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GameState Class Reference

#include <GameState.h>

Collaboration diagram for GameState:

Collaboration graph
[legend]
List of all members.

Public Member Functions

 GameState ()
 ~GameState ()
void Reset ()
void ApplyCmdline ()
void BeginGame ()
void JoinPlayer (PlayerNumber pn)
void PlayersFinalized ()
void EndGame ()
void SaveCurrentSettingsToProfile (PlayerNumber pn)
void Update (float fDelta)
bool DifficultiesLocked ()
bool ChangePreferredDifficulty (PlayerNumber pn, Difficulty dc)
bool ChangePreferredDifficulty (PlayerNumber pn, int dir)
bool ChangePreferredCourseDifficulty (PlayerNumber pn, CourseDifficulty cd)
bool ChangePreferredCourseDifficulty (PlayerNumber pn, int dir)
bool IsCourseDifficultyShown (CourseDifficulty cd)
Difficulty GetEasiestNotesDifficulty () const
bool PlayersCanJoin () const
bool EnoughCreditsToJoin () const
int GetNumSidesJoined () const
const GameGetCurrentGame ()
const StyleGetCurrentStyle () const
void GetPlayerInfo (PlayerNumber pn, bool &bIsEnabledOut, bool &bIsHumanOut)
bool IsPlayerEnabled (PlayerNumber pn) const
int GetNumPlayersEnabled () const
bool PlayerUsingBothSides () const
bool IsHumanPlayer (PlayerNumber pn) const
int GetNumHumanPlayers () const
PlayerNumber GetFirstHumanPlayer () const
PlayerNumber GetFirstDisabledPlayer () const
bool IsCpuPlayer (PlayerNumber pn) const
bool AnyPlayersAreCpu () const
void GetCharacters (vector< Character * > &apCharactersOut)
CharacterGetRandomCharacter ()
CharacterGetDefaultCharacter ()
bool IsCourseMode () const
bool IsBattleMode () const
bool ShowMarvelous () const
int GetStageIndex () const
void BeginStage ()
void CancelStage ()
void FinishStage ()
int GetNumStagesLeft () const
bool IsFinalStage () const
bool IsExtraStage () const
bool IsExtraStage2 () const
CString GetStageText () const
void GetAllStageTexts (CStringArray &out) const
int GetCourseSongIndex () const
CString GetPlayerDisplayName (PlayerNumber pn) const
void ResetNoteSkins ()
void ResetNoteSkinsForPlayer (PlayerNumber pn)
void GetAllUsedNoteSkins (vector< CString > &out) const
void ResetMusicStatistics ()
void UpdateSongPosition (float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp=RageZeroTimer)
float GetSongPercent (float beat) const
bool AllAreInDangerOrWorse () const
bool AllAreDead () const
bool AllHaveComboOf30OrMoreMisses () const
bool OneIsHot () const
void SetNoteSkinForBeatRange (PlayerState *pPlayerState, const CString &sNoteSkin, float StartBeat, float EndBeat)
void GetUndisplayedBeats (const PlayerState *pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat) const
void LaunchAttack (PlayerNumber target, const Attack &a)
void RebuildPlayerOptionsFromActiveAttacks (PlayerNumber pn)
void RemoveAllActiveAttacks ()
void RemoveActiveAttacksForPlayer (PlayerNumber pn, AttackLevel al=NUM_ATTACK_LEVELS)
void RemoveAllInventory ()
int GetSumOfActiveAttackLevels (PlayerNumber pn) const
PlayerNumber GetBestPlayer () const
StageResult GetStageResult (PlayerNumber pn) const
void ResetStageStatistics ()
void GetFinalEvalStats (StageStats &statsOut) const
void ApplyModifiers (PlayerNumber pn, CString sModifiers)
void StoreSelectedOptions ()
void RestoreSelectedOptions ()
bool IsDisqualified (PlayerNumber pn)
void AdjustFailType ()
void ReloadCharacters ()
bool HasEarnedExtraStage () const
void GetRankingFeats (PlayerNumber pn, vector< RankingFeat > &vFeatsOut) const
void StoreRankingName (PlayerNumber pn, CString name)
bool IsTimeToPlayAttractSounds ()
void GetDifficultiesToShow (set< Difficulty > &AddTo)
void GetCourseDifficultiesToShow (set< CourseDifficulty > &AddTo)

