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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEvaluation.h"
#include "ScreenSelectMusic.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "Notes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenMusicScroll.h"
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#include "GameState.h"
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#include "ScreenSelectCourse.h"
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#define BANNER_X THEME->GetMetricF("Evaluation","BannerX")
#define BANNER_Y THEME->GetMetricF("Evaluation","BannerY")
#define STAGE_X THEME->GetMetricF("Evaluation","StageX")
#define STAGE_Y THEME->GetMetricF("Evaluation","StageY")
#define GRADE_P1_X THEME->GetMetricF("Evaluation","GradeP1X")
#define GRADE_P2_X THEME->GetMetricF("Evaluation","GradeP2X")
#define GRADE_Y THEME->GetMetricF("Evaluation","GradeY")
#define JUDGE_LABELS_X THEME->GetMetricF("Evaluation","JudgeLabelsX")
#define JUDGE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","JudgeNumbersP1X")
#define JUDGE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","JudgeNumbersP2X")
#define JUDGE_START_Y THEME->GetMetricF("Evaluation","JudgeStartY")
#define JUDGE_SPACING_Y THEME->GetMetricF("Evaluation","JudgeSpacingY")
#define SCORE_LABELS_X THEME->GetMetricF("Evaluation","ScoreLabelsX")
#define SCORE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","ScoreNumbersP1X")
#define SCORE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","ScoreNumbersP2X")
#define SCORE_Y THEME->GetMetricF("Evaluation","ScoreY")
#define BONUS_P1_X THEME->GetMetricF("Evaluation","BonusP1X")
#define BONUS_P2_X THEME->GetMetricF("Evaluation","BonusP2X")
#define BONUS_Y THEME->GetMetricF("Evaluation","BonusY")
#define NEW_RECORD_P1_X THEME->GetMetricF("Evaluation","NewRecordP1X")
#define NEW_RECORD_P2_X THEME->GetMetricF("Evaluation","NewRecordP2X")
#define NEW_RECORD_Y THEME->GetMetricF("Evaluation","NewRecordY")
#define TRY_EXTRA_STAGE_X THEME->GetMetricF("Evaluation","TryExtraStageX")
#define TRY_EXTRA_STAGE_Y THEME->GetMetricF("Evaluation","TryExtraStageY")
#define TIMER_SECONDS THEME->GetMetricI("Evaluation","TimerSeconds")
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float GRADE_X ( int p ) {
switch ( p ) {
case PLAYER_1 : return GRADE_P1_X ;
case PLAYER_2 : return GRADE_P2_X ;
default : ASSERT ( 0 ); return 0 ;
}
}
float JUDGE_NUMBERS_X ( int p ) {
switch ( p ) {
case PLAYER_1 : return JUDGE_NUMBERS_P1_X ;
case PLAYER_2 : return JUDGE_NUMBERS_P2_X ;
default : ASSERT ( 0 ); return 0 ;
}
}
float SCORE_NUMBERS_X ( int p ) {
switch ( p ) {
case PLAYER_1 : return SCORE_NUMBERS_P1_X ;
case PLAYER_2 : return SCORE_NUMBERS_P2_X ;
default : ASSERT ( 0 ); return 0 ;
}
}
float BONUS_X ( int p ) {
switch ( p ) {
case PLAYER_1 : return BONUS_P1_X ;
case PLAYER_2 : return BONUS_P2_X ;
default : ASSERT ( 0 ); return 0 ;
}
}
float NEW_RECORD_X ( int p ) {
switch ( p ) {
case PLAYER_1 : return NEW_RECORD_P1_X ;
case PLAYER_2 : return NEW_RECORD_P2_X ;
default : ASSERT ( 0 ); return 0 ;
}
}
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const ScreenMessage SM_GoToSelectMusic = ScreenMessage ( SM_User + 1 );
const ScreenMessage SM_GoToSelectCourse = ScreenMessage ( SM_User + 2 );
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const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage ( SM_User + 3 );
const ScreenMessage SM_GoToMusicScroll = ScreenMessage ( SM_User + 4 );
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ScreenEvaluation :: ScreenEvaluation ( bool bSummary )
{
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LOG -> Trace ( "ScreenEvaluation::ScreenEvaluation()" );
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int l , p ; // for counting
///////////////////////////
// Set m_ResultMode. This enum will make our life easier later when we init different pieces depending on context.
