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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"
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#include "song.h"
#include "StageStats.h"
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#include "Grade.h"
#include "CodeDetector.h"
#include "RageDisplay.h"
#include "StepMania.h"
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#include "CryptManager.h"
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#include <ctime>
const int NUM_SCORE_DIGITS = 9;
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// metrics that are common to all ScreenEvaluation classes
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#define BANNER_WIDTH THEME->GetMetricF(m_sName,"BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight")
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const char* JUDGE_STRING[NUM_JUDGE_LINES] =
{
"Marvelous", "Perfect", "Great", "Good", "Boo", "Miss", "OK", "MaxCombo", "TotalError"
};
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const char* STATS_STRING[NUM_STATS_LINES] =
{
"Jumps", "Holds", "Mines", "Hands"
};
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#define SPIN_GRADES THEME->GetMetricB(m_sName,"SpinGrades")
#define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds")
#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetric (m_sName,"BarActualMaxCommand")
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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]))
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#define SHOW_STAT( s ) THEME->GetMetricB(m_sName,ssprintf("Show%s",STATS_STRING[l]))
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#define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea")
#define SHOW_TOTAL_SCORE_AREA THEME->GetMetricB(m_sName,"ShowTotalScoreArea")
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#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_PER_DIFFICULTY_AWARD THEME->GetMetricB(m_sName,"ShowPerDifficultyAward")
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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))
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#define SOUNDSEQ_NAME( i ) THEME->GetMetric (m_sName,ssprintf("SoundSeqName%d", i+1))
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#define PEAK_COMBO_AWARD_COMMAND THEME->GetMetric (m_sName,"PeakComboAwardCommand")
#define MAX_COMBO_NUM_DIGITS THEME->GetMetricI(m_sName,"MaxComboNumDigits")
#define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator")
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static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
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const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
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ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElements(sClassName)
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{
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LOG->Trace( "ScreenEvaluation::ScreenEvaluation" );
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Init(); // work around horrible gcc bug 3187
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LOG->Trace( "exiting ScreenEvaluation::ScreenEvalaution" );
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}
void ScreenEvaluation::Init()
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{
//
// debugging
//
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if( PREFSMAN->m_bScreenTestMode )
{
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1, false);
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false);
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_pCurSong = SONGMAN->GetRandomSong();
GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse();
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GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->m_vpSteps[0];
GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->m_vpSteps[0];
g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurSteps[PLAYER_1];
g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurSteps[PLAYER_2];
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
GAMESTATE->m_iCurrentStageIndex = 0;
GAMESTATE->m_PlayerOptions[PLAYER_1].ChooseRandomMofifiers();
GAMESTATE->m_PlayerOptions[PLAYER_2].ChooseRandomMofifiers();
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for( float f = 0; f < 100.0f; f += 1.0f )
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{
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float fP1 = fmodf(f/100*4+.3f,1);
g_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f );
g_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f );
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}
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g_CurStageStats.iActualDancePoints[PLAYER_1] = rand()%3;
g_CurStageStats.iPossibleDancePoints[PLAYER_1] = 2;
g_CurStageStats.iActualDancePoints[PLAYER_2] = rand()%2;
g_CurStageStats.iPossibleDancePoints[PLAYER_2] = 1;
g_CurStageStats.iCurCombo[PLAYER_1] = 0;
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g_CurStageStats.UpdateComboList( PLAYER_1, 0, false );
g_CurStageStats.iCurCombo[PLAYER_1] = 1;
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g_CurStageStats.UpdateComboList( PLAYER_1, 1, false );
g_CurStageStats.iCurCombo[PLAYER_1] = 50;
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g_CurStageStats.UpdateComboList( PLAYER_1, 25, false );
g_CurStageStats.iCurCombo[PLAYER_1] = 250;
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g_CurStageStats.UpdateComboList( PLAYER_1, 100, false );
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g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_MARVELOUS] = rand()%2;
g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_PERFECT] = rand()%2;
g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_GREAT] = rand()%2;
g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_MARVELOUS] = rand()%2;
g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_PERFECT] = rand()%2;
g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_GREAT] = rand()%2;
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g_vPlayedStageStats.clear();
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}
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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m_bFailed = g_CurStageStats.AllFailed();
ZERO( m_bSavedScreenshot );