Public Attributes

const Gamem_pCurGame
const Stylem_pCurStyle
bool m_bSideIsJoined [NUM_PLAYERS]
bool m_bPlayersFinalized
PlayMode m_PlayMode
int m_iCoins
PlayerNumber m_MasterPlayerNumber
bool m_bIsOnSystemMenu
CourseDifficulty m_PreferredCourseDifficulty [NUM_PLAYERS]
RageTimer m_timeGameStarted
map< CString, CString > m_mapEnv
int m_iGameSeed
int m_iRoundSeed
CString m_sLoadingMessage
CString m_sPreferredSongGroup
bool m_bChangedFailType
Difficulty m_PreferredDifficulty [NUM_PLAYERS]
SortOrder m_SortOrder
bool m_bEditing
bool m_bDemonstrationOrJukebox
bool m_bJukeboxUsesModifiers
int m_iNumStagesOfThisSong
int m_iCurrentStageIndex
Songm_pCurSong
Songm_pPreferredSong
Stepsm_pCurSteps [NUM_PLAYERS]
Coursem_pCurCourse
Coursem_pPreferredCourse
Trailm_pCurTrail [NUM_PLAYERS]
float m_fMusicSeconds
float m_fSongBeat
float m_fCurBPS
bool m_bFreeze
RageTimer m_LastBeatUpdate
bool m_bPastHereWeGo
int m_BeatToNoteSkinRev
float m_fOpponentHealthPercent
float m_fTugLifePercentP1
SongOptions m_SongOptions
SongOptions m_StoredSongOptions
Characterm_pCurCharacters [NUM_PLAYERS]
bool m_bAllow2ndExtraStage
vector< CString * > m_vpsNamesThatWereFilled
deque< PerDifficultyAwardm_vLastPerDifficultyAwards [NUM_PLAYERS]
deque< PeakComboAwardm_vLastPeakComboAwards [NUM_PLAYERS]
int m_iNumTimesThroughAttract
PlayerStatem_pPlayerState [NUM_PLAYERS]

Static Public Attributes

const float MUSIC_SECONDS_INVALID = -5000.0f

Private Attributes

vector< Character * > m_pCharacters

Constructor & Destructor Documentation

GameState::GameState  ) 
 

GameState::~GameState  ) 
 


Member Function Documentation

void GameState::AdjustFailType  ) 
 

bool GameState::AllAreDead  )  const
 

bool GameState::AllAreInDangerOrWorse  )  const
 

bool GameState::AllHaveComboOf30OrMoreMisses  )  const
 

bool GameState::AnyPlayersAreCpu  )  const
 

void GameState::ApplyCmdline  ) 
 

void GameState::ApplyModifiers PlayerNumber  pn,
CString  sModifiers
 

void GameState::BeginGame  ) 
 

void GameState::BeginStage  ) 
 

void GameState::CancelStage  ) 
 

bool GameState::ChangePreferredCourseDifficulty PlayerNumber  pn,
int  dir
 

bool GameState::ChangePreferredCourseDifficulty PlayerNumber  pn,
CourseDifficulty  cd
 

bool GameState::ChangePreferredDifficulty PlayerNumber  pn,
int  dir
 

bool GameState::ChangePreferredDifficulty PlayerNumber  pn,
Difficulty  dc
 

bool GameState::DifficultiesLocked  ) 
 

void GameState::EndGame  ) 
 

bool GameState::EnoughCreditsToJoin  )  const
 

void GameState::FinishStage  ) 
 

