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itgmania212121/stepmania/src/GameConstantsAndTypes.h
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#ifndef GAME_CONSTANTS_AND_TYPES_H
#define GAME_CONSTANTS_AND_TYPES_H
/*
-----------------------------------------------------------------------------
File: GameConstantsAndTypes.h
Desc: Things that are used in many places and don't change often.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Chris Gomez
-----------------------------------------------------------------------------
*/
#include "PlayerNumber.h" // TODO: Get rid of this dependency. -Chris
//
// Screen Dimensions
//
#define SCREEN_WIDTH (640)
#define SCREEN_HEIGHT (480)
#define SCREEN_LEFT (0)
#define SCREEN_RIGHT (SCREEN_WIDTH)
#define SCREEN_TOP (0)
#define SCREEN_BOTTOM (SCREEN_HEIGHT)
#define CENTER_X (SCREEN_LEFT + (SCREEN_RIGHT - SCREEN_LEFT)/2.0f)
#define CENTER_Y (SCREEN_TOP + (SCREEN_BOTTOM - SCREEN_TOP)/2.0f)
#define SCREEN_NEAR (-1000)
#define SCREEN_FAR (1000)
#define ARROW_SIZE (64)
#define FOREACH_ENUM( e, max, var ) for( e var=(e)0; var<max; ((int&)var)++ )
//
// Note definitions
//
const int MAX_METER = 12;
const int MIN_METER = 1;
/* This is just cached song data. Not all of it may actually be displayed
* in the radar. */
enum RadarCategory
{
RADAR_STREAM = 0,
RADAR_VOLTAGE,
RADAR_AIR,
RADAR_FREEZE,
RADAR_CHAOS,
RADAR_NUM_TAPS_AND_HOLDS,
RADAR_NUM_JUMPS,
RADAR_NUM_HOLDS,
RADAR_NUM_MINES,
RADAR_NUM_HANDS,
NUM_RADAR_CATEGORIES // leave this at the end
};
#define FOREACH_RadarCategory( rc ) FOREACH_ENUM( RadarCategory, NUM_RADAR_CATEGORIES, rc )
CString RadarCategoryToString( RadarCategory cat );
enum Difficulty
{
DIFFICULTY_BEGINNER, // corresponds to DDREX Beginner
DIFFICULTY_EASY, // corresponds to Basic, Easy
DIFFICULTY_MEDIUM, // corresponds to Trick, Another, Standard, Normal
DIFFICULTY_HARD, // corresponds to Maniac, SSR, Heavy, Crazy
DIFFICULTY_CHALLENGE, // corresponds to 5th SMANIAC, MAX2 Challenge, EX Challenge
DIFFICULTY_EDIT,
NUM_DIFFICULTIES,
DIFFICULTY_INVALID
};
#define FOREACH_Difficulty( dc ) FOREACH_ENUM( Difficulty, NUM_DIFFICULTIES, dc )
CString DifficultyToString( Difficulty dc );
Difficulty StringToDifficulty( CString sDC );
enum CourseDifficulty
{
COURSE_DIFFICULTY_REGULAR,
COURSE_DIFFICULTY_DIFFICULT,
NUM_COURSE_DIFFICULTIES,
COURSE_DIFFICULTY_INVALID
};
#define FOREACH_CourseDifficulty( cd ) FOREACH_ENUM( CourseDifficulty, NUM_COURSE_DIFFICULTIES, cd )
CString CourseDifficultyToString( CourseDifficulty dc );
CourseDifficulty StringToCourseDifficulty( CString sDC );
enum StepsType
{
STEPS_TYPE_DANCE_SINGLE = 0,
STEPS_TYPE_DANCE_DOUBLE,
STEPS_TYPE_DANCE_COUPLE,
STEPS_TYPE_DANCE_SOLO,
STEPS_TYPE_PUMP_SINGLE,
STEPS_TYPE_PUMP_HALFDOUBLE,
STEPS_TYPE_PUMP_DOUBLE,
STEPS_TYPE_PUMP_COUPLE,
STEPS_TYPE_EZ2_SINGLE,
STEPS_TYPE_EZ2_DOUBLE,
STEPS_TYPE_EZ2_REAL,
STEPS_TYPE_PARA_SINGLE,
STEPS_TYPE_DS3DDX_SINGLE,
STEPS_TYPE_BM_SINGLE,
// MD 10/26/03 - uncomment the following three once we get support in for them
// MD 10/28/03 - I was bored. I wrote support.
