2010-01-26 21:00:30 -06:00
#include "global.h"
#include "ScreenGameplay.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GamePreferences.h"
#include "GameManager.h"
#include "RageFileManager.h"
#include "Steps.h"
#include "RageLog.h"
#include "LifeMeter.h"
#include "GameState.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayPercentage.h"
#include "ScoreDisplayLifeTime.h"
#include "ScoreDisplayOni.h"
#include "ScoreDisplayRave.h"
#include "ThemeManager.h"
#include "RageTimer.h"
#include "ScoreKeeperNormal.h"
#include "ScoreKeeperRave.h"
#include "LyricsLoader.h"
#include "ActorUtil.h"
#include "RageSoundManager.h"
#include "RageSoundReader.h"
#include "RageTextureManager.h"
#include "GameSoundManager.h"
#include "CombinedLifeMeterTug.h"
#include "Inventory.h"
#include "Course.h"
#include "NoteDataUtil.h"
#include "UnlockManager.h"
#include "LightsManager.h"
#include "ProfileManager.h"
#include "StatsManager.h"
2010-02-18 23:17:24 -06:00
#include "PlayerAI.h" // for NUM_SKILL_LEVELS
2010-01-26 21:00:30 -06:00
#include "NetworkSyncManager.h"
#include "Foreach.h"
#include "DancingCharacters.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Style.h"
#include "LuaManager.h"
#include "MemoryCardManager.h"
#include "CommonMetrics.h"
#include "InputMapper.h"
#include "Game.h"
#include "ActiveAttackList.h"
#include "Player.h"
#include "StepsDisplay.h"
#include "XmlFile.h"
#include "Background.h"
#include "Foreground.h"
#include "ScreenSaveSync.h"
#include "AdjustSync.h"
#include "SongUtil.h"
#include "Song.h"
#include "XmlFileUtil.h"
2010-02-18 23:17:24 -06:00
#include "Profile.h" // for replay data stuff
2010-01-26 21:00:30 -06:00
// Defines
#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB(m_sName,"ShowLifeMeterForDisabledPlayers")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
#define PLAYER_X( sName, styleType ) THEME->GetMetricF(m_sName,ssprintf("Player%s%sX",sName.c_str(),StyleTypeToString(styleType).c_str()))
#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
static ThemeMetric < float > INITIAL_BACKGROUND_BRIGHTNESS ( "ScreenGameplay" , "InitialBackgroundBrightness" );
static ThemeMetric < float > SECONDS_BETWEEN_COMMENTS ( "ScreenGameplay" , "SecondsBetweenComments" );
static ThemeMetric < RString > SCORE_KEEPER_CLASS ( "ScreenGameplay" , "ScoreKeeperClass" );
AutoScreenMessage ( SM_PlayGo )
// received while STATE_DANCING
AutoScreenMessage ( SM_LoadNextSong )
AutoScreenMessage ( SM_StartLoadingNextSong )
// received while STATE_OUTRO
AutoScreenMessage ( SM_DoPrevScreen )
AutoScreenMessage ( SM_DoNextScreen )
// received while STATE_INTRO
AutoScreenMessage ( SM_StartHereWeGo )
AutoScreenMessage ( SM_StopHereWeGo )
AutoScreenMessage ( SM_BattleTrickLevel1 );
AutoScreenMessage ( SM_BattleTrickLevel2 );
AutoScreenMessage ( SM_BattleTrickLevel3 );
static Preference < bool > g_bCenter1Player ( "Center1Player" , false );
static Preference < bool > g_bShowLyrics ( "ShowLyrics" , true );
static Preference < float > g_fNetStartOffset ( "NetworkStartOffset" , - 3.0 );
static Preference < bool > g_bEasterEggs ( "EasterEggs" , true );
PlayerInfo :: PlayerInfo ()
{
m_pn = PLAYER_INVALID ;
m_mp = MultiPlayer_Invalid ;
m_bIsDummy = false ;
m_iDummyIndex = 0 ;
m_iAddToDifficulty = 0 ;
m_pLifeMeter = NULL ;
m_ptextCourseSongNumber = NULL ;
m_ptextStepsDescription = NULL ;
m_pPrimaryScoreDisplay = NULL ;
m_pSecondaryScoreDisplay = NULL ;
m_pPrimaryScoreKeeper = NULL ;
m_pSecondaryScoreKeeper = NULL ;
m_ptextPlayerOptions = NULL ;
m_pActiveAttackList = NULL ;
m_pPlayer = NULL ;
m_pInventory = NULL ;
m_pStepsDisplay = NULL ;
}
void PlayerInfo :: Load ( PlayerNumber pn , MultiPlayer mp , bool bShowNoteField , int iAddToDifficulty )
{
m_pn = pn ;
m_mp = mp ;
m_bPlayerEnabled = IsEnabled ();
m_bIsDummy = false ;
m_iAddToDifficulty = iAddToDifficulty ;
m_pLifeMeter = NULL ;
m_ptextCourseSongNumber = NULL ;
m_ptextStepsDescription = NULL ;
if ( ! IsMultiPlayer () )
{
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_REGULAR :
case PLAY_MODE_NONSTOP :
case PLAY_MODE_BATTLE :
case PLAY_MODE_RAVE :
if ( PREFSMAN -> m_bPercentageScoring )
m_pPrimaryScoreDisplay = new ScoreDisplayPercentage ;
else
m_pPrimaryScoreDisplay = new ScoreDisplayNormal ;
break ;
case PLAY_MODE_ONI :
case PLAY_MODE_ENDLESS :
if ( GAMESTATE -> m_SongOptions . GetStage (). m_LifeType == SongOptions :: LIFE_TIME )
m_pPrimaryScoreDisplay = new ScoreDisplayLifeTime ;
else
m_pPrimaryScoreDisplay = new ScoreDisplayOni ;
break ;
default :
ASSERT ( 0 );
}
}
PlayerState * const pPlayerState = GetPlayerState ();
PlayerStageStats * const pPlayerStageStats = GetPlayerStageStats ();
2010-05-05 08:17:13 -05:00
if ( m_pPrimaryScoreDisplay )
2010-01-26 21:00:30 -06:00
m_pPrimaryScoreDisplay -> Init ( pPlayerState , pPlayerStageStats );
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_RAVE :
m_pSecondaryScoreDisplay = new ScoreDisplayRave ;
m_pSecondaryScoreDisplay -> SetName ( "ScoreDisplayRave" );
break ;
}
if ( m_pSecondaryScoreDisplay )
m_pSecondaryScoreDisplay -> Init ( pPlayerState , pPlayerStageStats );
m_pPrimaryScoreKeeper = ScoreKeeper :: MakeScoreKeeper ( SCORE_KEEPER_CLASS , pPlayerState , pPlayerStageStats );
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_RAVE :
m_pSecondaryScoreKeeper = new ScoreKeeperRave ( pPlayerState , pPlayerStageStats );
break ;
}
m_ptextPlayerOptions = NULL ;
m_pActiveAttackList = NULL ;
m_pPlayer = new Player ( m_NoteData , bShowNoteField );
m_pInventory = NULL ;
m_pStepsDisplay = NULL ;
if ( IsMultiPlayer () )
{
pPlayerState -> m_PlayerOptions = GAMESTATE -> m_pPlayerState [ PLAYER_1 ] -> m_PlayerOptions ;
}
}
void PlayerInfo :: LoadDummyP1 ( int iDummyIndex , int iAddToDifficulty )
{
m_pn = PLAYER_1 ;
m_bPlayerEnabled = IsEnabled ();
m_bIsDummy = true ;
m_iDummyIndex = iDummyIndex ;
m_iAddToDifficulty = iAddToDifficulty ;
// don't init any of the scoring objects
m_pPlayer = new Player ( m_NoteData , true );
// PlayerOptions needs to be set now so that we load the correct NoteSkin.