///////////////////////////
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switch ( GAMESTATE -> m_PlayMode )
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{
case PLAY_MODE_ARCADE :
m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE ;
break ;
case PLAY_MODE_ONI :
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case PLAY_MODE_ENDLESS :
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m_ResultMode = RM_ONI ;
break ;
default :
ASSERT ( 0 );
}
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///////////////////////////
// Figure out which statistics we're going to display
///////////////////////////
int iPossibleDancePoints [ NUM_PLAYERS ];
int iActualDancePoints [ NUM_PLAYERS ];
int iTapNoteScores [ NUM_PLAYERS ][ NUM_TAP_NOTE_SCORES ];
int iHoldNoteScores [ NUM_PLAYERS ][ NUM_HOLD_NOTE_SCORES ];
int iMaxCombo [ NUM_PLAYERS ];
float fScore [ NUM_PLAYERS ];
float fPossibleRadarValues [ NUM_PLAYERS ][ NUM_RADAR_CATEGORIES ];
float fActualRadarValues [ NUM_PLAYERS ][ NUM_RADAR_CATEGORIES ];
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switch ( m_ResultMode )
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{
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case RM_ARCADE_SUMMARY :
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COPY ( iPossibleDancePoints , GAMESTATE -> m_iAccumPossibleDancePoints );
COPY ( iActualDancePoints , GAMESTATE -> m_iAccumActualDancePoints );
COPY ( iTapNoteScores , GAMESTATE -> m_AccumTapNoteScores );
COPY ( iHoldNoteScores , GAMESTATE -> m_AccumHoldNoteScores );
COPY ( iMaxCombo , GAMESTATE -> m_iAccumMaxCombo );
COPY ( fScore , GAMESTATE -> m_fAccumScore );
COPY ( fPossibleRadarValues , GAMESTATE -> m_fAccumRadarPossible );
COPY ( fActualRadarValues , GAMESTATE -> m_fAccumRadarActual );
break ;
case RM_ARCADE_STAGE :
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case RM_ONI :
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COPY ( iPossibleDancePoints , GAMESTATE -> m_iPossibleDancePoints );
COPY ( iActualDancePoints , GAMESTATE -> m_iActualDancePoints );
COPY ( iTapNoteScores , GAMESTATE -> m_TapNoteScores );
COPY ( iHoldNoteScores , GAMESTATE -> m_HoldNoteScores );
COPY ( iMaxCombo , GAMESTATE -> m_iMaxCombo );
COPY ( fScore , GAMESTATE -> m_fScore );
COPY ( fPossibleRadarValues , GAMESTATE -> m_fRadarPossible );
COPY ( fActualRadarValues , GAMESTATE -> m_fRadarActual );
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break ;
}
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///////////////////////////
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// Andy:
// Fake COOL! / GOOD / OOPS for Ez2dancer using the DDR Rankings.
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/* Todo: Accomodate this using theme metrics
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if( GAMESTATE->m_CurGame == GAME_EZ2 )
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{
for( int p=0; p<NUM_PLAYERS; p++ )
{
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iTapNoteScores[p][TNS_PERFECT] += iTapNoteScores[p][TNS_GREAT];
iTapNoteScores[p][TNS_GREAT] = 0;
iTapNoteScores[p][TNS_MISS] += iTapNoteScores[p][TNS_BOO];
iTapNoteScores[p][TNS_BOO] = 0;
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}
}
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*/
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///////////////////////////
// Init the song banners depending on m_ResultMode
///////////////////////////
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/* EZ2 should hide these things by placing them off screen with theme metrics
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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*/
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switch ( m_ResultMode )
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{
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case RM_ARCADE_STAGE :
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m_BannerWithFrame [ 0 ]. LoadFromSongAndNotes ( GAMESTATE -> m_pCurSong , GAMESTATE -> m_pCurNotes );
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m_BannerWithFrame [ 0 ]. SetXY ( BANNER_X , BANNER_Y );
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this -> AddSubActor ( & m_BannerWithFrame [ 0 ] );
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m_textStage . LoadFromFont ( THEME -> GetPathTo ( "Fonts" , "header1" ) );
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m_textStage . TurnShadowOff ();
m_textStage . SetXY ( STAGE_X , STAGE_Y );
m_textStage . SetZoom ( 0.5f );
m_textStage . SetText ( GAMESTATE -> GetStageText () + " Stage" );
this -> AddSubActor ( & m_textStage );
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break ;
case RM_ARCADE_SUMMARY :
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{
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// crop down to 3
for ( int p = 0 ; p < NUM_PLAYERS ; p ++ )
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{
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if ( GAMESTATE -> m_apSongsPlayed . GetSize () > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE -> m_apSongsPlayed . RemoveAt ( 0 , GAMESTATE -> m_apSongsPlayed . GetSize () - STAGES_TO_SHOW_IN_SUMMARY );
