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itgmania212121/stepmania/src/ScreenEvaluation.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEvaluation.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
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#include "Steps.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
#include "GrooveRadar.h"
#include "ThemeManager.h"
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#include "RageSounds.h"
#include "ActorUtil.h"
#include "RageTimer.h"
#include "UnlockSystem.h"
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#include "Course.h"
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#include "LightsManager.h"
#include "ProfileManager.h"
const int NUM_SCORE_DIGITS = 9;
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// metrics that are common to all ScreenEvaluation classes
#define BANNER_WIDTH THEME->GetMetricF("ScreenEvaluation","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenEvaluation","BannerHeight")
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const char* JUDGE_STRING[NUM_JUDGE_LINES] =
{
"Marvelous", "Perfect", "Great", "Good", "Boo", "Miss", "OK", "MaxCombo", "TotalError"
};
#define SPIN_GRADES THEME->GetMetricB("ScreenEvaluation","SpinGrades")
#define CHEER_DELAY_SECONDS THEME->GetMetricF("ScreenEvaluation","CheerDelaySeconds")
#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetric ("ScreenEvaluation","BarActualMaxCommand")
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// #define JUDGE_SOUND_TIME( name ) THEME->GetMetricF( m_sName, ssprintf("JudgeSoundTime%s", name) );
// #define SOUND_ON_FULL_ALPHA THEME->GetMetricB( m_sName, "JudgeSoundIfJudgeGraphicsFullAlpha" )
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// metrics that are specific to classes derived from ScreenEvaluation
#define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define END_SCREEN THEME->GetMetric (m_sName,"EndScreen")
#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
#define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea")
#define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea")
#define SHOW_WIN_AREA THEME->GetMetricB(m_sName,"ShowWinArea")
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#define SHOW_JUDGMENT( l ) THEME->GetMetricB(m_sName,ssprintf("Show%s",JUDGE_STRING[l]))
#define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea")
#define SHOW_TIME_AREA THEME->GetMetricB(m_sName,"ShowTimeArea")
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#define SHOW_GRAPH_AREA THEME->GetMetricB(m_sName,"ShowGraphArea")
#define SHOW_COMBO_AREA THEME->GetMetricB(m_sName,"ShowComboArea")
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#define SHOW_FULL_COMBO THEME->GetMetricB(m_sName,"ShowFullCombo")
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#define GRAPH_START_HEIGHT THEME->GetMetricF(m_sName,"GraphStartHeight")
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#define TYPE THEME->GetMetric (m_sName,"Type")
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#define PASSED_SOUND_TIME THEME->GetMetricF(m_sName,"PassedSoundTime")
#define FAILED_SOUND_TIME THEME->GetMetricF(m_sName,"FailedSoundTime")
#define NUM_SEQUENCE_SOUNDS THEME->GetMetricI(m_sName,"NumSequenceSounds")
#define SOUNDSEQ_TIME( i ) THEME->GetMetricF(m_sName,ssprintf("SoundSeqTime%d", i+1))
#define SOUNDSEQ_NAME( i ) THEME->GetMetric(m_sName,ssprintf("SoundSeqName%d", i+1))
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static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
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const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3);
//const ScreenMessage SM_GoToEvaluationSummary = ScreenMessage(SM_User+4);
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const ScreenMessage SM_GoToEndScreen = ScreenMessage(SM_User+5);
const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
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ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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{
//
// debugging
//
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/*
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong = SONGMAN->GetAllSongs()[0];
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// GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0];
GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_apNotes[0];
GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_apNotes[0];
GAMESTATE->m_PlayerOptions[PLAYER_1].m_bHoldNotes = false;
GAMESTATE->m_PlayerOptions[PLAYER_2].m_bHoldNotes = false;
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 2;
*/
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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LIGHTSMAN->SetLightMode( LIGHTMODE_MENU );
m_bFailed = false; // the evaluation is not showing failed results by default
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m_sName = sClassName;
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if( !TYPE.CompareNoCase("stage") )
m_Type = stage;
else if( !TYPE.CompareNoCase("summary") )
m_Type = summary;
else if( !TYPE.CompareNoCase("course") )
m_Type = course;
else
RageException::Throw("Unknown evaluation type \"%s\"", TYPE.c_str() );
int p;
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//
// Figure out which statistics and songs we're going to display
//
StageStats stageStats;
if(stageStats.AllFailed() ) // if everyone failed
m_bFailed = true; // flag it for this screen
vector<Song*> vSongsToShow;
switch( m_Type )
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{
case summary:
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GAMESTATE->GetFinalEvalStatsAndSongs( stageStats, vSongsToShow );
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break;
case stage:
case course:
