Files
itgmania212121/stepmania/src/GameState.cpp
T
2005-08-23 20:55:58 +00:00

2127 lines
62 KiB
C++

#include "global.h"
#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 "SongUtil.h"
#include "Steps.h"
#include "HighScore.h"
#include "NoteSkinManager.h"
#include "GameCommand.h"
#include "NoteFieldPositioning.h"
#include "Character.h"
#include "UnlockManager.h"
#include "AnnouncerManager.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "ThemeManager.h"
#include "LightsManager.h"
#include "RageFile.h"
#include "Bookkeeper.h"
#include "MemoryCardManager.h"
#include "StatsManager.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "CommonMetrics.h"
#include "Actor.h"
#include "PlayerState.h"
#include "Style.h"
#include "MessageManager.h"
#include "CommonMetrics.h"
#include "Foreach.h"
#include "LuaReference.h"
#include "CommonMetrics.h"
#include "ScreenManager.h"
#include "Screen.h"
#include "CharacterManager.h"
#include <ctime>
#include <set>
GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
#define NAME_BLACKLIST_FILE "/Data/NamesBlacklist.dat"
ThemeMetric<bool> USE_NAME_BLACKLIST("GameState","UseNameBlacklist");
ThemeMetric<CString> DEFAULT_SORT ("GameState","DefaultSort");
SortOrder GetDefaultSort()
{
return StringToSortOrder( DEFAULT_SORT );
}
ThemeMetric<CString> DEFAULT_SONG ("GameState","DefaultSong");
Song* GameState::GetDefaultSong() const
{
SongID sid;
sid.LoadFromDir( DEFAULT_SONG );
return sid.ToSong();
}
GameState::GameState() :
m_pCurStyle( Message_CurrentStyleChanged ),
m_PlayMode( Message_PlayModeChanged ),
m_sPreferredSongGroup( Message_PreferredSongGroupChanged ),
m_sPreferredCourseGroup(Message_PreferredCourseGroupChanged ),
m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ),
m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ),
m_pCurSong( Message_CurrentSongChanged ),
m_pCurSteps( Message_CurrentStepsP1Changed ),
m_pCurCourse( Message_CurrentCourseChanged ),
m_pCurTrail( Message_CurrentTrailP1Changed ),
m_stEdit( Message_EditStepsTypeChanged ),
m_pEditSourceSteps( Message_EditSourceStepsChanged ),
m_stEditSource( Message_EditSourceStepsTypeChanged ),
m_iEditCourseEntryIndex(Message_EditCourseEntryIndexChanged ),
m_sEditLocalProfileID( Message_EditLocalProfileIDChanged )
{
m_pCurStyle.Set( NULL );
m_pCurGame = NULL;
m_iCoins = 0;
m_timeGameStarted.SetZero();
m_bDemonstrationOrJukebox = false;
m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
m_iStageSeed = m_iGameSeed = 0;
m_PlayMode.Set( PLAY_MODE_INVALID ); // used by IsPlayerEnabled before the first screen
FOREACH_PlayerNumber( p )
m_bSideIsJoined[p] = false; // used by GetNumSidesJoined before the first screen
FOREACH_PlayerNumber( p )
{
m_pPlayerState[p] = new PlayerState;
m_pPlayerState[p]->m_PlayerNumber = p;
}
FOREACH_MultiPlayer( p )
{
m_pMultiPlayerState[p] = new PlayerState;
m_pMultiPlayerState[p]->m_PlayerNumber = PLAYER_1;
m_pMultiPlayerState[p]->m_mp = p;
}
m_Environment = new LuaTable;
m_pTimingDataOriginal = new TimingData;
/* Don't reset yet; let the first screen do it, so we can
* use PREFSMAN and THEME. */
// Reset();
}
GameState::~GameState()
{
FOREACH_PlayerNumber( p )
SAFE_DELETE( m_pPlayerState[p] );
FOREACH_MultiPlayer( p )
SAFE_DELETE( m_pMultiPlayerState[p] );
SAFE_DELETE( m_Environment );
SAFE_DELETE( m_pTimingDataOriginal );
}
void GameState::ApplyGameCommand( const CString &sCommand, PlayerNumber pn )
{
GameCommand m;
m.Load( 0, ParseCommands(sCommand) );
CString sWhy;
if( !m.IsPlayable(&sWhy) )
RageException::Throw( "Can't apply mode \"%s\": %s", sCommand.c_str(), sWhy.c_str() );
if( pn == PLAYER_INVALID )
m.ApplyToAllPlayers();
else
m.Apply( pn );
}
void GameState::ApplyCmdline()
{
/* We need to join players before we can set the style. */
CString sPlayer;
for( int i = 0; GetCommandlineArgument( "player", &sPlayer, i ); ++i )
{
int pn = atoi( sPlayer )-1;
if( !IsAnInt( sPlayer ) || pn < 0 || pn >= NUM_PLAYERS )
RageException::Throw( "Invalid argument \"--player=%s\"", sPlayer.c_str() );
this->JoinPlayer( (PlayerNumber) pn );
}
CString sMode;
for( int i = 0; GetCommandlineArgument( "mode", &sMode, i ); ++i )
{
ApplyGameCommand( sMode );
}
}
void GameState::Reset()
{
EndGame();
ASSERT( THEME );
m_timeGameStarted.SetZero();
m_pCurStyle.Set( NULL );
FOREACH_PlayerNumber( p )
m_bSideIsJoined[p] = false;
FOREACH_MultiPlayer( p )
m_bIsMultiPlayerJoined[p] = false;
MEMCARDMAN->UnlockCards();
// m_iCoins = 0; // don't reset coin count!
m_MasterPlayerNumber = PLAYER_INVALID;
m_bMultiplayer = false;
m_mapEnv.clear();
m_sPreferredSongGroup.Set( GROUP_ALL );
m_sPreferredCourseGroup.Set( GROUP_ALL );
m_bChangedFailTypeOnScreenSongOptions = false;
FOREACH_PlayerNumber( p )
{
m_PreferredDifficulty[p].Set( DIFFICULTY_INVALID );
m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
}
m_SortOrder = SORT_INVALID;
m_PreferredSortOrder = GetDefaultSort();
m_PlayMode.Set( PLAY_MODE_INVALID );
m_EditMode = EDIT_MODE_INVALID;
m_bDemonstrationOrJukebox = false;
m_bJukeboxUsesModifiers = false;
m_iCurrentStageIndex = 0;
m_bAllow2ndExtraStage = true;
m_BeatToNoteSkinRev = 0;
m_iNumStagesOfThisSong = 0;
NOTESKIN->RefreshNoteSkinData( this->m_pCurGame );
m_iGameSeed = rand();
m_iStageSeed = rand();
m_pCurSong.Set( GetDefaultSong() );
m_pPreferredSong = NULL;
FOREACH_PlayerNumber( p )
m_pCurSteps[p].Set( NULL );
m_pCurCourse.Set( NULL );
m_pPreferredCourse = NULL;
FOREACH_PlayerNumber( p )
m_pCurTrail[p].Set( NULL );
FOREACH_PlayerNumber( p )
m_pPlayerState[p]->Reset();
FOREACH_MultiPlayer( p )
m_pMultiPlayerState[p]->Reset();
ResetMusicStatistics();
ResetStageStatistics();
FOREACH_PlayerNumber( pn )
PROFILEMAN->UnloadProfile( pn );
SONGMAN->UpdateBest();
SONGMAN->UpdateShuffled();
/* We may have cached trails from before everything was loaded (eg. from before
* SongManager::UpdateBest could be called). Erase the cache. */
SONGMAN->RegenerateNonFixedCourses();
STATSMAN->Reset();
m_SongOptions.Init();
FOREACH_PlayerNumber(p)
{
// I can't think of a good reason to have both game-specific
// default mods and theme specific default mods. We should choose
// one or the other. -Chris
// Having default modifiers in prefs is needed for several things.