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}
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const int iSongsToShow = GAMESTATE -> m_apSongsPlayed . GetSize ();
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ASSERT ( iSongsToShow > 0 );
for ( int i = 0 ; i < iSongsToShow ; i ++ )
{
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m_BannerWithFrame [ i ]. LoadFromSong ( GAMESTATE -> m_apSongsPlayed [ i ] );
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float fBannerOffset = i - ( iSongsToShow - 1 ) / 2.0f ;
m_BannerWithFrame [ i ]. SetXY ( BANNER_X + fBannerOffset * 32 , BANNER_Y + fBannerOffset * 16 );
m_BannerWithFrame [ i ]. SetZoom ( 0.70f );
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this -> AddSubActor ( & m_BannerWithFrame [ i ] );
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}
}
break ;
case RM_ONI :
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m_BannerWithFrame [ 0 ]. LoadFromCourse ( GAMESTATE -> m_pCurCourse );
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m_BannerWithFrame [ 0 ]. SetXY ( BANNER_X , BANNER_Y );
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this -> AddSubActor ( & m_BannerWithFrame [ 0 ] );
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break ;
}
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/*
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}
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*/
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//////////////////////////
// Init graphic elements
//////////////////////////
m_Menu . Load (
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THEME -> GetPathTo ( "Graphics" , "evaluation background" ),
THEME -> GetPathTo ( "Graphics" , m_ResultMode == RM_ARCADE_SUMMARY ? "evaluation summary top edge" : "evaluation top edge" ),
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"Press START to continue" ,
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false , true , TIMER_SECONDS
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);
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this -> AddSubActor ( & m_Menu );
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for ( l = 0 ; l < NUM_JUDGE_LINES ; l ++ )
{
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/* EZ2 should hide these things by placing them off screen with theme metrics
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if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
m_sprJudgeLabels [ l ]. Load ( THEME -> GetPathTo ( "Graphics" , "evaluation judge labels" ) );
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m_sprJudgeLabels [ l ]. StopAnimating ();
m_sprJudgeLabels [ l ]. SetState ( l );
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m_sprJudgeLabels [ l ]. SetXY ( JUDGE_LABELS_X , JUDGE_START_Y + l * JUDGE_SPACING_Y );
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m_sprJudgeLabels [ l ]. SetZoom ( 1.0f );
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this -> AddSubActor ( & m_sprJudgeLabels [ l ] );
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/*
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}
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*/
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for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
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{
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m_textJudgeNumbers [ l ][ p ]. LoadFromFont ( THEME -> GetPathTo ( "Fonts" , "score numbers" ) );
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m_textJudgeNumbers [ l ][ p ]. TurnShadowOff ();
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m_textJudgeNumbers [ l ][ p ]. SetXY ( JUDGE_NUMBERS_X ( p ), JUDGE_START_Y + l * JUDGE_SPACING_Y );
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m_textJudgeNumbers [ l ][ p ]. SetZoom ( 0.7f );
m_textJudgeNumbers [ l ][ p ]. SetDiffuseColor ( PlayerToColor ( p ) );
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/*
TODO: This should somehow be accomodated with a switch in the theme metric file.
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// RE-ARRANGE the scoreboard for EZ2Dancer Scoring
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if (l == 0 && GAMESTATE->m_CurGame == GAME_EZ2) // Change Position For Ez2dancer
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{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y);
}
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else if (l == 2 && GAMESTATE->m_CurGame == GAME_EZ2)
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{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 55);
}
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else if (l == 4 && GAMESTATE->m_CurGame == GAME_EZ2)
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{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120);
}
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else if ((l == 1 || l == 3 ) && GAMESTATE->m_CurGame == GAME_EZ2)
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{
m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones
}
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else if (l == 5 && GAMESTATE->m_CurGame == GAME_EZ2 ) // sneakily use this one for the max combo.
