7f13b5ce6d
This also allows hiding static songs; I added that since it took about four lines extra code. Note that I've updated the Save() function a bit, and fixed some bugs I saw, but it's not used yet and it's no more tested than it was before.
139 lines
4.2 KiB
C++
139 lines
4.2 KiB
C++
#ifndef COURSE_H
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#define COURSE_H
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/*
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-----------------------------------------------------------------------------
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Class: Course
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Desc: A queue of songs and notes.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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struct PlayerOptions;
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struct SongOptions;
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class Song;
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class Notes;
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class Course
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{
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struct Entry {
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enum Type { fixed, random, random_within_group, best, worst, caprice } type;
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bool mystery; // show "??????"
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Song* pSong; // used in type=fixed
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CString group_name; // used in type=random_within_group
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Difficulty difficulty; // = DIFFICULTY_INVALID if no difficulty specified
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int low_meter; // = -1 if no meter range specified
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int high_meter; // = -1 if no meter range specified
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int players_index; // ignored if type isn't 'best' or 'worst'
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CString modifiers; // set player and song options using these
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Entry()
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{
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difficulty = DIFFICULTY_INVALID;
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low_meter = -1;
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high_meter = -1;
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players_index = -1;
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mystery = false;
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}
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};
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vector<Entry> m_entries;
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public:
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Course();
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bool m_bIsAutogen; // was this created by AutoGen?
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CString m_sPath;
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CString m_sName;
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CString m_sTranslitName; // used for unlocks
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bool HasBanner() const;
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CString m_sBannerPath;
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CString m_sCDTitlePath;
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bool m_bRepeat; // repeat after last song? "Endless"
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bool m_bRandomize; // play the songs in a random order
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bool m_bDifficult; // only make something difficult once
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int m_iLives; // -1 means use bar life meter
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int m_iMeter; // -1 autogens
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struct Info
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{
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Info(): pSong(NULL), pNotes(NULL), Random(false), Difficult(false) { }
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Song* pSong;
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Notes* pNotes;
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CString Modifiers;
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bool Random;
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bool Mystery;
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bool Difficult; /* set to true if this is the difficult version */
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/* Corresponding entry in m_entries: */
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int CourseIndex;
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};
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// Dereferences course_entries and returns only the playable Songs and Notes
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void GetCourseInfo( NotesType nt, vector<Info> &ci, int Difficult = -1 ) const;
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int GetEstimatedNumStages() const { return m_entries.size(); }
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bool HasDifficult( NotesType nt ) const;
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bool IsPlayableIn( NotesType nt ) const;
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RageColor GetColor() const;
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Difficulty GetDifficulty( const Info &stage ) const;
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void GetMeterRange( const Info &stage, int& iMeterLowOut, int& iMeterHighOut ) const;
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bool GetTotalSeconds( float& fSecondsOut ) const;
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bool IsNonstop() const { return GetPlayMode() == PLAY_MODE_NONSTOP; }
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bool IsOni() const { return GetPlayMode() == PLAY_MODE_ONI; }
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bool IsEndless() const { return GetPlayMode() == PLAY_MODE_ENDLESS; }
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PlayMode GetPlayMode() const;
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int GetMeter( int Difficult = -1 ) const;
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void LoadFromCRSFile( CString sPath );
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void Save();
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void AutogenEndlessFromGroup( CString sGroupName, vector<Song*> &apSongsInGroup );
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void AutogenNonstopFromGroup( CString sGroupName, vector<Song*> &apSongsInGroup );
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// Statistics
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struct RankingScore
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{
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/* Dance points for oni, regular score for nonstop. */
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int iScore;
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float fSurviveTime;
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CString sName;
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} m_RankingScores[NUM_NOTES_TYPES][NUM_RANKING_LINES]; // sorted highest to lowest by iDancePoints
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struct MemCardScore
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{
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int iNumTimesPlayed;
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int iScore;
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float fSurviveTime;
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} m_MemCardScores[NUM_MEMORY_CARDS][NUM_NOTES_TYPES];
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void AddScores( NotesType 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
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// sorting values
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int SortOrder_TotalDifficulty;
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float SortOrder_AvgDifficulty;
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int SortOrder_Ranking;
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void UpdateCourseStats();
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private:
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void SetDefaultScore();
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void GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, int Difficult = -1 ) const;
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};
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void SortCoursePointerArrayByDifficulty( vector<Course*> &apCourses );
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void SortCoursePointerArrayByType( vector<Course*> &apCourses );
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void SortCoursePointerArrayByAvgDifficulty( vector<Course*> &apCourses );
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void SortCoursePointerArrayByTotalDifficulty( vector<Course*> &apCourses );
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void SortCoursePointerArrayByRanking( vector<Course*> &apCourses );
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#endif
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