// The theme setting is for eg. BM being reverse by default. (This
// could be done in the title menu GameCommand, but then it wouldn't
// affect demo, and other non-gameplay things ...) -glenn
ApplyModifiers( p, DEFAULT_MODIFIERS );
ApplyModifiers( p, PREFSMAN->m_sDefaultModifiers );
}
FOREACH_PlayerNumber(p)
{
if( PREFSMAN->m_ShowDancingCharacters == PrefsManager::CO_RANDOM )
m_pCurCharacters[p] = CHARMAN->GetRandomCharacter();
else
m_pCurCharacters[p] = CHARMAN->GetDefaultCharacter();
ASSERT( m_pCurCharacters[p] );
}
m_bTemporaryEventMode = false;
m_bStatsCommitted = false;
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ATTRACT );
m_stEdit.Set( STEPS_TYPE_INVALID );
m_pEditSourceSteps.Set( NULL );
m_stEditSource.Set( STEPS_TYPE_INVALID );
m_iEditCourseEntryIndex.Set( -1 );
m_sEditLocalProfileID.Set( "" );
m_bBackedOutOfFinalStage = false;
ApplyCmdline();
}
void GameState::JoinPlayer( PlayerNumber pn )
{
this->m_bSideIsJoined[pn] = true;
MESSAGEMAN->Broadcast( (Message)(Message_SideJoinedP1+pn) );
if( this->m_MasterPlayerNumber == PLAYER_INVALID )
this->m_MasterPlayerNumber = pn;
// if first player to join, set start time
if( this->GetNumSidesJoined() == 1 )
this->BeginGame();
}
int GameState::GetCoinsNeededToJoin() const
{
int iCoinsToCharge = 0;
if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY )
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
// If joint premium don't take away a credit for the 2nd join.
if( GAMESTATE->GetPremium() == PREMIUM_JOINT &&
GAMESTATE->GetNumSidesJoined() == 1 )
iCoinsToCharge = 0;
return iCoinsToCharge;
}
/*
* Game flow:
*
* BeginGame() - the first player has joined; the game is starting.
*
* PlayersFinalized() - no more players may join (because the style is set)
*
* BeginStage() - gameplay is beginning
*
* optional: CancelStage() - gameplay aborted (Back pressed), undo BeginStage and back up
*
* CommitStageStats() - gameplay is finished
* Saves STATSMAN->m_CurStageStats to the profiles, so profile information
* is up-to-date for Evaluation.
*
* FinishStage() - gameplay and evaluation is finished
* Clears data which was stored by CommitStageStats.
*
* EndGame() - the game is finished
*
*/
void GameState::BeginGame()
{
m_timeGameStarted.Touch();
m_vpsNamesThatWereFilled.clear();
// Play attract on the ending screen, then on the ranking screen
// even if attract sounds are set to off.
m_iNumTimesThroughAttract = -1;
MEMCARDMAN->UnlockCards();
}
void GameState::PlayersFinalized()
{
// If cards are already locked, this was already called.
if( MEMCARDMAN->GetCardsLocked() )
return;
MESSAGEMAN->Broadcast( Message_PlayersFinalized );
MEMCARDMAN->LockCards();
// apply saved default modifiers if any
FOREACH_HumanPlayer( pn )
{
MEMCARDMAN->MountCard( pn );
PROFILEMAN->LoadFirstAvailableProfile( pn ); // load full profile
MEMCARDMAN->UnmountCard( pn );
if( !PROFILEMAN->IsPersistentProfile(pn) )
continue; // skip
Profile* pProfile = PROFILEMAN->GetProfile(pn);
CString sModifiers;
if( pProfile->GetDefaultModifiers( this->m_pCurGame, sModifiers ) )
{
/* We don't save negative preferences (eg. "no reverse"). If the theme
* sets a default of "reverse", and the player turns it off, we should
* set it off. However, don't reset modifiers that aren't saved by the
* profile, so we don't ignore unsaved modifiers when a profile is in use. */
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.ResetSavedPrefs();
GAMESTATE->ApplyModifiers( pn, sModifiers );
}
// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
if( m_PreferredSortOrder == SORT_INVALID && pProfile->m_SortOrder != SORT_INVALID )
m_PreferredSortOrder = pProfile->m_SortOrder;
if( pProfile->m_LastDifficulty != DIFFICULTY_INVALID )
m_PreferredDifficulty[pn].Set( pProfile->m_LastDifficulty );
if( pProfile->m_LastCourseDifficulty != DIFFICULTY_INVALID )
m_PreferredCourseDifficulty[pn].Set( pProfile->m_LastCourseDifficulty );
if( m_pPreferredSong == NULL )
m_pPreferredSong = pProfile->m_lastSong.ToSong();
if( m_pPreferredCourse == NULL )
m_pPreferredCourse = pProfile->m_lastCourse.ToCourse();
}
FOREACH_PotentialCpuPlayer( pn )
ApplyModifiers( pn, DEFAULT_CPU_MODIFIERS );
}
void GameState::EndGame()
{
LOG->Trace( "GameState::EndGame" );
if( m_bDemonstrationOrJukebox )
return;
if( m_timeGameStarted.IsZero() || !STATSMAN->m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
return;
/* Finish the final stage. */
FinishStage();
// Update totalPlaySeconds stat
int iPlaySeconds = max( 0, (int) m_timeGameStarted.PeekDeltaTime() );
Profile* pMachineProfile = PROFILEMAN->GetMachineProfile();
pMachineProfile->m_iTotalPlaySeconds += iPlaySeconds;
pMachineProfile->m_iTotalPlays++;
FOREACH_HumanPlayer( p )
{
Profile* pPlayerProfile = PROFILEMAN->GetProfile( p );
if( pPlayerProfile )
{
pPlayerProfile->m_iTotalPlaySeconds += iPlaySeconds;
pPlayerProfile->m_iTotalPlays++;
}
}
BOOKKEEPER->WriteToDisk();
FOREACH_HumanPlayer( pn )
{
if( !PROFILEMAN->IsPersistentProfile(pn) )
continue;
bool bWasMemoryCard = PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn);
if( bWasMemoryCard )
MEMCARDMAN->MountCard( pn );
PROFILEMAN->SaveProfile( pn );
if( bWasMemoryCard )
MEMCARDMAN->UnmountCard( pn );
PROFILEMAN->UnloadProfile( pn );
}
PROFILEMAN->SaveMachineProfile();
// Reset the USB storage device numbers -after- saving
CHECKPOINT;
// MEMCARDMAN->FlushAndReset();
CHECKPOINT;
// make sure we don't execute EndGame twice.
m_timeGameStarted.SetZero();
}
static int GetNumStagesForCurrentSong()
{
int iNumStagesOfThisSong = 1;
if( GAMESTATE->m_pCurSong )
iNumStagesOfThisSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
else if( GAMESTATE->m_pCurCourse )
iNumStagesOfThisSong = 1;
else
return -1;
ASSERT( iNumStagesOfThisSong >= 1 && iNumStagesOfThisSong <= 3 );
/* Never increment more than one past final stage. That is, if the current
* stage is the final stage, and we picked a stage that takes two songs, it
* only counts as one stage (so it doesn't bump us all the way to Ex2).
* One case where this happens is a long/marathon extra stage. Another is
* if a long/marathon song is selected explicitly in the theme with a GameCommand,
* and PREFSMAN->m_iNumArcadeStages is less than the number of stages that
* song takes. */
int iNumStagesLeft = PREFSMAN->m_iSongsPerPlay - GAMESTATE->m_iCurrentStageIndex;
iNumStagesOfThisSong = min( iNumStagesOfThisSong, iNumStagesLeft );
iNumStagesOfThisSong = max( iNumStagesOfThisSong, 1 );
return iNumStagesOfThisSong;
}
/* Called by ScreenGameplay. Set the length of the current song. */
void GameState::BeginStage()
{
if( m_bDemonstrationOrJukebox )
return;
/* This should only be called once per stage. */
if( m_iNumStagesOfThisSong != 0 )
LOG->Warn( "XXX: m_iNumStagesOfThisSong == %i?", m_iNumStagesOfThisSong );
/* Finish the last stage (if any), if we havn't already. (For example, we might
* have, for some reason, gone from gameplay to evaluation straight back to gameplay.) */
FinishStage();
GAMESTATE->ResetStageStatistics();
m_iNumStagesOfThisSong = GetNumStagesForCurrentSong();
ASSERT( m_iNumStagesOfThisSong != -1 );
}
void GameState::CancelStage()
{
m_iNumStagesOfThisSong = 0;
}
void GameState::CommitStageStats()
{
/* Don't commit stats twice. */
if( m_bStatsCommitted || m_bDemonstrationOrJukebox )
return;
m_bStatsCommitted = true;
STATSMAN->CommitStatsToProfiles();
}
/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just played a
* song. Might be called more than once. */
void GameState::FinishStage()
{
/* If m_iNumStagesOfThisSong is 0, we've been called more than once before calling
* BeginStage. This can happen when backing out of the player options screen. */
if( m_iNumStagesOfThisSong == 0 )
return;
/* If we havn't committed stats yet, do so. */
CommitStageStats();
m_bStatsCommitted = false;
// Increment the stage counter.