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LOG->Trace("We made it to stage");
stageStats = GAMESTATE->m_CurStageStats;
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break;
default:
ASSERT(0);
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}
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stageStats.Finish();
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LOG->Trace( "total error: %i, %i", stageStats.iTotalError[0], stageStats.iTotalError[1] );
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/*
//
// Debugging
//
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{
for( int p=0; p<NUM_PLAYERS; p++ ) // foreach line
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
{
stageStats.fRadarPossible[p][r] = 0.5f + r/10.0f;
stageStats.fRadarActual[p][r] = 0.5f + r/10.0f;
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}
}
*/
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//
// Calculate grades
//
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Grade grade[NUM_PLAYERS];
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
grade[p] = stageStats.GetGrade( (PlayerNumber)p );
else
grade[p] = GRADE_E;
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if (PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH)
{
int ScoreBonuses[9] = {0, 0, 100, 1000, 10000, 100000, 1000000, 10000000, 10000000};
GAMESTATE->m_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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}
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}
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Grade max_grade = GRADE_NO_DATA;
for( p=0; p<NUM_PLAYERS; p++ )
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{
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max_grade = max( max_grade, grade[p] );
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// if its extra stage, update # passed stages
if (PREFSMAN->m_bUseUnlockSystem &&
(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) &&
grade[p] > GRADE_E &&
m_Type != summary)
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UNLOCKSYS->UnlockClearExtraStage();
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}
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//
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// update persistent statistics
//
int iPersonalHighScoreIndex[NUM_PLAYERS];
int iMachineHighScoreIndex[NUM_PLAYERS];
RankingCategory rc[NUM_PLAYERS];
memset( iPersonalHighScoreIndex, -1, sizeof(iPersonalHighScoreIndex) );
memset( iMachineHighScoreIndex, -1, sizeof(iMachineHighScoreIndex) );
memset( rc, -1, sizeof(rc) );
for( p=0; p<NUM_PLAYERS; p++ )
{
// only save scores for human players ;)
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
continue;
// whether or not to save scores when the stage was failed
// depends on if this is a course or not ... it's handled
// below in the switch
switch( m_Type )
{
case stage:
{
// don't save scores for a failed song
if( m_bFailed ) continue;
ASSERT( GAMESTATE->m_pCurNotes[p] );
Steps::MemCardData::HighScore hs;
hs.grade = grade[p];
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hs.iScore = stageStats.iScore[p] + stageStats.iBonus[p];
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hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
GAMESTATE->m_pCurNotes[p]->AddHighScore( (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
// update unlock data if unlocks are on
if ( PREFSMAN->m_bUseUnlockSystem )
{
UNLOCKSYS->UnlockClearStage();
UNLOCKSYS->UnlockAddAP( grade[p] );
UNLOCKSYS->UnlockAddSP( grade[p] );
// we want to save dance points here if we are in event mode.
// otherwise, dance points will never get saved except
// in nonstop mode.
if( PREFSMAN->m_bEventMode )
UNLOCKSYS->UnlockAddDP( (float)stageStats.iActualDancePoints[p] );
}
}
break;
case summary:
{
// don't save scores for a failed game
// (I'm not sure if this is a case that can actally
// happen -avh4)
if( m_bFailed ) continue;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
rc[p] = AverageMeterToRankingCategory( fAverageMeter );
ProfileManager::CategoryData::HighScore hs;
hs.iScore = stageStats.iScore[p];
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hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
PROFILEMAN->AddHighScore( nt, rc[p], (PlayerNumber)p, hs, iMachineHighScoreIndex[p] );
// If unlocking is enabled, save the dance points
if( PREFSMAN->m_bUseUnlockSystem )
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UNLOCKSYS->UnlockAddDP( (float) stageStats.iActualDancePoints[p] );
}
break;
case course:
{
Course* pCourse = GAMESTATE->m_pCurCourse;
if( pCourse )
{
// don't save scores for a failed Nonstop (is this
// correct? -avh4)
// DO save scores for a failed Oni/Endless
if( m_bFailed && pCourse->IsNonstop() ) continue;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
Course::MemCardData::HighScore hs;
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hs.iScore = stageStats.iScore[p];
hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
hs.fSurviveTime = stageStats.fAliveSeconds[p];
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
pCourse->AddHighScore( nt, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
}
// If unlocking is enabled, save the dance points
// (for courses)
if( PREFSMAN->m_bUseUnlockSystem )
{
for(p=0; p < NUM_PLAYERS; p++)
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
UNLOCKSYS->UnlockAddDP( (float) stageStats.iActualDancePoints[p] );
UNLOCKSYS->UnlockAddAP( (float) stageStats.iSongsPassed[p] );
UNLOCKSYS->UnlockAddSP( (float) stageStats.iSongsPassed[p] );
}
}
// cannot just use score since it may be nonstop mode
}
break;
default:
ASSERT(0);
}
}
// If both players get a machine high score, a player
// whose score is added later may bump the players who were
// added earlier. Adjust for this.
