2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "ScreenGameplaySyncMachine.h"
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#include "NotesLoaderSSC.h"
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#include "NotesLoaderSM.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "GamePreferences.h"
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#include "AdjustSync.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "SongUtil.h"
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REGISTER_SCREEN_CLASS( ScreenGameplaySyncMachine );
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void ScreenGameplaySyncMachine::Init()
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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AdjustSync::ResetOriginalSyncData();
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RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music");
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// Allow themers to use either a .ssc or .sm file for this. -aj
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if(sFile.Right(4) == ".ssc")
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SSCLoader::LoadFromSSCFile( sFile, m_Song );
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else
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SMLoader::LoadFromSMFile( sFile, m_Song );
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m_Song.SetSongDir( Dirname(sFile) );
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m_Song.TidyUpData();
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GAMESTATE->m_pCurSong.Set( &m_Song );
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// Needs proper StepsType -freem
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vector<Steps*> vpSteps;
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SongUtil::GetPlayableSteps( &m_Song, vpSteps );
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ASSERT_M(vpSteps.size() > 0, "No playable steps for ScreenGameplaySyncMachine");
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Steps *pSteps = vpSteps[0];
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2011-04-03 04:21:07 -04:00
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// TODO: Either detect which player accessed this file, or FOREACH all of them. -Wolfman2000
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2011-03-17 01:47:30 -04:00
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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GamePreferences::m_AutoPlay.Set( PC_HUMAN );
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ScreenGameplayNormal::Init();
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SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_AutosyncType, SongOptions::AUTOSYNC_MACHINE );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
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m_textSyncInfo.SetName( "SyncInfo" );
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m_textSyncInfo.LoadFromFont( THEME->GetPathF(m_sName,"SyncInfo") );
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ActorUtil::LoadAllCommands( m_textSyncInfo, m_sName );
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this->AddChild( &m_textSyncInfo );
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this->SubscribeToMessage( Message_AutosyncChanged );
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RefreshText();
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}
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void ScreenGameplaySyncMachine::Update( float fDelta )
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{
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ScreenGameplayNormal::Update( fDelta );
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RefreshText();
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}
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void ScreenGameplaySyncMachine::Input( const InputEventPlus &input )
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{
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// Hack to make this work from Player2's controls
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InputEventPlus _input = input;
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if( _input.GameI.controller != GameController_Invalid )
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_input.GameI.controller = GameController_1;
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if( _input.pn != PLAYER_INVALID )
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_input.pn = PLAYER_1;
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ScreenGameplay::Input( _input );
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}
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void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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ResetAndRestartCurrentSong();
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return; // handled
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}
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ScreenGameplayNormal::HandleScreenMessage( SM );
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if( SM == SM_GoToPrevScreen || SM == SM_GoToNextScreen )
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{
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GAMESTATE->m_PlayMode.Set( PlayMode_Invalid );
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GAMESTATE->SetCurrentStyle( NULL );
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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}
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void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
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{
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m_pSoundMusic->Stop();
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ReloadCurrentSong();
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StartPlayingSong( 4, 0 );
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// reset autosync
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AdjustSync::ResetAutosync();
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}
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static LocalizedString OLD_OFFSET ( "ScreenGameplaySyncMachine", "Old offset" );
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static LocalizedString NEW_OFFSET ( "ScreenGameplaySyncMachine", "New offset" );
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static LocalizedString COLLECTING_SAMPLE( "ScreenGameplaySyncMachine", "Collecting sample" );
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static LocalizedString STANDARD_DEVIATION( "ScreenGameplaySyncMachine", "Standard deviation" );
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void ScreenGameplaySyncMachine::RefreshText()
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{
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float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
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float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
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float fStdDev = AdjustSync::s_fStandardDeviation;
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RString s;
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s += OLD_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fOld );
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s += NEW_OFFSET.GetValue() + ssprintf( ": %0.3f\n", fNew );
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s += STANDARD_DEVIATION.GetValue() + ssprintf( ": %0.3f\n", fStdDev );
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s += COLLECTING_SAMPLE.GetValue() + ssprintf( ": %d / %d", AdjustSync::s_iAutosyncOffsetSample+1, AdjustSync::OFFSET_SAMPLE_COUNT );
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m_textSyncInfo.SetText( s );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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