diff --git a/src/GameState.cpp b/src/GameState.cpp index 02ba9cdb91..d1ac03ea86 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -1,2604 +1,2604 @@ -#include "global.h" -#include "GameState.h" -#include "Actor.h" -#include "AdjustSync.h" -#include "AnnouncerManager.h" -#include "Character.h" -#include "CharacterManager.h" -#include "CommonMetrics.h" -#include "Course.h" -#include "CryptManager.h" -#include "Foreach.h" -#include "Game.h" -#include "GameCommand.h" -#include "GameConstantsAndTypes.h" -#include "GameManager.h" -#include "GamePreferences.h" -#include "HighScore.h" -#include "LightsManager.h" -#include "LuaReference.h" -#include "MessageManager.h" -#include "MemoryCardManager.h" -#include "NoteSkinManager.h" -#include "PlayerState.h" -#include "PrefsManager.h" -#include "Profile.h" -#include "ProfileManager.h" -#include "RageFile.h" -#include "RageLog.h" -#include "RageUtil.h" -#include "Song.h" -#include "SongManager.h" -#include "SongUtil.h" -#include "StatsManager.h" -#include "Steps.h" -#include "Style.h" -#include "ThemeManager.h" -#include "UnlockManager.h" -#include "ScreenManager.h" -#include "Screen.h" - -#include -#include - -GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program - -#define NAME_BLACKLIST_FILE "/Data/NamesBlacklist.txt" - -class GameStateMessageHandler: public MessageSubscriber -{ - void HandleMessage( const Message &msg ) - { - if( msg.GetName() == "RefreshCreditText" ) - { - RString sJoined; - FOREACH_HumanPlayer( pn ) - { - if( sJoined != "" ) - sJoined += ", "; - sJoined += ssprintf( "P%i", pn+1 ); - } - - if( sJoined == "" ) - sJoined = "none"; - - LOG->MapLog( "JOINED", "Players joined: %s", sJoined.c_str() ); - } - } -}; - -struct GameStateImpl -{ - GameStateMessageHandler m_Subscriber; - GameStateImpl() - { - m_Subscriber.SubscribeToMessage( "RefreshCreditText" ); - } -}; -static GameStateImpl *g_pImpl = NULL; - -ThemeMetric ALLOW_LATE_JOIN("GameState","AllowLateJoin"); -ThemeMetric USE_NAME_BLACKLIST("GameState","UseNameBlacklist"); - -ThemeMetric DEFAULT_SORT ("GameState","DefaultSort"); -SortOrder GetDefaultSort() -{ - return StringToSortOrder( DEFAULT_SORT ); -} -ThemeMetric DEFAULT_SONG ("GameState","DefaultSong"); -Song* GameState::GetDefaultSong() const -{ - SongID sid; - sid.FromString( DEFAULT_SONG ); - return sid.ToSong(); -} - -static const ThemeMetric EDIT_ALLOWED_FOR_EXTRA ("GameState","EditAllowedForExtra"); -static const ThemeMetric MIN_DIFFICULTY_FOR_EXTRA ("GameState","MinDifficultyForExtra"); -static const ThemeMetric GRADE_TIER_FOR_EXTRA_1 ("GameState","GradeTierForExtra1"); -static const ThemeMetric ALLOW_EXTRA_2 ("GameState","AllowExtra2"); -static const ThemeMetric GRADE_TIER_FOR_EXTRA_2 ("GameState","GradeTierForExtra2"); - -static ThemeMetric ARE_STAGE_PLAYER_MODS_FORCED ("GameState","AreStagePlayerModsForced"); -static ThemeMetric ARE_STAGE_SONG_MODS_FORCED ("GameState","AreStageSongModsForced"); - -static Preference g_Premium( "Premium", Premium_DoubleFor1Credit ); -Preference GameState::m_bAutoJoin( "AutoJoin", false ); - -GameState::GameState() : - processedTiming( NULL ), - m_pCurGame( Message_CurrentGameChanged ), - m_pCurStyle( Message_CurrentStyleChanged ), - m_PlayMode( Message_PlayModeChanged ), - m_sPreferredSongGroup( Message_PreferredSongGroupChanged ), - m_sPreferredCourseGroup( Message_PreferredCourseGroupChanged ), - m_PreferredStepsType( Message_PreferredStepsTypeChanged ), - m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ), - m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ), - m_SortOrder( Message_SortOrderChanged ), - m_pCurSong( Message_CurrentSongChanged ), - m_pCurSteps( Message_CurrentStepsP1Changed ), - m_pCurCourse( Message_CurrentCourseChanged ), - m_pCurTrail( Message_CurrentTrailP1Changed ), - m_bGameplayLeadIn( Message_GameplayLeadInChanged ), - m_bDidModeChangeNoteSkin( false ), - m_bIsUsingStepTiming( true ), - m_bInStepEditor( false ), - m_stEdit( Message_EditStepsTypeChanged ), - m_cdEdit( Message_EditCourseDifficultyChanged ), - m_pEditSourceSteps( Message_EditSourceStepsChanged ), - m_stEditSource( Message_EditSourceStepsTypeChanged ), - m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ), - m_sEditLocalProfileID( Message_EditLocalProfileIDChanged ) -{ - g_pImpl = new GameStateImpl; - - SetCurrentStyle( NULL ); - - m_pCurGame.Set( NULL ); - m_timeGameStarted.SetZero(); - m_bDemonstrationOrJukebox = false; - - m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0 - m_iStageSeed = m_iGameSeed = 0; - - m_PlayMode.Set( PlayMode_Invalid ); // used by IsPlayerEnabled before the first screen - FOREACH_PlayerNumber( p ) - m_bSideIsJoined[p] = false; // used by GetNumSidesJoined before the first screen - - FOREACH_PlayerNumber( p ) - { - m_pPlayerState[p] = new PlayerState; - m_pPlayerState[p]->m_PlayerNumber = p; - } - FOREACH_MultiPlayer( p ) - { - m_pMultiPlayerState[p] = new PlayerState; - m_pMultiPlayerState[p]->m_PlayerNumber = PLAYER_1; - m_pMultiPlayerState[p]->m_mp = p; - } - - m_Environment = new LuaTable; - - m_bDopefish = false; - - sExpandedSectionName = ""; - - // Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME. - //Reset(); - - // Register with Lua. - { - Lua *L = LUA->Get(); - lua_pushstring( L, "GAMESTATE" ); - this->PushSelf( L ); - lua_settable( L, LUA_GLOBALSINDEX ); - LUA->Release( L ); - } -} - -GameState::~GameState() -{ - // Unregister with Lua. - LUA->UnsetGlobal( "GAMESTATE" ); - - FOREACH_PlayerNumber( p ) - SAFE_DELETE( m_pPlayerState[p] ); - FOREACH_MultiPlayer( p ) - SAFE_DELETE( m_pMultiPlayerState[p] ); - - SAFE_DELETE( m_Environment ); - SAFE_DELETE( g_pImpl ); - SAFE_DELETE( processedTiming ); -} - -PlayerNumber GameState::GetMasterPlayerNumber() const -{ - return this->masterPlayerNumber; -} - -void GameState::SetMasterPlayerNumber(const PlayerNumber p) -{ - this->masterPlayerNumber = p; -} - -TimingData * GameState::GetProcessedTimingData() const -{ - return this->processedTiming; -} - -void GameState::SetProcessedTimingData(TimingData * t) -{ - this->processedTiming = t; -} - -void GameState::ApplyGameCommand( const RString &sCommand, PlayerNumber pn ) -{ - GameCommand m; - m.Load( 0, ParseCommands(sCommand) ); - - RString sWhy; - if( !m.IsPlayable(&sWhy) ) - RageException::Throw( "Can't apply mode \"%s\": %s", sCommand.c_str(), sWhy.c_str() ); - - if( pn == PLAYER_INVALID ) - m.ApplyToAllPlayers(); - else - m.Apply( pn ); -} - -void GameState::ApplyCmdline() -{ - // We need to join players before we can set the style. - RString sPlayer; - for( int i = 0; GetCommandlineArgument( "player", &sPlayer, i ); ++i ) - { - int pn = StringToInt( sPlayer )-1; - if( !IsAnInt( sPlayer ) || pn < 0 || pn >= NUM_PLAYERS ) - RageException::Throw( "Invalid argument \"--player=%s\".", sPlayer.c_str() ); - - JoinPlayer( (PlayerNumber) pn ); - } - - RString sMode; - for( int i = 0; GetCommandlineArgument( "mode", &sMode, i ); ++i ) - { - ApplyGameCommand( sMode ); - } -} - -void GameState::ResetPlayer( PlayerNumber pn ) -{ - m_PreferredStepsType.Set( StepsType_Invalid ); - m_PreferredDifficulty[pn].Set( Difficulty_Invalid ); - m_PreferredCourseDifficulty[pn].Set( Difficulty_Medium ); - m_iPlayerStageTokens[pn] = 0; - m_iAwardedExtraStages[pn] = 0; - m_pCurSteps[pn].Set( NULL ); - m_pCurTrail[pn].Set( NULL ); - m_pPlayerState[pn]->Reset(); - PROFILEMAN->UnloadProfile( pn ); - ResetPlayerOptions(pn); -} - -void GameState::ResetPlayerOptions( PlayerNumber pn ) -{ - PlayerOptions po; - GetDefaultPlayerOptions( po ); - m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); -} - -void GameState::Reset() -{ - this->SetMasterPlayerNumber(PLAYER_INVALID); // must initialize for UnjoinPlayer - - FOREACH_PlayerNumber( pn ) - UnjoinPlayer( pn ); - - ASSERT( THEME != NULL ); - - m_timeGameStarted.SetZero(); - SetCurrentStyle( NULL ); - FOREACH_MultiPlayer( p ) - m_MultiPlayerStatus[p] = MultiPlayerStatus_NotJoined; - FOREACH_PlayerNumber( pn ) - MEMCARDMAN->UnlockCard( pn ); - m_bMultiplayer = false; - m_iNumMultiplayerNoteFields = 1; - *m_Environment = LuaTable(); - m_sPreferredSongGroup.Set( GROUP_ALL ); - m_sPreferredCourseGroup.Set( GROUP_ALL ); - m_bChangedFailTypeOnScreenSongOptions = false; - m_SortOrder.Set( SortOrder_Invalid ); - m_PreferredSortOrder = GetDefaultSort(); - m_PlayMode.Set( PlayMode_Invalid ); - m_EditMode = EditMode_Invalid; - m_bDemonstrationOrJukebox = false; - m_bJukeboxUsesModifiers = false; - m_iCurrentStageIndex = 0; - - m_bGameplayLeadIn.Set( false ); - m_iNumStagesOfThisSong = 0; - m_bLoadingNextSong = false; - - NOTESKIN->RefreshNoteSkinData( m_pCurGame ); - - m_iGameSeed = rand(); - m_iStageSeed = rand(); - - m_pCurSong.Set( GetDefaultSong() ); - m_pPreferredSong = NULL; - m_pCurCourse.Set( NULL ); - m_pPreferredCourse = NULL; - - FOREACH_MultiPlayer( p ) - m_pMultiPlayerState[p]->Reset(); - - m_SongOptions.Init(); - - ResetMusicStatistics(); - ResetStageStatistics(); - AdjustSync::ResetOriginalSyncData(); - - SONGMAN->UpdatePopular(); - SONGMAN->UpdateShuffled(); - - /* We may have cached trails from before everything was loaded (eg. from - * before SongManager::UpdatePopular could be called). Erase the cache. */ - SONGMAN->RegenerateNonFixedCourses(); - - STATSMAN->Reset(); - - FOREACH_PlayerNumber(p) - { - if( PREFSMAN->m_ShowDancingCharacters == SDC_Random ) - m_pCurCharacters[p] = CHARMAN->GetRandomCharacter(); - else - m_pCurCharacters[p] = CHARMAN->GetDefaultCharacter(); - ASSERT( m_pCurCharacters[p] != NULL ); - } - - m_bTemporaryEventMode = false; - - LIGHTSMAN->SetLightsMode( LIGHTSMODE_ATTRACT ); - - m_stEdit.Set( StepsType_Invalid ); - m_pEditSourceSteps.Set( NULL ); - m_stEditSource.Set( StepsType_Invalid ); - m_iEditCourseEntryIndex.Set( -1 ); - m_sEditLocalProfileID.Set( "" ); - - m_bBackedOutOfFinalStage = false; - m_bEarnedExtraStage = false; - sExpandedSectionName = ""; - - ApplyCmdline(); -} - -void GameState::JoinPlayer( PlayerNumber pn ) -{ - m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay; - - m_bSideIsJoined[pn] = true; - - if( this->GetMasterPlayerNumber() == PLAYER_INVALID ) - this->SetMasterPlayerNumber(pn); - - // if first player to join, set start time - if( GetNumSidesJoined() == 1 ) - BeginGame(); - - // Count each player join as a play. - { - Profile* pMachineProfile = PROFILEMAN->GetMachineProfile(); - pMachineProfile->m_iTotalSessions++; - } - - // Set the current style to something appropriate for the new number of joined players. - if( ALLOW_LATE_JOIN && m_pCurStyle != NULL ) - { - const Style *pStyle; - // Only use one player for StyleType_OnePlayerTwoSides and StepsTypes - // that can only be played by one player (e.g. dance-solo, - // dance-threepanel, popn-nine). -aj - // XXX?: still shows joined player as "Insert Card". May not be an issue? -aj - if( m_pCurStyle->m_StyleType == StyleType_OnePlayerTwoSides || - m_pCurStyle->m_StepsType == StepsType_dance_solo || - m_pCurStyle->m_StepsType == StepsType_dance_threepanel || - m_pCurStyle->m_StepsType == StepsType_popn_nine ) - pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, 1, m_pCurStyle->m_StepsType ); - else - pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType ); - - // use SetCurrentStyle in case of StyleType_OnePlayerTwoSides - SetCurrentStyle( pStyle ); - } - - Message msg( MessageIDToString(Message_PlayerJoined) ); - msg.SetParam( "Player", pn ); - MESSAGEMAN->Broadcast( msg ); -} - -void GameState::UnjoinPlayer( PlayerNumber pn ) -{ - m_bSideIsJoined[pn] = false; - m_iPlayerStageTokens[pn] = 0; - - ResetPlayer( pn ); - - if( this->GetMasterPlayerNumber() == pn ) - this->SetMasterPlayerNumber(GetFirstHumanPlayer()); - - /* Unjoin STATSMAN first, so steps used by this player are released - * and can be released by PROFILEMAN. */ - STATSMAN->UnjoinPlayer( pn ); - PROFILEMAN->UnloadProfile( pn ); - - Message msg( MessageIDToString(Message_PlayerUnjoined) ); - msg.SetParam( "Player", pn ); - MESSAGEMAN->Broadcast( msg ); - - // If there are no players left, reset some non-player-specific stuff, too. - if( this->GetMasterPlayerNumber() == PLAYER_INVALID ) - { - SongOptions so; - GetDefaultSongOptions( so ); - m_SongOptions.Assign( ModsLevel_Preferred, so ); - m_bDidModeChangeNoteSkin = false; - } -} - -/* xxx: handle multiplayer join? -aj */ - -namespace -{ - bool JoinInputInternal( PlayerNumber pn ) - { - if( !GAMESTATE->PlayersCanJoin() ) - return false; - - // If this side is already in, don't re-join. - if( GAMESTATE->m_bSideIsJoined[pn] ) - return false; - - GAMESTATE->JoinPlayer( pn ); - - return true; - } -}; - -// Handle an input that can join a player. Return true if the player joined. -bool GameState::JoinInput( PlayerNumber pn ) -{ - // When AutoJoin is enabled, join all players on a single start press. - if( GAMESTATE->m_bAutoJoin.Get() ) - return JoinPlayers(); - else - return JoinInputInternal( pn ); -} - -// Attempt to join all players, as if each player pressed Start. -bool GameState::JoinPlayers() -{ - bool bJoined = false; - FOREACH_PlayerNumber( pn ) - { - if( JoinInputInternal(pn) ) - bJoined = true; - } - return bJoined; -} - -/* Game flow: - * - * BeginGame() - the first player has joined; the game is starting. - * - * PlayersFinalized() - player memory cards are loaded; later joins won't have memory cards this stage - * - * BeginStage() - gameplay is beginning - * - * optional: CancelStage() - gameplay aborted (Back pressed), undo BeginStage and back up - * - * CommitStageStats() - gameplay is finished - * Saves STATSMAN->m_CurStageStats to the profiles, so profile information - * is up-to-date for Evaluation. - * - * FinishStage() - gameplay and evaluation is finished - * Clears data which was stored by CommitStageStats. */ -void GameState::BeginGame() -{ - m_timeGameStarted.Touch(); - - m_vpsNamesThatWereFilled.clear(); - - // Play attract on the ending screen, then on the ranking screen - // even if attract sounds are set to off. - m_iNumTimesThroughAttract = -1; - - FOREACH_PlayerNumber( pn ) - MEMCARDMAN->UnlockCard( pn ); -} - -void GameState::LoadProfiles( bool bLoadEdits ) -{ - // Unlock any cards that we might want to load. - FOREACH_HumanPlayer( pn ) - if( !PROFILEMAN->IsPersistentProfile(pn) ) - MEMCARDMAN->UnlockCard( pn ); - - MEMCARDMAN->WaitForCheckingToComplete(); - - FOREACH_HumanPlayer( pn ) - { - // If a profile is already loaded, this was already called. - if( PROFILEMAN->IsPersistentProfile(pn) ) - continue; - - MEMCARDMAN->MountCard( pn ); - bool bSuccess = PROFILEMAN->LoadFirstAvailableProfile( pn, bLoadEdits ); // load full profile - MEMCARDMAN->UnmountCard( pn ); - - if( !bSuccess ) - continue; - - // Lock the card on successful load, so we won't allow it to be changed. - MEMCARDMAN->LockCard( pn ); - - LoadCurrentSettingsFromProfile( pn ); - - Profile* pPlayerProfile = PROFILEMAN->GetProfile( pn ); - if( pPlayerProfile ) - pPlayerProfile->m_iTotalSessions++; - } -} - -void GameState::SavePlayerProfiles() -{ - FOREACH_HumanPlayer( pn ) - SavePlayerProfile( pn ); -} - -void GameState::SavePlayerProfile( PlayerNumber pn ) -{ - if( !PROFILEMAN->IsPersistentProfile(pn) ) - return; - - // AutoplayCPU should not save scores. -aj - // xxx: this MAY cause issues with Multiplayer. However, without a working - // Multiplayer build, we'll never know. -aj - if( m_pPlayerState[pn]->m_PlayerController != PC_HUMAN ) - return; - - bool bWasMemoryCard = PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn); - if( bWasMemoryCard ) - MEMCARDMAN->MountCard( pn ); - PROFILEMAN->SaveProfile( pn ); - if( bWasMemoryCard ) - MEMCARDMAN->UnmountCard( pn ); -} - -bool GameState::HaveProfileToLoad() -{ - FOREACH_HumanPlayer( pn ) - { - // We won't load this profile if it's already loaded. - if( PROFILEMAN->IsPersistentProfile(pn) ) - continue; - - // If a memory card is inserted, we'l try to load it. - if( MEMCARDMAN->CardInserted(pn) ) - return true; - if( !PROFILEMAN->m_sDefaultLocalProfileID[pn].Get().empty() ) - return true; - } - - return false; -} - -bool GameState::HaveProfileToSave() -{ - FOREACH_HumanPlayer( pn ) - if( PROFILEMAN->IsPersistentProfile(pn) ) - return true; - return false; -} - -void GameState::SaveLocalData() -{ - PROFILEMAN->SaveMachineProfile(); -} - -int GameState::GetNumStagesMultiplierForSong( const