ASSERT( m_iNumStagesOfThisSong >= 1 && m_iNumStagesOfThisSong <= 3 );
const int iOldStageIndex = m_iCurrentStageIndex;
m_iCurrentStageIndex += m_iNumStagesOfThisSong;
m_iNumStagesOfThisSong = 0;
if( m_bDemonstrationOrJukebox )
return;
if( GAMESTATE->IsEventMode() )
{
const int iSaveProfileEvery = 3;
if( iOldStageIndex/iSaveProfileEvery < m_iCurrentStageIndex/iSaveProfileEvery )
{
LOG->Trace( "Played %i stages; saving profiles ...", iSaveProfileEvery );
PROFILEMAN->SaveAllProfiles();
}
}
}
void GameState::SaveCurrentSettingsToProfile( PlayerNumber pn )
{
if( !PROFILEMAN->IsPersistentProfile(pn) )
return;
if( m_bDemonstrationOrJukebox )
return;
Profile* pProfile = PROFILEMAN->GetProfile(pn);
pProfile->SetDefaultModifiers( this->m_pCurGame, m_pPlayerState[pn]->m_PlayerOptions.GetSavedPrefsString() );
if( IsSongSort(m_PreferredSortOrder) )
pProfile->m_SortOrder = m_PreferredSortOrder;
if( m_PreferredDifficulty[pn] != DIFFICULTY_INVALID )
pProfile->m_LastDifficulty = m_PreferredDifficulty[pn];
if( m_PreferredCourseDifficulty[pn] != DIFFICULTY_INVALID )
pProfile->m_LastCourseDifficulty = m_PreferredCourseDifficulty[pn];
if( m_pPreferredSong )
pProfile->m_lastSong.FromSong( m_pPreferredSong );
if( m_pPreferredCourse )
pProfile->m_lastCourse.FromCourse( m_pPreferredCourse );
}
void GameState::Update( float fDelta )
{
FOREACH_PlayerNumber( p )
{
m_pPlayerState[p]->Update( fDelta );
if( !m_bGoalComplete[p] && IsGoalComplete(p) )
{
m_bGoalComplete[p] = true;
MESSAGEMAN->Broadcast( (Message)(Message_GoalCompleteP1+p) );
}
}
}
const float GameState::MUSIC_SECONDS_INVALID = -5000.0f;
void GameState::ResetMusicStatistics()
{
m_fMusicSeconds = 0; // MUSIC_SECONDS_INVALID;
m_fSongBeat = 0;
m_fCurBPS = 10;
m_bFreeze = false;
m_bPastHereWeGo = false;
Actor::SetBGMTime( 0, 0 );
}
void GameState::ResetStageStatistics()
{
StageStats OldStats = STATSMAN->m_CurStageStats;
STATSMAN->m_CurStageStats = StageStats();
if( PREFSMAN->m_bComboContinuesBetweenSongs )
{
if( GetStageIndex() == 0 )
{
FOREACH_PlayerNumber( p )
{
Profile* pProfile = PROFILEMAN->GetProfile(p);
STATSMAN->m_CurStageStats.m_player[p].iCurCombo = pProfile->m_iCurrentCombo;
}
}
else // GetStageIndex() > 0
{
FOREACH_PlayerNumber( p )
{
STATSMAN->m_CurStageStats.m_player[p].iCurCombo = OldStats.m_player[p].iCurCombo;
}
}
}
RemoveAllActiveAttacks();
RemoveAllInventory();
m_fOpponentHealthPercent = 1;
m_fTugLifePercentP1 = 0.5f;
FOREACH_PlayerNumber( p )
{
m_pPlayerState[p]->m_fSuperMeter = 0;
m_pPlayerState[p]->m_HealthState = PlayerState::ALIVE;
m_pPlayerState[p]->m_iLastPositiveSumOfAttackLevels = 0;
m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut = 0; // PlayerAI not affected
m_bGoalComplete[p] = false;
}
FOREACH_PlayerNumber( p )
{
m_vLastPerDifficultyAwards[p].clear();
m_vLastPeakComboAwards[p].clear();
}
// Reset the round seed. Do this here and not in FinishStage so that players
// get new shuffle patterns if they Back out of gameplay and play again.
GAMESTATE->m_iStageSeed = rand();
ResetOriginalSyncData();
}
void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp )
{
if( !timestamp.IsZero() )
m_LastBeatUpdate = timestamp;
else
m_LastBeatUpdate.Touch();
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
ASSERT_M( m_fSongBeat > -2000, ssprintf("%f %f", m_fSongBeat, fPositionSeconds) );
m_fMusicSeconds = fPositionSeconds;
m_fLightSongBeat = timing.GetBeatFromElapsedTime( fPositionSeconds + g_fLightsAheadSeconds );
Actor::SetBGMTime( fPositionSeconds, m_fSongBeat );
// 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() const
{
return m_iCurrentStageIndex;
}
int GameState::GetNumStagesLeft() const
{
if( IsExtraStage() || IsExtraStage2() )
return 1;
if( GAMESTATE->IsEventMode() )
return 999;
return PREFSMAN->m_iSongsPerPlay - m_iCurrentStageIndex;
}
bool GameState::IsFinalStage() const
{
if( GAMESTATE->IsEventMode() )
return false;
if( this->IsCourseMode() )
return true;
/* This changes dynamically on ScreenSelectMusic as the wheel turns. */
int iPredictedStageForCurSong = GetNumStagesForCurrentSong();
if( iPredictedStageForCurSong == -1 )
iPredictedStageForCurSong = 1;
return m_iCurrentStageIndex + iPredictedStageForCurSong == PREFSMAN->m_iSongsPerPlay;
}
bool GameState::IsExtraStage() const
{
if( GAMESTATE->IsEventMode() )
return false;
return m_iCurrentStageIndex == PREFSMAN->m_iSongsPerPlay;
}
bool GameState::IsExtraStage2() const
{
if( GAMESTATE->IsEventMode() )
return false;
return m_iCurrentStageIndex == PREFSMAN->m_iSongsPerPlay+1;
}
Stage GameState::GetCurrentStage() const
{
if( m_bDemonstrationOrJukebox ) return STAGE_DEMO;
// "event" has precedence
else if( GAMESTATE->IsEventMode() ) return STAGE_EVENT;
else if( m_PlayMode == PLAY_MODE_ONI ) return STAGE_ONI;
else if( m_PlayMode == PLAY_MODE_NONSTOP ) return STAGE_NONSTOP;
else if( m_PlayMode == PLAY_MODE_ENDLESS ) return STAGE_ENDLESS;
else if( IsFinalStage() ) return STAGE_FINAL;
else if( IsExtraStage() ) return STAGE_EXTRA1;
else if( IsExtraStage2() ) return STAGE_EXTRA2;
else return (Stage)(STAGE_1+m_iCurrentStageIndex);
}
void GameState::GetPossibleStages( vector<Stage> &out ) const
{
// Optimze me so that we don't load graphics that can't possibly be shown
out.clear();
FOREACH_Stage( s )
out.push_back( s );
}
int GameState::GetCourseSongIndex() const
{
int iSongIndex = 0;
/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
FOREACH_EnabledPlayer( pn )
iSongIndex = max( iSongIndex, STATSMAN->m_CurStageStats.m_player[pn].iSongsPlayed-1 );
return iSongIndex;
}
CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
{
ASSERT( IsPlayerEnabled(pn) );
const CString defaultnames[] = { "Player 1", "Player 2" };
if( IsHumanPlayer(pn) )
{
if( !PROFILEMAN->GetPlayerName(pn).empty() )
return PROFILEMAN->GetPlayerName(pn);
else
return defaultnames[pn];
}
else
{
return "CPU";
}
}
bool GameState::PlayersCanJoin() const
{
return GetNumSidesJoined() == 0 || this->m_pCurStyle == NULL; // selecting a style finalizes the players
}
int GameState::GetNumSidesJoined() const
{
int iNumSidesJoined = 0;
FOREACH_PlayerNumber( p )
if( m_bSideIsJoined[p] )
iNumSidesJoined++; // left side, and right side
return iNumSidesJoined;
}
const Game* GameState::GetCurrentGame()
{
ASSERT( m_pCurGame != NULL ); // the game must be set before calling this