m_PlayerStateDummy = * GAMESTATE -> m_pPlayerState [ PLAYER_1 ];
}
PlayerInfo ::~ PlayerInfo ()
{
SAFE_DELETE ( m_pLifeMeter );
SAFE_DELETE ( m_ptextCourseSongNumber );
SAFE_DELETE ( m_ptextStepsDescription );
SAFE_DELETE ( m_pPrimaryScoreDisplay );
SAFE_DELETE ( m_pSecondaryScoreDisplay );
SAFE_DELETE ( m_pPrimaryScoreKeeper );
SAFE_DELETE ( m_pSecondaryScoreKeeper );
SAFE_DELETE ( m_ptextPlayerOptions );
SAFE_DELETE ( m_pActiveAttackList );
SAFE_DELETE ( m_pPlayer );
SAFE_DELETE ( m_pInventory );
SAFE_DELETE ( m_pStepsDisplay );
}
void PlayerInfo :: ShowOniGameOver ()
{
m_sprOniGameOver -> PlayCommand ( "Die" );
}
PlayerState * PlayerInfo :: GetPlayerState ()
{
if ( m_bIsDummy )
return & m_PlayerStateDummy ;
return IsMultiPlayer () ?
GAMESTATE -> m_pMultiPlayerState [ GetPlayerStateAndStageStatsIndex () ] :
GAMESTATE -> m_pPlayerState [ GetPlayerStateAndStageStatsIndex () ];
}
PlayerStageStats * PlayerInfo :: GetPlayerStageStats ()
{
// multiplayer chooses the PlayerStageStats with the highest score on StageFinalized
if ( m_bIsDummy || IsMultiPlayer () )
return & m_PlayerStageStatsDummy ;
return & STATSMAN -> m_CurStageStats . m_player [ GetPlayerStateAndStageStatsIndex () ];
}
bool PlayerInfo :: IsEnabled ()
{
if ( m_pn != PLAYER_INVALID )
return GAMESTATE -> IsPlayerEnabled ( m_pn );
if ( m_mp != MultiPlayer_Invalid )
return GAMESTATE -> IsMultiPlayerEnabled ( m_mp );
else if ( m_bIsDummy )
return true ;
ASSERT ( 0 );
return false ;
}
vector < PlayerInfo >:: iterator
GetNextEnabledPlayerInfo ( vector < PlayerInfo >:: iterator iter , vector < PlayerInfo > & v )
{
for ( ; iter != v . end (); ++ iter )
{
if ( ! iter -> m_bPlayerEnabled )
continue ;
return iter ;
}
return iter ;
}
vector < PlayerInfo >:: iterator
GetNextEnabledPlayerInfoNotDummy ( vector < PlayerInfo >:: iterator iter , vector < PlayerInfo > & v )
{
for ( ; iter != v . end (); iter ++ )
{
if ( iter -> m_bIsDummy )
continue ;
if ( ! iter -> m_bPlayerEnabled )
continue ;
return iter ;
}
return iter ;
}
vector < PlayerInfo >:: iterator
GetNextEnabledPlayerNumberInfo ( vector < PlayerInfo >:: iterator iter , vector < PlayerInfo > & v )
{
for ( ; iter != v . end (); ++ iter )
{
if ( iter -> m_bIsDummy )
continue ;
if ( ! iter -> m_bPlayerEnabled )
continue ;
if ( iter -> m_mp != MultiPlayer_Invalid )
continue ;
return iter ;
}
return iter ;
}
vector < PlayerInfo >:: iterator
GetNextPlayerNumberInfo ( vector < PlayerInfo >:: iterator iter , vector < PlayerInfo > & v )
{
for ( ; iter != v . end (); ++ iter )
{
if ( iter -> m_bIsDummy )
continue ;
if ( iter -> m_pn == PLAYER_INVALID )
continue ;
return iter ;
}
return iter ;
}
vector < PlayerInfo >:: iterator
GetNextVisiblePlayerInfo ( vector < PlayerInfo >:: iterator iter , vector < PlayerInfo > & v )
{
for ( ; iter != v . end (); ++ iter )
{
if ( ! iter -> m_pPlayer -> HasVisibleParts () )
continue ;
return iter ;
}
return iter ;
}
////////////////////////////////////////////////////////////////////////////////
ScreenGameplay :: ScreenGameplay ()
{
m_pSongBackground = NULL ;
m_pSongForeground = NULL ;
}
void ScreenGameplay :: Init ()
{
SubscribeToMessage ( "Judgment" );
PLAYER_TYPE . Load ( m_sName , "PlayerType" );
PLAYER_INIT_COMMAND . Load ( m_sName , "PlayerInitCommand" );
GIVE_UP_START_TEXT . Load ( m_sName , "GiveUpStartText" );
GIVE_UP_BACK_TEXT . Load ( m_sName , "GiveUpBackText" );
GIVE_UP_ABORTED_TEXT . Load ( m_sName , "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS . Load ( m_sName , "MusicFadeOutSeconds" );
OUT_TRANSITION_LENGTH . Load ( m_sName , "OutTransitionLength" );
COURSE_TRANSITION_LENGTH . Load ( m_sName , "CourseTransitionLength" );
BEGIN_FAILED_DELAY . Load ( m_sName , "BeginFailedDelay" );
MIN_SECONDS_TO_STEP . Load ( m_sName , "MinSecondsToStep" );
MIN_SECONDS_TO_MUSIC . Load ( m_sName , "MinSecondsToMusic" );
MIN_SECONDS_TO_STEP_NEXT_SONG . Load ( m_sName , "MinSecondsToStepNextSong" );
START_GIVES_UP . Load ( m_sName , "StartGivesUp" );
BACK_GIVES_UP . Load ( m_sName , "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN . Load ( m_sName , "GivingUpGoesToPrevScreen" );
FAIL_ON_MISS_COMBO . Load ( m_sName , "FailOnMissCombo" );
ALLOW_CENTER_1_PLAYER . Load ( m_sName , "AllowCenter1Player" );
