Files
itgmania212121/stepmania/src/ModeChoice.cpp
T
Glenn Maynard 84689fe441 Apply and ApplyToAllPlayers are const.
DescribesCurrentMode is a per-player operation.  Add DescribesCurrentModeForAllPlayers.
ModeChoice::Apply fix.
Check modifiers in DescribesCurrentMode.
2003-09-27 19:23:34 +00:00

260 lines
6.2 KiB
C++

#include "global.h"
#include "ModeChoice.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "GameManager.h"
#include "GameState.h"
#include "RageDisplay.h"
#include "AnnouncerManager.h"
#include "ProfileManager.h"
#include "StepMania.h"
#include "ScreenManager.h"
#include "SongManager.h"
#include "arch/ArchHooks/ArchHooks.h"
void ModeChoice::Init()
{
m_iIndex = -1;
m_game = GAME_INVALID;
m_style = STYLE_INVALID;
m_pm = PLAY_MODE_INVALID;
m_dc = DIFFICULTY_INVALID;
m_sModifiers = "";
m_sAnnouncer = "";
m_sName = "";
m_sScreen = "";
m_bInvalid = true;
}
bool ComparePlayerOptions( const PlayerOptions &po1, const PlayerOptions &po2 );
bool CompareSongOptions( const SongOptions &so1, const SongOptions &so2 );
bool ModeChoice::DescribesCurrentModeForAllPlayers() const
{
for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( !DescribesCurrentMode( (PlayerNumber) pn) )
return false;
return true;
}
bool ModeChoice::DescribesCurrentMode( PlayerNumber pn ) const
{
if( m_game != GAME_INVALID && m_game != GAMESTATE->m_CurGame )
return false;
if( m_pm != PLAY_MODE_INVALID && GAMESTATE->m_PlayMode != m_pm )
return false;
if( m_style != STYLE_INVALID && GAMESTATE->m_CurStyle != m_style )
return false;
if( m_dc != DIFFICULTY_INVALID )
{
for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsHumanPlayer(pn) && GAMESTATE->m_PreferredDifficulty[pn] != m_dc )
return false;
}
if( m_sAnnouncer != "" && m_sAnnouncer != ANNOUNCER->GetCurAnnouncerName() )
return false;
if( m_sModifiers != "" )
{
/* Save the current modifiers. */
const PlayerOptions po = GAMESTATE->m_PlayerOptions[pn];
const SongOptions so = GAMESTATE->m_SongOptions;
/* Apply modifiers. */
GAMESTATE->ApplyModifiers( pn, m_sModifiers );
/* Did anything change? */
bool Changed = false;
if( !ComparePlayerOptions(po, GAMESTATE->m_PlayerOptions[pn]) )
Changed = true;
if( !CompareSongOptions(so, GAMESTATE->m_SongOptions) )
Changed = true;
/* Restore modifiers. */
GAMESTATE->m_PlayerOptions[pn] = po;
GAMESTATE->m_SongOptions = so;
if( Changed )
return false;
}
return true;
}
void ModeChoice::Load( int iIndex, CString sChoice )
{
m_iIndex = iIndex;
m_sName = sChoice;
m_bInvalid = false;
CStringArray asCommands;
split( sChoice, ";", asCommands );
for( unsigned i=0; i<asCommands.size(); i++ )
{
CString sCommand = asCommands[i];
CStringArray asBits;
split( sCommand, ",", asBits );
CString sName = asBits[0];
CString sValue = (asBits.size()>1) ? asBits[1] : "";
sName.MakeLower();
sValue.MakeLower();
if( sName == "game" )
{
Game game = GAMEMAN->StringToGameType( sValue );
if( game != GAME_INVALID )
m_game = game;
else
m_bInvalid |= true;
}
if( sName == "style" )
{
Style style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_CurGame, sValue );
if( style != STYLE_INVALID )
{
m_style = style;
// There is a choices that allows players to choose a style. Allow joining.