return m_pCurGame;
}
const Style* GameState::GetCurrentStyle() const
{
return m_pCurStyle;
}
bool GameState::IsPlayerEnabled( PlayerNumber pn ) const
{
// 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::IsMultiPlayerEnabled( MultiPlayer mp ) const
{
return m_bIsMultiPlayerJoined[ mp ];
}
bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const
{
if( pPlayerState->m_mp != MultiPlayer_INVALID )
return m_bIsMultiPlayerJoined[ pPlayerState->m_mp ];
if( pPlayerState->m_PlayerNumber != PLAYER_INVALID )
return IsPlayerEnabled( pPlayerState->m_PlayerNumber );
return false;
}
int GameState::GetNumPlayersEnabled() const
{
int count = 0;
FOREACH_EnabledPlayer( pn )
count++;
return count;
}
bool GameState::PlayerUsingBothSides() const
{
ASSERT( this->GetCurrentStyle() != NULL );
return this->GetCurrentStyle()->m_StyleType == ONE_PLAYER_TWO_SIDES;
}
bool GameState::IsHumanPlayer( PlayerNumber pn ) const
{
if( m_pCurStyle == NULL ) // 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( GetCurrentStyle()->m_StyleType )
{
case TWO_PLAYERS_TWO_SIDES:
return true;
case ONE_PLAYER_ONE_SIDE:
case ONE_PLAYER_TWO_SIDES:
return pn == m_MasterPlayerNumber;
default:
ASSERT(0); // invalid style type
return false;
}
}
int GameState::GetNumHumanPlayers() const
{
int count = 0;
FOREACH_HumanPlayer( pn )
count++;
return count;
}
PlayerNumber GameState::GetFirstHumanPlayer() const
{
FOREACH_HumanPlayer( pn )
return pn;
ASSERT(0); // there must be at least 1 human player
return PLAYER_INVALID;
}
PlayerNumber GameState::GetFirstDisabledPlayer() const
{
FOREACH_PlayerNumber( pn )
if( !IsPlayerEnabled(pn) )
return pn;
return PLAYER_INVALID;
}
bool GameState::IsCpuPlayer( PlayerNumber pn ) const
{
return IsPlayerEnabled(pn) && !IsHumanPlayer(pn);
}
bool GameState::AnyPlayersAreCpu() const
{
FOREACH_CpuPlayer( pn )
return true;
return false;
}
bool GameState::IsCourseMode() const
{
switch(m_PlayMode)
{
case PLAY_MODE_ONI:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
return true;
default:
return false;
}
}
bool GameState::IsBattleMode() const
{
switch( this->m_PlayMode )
{
case PLAY_MODE_BATTLE:
return true;
default:
return false;
}
}
bool GameState::HasEarnedExtraStage() const
{
if( GAMESTATE->IsEventMode() )
return false;
if( !PREFSMAN->m_bAllowExtraStage )
return false;
if( this->m_PlayMode != PLAY_MODE_REGULAR )
return false;
if( m_bBackedOutOfFinalStage )
return false;
if( (this->IsFinalStage() || this->IsExtraStage()) )
{
FOREACH_EnabledPlayer( pn )
{
if( this->m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_HARD &&
this->m_pCurSteps[pn]->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 && this->IsExtraStage() && !this->m_bAllow2ndExtraStage )
continue;
if( STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= Grade_Tier03 )
return true;
}
}
return false;
}
PlayerNumber GameState::GetBestPlayer() const
{
FOREACH_PlayerNumber( pn )
if( GetStageResult(pn) == RESULT_WIN )
return pn;
return PLAYER_INVALID; // draw
}
StageResult GameState::GetStageResult( PlayerNumber pn ) const
{
switch( this->m_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;
FOREACH_PlayerNumber( p )
{
if( p == pn )
continue;
/* If anyone did just as well, at best it's a draw. */
if( STATSMAN->m_CurStageStats.m_player[p].iActualDancePoints == STATSMAN->m_CurStageStats.m_player[pn].iActualDancePoints )
win = RESULT_DRAW;
/* If anyone did better, we lost. */
if( STATSMAN->m_CurStageStats.m_player[p].iActualDancePoints > STATSMAN->m_CurStageStats.m_player[pn].iActualDancePoints )
return RESULT_LOSE;
}
return win;
}
void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
{
m_pPlayerState[pn]->m_PlayerOptions.FromString( sModifiers );
m_SongOptions.FromString( sModifiers );
}
/* Store the player's preferred options. This is called at the very beginning
* of gameplay. */
void GameState::StoreSelectedOptions()
{
FOREACH_PlayerNumber( pn )
m_pPlayerState[pn]->m_StoredPlayerOptions = m_pPlayerState[pn]->m_PlayerOptions;
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()
{
FOREACH_PlayerNumber( pn )
m_pPlayerState[pn]->m_PlayerOptions = m_pPlayerState[pn]->m_StoredPlayerOptions;
m_SongOptions = m_StoredSongOptions;
}
void GameState::ResetCurrentOptions()
{
FOREACH_PlayerNumber( p )
{
m_pPlayerState[p]->m_PlayerOptions.Init();
m_pPlayerState[p]->m_PlayerOptions.FromString( PREFSMAN->m_sDefaultModifiers );
}
m_SongOptions.Init();
m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
}
bool GameState::IsDisqualified( PlayerNumber pn )
{
if( !PREFSMAN->m_bDisqualification )
return false;
if( GAMESTATE->IsCourseMode() )
{
return GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.IsEasierForCourseAndTrail(
GAMESTATE->m_pCurCourse,
GAMESTATE->m_pCurTrail[pn] );
}
else
{
return GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.IsEasierForSongAndSteps(
GAMESTATE->m_pCurSong,
GAMESTATE->m_pCurSteps[pn] );
}
}
void GameState::ResetNoteSkins()
{
FOREACH_PlayerNumber( pn )
ResetNoteSkinsForPlayer( m_pPlayerState[pn] );
++m_BeatToNoteSkinRev;
}
void GameState::ResetNoteSkinsForPlayer( PlayerState *ps )
{
ps->ResetNoteSkins();
++m_BeatToNoteSkinRev;
}
void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
{
FOREACH_EnabledPlayer( pn )
{
out.push_back( m_pPlayerState[pn]->m_PlayerOptions.m_sNoteSkin );
switch( this->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
{
const Character *ch = this->m_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] );
out.push_back( po.m_sNoteSkin );
}
}
}
/* Add note skins that are used in courses. */
if( this->IsCourseMode() )
{
FOREACH_EnabledPlayer(pn)
{
const Trail *pTrail = this->m_pCurTrail[pn];
ASSERT( pTrail );
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
AttackArray a;
e->GetAttackArray( a );
for( unsigned j=0; j<a.size(); j++ )
{
const Attack &mod = a[j];
PlayerOptions po;
po.FromString( mod.sModifiers );
out.push_back( po.m_sNoteSkin );
}
}
}
}
}
/* Remove duplicates. */
sort( out.begin(), out.end() );
out.erase( unique( out.begin(), out.end() ), out.end() );
/* Hack: NoteSkin "default" is never applied as an attack, so don't
* waste memory preloading it. */
for( unsigned i = 0; i < out.size(); ++i )
{
if( !out[i].CompareNoCase("default") || out[i] == "" )
{
out.erase( out.begin()+i, out.begin()+i+1 );