USE_ALTERNATIVE_INPUT . Load ( m_sName , "UseAlternativeInput" );
2010-07-19 11:19:01 -05:00
// configurable:
2010-07-19 11:42:41 -05:00
UNPAUSE_WITH_START . Load ( m_sName , "UnpauseWithStart" );
2010-01-26 21:00:30 -06:00
if ( UseSongBackgroundAndForeground () )
{
m_pSongBackground = new Background ;
m_pSongForeground = new Foreground ;
}
ScreenWithMenuElements :: Init ();
this -> FillPlayerInfo ( m_vPlayerInfo );
2010-02-13 12:50:34 -06:00
{
ASSERT_M ( ! m_vPlayerInfo . empty (), "m_vPlayerInfo must be filled by FillPlayerInfo" );
int iNumEnabledPlayers = 0 ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
++ iNumEnabledPlayers ;
/* If this is 0, we have no active players and havn't been initialized correctly. */
ASSERT ( iNumEnabledPlayers > 0 );
}
2010-01-26 21:00:30 -06:00
/* Pause MEMCARDMAN. If a memory card is removed, we don't want to interrupt the
* player by making a noise until the game finishes. */
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox )
MEMCARDMAN -> PauseMountingThread ();
m_pSoundMusic = NULL ;
m_bPaused = false ;
m_pCombinedLifeMeter = NULL ;
if ( GAMESTATE -> m_pCurSong == NULL && GAMESTATE -> m_pCurCourse == NULL )
return ; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
/* Save settings to the profile now. Don't do this on extra stages, since the
* user doesn't have full control; saving would force profiles to Difficulty_Hard
* and save over their default modifiers every time someone got an extra stage.
* Do this before course modifiers are set up. */
if ( ! GAMESTATE -> IsAnExtraStage () )
{
FOREACH_HumanPlayer ( pn )
GAMESTATE -> SaveCurrentSettingsToProfile ( pn );
}
/* Called once per stage (single song or single course). */
GAMESTATE -> BeginStage ();
2010-06-10 14:23:31 -05:00
if ( ! GAMESTATE -> IsCourseMode () && ! GAMESTATE -> m_bDemonstrationOrJukebox )
{
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer ( p )
GAMESTATE -> m_pCurSteps [ p ]. Set ( GAMESTATE -> m_pCurSteps [ GAMESTATE -> GetFirstHumanPlayer () ] );
FOREACH_EnabledPlayer ( p )
ASSERT ( GAMESTATE -> m_pCurSteps [ p ]. Get () );
}
2010-01-26 21:00:30 -06:00
/* Increment the course play count. */
if ( GAMESTATE -> IsCourseMode () && ! GAMESTATE -> m_bDemonstrationOrJukebox )
FOREACH_EnabledPlayer ( p )
PROFILEMAN -> IncrementCoursePlayCount ( GAMESTATE -> m_pCurCourse , GAMESTATE -> m_pCurTrail [ p ], p );
STATSMAN -> m_CurStageStats . m_Stage = GAMESTATE -> GetCurrentStage ();
STATSMAN -> m_CurStageStats . m_iStageIndex = GAMESTATE -> m_iCurrentStageIndex ;
STATSMAN -> m_CurStageStats . m_playMode = GAMESTATE -> m_PlayMode ;
STATSMAN -> m_CurStageStats . m_pStyle = GAMESTATE -> GetCurrentStyle ();
/* Record combo rollover. */
FOREACH_EnabledPlayerInfoNotDummy ( m_vPlayerInfo , pi )
pi -> GetPlayerStageStats () -> UpdateComboList ( 0 , true );
m_DancingState = STATE_INTRO ;
// Set this in LoadNextSong()
//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_bZeroDeltaOnNextUpdate = false ;
if ( m_pSongBackground )
{
m_pSongBackground -> SetName ( "SongBackground" );
m_pSongBackground -> SetDrawOrder ( DRAW_ORDER_BEFORE_EVERYTHING );
ActorUtil :: LoadAllCommands ( * m_pSongBackground , m_sName );
this -> AddChild ( m_pSongBackground );
}
if ( m_pSongForeground )
{
m_pSongForeground -> SetName ( "SongForeground" );
m_pSongForeground -> SetDrawOrder ( DRAW_ORDER_OVERLAY + 1 ); // on top of the overlay, but under transitions
ActorUtil :: LoadAllCommands ( * m_pSongForeground , m_sName );
this -> AddChild ( m_pSongForeground );
}
if ( PREFSMAN -> m_bShowBeginnerHelper )
{
m_BeginnerHelper . SetDrawOrder ( DRAW_ORDER_BEFORE_EVERYTHING );
m_BeginnerHelper . SetXY ( SCREEN_CENTER_X , SCREEN_CENTER_Y );
this -> AddChild ( & m_BeginnerHelper );
}
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Toasty . Load ( THEME -> GetPathB ( m_sName , "toasty" ) );
this -> AddChild ( & m_Toasty );
}
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
RString sName = ssprintf ( "Player%s" , pi -> GetName (). c_str ());
pi -> m_pPlayer -> SetName ( sName );
// If pi->m_pn is set, then the player will be visible. If not, then it's not
// visible and don't bother setting its position.