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
if( iMachineHighScoreIndex[p] == -1 ) // no record
continue; // skip
if( m_bFailed ) // both players failed
continue; // skip
for( int p2=0; p2<p; p2++ )
{
if( !GAMESTATE->IsHumanPlayer(p2) )
continue; // skip
if( iMachineHighScoreIndex[p2] == -1 ) // no record
continue; // skip
bool bPlayedSameSteps;
switch( m_Type )
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{
case stage:
bPlayedSameSteps = GAMESTATE->m_pCurNotes[p]==GAMESTATE->m_pCurNotes[p2];
break;
case summary:
bPlayedSameSteps = rc[p] == rc[p2];
break;
case course:
bPlayedSameSteps = true;
break;
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}
if( iMachineHighScoreIndex[p] >= iMachineHighScoreIndex[p2] )
{
iMachineHighScoreIndex[p2]++;
if( iMachineHighScoreIndex[p2] >= NUM_RANKING_LINES )
iMachineHighScoreIndex[p2] = -1;
}
}
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}
m_bTryExtraStage =
GAMESTATE->HasEarnedExtraStage() &&
m_Type==stage;
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m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
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if(m_Type==stage)
{
int snd=0;
for(snd=0;snd<NUM_SEQUENCE_SOUNDS;snd++) // grab in any sound sequence the user may want to throw onto this screen
{
EvalSoundSequence temp;
temp.fTime = SOUNDSEQ_TIME(snd);
temp.sSound.Load(THEME->GetPathToS(SOUNDSEQ_NAME(snd),false));
m_SoundSequences.push_back(temp);
}
}
m_timerSoundSequences.SetZero(); // zero the sound sequence timer
m_timerSoundSequences.Touch(); // set the timer going :]
m_bPassFailTriggered = false; // the sound hasn't been triggered yet
if(m_bFailed && m_Type==stage)
{
m_bgFailedBack.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Failed Background") );
m_bgFailedOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Failed Overlay") );
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m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Failed",false));
// m_sndPassFail.Play();
}
else if( m_Type == stage )
{
// the themer can use the regular background for passed background
m_bgPassedOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Passed Overlay") );
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m_sndPassFail.Load(THEME->GetPathToS("ScreenEvaluationStage Passed",false));
// m_sndPassFail.Play();
}
//
// init banner area
//
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if( SHOW_BANNER_AREA )
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{
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switch( m_Type )
{
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case stage:
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{
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m_LargeBanner.LoadFromSong( GAMESTATE->m_pCurSong );
m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
m_LargeBanner.SetName( "LargeBanner" );
UtilSetXYAndOnCommand( m_LargeBanner, "ScreenEvaluation" );
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this->AddChild( &m_LargeBanner );
m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
m_sprLargeBannerFrame.SetName( "LargeBanner" );
UtilSetXYAndOnCommand( m_sprLargeBannerFrame, "ScreenEvaluation" );
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this->AddChild( &m_sprLargeBannerFrame );
m_sprStage.Load( THEME->GetPathToG("ScreenEvaluation stage "+GAMESTATE->GetStageText()) );
m_sprStage.SetName( "Stage" );
UtilSetXYAndOnCommand( m_sprStage, "ScreenEvaluation" );
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this->AddChild( &m_sprStage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
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#ifdef _XBOX
//shorten filenames for FATX
m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenEvaluation diff icons 1x5") );
#else
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenEvaluation difficulty icons 1x5") );
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#endif
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m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
UtilSetXYAndOnCommand( m_DifficultyIcon[p], "ScreenEvaluation" );
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this->AddChild( &m_DifficultyIcon[p] );
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("Common normal") );
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CString sPO = GAMESTATE->m_PlayerOptions[p].GetString();
sPO.Replace( ", ", "\n" );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
UtilSetXYAndOnCommand( m_textPlayerOptions[p], "ScreenEvaluation" );
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m_textPlayerOptions[p].SetText( sPO );
this->AddChild( &m_textPlayerOptions[p] );
}
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}
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break;
case summary:
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{
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for( unsigned i=0; i<vSongsToShow.size(); i++ )
{
m_SmallBanner[i].LoadFromSong( vSongsToShow[i] );
m_SmallBanner[i].ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
m_SmallBanner[i].SetName( ssprintf("SmallBanner%d",i+1) );
UtilSetXYAndOnCommand( m_SmallBanner[i], "ScreenEvaluation" );
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this->AddChild( &m_SmallBanner[i] );
m_sprSmallBannerFrame[i].Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
m_sprSmallBannerFrame[i].SetName( ssprintf("SmallBanner%d",i+1) );
UtilSetXYAndOnCommand( m_sprSmallBannerFrame[i], "ScreenEvaluation" );
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this->AddChild( &m_sprSmallBannerFrame[i] );
}
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}
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break;