CString sType = TYPE;
if( !sType.CompareNoCase("stage") )
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m_Type = stage;
else if( !sType.CompareNoCase("summary") )
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m_Type = summary;
else if( !sType.CompareNoCase("course") )
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m_Type = course;
else
RageException::Throw("Unknown evaluation type \"%s\"", TYPE.c_str() );
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//
// Figure out which statistics and songs we're going to display
//
StageStats stageStats;
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:
stageStats = g_CurStageStats;
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break;
default:
ASSERT(0);
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}
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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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{
FOREACH_PlayerNumber( 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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FOREACH_PlayerNumber( p )
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
grade[p] = stageStats.GetGrade( p );
else
grade[p] = GRADE_FAILED;
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if( PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH )
{
const int ScoreBonuses[] = { 10000000, 10000000, 1000000, 100000, 10000, 1000, 100 };
if( grade[p] < (int) ARRAYSIZE(ScoreBonuses) )
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{
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g_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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}
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//
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// update persistent statistics
//
int iPersonalHighScoreIndex[NUM_PLAYERS];
int iMachineHighScoreIndex[NUM_PLAYERS];
RankingCategory rc[NUM_PLAYERS];;
PerDifficultyAward pdaToShow[NUM_PLAYERS];
PeakComboAward pcaToShow[NUM_PLAYERS];
CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc, pdaToShow, pcaToShow );
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m_bTryExtraStage =
GAMESTATE->HasEarnedExtraStage() &&
m_Type==stage;
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//
// load pass/fail sound
//
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// if(m_Type==stage)
// {
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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);
}
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// }
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m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
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m_bgOverlay.SetDrawOrder( 1 ); /* draw on top of everything except transitions */
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this->AddChild( &m_bgOverlay );
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m_bPassFailTriggered = false; // the sound hasn't been triggered yet
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switch( m_Type )
{
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case stage:
case course:
if( m_bFailed )
m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
else
m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
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m_sndPassFail.Play();
}
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m_bgCondBga.Load(m_sName);
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//
// load other sounds
//
m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") );
//
// 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" );
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SET_XY_AND_ON_COMMAND( m_LargeBanner );
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this->AddChild( &m_LargeBanner );
m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
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m_sprLargeBannerFrame.SetName( "LargeBannerFrame" );
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SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame );
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this->AddChild( &m_sprLargeBannerFrame );
m_sprStage.Load( THEME->GetPathToG("ScreenEvaluation stage "+GAMESTATE->GetStageText()) );
m_sprStage.SetName( "Stage" );
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SET_XY_AND_ON_COMMAND( m_sprStage );
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this->AddChild( &m_sprStage );
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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) );
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SET_XY_AND_ON_COMMAND( m_SmallBanner[i] );
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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) );
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SET_XY_AND_ON_COMMAND( m_sprSmallBannerFrame[i] );
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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" );
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SET_XY_AND_ON_COMMAND( m_LargeBanner );
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this->AddChild( &m_LargeBanner );
m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
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m_sprLargeBannerFrame.SetName( "LargeBannerFrame" );
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SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame );
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this->AddChild( &m_sprLargeBannerFrame );
}
break;
default:
ASSERT(0);
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}
switch( m_Type )
{
case stage:
case course:
{
FOREACH_EnabledPlayer( p )
{
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m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation difficulty icons")) );
switch( m_Type )
{
case stage:
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m_DifficultyIcon[p].SetFromNotes( p, GAMESTATE->m_pCurSteps[p] );
break;
case course:
m_DifficultyIcon[p].SetFromCourseDifficulty( p, GAMESTATE->m_PreferredCourseDifficulty[p] );
break;
default:
ASSERT(0);
}
m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("Common normal") );
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CString sPO = GAMESTATE->m_PlayerOptions[p].GetThemedString();
sPO.Replace( ", ", PLAYER_OPTIONS_SEPARATOR );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] );