--i;
}
}
}
/* From NoteField: */
void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat ) const
{
/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
StartBeat = min( m_fSongBeat+BEATS_PER_MEASURE*2, pPlayerState->m_fLastDrawnBeat );
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( PlayerState* pPlayerState, const CString& sNoteSkin, float StartBeat, float EndBeat )
{
map<float,CString> &BeatToNoteSkin = pPlayerState->m_BeatToNoteSkin;
/* Erase any other note skin settings in this range. */
map<float,CString>::iterator begin = BeatToNoteSkin.lower_bound( StartBeat );
map<float,CString>::iterator end = BeatToNoteSkin.upper_bound( EndBeat );
BeatToNoteSkin.erase( begin, end );
/* Add the skin to m_BeatToNoteSkin. */
BeatToNoteSkin[StartBeat] = sNoteSkin;
/* Return to the default note skin after the duration. */
BeatToNoteSkin[EndBeat] = pPlayerState->m_StoredPlayerOptions.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( MultiPlayer target, const Attack& a )
{
LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), target+1, a.fStartSecond );
Attack attack = a;
/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
* mark the real time it's starting (now), so Update() can know when the attack started
* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
* knows to apply attack transforms correctly. (yuck) */
m_pPlayerState[target]->m_ModsToApply.push_back( attack );
if( attack.fStartSecond == -1 )
attack.fStartSecond = this->m_fMusicSeconds;
m_pPlayerState[target]->m_ActiveAttacks.push_back( attack );
m_pPlayerState[target]->RebuildPlayerOptionsFromActiveAttacks();
}
void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
{
for( unsigned s=0; s<m_pPlayerState[pn]->m_ActiveAttacks.size(); s++ )
{
if( al != NUM_ATTACK_LEVELS && al != m_pPlayerState[pn]->m_ActiveAttacks[s].level )
continue;
m_pPlayerState[pn]->m_ActiveAttacks.erase( m_pPlayerState[pn]->m_ActiveAttacks.begin()+s, m_pPlayerState[pn]->m_ActiveAttacks.begin()+s+1 );
--s;
}
m_pPlayerState[pn]->RebuildPlayerOptionsFromActiveAttacks();
}
void GameState::EndActiveAttacksForPlayer( PlayerNumber pn )
{
FOREACH( Attack, m_pPlayerState[pn]->m_ActiveAttacks, a )
a->fSecsRemaining = 0;
}
void GameState::RemoveAllInventory()
{
FOREACH_PlayerNumber( p )
{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
m_pPlayerState[p]->m_Inventory[s].fSecsRemaining = 0;
m_pPlayerState[p]->m_Inventory[s].sModifiers = "";
}
}
}
void GameState::RemoveAllActiveAttacks() // called on end of song
{
FOREACH_PlayerNumber( p )
RemoveActiveAttacksForPlayer( p );
}
template<class T>
void setmin( T &a, const T &b )
{
a = min(a, b);
}
template<class T>
void setmax( T &a, const T &b )
{
a = max(a, b);
}
SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
{
PlayerNumber pn = pPlayerState->m_PlayerNumber;
SongOptions::FailType ft = m_SongOptions.m_FailType;
/* If the player changed the fail mode explicitly, leave it alone. */
if( this->m_bChangedFailTypeOnScreenSongOptions )
return ft;
if( GAMESTATE->IsCourseMode() )
{
if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->GetCourseSongIndex()==0 )
ft = max( ft, SongOptions::FAIL_END_OF_SONG ); // take the least harsh of the two FailTypes
}
else
{
Difficulty dc = DIFFICULTY_INVALID;
if( m_pCurSteps[pn] )
dc = m_pCurSteps[pn]->GetDifficulty();
bool bFirstStage = !GAMESTATE->IsEventMode() && m_iCurrentStageIndex == 0;
/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
if( dc <= DIFFICULTY_EASY )
setmax( ft, SongOptions::FAIL_END_OF_SONG );
if( dc <= DIFFICULTY_EASY && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
setmax( ft, SongOptions::FAIL_OFF );
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely. */
if( dc == DIFFICULTY_BEGINNER && bFirstStage )
setmax( ft, SongOptions::FAIL_OFF );
if( dc == DIFFICULTY_BEGINNER && PREFSMAN->m_bFailOffInBeginner )
setmax( ft, SongOptions::FAIL_OFF );
}
return ft;
}
bool GameState::ShowMarvelous() const
{
switch( PREFSMAN->m_MarvelousTiming )
{
case PrefsManager::MARVELOUS_NEVER: return false;
case PrefsManager::MARVELOUS_COURSES_ONLY: return IsCourseMode();
case PrefsManager::MARVELOUS_EVERYWHERE: return true;
default: ASSERT(0);
}
}
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<RankingFeat> &asFeatsOut ) const
{
if( !IsHumanPlayer(pn) )
return;
Profile *pProf = PROFILEMAN->GetProfile(pn);
// Check for feats even if the PlayMode is rave or battle because the player may have
// made high scores then switched modes.
CHECKPOINT_M(ssprintf("PlayMode %i", int(this->m_PlayMode)));
switch( this->m_PlayMode )
{
case PLAY_MODE_REGULAR:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
CHECKPOINT;
StepsType st = this->GetCurrentStyle()->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<SongAndSteps> vSongAndSteps;
for( unsigned i=0; i<STATSMAN->m_vPlayedStageStats.size(); i++ )
{
CHECKPOINT_M( ssprintf("%u/%i", i, (int)STATSMAN->m_vPlayedStageStats.size() ) );
SongAndSteps sas;
sas.pSong = STATSMAN->m_vPlayedStageStats[i].vpPlayedSongs[0];
ASSERT( sas.pSong );
sas.pSteps = STATSMAN->m_vPlayedStageStats[i].m_player[pn].vpPlayedSteps[0];
ASSERT( sas.pSteps );
vSongAndSteps.push_back( sas );
}
CHECKPOINT;
sort( vSongAndSteps.begin(), vSongAndSteps.end() );
vector<SongAndSteps>::iterator toDelete = unique( vSongAndSteps.begin(), vSongAndSteps.end() );
vSongAndSteps.erase(toDelete, vSongAndSteps.end());
CHECKPOINT;
for( unsigned i=0; i<vSongAndSteps.size(); i++ )
{
Song* pSong = vSongAndSteps[i].pSong;
Steps* pSteps = vSongAndSteps[i].pSteps;
// Find Machine Records
{
HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps);
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::SONG;
feat.pSong = pSong;
feat.pSteps = pSteps;
feat.Feat = ssprintf("MR #%d in %s %s", j+1, pSong->GetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() );
feat.pStringToFill = hs.GetNameMutable();
feat.grade = hs.GetGrade();
feat.fPercentDP = hs.GetPercentDP();
feat.iScore = hs.GetScore();
if( pSong->HasBanner() )
feat.Banner = pSong->GetBannerPath();
asFeatsOut.push_back( feat );
}
}
// Find Personal Records
if( pProf )
{
HighScoreList &hsl = pProf->GetStepsHighScoreList(pSong,pSteps);
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.pSong = pSong;
feat.pSteps = pSteps;