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{
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if (p == PLAYER_1 )
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{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180);
}
else
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180);
}
}
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*/
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this -> AddSubActor ( & m_textJudgeNumbers [ l ][ p ] );
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}
}
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/* if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
m_sprScoreLabel . Load ( THEME -> GetPathTo ( "Graphics" , "evaluation score labels" ) );
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m_sprScoreLabel . SetState ( m_ResultMode == RM_ONI ? 1 : 0 );
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m_sprScoreLabel . StopAnimating ();
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m_sprScoreLabel . SetXY ( SCORE_LABELS_X , SCORE_Y );
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m_sprScoreLabel . SetZoom ( 1.0f );
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this -> AddSubActor ( & m_sprScoreLabel );
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/* }
*/
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for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
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if ( ! GAMESTATE -> IsPlayerEnabled ( ( PlayerNumber ) p ) ) // || GAMESTATE->m_CurGame == GAME_EZ2 ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics
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continue ; // skip
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m_ScoreDisplay [ p ]. SetXY ( SCORE_NUMBERS_X ( p ), SCORE_Y );
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m_ScoreDisplay [ p ]. SetZoomY ( 0.9f );
m_ScoreDisplay [ p ]. SetDiffuseColor ( PlayerToColor ( p ) );
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this -> AddSubActor ( & m_ScoreDisplay [ p ] );
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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 ++ )
{
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if ( ! GAMESTATE -> IsPlayerEnabled ( p ) || GAMESTATE -> m_bUsedAutoPlayer || GAMESTATE -> m_fSecondsBeforeFail [ p ] != - 1 )
{
grade [ p ] = GRADE_E ;
}
else
{
//Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
//
//100% - AAA
//93 % - AA
//80 % - A
//65 % - B
//45 % - C
//Less - D
//Fail - E
float fPercentDancePoints = iActualDancePoints [ p ] / ( float ) iPossibleDancePoints [ p ];
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fPercentDancePoints = max ( fPercentDancePoints , 0 );
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if ( fPercentDancePoints >= 1.00 ) grade [ p ] = GRADE_AAA ;
else if ( fPercentDancePoints >= 0.93 ) grade [ p ] = GRADE_AA ;
else if ( fPercentDancePoints >= 0.80 ) grade [ p ] = GRADE_A ;
else if ( fPercentDancePoints >= 0.65 ) grade [ p ] = GRADE_B ;
else if ( fPercentDancePoints >= 0.45 ) grade [ p ] = GRADE_C ;
else grade [ p ] = GRADE_D ;
}
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}
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Grade max_grade = GRADE_NO_DATA ;
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
max_grade = max ( max_grade , grade [ p ] );
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//////////////////////////
// Set Numbers
//////////////////////////
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
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if ( ! GAMESTATE -> IsPlayerEnabled ( ( PlayerNumber ) p ) )
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continue ; // skip
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m_textJudgeNumbers [ 0 ][ p ]. SetText ( ssprintf ( "%4d" , iTapNoteScores [ p ][ TNS_PERFECT ]) );
m_textJudgeNumbers [ 1 ][ p ]. SetText ( ssprintf ( "%4d" , iTapNoteScores [ p ][ TNS_GREAT ]) );
m_textJudgeNumbers [ 2 ][ p ]. SetText ( ssprintf ( "%4d" , iTapNoteScores [ p ][ TNS_GOOD ]) );
m_textJudgeNumbers [ 3 ][ p ]. SetText ( ssprintf ( "%4d" , iTapNoteScores [ p ][ TNS_BOO ]) );
m_textJudgeNumbers [ 4 ][ p ]. SetText ( ssprintf ( "%4d" , iTapNoteScores [ p ][ TNS_MISS ]) );
m_textJudgeNumbers [ 5 ][ p ]. SetText ( ssprintf ( "%4d" , iHoldNoteScores [ p ][ HNS_OK ]) );
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if ( m_ResultMode == RM_ONI )
{
const float fSurviveSeconds = GAMESTATE -> GetPlayerSurviveTime ( ( PlayerNumber ) p );
int iMinsDisplay = ( int ) fSurviveSeconds / 60 ;
int iSecsDisplay = ( int ) fSurviveSeconds - iMinsDisplay * 60 ;
int iLeftoverDisplay = int ( ( fSurviveSeconds - iMinsDisplay * 60 - iSecsDisplay ) * 100 );
m_ScoreDisplay [ p ]. SetText ( ssprintf ( "%02d:%02d:%02d" , iMinsDisplay , iSecsDisplay , iLeftoverDisplay ) );
}
else
{
m_ScoreDisplay [ p ]. SetScore ( fScore [ p ] );
}
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/*
TODO: Accomodate this with a theme metric
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// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
// doesn't care for OK's and plus this text element is already nicely aligned =)
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if (GAMESTATE->m_CurGame == GAME_EZ2)
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{
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m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
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}
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*/
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m_BonusInfoFrame [ p ]. SetBonusInfo ( ( PlayerNumber ) p , fPossibleRadarValues [ p ], fActualRadarValues [ p ], iMaxCombo [ p ] );
