smsvn -> ssc-hg glue: rearrange directory structure
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/* GameState - Holds game data that is not saved between sessions. */
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#ifndef GAMESTATE_H
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#define GAMESTATE_H
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#include "Attack.h"
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#include "Difficulty.h"
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#include "GameConstantsAndTypes.h"
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#include "Grade.h"
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#include "MessageManager.h"
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#include "ModsGroup.h"
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#include "RageTimer.h"
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#include "PlayerOptions.h"
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#include "SongOptions.h"
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#include "Preference.h"
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#include <map>
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#include <deque>
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#include <set>
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class Character;
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class Course;
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class Game;
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struct lua_State;
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class LuaTable;
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class PlayerState;
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class PlayerOptions;
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class Profile;
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class Song;
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class Steps;
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class StageStats;
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class Style;
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class TimingData;
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class Trail;
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class GameState
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{
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public:
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GameState();
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~GameState();
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void Reset();
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void ResetPlayer( PlayerNumber pn );
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void ApplyCmdline(); // called by Reset
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void ApplyGameCommand( const RString &sCommand, PlayerNumber pn=PLAYER_INVALID );
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void BeginGame(); // called when first player joins
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void JoinPlayer( PlayerNumber pn );
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void UnjoinPlayer( PlayerNumber pn );
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bool JoinInput( PlayerNumber pn );
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bool JoinPlayers();
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void LoadProfiles( bool bLoadEdits = true );
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void SavePlayerProfiles();
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void SavePlayerProfile( PlayerNumber pn );
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bool HaveProfileToLoad();
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bool HaveProfileToSave();
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void SaveLocalData();
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void LoadCurrentSettingsFromProfile( PlayerNumber pn );
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void SaveCurrentSettingsToProfile( PlayerNumber pn ); // called at the beginning of each stage
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Song* GetDefaultSong() const;
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void Update( float fDelta );
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//
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// Main state info
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//
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void SetCurGame( const Game *pGame ); // Call this instead of m_pCurGame.Set to make sure PREFSMAN->m_sCurrentGame stays in sync
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BroadcastOnChangePtr<const Game> m_pCurGame;
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BroadcastOnChangePtr<const Style> m_pCurStyle;
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bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
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MultiPlayerStatus m_MultiPlayerStatus[NUM_MultiPlayer];
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BroadcastOnChange<PlayMode> m_PlayMode; // many screens display different info depending on this value
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BroadcastOnChange<int> m_iCoins; // not "credits"
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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bool m_bMultiplayer;
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int m_iNumMultiplayerNoteFields;
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bool DifficultiesLocked() const;
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bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st );
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bool ChangePreferredDifficulty( PlayerNumber pn, int dir );
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bool ChangePreferredCourseDifficultyAndStepsType( PlayerNumber pn, CourseDifficulty cd, StepsType st );
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bool ChangePreferredCourseDifficulty( PlayerNumber pn, int dir );
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bool IsCourseDifficultyShown( CourseDifficulty cd );
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Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const;
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Difficulty GetEasiestStepsDifficulty() const;
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RageTimer m_timeGameStarted; // from the moment the first player pressed Start
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LuaTable *m_Environment;
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/* This is set to a random number per-game/round; it can be used for a random seed. */
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int m_iGameSeed, m_iStageSeed;
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RString m_sStageGUID;
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bool PlayersCanJoin() const; // true if it's not too late for a player to join
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int GetCoinsNeededToJoin() const;
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bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); }
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int GetNumSidesJoined() const;
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const Game* GetCurrentGame();
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const Style* GetCurrentStyle() const;
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void SetCurrentStyle( const Style *pStyle );
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void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
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bool IsPlayerEnabled( PlayerNumber pn ) const;
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bool IsMultiPlayerEnabled( MultiPlayer mp ) const;
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bool IsPlayerEnabled( const PlayerState* pPlayerState ) const;
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int GetNumPlayersEnabled() const;
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bool IsHumanPlayer( PlayerNumber pn ) const;
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int GetNumHumanPlayers() const;
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PlayerNumber GetFirstHumanPlayer() const;
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PlayerNumber GetFirstDisabledPlayer() const;
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bool IsCpuPlayer( PlayerNumber pn ) const;
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bool AnyPlayersAreCpu() const;
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bool IsCourseMode() const;
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bool IsBattleMode() const; /* not Rave */
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bool ShowW1() const;
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BroadcastOnChange<RString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group
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BroadcastOnChange<RString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
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bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
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BroadcastOnChange<StepsType> m_PreferredStepsType;
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BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
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BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop
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BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel
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SortOrder m_PreferredSortOrder; // used by MusicWheel
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EditMode m_EditMode;
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bool IsEditing() const { return m_EditMode != EditMode_Invalid; }
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bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
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bool m_bJukeboxUsesModifiers;
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int m_iNumStagesOfThisSong;
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// Increases every stage, doesn't reset when player continues. It's cosmetic and not used in Stage or Screen branching logic.