m_textPlayerOptions[p].SetText( sPO );
this->AddChild( &m_textPlayerOptions[p] );
if( GAMESTATE->IsDisqualified((PlayerNumber)p) )
{
m_sprDisqualified[p].Load( THEME->GetPathToG("ScreenEvaluation disqualified") );
m_sprDisqualified[p]->SetName( ssprintf("DisqualifiedP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_sprDisqualified[p] );
this->AddChild( m_sprDisqualified[p] );
}
}
}
break;
case summary:
break;
default:
ASSERT(0);
}
}
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//
// init graph area
//
if( SHOW_GRAPH_AREA )
{
FOREACH_EnabledPlayer( p )
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{
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m_sprGraphFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation graph frame p%d",p+1)) );
m_sprGraphFrame[p].SetName( ssprintf("GraphFrameP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_sprGraphFrame[p] );
this->AddChild( &m_sprGraphFrame[p] );
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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 )
{
FOREACH_EnabledPlayer( p )
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{
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m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
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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 )
{
// Touch all possible grade files to make sure they're all present
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for( int g=GRADE_TIER_1; g<NUM_GRADES; g++ )
THEME->GetPathToG( "ScreenEvaluation grade "+ GradeToString((Grade)g) );
FOREACH_EnabledPlayer( p )
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{
m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) );
m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprGradeFrame[p] );
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this->AddChild( &m_sprGradeFrame[p] );
m_Grades[p].Load( THEME->GetPathToG("ScreenEvaluation grades") );
2003-03-31 03:11:31 +00:00
m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
m_Grades[p].SetName( ssprintf("GradeP%d",p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_Grades[p] );
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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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m_sprGrade[p].Load( THEME->GetPathToG( "ScreenEvaluation grade "+ GradeToString(grade[p]) ) );
m_sprGrade[p]->SetName( ssprintf("GradeP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_sprGrade[p] );
this->AddChild( m_sprGrade[p] );
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}
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}
//
// init points area
//
if( SHOW_POINTS_AREA )
{
FOREACH_EnabledPlayer( p )
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{
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)) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprPercentFrame[p] );
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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" );
m_Percent[p].Load( (PlayerNumber) p, &g_CurStageStats, true );
2003-12-21 03:39:05 +00:00
m_Percent[p].SetXY( THEME->GetMetricF(m_sName, ssprintf("PercentP%dX",p+1)),
THEME->GetMetricF(m_sName,ssprintf("PercentP%dY",p+1)) );
m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOnCommand",p+1)) );
2003-10-05 00:33:05 +00:00
this->AddChild( &m_Percent[p] );
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}
}
//
// init bonus area
//
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if( SHOW_BONUS_AREA )
{
FOREACH_EnabledPlayer( p )
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{
m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) );
m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprBonusFrame[p] );
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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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{
2003-07-04 20:15:15 +00:00
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) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprPossibleBar[p][r] );
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this->AddChild( &m_sprPossibleBar[p][r] );
2003-07-04 20:15:15 +00:00
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) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprActualBar[p][r] );
// .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] );
}
2002-06-24 22:04:31 +00:00
}
2003-03-28 05:47:42 +00:00
}
2003-03-28 05:47:42 +00:00
//
// init survived area
//
if( SHOW_SURVIVED_AREA )
{
FOREACH_EnabledPlayer( p )
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{
m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) );
m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprSurvivedFrame[p] );
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this->AddChild( &m_sprSurvivedFrame[p] );
m_textSurvivedNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation stage") );
m_textSurvivedNumber[p].SetShadowLength( 0 );
// 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) );
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SET_XY_AND_ON_COMMAND( m_textSurvivedNumber[p] );
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this->AddChild( &m_textSurvivedNumber[p] );
}
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}
2003-03-28 05:47:42 +00:00
//
// init win area
//
if( SHOW_WIN_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) );
m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprWinFrame[p] );
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) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprWin[p] );
this->AddChild( &m_sprWin[p] );
}
}
//
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// init judgment area
//
2003-02-14 06:53:13 +00:00
int l;
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
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]) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprJudgeLabels[l] );
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this->AddChild( &m_sprJudgeLabels[l] );
FOREACH_EnabledPlayer( p )
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{
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") );
m_textJudgeNumbers[l][p].SetShadowLength( 0 );
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m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) );
m_textJudgeNumbers[l][p].SetName( ssprintf("%sNumberP%d",JUDGE_STRING[l],p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_textJudgeNumbers[l][p] );