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m_StageBox [ p ]. SetStageInfo ( ( PlayerNumber ) p , GAMESTATE -> m_iSongsBeforeFail [ p ] );
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}
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////////////////////////
// update persistent statistics
////////////////////////
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
if ( ! GAMESTATE -> IsPlayerEnabled ( p ) )
continue ;
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if ( GAMESTATE -> m_bUsedAutoPlayer )
continue ;
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switch ( m_ResultMode )
{
case RM_ARCADE_STAGE :
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Notes * pNotes = GAMESTATE -> m_pCurNotes [ p ];
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pNotes -> m_iNumTimesPlayed ++ ;
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if ( iMaxCombo [ p ] > pNotes -> m_iMaxCombo )
pNotes -> m_iMaxCombo = iMaxCombo [ p ];
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if ( fScore [ p ] > pNotes -> m_iTopScore )
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{
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pNotes -> m_iTopScore = ( int ) fScore [ p ];
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m_bNewRecord [ p ] = true ;
}
if ( grade [ p ] > pNotes -> m_TopGrade )
pNotes -> m_TopGrade = grade [ p ];
break ;
}
}
m_bTryExtraStage = false ;
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if ( ( GAMESTATE -> IsFinalStage () || GAMESTATE -> IsExtraStage ()) && m_ResultMode == RM_ARCADE_STAGE )
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{
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
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if ( ! GAMESTATE -> IsPlayerEnabled ( ( PlayerNumber ) p ) )
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continue ; // skip
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if ( GAMESTATE -> m_pCurNotes [ p ] -> m_DifficultyClass == CLASS_HARD && grade [ p ] >= GRADE_AA )
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m_bTryExtraStage = true ;
}
}
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if ( PREFSMAN -> m_bEventMode )
m_bTryExtraStage = false ;
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for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
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if ( ! GAMESTATE -> IsPlayerEnabled ( ( PlayerNumber ) p ) )
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continue ; // skip
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/* Chris: If you don't want EZ2 to have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame.
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if ( GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
m_sprGradeFrame [ p ]. Load ( THEME -> GetPathTo ( "Graphics" , "evaluation grade frame" ) );
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m_sprGradeFrame [ p ]. StopAnimating ();
m_sprGradeFrame [ p ]. SetState ( p );
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m_sprGradeFrame [ p ]. SetXY ( GRADE_X ( p ), GRADE_Y );
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this -> AddSubActor ( & m_sprGradeFrame [ p ] );
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/* }
*/
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switch ( m_ResultMode )
{
case RM_ONI :
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{
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m_textOniPercent [ p ]. LoadFromFont ( THEME -> GetPathTo ( "Fonts" , "header1" ) );
m_textOniPercent [ p ]. SetXY ( GRADE_X ( p ), GRADE_Y );
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m_textOniPercent [ p ]. SetShadowLength ( 2 );
m_textOniPercent [ p ]. SetZoomX ( 1.3f );
m_textOniPercent [ p ]. SetZoomY ( 2.5f );
m_textOniPercent [ p ]. SetEffectGlowing ( 1.0f );
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float fPercentDancePoints = iActualDancePoints [ p ] / ( float ) iPossibleDancePoints [ p ] + 0.0001f ; // correct for rounding errors
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fPercentDancePoints = max ( 0 , fPercentDancePoints );
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m_textOniPercent [ p ]. SetText ( ssprintf ( "%.1f%%" , fPercentDancePoints * 100 ) );
this -> AddSubActor ( & m_textOniPercent [ p ] );
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m_StageBox [ p ]. SetXY ( BONUS_X ( p ), BONUS_Y );
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this -> AddSubActor ( & m_StageBox [ p ] );
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}
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break ;
case RM_ARCADE_STAGE :
case RM_ARCADE_SUMMARY :
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/*
Todo: Accomodate this in theme metrics
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if (GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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*/
m_Grades [ p ]. SetXY ( GRADE_X ( p ), GRADE_Y );
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m_Grades [ p ]. SetZ ( - 2 );
m_Grades [ p ]. SetZoom ( 1.0f );
m_Grades [ p ]. SetEffectGlowing ( 1.0f );
m_Grades [ p ]. SpinAndSettleOn ( grade [ p ] );
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m_BonusInfoFrame [ p ]. SetXY ( BONUS_X ( p ), BONUS_Y );
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this -> AddSubActor ( & m_BonusInfoFrame [ p ] );
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/*
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}
else // Ez2dancer Style Grade Display.
