feat.Banner = pSong->GetBackgroundPath();
// if( pSong->HasBanner() )
// feat.Banner = pSong->GetBannerPath();
asFeatsOut.push_back( feat );
}
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}
}
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CHECKPOINT;
StageStats stats;
vector<Song*> vSongs;
GetFinalEvalStatsAndSongs( stats, vSongs );
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// Find Machine Category Records
for( i=0; i<NUM_RANKING_CATEGORIES; i++ )
{
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RankingCategory rc = (RankingCategory)i;
HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCategoryHighScoreList( nt, rc );
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
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HighScore &hs = hsl.vHighScores[j];
if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::CATEGORY;
feat.Feat = ssprintf("MR #%d in Type %c (%d)", j+1, 'A'+i, stats.iMeter[pn] );
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feat.pStringToFill = &hs.sName;
feat.grade = GRADE_NO_DATA;
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feat.iScore = (int) hs.iScore;
feat.fPercentDP = (float) hs.fPercentDP;
asFeatsOut.push_back( feat );
}
}
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// Find Personal Category Records
for( i=0; i<NUM_RANKING_CATEGORIES; i++ )
{
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RankingCategory rc = (RankingCategory)i;
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if( pProf )
{
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HighScoreList &hsl = pProf->GetCategoryHighScoreList( nt, rc );
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::CATEGORY;
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feat.Feat = ssprintf("PR #%d in Type %c (%d)", j+1, 'A'+i, stats.iMeter[pn] );
feat.pStringToFill = &hs.sName;
feat.grade = GRADE_NO_DATA;
feat.iScore = (int) hs.iScore;
feat.fPercentDP = (float) hs.fPercentDP;
asFeatsOut.push_back( feat );
}
}
}
}
break;
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
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CHECKPOINT;
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StepsType nt = this->GetCurrentStyleDef()->m_StepsType;
Course* pCourse = this->m_pCurCourse;
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ASSERT( pCourse );
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CourseDifficulty cd = this->m_PreferredCourseDifficulty[pn];
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// Find Machine Records
{
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Profile* pProfile = PROFILEMAN->GetMachineProfile();
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HighScoreList &hsl = pProfile->GetCourseHighScoreList( pCourse, nt, cd );
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for( unsigned i=0; i<hsl.vHighScores.size(); i++ )
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{
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HighScore &hs = hsl.vHighScores[i];
if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
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continue;
RankingFeat feat;
feat.Type = RankingFeat::COURSE;
feat.pCourse = pCourse;
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feat.Feat = ssprintf("MR #%d in %s", i+1, pCourse->m_sName.c_str() );
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feat.pStringToFill = &hs.sName;
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feat.grade = GRADE_NO_DATA;
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feat.iScore = hs.iScore;
feat.fPercentDP = hs.fPercentDP;
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if( pCourse->HasBanner() )
feat.Banner = pCourse->m_sBannerPath;
asFeatsOut.push_back( feat );
}
}
// Find Personal Records
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if( PROFILEMAN->IsUsingProfile( pn ) )
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{
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HighScoreList &hsl = pProf->GetCourseHighScoreList( pCourse, nt, cd );
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for( unsigned i=0; i<hsl.vHighScores.size(); i++ )
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{
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HighScore& hs = hsl.vHighScores[i];
if( hs.sName != RANKING_TO_FILL_IN_MARKER[pn] )
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continue;
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RankingFeat feat;
feat.Type = RankingFeat::COURSE;
feat.pCourse = pCourse;
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feat.Feat = ssprintf("PR #%d in %s", i+1, pCourse->m_sName.c_str() );
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feat.pStringToFill = &hs.sName;
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feat.grade = GRADE_NO_DATA;
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feat.iScore = hs.iScore;
feat.fPercentDP = hs.fPercentDP;
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if( pCourse->HasBanner() )
feat.Banner = pCourse->m_sBannerPath;
asFeatsOut.push_back( feat );
}
}
}
break;
default:
ASSERT(0);
}
}
void GameState::StoreRankingName( PlayerNumber pn, CString name )
{
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//
// Filter swear words from name
//
name.MakeUpper();
RageFile file(NAMES_BLACKLIST_FILE);
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if (file.IsOpen())
{
CString line;
while (!file.AtEOF())
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{
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line = file.GetLine();
line.MakeUpper();
if( !line.empty() && name.Find(line) != -1 ) // name contains a bad word
{
LOG->Trace( "entered '%s' matches blacklisted item '%s'", name.c_str(), line.c_str() );
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name = "";
break;
}
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}
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}
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vector<RankingFeat> aFeats;
GetRankingFeats( pn, aFeats );
for( unsigned i=0; i<aFeats.size(); i++ )
{
*aFeats[i].pStringToFill = name;
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// save name pointers as we fill them
m_vpsNamesThatWereFilled.push_back( aFeats[i].pStringToFill );
}
}
bool GameState::AllAreInDangerOrWorse() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
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if( this->IsPlayerEnabled(p) )
if( m_HealthState[p] < DANGER )
return false;
return true;
}
bool GameState::AllAreDead() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
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if( this->IsPlayerEnabled(p) )
if( m_HealthState[p] < DEAD )
return false;
return true;
}
bool GameState::OneIsHot() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
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if( this->IsPlayerEnabled(PlayerNumber(p)) )
if( m_HealthState[p] == HOT )
return true;
return false;
}
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bool GameState::IsTimeToPlayAttractSounds()
{
// always play attract sounds the first time through after a game over -
// even if attract sounds are set to "never".