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this->AddChild( &m_textJudgeNumbers[l][p] );
int iValue;
switch( l )
{
case marvelous: iValue = stageStats.iTapNoteScores[p][TNS_MARVELOUS]; break;
case perfect: iValue = stageStats.iTapNoteScores[p][TNS_PERFECT]; break;
case great: iValue = stageStats.iTapNoteScores[p][TNS_GREAT]; break;
case good: iValue = stageStats.iTapNoteScores[p][TNS_GOOD]; break;
case boo: iValue = stageStats.iTapNoteScores[p][TNS_BOO]; break;
case miss: iValue = stageStats.iTapNoteScores[p][TNS_MISS]; break;
case ok: iValue = stageStats.iHoldNoteScores[p][HNS_OK]; break;
case max_combo: iValue = stageStats.iMaxCombo[p]; break;
case error: iValue = stageStats.iTotalError[p]; break;
default: iValue = 0; ASSERT(0);
2003-03-28 05:47:42 +00:00
}
// UGLY... generalize this
int iNumDigits = (l==max_combo) ? MAX_COMBO_NUM_DIGITS : 4;
m_textJudgeNumbers[l][p].SetText( ssprintf("%*d",iNumDigits,iValue) );
2003-03-28 05:47:42 +00:00
}
}
}
FOREACH_EnabledPlayer( pn )
{
if( pcaToShow[pn] != PEAK_COMBO_AWARD_INVALID )
m_textJudgeNumbers[max_combo][pn].Command( PEAK_COMBO_AWARD_COMMAND );
}
2003-12-16 10:04:37 +00:00
for( l=0; l<NUM_STATS_LINES; l++ )
{
if( !SHOW_STAT(l) )
continue;
m_sprStatsLabel[l].Load( THEME->GetPathToG( ssprintf("ScreenEvaluation label %s", STATS_STRING[l]) ) );
m_sprStatsLabel[l]->StopAnimating();
m_sprStatsLabel[l]->SetName( ssprintf("%sLabel",STATS_STRING[l]) );
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SET_XY_AND_ON_COMMAND( m_sprStatsLabel[l] );
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this->AddChild( m_sprStatsLabel[l] );
FOREACH_EnabledPlayer( p )
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{
m_textStatsText[l][p].LoadFromFont( THEME->GetPathToF("ScreenEvaluation stats") );
m_textStatsText[l][p].SetDiffuse( PlayerToColor(p) );
m_textStatsText[l][p].SetName( ssprintf("%sTextP%d",STATS_STRING[l],p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_textStatsText[l][p] );
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this->AddChild( &m_textStatsText[l][p] );
const int indeces[NUM_STATS_LINES] =
{
RADAR_NUM_JUMPS, RADAR_NUM_HOLDS, RADAR_NUM_MINES, RADAR_NUM_HANDS
};
const int ind = indeces[l];
const int iActual = (int) roundf(stageStats.fRadarActual[p][ind]);
const int iPossible = (int) roundf(stageStats.fRadarPossible[p][ind]);
m_textStatsText[l][p].SetText( ssprintf("%3d/%3d",iActual,iPossible) );
2003-12-16 10:04:37 +00:00
}
}
//
// init score area
//
2003-03-28 05:47:42 +00:00
if( SHOW_SCORE_AREA )
{
2003-12-21 08:55:59 +00:00
m_sprScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation score label") );
m_sprScoreLabel.SetName( "ScoreLabel" );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprScoreLabel );
this->AddChild( &m_sprScoreLabel );
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FOREACH_EnabledPlayer( p )
2003-03-28 05:47:42 +00:00
{
m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") );
m_textScore[p].SetShadowLength( 0 );
m_textScore[p].SetDiffuse( PlayerToColor(p) );
m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_textScore[p] );
2003-06-18 20:08:39 +00:00
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, stageStats.iScore[p]) );
this->AddChild( &m_textScore[p] );
2003-03-28 05:47:42 +00:00
}
}
if( SHOW_TOTAL_SCORE_AREA )
{
2003-12-21 04:19:51 +00:00
m_sprTotalScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation totalscore label") );
m_sprTotalScoreLabel.SetName( "TotalScoreLabel" );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprTotalScoreLabel );
this->AddChild( &m_sprTotalScoreLabel );
FOREACH_EnabledPlayer( p )
{
int iTotalScore=0;
for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
iTotalScore += g_vPlayedStageStats[i].iScore[p];
//iTotalScore += stageStats.iScore[p];
m_textTotalScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation totalscore") );
m_textTotalScore[p].SetShadowLength( 0 );
m_textTotalScore[p].SetDiffuse( PlayerToColor(p) );
m_textTotalScore[p].SetName( ssprintf("TotalScoreNumberP%d",p+1) );
m_textTotalScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS+2, iTotalScore) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_textTotalScore[p] );
this->AddChild( &m_textTotalScore[p] );
}
}
2003-03-28 05:47:42 +00:00
//
// init time area
//
if( SHOW_TIME_AREA )
{
2003-12-21 04:19:51 +00:00
m_sprTimeLabel.Load( THEME->GetPathToG("ScreenEvaluation time label") );
m_sprTimeLabel.SetName( "TimeLabel" );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprTimeLabel );
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this->AddChild( &m_sprTimeLabel );
FOREACH_EnabledPlayer( p )
{
2003-12-21 04:19:51 +00:00
m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation time") );
m_textTime[p].SetShadowLength( 0 );
m_textTime[p].SetDiffuse( PlayerToColor(p) );
2003-12-21 04:19:51 +00:00
m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) );
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_textTime[p] );
2004-02-22 19:51:46 +00:00
m_textTime[p].SetText( SecondsToMMSSMsMs(stageStats.fAliveSeconds[p]) );
this->AddChild( &m_textTime[p] );
}
2003-03-28 05:47:42 +00:00
}
2003-03-28 05:47:42 +00:00
//
// init extra area
//
FOREACH_PlayerNumber( p )
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{
2003-10-19 21:38:11 +00:00
if( iMachineHighScoreIndex[p] != -1 )
{
m_sprMachineRecord[p].Load( THEME->GetPathG( "ScreenEvaluation", ssprintf("MachineRecord %02d",iMachineHighScoreIndex[p]+1) ) );
m_sprMachineRecord[p]->SetName( ssprintf("MachineRecordP%d",p+1) );
m_sprMachineRecord[p]->StopAnimating();
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprMachineRecord[p] );
this->AddChild( m_sprMachineRecord[p] );
2003-10-19 21:38:11 +00:00
}
if( iPersonalHighScoreIndex[p] != -1 )
{
m_sprPersonalRecord[p].Load( THEME->GetPathG( "ScreenEvaluation", ssprintf("PersonalRecord %02d",iPersonalHighScoreIndex[p]+1) ) );
m_sprPersonalRecord[p]->SetName( ssprintf("PersonalRecordP%d",p+1) );
m_sprPersonalRecord[p]->StopAnimating();
2003-12-21 03:39:05 +00:00
SET_XY_AND_ON_COMMAND( m_sprPersonalRecord[p] );
this->AddChild( m_sprPersonalRecord[p] );
}
2003-10-31 03:10:31 +00:00
if( SHOW_PER_DIFFICULTY_AWARD && pdaToShow[p]!=PER_DIFFICULTY_AWARD_INVALID )
2003-10-31 03:10:31 +00:00
{
CString sAward = PerDifficultyAwardToString( pdaToShow[p] );
2004-03-07 04:34:49 +00:00
2004-03-14 05:57:43 +00:00