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int m_iCurrentStageIndex;
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// Num stages available for player. Resets when player joins/continues.
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int m_iPlayerStageTokens[NUM_PLAYERS];
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static int GetNumStagesMultiplierForSong( const Song* pSong );
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static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st );
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int GetNumStagesForCurrentSongAndStepsOrCourse() const;
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void BeginStage();
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void CancelStage();
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void CommitStageStats();
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void FinishStage();
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int GetNumStagesLeft( PlayerNumber pn ) const;
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int GetSmallestNumStagesLeftForAnyHumanPlayer() const;
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bool IsFinalStageForAnyHumanPlayer() const;
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bool IsAnExtraStage() const;
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bool IsAnExtraStageAndSelectionLocked() const;
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bool IsExtraStage() const;
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bool IsExtraStage2() const;
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Stage GetCurrentStage() const;
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int GetCourseSongIndex() const;
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RString GetPlayerDisplayName( PlayerNumber pn ) const;
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bool m_bLoadingNextSong;
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int GetLoadingCourseSongIndex() const;
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//
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// State Info used during gameplay
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//
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// NULL on ScreenSelectMusic if the currently selected wheel item isn't a Song.
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BroadcastOnChangePtr<Song> m_pCurSong;
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// The last Song that the user manually changed to.
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Song* m_pPreferredSong;
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BroadcastOnChangePtr1D<Steps,NUM_PLAYERS> m_pCurSteps;
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// NULL on ScreenSelectMusic if the currently selected wheel item isn't a Course.
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BroadcastOnChangePtr<Course> m_pCurCourse;
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// The last Course that the user manually changed to.
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Course* m_pPreferredCourse;
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BroadcastOnChangePtr1D<Trail,NUM_PLAYERS> m_pCurTrail;
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bool m_bBackedOutOfFinalStage;
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//
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// Music statistics: Arcade: the current stage (one song). Oni/Endles: a single song in a course
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//
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// Let a lot of classes access this info here so the don't have to keep their own copies.
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//
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float m_fMusicSeconds; // time into the current song, not scaled by music rate
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float m_fSongBeat;
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float m_fSongBeatNoOffset;
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float m_fCurBPS;
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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bool m_bFreeze; // in the middle of a freeze
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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float m_fMusicSecondsVisible;
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float m_fSongBeatVisible;
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void GetAllUsedNoteSkins( vector<RString> &out ) const;
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static const float MUSIC_SECONDS_INVALID;
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void ResetMusicStatistics(); // Call this when it's time to play a new song. Clears the values above.
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void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer );
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float GetSongPercent( float beat ) const;
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bool AllAreInDangerOrWorse() const;
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bool OneIsHot() const;
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//
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// Haste
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//
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float m_fHasteRate; // [-1,+1]; 0 = normal speed
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float m_fLastHasteUpdateMusicSeconds;
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float m_fAccumulatedHasteSeconds;
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//
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// Random Attacks & Attack Mines
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//
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vector<RString> m_RandomAttacks;
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// used in PLAY_MODE_BATTLE
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float m_fOpponentHealthPercent;
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// used in PLAY_MODE_RAVE
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float m_fTugLifePercentP1;
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// used in workout
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bool m_bGoalComplete[NUM_PLAYERS];
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bool m_bWorkoutGoalComplete;
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void RemoveAllActiveAttacks(); // called on end of song
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PlayerNumber GetBestPlayer() const;
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StageResult GetStageResult( PlayerNumber pn ) const;
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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//
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// Options stuff
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//
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ModsGroup<SongOptions> m_SongOptions;
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// True if the current mode has changed the default NoteSkin, such as Edit/Sync Songs does.