void GameState::GetAllStageTexts CStringArray &  out  )  const
 

void GameState::GetAllUsedNoteSkins vector< CString > &  out  )  const
 

PlayerNumber GameState::GetBestPlayer  )  const
 

void GameState::GetCharacters vector< Character * > &  apCharactersOut  ) 
 

void GameState::GetCourseDifficultiesToShow set< CourseDifficulty > &  AddTo  ) 
 

int GameState::GetCourseSongIndex  )  const
 

const Game * GameState::GetCurrentGame  ) 
 

const Style * GameState::GetCurrentStyle  )  const
 

Character * GameState::GetDefaultCharacter  ) 
 

void GameState::GetDifficultiesToShow set< Difficulty > &  AddTo  ) 
 

Difficulty GameState::GetEasiestNotesDifficulty  )  const
 

void GameState::GetFinalEvalStats StageStats statsOut  )  const
 

PlayerNumber GameState::GetFirstDisabledPlayer  )  const
 

PlayerNumber GameState::GetFirstHumanPlayer  )  const
 

int GameState::GetNumHumanPlayers  )  const
 

int GameState::GetNumPlayersEnabled  )  const
 

int GameState::GetNumSidesJoined  )  const
 

int GameState::GetNumStagesLeft  )  const
 

CString GameState::GetPlayerDisplayName PlayerNumber  pn  )  const
 

void GameState::GetPlayerInfo PlayerNumber  pn,
bool &  bIsEnabledOut,
bool &  bIsHumanOut
 

Character * GameState::GetRandomCharacter  ) 
 

void GameState::GetRankingFeats PlayerNumber  pn,
vector< RankingFeat > &  vFeatsOut
const
 

float GameState::GetSongPercent float  beat  )  const
 

int GameState::GetStageIndex  )  const
 

StageResult GameState::GetStageResult PlayerNumber  pn  )  const
 

CString GameState::GetStageText  )  const
 

int GameState::GetSumOfActiveAttackLevels PlayerNumber  pn  )  const
 

void GameState::GetUndisplayedBeats const PlayerState pPlayerState,
float  TotalSeconds,
float &  StartBeat,
float &  EndBeat
const
 

bool GameState::HasEarnedExtraStage  )  const
 

bool GameState::IsBattleMode  )  const
 

bool GameState::IsCourseDifficultyShown CourseDifficulty  cd  ) 
 

bool GameState::IsCourseMode  )  const
 

bool GameState::IsCpuPlayer PlayerNumber  pn  )  const
 

bool GameState::IsDisqualified PlayerNumber  pn  ) 
 

bool GameState::IsExtraStage  )  const
 

bool GameState::IsExtraStage2  )  const
 

bool GameState::IsFinalStage  )  const
 

bool GameState::IsHumanPlayer PlayerNumber  pn  )  const
 

bool GameState::IsPlayerEnabled PlayerNumber  pn  )  const
 

bool GameState::IsTimeToPlayAttractSounds  ) 
 

void GameState::JoinPlayer PlayerNumber  pn  ) 
 

void GameState::LaunchAttack PlayerNumber  target,
const Attack a
 

bool GameState::OneIsHot  )  const
 

bool GameState::PlayersCanJoin  )  const
 

void GameState::PlayersFinalized  ) 
 

bool GameState::PlayerUsingBothSides  )  const
 

void GameState::RebuildPlayerOptionsFromActiveAttacks PlayerNumber  pn  ) 
 

void GameState::ReloadCharacters  ) 
 

void GameState::RemoveActiveAttacksForPlayer PlayerNumber  pn,
AttackLevel  al = NUM_ATTACK_LEVELS
 

void GameState::RemoveAllActiveAttacks  ) 
 

void GameState::RemoveAllInventory  ) 
 

void GameState::Reset  ) 
 

void GameState::ResetMusicStatistics  ) 
 