m_PerDifficultyAward[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation award %s",sAward.c_str())) );
2004-03-07 04:34:49 +00:00
m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_PerDifficultyAward[p] );
this->AddChild( m_PerDifficultyAward[p] );
2003-10-31 03:10:31 +00:00
}
}
2003-10-19 21:38:11 +00:00
bool bOneHasNewTopRecord = false;
2004-05-04 00:00:17 +00:00
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) )
bOneHasNewTopRecord = true;
2004-01-22 02:39:55 +00:00
Grade best_grade = GRADE_NO_DATA;
2004-05-04 00:00:17 +00:00
FOREACH_PlayerNumber( p )
best_grade = min( best_grade, grade[p] );
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" );
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SET_XY_AND_ON_COMMAND( m_sprTryExtraStage );
this->AddChild( &m_sprTryExtraStage );
2002-06-24 22:04:31 +00:00
if( GAMESTATE->IsExtraStage() )
2003-07-26 22:53:22 +00:00
SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra2") );
else
2003-07-26 22:53:22 +00:00
SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra1") );
2002-06-24 22:04:31 +00:00
}
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") );
}
2002-06-24 22:04:31 +00:00
else
2003-03-28 05:47:42 +00:00
{
switch( m_Type )
2002-06-24 22:04:31 +00:00
{
case stage:
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switch( GAMESTATE->m_PlayMode )
{
2003-08-19 04:27:50 +00:00
case PLAY_MODE_BATTLE:
2003-05-13 13:35:32 +00:00
{
2003-06-30 18:08:27 +00:00
bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN;
2003-05-13 13:35:32 +00:00
if( bWon )
2003-07-26 22:53:22 +00:00
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation win") );
2003-05-13 13:35:32 +00:00
else
2003-07-26 22:53:22 +00:00
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation lose") );
2003-05-13 13:35:32 +00:00
}
break;
default:
2004-04-23 02:37:09 +00:00
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToOldString(best_grade)) );
2003-05-13 13:35:32 +00:00
break;
}
2002-07-23 01:41:40 +00:00
break;
case course:
case summary:
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToOldString(best_grade)) );
2002-07-23 01:41:40 +00:00
break;
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default:
2002-07-23 01:41:40 +00:00
ASSERT(0);
2002-06-24 22:04:31 +00:00
}
}
2004-01-20 07:09:44 +00:00
switch( best_grade )
2002-10-18 19:01:32 +00:00
{
2004-01-20 03:32:48 +00:00
case GRADE_TIER_1:
case GRADE_TIER_2:
case GRADE_TIER_3:
this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
2002-10-18 19:01:32 +00:00
break;
}
2004-05-02 03:01:27 +00:00
this->SortByDrawOrder();
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_timerSoundSequences.SetZero(); // zero the sound sequence timer
m_timerSoundSequences.Touch(); // set the timer going :]
m_fScreenCreateTime = RageTimer::GetTimeSinceStart();
2002-06-24 22:04:31 +00:00
}
void ScreenEvaluation::CommitScores(
const StageStats &stageStats,
int iPersonalHighScoreIndexOut[NUM_PLAYERS],
int iMachineHighScoreIndexOut[NUM_PLAYERS],
RankingCategory rcOut[NUM_PLAYERS],
PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
PeakComboAward pcaToShowOut[NUM_PLAYERS] )
2003-12-18 03:43:25 +00:00
{
{
FOREACH_PlayerNumber( pn )
{
iPersonalHighScoreIndexOut[pn] = -1;
iMachineHighScoreIndexOut[pn] = -1;
rcOut[pn] = RANKING_INVALID;
pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID;
pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID;
}
}
2003-12-18 03:43:25 +00:00
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
{
FOREACH_PlayerNumber( pn )
{
iPersonalHighScoreIndexOut[pn] = 0;
iMachineHighScoreIndexOut[pn] = 0;
}
}
2003-12-18 03:43:25 +00:00
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
return;
2004-03-21 08:08:59 +00:00
LOG->Trace( "saving stats and high scores" );
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{
FOREACH_HumanPlayer( p )
{
// don't save scores if the player is disqualified
if( GAMESTATE->IsDisqualified(p) )
continue;
Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
// 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
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HighScore &hs = m_HighScore[p];
hs.sName = RANKING_TO_FILL_IN_MARKER[p];
hs.grade = stageStats.GetGrade( p );
hs.iScore = stageStats.iScore[p];
hs.fPercentDP = stageStats.GetPercentDancePoints( p );
hs.fSurviveSeconds = stageStats.fAliveSeconds[p];
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hs.sModifiers = GAMESTATE->m_PlayerOptions[p].GetString();
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hs.time = time(NULL);
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hs.sPlayerGuid = PROFILEMAN->IsUsingProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : "";
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hs.sMachineGuid = PROFILEMAN->GetMachineProfile()->m_sGuid;
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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switch( m_Type )
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{
case stage:
{
// don't save scores for a failed song
if( stageStats.bFailed[p] )
continue;
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ASSERT( pSteps );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
}
break;
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case summary:
{
// don't save scores if any stage was failed
if( stageStats.bFailed[p] )
continue;
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float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
rcOut[p] = AverageMeterToRankingCategory( fAverageMeter );
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PROFILEMAN->AddCategoryScore( st, rcOut[p], p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( st, rcOut[p], p );
}
break;
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case course:
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
Trail* pTrail = pCourse->GetTrail( st, cd );
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// don't save scores for a failed Nonstop
// DO save scores for a failed Oni/Endless
if( stageStats.bFailed[p] && pCourse->IsNonstop() )
continue;
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
}
break;
default:
ASSERT(0);
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}
}
}
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LOG->Trace( "done saving stats and high scores" );
// If both players get a machine high score in the same HighScoreList,
// then one player's score may have bumped the other player. Look in
// the HighScoreList and re-get the high score index.