Song* pSong ) -{ - int iNumStages = 1; - - ASSERT( pSong != NULL ); - if( pSong->IsMarathon() ) - iNumStages *= 3; - if( pSong->IsLong() ) - iNumStages *= 2; - - return iNumStages; -} - -int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const -{ - int iNumStagesOfThisSong = 1; - if( m_pCurSong ) - { - const Style *pStyle = m_pCurStyle; - int numSidesJoined = GetNumSidesJoined(); - if( pStyle == NULL ) - { - const Steps *pSteps = NULL; - if( this->GetMasterPlayerNumber() != PlayerNumber_Invalid ) - pSteps = m_pCurSteps[this->GetMasterPlayerNumber()]; - // Don't call GetFirstCompatibleStyle if numSidesJoined == 0. - // This happens because on SContinue when players are unjoined, - // pCurSteps will still be set while no players are joined. -Chris - if( pSteps && numSidesJoined > 0 ) - { - // If a style isn't set, use the style of the selected steps. - StepsType st = pSteps->m_StepsType; - pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, numSidesJoined, st ); - } - else - { - /* If steps aren't set either, pick any style for the number of - * joined players, or one player if no players are joined. */ - vector vpStyles; - int iJoined = max( numSidesJoined, 1 ); - GAMEMAN->GetCompatibleStyles( m_pCurGame, iJoined, vpStyles ); - ASSERT( !vpStyles.empty() ); - pStyle = vpStyles[0]; - } - } - /* Extra stages need to only count as one stage in case a multi-stage - * song is chosen. */ - if( IsAnExtraStage() ) - iNumStagesOfThisSong = 1; - else - iNumStagesOfThisSong = GameState::GetNumStagesMultiplierForSong( m_pCurSong ); - } - else if( m_pCurCourse ) - iNumStagesOfThisSong = PREFSMAN->m_iSongsPerPlay; - else - return -1; - - iNumStagesOfThisSong = max( iNumStagesOfThisSong, 1 ); - - return iNumStagesOfThisSong; -} - -// Called by ScreenGameplay. Set the length of the current song. -void GameState::BeginStage() -{ - if( m_bDemonstrationOrJukebox ) - return; - - // This should only be called once per stage. - if( m_iNumStagesOfThisSong != 0 ) - LOG->Warn( "XXX: m_iNumStagesOfThisSong == %i?", m_iNumStagesOfThisSong ); - - ResetStageStatistics(); - AdjustSync::ResetOriginalSyncData(); - - if( !ARE_STAGE_PLAYER_MODS_FORCED ) - { - FOREACH_PlayerNumber( p ) - { - ModsGroup &po = m_pPlayerState[p]->m_PlayerOptions; - po.Assign(ModsLevel_Stage, - m_pPlayerState[p]->m_PlayerOptions.GetPreferred()); - } - } - if( !ARE_STAGE_SONG_MODS_FORCED ) - m_SongOptions.Assign( ModsLevel_Stage, m_SongOptions.GetPreferred() ); - - STATSMAN->m_CurStageStats.m_fMusicRate = m_SongOptions.GetSong().m_fMusicRate; - m_iNumStagesOfThisSong = GetNumStagesForCurrentSongAndStepsOrCourse(); - ASSERT( m_iNumStagesOfThisSong != -1 ); - FOREACH_EnabledPlayer( p ) - { - // only do this check with human players, assume CPU players (Rave) - // always have tokens. -aj (this could probably be moved below, even.) - if( !IsEventMode() && !IsCpuPlayer(p) ) - ASSERT( m_iPlayerStageTokens[p] >= m_iNumStagesOfThisSong ); - m_iPlayerStageTokens[p] -= m_iNumStagesOfThisSong; - } - FOREACH_HumanPlayer( pn ) - if( CurrentOptionsDisqualifyPlayer(pn) ) - STATSMAN->m_CurStageStats.m_player[pn].m_bDisqualified = true; - m_bEarnedExtraStage = false; - m_sStageGUID = CryptManager::GenerateRandomUUID(); -} - -void GameState::CancelStage() -{ - FOREACH_CpuPlayer( p ) - { - switch( m_PlayMode ) - { - case PLAY_MODE_BATTLE: - case PLAY_MODE_RAVE: - m_iPlayerStageTokens[p] = PREFSMAN->m_iSongsPerPlay; - default: - break; - } - } - - FOREACH_EnabledPlayer( p ) - m_iPlayerStageTokens[p] += m_iNumStagesOfThisSong; - m_iNumStagesOfThisSong = 0; - ResetStageStatistics(); -} - -void GameState::CommitStageStats() -{ - if( m_bDemonstrationOrJukebox ) - return; - - STATSMAN->CommitStatsToProfiles( &STATSMAN->m_CurStageStats ); - - // Update TotalPlaySeconds. - int iPlaySeconds = max( 0, (int) m_timeGameStarted.GetDeltaTime() ); - - Profile* pMachineProfile = PROFILEMAN->GetMachineProfile(); - pMachineProfile->m_iTotalSessionSeconds += iPlaySeconds; - - FOREACH_HumanPlayer( p ) - { - Profile* pPlayerProfile = PROFILEMAN->GetProfile( p ); - if( pPlayerProfile ) - pPlayerProfile->m_iTotalSessionSeconds += iPlaySeconds; - } -} - -/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just - * played a song. Might be called more than once. */ -void GameState::FinishStage() -{ - // Increment the stage counter. - const int iOldStageIndex = m_iCurrentStageIndex; - ++m_iCurrentStageIndex; - - m_iNumStagesOfThisSong = 0; - - EarnedExtraStage e = CalculateEarnedExtraStage(); - STATSMAN->m_CurStageStats.m_EarnedExtraStage = e; - if( e != EarnedExtraStage_No ) - { - LOG->Trace( "awarded extra stage" ); - FOREACH_HumanPlayer( p ) - { - // todo: unhardcode the extra stage limit? -aj - if( m_iAwardedExtraStages[p] < 2 ) - { - ++m_iAwardedExtraStages[p]; - ++m_iPlayerStageTokens[p]; - m_bEarnedExtraStage = true; - } - } - } - - if( m_bDemonstrationOrJukebox ) - return; - - // todo: simplify. profile saving is accomplished in ScreenProfileSave - // now; all this code does differently is save machine profile as well. -aj - if( IsEventMode() ) - { - const int iSaveProfileEvery = 3; - if( iOldStageIndex/iSaveProfileEvery < m_iCurrentStageIndex/iSaveProfileEvery ) - { - LOG->Trace( "Played %i stages; saving profiles ...", iSaveProfileEvery ); - PROFILEMAN->SaveMachineProfile(); - this->SavePlayerProfiles(); - } - } -} - -void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn ) -{ - if( !PROFILEMAN->IsPersistentProfile(pn) ) - return; - - const Profile *pProfile = PROFILEMAN->GetProfile(pn); - - // apply saved default modifiers if any - RString sModifiers; - if( pProfile->GetDefaultModifiers( m_pCurGame, sModifiers ) ) - { - /* We don't save negative preferences (eg. "no reverse"). If the theme - * sets a default of "reverse", and the player turns it off, we should - * set it off. However, don't reset modifiers that aren't saved by the - * profile, so we don't ignore unsaved modifiers when a profile is in use. */ - PO_GROUP_CALL( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, ResetSavedPrefs ); - ApplyPreferredModifiers( pn, sModifiers ); - } - // Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile) - if( m_PreferredSortOrder == SortOrder_Invalid && pProfile->m_SortOrder != SortOrder_Invalid ) - m_PreferredSortOrder = pProfile->m_SortOrder; - if( pProfile->m_LastDifficulty != Difficulty_Invalid ) - m_PreferredDifficulty[pn].Set( pProfile->m_LastDifficulty ); - if( pProfile->m_LastCourseDifficulty != Difficulty_Invalid ) - m_PreferredCourseDifficulty[pn].Set( pProfile->m_LastCourseDifficulty ); - // Only set the PreferredStepsType if it wasn't already set by a GameCommand (or by an earlier profile) - if( m_PreferredStepsType == StepsType_Invalid && pProfile->m_LastStepsType != StepsType_Invalid ) - m_PreferredStepsType.Set( pProfile->m_LastStepsType ); - if( m_pPreferredSong == NULL ) - m_pPreferredSong = pProfile->m_lastSong.ToSong(); - if( m_pPreferredCourse == NULL ) - m_pPreferredCourse = pProfile->m_lastCourse.ToCourse(); -} - -void GameState::SaveCurrentSettingsToProfile( PlayerNumber pn ) -{ - if( !PROFILEMAN->IsPersistentProfile(pn) ) - return; - if( m_bDemonstrationOrJukebox ) - return; - - Profile* pProfile = PROFILEMAN->GetProfile(pn); - - pProfile->SetDefaultModifiers( m_pCurGame, m_pPlayerState[pn]->m_PlayerOptions.GetPreferred().GetSavedPrefsString() ); - if( IsSongSort(m_PreferredSortOrder) ) - pProfile->m_SortOrder = m_PreferredSortOrder; - if( m_PreferredDifficulty[pn] != Difficulty_Invalid ) - pProfile->m_LastDifficulty = m_PreferredDifficulty[pn]; - if( m_PreferredCourseDifficulty[pn] != Difficulty_Invalid ) - pProfile->m_LastCourseDifficulty = m_PreferredCourseDifficulty[pn]; - if( m_PreferredStepsType != StepsType_Invalid ) - pProfile->m_LastStepsType = m_PreferredStepsType; - if( m_pPreferredSong ) - pProfile->m_lastSong.FromSong( m_pPreferredSong ); - if( m_pPreferredCourse ) - pProfile->m_lastCourse.FromCourse( m_pPreferredCourse ); -} - -void GameState::Update( float fDelta ) -{ - m_SongOptions.Update( fDelta ); - - FOREACH_PlayerNumber( p ) - { - m_pPlayerState[p]->Update( fDelta ); - - if( !m_bGoalComplete[p] && IsGoalComplete(p) ) - { - m_bGoalComplete[p] = true; - MESSAGEMAN->Broadcast( (MessageID)(Message_GoalCompleteP1+p) ); - } - } - - if( GAMESTATE->m_pCurCourse ) - { - if( GAMESTATE->m_pCurCourse->m_fGoalSeconds > 0 && !m_bWorkoutGoalComplete ) - { - const StageStats &ssCurrent = STATSMAN->m_CurStageStats; - bool bGoalComplete = ssCurrent.m_fGameplaySeconds > GAMESTATE->m_pCurCourse->m_fGoalSeconds; - if( bGoalComplete ) - { - MESSAGEMAN->Broadcast( "WorkoutGoalComplete" ); - m_bWorkoutGoalComplete = true; - } - } - } -} - -void GameState::SetCurGame( const Game *pGame ) -{ - m_pCurGame.Set( pGame ); - RString sGame = pGame ? RString(pGame->m_szName) : RString(); - PREFSMAN->SetCurrentGame( sGame ); -} - -const float GameState::MUSIC_SECONDS_INVALID = -5000.0f; - -void GameState::ResetMusicStatistics() -{ - m_Position.Reset(); - m_LastPositionTimer.Touch(); - m_LastPositionSeconds = 0.0f; - - Actor::SetBGMTime( 0, 0, 0, 0 ); - - FOREACH_PlayerNumber( p ) - { - m_pPlayerState[p]->ClearHopoState(); - m_pPlayerState[p]->m_Position.Reset(); - } -} - -void GameState::ResetStageStatistics() -{ - STATSMAN->m_CurStageStats = StageStats(); - - RemoveAllActiveAttacks(); - FOREACH_PlayerNumber( p ) - m_pPlayerState[p]->RemoveAllInventory(); - m_fOpponentHealthPercent = 1; - m_fHasteRate = 0; - m_fLastHasteUpdateMusicSeconds = 0; - m_fAccumulatedHasteSeconds = 0; - m_fTugLifePercentP1 = 0.5f; - FOREACH_PlayerNumber( p ) - { - m_pPlayerState[p]->m_fSuperMeter = 0; - m_pPlayerState[p]->m_HealthState = HealthState_Alive; - - m_pPlayerState[p]->m_iLastPositiveSumOfAttackLevels = 0; - m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut = 0; // PlayerAI not affected - - m_bGoalComplete[p] = false; - } - m_bWorkoutGoalComplete = false; - - - FOREACH_PlayerNumber( p ) - { - m_vLastStageAwards[p].clear(); - m_vLastPeakComboAwards[p].clear(); - } - - // Reset the round seed. Do this here and not in FinishStage so that players - // get new shuffle patterns if they Back out of gameplay and play again. - m_iStageSeed = rand(); -} - -void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp, bool bUpdatePlayers ) -{ - /* It's not uncommon to get a lot of duplicated positions from the sound - * driver, like so: 13.120953,13.130975,13.130975,13.130975,13.140998,... - * This causes visual stuttering of the arrows. To compensate, keep a - * RageTimer since the last change. */ - if (fPositionSeconds == m_LastPositionSeconds) - fPositionSeconds += m_LastPositionTimer.Ago(); - else - { - //LOG->Info("Time difference: %+f", - // m_LastPositionTimer.Ago() - (fPositionSeconds - m_LastPositionSeconds) - //); - m_LastPositionTimer.Touch(); - m_LastPositionSeconds = fPositionSeconds; - } - - m_Position.UpdateSongPosition( fPositionSeconds, timing, timestamp ); - - if( bUpdatePlayers ) - { - FOREACH_EnabledPlayer( pn ) - { - if( m_pCurSteps[pn] ) - { - m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp ); - Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset ); - } - } - } - Actor::SetBGMTime( GAMESTATE->m_Position.m_fMusicSecondsVisible, GAMESTATE->m_Position.m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset ); -// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze ); -} - -/* -update player position code goes here - */ - -float GameState::GetSongPercent( float beat ) const -{ - // 0 = first step; 1 = last step - float curTime = this->m_pCurSong->m_SongTiming.GetElapsedTimeFromBeat(beat); - return (curTime - m_pCurSong->GetFirstSecond()) / m_pCurSong->GetLastSecond(); -} - -int GameState::GetNumStagesLeft( PlayerNumber pn ) const -{ - return m_iPlayerStageTokens[pn]; -} - -int GameState::GetSmallestNumStagesLeftForAnyHumanPlayer() const -{ - if( IsEventMode() ) - return 999; - int iSmallest = INT_MAX; - FOREACH_HumanPlayer( p ) - iSmallest = min( iSmallest, m_iPlayerStageTokens[p] ); - return iSmallest; -} - -bool GameState::IsFinalStageForAnyHumanPlayer() const -{ - return GetSmallestNumStagesLeftForAnyHumanPlayer() == 1; -} - -bool GameState::IsAnExtraStage() const -{ - if( this->GetMasterPlayerNumber() == PlayerNumber_Invalid ) - return false; - return !IsEventMode() && !IsCourseMode() && m_iAwardedExtraStages[this->GetMasterPlayerNumber()] > 0; -} - -static ThemeMetric LOCK_EXTRA_STAGE_SELECTION("GameState","LockExtraStageSelection"); -bool GameState::IsAnExtraStageAndSelectionLocked() const -{ - return IsAnExtraStage() && LOCK_EXTRA_STAGE_SELECTION; -} - -bool GameState::IsExtraStage() const -{ - if( this->GetMasterPlayerNumber() == PlayerNumber_Invalid ) - return false; - return !IsEventMode() && !IsCourseMode() && m_iAwardedExtraStages[this->GetMasterPlayerNumber()] == 1; -} - -bool GameState::IsExtraStage2() const -{ - if( this->GetMasterPlayerNumber() == PlayerNumber_Invalid ) - return false; - return !IsEventMode() && !IsCourseMode() && m_iAwardedExtraStages[this->GetMasterPlayerNumber()] == 2; -} - -Stage GameState::GetCurrentStage() const -{ - if( m_bDemonstrationOrJukebox ) return Stage_Demo; - // "event" has precedence - else if( IsEventMode() ) return Stage_Event; - else if( m_PlayMode == PLAY_MODE_ONI ) return Stage_Oni; - else if( m_PlayMode == PLAY_MODE_NONSTOP ) return Stage_Nonstop; - else if( m_PlayMode == PLAY_MODE_ENDLESS ) return Stage_Endless; - else if( IsExtraStage() ) return Stage_Extra1; - else if( IsExtraStage2() ) return Stage_Extra2; - //else if( IsFinalStageForAnyHumanPlayer() ) return Stage_Final; - // above function behaves weirdly, it will always return final stage if any player is - // on final stage, rather than the last remaining player. The below method seems to make a bit more sense. - else if(m_iPlayerStageTokens[PLAYER_1] == 0 && m_iPlayerStageTokens[PLAYER_2] == 0) return Stage_Final; - else - { - switch( this->m_iCurrentStageIndex ) - { - case 0: return Stage_1st; - case 1: return Stage_2nd; - case 2: return Stage_3rd; - case 3: return Stage_4th; - case 4: return Stage_5th; - case 5: return Stage_6th; - default: return Stage_Next; - } - } -} - -int GameState::GetCourseSongIndex() const -{ - // iSongsPlayed includes the current song, so it's 1-based; subtract one. - if( GAMESTATE->m_bMultiplayer ) - { - FOREACH_EnabledMultiPlayer(mp) - return STATSMAN->m_CurStageStats.m_multiPlayer[mp].m_iSongsPlayed-1; - FAIL_M("At least one MultiPlayer must be joined."); - } - else - { - return STATSMAN->m_CurStageStats.m_player[this->GetMasterPlayerNumber()].m_iSongsPlayed-1; - } -} - -/* Hack: when we're loading a new course song, we want to display the new song - * number, even though we haven't started that song yet. */ -int GameState::GetLoadingCourseSongIndex() const -{ - int iIndex = GetCourseSongIndex(); - if( m_bLoadingNextSong ) - ++iIndex; - return iIndex; -} - -static LocalizedString PLAYER1 ("GameState","Player 1"); -static LocalizedString PLAYER2 ("GameState","Player 2"); -static LocalizedString CPU ("GameState","CPU"); -RString GameState::GetPlayerDisplayName( PlayerNumber pn ) const -{ - ASSERT( IsPlayerEnabled(pn) ); - const LocalizedString *pDefaultNames[] = { &PLAYER1, &PLAYER2 }; - if( IsHumanPlayer(pn) ) - { - if( !PROFILEMAN->GetPlayerName(pn).empty() ) - return PROFILEMAN->GetPlayerName(pn); - else - return pDefaultNames[pn]->GetValue(); - } - else - { - return CPU.GetValue(); - } -} - -bool GameState::PlayersCanJoin() const -{ - bool b = GetNumSidesJoined() == 0 || GetCurrentStyle() == NULL; // selecting a style finalizes the players - if( ALLOW_LATE_JOIN.IsLoaded() && ALLOW_LATE_JOIN ) - { - Screen *pScreen = SCREENMAN->GetTopScreen(); - if( pScreen ) - b |= pScreen->AllowLateJoin(); - } - return b; -} - -int GameState::GetNumSidesJoined() const -{ - int iNumSidesJoined = 0; - FOREACH_PlayerNumber( p ) - if( m_bSideIsJoined[p] ) - iNumSidesJoined++; // left side, and right side - return iNumSidesJoined; -} - -const Game* GameState::GetCurrentGame() -{ - ASSERT( m_pCurGame != NULL ); // the game must be set before calling this - return m_pCurGame; -} - -const Style* GameState::GetCurrentStyle() const -{ - return m_pCurStyle; -} - -void GameState::SetCurrentStyle( const Style *pStyle ) -{ - m_pCurStyle.Set( pStyle ); - if( INPUTMAPPER ) - { - if( GetCurrentStyle() && GetCurrentStyle()->m_StyleType == StyleType_OnePlayerTwoSides ) - INPUTMAPPER->SetJoinControllers( this->GetMasterPlayerNumber() ); - else - INPUTMAPPER->SetJoinControllers( PLAYER_INVALID ); - } -} - -bool GameState::IsPlayerEnabled( PlayerNumber pn ) const -{ - // In rave, all players are present. Non-human players are CPU controlled. - switch( m_PlayMode ) - { - case PLAY_MODE_BATTLE: - case PLAY_MODE_RAVE: - return true; - default: - return IsHumanPlayer(pn); - } -} - -bool GameState::IsMultiPlayerEnabled( MultiPlayer mp ) const -{ - return m_MultiPlayerStatus[ mp ] == MultiPlayerStatus_Joined; -} - -bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const -{ - if( pPlayerState->m_mp != MultiPlayer_Invalid ) - return IsMultiPlayerEnabled( pPlayerState->m_mp ); - if( pPlayerState->m_PlayerNumber != PLAYER_INVALID ) - return IsPlayerEnabled( pPlayerState->m_PlayerNumber ); - return false; -} - -int GameState::GetNumPlayersEnabled() const -{ - int count = 0; - FOREACH_EnabledPlayer( pn ) - count++; - return count; -} - -bool GameState::IsHumanPlayer( PlayerNumber pn ) const -{ - if( pn == PLAYER_INVALID ) - return false; - - if( GetCurrentStyle() == NULL ) // no style chosen - { - if( 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 - } - - StyleType type = GetCurrentStyle()->m_StyleType; - switch( type ) - { - case StyleType_TwoPlayersTwoSides: - case StyleType_TwoPlayersSharedSides: - return true; - case StyleType_OnePlayerOneSide: - case StyleType_OnePlayerTwoSides: - return pn == this->GetMasterPlayerNumber(); - default: - FAIL_M(ssprintf("Invalid style type: %i", type)); - } -} - -int GameState::GetNumHumanPlayers() const -{ - int count = 0; - FOREACH_HumanPlayer( pn ) - count++; - return count; -} - -PlayerNumber GameState::GetFirstHumanPlayer() const -{ - FOREACH_HumanPlayer( pn ) - return pn; - return PLAYER_INVALID; -} - -PlayerNumber GameState::GetFirstDisabledPlayer() const -{ - FOREACH_PlayerNumber( pn ) - if( !IsPlayerEnabled(pn) ) - return pn; - return PLAYER_INVALID; -} - -bool GameState::IsCpuPlayer( PlayerNumber pn ) const -{ - return IsPlayerEnabled(pn) && !IsHumanPlayer(pn); -} - -bool GameState::AnyPlayersAreCpu() const -{ - FOREACH_CpuPlayer( pn ) - return true; - return false; -} - - -bool GameState::IsCourseMode() const -{ - switch(m_PlayMode) - { - case PLAY_MODE_ONI: - case PLAY_MODE_NONSTOP: - case PLAY_MODE_ENDLESS: - return true; - default: - return false; - } -} - -bool GameState::IsBattleMode() const -{ - switch( m_PlayMode ) - { - case PLAY_MODE_BATTLE: - return true; - default: - return false; - } -} - -EarnedExtraStage GameState::CalculateEarnedExtraStage() const -{ - if( IsEventMode() ) - return EarnedExtraStage_No; - - if( !PREFSMAN->m_bAllowExtraStage ) - return EarnedExtraStage_No; - - if( m_PlayMode != PLAY_MODE_REGULAR ) - return EarnedExtraStage_No; - - if( m_bBackedOutOfFinalStage ) - return EarnedExtraStage_No; - - if( GetSmallestNumStagesLeftForAnyHumanPlayer() > 0 ) - return EarnedExtraStage_No; - - if( m_iAwardedExtraStages[this->GetMasterPlayerNumber()] >= 2 ) - return EarnedExtraStage_No; - - FOREACH_EnabledPlayer( pn ) - { - Difficulty dc = m_pCurSteps[pn]->GetDifficulty(); - switch( dc ) - { - case Difficulty_Edit: - if( !EDIT_ALLOWED_FOR_EXTRA ) - continue; // can't use edit steps - break; - default: - if( dc < MIN_DIFFICULTY_FOR_EXTRA ) - continue; // not hard enough! - break; - } - - if( IsExtraStage() ) - { - if( ALLOW_EXTRA_2 && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_2 ) - return EarnedExtraStage_Extra2; - } - else if( STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1 ) - { - return EarnedExtraStage_Extra1; - } - } - - return EarnedExtraStage_No; -} - -PlayerNumber GameState::GetBestPlayer() const -{ - FOREACH_PlayerNumber( pn ) - if( GetStageResult(pn) == RESULT_WIN ) - return pn; - return PLAYER_INVALID; // draw -} - -StageResult GameState::GetStageResult( PlayerNumber pn ) const -{ - switch( m_PlayMode ) - { - 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: FAIL_M("Invalid player for battle! Aborting..."); return RESULT_LOSE; - } - default: break; - } - - StageResult win = RESULT_WIN; - FOREACH_PlayerNumber( p ) - { - if( p == pn ) - continue; - - // If anyone did just as well, at best it's a draw. - if( STATSMAN->m_CurStageStats.m_player[p].m_iActualDancePoints == STATSMAN->m_CurStageStats.m_player[pn].m_iActualDancePoints ) - win = RESULT_DRAW; - - // If anyone did better, we lost. - if( STATSMAN->m_CurStageStats.m_player[p].m_iActualDancePoints > STATSMAN->m_CurStageStats.m_player[pn].m_iActualDancePoints ) - return RESULT_LOSE; - } - return win; -} - -void GameState::GetDefaultPlayerOptions( PlayerOptions &po ) -{ - po.Init(); - po.FromString( PREFSMAN->m_sDefaultModifiers ); - po.FromString( CommonMetrics::DEFAULT_MODIFIERS ); - if( po.m_sNoteSkin.empty() ) - po.m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME; -} - -void GameState::GetDefaultSongOptions( SongOptions &so ) -{ - so.Init(); - so.FromString( PREFSMAN->m_sDefaultModifiers ); - so.FromString( CommonMetrics::DEFAULT_MODIFIERS ); -} - -void GameState::ResetToDefaultSongOptions( ModsLevel l ) -{ - SongOptions so; - GetDefaultSongOptions( so ); - m_SongOptions.Assign( l, so ); -} - -void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers ) -{ - m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers ); - m_SongOptions.FromString( ModsLevel_Preferred, sModifiers ); -} - -void GameState::ApplyStageModifiers( PlayerNumber pn, RString sModifiers ) -{ - m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Stage, sModifiers ); - m_SongOptions.FromString( ModsLevel_Stage, sModifiers ); -} - -void GameState::ClearStageModifiersIllegalForCourse() -{ - FOREACH_EnabledPlayer( pn ) - PO_GROUP_CALL( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, ResetSavedPrefsInvalidForCourse ); -} - -bool GameState::CurrentOptionsDisqualifyPlayer( PlayerNumber pn ) -{ - if( !PREFSMAN->m_bDisqualification ) - return false; - - if( !IsHumanPlayer(pn) ) - return false; - - const PlayerOptions &po = m_pPlayerState[pn]->m_PlayerOptions.GetPreferred(); - - // Check the stored player options for disqualify. Don't disqualify because - // of mods that were forced. - if( IsCourseMode() ) - return po.IsEasierForCourseAndTrail( m_pCurCourse, m_pCurTrail[pn] ); - else - return po.IsEasierForSongAndSteps( m_pCurSong, m_pCurSteps[pn], pn); -} - -/* reset noteskins (?) - * GameState::ResetNoteSkins() - * GameState::ResetNoteSkinsForPlayer( PlayerNumber pn ) - * - */ - -void GameState::GetAllUsedNoteSkins( vector &out ) const -{ - FOREACH_EnabledPlayer( pn ) - { - out.push_back( m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_sNoteSkin ); - - // Add noteskins that are used in courses. - if( IsCourseMode() ) - { - const Trail *pTrail = m_pCurTrail[pn]; - ASSERT( pTrail != NULL ); - - FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e ) - { - PlayerOptions po; - po.FromString( e->Modifiers ); - if( !po.m_sNoteSkin.empty() ) - out.push_back( po.m_sNoteSkin ); - } - } - } - - // Remove duplicates. - sort( out.begin(), out.end() ); - out.erase( unique( out.begin(), out.end() ), out.end() ); -} - -void GameState::RemoveAllActiveAttacks() // called on end of song -{ - FOREACH_PlayerNumber( p ) - m_pPlayerState[p]->RemoveActiveAttacks(); -} - -void GameState::AddStageToPlayer( PlayerNumber pn ) -{ - // Add one stage more to player (bonus) -cerbo - ++m_iPlayerStageTokens[pn]; -} - -template -void setmin( T &a, const T &b ) -{ - a = min(a, b); -} - -template -void setmax( T &a, const T &b ) -{ - a = max(a, b); -} - -PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const -{ - PlayerNumber pn = pPlayerState->m_PlayerNumber; - PlayerOptions::FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType; - - // If the player changed the fail mode explicitly, leave it alone. - if( m_bChangedFailTypeOnScreenSongOptions ) - return ft; - - if( IsCourseMode() ) - { - if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 ) - ft = max( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes - } - else - { - Difficulty dc = Difficulty_Invalid; - if( m_pCurSteps[pn] ) - dc = m_pCurSteps[pn]->GetDifficulty(); - - bool bFirstStage = false; - if( !IsEventMode() ) - bFirstStage |= m_iPlayerStageTokens[pPlayerState->m_PlayerNumber] == PREFSMAN->m_iSongsPerPlay-1; // HACK; -1 because this is called during gameplay - - // Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE. - if( dc <= Difficulty_Easy ) - setmax( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE ); - - if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy ) - setmax( ft, PlayerOptions::FAIL_OFF ); - - /* If beginner's steps were chosen, and this is the first stage, - * turn off failure completely. */ - if( dc == Difficulty_Beginner && bFirstStage ) - setmax( ft, PlayerOptions::FAIL_OFF ); - - if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner ) - setmax( ft, PlayerOptions::FAIL_OFF ); - } - - return ft; -} - -bool GameState::ShowW1() const -{ - AllowW1 pref = PREFSMAN->m_AllowW1; - switch( pref ) - { - case ALLOW_W1_NEVER: return false; - case ALLOW_W1_COURSES_ONLY: return IsCourseMode(); - case ALLOW_W1_EVERYWHERE: return true; - default: - FAIL_M(ssprintf("Invalid AllowW1 preference: %i", pref)); - } -} - - -static ThemeMetric PROFILE_RECORD_FEATS("GameState","ProfileRecordFeats"); -static ThemeMetric CATEGORY_RECORD_FEATS("GameState","CategoryRecordFeats"); -void GameState::GetRankingFeats( PlayerNumber pn, vector &asFeatsOut ) const -{ - if( !IsHumanPlayer(pn) ) - return; - - Profile *pProf = PROFILEMAN->GetProfile(pn); - - // Check for feats even if the PlayMode is rave or battle because the player - // may have made high scores then switched modes. - CHECKPOINT_M( ssprintf("PlayMode %i", int(m_PlayMode)) ); - switch( m_PlayMode ) - { - case PLAY_MODE_REGULAR: - case PLAY_MODE_BATTLE: - case PLAY_MODE_RAVE: - { - CHECKPOINT; - - StepsType st = GetCurrentStyle()->m_StepsType; - - // 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 vSongAndSteps; - - for( unsigned i=0; im_vPlayedStageStats.size(); i++ ) - { - CHECKPOINT_M( ssprintf("%u/%i", i, (int)STATSMAN->m_vPlayedStageStats.size() ) ); - SongAndSteps sas; - ASSERT( !STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.empty() ); - sas.pSong = STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs[0]; - ASSERT( sas.pSong != NULL ); - if( STATSMAN->m_vPlayedStageStats[i].m_player[pn].m_vpPossibleSteps.empty() ) - continue; - sas.pSteps = STATSMAN->m_vPlayedStageStats[i].m_player[pn].m_vpPossibleSteps[0]; - ASSERT( sas.pSteps != NULL ); - vSongAndSteps.push_back( sas ); - } - CHECKPOINT; - - sort( vSongAndSteps.begin(), vSongAndSteps.end() ); - - vector::iterator toDelete = unique( vSongAndSteps.begin(), vSongAndSteps.end() ); - vSongAndSteps.erase(toDelete, vSongAndSteps.end()); - - CHECKPOINT; - for( unsigned i=0; iGetMachineProfile()->GetStepsHighScoreList(pSong,pSteps); - for( unsigned j=0; jGetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() ); - feat.pStringToFill = hs.GetNameMutable(); - feat.grade = hs.GetGrade(); - feat.fPercentDP = hs.GetPercentDP(); - feat.iScore = hs.GetScore(); - - if( pSong->HasBanner() ) - feat.Banner = pSong->GetBannerPath(); - - asFeatsOut.push_back( feat ); - } - } - - // Find Personal Records - if( pProf && PROFILE_RECORD_FEATS ) - { - HighScoreList &hsl = pProf->GetStepsHighScoreList(pSong,pSteps); - for( unsigned j=0; jGetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() ); - feat.pStringToFill = hs.GetNameMutable(); - feat.grade = hs.GetGrade(); - feat.fPercentDP = hs.GetPercentDP(); - feat.iScore = hs.GetScore(); - - // XXX: temporary hack - // Why is this here? -aj - if( pSong->HasBackground() ) - feat.Banner = pSong->GetBackgroundPath(); - // if( pSong->HasBanner() ) - // feat.Banner = pSong->GetBannerPath(); - - asFeatsOut.push_back( feat ); - } - } - } - - CHECKPOINT; - StageStats stats; - STATSMAN->GetFinalEvalStageStats( stats ); - - - // Find Machine Category Records - FOREACH_ENUM( RankingCategory, rc ) - { - if( !CATEGORY_RECORD_FEATS ) - continue; - HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCategoryHighScoreList( st, rc ); - for( unsigned j=0; jGetCategoryHighScoreList( st, rc ); - for( unsigned j=0; jm_CourseDifficulty; - - // Find Machine Records - { - Profile* pProfile = PROFILEMAN->GetMachineProfile(); - HighScoreList &hsl = pProfile->GetCourseHighScoreList( pCourse, pTrail ); - for( unsigned i=0; iGetDisplayFullTitle().c_str() ); - if( cd != Difficulty_Medium ) - feat.Feat += " " + CourseDifficultyToLocalizedString(cd); - feat.pStringToFill = hs.GetNameMutable(); - feat.grade = Grade_NoData; - feat.iScore = hs.GetScore(); - feat.fPercentDP = hs.GetPercentDP(); - if( pCourse->HasBanner() ) - feat.Banner = pCourse->GetBannerPath(); - asFeatsOut.push_back( feat ); - } - } - - // Find Personal Records - if( PROFILE_RECORD_FEATS && PROFILEMAN->IsPersistentProfile(pn) ) - { - HighScoreList &hsl = pProf->GetCourseHighScoreList( pCourse, pTrail ); - for( unsigned i=0; iGetDisplayFullTitle().c_str() ); - feat.pStringToFill = hs.GetNameMutable(); - feat.grade = Grade_NoData; - feat.iScore = hs.GetScore(); - feat.fPercentDP = hs.GetPercentDP(); - if( pCourse->HasBanner() ) - feat.Banner = pCourse->GetBannerPath(); - asFeatsOut.push_back( feat ); - } - } - } - break; - default: - FAIL_M(ssprintf("Invalid play mode: %i", int(m_PlayMode))); - } -} - -bool GameState::AnyPlayerHasRankingFeats() const -{ - vector vFeats; - FOREACH_PlayerNumber( p ) - { - GetRankingFeats( p, vFeats ); - if( !vFeats.empty() ) - return true; - } - return false; -} - -void GameState::StoreRankingName( PlayerNumber pn, RString sName ) -{ - sName.MakeUpper(); - - if( USE_NAME_BLACKLIST ) - { - RageFile file; - if( file.Open(NAME_BLACKLIST_FILE) ) - { - RString sLine; - - while( !file.AtEOF() ) - { - if( file.GetLine(sLine) == -1 ) - { - LOG->Warn( "Error reading \"%s\": %s", NAME_BLACKLIST_FILE, file.GetError().c_str() ); - break; - } - - sLine.MakeUpper(); - if( !sLine.empty() && sName.find(sLine) != string::npos ) // name contains a bad word - { - LOG->Trace( "entered '%s' matches blacklisted item '%s'", sName.c_str(), sLine.c_str() ); - sName = ""; - break; - } - } - } - } - - vector aFeats; - GetRankingFeats( pn, aFeats ); - - for( unsigned i=0; iGetMachineProfile(); - - if( !PREFSMAN->m_bAllowMultipleHighScoreWithSameName ) - { - // erase all but the highest score for each name - FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter ) - FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 ) - iter2->second.hsl.RemoveAllButOneOfEachName(); - - FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter ) - FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 ) - iter2->second.hsl.RemoveAllButOneOfEachName(); - } - - // clamp high score sizes - FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter ) - FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 ) - iter2->second.hsl.ClampSize( true ); - - FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter ) - FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 ) - iter2->second.hsl.ClampSize( true ); -} - -bool GameState::AllAreInDangerOrWorse() const -{ - FOREACH_EnabledPlayer( p ) - if( m_pPlayerState[p]->m_HealthState < HealthState_Danger ) - return false; - return true; -} - -bool GameState::OneIsHot() const -{ - FOREACH_EnabledPlayer( p ) - if( m_pPlayerState[p]->m_HealthState == HealthState_Hot ) - return true; - return false; -} - -bool GameState::IsTimeToPlayAttractSounds() const -{ - // m_iNumTimesThroughAttract will be -1 from the first attract screen after - // the end of a game until the next time FIRST_ATTRACT_SCREEN is reached. - // Play attract sounds for this sort span of time regardless of - // m_AttractSoundFrequency because it's awkward to have the machine go - // silent immediately after the end of a game. - if( m_iNumTimesThroughAttract == -1 ) - return true; - - if( PREFSMAN->m_AttractSoundFrequency == ASF_NEVER ) - return false; - - // play attract sounds once every m_iAttractSoundFrequency times through - if( (m_iNumTimesThroughAttract % PREFSMAN->m_AttractSoundFrequency)==0 ) - return