#include "global.h" /* ----------------------------------------------------------------------------- Class: GameState Desc: See Header. Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. Chris Danford Chris Gomez ----------------------------------------------------------------------------- */ #include "GameState.h" #include "IniFile.h" #include "GameManager.h" #include "PrefsManager.h" #include "InputMapper.h" #include "song.h" #include "RageLog.h" #include "RageUtil.h" #include "SongManager.h" #include "Steps.h" #include "NoteSkinManager.h" #include "ModeChoice.h" #include "NoteFieldPositioning.h" #include "Character.h" #include "UnlockSystem.h" #include "AnnouncerManager.h" #include "ProfileManager.h" #include "arch/arch.h" GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program #define CHARACTERS_DIR BASE_PATH "Characters" SLASH GameState::GameState() { m_CurGame = GAME_DANCE; m_iCoins = 0; /* Don't reset yet; let the first screen do it, so we can * use PREFSMAN. */ // Reset(); m_pPosition = NULL; m_pUnlockingSys = new UnlockSystem; ResetLastRanking(); ReloadCharacters(); } GameState::~GameState() { delete m_pUnlockingSys; delete m_pPosition; } void GameState::Reset() { int p; m_CurStyle = STYLE_INVALID; m_bPlayersCanJoin = false; for( p=0; pRefreshNoteSkinData( GAMESTATE->m_CurGame ); m_iGameSeed = rand(); m_iRoundSeed = rand(); m_pCurSong = NULL; for( p=0; pUpdateBest(); m_vPlayedStageStats.clear(); for( p=0; pm_sDefaultModifiers ); for( p=0; pm_ShowDancingCharacters == PrefsManager::CO_RANDOM) m_pCurCharacters[p] = GetRandomCharacter(); else m_pCurCharacters[p] = NULL; } for( p=0; pUnloadProfile( (PlayerNumber)p ); } void GameState::Update( float fDelta ) { for( int p=0; p 0 ) { m_ActiveAttacks[p][s].fSecsRemaining -= fDelta; if( m_ActiveAttacks[p][s].fSecsRemaining <= 0 ) { m_ActiveAttacks[p][s].fSecsRemaining = 0; m_ActiveAttacks[p][s].sModifier = ""; m_bActiveAttackEndedThisUpdate[p] = true; } } } if( m_bActiveAttackEndedThisUpdate[p] ) RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p ); } } void GameState::ResetLastRanking() { for( int p=0; pLoad( as[i] ) ) m_pCharacters.push_back( pChar ); else delete pChar; } } const float GameState::MUSIC_SECONDS_INVALID = -5000.0f; void GameState::ResetMusicStatistics() { m_fMusicSeconds = MUSIC_SECONDS_INVALID; m_fSongBeat = 0; m_fCurBPS = 10; m_bFreeze = false; m_bPastHereWeGo = false; } void GameState::ResetStageStatistics() { StageStats OldStats = GAMESTATE->m_CurStageStats; m_CurStageStats = StageStats(); if( GetStageIndex() > 0 && PREFSMAN->m_bComboContinuesBetweenSongs ) memcpy( GAMESTATE->m_CurStageStats.iCurCombo, OldStats .iCurCombo, sizeof(OldStats.iCurCombo) ); RemoveAllActiveAttacks(); RemoveAllInventory(); m_fOpponentHealthPercent = 1; m_fTugLifePercentP1 = 0.5f; for( int p=0; pGetBeatAndBPSFromElapsedTime( m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze ); // LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze ); } int GameState::GetStageIndex() { return m_iCurrentStageIndex; } int GameState::GetNumStagesLeft() { if(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) return 1; if( PREFSMAN->m_bEventMode ) return 999; return PREFSMAN->m_iNumArcadeStages - m_iCurrentStageIndex; } bool GameState::IsFinalStage() { if( PREFSMAN->m_bEventMode ) return false; int iPredictedStageForCurSong = 1; if( m_pCurSong != NULL ) iPredictedStageForCurSong = SongManager::GetNumStagesForSong( m_pCurSong ); return m_iCurrentStageIndex + iPredictedStageForCurSong == PREFSMAN->m_iNumArcadeStages; } bool GameState::IsExtraStage() { if( PREFSMAN->m_bEventMode ) return false; return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages; } bool GameState::IsExtraStage2() { if( PREFSMAN->m_bEventMode ) return false; return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages+1; } CString GameState::GetStageText() { if( m_bDemonstrationOrJukebox ) return "demo"; else if( m_PlayMode == PLAY_MODE_ONI ) return "oni"; else if( m_PlayMode == PLAY_MODE_NONSTOP ) return "nonstop"; else if( m_PlayMode == PLAY_MODE_ENDLESS ) return "endless"; else if( PREFSMAN->m_bEventMode ) return "event"; else if( IsFinalStage() ) return "final"; else if( IsExtraStage() ) return "extra1"; else