float fPlayerX ;
if ( GAMESTATE -> m_bMultiplayer && ! pi -> m_bIsDummy )
{
fPlayerX = SCREEN_CENTER_X ;
}
else
{
fPlayerX = PLAYER_X ( pi -> GetName (), GAMESTATE -> GetCurrentStyle () -> m_StyleType );
if ( Center1Player () )
fPlayerX = SCREEN_CENTER_X ;
}
pi -> m_pPlayer -> SetX ( fPlayerX );
pi -> m_pPlayer -> RunCommands ( PLAYER_INIT_COMMAND );
2010-02-24 02:40:36 -06:00
//ActorUtil::LoadAllCommands(pi->m_pPlayer, m_sName);
2010-01-26 21:00:30 -06:00
this -> AddChild ( pi -> m_pPlayer );
pi -> m_pPlayer -> PlayCommand ( "On" );
}
FOREACH_EnabledPlayerInfoNotDummy ( m_vPlayerInfo , pi )
{
if ( pi -> m_pPlayer -> HasVisibleParts () )
{
pi -> m_sprOniGameOver . Load ( THEME -> GetPathG ( m_sName , "oni gameover" ) );
pi -> m_sprOniGameOver -> SetName ( ssprintf ( "OniGameOver%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_sprOniGameOver );
this -> AddChild ( pi -> m_sprOniGameOver );
}
}
m_NextSong . Load ( THEME -> GetPathB ( m_sName , "next course song" ) );
m_NextSong . SetDrawOrder ( DRAW_ORDER_TRANSITIONS - 1 );
this -> AddChild ( & m_NextSong );
// Add combined life meter
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_BATTLE :
case PLAY_MODE_RAVE :
m_pCombinedLifeMeter = new CombinedLifeMeterTug ;
m_pCombinedLifeMeter -> SetName ( "CombinedLife" );
LOAD_ALL_COMMANDS_AND_SET_XY ( * m_pCombinedLifeMeter );
this -> AddChild ( m_pCombinedLifeMeter );
break ;
}
// Before the lifemeter loads, if Networking is required
// we need to wait, so that there is no Dead On Start issues.
// if you wait too long at the second checkpoint, you will
// appear dead when you begin your game.
NSMAN -> StartRequest ( 0 );
// Add individual life meter
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_REGULAR :
case PLAY_MODE_ONI :
case PLAY_MODE_NONSTOP :
case PLAY_MODE_ENDLESS :
FOREACH_PlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( ! GAMESTATE -> IsPlayerEnabled ( pi -> m_pn ) && ! SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
continue ; // skip
pi -> m_pLifeMeter = LifeMeter :: MakeLifeMeter ( GAMESTATE -> m_SongOptions . GetStage (). m_LifeType );
pi -> m_pLifeMeter -> Load ( pi -> GetPlayerState (), pi -> GetPlayerStageStats () );
pi -> m_pLifeMeter -> SetName ( ssprintf ( "Life%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_pLifeMeter );
2010-02-05 13:42:55 -06:00
this -> AddChild ( pi -> m_pLifeMeter );
2010-01-26 21:00:30 -06:00
}
break ;
case PLAY_MODE_BATTLE :
case PLAY_MODE_RAVE :
break ;
}
m_bShowScoreboard = false ;
#if !defined(WITHOUT_NETWORKING)
// Only used in SMLAN/SMOnline:
if ( NSMAN -> useSMserver && GAMESTATE -> GetCurrentStyle () -> m_StyleType != StyleType_OnePlayerTwoSides )
{
m_bShowScoreboard = PREFSMAN -> m_bEnableScoreboard . Get ();
PlayerNumber pn = GAMESTATE -> GetFirstDisabledPlayer ();
if ( pn != PLAYER_INVALID && m_bShowScoreboard )
{
FOREACH_NSScoreBoardColumn ( col )
{
m_Scoreboard [ col ]. LoadFromFont ( THEME -> GetPathF ( m_sName , "scoreboard" ) );
m_Scoreboard [ col ]. SetShadowLength ( 0 );
m_Scoreboard [ col ]. SetName ( ssprintf ( "ScoreboardC%iP%i" , col + 1 , pn + 1 ) );
LOAD_ALL_COMMANDS_AND_SET_XY ( m_Scoreboard [ col ] );
m_Scoreboard [ col ]. SetText ( NSMAN -> m_Scoreboard [ col ] );
m_Scoreboard [ col ]. SetVertAlign ( align_top );
this -> AddChild ( & m_Scoreboard [ col ] );
}
}
}
#endif
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
// primary score display
if ( pi -> m_pPrimaryScoreDisplay )
{
pi -> m_pPrimaryScoreDisplay -> SetName ( ssprintf ( "Score%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_pPrimaryScoreDisplay );
if ( GAMESTATE -> m_PlayMode != PLAY_MODE_RAVE || SHOW_SCORE_IN_RAVE ) /* XXX: ugly */
this -> AddChild ( pi -> m_pPrimaryScoreDisplay );
}
// secondary score display
if ( pi -> m_pSecondaryScoreDisplay )
{
pi -> m_pSecondaryScoreDisplay -> SetName ( ssprintf ( "SecondaryScore%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_pSecondaryScoreDisplay );
this -> AddChild ( pi -> m_pSecondaryScoreDisplay );
}
}
// Add stage / SongNumber
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( GAMESTATE -> IsCourseMode () )
{
ASSERT ( pi -> m_ptextCourseSongNumber == NULL );
pi -> m_ptextCourseSongNumber = new BitmapText ;
pi -> m_ptextCourseSongNumber -> LoadFromFont ( THEME -> GetPathF ( m_sName , "SongNum" ) );
pi -> m_ptextCourseSongNumber -> SetShadowLength ( 0 );
pi -> m_ptextCourseSongNumber -> SetName ( ssprintf ( "SongNumber%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_ptextCourseSongNumber );
pi -> m_ptextCourseSongNumber -> SetText ( "" );
2010-05-05 08:17:13 -05:00
//pi->m_ptextCourseSongNumber->SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
2010-01-26 21:00:30 -06:00
this -> AddChild ( pi -> m_ptextCourseSongNumber );
}
ASSERT ( pi -> m_ptextStepsDescription == NULL );
pi -> m_ptextStepsDescription = new BitmapText ;
pi -> m_ptextStepsDescription -> LoadFromFont ( THEME -> GetPathF ( m_sName , "StepsDescription" ) );
pi -> m_ptextStepsDescription -> SetName ( ssprintf ( "StepsDescription%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_ptextStepsDescription );
this -> AddChild ( pi -> m_ptextStepsDescription );
// Player/Song options
ASSERT ( pi -> m_ptextPlayerOptions == NULL );
pi -> m_ptextPlayerOptions = new BitmapText ;
pi -> m_ptextPlayerOptions -> LoadFromFont ( THEME -> GetPathF ( m_sName , "player options" ) );