feat.Type = RankingFeat::SONG;
feat.Feat = ssprintf("PR #%d in %s %s", j+1, pSong->GetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() );
feat.pStringToFill = hs.GetNameMutable();
feat.grade = hs.GetGrade();
feat.fPercentDP = hs.GetPercentDP();
feat.iScore = hs.GetScore();
// XXX: temporary hack
if( pSong->HasBackground() )
feat.Banner = pSong->GetBackgroundPath();
// if( pSong->HasBanner() )
// feat.Banner = pSong->GetBannerPath();
asFeatsOut.push_back( feat );
}
}
}
CHECKPOINT;
StageStats stats;
STATSMAN->GetFinalEvalStageStats( stats );
// Find Machine Category Records
FOREACH_RankingCategory( rc )
{
HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCategoryHighScoreList( st, rc );
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::CATEGORY;
feat.Feat = ssprintf("MR #%d in Type %c (%d)", j+1, 'A'+rc, stats.GetAverageMeter(pn) );
feat.pStringToFill = hs.GetNameMutable();
feat.grade = Grade_NoData;
feat.iScore = hs.GetScore();
feat.fPercentDP = hs.GetPercentDP();
asFeatsOut.push_back( feat );
}
}
// Find Personal Category Records
FOREACH_RankingCategory( rc )
{
if( pProf )
{
HighScoreList &hsl = pProf->GetCategoryHighScoreList( st, rc );
for( unsigned j=0; j<hsl.vHighScores.size(); j++ )
{
HighScore &hs = hsl.vHighScores[j];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::CATEGORY;
feat.Feat = ssprintf("PR #%d in Type %c (%d)", j+1, 'A'+rc, stats.GetAverageMeter(pn) );
feat.pStringToFill = hs.GetNameMutable();
feat.grade = Grade_NoData;
feat.iScore = hs.GetScore();
feat.fPercentDP = hs.GetPercentDP();
asFeatsOut.push_back( feat );
}
}
}
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
CHECKPOINT;
Course* pCourse = m_pCurCourse;
ASSERT( pCourse );
Trail *pTrail = m_pCurTrail[pn];
ASSERT( pTrail );
CourseDifficulty cd = pTrail->m_CourseDifficulty;
// Find Machine Records
{
Profile* pProfile = PROFILEMAN->GetMachineProfile();
HighScoreList &hsl = pProfile->GetCourseHighScoreList( pCourse, pTrail );
for( unsigned i=0; i<hsl.vHighScores.size(); i++ )
{
HighScore &hs = hsl.vHighScores[i];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::COURSE;
feat.pCourse = pCourse;
feat.Feat = ssprintf("MR #%d in %s", i+1, pCourse->GetDisplayFullTitle().c_str() );
if( cd != DIFFICULTY_MEDIUM )
feat.Feat += " " + CourseDifficultyToThemedString(cd);
feat.pStringToFill = hs.GetNameMutable();
feat.grade = Grade_NoData;
feat.iScore = hs.GetScore();
feat.fPercentDP = hs.GetPercentDP();
if( pCourse->HasBanner() )
feat.Banner = pCourse->m_sBannerPath;
asFeatsOut.push_back( feat );
}
}
// Find Personal Records
if( PROFILEMAN->IsPersistentProfile( pn ) )
{
HighScoreList &hsl = pProf->GetCourseHighScoreList( pCourse, pTrail );
for( unsigned i=0; i<hsl.vHighScores.size(); i++ )
{
HighScore& hs = hsl.vHighScores[i];
if( hs.GetName() != RANKING_TO_FILL_IN_MARKER[pn] )
continue;
RankingFeat feat;
feat.Type = RankingFeat::COURSE;
feat.pCourse = pCourse;
feat.Feat = ssprintf("PR #%d in %s", i+1, pCourse->GetDisplayFullTitle().c_str() );
feat.pStringToFill = hs.GetNameMutable();
feat.grade = Grade_NoData;
feat.iScore = hs.GetScore();
feat.fPercentDP = hs.GetPercentDP();
if( pCourse->HasBanner() )
feat.Banner = pCourse->m_sBannerPath;
asFeatsOut.push_back( feat );
}
}
}
break;
default:
ASSERT(0);
}
}
bool GameState::AnyPlayerHasRankingFeats() const
{
vector<RankingFeat> vFeats;
FOREACH_PlayerNumber( p )
{
GetRankingFeats( p, vFeats );
if( !vFeats.empty() )
return true;
}
return false;
}
/*bool GameState::IsNameBlacklisted( CString name )
{
}*/
void GameState::StoreRankingName( PlayerNumber pn, CString name )
{
name.MakeUpper();
if( USE_NAME_BLACKLIST )
{
RageFile file;
if( file.Open(NAME_BLACKLIST_FILE) )
{
CString line;
while (!file.AtEOF())
{
if( file.GetLine( line ) == -1 )
{
LOG->Warn( "Error reading \"%s\": %s", NAME_BLACKLIST_FILE, file.GetError().c_str() );
break;
}
line.MakeUpper();
if( !line.empty() && name.Find(line) != -1 ) // name contains a bad word
{
LOG->Trace( "entered '%s' matches blacklisted item '%s'", name.c_str(), line.c_str() );
name = "";
break;
}
}
}
}
vector<RankingFeat> aFeats;
GetRankingFeats( pn, aFeats );
for( unsigned i=0; i<aFeats.size(); i++ )
{
*aFeats[i].pStringToFill = name;
// save name pointers as we fill them
m_vpsNamesThatWereFilled.push_back( aFeats[i].pStringToFill );
}
Profile *pProfile = PROFILEMAN->GetMachineProfile();
if( !PREFSMAN->m_bAllowMultipleHighScoreWithSameName )
{
//
// erase all but the highest score for each name
//
FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter )
FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 )
iter2->second.hsl.RemoveAllButOneOfEachName();
FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter )
FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 )
iter2->second.hsl.RemoveAllButOneOfEachName();
}
//
// clamp high score sizes
//
FOREACHM( SongID, Profile::HighScoresForASong, pProfile->m_SongHighScores, iter )
FOREACHM( StepsID, Profile::HighScoresForASteps, iter->second.m_StepsHighScores, iter2 )
iter2->second.hsl.ClampSize( true );
FOREACHM( CourseID, Profile::HighScoresForACourse, pProfile->m_CourseHighScores, iter )
FOREACHM( TrailID, Profile::HighScoresForATrail, iter->second.m_TrailHighScores, iter2 )
iter2->second.hsl.ClampSize( true );
}
bool GameState::AllAreInDangerOrWorse() const
{
FOREACH_EnabledPlayer( p )
if( m_pPlayerState[p]->m_HealthState < PlayerState::DANGER )
return false;
return true;
}
bool GameState::AllAreDead() const
{
FOREACH_EnabledPlayer( p )
if( m_pPlayerState[p]->m_HealthState < PlayerState::DEAD )
return false;
return true;
}
bool GameState::AllHumanHaveComboOf30OrMoreMisses() const
{
FOREACH_HumanPlayer( p )
if( STATSMAN->m_CurStageStats.m_player[p].iCurMissCombo < 30 )
return false;
return true;
}
bool GameState::OneIsHot() const
{
FOREACH_EnabledPlayer( p )
if( m_pPlayerState[p]->m_HealthState == PlayerState::HOT )
return true;
return false;
}
bool GameState::IsTimeToPlayAttractSounds() const
{
// m_iNumTimesThroughAttract will be -1 from the first attract screen after
// the end of a game until the next time FIRST_ATTRACT_SCREEN is reached.
// Play attract sounds for this sort span of time regardless of
// m_AttractSoundFrequency because it's awkward to have the machine go
// silent immediately after the end of a game.
