Files
itgmania212121/stepmania/src/Course.h
T

172 lines
4.9 KiB
C++

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