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{
FOREACH_HumanPlayer( p )
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{
if( iMachineHighScoreIndexOut[p] == -1 ) // no record
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continue; // skip
HighScore &hs = m_HighScore[p];
Profile* pProfile = PROFILEMAN->GetMachineProfile();
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
const HighScoreList *pHSL = NULL;
switch( m_Type )
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{
case stage:
{
Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
}
break;
case summary:
{
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pHSL = &pProfile->GetCategoryHighScoreList( st, rcOut[p] );
}
break;
case course:
{
Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
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Trail *pTrail = pCourse->GetTrail( st, cd );
ASSERT( pTrail );
pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
}
break;
default:
ASSERT(0);
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}
vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
if( iter == pHSL->vHighScores.end() )
iMachineHighScoreIndexOut[p] = -1;
else
iMachineHighScoreIndexOut[p] = iter - pHSL->vHighScores.begin();
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}
}
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LOG->Trace( "hand out awards" );
{
FOREACH_HumanPlayer( p )
{
// must be using a profile to receive awards
if( !PROFILEMAN->IsUsingProfile(p) )
continue;
Profile* pProfile = PROFILEMAN->GetProfile(p);
deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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LOG->Trace( "per difficulty awards" );
// per-difficulty awards
switch( m_Type )
{
case stage:
// don't give per-difficutly awards if using easy mods
if( !GAMESTATE->IsDisqualified(p) )
{
if( stageStats.FullComboOfScore( p, TNS_GREAT ) )
vPdas.push_back( AWARD_FULL_COMBO_GREATS );
if( stageStats.SingleDigitsOfScore( p, TNS_GREAT ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
if( stageStats.FullComboOfScore( p, TNS_PERFECT ) )
vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
if( stageStats.SingleDigitsOfScore( p, TNS_PERFECT ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
if( stageStats.FullComboOfScore( p, TNS_MARVELOUS ) )
vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
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if( stageStats.OneOfScore( p, TNS_GREAT ) )
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vPdas.push_back( AWARD_ONE_GREAT );
if( stageStats.OneOfScore( p, TNS_PERFECT ) )
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vPdas.push_back( AWARD_ONE_PERFECT );
float fPercentGreats = stageStats.GetPercentageOfTaps(p, TNS_GREAT);
if( fPercentGreats >= 0.8f )
vPdas.push_back( AWARD_GREATS_80_PERCENT );
if( fPercentGreats >= 0.9f )
vPdas.push_back( AWARD_GREATS_90_PERCENT );
if( fPercentGreats >= 1.f )
vPdas.push_back( AWARD_GREATS_100_PERCENT );
}
}
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// Max one PDA per stage
if( !vPdas.empty() )
vPdas.erase( vPdas.begin(), vPdas.end()-1 );
if( !vPdas.empty() )
pdaToShowOut[p] = vPdas.back();
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LOG->Trace( "done with per difficulty awards" );
// DO give peak combo awards if using easy mods
int iComboAtStartOfStage = stageStats.GetComboAtStartOfStage( p );
int iPeakCombo = stageStats.GetMaxCombo(p).cnt;
FOREACH_PeakComboAward( pca )
{
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int iLevel = 1000 * (pca+1);
bool bCrossedLevel = iComboAtStartOfStage < iLevel && iPeakCombo >= iLevel;
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LOG->Trace( "pca = %d, iLevel = %d, bCrossedLevel = %d", pca, iLevel, bCrossedLevel );
if( bCrossedLevel )
{
GAMESTATE->m_vLastPeakComboAwards[p].push_back( pca );
}
}
if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
pcaToShowOut[p] = GAMESTATE->m_vLastPeakComboAwards[p].back();
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LOG->Trace( "done with per combo awards" );
// erase awards from the Last list that have been received so that we
// won't show them again.