pi -> m_ptextPlayerOptions -> SetShadowLength ( 0 );
pi -> m_ptextPlayerOptions -> SetName ( ssprintf ( "PlayerOptions%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_ptextPlayerOptions );
this -> AddChild ( pi -> m_ptextPlayerOptions );
// Difficulty icon and meter
ASSERT ( pi -> m_pStepsDisplay == NULL );
pi -> m_pStepsDisplay = new StepsDisplay ;
pi -> m_pStepsDisplay -> Load ( "StepsDisplayGameplay" , pi -> GetPlayerState () );
pi -> m_pStepsDisplay -> SetName ( ssprintf ( "StepsDisplay%s" , pi -> GetName (). c_str ()) );
PlayerNumber pn = pi -> GetStepsAndTrailIndex ();
if ( pn != PlayerNumber_Invalid )
pi -> m_pStepsDisplay -> PlayCommand ( "Set" + pi -> GetName () );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_pStepsDisplay );
this -> AddChild ( pi -> m_pStepsDisplay );
/*
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
pi->m_pInventory = new Inventory;
pi->m_pInventory->Load( p );
this->AddChild( pi->m_pInventory );
break;
}
*/
}
m_textSongOptions . LoadFromFont ( THEME -> GetPathF ( m_sName , "song options" ) );
m_textSongOptions . SetShadowLength ( 0 );
m_textSongOptions . SetName ( "SongOptions" );
LOAD_ALL_COMMANDS_AND_SET_XY ( m_textSongOptions );
m_textSongOptions . SetText ( GAMESTATE -> m_SongOptions . GetStage (). GetLocalizedString () );
this -> AddChild ( & m_textSongOptions );
FOREACH_VisiblePlayerInfo ( m_vPlayerInfo , pi )
{
ASSERT ( pi -> m_pActiveAttackList == NULL );
pi -> m_pActiveAttackList = new ActiveAttackList ;
pi -> m_pActiveAttackList -> LoadFromFont ( THEME -> GetPathF ( m_sName , "ActiveAttackList" ) );
pi -> m_pActiveAttackList -> Init ( pi -> GetPlayerState () );
pi -> m_pActiveAttackList -> SetName ( ssprintf ( "ActiveAttackList%s" , pi -> GetName (). c_str ()) );
LOAD_ALL_COMMANDS_AND_SET_XY ( pi -> m_pActiveAttackList );
this -> AddChild ( pi -> m_pActiveAttackList );
}
if ( g_bShowLyrics )
{
m_LyricDisplay . SetName ( "LyricDisplay" );
LOAD_ALL_COMMANDS ( m_LyricDisplay );
this -> AddChild ( & m_LyricDisplay );
}
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Ready . Load ( THEME -> GetPathB ( m_sName , "ready" ) );
this -> AddChild ( & m_Ready );
m_Go . Load ( THEME -> GetPathB ( m_sName , "go" ) );
this -> AddChild ( & m_Go );
m_Failed . Load ( THEME -> GetPathB ( m_sName , "failed" ) );
m_Failed . SetDrawOrder ( DRAW_ORDER_TRANSITIONS - 1 ); // on top of everything else
this -> AddChild ( & m_Failed );
2010-02-18 23:17:24 -06:00
m_textDebug . LoadFromFont ( THEME -> GetPathF ( m_sName , "debug" ) );
2010-01-26 21:00:30 -06:00
m_textDebug . SetName ( "Debug" );
LOAD_ALL_COMMANDS_AND_SET_XY ( m_textDebug );
m_textDebug . SetDrawOrder ( DRAW_ORDER_TRANSITIONS - 1 ); // just under transitions, over the foreground
this -> AddChild ( & m_textDebug );
m_GameplayAssist . Init ();
if ( GAMESTATE -> IsAnExtraStage () ) // only load if we're going to use it
{
m_textSurviveTime . LoadFromFont ( THEME -> GetPathF ( m_sName , "survive time" ) );
m_textSurviveTime . SetShadowLength ( 0 );
m_textSurviveTime . SetName ( "SurviveTime" );
LOAD_ALL_COMMANDS_AND_SET_XY ( m_textSurviveTime );
m_textSurviveTime . SetDrawOrder ( DRAW_ORDER_TRANSITIONS - 1 );
m_textSurviveTime . SetDiffuse ( RageColor ( 1 , 1 , 1 , 0 ) );
this -> AddChild ( & m_textSurviveTime );
}
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_BATTLE :
m_soundBattleTrickLevel1 . Load ( THEME -> GetPathS ( m_sName , "battle trick level1" ), true );
m_soundBattleTrickLevel2 . Load ( THEME -> GetPathS ( m_sName , "battle trick level2" ), true );
m_soundBattleTrickLevel3 . Load ( THEME -> GetPathS ( m_sName , "battle trick level3" ), true );
break ;
}
}
if ( m_pSongBackground )
m_pSongBackground -> Init ();
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
RString sType = PLAYER_TYPE ;
if ( pi -> m_bIsDummy )
sType += "Dummy" ;
pi -> m_pPlayer -> Init (
sType ,
pi -> GetPlayerState (),
pi -> GetPlayerStageStats (),
pi -> m_pLifeMeter ,
m_pCombinedLifeMeter ,
pi -> m_pPrimaryScoreDisplay ,
pi -> m_pSecondaryScoreDisplay ,
pi -> m_pInventory ,
pi -> m_pPrimaryScoreKeeper ,
pi -> m_pSecondaryScoreKeeper );
}
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
InitSongQueues ();
// Fill StageStats
STATSMAN -> m_CurStageStats . m_vpPossibleSongs = m_apSongsQueue ;
FOREACH ( PlayerInfo , m_vPlayerInfo , pi )
{
if ( pi -> GetPlayerStageStats () )
pi -> GetPlayerStageStats () -> m_vpPossibleSteps = pi -> m_vpStepsQueue ;
}
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
ASSERT ( ! pi -> m_vpStepsQueue . empty () );
if ( pi -> GetPlayerStageStats () )
pi -> GetPlayerStageStats () -> m_bJoined = true ;
if ( pi -> m_pPrimaryScoreKeeper )
pi -> m_pPrimaryScoreKeeper -> Load ( m_apSongsQueue , pi -> m_vpStepsQueue , pi -> m_asModifiersQueue );
if ( pi -> m_pSecondaryScoreKeeper )
pi -> m_pSecondaryScoreKeeper -> Load ( m_apSongsQueue , pi -> m_vpStepsQueue , pi -> m_asModifiersQueue );
}
GAMESTATE -> m_bGameplayLeadIn . Set ( true );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOnScreen. */
LoadNextSong ();
m_GiveUpTimer . SetZero ();
if ( USE_ALTERNATIVE_INPUT ) // using alternative input
{
int iNumCols = GAMESTATE -> GetCurrentStyle () -> m_iColsPerPlayer ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
for ( int col = 0 ; col < iNumCols ; ++ col )
{
// TODO: Remove use of PlayerNumber.