{
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y + 150);
m_Grades[p].SetZ( -2 );
if (p == PLAYER_1 )
{
m_Grades[p].SetXY( GRADE_X[p]-10, GRADE_Y + 150);
}
m_Grades[p].SetGrade( grade[p] );
m_Grades[p].SetRotation( D3DX_PI );
m_Grades[p].SetZoom( 8 );
m_Grades[p].BeginTweening( 0.6f );
m_Grades[p].SetTweenRotationZ( 0 );
m_Grades[p].SetTweenZoom( 2 );
}
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*/
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this -> AddSubActor ( & m_Grades [ p ] );
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break ;
}
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/* Chris: If EZ2 wants to hide these things, place them off screen using theme metrics
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if ( GAMESTATE->m_CurGame == GAME_EZ2)
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continue;
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*/
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m_bNewRecord [ p ] = false ;
if ( m_bNewRecord [ p ] )
{
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m_textNewRecord [ p ]. LoadFromFont ( THEME -> GetPathTo ( "Fonts" , "header1" ) );
m_textNewRecord [ p ]. SetXY ( NEW_RECORD_X ( p ), NEW_RECORD_Y );
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m_textNewRecord [ p ]. SetShadowLength ( 2 );
m_textNewRecord [ p ]. SetText ( "IT'S A NEW RECORD!" );
m_textNewRecord [ p ]. SetZoom ( 0.5f );
m_textNewRecord [ p ]. SetEffectGlowing ( 1.0f );
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this -> AddSubActor ( & m_textNewRecord [ p ] );
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}
}
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if ( m_bTryExtraStage )
{
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m_textTryExtraStage . LoadFromFont ( THEME -> GetPathTo ( "Fonts" , "header1" ) );
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m_textTryExtraStage . SetXY ( TRY_EXTRA_STAGE_X , TRY_EXTRA_STAGE_Y );
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if ( GAMESTATE -> IsExtraStage () )
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m_textTryExtraStage . SetText ( "Try Another Extra Stage!" );
else
m_textTryExtraStage . SetText ( "Try Extra Stage!" );
m_textTryExtraStage . SetZoom ( 1 );
m_textTryExtraStage . SetEffectGlowing ( 1.0f );
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this -> AddSubActor ( & m_textTryExtraStage );
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SOUND -> PlayOnceStreamed ( THEME -> GetPathTo ( "Sounds" , "evaluation extra stage" ) );
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}
else
{
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switch ( m_ResultMode )
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{
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case RM_ARCADE_STAGE :
switch ( max_grade )
{
case GRADE_E : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_E ) ); break ;
case GRADE_D : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_D ) ); break ;
case GRADE_C : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_C ) ); break ;
case GRADE_B : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_B ) ); break ;
case GRADE_A : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_A ) ); break ;
case GRADE_AA : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_AA ) ); break ;
case GRADE_AAA : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_AAA ) ); break ;
case GRADE_NO_DATA :
default :
ASSERT ( 0 ); // invalid grade
}
break ;
case RM_ONI :
case RM_ARCADE_SUMMARY :
switch ( max_grade )
{
case GRADE_E : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_E ) ); break ;
case GRADE_D : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_D ) ); break ;
case GRADE_C : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_C ) ); break ;
case GRADE_B : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_B ) ); break ;
case GRADE_A : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_A ) ); break ;
case GRADE_AA : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_AA ) ); break ;
case GRADE_AAA : SOUND -> PlayOnceStreamedFromDir ( ANNOUNCER -> GetPathTo ( ANNOUNCER_EVALUATION_FINAL_AAA ) ); break ;
case GRADE_NO_DATA :
default :
ASSERT ( 0 ); // invalid grade
}
break ;
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default :
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ASSERT ( 0 );
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}
}
m_Menu . TweenOnScreenFromBlack ( SM_None );
}
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void ScreenEvaluation :: TweenOnScreen ()
{
int i , p ;
m_Menu . TweenOnScreenFromBlack ( SM_None );