if( IsExtraStage2() ) return "extra2"; else return ssprintf("%d",m_iCurrentStageIndex+1); } int GameState::GetCourseSongIndex() { int iSongIndex = 0; /* iSongsPlayed includes the current song, so it's 1-based; subtract one. */ for( int p=0; pGetGameDefForGame( m_CurGame ); } const StyleDef* GameState::GetCurrentStyleDef() { ASSERT( m_CurStyle != STYLE_INVALID ); // the style must be set before calling this return GAMEMAN->GetStyleDefForStyle( m_CurStyle ); } bool GameState::IsPlayable( const ModeChoice& mc ) { if( mc.pm == PLAY_MODE_RAVE ) { // Can't play Rave without characters for attack definitions. if( m_pCharacters.empty() ) return false; // Can't play rave unless there is room for two players if( mc.style != STYLE_INVALID && GAMEMAN->GetStyleDefForStyle(mc.style)->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS ) return false; // Can't play rave unless there is room for two players if( m_CurStyle != STYLE_INVALID && GAMEMAN->GetStyleDefForStyle(m_CurStyle)->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS ) return false; } return mc.numSidesJoinedToPlay == GAMESTATE->GetNumSidesJoined(); } bool GameState::IsPlayerEnabled( PlayerNumber pn ) { // 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; } return IsHumanPlayer( pn ); } bool GameState::IsHumanPlayer( PlayerNumber pn ) { if( m_CurStyle == STYLE_INVALID ) // no style chosen if( this->m_bPlayersCanJoin ) 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 switch( GetCurrentStyleDef()->m_StyleType ) { case StyleDef::TWO_PLAYERS_TWO_CREDITS: return true; case StyleDef::ONE_PLAYER_ONE_CREDIT: case StyleDef::ONE_PLAYER_TWO_CREDITS: return pn == m_MasterPlayerNumber; default: ASSERT(0); // invalid style type return false; } } PlayerNumber GameState::GetFirstHumanPlayer() { for( int p=0; pm_PlayMode ) { case PLAY_MODE_BATTLE: return true; default: return false; } } bool GameState::HasEarnedExtraStage() { if( PREFSMAN->m_bEventMode ) return false; if( GAMESTATE->m_PlayMode != PLAY_MODE_ARCADE ) return false; if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) ) { for( int p=0; pIsPlayerEnabled(p) ) continue; // skip if( GAMESTATE->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_HARD && GAMESTATE->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE ) continue; /* not hard enough! */ /* If "choose EX" is enabled, then we should only grant EX2 if the chosen * stage was the EX we would have chosen (m_bAllow2ndExtraStage is true). */ if( PREFSMAN->m_bPickExtraStage && GAMESTATE->IsExtraStage() && !GAMESTATE->m_bAllow2ndExtraStage ) continue; if( m_CurStageStats.GetGrade((PlayerNumber)p) >= GRADE_AA ) return true; } } return false; } PlayerNumber GameState::GetBestPlayer() { PlayerNumber winner = PLAYER_1; for( int p=PLAYER_1+1; pm_CurStageStats.iActualDancePoints[p] == GAMESTATE->m_CurStageStats.iActualDancePoints[winner] ) return PLAYER_INVALID; // draw else if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[winner] ) winner = (PlayerNumber)p; } return winner; } StageResult GameState::GetStageResult( PlayerNumber pn ) { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: switch( pn ) { case PLAYER_1: return (m_fTugLifePercentP1>=0.5f)?RESULT_WIN:RESULT_LOSE; case PLAYER_2: return (m_fTugLifePercentP1<0.5f)?RESULT_WIN:RESULT_LOSE; default: ASSERT(0); return RESULT_LOSE; } default: return (GetBestPlayer()==pn)?RESULT_WIN:RESULT_LOSE; } } void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector& vSongsOut ) { statsOut = StageStats(); // Show stats only for the latest 3 normal songs + passed extra stages int PassedRegularSongsLeft = 3; for( int i = (int)GAMESTATE->m_vPlayedStageStats.size()-1; i >= 0; --i ) { const StageStats &s = GAMESTATE->m_vPlayedStageStats[i]; if( !s.OnePassed() ) continue; if( s.StageType == StageStats::STAGE_NORMAL ) { if( PassedRegularSongsLeft == 0 ) break; --PassedRegularSongsLeft; } statsOut.AddStats( s ); vSongsOut.insert( vSongsOut.begin(), s.pSong ); } if(!vSongsOut.size()) return; /* XXX: I have no idea if this is correct--but it's better than overflowing, * anyway. -glenn */ for( int p=0; pm_StoredPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p]; m_StoredSongOptions = m_SongOptions; } /* Restore the preferred options. This