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switch( m_Type )
{
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case stage:
for( int i=GAMESTATE->m_vLastPerDifficultyAwards[p].size()-1; i>=0; i-- )
{
PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p][i];
Steps* pSteps = stageStats.pSteps[p];
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ASSERT( pSteps != NULL );
bool bAlreadyHad = pProfile->HasPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda );
pProfile->AddPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda );
if( bAlreadyHad )
GAMESTATE->m_vLastPerDifficultyAwards[p].erase( GAMESTATE->m_vLastPerDifficultyAwards[p].begin()+i );
}
}
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LOG->Trace( "done erasing dupe pdas" );
{
for( int i=GAMESTATE->m_vLastPeakComboAwards[p].size()-1; i>=0; i-- )
{
PeakComboAward pca = GAMESTATE->m_vLastPeakComboAwards[p][i];
bool bAlreadyHad = pProfile->HasPeakComboAward( pca );
pProfile->AddPeakComboAward( pca );
if( bAlreadyHad )
GAMESTATE->m_vLastPeakComboAwards[p].erase( GAMESTATE->m_vLastPeakComboAwards[p].begin()+i );
}
}
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LOG->Trace( "done erasing pcas" );
}
}
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LOG->Trace( "done handing out awards." );
2003-12-18 03:43:25 +00:00
}
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void ScreenEvaluation::TweenOffScreen()
{
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// large banner area
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OFF_COMMAND( m_LargeBanner );
OFF_COMMAND( m_sprLargeBannerFrame );
OFF_COMMAND( m_sprStage );
FOREACH_PlayerNumber( p )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
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OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_textPlayerOptions[p] );
OFF_COMMAND( m_sprDisqualified[p] );
}
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// small banner area
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for( int i=0; i<MAX_SONGS_TO_SHOW; i++ )
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{
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OFF_COMMAND( m_SmallBanner[i] );
OFF_COMMAND( m_sprSmallBannerFrame[i] );
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}
// grade area
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if( SHOW_GRADE_AREA )
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{
FOREACH_PlayerNumber( p )
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{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
OFF_COMMAND( m_sprGradeFrame[p] );
OFF_COMMAND( m_Grades[p] );
OFF_COMMAND( m_sprGrade[p] );
}
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}
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if( SHOW_GRAPH_AREA )
{
FOREACH_PlayerNumber( p )
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{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
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OFF_COMMAND( m_sprGraphFrame[p] );
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OFF_COMMAND( m_Graph[p] );
}
}
if( SHOW_COMBO_AREA )
{
FOREACH_PlayerNumber( p )
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{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
OFF_COMMAND( m_Combo[p] );
}
}
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// points area
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if( SHOW_POINTS_AREA )
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{
FOREACH_EnabledPlayer( p )
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{
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OFF_COMMAND( m_sprPercentFrame[p] );
m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOffCommand",p+1)) );
2003-10-07 02:13:48 +00:00
m_Percent[p].TweenOffScreen();
}
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}
// bonus area
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if( SHOW_BONUS_AREA )
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{
FOREACH_EnabledPlayer( p )
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{
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OFF_COMMAND( m_sprBonusFrame[p] );
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
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{
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OFF_COMMAND( m_sprPossibleBar[p][r] );
OFF_COMMAND( m_sprActualBar[p][r] );
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}
2002-08-22 09:31:32 +00:00
}
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}
// survived area
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if( SHOW_SURVIVED_AREA )
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{
FOREACH_EnabledPlayer( p )
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{
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OFF_COMMAND( m_sprSurvivedFrame[p] );
OFF_COMMAND( m_textSurvivedNumber[p] );
2003-10-07 02:13:48 +00:00
}
}
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// win area
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if( SHOW_WIN_AREA )
{
FOREACH_EnabledPlayer( p )
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{
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OFF_COMMAND( m_sprWinFrame[p] );
OFF_COMMAND( m_sprWin[p] );
2003-10-07 02:13:48 +00:00
}
}
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;
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2003-12-21 03:39:05 +00:00
OFF_COMMAND( m_sprJudgeLabels[l] );
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FOREACH_EnabledPlayer( p )
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OFF_COMMAND( m_textJudgeNumbers[l][p] );
}
2002-09-15 23:41:26 +00:00
2003-12-16 10:04:37 +00:00
// stats area
for( l=0; l<NUM_STATS_LINES; l++ )
{
if( !SHOW_STAT(l) )
continue;
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OFF_COMMAND( m_sprStatsLabel[l] );
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FOREACH_EnabledPlayer( p )
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OFF_COMMAND( m_textStatsText[l][p] );
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}
// score area
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if( SHOW_SCORE_AREA )
{
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OFF_COMMAND( m_sprScoreLabel );
FOREACH_EnabledPlayer( p )
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OFF_COMMAND( m_textScore[p] );
}
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// total score area
if( SHOW_TOTAL_SCORE_AREA )
{
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OFF_COMMAND( m_sprTotalScoreLabel );
FOREACH_EnabledPlayer( p )
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OFF_COMMAND( m_textTotalScore[p] );
}
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// time area
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if( SHOW_TIME_AREA )
{
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OFF_COMMAND( m_sprTimeLabel );
FOREACH_EnabledPlayer( p )