STEPS_TYPE_BM_DOUBLE,
STEPS_TYPE_BM_SINGLE7,
STEPS_TYPE_BM_DOUBLE7,
STEPS_TYPE_MANIAX_SINGLE,
STEPS_TYPE_MANIAX_DOUBLE,
STEPS_TYPE_TECHNO_SINGLE8,
STEPS_TYPE_PNM_FIVE,
STEPS_TYPE_PNM_NINE,
NUM_STEPS_TYPES, // leave this at the end
STEPS_TYPE_INVALID,
};
#define FOREACH_StepsType( st ) FOREACH_ENUM( StepsType, NUM_STEPS_TYPES, st )
//
// Play mode stuff
//
enum PlayMode
{
PLAY_MODE_ARCADE,
PLAY_MODE_NONSTOP, // DDR EX Nonstop
PLAY_MODE_ONI, // DDR EX Challenge
PLAY_MODE_ENDLESS, // DDR PlayStation Endless
PLAY_MODE_BATTLE, // manually launched attacks
PLAY_MODE_RAVE, // automatically launched attacks - DDR Disney Rave "Dance Magic"
NUM_PLAY_MODES,
PLAY_MODE_INVALID
};
#define FOREACH_PlayMode( pm ) FOREACH_ENUM( PlayMode, NUM_PLAY_MODES, pm )
CString PlayModeToString( PlayMode pm );
PlayMode StringToPlayMode( CString s );
enum SongSortOrder {
SORT_PREFERRED,
SORT_GROUP,
SORT_TITLE,
SORT_BPM,
SORT_MOST_PLAYED,
SORT_GRADE,
SORT_ARTIST,
SORT_EASY_METER,
SORT_MEDIUM_METER,
SORT_HARD_METER,
SORT_CHALLENGE_METER,
SORT_SORT_MENU,
SORT_MODE_MENU,
SORT_ALL_COURSES,
SORT_NONSTOP_COURSES,
SORT_ONI_COURSES,
SORT_ENDLESS_COURSES,
SORT_ROULETTE,
NUM_SORT_ORDERS,
SORT_INVALID
};
const SongSortOrder MAX_SELECTABLE_SORT = (SongSortOrder)(SORT_ROULETTE-1);
#define FOREACH_SongSortOrder( so ) FOREACH_ENUM( SongSortOrder, NUM_SORT_ORDERS, so )
CString SongSortOrderToString( SongSortOrder so );
SongSortOrder StringToSongSortOrder( CString str );
//
// Scoring stuff
//
enum TapNoteScore {
TNS_NONE,
TNS_HIT_MINE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
TNS_MARVELOUS,
NUM_TAP_NOTE_SCORES
};
#define FOREACH_TapNoteScore( tns ) FOREACH_ENUM( TapNoteScore, NUM_TAP_NOTE_SCORES, tns )
CString TapNoteScoreToString( TapNoteScore tns );
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG, // the HoldNote has passed and they missed it
NUM_HOLD_NOTE_SCORES
};
#define FOREACH_HoldNoteScore( hns ) FOREACH_ENUM( HoldNoteScore, NUM_HOLD_NOTE_SCORES, hns )
//
// Profile and MemCard stuff
//
enum ProfileSlot
{
PROFILE_SLOT_PLAYER_1,
PROFILE_SLOT_PLAYER_2,
PROFILE_SLOT_MACHINE,
NUM_PROFILE_SLOTS,
PROFILE_SLOT_INVALID
};
#define FOREACH_ProfileSlot( slot ) FOREACH_ENUM( ProfileSlot, NUM_PROFILE_SLOTS, slot )
enum MemoryCardState
{
MEMORY_CARD_STATE_READY,
MEMORY_CARD_STATE_TOO_LATE,
MEMORY_CARD_STATE_WRITE_ERROR,
MEMORY_CARD_STATE_NO_CARD,
NUM_MEMORY_CARD_STATES,
MEMORY_CARD_STATE_INVALID,
};
CString MemoryCardStateToString( MemoryCardState mcs );
//
// Ranking stuff
//
enum RankingCategory
{
RANKING_A, // 1-3 meter per song avg.
RANKING_B, // 4-6 meter per song avg.
RANKING_C, // 7-9 meter per song avg.
RANKING_D, // 10+ meter per song avg. // doesn't count extra stage!
NUM_RANKING_CATEGORIES
};
#define FOREACH_RankingCategory( rc ) FOREACH_ENUM( RankingCategory, NUM_RANKING_CATEGORIES, rc )
const CString RANKING_TO_FILL_IN_MARKER[NUM_PLAYERS] = {"#P1#","#P2#"};
inline bool IsRankingToFillIn( CString sName ) { return !sName.empty() && sName[0]=='#'; }
RankingCategory AverageMeterToRankingCategory( float fAverageMeter );
const int NUM_RANKING_LINES = 5;
//
// Group stuff
//
#define GROUP_ALL_MUSIC CString("")
//
//
//
enum PlayerController
{
PC_HUMAN,
PC_CPU,
PC_AUTOPLAY,
NUM_PLAYER_CONTROLLERS
};
const int MIN_SKILL = 0;
const int MAX_SKILL = 10;
enum StageResult
{
RESULT_WIN,
RESULT_LOSE,
RESULT_DRAW
};
//
// Battle stuff
//
const int NUM_INVENTORY_SLOTS = 3;
enum AttackLevel
{
ATTACK_LEVEL_1,
ATTACK_LEVEL_2,
ATTACK_LEVEL_3,
NUM_ATTACK_LEVELS
};
const int NUM_ATTACKS_PER_LEVEL = 3;
const int ITEM_NONE = -1;
#define BG_ANIMS_DIR CString("BGAnimations/")
#define VISUALIZATIONS_DIR CString("Visualizations/")
#define RANDOMMOVIES_DIR CString("RandomMovies/")
//
// Coin stuff
//
enum CoinMode { COIN_HOME, COIN_PAY, COIN_FREE, NUM_COIN_MODES };
CString CoinModeToString( CoinMode cm );
#endif