is called after a song ends, before * setting new course options, so options from one song don't carry into the * next and we default back to the preferred options. This is also called * at the end of gameplay to restore options. */ void GameState::RestoreSelectedOptions() { for( int p=0; pm_PlayerOptions[p] = GAMESTATE->m_StoredPlayerOptions[p]; m_SongOptions = m_StoredSongOptions; } void GameState::ResetNoteSkins() { for( int pn = 0; pn < NUM_PLAYERS; ++pn ) { m_BeatToNoteSkin[pn].clear(); m_BeatToNoteSkin[pn][-1000] = GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin; } m_BeatToNoteSkinRev = 0; } /* From NoteField: */ extern float g_fNoteFieldLastBeatToDraw; void GameState::LaunchAttack( PlayerNumber target, Attack a ) { LOG->Trace( "Launch attack '%s' against P%d", a.sModifier.c_str(), target+1 ); // // Peek at the effect being applied. If it's a transform, add it to // a list of transforms that should be applied by the Player on its // next update. // PlayerOptions po; po.FromString( a.sModifier ); if( po.m_Transform != PlayerOptions::TRANSFORM_NONE ) { m_TransformsToApply[target].push_back( po.m_Transform ); } if( po.m_sNoteSkin != "" ) { map &BeatToNoteSkin = m_BeatToNoteSkin[target]; /* Add it in the future, past what's currently on screen, so new arrows will scroll * on screen with this skin. */ const float CurBeat = this->m_fSongBeat; /* If reasonable, push the attack forward so notes on screen don't change suddenly. */ const float AddBeat = min( CurBeat+16, g_fNoteFieldLastBeatToDraw ); const float AddSecond = this->m_pCurSong->GetElapsedTimeFromBeat( CurBeat ); const float EndSecond = AddSecond + a.fSecsRemaining; const float EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond ); /* If there are any note skins after the point we're adding, remove them. We probably * have overlapping note skin attacks. */ map::iterator it = BeatToNoteSkin.begin(); while( it != BeatToNoteSkin.end() ) { map::iterator next = it; ++next; if( it->first >= AddBeat ) { LOG->Trace( "erase old %f", it->first ); BeatToNoteSkin.erase( it ); } it = next; } /* Add the skin to m_BeatToNoteSkin. */ BeatToNoteSkin[AddBeat] = po.m_sNoteSkin; /* Return to the default note skin after the duration. */ BeatToNoteSkin[EndBeat] = GAMESTATE->m_PlayerOptions[target].m_sNoteSkin; ++m_BeatToNoteSkinRev; po.m_sNoteSkin = ""; } // search for an open slot for( int s=0; sRebuildPlayerOptionsFromActiveAttacks( target ); return; } } void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn ) { for( int s=0; s 0 ) iSum += m_ActiveAttacks[pn][s].level; return iSum; } template void setmin( T &a, const T &b ) { a = min(a, b); } template void setmax( T &a, const T &b ) { a = max(a, b); } /* Adjust the fail mode based on the chosen difficulty. This must be called * after the difficulty has been finalized (usually in ScreenSelectMusic or * ScreenPlayerOptions), and before the fail mode is displayed or used (usually * in ScreenSongOptions). */ void GameState::AdjustFailType() { /* Single song mode only. */ if( this->IsCourseMode() ) return; /* If the player changed the fail mode explicitly, leave it alone. */ if( GAMESTATE->m_bChangedFailType ) return; /* Find the easiest difficulty notes selected by either player. */ Difficulty dc = DIFFICULTY_INVALID; for( int p=0; pIsHumanPlayer(p) ) continue; // skip dc = min(dc, GAMESTATE->m_pCurNotes[p]->GetDifficulty()); } /* Reset the fail type to the default. */ SongOptions so; so.FromString( PREFSMAN->m_sDefaultModifiers ); GAMESTATE->m_SongOptions.m_FailType = so.m_FailType; /* Easy and beginner are never harder than FAIL_END_OF_SONG. */ if(dc <= DIFFICULTY_EASY) setmax(GAMESTATE->m_SongOptions.m_FailType, SongOptions::FAIL_END_OF_SONG); /* If beginner's steps were chosen, and this is the first stage, * turn off failure completely--always give a second try. */ if(dc == DIFFICULTY_BEGINNER && !PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */ GAMESTATE->m_iCurrentStageIndex == 0) setmax(GAMESTATE->m_SongOptions.m_FailType, SongOptions::FAIL_OFF); } bool GameState::ShowMarvelous() const { if (PREFSMAN->m_iMarvelousTiming == 2) return true; if (PREFSMAN->m_iMarvelousTiming == 1) if (IsCourseMode()) return true; return false; }