if( m_iNumTimesThroughAttract==0 )
return true;
// 0 means "never play sound". Avoid a divide by 0 below.
if( PREFSMAN->m_iAttractSoundFrequency == 0 )
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return false;
// play attract sounds once every m_iAttractSoundFrequency times through
if( (m_iNumTimesThroughAttract % PREFSMAN->m_iAttractSoundFrequency)==0 )
return true;
return false;
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}
bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
{
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CourseDifficulty diff = (CourseDifficulty)(m_PreferredCourseDifficulty[pn]+dir);
if( diff < 0 || diff >= NUM_COURSE_DIFFICULTIES )
return false;
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this->m_PreferredCourseDifficulty[pn] = diff;
if( PREFSMAN->m_bLockCourseDifficulties )
for( int p = 0; p < NUM_PLAYERS; ++p )
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m_PreferredCourseDifficulty[p] = m_PreferredCourseDifficulty[pn];
return true;
}
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bool PlayerIsUsingModifier( PlayerNumber pn, const CString sModifier )
{
PlayerOptions po = GAMESTATE->m_PlayerOptions[pn];
SongOptions so = GAMESTATE->m_SongOptions;
po.FromString( sModifier );
so.FromString( sModifier );
return po == GAMESTATE->m_PlayerOptions[pn] && so == GAMESTATE->m_SongOptions;
}
#include "LuaFunctions.h"
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LuaFunction_PlayerNumber( IsPlayerEnabled, GAMESTATE->IsPlayerEnabled(pn) )
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LuaFunction_PlayerNumber( IsHumanPlayer, GAMESTATE->IsHumanPlayer(pn) )
LuaFunction_NoArgs( IsCourseMode, GAMESTATE->IsCourseMode() )
LuaFunction_NoArgs( IsDemonstration, GAMESTATE->m_bDemonstrationOrJukebox )
LuaFunction_NoArgs( StageIndex, GAMESTATE->GetStageIndex() )
LuaFunction_NoArgs( NumStagesLeft, GAMESTATE->GetNumStagesLeft() )
LuaFunction_NoArgs( IsFinalStage, GAMESTATE->IsFinalStage() )
LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
LuaFunction_NoArgs( CurStyle, GAMESTATE->m_CurStyle )
LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
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LuaFunction_NoArgs( PlayerUsingBothSides, GAMESTATE->PlayerUsingBothSides() )
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/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
* can't easily do if we return pointers. */
LuaFunction_NoArgs( CurSong, GAMESTATE->m_pCurSong )
LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurNotes[pn] )
int LuaFunc_UsingModifier( lua_State *L )
{
REQ_ARGS( "UsingModifier", 2 );
REQ_ARG_NUMBER_RANGE( "UsingModifier", 1, 1, NUM_PLAYERS );
REQ_ARG( "UsingModifier", 2, string );
const PlayerNumber pn = (PlayerNumber) (int(lua_tonumber( L, 1 ))-1);
const CString modifier = lua_tostring( L, 2 );
LUA_RETURN( PlayerIsUsingModifier( pn, modifier ) );
}
LuaFunction( UsingModifier );