GAMESTATE->m_bPlayersCanJoin = true;
}
else
m_bInvalid |= true;
}
if( sName == "playmode" )
{
PlayMode pm = StringToPlayMode( sValue );
if( pm != PLAY_MODE_INVALID )
m_pm = pm;
else
m_bInvalid |= true;
}
if( sName == "difficulty" )
{
Difficulty dc = StringToDifficulty( sValue );
if( dc != DIFFICULTY_INVALID )
m_dc = dc;
else
m_bInvalid |= true;
}
if( sName == "announcer" )
m_sAnnouncer = sValue;
if( sName == "name" )
m_sName = sValue;
if( sName == "mod" )
{
if( m_sModifiers != "" )
m_sModifiers += ",";
m_sModifiers += sValue;
}
if( sName == "screen" )
m_sScreen = sValue;
}
}
bool ModeChoice::IsPlayable( CString *why ) const
{
if( m_bInvalid )
return false;
if ( m_style != STYLE_INVALID )
{
const int SidesJoinedToPlay = GAMEMAN->GetStyleDefForStyle(m_style)->NumSidesJoinedToPlay();
if( SidesJoinedToPlay != GAMESTATE->GetNumSidesJoined() )
return false;
}
/* Don't allow a PlayMode that's incompatible with our current Style (if set),
* and vice versa. */
const PlayMode &rPlayMode = (m_pm != PLAY_MODE_INVALID) ? m_pm : GAMESTATE->m_PlayMode;
if( rPlayMode == PLAY_MODE_RAVE || rPlayMode == PLAY_MODE_BATTLE )
{
// Can't play rave if there isn't enough room for two players.
// This is correct for dance (ie, no rave for solo and doubles),
// and should be okay for pump .. not sure about other game types.
const Style &rStyle = m_style != STYLE_INVALID? m_style: GAMESTATE->m_CurStyle;
if( rStyle != STYLE_INVALID &&
GAMEMAN->GetStyleDefForStyle(rStyle)->m_iColsPerPlayer >= 6 )
return false;
}
if( !m_sScreen.CompareNoCase("ScreenEditCoursesMenu") )
{
vector<Course*> vCourses;
SONGMAN->GetAllCourses( vCourses, false );
if( vCourses.size() == 0 )
{
if( why )
*why = "No courses are installed";
return false;
}
}
if( !m_sScreen.CompareNoCase("ScreenJukeboxMenu") ||
!m_sScreen.CompareNoCase("ScreenEditMenu") ||
!m_sScreen.CompareNoCase("ScreenEditCoursesMenu") )
{
if( SONGMAN->GetNumSongs() == 0 )
{
if( why )
*why = "No songs are installed";
return false;
}
}
return true;
}
void ModeChoice::ApplyToAllPlayers() const
{
for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsHumanPlayer(pn) )
Apply((PlayerNumber) pn);
if( m_sScreen != "" )
SCREENMAN->SetNewScreen( m_sScreen );
}
void ModeChoice::Apply( PlayerNumber pn ) const
{
if( m_game != GAME_INVALID )
GAMESTATE->m_CurGame = m_game;
if( m_pm != PLAY_MODE_INVALID )
GAMESTATE->m_PlayMode = m_pm;
if( m_style != STYLE_INVALID )
GAMESTATE->m_CurStyle = m_style;
if( m_dc != DIFFICULTY_INVALID && pn != PLAYER_INVALID )
GAMESTATE->m_PreferredDifficulty[pn] = m_dc;
if( m_sAnnouncer != "" )
ANNOUNCER->SwitchAnnouncer( m_sAnnouncer );
if( m_sModifiers != "" )
GAMESTATE->ApplyModifiers( pn, m_sModifiers );
// HACK: Set life type to BATTERY just once here so it happens once and
// we don't override the user's changes if they back out.
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI )
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
//
// We know what players are joined at the time we set the Style
//
if( m_style != STYLE_INVALID )
{
PROFILEMAN->TryLoadProfile( pn );
}
}