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OFF_COMMAND( m_textTime[p] );
}
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// extra area
{
FOREACH_EnabledPlayer( p )
{
OFF_COMMAND( m_sprMachineRecord[p] );
OFF_COMMAND( m_sprPersonalRecord[p] );
if( m_PerDifficultyAward[p].IsLoaded() )
OFF_COMMAND( m_PerDifficultyAward[p] );
}
}
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OFF_COMMAND( m_sprTryExtraStage );
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}
void ScreenEvaluation::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
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m_bgCondBga.Update(fDeltaTime);
if(m_bFailed && (m_Type==stage||m_Type==course))
{
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if( m_timerSoundSequences.Ago() > FAILED_SOUND_TIME && !m_bPassFailTriggered )
{
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
m_bPassFailTriggered = true;
}
}
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else if (m_Type==stage||m_Type==course) // STAGE/NONSTOP eval AND passed
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{
if( m_timerSoundSequences.Ago() > PASSED_SOUND_TIME && !m_bPassFailTriggered )
{
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
m_bPassFailTriggered = true;
}
}
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// if(m_Type == stage) // stage eval ... pass / fail / whatever
// {
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for( unsigned snd=0; snd<m_SoundSequences.size(); snd++ )
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{
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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// }
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for( int p=0; p<NUM_PLAYERS; p++)
{
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if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( g_CurStageStats.iBonus[p] == 0 )
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continue;
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if( GAMESTATE->IsCourseMode() )
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continue;
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// wait a few seconds before adding bonus
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if( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f )
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continue;
int increment = g_CurStageStats.iBonus[p]/10;
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/* XXX: What's this supposed to do? If i < 1, then min(i, 1024) is i ... */
if( increment < 1 )
increment = min( 1024, g_CurStageStats.iBonus[p] );
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g_CurStageStats.iBonus[p] -= increment;
g_CurStageStats.iScore[p] += increment;
2003-08-11 12:14:26 +00:00
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if( SHOW_SCORE_AREA )
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, g_CurStageStats.iScore[p]) );
2003-08-11 12:14:26 +00:00
}
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}
void ScreenEvaluation::DrawPrimitives()
{
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m_bgCondBga.DrawPrimitives();
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Screen::DrawPrimitives();
}
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
2002-09-06 00:33:51 +00:00
// LOG->Trace( "ScreenEvaluation::Input()" );
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if( IsTransitioning() )
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return;
if( GameI.IsValid() )
{
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT) )
{
if( !m_bSavedScreenshot[pn] && // only allow one screenshot
PROFILEMAN->IsUsingProfile(pn) )
{
2004-02-22 05:04:11 +00:00
Profile* pProfile = PROFILEMAN->GetProfile(pn);
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CString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
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int iScreenshotIndex = pProfile->GetNextScreenshotIndex();
CString sFileName = SaveScreenshot( sDir, true, true, iScreenshotIndex );
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CString sPath = sDir+sFileName;
if( !sFileName.empty() )
{
Profile::Screenshot screenshot;
screenshot.sFileName = sFileName;
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screenshot.sMD5 = CRYPTMAN->GetMD5( sPath );
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screenshot.time = time(NULL);
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screenshot.sMachineGuid = PROFILEMAN->GetMachineProfile()->m_sGuid;
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pProfile->AddScreenshot( screenshot );
}
m_bSavedScreenshot[pn] = true;
return; // handled
}
}
}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
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EndScreen();
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break;
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case SM_GoToNextScreen:
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{
if( PREFSMAN->m_bEventMode )
SCREENMAN->SetNewScreen( NEXT_SCREEN );
else
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{
/* Go to FAILED_SCREEN if we failed a non-extra stage. */
bool bReallyFailed = m_bFailed && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2());
// If failed and not in event mode, go to the game over screen.
if( bReallyFailed )
{
SCREENMAN->SetNewScreen( FAILED_SCREEN );
break;
}
/* We passed. If we have another stage to play, go to NEXT_SCREEN. */
switch( m_Type )
{
case stage:
if( m_bTryExtraStage || !(GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) )
{
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
case summary:
case course:
SCREENMAN->SetNewScreen( END_SCREEN );
break;
}
}
if( m_sndPassFail.IsPlaying() )
m_sndPassFail.Stop();
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break;
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}
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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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{
m_soundStart.Play();
EndScreen();
}
void ScreenEvaluation::EndScreen()
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{
TweenOffScreen();
FOREACH_PlayerNumber( p )
m_Grades[p].SettleImmediately();
GAMESTATE->m_iRoundSeed = rand();
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if( !PREFSMAN->m_bEventMode )
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{
switch( m_Type )
{
case stage:
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if( !m_bTryExtraStage && (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) )
{
/* Tween the screen out, but leave the MenuElements where they are.
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* Play the "swoosh" sound manually (would normally be played by the ME
* tween out). */
TweenOffScreen();
}
break;
}
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}
StartTransitioning( SM_GoToNextScreen );
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}