void GameState::ResetNoteSkins  ) 
 

void GameState::ResetNoteSkinsForPlayer PlayerNumber  pn  ) 
 

void GameState::ResetStageStatistics  ) 
 

void GameState::RestoreSelectedOptions  ) 
 

void GameState::SaveCurrentSettingsToProfile PlayerNumber  pn  ) 
 

void GameState::SetNoteSkinForBeatRange PlayerState pPlayerState,
const CString &  sNoteSkin,
float  StartBeat,
float  EndBeat
 

bool GameState::ShowMarvelous  )  const
 

void GameState::StoreRankingName PlayerNumber  pn,
CString  name
 

void GameState::StoreSelectedOptions  ) 
 

void GameState::Update float  fDelta  ) 
 

void GameState::UpdateSongPosition float  fPositionSeconds,
const TimingData timing,
const RageTimer timestamp = RageZeroTimer
 


Member Data Documentation

bool GameState::m_bAllow2ndExtraStage
 

bool GameState::m_bChangedFailType
 

bool GameState::m_bDemonstrationOrJukebox
 

int GameState::m_BeatToNoteSkinRev
 

bool GameState::m_bEditing
 

bool GameState::m_bFreeze
 

bool GameState::m_bIsOnSystemMenu
 

bool GameState::m_bJukeboxUsesModifiers
 

bool GameState::m_bPastHereWeGo
 

bool GameState::m_bPlayersFinalized
 

bool GameState::m_bSideIsJoined[NUM_PLAYERS]
 

float GameState::m_fCurBPS
 

float GameState::m_fMusicSeconds
 

float GameState::m_fOpponentHealthPercent
 

float GameState::m_fSongBeat
 

float GameState::m_fTugLifePercentP1
 

int GameState::m_iCoins
 

int GameState::m_iCurrentStageIndex
 

int GameState::m_iGameSeed
 

int GameState::m_iNumStagesOfThisSong
 

int GameState::m_iNumTimesThroughAttract
 

int GameState::m_iRoundSeed
 

RageTimer GameState::m_LastBeatUpdate
 

map<CString,CString> GameState::m_mapEnv
 

PlayerNumber GameState::m_MasterPlayerNumber
 

vector<Character*> GameState::m_pCharacters [private]
 

Character* GameState::m_pCurCharacters[NUM_PLAYERS]
 

Course* GameState::m_pCurCourse
 

const Game* GameState::m_pCurGame
 

Song* GameState::m_pCurSong
 

Steps* GameState::m_pCurSteps[NUM_PLAYERS]
 

const Style* GameState::m_pCurStyle
 

Trail* GameState::m_pCurTrail[NUM_PLAYERS]
 

PlayMode GameState::m_PlayMode
 

PlayerState* GameState::m_pPlayerState[NUM_PLAYERS]
 

Course* GameState::m_pPreferredCourse
 

Song* GameState::m_pPreferredSong
 

CourseDifficulty GameState::m_PreferredCourseDifficulty[NUM_PLAYERS]
 

Difficulty GameState::m_PreferredDifficulty[NUM_PLAYERS]
 

CString GameState::m_sLoadingMessage
 

SongOptions GameState::m_SongOptions
 

SortOrder GameState::m_SortOrder
 

CString GameState::m_sPreferredSongGroup
 

SongOptions GameState::m_StoredSongOptions
 

RageTimer GameState::m_timeGameStarted
 

deque<PeakComboAward> GameState::m_vLastPeakComboAwards[NUM_PLAYERS]
 

deque<PerDifficultyAward> GameState::m_vLastPerDifficultyAwards[NUM_PLAYERS]
 

vector<CString*> GameState::m_vpsNamesThatWereFilled
 

const float GameState::MUSIC_SECONDS_INVALID = -5000.0f [static]
 


The documentation for this class was generated from the following files:
Generated on Thu Jan 27 20:59:18 2005 for StepMania by doxygen 1.3.7