true; - - return false; -} - -void GameState::VisitAttractScreen( const RString sScreenName ) -{ - if( sScreenName == CommonMetrics::FIRST_ATTRACT_SCREEN.GetValue() ) - m_iNumTimesThroughAttract++; -} - -bool GameState::DifficultiesLocked() const -{ - if( m_PlayMode == PLAY_MODE_RAVE ) - return true; - if( IsCourseMode() ) - return PREFSMAN->m_bLockCourseDifficulties; - if( GetCurrentStyle()->m_bLockDifficulties ) - return true; - return false; -} - -bool GameState::ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st ) -{ - m_PreferredDifficulty[pn].Set( dc ); - m_PreferredStepsType.Set( st ); - if( DifficultiesLocked() ) - FOREACH_PlayerNumber( p ) - if( p != pn ) - m_PreferredDifficulty[p].Set( m_PreferredDifficulty[pn] ); - - return true; -} - -/* When only displaying difficulties in DIFFICULTIES_TO_SHOW, use GetClosestShownDifficulty - * to find which difficulty to show, and ChangePreferredDifficulty(pn, dir) to change - * difficulty. */ -bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir ) -{ - const vector &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(); - - Difficulty d = GetClosestShownDifficulty(pn); - while( 1 ) - { - d = enum_add2( d, dir ); - if( d < 0 || d >= NUM_Difficulty ) - return false; - if( find(v.begin(), v.end(), d) != v.end() ) - break; // found - } - - m_PreferredDifficulty[pn].Set( d ); - return true; -} - -/* The user may be set to prefer a difficulty that isn't always shown; typically, - * Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */ -Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const -{ - const vector &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(); - - Difficulty iClosest = (Difficulty) 0; - int iClosestDist = -1; - FOREACH_CONST( Difficulty, v, dc ) - { - int iDist = m_PreferredDifficulty[pn] - *dc; - if( iDist < 0 ) - continue; - if( iClosestDist != -1 && iDist > iClosestDist ) - continue; - iClosestDist = iDist; - iClosest = *dc; - } - - return iClosest; -} - -bool GameState::ChangePreferredCourseDifficultyAndStepsType( PlayerNumber pn, CourseDifficulty cd, StepsType st ) -{ - m_PreferredCourseDifficulty[pn].Set( cd ); - m_PreferredStepsType.Set( st ); - if( PREFSMAN->m_bLockCourseDifficulties ) - FOREACH_PlayerNumber( p ) - if( p != pn ) - m_PreferredCourseDifficulty[p].Set( m_PreferredCourseDifficulty[pn] ); - - return true; -} - -bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, int dir ) -{ - /* If we have a course selected, only choose among difficulties available in the course. */ - const Course *pCourse = m_pCurCourse; - - const vector &v = CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue(); - - CourseDifficulty cd = m_PreferredCourseDifficulty[pn]; - while( 1 ) - { - cd = enum_add2( cd, dir ); - if( cd < 0 || cd >= NUM_Difficulty ) - return false; - if( find(v.begin(),v.end(),cd) == v.end() ) - continue; /* not available */ - if( !pCourse || pCourse->GetTrail( GetCurrentStyle()->m_StepsType, cd ) ) - break; - } - - return ChangePreferredCourseDifficulty( pn, cd ); -} - -bool GameState::IsCourseDifficultyShown( CourseDifficulty cd ) -{ - const vector &v = CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue(); - return find(v.begin(), v.end(), cd) != v.end(); -} - -Difficulty GameState::GetEasiestStepsDifficulty() const -{ - Difficulty dc = Difficulty_Invalid; - FOREACH_HumanPlayer( p ) - { - if( m_pCurSteps[p] == NULL ) - { - LOG->Warn( "GetEasiestStepsDifficulty called but p%i hasn't chosen notes", p+1 ); - continue; - } - dc = min( dc, m_pCurSteps[p]->GetDifficulty() ); - } - return dc; -} - -Difficulty GameState::GetHardestStepsDifficulty() const -{ - Difficulty dc = Difficulty_Beginner; - FOREACH_HumanPlayer( p ) - { - if( m_pCurSteps[p] == NULL ) - { - LOG->Warn( "GetHardestStepsDifficulty called but p%i hasn't chosen notes", p+1 ); - continue; - } - dc = max( dc, m_pCurSteps[p]->GetDifficulty() ); - } - return dc; -} - -bool GameState::IsEventMode() const -{ - return m_bTemporaryEventMode || PREFSMAN->m_bEventMode; -} - -CoinMode GameState::GetCoinMode() const -{ - return GamePreferences::m_CoinMode; -} - -ThemeMetric DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode"); -Premium GameState::GetPremium() const -{ - return DISABLE_PREMIUM_IN_EVENT_MODE ? Premium_Off : g_Premium; -} - -float GameState::GetGoalPercentComplete( PlayerNumber pn ) -{ - const Profile *pProfile = PROFILEMAN->GetProfile(pn); - const StageStats &ssCurrent = STATSMAN->m_CurStageStats; - const PlayerStageStats &pssCurrent = ssCurrent.m_player[pn]; - - float fActual = 0; - float fGoal = 0; - switch( pProfile->m_GoalType ) - { - case GoalType_Calories: - fActual = pssCurrent.m_fCaloriesBurned; - fGoal = (float)pProfile->m_iGoalCalories; - break; - case GoalType_Time: - fActual = ssCurrent.m_fGameplaySeconds; - fGoal = (float)pProfile->m_iGoalSeconds; - break; - case GoalType_None: - return 0; // never complete - default: - FAIL_M(ssprintf("Invalid GoalType: %i", pProfile->m_GoalType)); - } - if( fGoal == 0 ) - return 0; - else - return fActual / fGoal; -} - -bool GameState::PlayerIsUsingModifier( PlayerNumber pn, const RString &sModifier ) -{ - PlayerOptions po = m_pPlayerState[pn]->m_PlayerOptions.GetCurrent(); - SongOptions so = m_SongOptions.GetCurrent(); - po.FromString( sModifier ); - so.FromString( sModifier ); - - return po == m_pPlayerState[pn]->m_PlayerOptions.GetCurrent() && so == m_SongOptions.GetCurrent(); -} - -Profile* GameState::GetEditLocalProfile() -{ - if( m_sEditLocalProfileID.Get().empty() ) - return NULL; - return PROFILEMAN->GetLocalProfile( m_sEditLocalProfileID ); -} - - -PlayerNumber GetNextHumanPlayer( PlayerNumber pn ) -{ - for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) ) - if( GAMESTATE->IsHumanPlayer(pn) ) - return pn; - return PLAYER_INVALID; -} - -PlayerNumber GetNextEnabledPlayer( PlayerNumber pn ) -{ - for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) ) - if( GAMESTATE->IsPlayerEnabled(pn) ) - return pn; - return PLAYER_INVALID; -} - -PlayerNumber GetNextCpuPlayer( PlayerNumber pn ) -{ - for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) ) - if( GAMESTATE->IsCpuPlayer(pn) ) - return pn; - return PLAYER_INVALID; -} - -PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn ) -{ - for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) ) - if( !GAMESTATE->IsHumanPlayer(pn) ) - return pn; - return PLAYER_INVALID; -} - -MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp ) -{ - for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) ) - if( GAMESTATE->IsMultiPlayerEnabled(mp) ) - return mp; - return MultiPlayer_Invalid; -} - - - -// lua start -#include "LuaBinding.h" -#include "Game.h" - -/** @brief Allow Lua to have access to the GameState. */ -class LunaGameState: public Luna -{ -public: - DEFINE_METHOD( IsPlayerEnabled, IsPlayerEnabled(Enum::Check(L, 1)) ) - DEFINE_METHOD( IsHumanPlayer, IsHumanPlayer(Enum::Check(L, 1)) ) - DEFINE_METHOD( GetPlayerDisplayName, GetPlayerDisplayName(Enum::Check(L, 1)) ) - DEFINE_METHOD( GetMasterPlayerNumber, GetMasterPlayerNumber() ) - DEFINE_METHOD( GetMultiplayer, m_bMultiplayer ) - static int SetMultiplayer( T* p, lua_State *L ) - { - p->m_bMultiplayer = BArg(1); - return 0; - } - DEFINE_METHOD( InStepEditor, m_bInStepEditor ); - DEFINE_METHOD( GetNumMultiplayerNoteFields, m_iNumMultiplayerNoteFields ) - DEFINE_METHOD( ShowW1, ShowW1() ) - - static int SetNumMultiplayerNoteFields( T* p, lua_State *L ) - { - p->m_iNumMultiplayerNoteFields = IArg(1); - return 0; - } - static int GetPlayerState( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - p->m_pPlayerState[pn]->PushSelf(L); - return 1; - } - static int GetMultiPlayerState( T* p, lua_State *L ) - { - MultiPlayer mp = Enum::Check(L, 1); - p->m_pMultiPlayerState[mp]->PushSelf(L); - return 1; - } - static int ApplyGameCommand( T* p, lua_State *L ) - { - PlayerNumber pn = PLAYER_INVALID; - if( lua_gettop(L) >= 2 && !lua_isnil(L,2) ) - pn = Enum::Check(L, 2); - p->ApplyGameCommand(SArg(1),pn); - return 0; - } - static int GetCurrentSong( T* p, lua_State *L ) { if(p->m_pCurSong) p->m_pCurSong->PushSelf(L); else lua_pushnil(L); return 