case course:
{
m_LargeBanner.LoadFromCourse( GAMESTATE->m_pCurCourse );
m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
m_LargeBanner.SetName( "LargeBanner" );
UtilSetXYAndOnCommand( m_LargeBanner, "ScreenEvaluation" );
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this->AddChild( &m_LargeBanner );
m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
m_sprLargeBannerFrame.SetName( "LargeBanner" );
UtilSetXYAndOnCommand( m_sprLargeBannerFrame, "ScreenEvaluation" );
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this->AddChild( &m_sprLargeBannerFrame );
}
break;
default:
ASSERT(0);
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}
}
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//
// init graph area
//
if( SHOW_GRAPH_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_Graph[p].SetName( ssprintf("GraphP%i",p+1) );
m_Graph[p].Load( THEME->GetPathToG(ssprintf("%s graph p%i",m_sName.c_str(), p+1)), GRAPH_START_HEIGHT );
m_Graph[p].LoadFromStageStats( stageStats, (PlayerNumber)p );
SET_XY_AND_ON_COMMAND( m_Graph[p] );
this->AddChild( &m_Graph[p] );
}
}
if( SHOW_COMBO_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_Combo[p].SetName( ssprintf("ComboP%i",p+1) );
m_Combo[p].Load( ssprintf("ScreenEvaluationStage combo p%i", p+1), stageStats, (PlayerNumber)p );
SET_XY_AND_ON_COMMAND( m_Combo[p] );
this->AddChild( &m_Combo[p] );
}
}
//
// init grade area
//
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if( SHOW_GRADE_AREA )
{
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) );
m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprGradeFrame[p], "ScreenEvaluation" );
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this->AddChild( &m_sprGradeFrame[p] );
m_Grades[p].Load( THEME->GetPathToG("ScreenEvaluation grades") );
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m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
m_Grades[p].SetName( ssprintf("GradeP%d",p+1) );
UtilSetXYAndOnCommand( m_Grades[p], "ScreenEvaluation" );
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if( SPIN_GRADES )
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m_Grades[p].Spin();
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this->AddChild( &m_Grades[p] );
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}
2003-03-28 05:47:42 +00:00
}
//
// init points area
//
if( SHOW_POINTS_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) );
2003-10-05 23:00:26 +00:00
m_sprPercentFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation percent frame p%d",p+1)) );
UtilSetXYAndOnCommand( m_sprPercentFrame[p], "ScreenEvaluation" );
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this->AddChild( &m_sprPercentFrame[p] );
/* Use "ScreenEvaluation Percent" for the [metric set], but position and
2003-10-05 00:33:05 +00:00
* tween it with "PercentP1X", etc. */
m_Percent[p].SetName( "ScreenEvaluation Percent" );
2003-10-05 00:33:05 +00:00
m_Percent[p].Load( (PlayerNumber) p );
m_Percent[p].SetXY( THEME->GetMetricF("ScreenEvaluation", ssprintf("PercentP%dX",p+1)),
THEME->GetMetricF("ScreenEvaluation",ssprintf("PercentP%dY",p+1)) );
m_Percent[p].Command( THEME->GetMetric("ScreenEvaluation",ssprintf("PercentP%dOnCommand",p+1)) );
this->AddChild( &m_Percent[p] );
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}
}
//
// init bonus area
//
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if( SHOW_BONUS_AREA )
{
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) );
m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprBonusFrame[p], "ScreenEvaluation" );
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this->AddChild( &m_sprBonusFrame[p] );
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
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{
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m_sprPossibleBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar possible p%d",p+1)) );
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m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] );
m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprPossibleBar[p][r], "ScreenEvaluation" );
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this->AddChild( &m_sprPossibleBar[p][r] );
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m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar actual p%d",p+1)) );
// should be out of the possible bar, not actual (whatever value that is at)
m_sprActualBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
float value = (float)100 * m_sprActualBar[p][r].GetUnzoomedWidth() / m_sprPossibleBar[p][r].GetUnzoomedWidth();
LOG->Trace("Radar bar %d of 5 - %f percent", r, value);
m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprActualBar[p][r], "ScreenEvaluation" );
// .99999 is fairly close to 1.00, so we use that
if( stageStats.fRadarActual[p][r] > 0.99999f )
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m_sprActualBar[p][r].Command( BAR_ACTUAL_MAX_COMMAND );
this->AddChild( &m_sprActualBar[p][r] );
}
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}
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}
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//
// init survived area
//
if( SHOW_SURVIVED_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) );
m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprSurvivedFrame[p], "ScreenEvaluation" );
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this->AddChild( &m_sprSurvivedFrame[p] );
m_textSurvivedNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation stage") );
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m_textSurvivedNumber[p].EnableShadow( false );
// curewater: edited the "# stages cleared" text so it deducts one if you failed.
// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
m_textSurvivedNumber[p].SetText( ssprintf("%02d", stageStats.iSongsPlayed[p] - (int)stageStats.bFailed[p]) );
m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) );
UtilSetXYAndOnCommand( m_textSurvivedNumber[p], "ScreenEvaluation" );
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this->AddChild( &m_textSurvivedNumber[p] );
}
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}
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//
// init win area
//
if( SHOW_WIN_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) );
m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWinFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprWinFrame[p] );
m_sprWin[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win p%d 1x3",p+1)) );
m_sprWin[p].StopAnimating();
int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p );
m_sprWin[p].SetState( iFrame );
m_sprWin[p].SetName( ssprintf("WinP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWin[p], "ScreenEvaluation" );
this->AddChild( &m_sprWin[p] );
}
}
//
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// init judgment area
//
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int l;
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
2003-05-22 01:34:03 +00:00
// m_TimeToPlayJudgeSound[l] = -1;
if( l == 0 && !GAMESTATE->ShowMarvelous() )
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continue; // skip
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if( SHOW_JUDGMENT(l) )
{
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m_sprJudgeLabels[l].Load( THEME->GetPathToG( "ScreenEvaluation judge labels" ) );
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m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetName( ssprintf("%sLabel",JUDGE_STRING[l]) );
UtilSetXYAndOnCommand( m_sprJudgeLabels[l], "ScreenEvaluation" );
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this->AddChild( &m_sprJudgeLabels[l] );
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#ifdef _XBOX
//shorten filenames for FATX
// m_soundJudgeSound[l].Load( THEME->GetPathToS( ssprintf("ScreenEvaluation j %s", JUDGE_STRING[l]) ) );
#else
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// m_soundJudgeSound[l].Load( THEME->GetPathToS( ssprintf("ScreenEvaluation JudgeSound %s", JUDGE_STRING[l]) ) );
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#endif
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// m_TimeToPlayJudgeSound[l] = JUDGE_SOUND_TIME( JUDGE_STRING[l] );
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") );
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m_textJudgeNumbers[l][p].EnableShadow( false );
m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) );
m_textJudgeNumbers[l][p].SetName( ssprintf("%sNumberP%d",JUDGE_STRING[l],p+1) );
UtilSetXYAndOnCommand( m_textJudgeNumbers[l][p], "ScreenEvaluation" );
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this->AddChild( &m_textJudgeNumbers[l][p] );
int iValue;
switch( l )
{
case 0: iValue = stageStats.iTapNoteScores[p][TNS_MARVELOUS]; break;
case 1: iValue = stageStats.iTapNoteScores[p][TNS_PERFECT]; break;
case 2: iValue = stageStats.iTapNoteScores[p][TNS_GREAT]; break;
case 3: iValue = stageStats.iTapNoteScores[p][TNS_GOOD]; break;
case 4: iValue = stageStats.iTapNoteScores[p][TNS_BOO]; break;
case 5: iValue = stageStats.iTapNoteScores[p][TNS_MISS]; break;
case 6: iValue = stageStats.iHoldNoteScores[p][HNS_OK]; break;
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case 7: iValue = stageStats.iMaxCombo[p]; break;
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case 8: iValue = stageStats.iTotalError[p]; break;
default: iValue = 0; ASSERT(0);
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}
m_textJudgeNumbers[l][p].SetText( ssprintf("%4d",iValue) );
}
}
}
//
// init score area
//
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if( SHOW_SCORE_AREA )
{
m_sprScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation score labels 1x2") );
m_sprScoreLabel.SetState( 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetName( "ScoreLabel" );
UtilSetXYAndOnCommand( m_sprScoreLabel, "ScreenEvaluation" );
this->AddChild( &m_sprScoreLabel );
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") );
m_textScore[p].EnableShadow( false );
m_textScore[p].SetDiffuse( PlayerToColor(p) );
m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
UtilSetXYAndOnCommand( m_textScore[p], "ScreenEvaluation" );
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m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, stageStats.iScore[p]) );
this->AddChild( &m_textScore[p] );
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}
}
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//
// init time area
//
if( SHOW_TIME_AREA )
{
m_sprTimeLabel.Load( THEME->GetPathToG("ScreenEvaluation score labels 1x2") );
2003-03-28 05:47:42 +00:00
m_sprTimeLabel.SetState( 1 );
m_sprTimeLabel.StopAnimating();
m_sprTimeLabel.SetName( "TimeLabel" );
UtilSetXYAndOnCommand( m_sprTimeLabel, "ScreenEvaluation" );
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this->AddChild( &m_sprTimeLabel );
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for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") );
m_textTime[p].EnableShadow( false );
m_textTime[p].SetDiffuse( PlayerToColor(p) );