if( m_iNumTimesThroughAttract == -1 )
return true;
if( PREFSMAN->m_AttractSoundFrequency == PrefsManager::ASF_NEVER )
return false;
// play attract sounds once every m_iAttractSoundFrequency times through
if( (m_iNumTimesThroughAttract % PREFSMAN->m_AttractSoundFrequency)==0 )
return true;
return false;
}
void GameState::VisitAttractScreen( const CString sScreenName )
{
if( sScreenName == FIRST_ATTRACT_SCREEN.GetValue() )
m_iNumTimesThroughAttract++;
}
bool GameState::DifficultiesLocked()
{
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
return true;
if( IsCourseMode() )
return PREFSMAN->m_bLockCourseDifficulties;
return false;
}
bool GameState::ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc )
{
m_PreferredDifficulty[pn].Set( dc );
if( DifficultiesLocked() )
FOREACH_PlayerNumber( p )
if( p != pn )
m_PreferredDifficulty[p].Set( m_PreferredDifficulty[pn] );
return true;
}
bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir )
{
const vector<Difficulty> &v = DIFFICULTIES_TO_SHOW.GetValue();
Difficulty d = m_PreferredDifficulty[pn];
while( 1 )
{
d = (Difficulty)(d+dir);
if( d < 0 || d >= NUM_DIFFICULTIES )
return false;
if( find(v.begin(), v.end(), d) != v.end() )
break; // found
}
return ChangePreferredDifficulty( pn, d );
}
bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, CourseDifficulty cd )
{
m_PreferredCourseDifficulty[pn].Set( cd );
if( PREFSMAN->m_bLockCourseDifficulties )
FOREACH_PlayerNumber( p )
if( p != pn )
m_PreferredCourseDifficulty[p].Set( m_PreferredCourseDifficulty[pn] );
return true;
}
bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, int dir )
{
/* If we have a course selected, only choose among difficulties available in the course. */
const Course *pCourse = this->m_pCurCourse;
const vector<CourseDifficulty> &v = COURSE_DIFFICULTIES_TO_SHOW.GetValue();
CourseDifficulty cd = m_PreferredCourseDifficulty[pn];
while( 1 )
{
cd = (CourseDifficulty)(cd+dir);
if( cd < 0 || cd >= NUM_DIFFICULTIES )
return false;
if( find(v.begin(),v.end(),cd) == v.end() )
continue; /* not available */
if( !pCourse || pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType, cd ) )
break;
}
return ChangePreferredCourseDifficulty( pn, cd );
}
bool GameState::IsCourseDifficultyShown( CourseDifficulty cd )
{
const vector<CourseDifficulty> &v = COURSE_DIFFICULTIES_TO_SHOW.GetValue();
return find(v.begin(), v.end(), cd) != v.end();
}
Difficulty GameState::GetEasiestStepsDifficulty() const
{
Difficulty dc = DIFFICULTY_INVALID;
FOREACH_HumanPlayer( p )
{
if( this->m_pCurSteps[p] == NULL )
{
LOG->Warn( "GetEasiestNotesDifficulty called but p%i hasn't chosen notes", p+1 );
continue;
}
dc = min( dc, this->m_pCurSteps[p]->GetDifficulty() );
}
return dc;
}
bool GameState::IsEventMode() const
{
return m_bTemporaryEventMode || PREFSMAN->m_bEventMode;
}
CoinMode GameState::GetCoinMode()
{
if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_MODE_PAY )
return COIN_MODE_FREE;
else
return PREFSMAN->m_CoinMode;
}
Premium GameState::GetPremium()
{
if( IsEventMode() )
return PREMIUM_NONE;
else
return PREFSMAN->m_Premium;
}
bool GameState::IsPlayerHot( const PlayerState *pPlayerState ) const
{
return pPlayerState->m_HealthState == PlayerState::HOT;
}
bool GameState::IsPlayerInDanger( const PlayerState *pPlayerState ) const
{
if( GAMESTATE->GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
return false;
if( !PREFSMAN->m_bShowDanger )
return false;
return pPlayerState->m_HealthState == PlayerState::DANGER;
}
bool GameState::IsPlayerDead( const PlayerState *pPlayerState ) const
{
if( GAMESTATE->GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
return false;
return pPlayerState->m_HealthState == PlayerState::DEAD;
}
float GameState::GetGoalPercentComplete( PlayerNumber pn )
{
const Profile *pProfile = PROFILEMAN->GetProfile(pn);
const StageStats &ssAccum = STATSMAN->GetAccumStageStats();
const StageStats &ssCurrent = STATSMAN->m_CurStageStats;
const PlayerStageStats &pssAccum = ssAccum.m_player[pn];
const PlayerStageStats &pssCurrent = ssCurrent.m_player[pn];
float fActual = 0;
float fGoal = 0;
switch( pProfile->m_GoalType )
{
case GOAL_CALORIES:
fActual = pssAccum.fCaloriesBurned + pssCurrent.fCaloriesBurned;
fGoal = (float)pProfile->m_iGoalCalories;
break;
case GOAL_TIME:
fActual = ssAccum.fGameplaySeconds + ssCurrent.fGameplaySeconds;
fGoal = (float)pProfile->m_iGoalSeconds;
break;
case GOAL_NONE:
return 0; // never complete
default:
ASSERT(0);
}
if( fGoal == 0 )
return 0;
else
return fActual / fGoal;
}
bool GameState::PlayerIsUsingModifier( PlayerNumber pn, const CString &sModifier )
{
PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions;
SongOptions so = GAMESTATE->m_SongOptions;
po.FromString( sModifier );
so.FromString( sModifier );
return po == GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions && so == GAMESTATE->m_SongOptions;
}
Profile* GameState::GetEditLocalProfile()
{
if( m_sEditLocalProfileID.Get().empty() )
return NULL;
return PROFILEMAN->GetLocalProfile( m_sEditLocalProfileID );
}
void GameState::ResetOriginalSyncData()
{
if( m_pCurSong )
*m_pTimingDataOriginal = m_pCurSong->m_Timing;
else
*m_pTimingDataOriginal = TimingData();
m_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
}
bool GameState::IsSyncDataChanged()
{
// Can't sync in course modes
if( IsCourseMode() )
return false;
if( m_pCurSong && *m_pTimingDataOriginal != m_pCurSong->m_Timing )
return true;
if( m_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
return true;
return false;
}
void GameState::SaveSyncChanges()
{
GAMESTATE->m_pCurSong->Save();
PREFSMAN->SaveGlobalPrefsToDisk();
ResetOriginalSyncData();
}
void GameState::RevertSyncChanges()
{
PREFSMAN->m_fGlobalOffsetSeconds.Set( GAMESTATE->m_fGlobalOffsetSecondsOriginal );
GAMESTATE->m_pCurSong->m_Timing = *GAMESTATE->m_pTimingDataOriginal;
}
// lua start
#include "LuaBinding.h"
#include "Game.h"
class LunaGameState: public Luna<GameState>
{
public:
LunaGameState() { LUA->Register( Register ); }
static int IsPlayerEnabled( T* p, lua_State *L ) { lua_pushboolean(L, p->IsPlayerEnabled((PlayerNumber)IArg(1)) ); return 1; }
static int IsHumanPlayer( T* p, lua_State *L ) { lua_pushboolean(L, p->IsHumanPlayer((PlayerNumber)IArg(1)) ); return 1; }
static int GetPlayerDisplayName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPlayerDisplayName((PlayerNumber)IArg(1)) ); return 1; }
static int GetMasterPlayerNumber( T* p, lua_State *L ) { lua_pushnumber(L, p->m_MasterPlayerNumber ); return 1; }
static int GetMultiplayer( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bMultiplayer); return 1; }
static int ApplyGameCommand( T* p, lua_State *L )
{
PlayerNumber pn = PLAYER_INVALID;
if( lua_gettop(L) >= 2 && !lua_isnil(L,2) )
pn = (PlayerNumber)(IArg(2)-1);
p->ApplyGameCommand(SArg(1),pn);
return 0;
}
static int GetCurrentSong( T* p, lua_State *L ) { if(p->m_pCurSong) p->m_pCurSong->PushSelf(L); else lua_pushnil(L); return 1; }
static int SetCurrentSong( T* p, lua_State *L )
{
if( lua_isnil(L,1) ) { p->m_pCurSong.Set( NULL ); }
else { Song *pS = Luna<Song>::check(L,1); p->m_pCurSong.Set( pS ); }
return 0;
}
static int GetCurrentSteps( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
Steps *pSteps = p->m_pCurSteps[pn];
if( pSteps ) { pSteps->PushSelf(L); }
else { lua_pushnil(L); }
return 1;
}
static int SetCurrentSteps( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
if( lua_isnil(L,2) ) { p->m_pCurSteps[pn].Set( NULL ); }
else { Steps *pS = Luna<Steps>::check(L,2); p->m_pCurSteps[pn].Set( pS ); }