1; } - static int SetCurrentSong( T* p, lua_State *L ) - { - if( lua_isnil(L,1) ) { p->m_pCurSong.Set( NULL ); } - else { Song *pS = Luna::check( L, 1, true ); p->m_pCurSong.Set( pS ); } - return 0; - } - static int GetCurrentSteps( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - Steps *pSteps = p->m_pCurSteps[pn]; - if( pSteps ) { pSteps->PushSelf(L); } - else { lua_pushnil(L); } - return 1; - } - static int SetCurrentSteps( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - if( lua_isnil(L,2) ) { p->m_pCurSteps[pn].Set( NULL ); } - else { Steps *pS = Luna::check(L,2); p->m_pCurSteps[pn].Set( pS ); } - ASSERT(p->m_pCurSteps[pn]->m_StepsType == p->m_pCurStyle->m_StepsType); - - // Why Broadcast again? This is double-broadcasting. -Chris - MESSAGEMAN->Broadcast( (MessageID)(Message_CurrentStepsP1Changed+pn) ); - return 0; - } - static int GetCurrentCourse( T* p, lua_State *L ) { if(p->m_pCurCourse) p->m_pCurCourse->PushSelf(L); else lua_pushnil(L); return 1; } - static int SetCurrentCourse( T* p, lua_State *L ) - { - if( lua_isnil(L,1) ) { p->m_pCurCourse.Set( NULL ); } - else { Course *pC = Luna::check(L,1); p->m_pCurCourse.Set( pC ); } - return 0; - } - static int GetCurrentTrail( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - Trail *pTrail = p->m_pCurTrail[pn]; - if( pTrail ) { pTrail->PushSelf(L); } - else { lua_pushnil(L); } - return 1; - } - static int SetCurrentTrail( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - if( lua_isnil(L,2) ) { p->m_pCurTrail[pn].Set( NULL ); } - else { Trail *pS = Luna::check(L,2); p->m_pCurTrail[pn].Set( pS ); } - MESSAGEMAN->Broadcast( (MessageID)(Message_CurrentTrailP1Changed+pn) ); - return 0; - } - static int GetPreferredSong( T* p, lua_State *L ) { if(p->m_pPreferredSong) p->m_pPreferredSong->PushSelf(L); else lua_pushnil(L); return 1; } - static int SetPreferredSong( T* p, lua_State *L ) - { - if( lua_isnil(L,1) ) { p->m_pPreferredSong = NULL; } - else { Song *pS = Luna::check(L,1); p->m_pPreferredSong = pS; } - return 0; - } - static int SetTemporaryEventMode( T* p, lua_State *L ) { p->m_bTemporaryEventMode = BArg(1); return 0; } - static int Env( T* p, lua_State *L ) { p->m_Environment->PushSelf(L); return 1; } - static int GetEditSourceSteps( T* p, lua_State *L ) - { - Steps *pSteps = p->m_pEditSourceSteps; - if( pSteps ) { pSteps->PushSelf(L); } - else { lua_pushnil(L); } - return 1; - } - static int SetPreferredDifficulty( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check( L, 1 ); - Difficulty dc = Enum::Check( L, 2 ); - p->m_PreferredDifficulty[pn].Set( dc ); - return 0; - } - DEFINE_METHOD( GetPreferredDifficulty, m_PreferredDifficulty[Enum::Check(L, 1)] ) - DEFINE_METHOD( AnyPlayerHasRankingFeats, AnyPlayerHasRankingFeats() ) - DEFINE_METHOD( IsCourseMode, IsCourseMode() ) - DEFINE_METHOD( IsBattleMode, IsBattleMode() ) - DEFINE_METHOD( IsDemonstration, m_bDemonstrationOrJukebox ) - DEFINE_METHOD( GetPlayMode, m_PlayMode ) - DEFINE_METHOD( GetSortOrder, m_SortOrder ) - DEFINE_METHOD( GetCurrentStageIndex, m_iCurrentStageIndex ) - DEFINE_METHOD( IsGoalComplete, IsGoalComplete(Enum::Check(L, 1)) ) - DEFINE_METHOD( PlayerIsUsingModifier, PlayerIsUsingModifier(Enum::Check(L, 1), SArg(2)) ) - DEFINE_METHOD( GetCourseSongIndex, GetCourseSongIndex() ) - DEFINE_METHOD( GetLoadingCourseSongIndex, GetLoadingCourseSongIndex() ) - DEFINE_METHOD( GetSmallestNumStagesLeftForAnyHumanPlayer, GetSmallestNumStagesLeftForAnyHumanPlayer() ) - DEFINE_METHOD( IsAnExtraStage, IsAnExtraStage() ) - DEFINE_METHOD( IsExtraStage, IsExtraStage() ) - DEFINE_METHOD( IsExtraStage2, IsExtraStage2() ) - DEFINE_METHOD( GetCurrentStage, GetCurrentStage() ) - DEFINE_METHOD( HasEarnedExtraStage, HasEarnedExtraStage() ) - DEFINE_METHOD( GetEarnedExtraStage, GetEarnedExtraStage() ) - DEFINE_METHOD( GetEasiestStepsDifficulty, GetEasiestStepsDifficulty() ) - DEFINE_METHOD( GetHardestStepsDifficulty, GetHardestStepsDifficulty() ) - DEFINE_METHOD( IsEventMode, IsEventMode() ) - DEFINE_METHOD( GetNumPlayersEnabled, GetNumPlayersEnabled() ) - /*DEFINE_METHOD( GetSongBeat, m_Position.m_fSongBeat ) - DEFINE_METHOD( GetSongBeatVisible, m_Position.m_fSongBeatVisible ) - DEFINE_METHOD( GetSongBPS, m_Position.m_fCurBPS ) - DEFINE_METHOD( GetSongFreeze, m_Position.m_bFreeze ) - DEFINE_METHOD( GetSongDelay, m_Position.m_bDelay )*/ - static int GetSongPosition( T* p, lua_State *L ) - { - p->m_Position.PushSelf(L); - return 1; - } - DEFINE_METHOD( GetGameplayLeadIn, m_bGameplayLeadIn ) - DEFINE_METHOD( IsSideJoined, m_bSideIsJoined[Enum::Check(L, 1)] ) - DEFINE_METHOD( PlayersCanJoin, PlayersCanJoin() ) - DEFINE_METHOD( GetNumSidesJoined, GetNumSidesJoined() ) - DEFINE_METHOD( GetCoinMode, GetCoinMode() ) - DEFINE_METHOD( GetPremium, GetPremium() ) - DEFINE_METHOD( GetSongOptionsString, m_SongOptions.GetCurrent().GetString() ) - static int GetSongOptions( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - RString s = p->m_SongOptions.Get(m).GetString(); - LuaHelpers::Push( L, s ); - return 1; - } - static int GetDefaultSongOptions( T* p, lua_State *L ) - { - SongOptions so; - p->GetDefaultSongOptions( so ); - lua_pushstring(L, so.GetString()); - return 1; - } - static int ApplyStageModifiers( T* p, lua_State *L ) - { - p->ApplyStageModifiers( Enum::Check(L, 1), SArg(2) ); - return 0; - } - static int ApplyPreferredModifiers( T* p, lua_State *L ) - { - p->ApplyPreferredModifiers( Enum::Check(L, 1), SArg(2) ); - return 0; - } - static int ClearStageModifiersIllegalForCourse( T* p, lua_State *L ) - { - p->ClearStageModifiersIllegalForCourse(); - return 0; - } - static int SetSongOptions( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - - SongOptions so; - - so.FromString( SArg(2) ); - p->m_SongOptions.Assign( m, so ); - return 0; - } - static int GetStageResult( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - LuaHelpers::Push( L, p->GetStageResult(pn) ); - return 1; - } - static int IsWinner( T* p, lua_State *L ) - { - PlayerNumber pn = Enum::Check(L, 1); - lua_pushboolean(L, p->GetStageResult(pn)==RESULT_WIN); return 1; - } - static int IsDraw( T* p, lua_State *L ) - { - lua_pushboolean(L, p->GetStageResult(PLAYER_1)==RESULT_DRAW); return 1; - } - static int GetCurrentGame( T* p, lua_State *L ) { const_cast(p->GetCurrentGame())->PushSelf( L ); return 1; } - //static int SetCurrentGame( T* p, lua_State *L ) { p->SetCurrentGame( GAMEMAN->StringToGame( SArg(1) ) ); return 0; } - DEFINE_METHOD( GetEditCourseEntryIndex, m_iEditCourseEntryIndex ) - DEFINE_METHOD( GetEditLocalProfileID, m_sEditLocalProfileID.Get() ) - static int GetEditLocalProfile( T* p, lua_State *L ) - { - Profile *pProfile = p->GetEditLocalProfile(); - if( pProfile ) - pProfile->PushSelf(L); - else - lua_pushnil( L ); - return 1; - } - - static int GetCurrentStepsCredits( T* t, lua_State *L ) - { - const Song* pSong = t->m_pCurSong; - if( pSong == NULL ) - return 0; - - // use a vector and not a set so that ordering is maintained - vector vpStepsToShow; - FOREACH_HumanPlayer( p ) - { - const Steps* pSteps = GAMESTATE->m_pCurSteps[p]; - if( pSteps == NULL ) - return 0; - bool bAlreadyAdded = find( vpStepsToShow.begin(), vpStepsToShow.end(), pSteps ) != vpStepsToShow.end(); - if( !bAlreadyAdded ) - vpStepsToShow.push_back( pSteps ); - } - - for( unsigned i=0; im_StepsType, pSteps->GetDifficulty(), CourseType_Invalid ) ); - - lua_pushstring( L, sDifficulty ); - lua_pushstring( L, pSteps->GetDescription() ); - } - - return vpStepsToShow.size()*2; - } - - static int SetPreferredSongGroup( T* p, lua_State *L ) { p->m_sPreferredSongGroup.Set( SArg(1) ); return 0; } - DEFINE_METHOD( GetPreferredSongGroup, m_sPreferredSongGroup.Get() ); - static int GetHumanPlayers( T* p, lua_State *L ) - { - vector vHP; - FOREACH_HumanPlayer( pn ) - vHP.push_back( pn ); - LuaHelpers::CreateTableFromArray( vHP, L ); - return 1; - } - static int GetEnabledPlayers(T* , lua_State *L ) - { - vector vEP; - FOREACH_EnabledPlayer( pn ) - vEP.push_back( pn ); - LuaHelpers::CreateTableFromArray( vEP, L ); - return 1; - } - static int GetCurrentStyle( T* p, lua_State *L ) - { - Style *pStyle = const_cast