GameInput GameI = GAMESTATE -> GetCurrentStyle () -> StyleInputToGameInput ( col , pi -> m_pn );
ThemeMetric < RString > tmpMetric ;
tmpMetric . Load ( m_sName , ssprintf ( "AltInp%s%s" , GAMESTATE -> GetCurrentStyle () -> m_szName , GameI . ToString ( INPUTMAPPER -> GetInputScheme () ). c_str () ) );
if ( tmpMetric . GetValue () != "" )
{
GameInput GameIAlt ;
GameIAlt . FromString ( INPUTMAPPER -> GetInputScheme (), tmpMetric . GetValue () );
AlternateMapping tmpMap ;
tmpMap . inpMain = GameI ;
tmpMap . inpAlt = GameIAlt ;
m_vAlterMap . push_back ( tmpMap );
FOREACH ( PlayerInfo , m_vPlayerInfo , pi )
{
pi -> m_pPlayer -> m_vAlterMap . push_back ( tmpMap );
}
}
}
}
}
}
bool ScreenGameplay :: Center1Player () const
{
/* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
* but for now just ignore Center1Player when it's Battle or Rave
2010-07-17 02:33:13 -05:00
* Mode. This doesn't begin to address two-player solo (6 arrows) */
2010-01-26 21:00:30 -06:00
return g_bCenter1Player &&
( bool ) ALLOW_CENTER_1_PLAYER &&
GAMESTATE -> m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE -> m_PlayMode != PLAY_MODE_RAVE &&
GAMESTATE -> GetCurrentStyle () -> m_StyleType == StyleType_OnePlayerOneSide ;
}
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
void ScreenGameplay :: InitSongQueues ()
{
if ( GAMESTATE -> IsCourseMode () )
{
Course * pCourse = GAMESTATE -> m_pCurCourse ;
ASSERT ( pCourse );
m_apSongsQueue . clear ();
PlayerNumber pnMaster = GAMESTATE -> m_MasterPlayerNumber ;
Trail * pTrail = GAMESTATE -> m_pCurTrail [ pnMaster ];
ASSERT ( pTrail );
FOREACH_CONST ( TrailEntry , pTrail -> m_vEntries , e )
{
ASSERT ( e -> pSong );
m_apSongsQueue . push_back ( e -> pSong );
}
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
Trail * pTrail = GAMESTATE -> m_pCurTrail [ pi -> GetStepsAndTrailIndex () ];
ASSERT ( pTrail );
pi -> m_vpStepsQueue . clear ();
pi -> m_asModifiersQueue . clear ();
FOREACH_CONST ( TrailEntry , pTrail -> m_vEntries , e )
{
ASSERT ( e -> pSteps );
pi -> m_vpStepsQueue . push_back ( e -> pSteps );
AttackArray a ;
e -> GetAttackArray ( a );
pi -> m_asModifiersQueue . push_back ( a );
}
// In a survival course, override stored mods
if ( pCourse -> GetCourseType () == COURSE_TYPE_SURVIVAL )
{
pi -> GetPlayerState () -> m_PlayerOptions . FromString ( ModsLevel_Stage , "clearall," + CommonMetrics :: DEFAULT_MODIFIERS . GetValue () );
pi -> GetPlayerState () -> RebuildPlayerOptionsFromActiveAttacks ();
}
}
}
else
{
m_apSongsQueue . push_back ( GAMESTATE -> m_pCurSong );
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
Steps * pSteps = GAMESTATE -> m_pCurSteps [ pi -> GetStepsAndTrailIndex () ];
pi -> m_vpStepsQueue . push_back ( pSteps );
if ( pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). m_fSongAttack != 0 &&
GAMESTATE -> m_pCurSong -> m_Attacks . size () > 0 )
{
pi -> m_asModifiersQueue . push_back ( GAMESTATE -> m_pCurSong -> m_Attacks );
}
else
{
AttackArray aa ;
pi -> m_asModifiersQueue . push_back ( aa );
}
}
}
if ( GAMESTATE -> m_bMultiplayer )
{
for ( int i = 0 ; i < ( int ) m_apSongsQueue . size (); i ++ )
{
Song * pSong = m_apSongsQueue [ i ];
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
Steps * pOldSteps = pi -> m_vpStepsQueue [ i ];
vector < Steps *> vpSteps ;
SongUtil :: GetSteps ( pSong , vpSteps , pOldSteps -> m_StepsType );
StepsUtil :: SortNotesArrayByDifficulty ( vpSteps );
vector < Steps *>:: iterator iter = find ( vpSteps . begin (), vpSteps . end (), pOldSteps );
int iIndexBase = 0 ;
if ( iter != vpSteps . end () )
{
iIndexBase = iter - vpSteps . begin ();
CLAMP ( iIndexBase , 0 , vpSteps . size () - GAMESTATE -> m_iNumMultiplayerNoteFields );
}
int iIndexToUse = iIndexBase + pi -> m_iAddToDifficulty ;
CLAMP ( iIndexToUse , 0 , vpSteps . size () - 1 );
Steps * pSteps = vpSteps [ iIndexToUse ];
pi -> m_vpStepsQueue [ i ] = pSteps ;
}
}
}
}
ScreenGameplay ::~ ScreenGameplay ()
{
if ( this -> IsFirstUpdate () )
{
2010-07-17 02:33:13 -05:00
/* We never received any updates. That means we were deleted without being
* used, and never actually played. (This can happen when backing out of
* ScreenStage.) Cancel the stage. */
2010-01-26 21:00:30 -06:00
GAMESTATE -> CancelStage ();
}
LOG -> Trace ( "ScreenGameplay::~ScreenGameplay()" );
SAFE_DELETE ( m_pSongBackground );
SAFE_DELETE ( m_pSongForeground );
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox )
MEMCARDMAN -> UnPauseMountingThread ();
SAFE_DELETE ( m_pCombinedLifeMeter );
if ( m_pSoundMusic )
m_pSoundMusic -> StopPlaying ();
m_GameplayAssist . StopPlaying ();
NSMAN -> ReportSongOver ();
}
bool ScreenGameplay :: IsLastSong ()
{
if ( GAMESTATE -> m_pCurCourse )
{
if ( GAMESTATE -> m_pCurCourse -> m_fGoalSeconds > 0 && GAMESTATE -> m_bWorkoutGoalComplete )
return true ;
}
if ( GAMESTATE -> m_pCurCourse && GAMESTATE -> m_pCurCourse -> m_bRepeat )
return false ;
return GAMESTATE -> GetCourseSongIndex () >= ( int ) m_apSongsQueue . size () - 1 ; // GetCourseSongIndex() is 0-based
}
void ScreenGameplay :: SetupSong ( int iSongIndex )
{
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
2010-07-17 02:33:13 -05:00
/* This is the first beat that can be changed without it being visible.