m_textTime[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
UtilSetXYAndOnCommand( m_textTime[p], "ScreenEvaluation" );
m_textTime[p].SetText( SecondsToTime(stageStats.fAliveSeconds[p]) );
this->AddChild( &m_textTime[p] );
}
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}
2003-03-28 05:47:42 +00:00
//
// init extra area
//
for( p=0; p<NUM_PLAYERS; p++ )
{
2003-10-19 21:38:11 +00:00
if( iMachineHighScoreIndex[p] != -1 )
{
switch( m_Type )
{
case stage:
m_sprMachineRecord[p].Load( THEME->GetPathToG("ScreenEvaluation machine record") );
m_sprMachineRecord[p].SetName( ssprintf("MachineRecordP%d",p+1) );
break;
case summary:
m_sprMachineRecord[p].Load( THEME->GetPathToG("ScreenEvaluation category record") );
m_sprMachineRecord[p].SetName( ssprintf("CategoryRecordP%d",p+1) );
break;
case course:
m_sprMachineRecord[p].Load( THEME->GetPathToG("ScreenEvaluation course record") );
m_sprMachineRecord[p].SetName( ssprintf("CourseRecordP%d",p+1) );
break;
default:
ASSERT(0);
}
2003-10-19 21:38:11 +00:00
m_sprMachineRecord[p].SetState( iMachineHighScoreIndex[p] );
m_sprMachineRecord[p].StopAnimating();
UtilSetXYAndOnCommand( m_sprMachineRecord[p], "ScreenEvaluation" );
this->AddChild( &m_sprMachineRecord[p] );
}
if( iPersonalHighScoreIndex[p] != -1 )
{
m_sprPersonalRecord[p].Load( THEME->GetPathToG("ScreenEvaluation personal record") );
m_sprPersonalRecord[p].SetState( iPersonalHighScoreIndex[p] );
m_sprPersonalRecord[p].StopAnimating();
m_sprPersonalRecord[p].SetName( ssprintf("PersonalRecordP%d",p+1) );
UtilSetXYAndOnCommand( m_sprPersonalRecord[p], "ScreenEvaluation" );
this->AddChild( &m_sprPersonalRecord[p] );
}
2003-10-31 03:10:31 +00:00
if( SHOW_FULL_COMBO && stageStats.FullCombo( (PlayerNumber) p ) )
{
m_FullCombo[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation full combo P%i",p+1)) );
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m_FullCombo[p]->SetName( ssprintf("FullComboP%d",p+1) );
UtilSetXYAndOnCommand( m_FullCombo[p], "ScreenEvaluation" );
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this->AddChild( m_FullCombo[p] );
}
}
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bool bOneHasNewTopRecord = false;
for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) )
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bOneHasNewTopRecord = true;
2002-06-24 22:04:31 +00:00
2003-10-17 08:03:46 +00:00
if( PREFSMAN->m_bAllowExtraStage && m_bTryExtraStage )
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{
m_sprTryExtraStage.Load( THEME->GetPathToG(GAMESTATE->IsExtraStage()?"ScreenEvaluation try extra2":"ScreenEvaluation try extra1") );
m_sprTryExtraStage.SetName( "TryExtraStage" );
UtilSetXYAndOnCommand( m_sprTryExtraStage, "ScreenEvaluation" );
this->AddChild( &m_sprTryExtraStage );
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if( GAMESTATE->IsExtraStage() )
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SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra2") );
else
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SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra1") );
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}
2003-10-19 21:38:11 +00:00
else if( bOneHasNewTopRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
{
2003-07-26 22:53:22 +00:00
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") );
}
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else
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{
switch( m_Type )
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{
case stage:
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switch( GAMESTATE->m_PlayMode )
{
2003-08-19 04:27:50 +00:00
case PLAY_MODE_BATTLE:
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{
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bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN;
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if( bWon )
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation win") );
2003-05-13 13:35:32 +00:00
else
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation lose") );
2003-05-13 13:35:32 +00:00
}
break;
default:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToString(max_grade)) );
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break;
}
2002-07-23 01:41:40 +00:00
break;
case course:
case summary:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToString(max_grade)) );
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break;
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default:
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ASSERT(0);
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}
}
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switch( max_grade )
{
case GRADE_AA:
case GRADE_AAA:
case GRADE_AAAA:
this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
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break;
}
2003-11-24 03:28:40 +00:00
this->SortByZ();
2002-08-27 16:53:25 +00:00
2003-12-11 05:23:40 +00:00
2003-07-26 22:53:22 +00:00
SOUND->PlayMusic( THEME->GetPathToS("ScreenEvaluation music") );
m_fScreenCreateTime = RageTimer::GetTimeSinceStart();
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}
void ScreenEvaluation::TweenOffScreen()
{
int p;
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2003-03-28 05:47:42 +00:00
// large banner area
UtilOffCommand( m_LargeBanner, "ScreenEvaluation" );