float fOriginalX , fOriginalY ;
for ( i = 0 ; i < STAGES_TO_SHOW_IN_SUMMARY ; i ++ )
{
fOriginalY = m_BannerWithFrame [ i ]. GetY ();
m_BannerWithFrame [ i ]. SetY ( fOriginalY + SCREEN_HEIGHT );
m_BannerWithFrame [ i ]. BeginTweeningQueued ( 0.0f );
m_BannerWithFrame [ i ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_BannerWithFrame [ i ]. SetTweenY ( fOriginalY );
}
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fOriginalY = m_textStage . GetY ();
m_textStage . BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_textStage . SetTweenY ( fOriginalY );
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for ( i = 0 ; i < NUM_JUDGE_LINES ; i ++ )
{
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/* TODO: Accomodate this using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
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fOriginalY = m_sprJudgeLabels [ i ]. GetY ();
m_sprJudgeLabels [ i ]. SetY ( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels [ i ]. BeginTweeningQueued ( 0.2f + 0.1f * i );
m_sprJudgeLabels [ i ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_sprJudgeLabels [ i ]. SetTweenY ( fOriginalY );
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/*
2002-07-16 22:00:59 +00:00
}
2002-08-13 23:26:46 +00:00
*/
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for ( int p = 0 ; p < NUM_PLAYERS ; p ++ )
{
fOriginalX = m_textJudgeNumbers [ i ][ p ]. GetX ();
m_textJudgeNumbers [ i ][ p ]. SetX ( fOriginalX + SCREEN_WIDTH / 2 * ( p == PLAYER_1 ? 1 : - 1 ) );
m_textJudgeNumbers [ i ][ p ]. BeginTweeningQueued ( 0.2f + 0.1f * i );
m_textJudgeNumbers [ i ][ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_textJudgeNumbers [ i ][ p ]. SetTweenX ( fOriginalX );
}
}
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/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
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fOriginalY = m_sprScoreLabel . GetY ();
m_sprScoreLabel . SetY ( fOriginalY + SCREEN_HEIGHT );
m_sprScoreLabel . BeginTweeningQueued ( 0.8f + 0.1f * i );
m_sprScoreLabel . BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_sprScoreLabel . SetTweenY ( fOriginalY );
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
fOriginalX = m_ScoreDisplay [ p ]. GetX ();
m_ScoreDisplay [ p ]. SetX ( fOriginalX + SCREEN_WIDTH / 2 * ( p == PLAYER_1 ? 1 : - 1 ) );
m_ScoreDisplay [ p ]. BeginTweeningQueued ( 0.8f + 0.1f * i );
m_ScoreDisplay [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_ScoreDisplay [ p ]. SetTweenX ( fOriginalX );
}
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
fOriginalX = m_BonusInfoFrame [ p ]. GetX ();
m_BonusInfoFrame [ p ]. SetX ( fOriginalX + SCREEN_WIDTH / 2 * ( p == PLAYER_1 ? 1 : - 1 ) );
m_BonusInfoFrame [ p ]. BeginTweeningQueued ( 0.2f + 0.1f * i );
m_BonusInfoFrame [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_BonusInfoFrame [ p ]. SetTweenX ( fOriginalX );
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fOriginalX = m_StageBox [ p ]. GetX ();
m_StageBox [ p ]. SetX ( fOriginalX + SCREEN_WIDTH / 2 * ( p == PLAYER_1 ? 1 : - 1 ) );
m_StageBox [ p ]. BeginTweeningQueued ( 0.2f + 0.1f * i );
m_StageBox [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_BEGIN );
m_StageBox [ p ]. SetTweenX ( fOriginalX );
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m_sprGradeFrame [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame [ p ]. SetTweenZoomY ( 0 );
m_Grades [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_Grades [ p ]. SetTweenZoomY ( 0 );
m_textOniPercent [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent [ p ]. SetTweenZoomY ( 0 );
m_textNewRecord [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord [ p ]. SetTweenZoomY ( 0 );
}
m_textTryExtraStage . BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage . SetTweenZoomY ( 0 );
2002-08-13 23:26:46 +00:00
/*
2002-06-24 22:04:31 +00:00
}
2002-08-13 23:26:46 +00:00
*/
2002-06-24 22:04:31 +00:00
}
void ScreenEvaluation :: TweenOffScreen ()
{
int i , p ;
for ( i = 0 ; i < STAGES_TO_SHOW_IN_SUMMARY ; i ++ )
{
m_BannerWithFrame [ i ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_BannerWithFrame [ i ]. SetTweenZoomY ( 0 );
}
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m_textStage . BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_textStage . SetTweenZoomY ( 0 );
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for ( i = 0 ; i < NUM_JUDGE_LINES ; i ++ )
{
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/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
2002-07-16 22:00:59 +00:00
m_sprJudgeLabels [ i ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_sprJudgeLabels [ i ]. SetTweenZoomY ( 0 );