* Until we draw for the first time, any beat can be changed. */
2010-01-26 21:00:30 -06:00
pi -> GetPlayerState () -> m_fLastDrawnBeat = - 100 ;
Steps * pSteps = pi -> m_vpStepsQueue [ iSongIndex ];
GAMESTATE -> m_pCurSteps [ pi -> GetStepsAndTrailIndex () ]. Set ( pSteps );
2010-07-17 02:33:13 -05:00
/* Load new NoteData into Player. Do this before
2010-01-26 21:00:30 -06:00
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
2010-07-17 02:33:13 -05:00
* propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied
2010-01-26 21:00:30 -06:00
* to the NoteData:
2010-07-17 02:33:13 -05:00
* once in Player::Load, then again in Player::ApplyActiveAttacks.
* This is very bad for transforms like AddMines.
2010-01-26 21:00:30 -06:00
*/
NoteData originalNoteData ;
pSteps -> GetNoteData ( originalNoteData );
const Style * pStyle = GAMESTATE -> GetCurrentStyle ();
NoteData ndTransformed ;
pStyle -> GetTransformedNoteDataForStyle ( pi -> GetStepsAndTrailIndex (), originalNoteData , ndTransformed );
// HACK: Apply NoteSkins from global course options. Do this before
// Player::Load, since it needs to know which note skin to load.
pi -> GetPlayerState () -> m_ModsToApply . clear ();
for ( unsigned i = 0 ; i < pi -> m_asModifiersQueue [ iSongIndex ]. size (); ++ i )
{
Attack a = pi -> m_asModifiersQueue [ iSongIndex ][ i ];
if ( a . fStartSecond != 0 )
continue ;
a . fStartSecond = - 1 ; // now
PlayerOptions po ;
po . FromString ( a . sModifiers );
if ( po . m_sNoteSkin . empty () )
continue ;
a . sModifiers = po . m_sNoteSkin ;
pi -> GetPlayerState () -> LaunchAttack ( a );
}
/* Update attack bOn flags, and rebuild Current-level options
2010-05-05 08:17:13 -05:00
* from Song-level options. The current NoteSkin could have changed
* because of an attack ending. */
2010-01-26 21:00:30 -06:00
pi -> GetPlayerState () -> Update ( 0 );
// load player
{
pi -> m_NoteData = ndTransformed ;
NoteDataUtil :: RemoveAllTapsOfType ( pi -> m_NoteData , TapNote :: autoKeysound );
pi -> m_pPlayer -> Load ();
}
// load auto keysounds
{
NoteData nd = ndTransformed ;
NoteDataUtil :: RemoveAllTapsExceptForType ( nd , TapNote :: autoKeysound );
m_AutoKeysounds . Load ( pi -> GetStepsAndTrailIndex (), nd );
}
{
RString sType ;
switch ( GAMESTATE -> m_SongOptions . GetCurrent (). m_SoundEffectType )
{
case SongOptions :: SOUNDEFFECT_OFF : sType = "SoundEffectControl_Off" ; break ;
case SongOptions :: SOUNDEFFECT_SPEED : sType = "SoundEffectControl_Speed" ; break ;
case SongOptions :: SOUNDEFFECT_PITCH : sType = "SoundEffectControl_Pitch" ; break ;
}
pi -> m_SoundEffectControl . Load ( sType , pi -> GetPlayerState (), & pi -> m_NoteData );
}
// Put course options into effect. Do this after Player::Load so
// that mods aren't double-applied.
pi -> GetPlayerState () -> m_ModsToApply . clear ();
for ( unsigned i = 0 ; i < pi -> m_asModifiersQueue [ iSongIndex ]. size (); ++ i )
{
Attack a = pi -> m_asModifiersQueue [ iSongIndex ][ i ];
if ( a . fStartSecond == 0 )
a . fStartSecond = - 1 ; // now
pi -> GetPlayerState () -> LaunchAttack ( a );
GAMESTATE -> m_SongOptions . FromString ( ModsLevel_Song , a . sModifiers );
}
2010-07-17 02:33:13 -05:00
// Update attack bOn flags.
2010-01-26 21:00:30 -06:00
pi -> GetPlayerState () -> Update ( 0 );
2010-07-17 02:33:13 -05:00
// Hack: Course modifiers that are set to start immediately shouldn't tween on.
2010-01-26 21:00:30 -06:00
pi -> GetPlayerState () -> m_PlayerOptions . SetCurrentToLevel ( ModsLevel_Stage );
}
}
void ScreenGameplay :: ReloadCurrentSong ()
{
FOREACH_EnabledPlayerInfoNotDummy ( m_vPlayerInfo , pi )
pi -> GetPlayerStageStats () -> m_iSongsPlayed -- ;
LoadNextSong ();
}
void ScreenGameplay :: LoadNextSong ()
{
GAMESTATE -> ResetMusicStatistics ();
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
pi -> GetPlayerStageStats () -> m_iSongsPlayed ++ ;
if ( pi -> m_ptextCourseSongNumber )
pi -> m_ptextCourseSongNumber -> SetText ( ssprintf ( "%d" , pi -> GetPlayerStageStats () -> m_iSongsPassed + 1 ) );
}
if ( GAMESTATE -> m_bMultiplayer )
{
FOREACH_ENUM ( MultiPlayer , mp )
this -> UpdateStageStats ( mp );
}
int iPlaySongIndex = GAMESTATE -> GetCourseSongIndex ();
iPlaySongIndex %= m_apSongsQueue . size ();
GAMESTATE -> m_pCurSong . Set ( m_apSongsQueue [ iPlaySongIndex ] );
STATSMAN -> m_CurStageStats . m_vpPlayedSongs . push_back ( GAMESTATE -> m_pCurSong );
// No need to do this here. We do it in SongFinished().