UtilOffCommand( m_sprLargeBannerFrame, "ScreenEvaluation" );
UtilOffCommand( m_sprStage, "ScreenEvaluation" );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_DifficultyIcon[p], "ScreenEvaluation" );
UtilOffCommand( m_textPlayerOptions[p], "ScreenEvaluation" );
}
2003-03-28 05:47:42 +00:00
// small banner area
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for( int i=0; i<MAX_SONGS_TO_SHOW; i++ )
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{
UtilOffCommand( m_SmallBanner[i], "ScreenEvaluation" );
UtilOffCommand( m_sprSmallBannerFrame[i], "ScreenEvaluation" );
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}
// grade area
2002-10-06 16:56:58 +00:00
for( p=0; p<NUM_PLAYERS; p++ )
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{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_sprGradeFrame[p], "ScreenEvaluation" );
UtilOffCommand( m_Grades[p], "ScreenEvaluation" );
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}
2003-10-23 06:28:17 +00:00
if( SHOW_GRAPH_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
OFF_COMMAND( m_Graph[p] );
}
}
if( SHOW_COMBO_AREA )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
OFF_COMMAND( m_Combo[p] );
}
}
2003-03-28 05:47:42 +00:00
// points area
2003-10-07 02:13:48 +00:00
if( SHOW_POINTS_AREA )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
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UtilOffCommand( m_sprPercentFrame[p], "ScreenEvaluation" );
m_Percent[p].Command( THEME->GetMetric("ScreenEvaluation",ssprintf("PercentP%dOffCommand",p+1)) );
m_Percent[p].TweenOffScreen();
}
2002-06-24 22:04:31 +00:00
}
// bonus area
2003-10-07 02:13:48 +00:00
if( SHOW_BONUS_AREA )
2002-06-24 22:04:31 +00:00
{
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for( p=0; p<NUM_PLAYERS; p++ )
2002-08-22 09:31:32 +00:00
{
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if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_sprBonusFrame[p], "ScreenEvaluation" );
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
2003-10-07 02:13:48 +00:00
{
UtilOffCommand( m_sprPossibleBar[p][r], "ScreenEvaluation" );
UtilOffCommand( m_sprActualBar[p][r], "ScreenEvaluation" );
}
2002-08-22 09:31:32 +00:00
}
2003-03-28 05:47:42 +00:00
}
// survived area
2003-10-07 02:13:48 +00:00
if( SHOW_SURVIVED_AREA )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_sprSurvivedFrame[p], "ScreenEvaluation" );
UtilOffCommand( m_textSurvivedNumber[p], "ScreenEvaluation" );
}
}
2003-10-07 02:13:48 +00:00
// win area
2003-10-07 02:13:48 +00:00
if( SHOW_WIN_AREA )
{
2003-10-07 02:13:48 +00:00
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_sprWinFrame[p], "ScreenEvaluation" );
UtilOffCommand( m_sprWin[p], "ScreenEvaluation" );
}
}
2003-10-07 02:13:48 +00:00
// judgement area
int l;
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
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if( !SHOW_JUDGMENT(l) )
continue;
2003-10-07 02:13:48 +00:00
UtilOffCommand( m_sprJudgeLabels[l], "ScreenEvaluation" );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_textJudgeNumbers[l][p], "ScreenEvaluation" );
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}
}
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// score area
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if( SHOW_SCORE_AREA )
{
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UtilOffCommand( m_sprScoreLabel, "ScreenEvaluation" );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_textScore[p], "ScreenEvaluation" );
}
}
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// time area
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if( SHOW_TIME_AREA )
{
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UtilOffCommand( m_sprTimeLabel, "ScreenEvaluation" );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
UtilOffCommand( m_textTime[p], "ScreenEvaluation" );
}
}
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// extra area
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
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UtilOffCommand( m_sprMachineRecord[p], "ScreenEvaluation" );
UtilOffCommand( m_sprPersonalRecord[p], "ScreenEvaluation" );
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if( m_FullCombo[p].IsLoaded() )
UtilOffCommand( m_FullCombo[p], "ScreenEvaluation" );
}
UtilOffCommand( m_sprTryExtraStage, "ScreenEvaluation" );
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}
void ScreenEvaluation::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
if(m_bFailed && m_Type == stage)
{
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if( m_timerSoundSequences.Ago() > FAILED_SOUND_TIME && !m_bPassFailTriggered )
{
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
m_bPassFailTriggered = true;
}
m_bgFailedBack.Update( fDeltaTime );
m_bgFailedOverlay.Update( fDeltaTime );
}
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else if (m_Type == stage) // STAGE eval AND passed
{
if( m_timerSoundSequences.Ago() > PASSED_SOUND_TIME && !m_bPassFailTriggered )
{
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
m_bPassFailTriggered = true;
}
m_bgPassedOverlay.Update( fDeltaTime );
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}
if(m_Type == stage) // stage eval ... pass / fail / whatever
{
int snd = 0;
for(snd=0;snd<m_SoundSequences.size();snd++)
{
if(m_SoundSequences[snd].fTime != -1) // already played? skip...