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// Note: any mode that wants to use it must set it
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bool m_bDidModeChangeNoteSkin;
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void GetDefaultPlayerOptions( PlayerOptions &po );
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void GetDefaultSongOptions( SongOptions &so );
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void ResetToDefaultSongOptions( ModsLevel l );
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void ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers );
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void ApplyStageModifiers( PlayerNumber pn, RString sModifiers );
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void ClearStageModifiersIllegalForCourse();
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void ResetOptions();
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bool CurrentOptionsDisqualifyPlayer( PlayerNumber pn );
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bool PlayerIsUsingModifier( PlayerNumber pn, const RString &sModifier );
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PlayerOptions::FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
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// character stuff
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Character* m_pCurCharacters[NUM_PLAYERS];
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bool HasEarnedExtraStage() const { return m_bEarnedExtraStage; }
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//
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// Ranking Stuff
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//
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struct RankingFeat
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{
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enum { SONG, COURSE, CATEGORY } Type;
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Song* pSong; // valid if Type == SONG
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Steps* pSteps; // valid if Type == SONG
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Course* pCourse; // valid if Type == COURSE
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Grade grade;
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int iScore;
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float fPercentDP;
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RString Banner;
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RString Feat;
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RString *pStringToFill;
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};
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void GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &vFeatsOut ) const;
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bool AnyPlayerHasRankingFeats() const;
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void StoreRankingName( PlayerNumber pn, RString name ); // Called by name entry screens
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vector<RString*> m_vpsNamesThatWereFilled; // filled on StoreRankingName,
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//
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// Award stuff
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//
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// lowest priority in front, highest priority at the back.
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deque<StageAward> m_vLastStageAwards[NUM_PLAYERS];
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deque<PeakComboAward> m_vLastPeakComboAwards[NUM_PLAYERS];
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//
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// Attract stuff
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//
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int m_iNumTimesThroughAttract; // negative means play regardless of m_iAttractSoundFrequency setting
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bool IsTimeToPlayAttractSounds() const;
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void VisitAttractScreen( const RString sScreenName );
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//
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// PlayerState
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//
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PlayerState* m_pPlayerState[NUM_PLAYERS];
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PlayerState* m_pMultiPlayerState[NUM_MultiPlayer];
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//
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// Preferences
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//
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static Preference<bool> m_bAutoJoin;
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//
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// These options have weird interactions depending on m_bEventMode,
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// so wrap them
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//
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bool m_bTemporaryEventMode;
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bool IsEventMode() const;
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CoinMode GetCoinMode() const;
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Premium GetPremium() const;
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//
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// Edit stuff
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//
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BroadcastOnChange<StepsType> m_stEdit;
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BroadcastOnChange<CourseDifficulty> m_cdEdit;
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BroadcastOnChangePtr<Steps> m_pEditSourceSteps;
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BroadcastOnChange<StepsType> m_stEditSource;
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BroadcastOnChange<int> m_iEditCourseEntryIndex;
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BroadcastOnChange<RString> m_sEditLocalProfileID;
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Profile* GetEditLocalProfile();
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int8_t m_iEditMidiNote;
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// Workout stuff
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float GetGoalPercentComplete( PlayerNumber pn );
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bool IsGoalComplete( PlayerNumber pn ) { return GetGoalPercentComplete( pn ) >= 1; }
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// Lua
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void PushSelf( lua_State *L );
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// Keep extra stage logic internal to GameState.
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private:
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EarnedExtraStage CalculateEarnedExtraStage() const;
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int m_iAwardedExtraStages[NUM_PLAYERS];
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bool m_bEarnedExtraStage;
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};
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn );
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn );
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn );
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
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#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
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#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
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#define FOREACH_CpuPlayer( pn ) for( PlayerNumber pn=GetNextCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextCpuPlayer(pn) )
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#define FOREACH_PotentialCpuPlayer( pn ) for( PlayerNumber pn=GetNextPotentialCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextPotentialCpuPlayer(pn) )
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
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extern GameState* GAMESTATE; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard, Chris Gomez
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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