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itgmania212121/stepmania/src/Course.h
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#ifndef COURSE_H
#define COURSE_H
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/*
-----------------------------------------------------------------------------
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Class: Course
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Desc: A queue of songs and notes.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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struct PlayerOptions;
struct SongOptions;
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class Song;
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class Steps;
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enum CourseEntryType
{
COURSE_ENTRY_FIXED,
COURSE_ENTRY_RANDOM,
COURSE_ENTRY_RANDOM_WITHIN_GROUP,
COURSE_ENTRY_BEST,
COURSE_ENTRY_WORST,
NUM_COURSE_ENTRY_TYPES // leave this at the end
};
inline CString CourseEntryTypeToString( CourseEntryType cet )
{
switch( cet )
{
case COURSE_ENTRY_FIXED: return "fixed";
case COURSE_ENTRY_RANDOM: return "random";
case COURSE_ENTRY_RANDOM_WITHIN_GROUP: return "random_within_group";
case COURSE_ENTRY_BEST: return "best";
case COURSE_ENTRY_WORST: return "worst";
default: ASSERT(0); return "";
}
}
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class CourseEntry
{
public:
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CourseEntryType type;
bool mystery; // show "??????"
Song* pSong; // used in type=fixed
CString group_name; // used in type=random_within_group
Difficulty difficulty; // = DIFFICULTY_INVALID if no difficulty specified
int low_meter; // = -1 if no meter range specified
int high_meter; // = -1 if no meter range specified
int players_index; // ignored if type isn't 'best' or 'worst'
CString modifiers; // set player and song options using these
CourseEntry()
{
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type = (CourseEntryType)0;
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mystery = false;
pSong = NULL;
group_name = "";
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difficulty = DIFFICULTY_INVALID;
low_meter = -1;
high_meter = -1;
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players_index = 0;
modifiers = "";
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}
};
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class Course
{
public:
Course();
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bool m_bIsAutogen; // was this created by AutoGen?
CString m_sPath;
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CString m_sName;
CString m_sTranslitName; // used for unlocks
bool HasBanner() const;
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CString m_sBannerPath;
CString m_sCDTitlePath;
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bool m_bRepeat; // repeat after last song? "Endless"
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bool m_bRandomize; // play the songs in a random order
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bool m_bDifficult; // only make something difficult once
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int m_iLives; // -1 means use bar life meter
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int m_iMeter; // -1 autogens
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vector<CourseEntry> m_entries;
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struct Info
{
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Info(): pSong(NULL), pNotes(NULL), Random(false), Difficult(false) { }
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Song* pSong;
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Steps* pNotes;
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CString Modifiers;
bool Random;
bool Mystery;
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bool Difficult; /* set to true if this is the difficult version */
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/* Corresponding entry in m_entries: */
int CourseIndex;
};
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// Dereferences course_entries and returns only the playable Songs and Steps
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void GetCourseInfo( StepsType nt, vector<Info> &ci, int Difficult = -1 ) const;
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int GetEstimatedNumStages() const { return m_entries.size(); }
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bool HasDifficult( StepsType nt ) const;
bool IsPlayableIn( StepsType nt ) const;
bool CourseHasBestOrWorst() const;
RageColor GetColor() const;
Difficulty GetDifficulty( const Info &stage ) const;
void GetMeterRange( const Info &stage, int& iMeterLowOut, int& iMeterHighOut ) const;
bool GetTotalSeconds( float& fSecondsOut ) const;
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bool IsNonstop() const { return GetPlayMode() == PLAY_MODE_NONSTOP; }
bool IsOni() const { return GetPlayMode() == PLAY_MODE_ONI; }
bool IsEndless() const { return GetPlayMode() == PLAY_MODE_ENDLESS; }
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PlayMode GetPlayMode() const;
float GetMeter( int Difficult = -1 ) const;
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bool IsFixed() const;
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void LoadFromCRSFile( CString sPath );
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void Save();
void AutogenEndlessFromGroup( CString sGroupName, vector<Song*> &apSongsInGroup );
void AutogenNonstopFromGroup( CString sGroupName, vector<Song*> &apSongsInGroup );
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struct MemCardData
{
MemCardData()
{
iNumTimesPlayed = 0;
}
int iNumTimesPlayed;
struct HighScore
{
int iScore;
float fSurviveTime;
CString sName;
HighScore()
{
iScore = 0;
fSurviveTime = 0;
}
bool operator>( const HighScore& other )
{
return iScore > other.iScore;
}
};
vector<HighScore> vHighScores;
void AddHighScore( HighScore hs, int &iIndexOut )
{
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for( int i=0; i<(int)vHighScores.size() && i<NUM_RANKING_LINES; i++ )
{
if( hs > vHighScores[i] )
{
vHighScores.insert( vHighScores.begin()+i, hs );
iIndexOut = i;
break;
}
}
if( vHighScores.size() > NUM_RANKING_LINES )
vHighScores.erase( vHighScores.begin()+NUM_RANKING_LINES, vHighScores.end() );
}
HighScore GetTopScore()
{
if( vHighScores.empty() )
return HighScore();
else
return vHighScores[0];
}
} m_MemCardDatas[NUM_STEPS_TYPES][NUM_MEMORY_CARDS];
void AddHighScore( StepsType st, PlayerNumber pn, MemCardData::HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
{
hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
m_MemCardDatas[st][pn].AddHighScore( hs, iPersonalIndexOut );
m_MemCardDatas[st][MEMORY_CARD_MACHINE].AddHighScore( hs, iMachineIndexOut );
}
MemCardData::HighScore GetTopScore( StepsType st, MemoryCard card )
{
return m_MemCardDatas[st][card].GetTopScore();
}
int GetNumTimesPlayed( StepsType st, MemoryCard card )
{
return m_MemCardDatas[st][card].iNumTimesPlayed;
}
// sorting values
int SortOrder_TotalDifficulty;
int SortOrder_Ranking;
void UpdateCourseStats();
private:
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void GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, int Difficult = -1 ) const;
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};
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void SortCoursePointerArrayByDifficulty( vector<Course*> &apCourses );
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void SortCoursePointerArrayByType( vector<Course*> &apCourses );
void SortCoursePointerArrayByAvgDifficulty( vector<Course*> &apCourses );
void SortCoursePointerArrayByTotalDifficulty( vector<Course*> &apCourses );
void SortCoursePointerArrayByRanking( vector<Course*> &apCourses );
void MoveRandomToEnd( vector<Course*> &apCourses );
#endif