{
if(m_timerSoundSequences.Ago() > m_SoundSequences[snd].fTime )
{
m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing
m_SoundSequences[snd].sSound.Play();
}
}
}
}
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for( int p=0; p<NUM_PLAYERS; p++)
{
if (GAMESTATE->m_CurStageStats.iBonus[p] == 0)
continue;
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if (GAMESTATE->IsCourseMode())
continue;
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// wait a few seconds before adding bonus
if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f)
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continue;
int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10;
if (increment < 1)
increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]);
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GAMESTATE->m_CurStageStats.iBonus[p] -= increment;
GAMESTATE->m_CurStageStats.iScore[p] += increment;
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if( SHOW_SCORE_AREA )
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );
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}
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/* for( int l=0; l<NUM_JUDGE_LINES; l++ )
{
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if(!SHOW_JUDGMENT(l))
continue;
if(m_TimeToPlayJudgeSound[l] == -1)
continue;
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if(RageTimer::GetTimeSinceStart() < m_fScreenCreateTime + m_TimeToPlayJudgeSound[l])
continue;
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if(SOUND_ON_FULL_ALPHA)
{
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if( m_sprJudgeLabels[l].GetDiffuse().a != 1.0f &&
m_textJudgeNumbers[l][PLAYER_1].GetDiffuse().a != 1.0f &&
m_textJudgeNumbers[l][PLAYER_2].GetDiffuse().a != 1.0f )
continue;
}
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m_soundJudgeSound[l].Play();
m_TimeToPlayJudgeSound[l] = -1;
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}*/
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}
void ScreenEvaluation::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
// draw the failed background here if the player(s) failed
if(m_bFailed && m_Type == stage)
m_bgFailedBack.Draw();
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Screen::DrawPrimitives();
// draw the pass / failed overlays here respectively
if(m_bFailed && m_Type == stage)
m_bgFailedOverlay.Draw();
else if (m_Type == stage)
m_bgPassedOverlay.Draw();
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m_Menu.DrawTopLayer();
}
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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// LOG->Trace( "ScreenEvaluation::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
MenuStart( PLAYER_INVALID );
break;
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case SM_GoToNextScreen:
if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
SCREENMAN->SetNewScreen( FAILED_SCREEN );
else
SCREENMAN->SetNewScreen( NEXT_SCREEN );
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if( m_sndPassFail.IsPlaying() ) m_sndPassFail.Stop();
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break;
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case SM_GoToSelectCourse:
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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break;
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case SM_GoToEndScreen:
if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
SCREENMAN->SetNewScreen( FAILED_SCREEN );
else
SCREENMAN->SetNewScreen( END_SCREEN );
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break;
// case SM_GoToEvaluationSummary:
// SCREENMAN->SetNewScreen( "ScreenEvaluationSummary" );
// break;
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case SM_PlayCheer:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
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break;
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}
}
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void ScreenEvaluation::MenuLeft( PlayerNumber pn )
{
// What is the purpose of this? I keep my feet on the pads and
// was wondering why the grades weren't spinning. -Chris
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// To be able to see the grade without having to wait for it to
// stop spinning. (I was hitting left repeatedly and wondering
// why it kept spinning ...)
//m_Grades[pn].SettleQuickly();
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}
void ScreenEvaluation::MenuRight( PlayerNumber pn )
{
// What is the purpose of this? I keep my feet on the pads and
// was wondering why the grades weren't spinning. -Chris
//m_Grades[pn].SettleQuickly();
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}
void ScreenEvaluation::MenuBack( PlayerNumber pn )
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{
MenuStart( pn );
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}
void ScreenEvaluation::MenuStart( PlayerNumber pn )
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{
TweenOffScreen();
for( int p=0; p<NUM_PLAYERS; p++ )
m_Grades[p].SettleImmediately();
GAMESTATE->m_iRoundSeed = rand();
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if( PREFSMAN->m_bEventMode )
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{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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else // not event mode
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{
switch( m_Type )
{
case stage:
if( m_bTryExtraStage )
{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
}
else if( GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
/* Tween the screen out, but leave the MenuElements where they are.
* Play the "swoosh" sound manually (would normally be played by the ME
* tween out). */
TweenOffScreen();
m_Menu.StartTransitioning( SM_GoToEndScreen );
}
else
{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
}
break;
case summary:
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m_Menu.StartTransitioning( SM_GoToEndScreen );
break;
case course:
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m_Menu.StartTransitioning( SM_GoToEndScreen );
break;
}
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}
switch( m_Type )
{
case stage:
// Increment the stage counter.
int iNumStagesOfLastSong;
iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
/* XXX: If it's an extra stage, always increment by one. This is because
* in some unusual cases we can pick a long or marathon song as an extra
* stage. The most common cause of this is when an entire group of songs
* is long/nonstop mixes.
*
* We can't simply not choose long songs as extra stages: if there are no
* regular songs to choose, we'll end up with no song to use as an extra stage. */
iNumStagesOfLastSong = 1;
}
GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong;
// save current stage stats
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GAMESTATE->m_vPlayedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
break;
}
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}