MESSAGEMAN->Broadcast( (Message)(Message_CurrentStepsP1Changed+pn) );
return 0;
}
static int GetCurrentCourse( T* p, lua_State *L ) { if(p->m_pCurCourse) p->m_pCurCourse->PushSelf(L); else lua_pushnil(L); return 1; }
static int SetCurrentCourse( T* p, lua_State *L )
{
if( lua_isnil(L,1) ) { p->m_pCurCourse.Set( NULL ); }
else { Course *pC = Luna<Course>::check(L,1); p->m_pCurCourse.Set( pC ); }
return 0;
}
static int GetCurrentTrail( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
Trail *pTrail = p->m_pCurTrail[pn];
if( pTrail ) { pTrail->PushSelf(L); }
else { lua_pushnil(L); }
return 1;
}
static int GetPreferredSong( T* p, lua_State *L ) { if(p->m_pPreferredSong) p->m_pPreferredSong->PushSelf(L); else lua_pushnil(L); return 1; }
static int SetPreferredSong( T* p, lua_State *L )
{
if( lua_isnil(L,1) ) { p->m_pPreferredSong = NULL; }
else { Song *pS = Luna<Song>::check(L,1); p->m_pPreferredSong = pS; }
return 0;
}
static int SetTemporaryEventMode( T* p, lua_State *L ) { p->m_bTemporaryEventMode = BArg(1); return 0; }
static int Env( T* p, lua_State *L ) { p->m_Environment->PushSelf(L); return 1; }
static int SetEnv( T* p, lua_State *L ) { p->m_mapEnv[SArg(1)] = SArg(2); return 0; }
static int GetEnv( T* p, lua_State *L )
{
map<CString,CString>::const_iterator iter = p->m_mapEnv.find(SArg(1));
if( iter != p->m_mapEnv.end() )
lua_pushstring(L,iter->second);
else
lua_pushnil(L);
return 1;
}
static int GetEditSourceSteps( T* p, lua_State *L )
{
Steps *pSteps = p->m_pEditSourceSteps;
if( pSteps ) { pSteps->PushSelf(L); }
else { lua_pushnil(L); }
return 1;
}
static int GetPreferredDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PreferredDifficulty[IArg(1)] ); return 1; }
static int AnyPlayerHasRankingFeats( T* p, lua_State *L ) { lua_pushboolean(L, p->AnyPlayerHasRankingFeats() ); return 1; }
static int IsCourseMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsCourseMode() ); return 1; }
static int IsDemonstration( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bDemonstrationOrJukebox ); return 1; }
static int GetPlayMode( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PlayMode ); return 1; }
static int GetSortOrder( T* p, lua_State *L ) { lua_pushnumber(L, p->m_SortOrder ); return 1; }
static int StageIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->GetStageIndex() ); return 1; }
static int IsGoalComplete( T* p, lua_State *L ) { lua_pushboolean(L, p->IsGoalComplete((PlayerNumber)IArg(1)) ); return 1; }
static int PlayerIsUsingModifier( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerIsUsingModifier((PlayerNumber)IArg(1),SArg(2)) ); return 1; }
static int GetCourseSongIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCourseSongIndex() ); return 1; }
static int IsFinalStage( T* p, lua_State *L ) { lua_pushboolean(L, p->IsFinalStage() ); return 1; }
static int IsExtraStage( T* p, lua_State *L ) { lua_pushboolean(L, p->IsExtraStage() ); return 1; }
static int IsExtraStage2( T* p, lua_State *L ) { lua_pushboolean(L, p->IsExtraStage2() ); return 1; }
static int HasEarnedExtraStage( T* p, lua_State *L ) { lua_pushboolean(L, p->HasEarnedExtraStage() ); return 1; }
static int GetEasiestStepsDifficulty( T* p, lua_State *L ){ lua_pushnumber(L, p->GetEasiestStepsDifficulty() ); return 1; }
static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
static int GetCoinsNeededToJoin( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinsNeededToJoin() ); return 1; }
static int PlayersCanJoin( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayersCanJoin() ); return 1; }
static int GetNumSidesJoined( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumSidesJoined() ); return 1; }
static int GetCoinMode( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinMode() ); return 1; }
static int GetPremium( T* p, lua_State *L ) { lua_pushnumber(L, p->GetPremium() ); return 1; }
static int GetSongOptionsString( T* p, lua_State *L ) { lua_pushstring(L, p->m_SongOptions.GetString() ); return 1; }
static int IsSyncDataChanged( T* p, lua_State *L ) { lua_pushboolean(L, p->IsSyncDataChanged() ); return 1; }
static int IsWinner( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
lua_pushboolean(L, p->GetStageResult(pn)==RESULT_WIN); return 1;
}
static int GetCurrentGame( T* p, lua_State *L ) { const_cast<Game*>(p->GetCurrentGame())->PushSelf( L ); return 1; }
static int GetEditCourseEntryIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iEditCourseEntryIndex ); return 1; }
static int GetEditLocalProfileID( T* p, lua_State *L ) { lua_pushstring(L, p->m_sEditLocalProfileID.Get() ); return 1; }
static int GetEditLocalProfile( T* p, lua_State *L )
{
Profile *pProfile = p->GetEditLocalProfile();
if( pProfile )
pProfile->PushSelf(L);
else
lua_pushnil( L );
return 1;
}
static void Register(lua_State *L)
{
ADD_METHOD( IsPlayerEnabled )
ADD_METHOD( IsHumanPlayer )
ADD_METHOD( GetPlayerDisplayName )
ADD_METHOD( GetMasterPlayerNumber )
ADD_METHOD( GetMultiplayer )
ADD_METHOD( ApplyGameCommand )
ADD_METHOD( GetCurrentSong )
ADD_METHOD( SetCurrentSong )
ADD_METHOD( GetCurrentSteps )
ADD_METHOD( SetCurrentSteps )
ADD_METHOD( GetCurrentCourse )
ADD_METHOD( SetCurrentCourse )
ADD_METHOD( GetCurrentTrail )
ADD_METHOD( SetPreferredSong )
ADD_METHOD( GetPreferredSong )
ADD_METHOD( SetTemporaryEventMode )
ADD_METHOD( Env )
ADD_METHOD( SetEnv )
ADD_METHOD( GetEnv )
ADD_METHOD( GetEditSourceSteps )
ADD_METHOD( GetPreferredDifficulty )
ADD_METHOD( AnyPlayerHasRankingFeats )
ADD_METHOD( IsCourseMode )
ADD_METHOD( IsDemonstration )
ADD_METHOD( GetPlayMode )
ADD_METHOD( GetSortOrder )
ADD_METHOD( StageIndex )
ADD_METHOD( IsGoalComplete )
ADD_METHOD( PlayerIsUsingModifier )
ADD_METHOD( GetCourseSongIndex )
ADD_METHOD( IsFinalStage )
ADD_METHOD( IsExtraStage )
ADD_METHOD( IsExtraStage2 )
ADD_METHOD( HasEarnedExtraStage )
ADD_METHOD( GetEasiestStepsDifficulty )
ADD_METHOD( IsEventMode )
ADD_METHOD( GetNumPlayersEnabled )
ADD_METHOD( GetSongBeat )
ADD_METHOD( PlayerUsingBothSides )
ADD_METHOD( GetCoins )
ADD_METHOD( IsSideJoined )
ADD_METHOD( GetCoinsNeededToJoin )
ADD_METHOD( PlayersCanJoin )
ADD_METHOD( GetNumSidesJoined )
ADD_METHOD( GetCoinMode )
ADD_METHOD( GetPremium )
ADD_METHOD( GetSongOptionsString )
ADD_METHOD( IsSyncDataChanged )
ADD_METHOD( IsWinner )
ADD_METHOD( GetCurrentGame )
ADD_METHOD( GetEditCourseEntryIndex )
ADD_METHOD( GetEditLocalProfileID )
ADD_METHOD( GetEditLocalProfile )
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( GAMESTATE )
{
lua_pushstring(L, "GAMESTATE");
GAMESTATE->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
LUA_REGISTER_CLASS( GameState )
// lua end
#include "LuaFunctions.h"
LuaFunction_NoArgs( NumStagesLeft, GAMESTATE->GetNumStagesLeft() )
LuaFunction_NoArgs( IsFinalStage, GAMESTATE->IsFinalStage() )
LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
LuaFunction_NoArgs( PlayModeName, PlayModeToString(GAMESTATE->m_PlayMode) )
LuaFunction_NoArgs( CurStyleName, CString( GAMESTATE->m_pCurStyle == NULL ? "none": GAMESTATE->GetCurrentStyle()->m_szName ) )
LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestStepsDifficulty() )
CString GetStageText()
{
// all lowercase or compatibility with scripts
CString s = StageToString( GAMESTATE->GetCurrentStage() );
s.MakeLower();
return s;
}
LuaFunction_NoArgs( GetStageText, GetStageText() )
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard, Chris Gomez
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/