#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 "Course.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" #include "ThemeManager.h" #include "LightsManager.h" #include "RageFile.h" #define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" ) GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program #define CHARACTERS_DIR BASE_PATH "Characters" SLASH #define NAMES_BLACKLIST_FILE BASE_PATH "Data" SLASH "NamesBlacklist.dat" 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; ReloadCharacters(); } GameState::~GameState() { delete m_pUnlockingSys; delete m_pPosition; } void GameState::Reset() { ASSERT( THEME ); int p; m_CurStyle = STYLE_INVALID; 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] = GetDefaultCharacter(); } ASSERT( m_pCurCharacters[p] ); for( p=0; pSaveProfile( (PlayerNumber)p ); PROFILEMAN->UnloadProfile( (PlayerNumber)p ); } LIGHTSMAN->SetLightMode( LIGHTMODE_ATTRACT ); } void GameState::Update( float fDelta ) { for( int p=0; p this->m_fMusicSeconds ) continue; /* not yet */ m_ActiveAttacks[p][s].fStartSecond = -1; RebuildPlayerOptions = true; } /* See if any attacks are ending. */ m_bAttackEndedThisUpdate[p] = false; for( s=0; s= 0 ) continue; /* hasn't started yet */ if( m_ActiveAttacks[p][s].fSecsRemaining <= 0 ) continue; /* ended already */ m_ActiveAttacks[p][s].fSecsRemaining -= fDelta; if( m_ActiveAttacks[p][s].fSecsRemaining > 0 ) continue; /* continuing */ /* ending */ m_ActiveAttacks[p].erase( m_ActiveAttacks[p].begin()+s, m_ActiveAttacks[p].begin()+s+1 ); m_bAttackEndedThisUpdate[p] = true; RebuildPlayerOptions = true; } if( RebuildPlayerOptions ) RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p ); } } void GameState::ReloadCharacters() { unsigned i; for( i=0; iLoad( as[i] ) ) m_pCharacters.push_back( pChar ); else delete pChar; } if( !FoundDefault ) RageException::Throw( "'Characters" SLASH "default' is missing." ); // If FoundDefault, then we're not empty. -Chris // if( m_pCharacters.empty() ) // RageException::Throw( "Couldn't find any character definitions" ); } const float GameState::MUSIC_SECONDS_INVALID = -5000.0f; 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 ); } float GameState::GetSongPercent( float beat ) const { /* 0 = first step; 1 = last step */ return (beat - m_pCurSong->m_fFirstBeat) / m_pCurSong->m_fLastBeat; } 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); } void GameState::GetAllStageTexts( CStringArray &out ) { out.clear(); out.push_back( "demo" ); out.push_back( "oni" ); out.push_back( "nonstop" ); out.push_back( "endless" ); out.push_back( "event" ); out.push_back( "final" ); out.push_back( "extra1" ); out.push_back( "extra2" ); for( int stage = 0; stage < PREFSMAN->m_iNumArcadeStages; ++stage ) out.push_back( ssprintf("%d",stage+1) ); } int GameState::GetCourseSongIndex() { int iSongIndex = 0; /* iSongsPlayed includes the current song, so it's 1-based; subtract one. */ for( int p=0; pm_CurStyle == STYLE_INVALID; } int GameState::GetNumSidesJoined() const { int iNumSidesJoined = 0; for( int c=0; cGetGameDefForGame( 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::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->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 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( !PREFSMAN->m_bAllowExtraStage ) 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() { for( int p=PLAYER_1; pm_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: ASSERT(0); return RESULT_LOSE; } } StageResult win = RESULT_WIN; for( int p=PLAYER_1; pm_CurStageStats.iActualDancePoints[p] == GAMESTATE->m_CurStageStats.iActualDancePoints[pn] ) win = RESULT_DRAW; /* If anyone did better, we lost. */ if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[pn] ) return RESULT_LOSE; } return win; } 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_SongOptions.m_FailType; m_PlayerOptions[pn].FromString( sModifiers ); m_SongOptions.FromString( sModifiers ); if( ft != GAMESTATE->m_SongOptions.m_FailType ) GAMESTATE->m_bChangedFailType = true; } /* Store the player's preferred options. This is called at the very beginning * of gameplay. */ void GameState::StoreSelectedOptions() { 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 ) ResetNoteSkinsForPlayer( (PlayerNumber) pn ); ++m_BeatToNoteSkinRev; } void GameState::ResetNoteSkinsForPlayer( PlayerNumber pn ) { m_BeatToNoteSkin[pn].clear(); m_BeatToNoteSkin[pn][-1000] = GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin; ++m_BeatToNoteSkinRev; } void GameState::GetAllUsedNoteSkins( vector &out ) const { for( int pn=0; pnm_PlayerOptions[pn].m_sNoteSkin ); switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: for( int al=0; alm_pCurCharacters[pn]; ASSERT( ch ); const CString* asAttacks = ch->m_sAttacks[al]; for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att ) { PlayerOptions po; po.FromString( asAttacks[att] ); if( po.m_sNoteSkin != "" ) out.push_back( po.m_sNoteSkin ); } } } for( map::const_iterator it = m_BeatToNoteSkin[pn].begin(); it != m_BeatToNoteSkin[pn].end(); ++it ) out.push_back( it->second ); } } /* From NoteField: */ void GameState::GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ) { /* If reasonable, push the attack forward so notes on screen don't change suddenly. */ StartBeat = min( this->m_fSongBeat+BEATS_PER_MEASURE*2, m_fLastDrawnBeat[pn] ); StartBeat = truncf(StartBeat)+1; const float StartSecond = this->m_pCurSong->GetElapsedTimeFromBeat( StartBeat ); const float EndSecond = StartSecond + TotalSeconds; EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond ); EndBeat = truncf(EndBeat)+1; } void GameState::SetNoteSkinForBeatRange( PlayerNumber pn, CString sNoteSkin, float StartBeat, float EndBeat ) { map &BeatToNoteSkin = m_BeatToNoteSkin[pn]; /* Erase any other note skin settings in this range. */ map::iterator it = BeatToNoteSkin.lower_bound( StartBeat ); map::iterator end = BeatToNoteSkin.upper_bound( EndBeat ); while( it != end ) { map::iterator next = it; ++next; BeatToNoteSkin.erase( it ); it = next; } /* Add the skin to m_BeatToNoteSkin. */ BeatToNoteSkin[StartBeat] = sNoteSkin; /* Return to the default note skin after the duration. */ BeatToNoteSkin[EndBeat] = m_StoredPlayerOptions[pn].m_sNoteSkin; ++m_BeatToNoteSkinRev; } /* This is called to launch an attack, or to queue an attack if a.fStartSecond * is set. This is also called by GameState::Update when activating a queued attack. */ void GameState::LaunchAttack( PlayerNumber target, Attack a ) { LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifier.c_str(), target+1, a.fStartSecond ); m_bAttackBeganThisUpdate[target] = true; m_ActiveAttacks[target].push_back( a ); m_ModsToApply[target].push_back( a ); GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( target ); } void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al ) { for( unsigned s=0; s= 0 ) continue; /* hasn't started yet */ po.FromString( m_ActiveAttacks[pn][s].sModifier ); } m_PlayerOptions[pn] = po; } int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn ) { int iSum = 0; for( unsigned s=0; s 0 && m_ActiveAttacks[pn][s].level != NUM_ATTACK_LEVELS ) 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; } void GameState::GetCharacters( vector &apCharactersOut ) { for( unsigned i=0; im_sName.CompareNoCase("default")!=0 ) apCharactersOut.push_back( m_pCharacters[i] ); } Character* GameState::GetRandomCharacter() { vector apCharacters; GetCharacters( apCharacters ); if( apCharacters.size() ) return apCharacters[rand()%apCharacters.size()]; else return GetDefaultCharacter(); } Character* GameState::GetDefaultCharacter() { for( unsigned i=0; im_sName.CompareNoCase("default")==0 ) return m_pCharacters[i]; } /* We always have the default character. */ ASSERT(0); return NULL; } struct SongAndSteps { Song* pSong; Steps* pSteps; bool operator==( const SongAndSteps& other ) const { return pSong==other.pSong && pSteps==other.pSteps; } bool operator<( const SongAndSteps& other ) const { return pSong<=other.pSong && pSteps<=other.pSteps; } }; void GameState::GetRankingFeats( PlayerNumber pn, vector &asFeatsOut ) { if( !IsHumanPlayer(pn) ) return; CHECKPOINT_M(ssprintf("PlayMode %i",GAMESTATE->m_PlayMode)); switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: { CHECKPOINT; unsigned i, j; StepsType nt = GAMESTATE->GetCurrentStyleDef()->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( i=0; i::iterator toDelete = unique( vSongAndSteps.begin(), vSongAndSteps.end() ); vSongAndSteps.erase(toDelete, vSongAndSteps.end()); CHECKPOINT; for( i=0; i &vMachineHighScores = pSteps->m_MemCardDatas[MEMORY_CARD_MACHINE].vHighScores; for( j=0; jGetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() ); feat.pStringToFill = &vMachineHighScores[j].sName; feat.g = vMachineHighScores[j].grade; if( PREFSMAN->m_bPercentageScoring ) feat.Score = vMachineHighScores[j].fPercentDP; else feat.Score = (float) vMachineHighScores[j].iScore; if( pSong->HasBanner() ) feat.Banner = pSong->GetBannerPath(); asFeatsOut.push_back( feat ); } // Find Personal Records vector &vPersonalHighScores = pSteps->m_MemCardDatas[pn].vHighScores; for( j=0; jGetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() ); feat.pStringToFill = &vPersonalHighScores[j].sName; feat.g = vPersonalHighScores[j].grade; feat.Score = (float) vPersonalHighScores[j].iScore; // XXX: temporary hack if( pSong->HasBackground() ) feat.Banner = pSong->GetBackgroundPath(); // if( pSong->HasBanner() ) // feat.Banner = pSong->GetBannerPath(); asFeatsOut.push_back( feat ); } } CHECKPOINT; StageStats stats; vector vSongs; GetFinalEvalStatsAndSongs( stats, vSongs ); for( int mc=0; mc &vHighScores = PROFILEMAN->m_CategoryDatas[mc][nt][i].vHighScores; for( unsigned j=0; jGetCurrentStyleDef()->m_StepsType; Course* pCourse = GAMESTATE->m_pCurCourse; ASSERT( pCourse ); vector &vHighScores = pCourse->m_MemCardDatas[nt][MEMORY_CARD_MACHINE].vHighScores; for( unsigned i=0; im_sName.c_str() ); feat.pStringToFill = &vHighScores[i].sName; feat.g = GRADE_NO_DATA; feat.Score = (float) vHighScores[i].iScore; if( pCourse->HasBanner() ) feat.Banner = pCourse->m_sBannerPath; asFeatsOut.push_back( feat ); } } break; default: ASSERT(0); } } void GameState::StoreRankingName( PlayerNumber pn, CString name ) { // // Filter swear words from name // name.MakeUpper(); RageFile file(NAMES_BLACKLIST_FILE); if (file.IsOpen()) { CString line; while (!file.AtEOF()) { line = file.GetLine(); line.MakeUpper(); if (name.Find(line) != -1) name = ""; } } vector aFeats; GetRankingFeats( pn, aFeats ); for( unsigned i=0; i