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/*
2002-07-16 22:00:59 +00:00
}
2002-08-13 23:26:46 +00:00
*/
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for ( int p = 0 ; p < NUM_PLAYERS ; p ++ )
{
m_textJudgeNumbers [ i ][ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_textJudgeNumbers [ i ][ p ]. SetTweenZoomY ( 0 );
}
}
2002-07-16 22:00:59 +00:00
2002-08-13 23:26:46 +00:00
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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*/
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m_sprScoreLabel . BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_sprScoreLabel . SetTweenZoomY ( 0 );
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2002-07-16 22:00:59 +00:00
for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
m_ScoreDisplay [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_ScoreDisplay [ p ]. SetTweenZoomY ( 0 );
}
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/*
2002-07-16 22:00:59 +00:00
}
2002-08-13 23:26:46 +00:00
*/
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for ( p = 0 ; p < NUM_PLAYERS ; p ++ )
{
m_BonusInfoFrame [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_BonusInfoFrame [ p ]. SetTweenZoomY ( 0 );
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m_StageBox [ p ]. BeginTweeningQueued ( MENU_ELEMENTS_TWEEN_TIME , Actor :: TWEEN_BIAS_END );
m_StageBox [ p ]. SetTweenZoomY ( 0 );
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m_sprGradeFrame [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame [ p ]. SetTweenZoomY ( 0 );
m_Grades [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_Grades [ p ]. SetTweenZoomY ( 0 );
m_textOniPercent [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent [ p ]. SetTweenZoomY ( 0 );
m_textNewRecord [ p ]. BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord [ p ]. SetTweenZoomY ( 0 );
}
m_textTryExtraStage . BeginTweening ( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage . SetTweenZoomY ( 0 );
}
void ScreenEvaluation :: Update ( float fDeltaTime )
{
Screen :: Update ( fDeltaTime );
}
void ScreenEvaluation :: DrawPrimitives ()
{
m_Menu . DrawBottomLayer ();
Screen :: DrawPrimitives ();
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 . IsClosing () )
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_GoToSelectMusic :
SCREENMAN -> SetNewScreen ( new ScreenSelectMusic );
break ;
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case SM_GoToSelectCourse :
SCREENMAN -> SetNewScreen ( new ScreenSelectCourse );
break ;
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case SM_GoToMusicScroll :
SCREENMAN -> SetNewScreen ( new ScreenMusicScroll );
break ;
case SM_GoToFinalEvaluation :
SCREENMAN -> SetNewScreen ( new ScreenEvaluation ( true ) );
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break ;
}
}
void ScreenEvaluation :: MenuBack ( const PlayerNumber p )
{
MenuStart ( p );
}
void ScreenEvaluation :: MenuStart ( const PlayerNumber p )
{
TweenOffScreen ();
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if ( PREFSMAN -> m_bEventMode )
{
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switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_ARCADE :
m_Menu . TweenOffScreenToMenu ( SM_GoToSelectMusic );
break ;
case PLAY_MODE_ONI :
case PLAY_MODE_ENDLESS :
m_Menu . TweenOffScreenToMenu ( SM_GoToSelectCourse );
break ;
default :
ASSERT ( 0 );
}
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}
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else // not event mode
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{
if ( m_bTryExtraStage )
m_Menu . TweenOffScreenToMenu ( SM_GoToSelectMusic );
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else if ( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE -> m_iCurrentStageIndex == PREFSMAN -> m_iNumArcadeStages - 1 )
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m_Menu . TweenOffScreenToMenu ( SM_GoToFinalEvaluation );
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else if ( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE -> m_iCurrentStageIndex < PREFSMAN -> m_iNumArcadeStages - 1 )
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m_Menu . TweenOffScreenToMenu ( SM_GoToSelectMusic );
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else
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m_Menu . TweenOffScreenToBlack ( SM_GoToMusicScroll , false );
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}
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//
// Increment the stage counter.
//
GAMESTATE -> m_iCurrentStageIndex ++ ;
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}