//GAMESTATE->RemoveAllActiveAttacks();
2010-03-26 01:02:49 -05:00
/* If we're in battery mode, force FailImmediate. We assume in Player::Step
* that failed players can't step. */
2010-01-26 21:00:30 -06:00
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_LifeType == SongOptions :: LIFE_BATTERY )
{
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
PO_GROUP_ASSIGN ( pi -> GetPlayerState () -> m_PlayerOptions , ModsLevel_Song , m_FailType , PlayerOptions :: FAIL_IMMEDIATE );
}
m_textSongOptions . SetText ( GAMESTATE -> m_SongOptions . GetCurrent (). GetString () );
SetupSong ( iPlaySongIndex );
Song * pSong = GAMESTATE -> m_pCurSong ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
Steps * pSteps = GAMESTATE -> m_pCurSteps [ pi -> GetStepsAndTrailIndex () ];
++ pi -> GetPlayerStageStats () -> m_iStepsPlayed ;
ASSERT ( GAMESTATE -> m_pCurSteps [ pi -> GetStepsAndTrailIndex () ] );
if ( pi -> m_ptextStepsDescription )
pi -> m_ptextStepsDescription -> SetText ( pSteps -> GetDescription () );
/* Increment the play count even if the player fails. (It's still popular,
* even if the people playing it aren't good at it.) */
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox )
{
if ( pi -> m_pn != PLAYER_INVALID )
PROFILEMAN -> IncrementStepsPlayCount ( pSong , pSteps , pi -> m_pn );
}
if ( pi -> m_ptextPlayerOptions )
pi -> m_ptextPlayerOptions -> SetText ( pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). GetString () );
if ( pi -> m_pActiveAttackList )
pi -> m_pActiveAttackList -> Refresh ();
// reset oni game over graphic
SET_XY_AND_ON_COMMAND ( pi -> m_sprOniGameOver );
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_LifeType == SongOptions :: LIFE_BATTERY && pi -> GetPlayerStageStats () -> m_bFailed ) // already failed
pi -> ShowOniGameOver ();
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_LifeType == SongOptions :: LIFE_BAR && pi -> m_pLifeMeter )
pi -> m_pLifeMeter -> UpdateNonstopLifebar ();
if ( pi -> m_pStepsDisplay )
pi -> m_pStepsDisplay -> SetFromSteps ( pSteps );
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
if ( pi -> m_pPrimaryScoreKeeper )
pi -> m_pPrimaryScoreKeeper -> OnNextSong ( GAMESTATE -> GetCourseSongIndex (), pSteps , & pi -> m_pPlayer -> GetNoteData () );
if ( pi -> m_pSecondaryScoreKeeper )
pi -> m_pSecondaryScoreKeeper -> OnNextSong ( GAMESTATE -> GetCourseSongIndex (), pSteps , & pi -> m_pPlayer -> GetNoteData () );
// Don't mess with the PlayerController of the Dummy player
if ( ! pi -> m_bIsDummy )
{
if ( GAMESTATE -> m_bDemonstrationOrJukebox )
{
pi -> GetPlayerState () -> m_PlayerController = PC_CPU ;
pi -> GetPlayerState () -> m_iCpuSkill = 5 ;
}
else if ( GAMESTATE -> IsCpuPlayer ( pi -> GetStepsAndTrailIndex ()) )
{
pi -> GetPlayerState () -> m_PlayerController = PC_CPU ;
int iMeter = pSteps -> GetMeter ();
int iNewSkill = SCALE ( iMeter , MIN_METER , MAX_METER , 0 , NUM_SKILL_LEVELS - 1 );
/* Watch out: songs aren't actually bound by MAX_METER. */
iNewSkill = clamp ( iNewSkill , 0 , NUM_SKILL_LEVELS - 1 );
pi -> GetPlayerState () -> m_iCpuSkill = iNewSkill ;
}
else
{
if ( pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). m_fPlayerAutoPlay != 0 )
pi -> GetPlayerState () -> m_PlayerController = PC_AUTOPLAY ;
else
pi -> GetPlayerState () -> m_PlayerController = GamePreferences :: m_AutoPlay ;
}
}
}
bool bAllReverse = true ;
bool bAtLeastOneReverse = false ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). m_fScrolls [ PlayerOptions :: SCROLL_REVERSE ] == 1 )
bAtLeastOneReverse = true ;
else
bAllReverse = false ;
}
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
bool bReverse = pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). m_fScrolls [ PlayerOptions :: SCROLL_REVERSE ] == 1 ;
if ( pi -> m_pStepsDisplay )
pi -> m_pStepsDisplay -> PlayCommand ( bReverse ? "SetReverse" : "SetNoReverse" );
}
m_LyricDisplay . PlayCommand ( bAllReverse ? "SetReverse" : bAtLeastOneReverse ? "SetOneReverse" : "SetNoReverse" );
// Load lyrics
// XXX: don't load this here
LyricsLoader LL ;
if ( GAMESTATE -> m_pCurSong -> HasLyrics () )
LL . LoadFromLRCFile ( GAMESTATE -> m_pCurSong -> GetLyricsPath (), * GAMESTATE -> m_pCurSong );
/* Set up song-specific graphics. */
// Check to see if any players are in beginner mode.
// Note: steps can be different if turn modifiers are used.
if ( PREFSMAN -> m_bShowBeginnerHelper )
{
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
PlayerNumber pn = pi -> GetStepsAndTrailIndex ();
if ( GAMESTATE -> IsHumanPlayer ( pn ) && GAMESTATE -> m_pCurSteps [ pn ] -> GetDifficulty () == Difficulty_Beginner )
m_BeginnerHelper . AddPlayer ( pn , pi -> m_pPlayer -> GetNoteData () );
}
}
if ( m_pSongBackground )
m_pSongBackground -> Unload ();
if ( m_pSongForeground )
m_pSongForeground -> Unload ();
if ( ! PREFSMAN -> m_bShowBeginnerHelper || ! m_BeginnerHelper . Initialize ( 2 ) )
{
m_BeginnerHelper . SetVisible ( false );
/* BeginnerHelper disabled, or failed to load. */
if ( m_pSongBackground )
m_pSongBackground -> LoadFromSong ( GAMESTATE -> m_pCurSong );
if ( ! GAMESTATE -> m_bDemonstrationOrJukebox )
{
/* This will fade from a preset brightness to the actual brightness (based
* on prefs and "cover"). The preset brightness may be 0 (to fade from
* black), or it might be 1, if the stage screen has the song BG and we're
* coming from it (like Pump). This used to be done in SM_PlayReady, but
* that means it's impossible to snap to the new brightness immediately. */
if ( m_pSongBackground )
{
m_pSongBackground -> SetBrightness ( INITIAL_BACKGROUND_BRIGHTNESS );
m_pSongBackground -> FadeToActualBrightness ();
}
}
}
else
{
m_BeginnerHelper . SetVisible ( true );
}
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( ! pi -> GetPlayerStageStats () -> m_bFailed )
{
// give a little life back between stages
if ( pi -> m_pLifeMeter )
pi -> m_pLifeMeter -> OnLoadSong ();
if ( pi -> m_pPrimaryScoreDisplay )
pi -> m_pPrimaryScoreDisplay -> OnLoadSong ();
if ( pi -> m_pSecondaryScoreDisplay )
pi -> m_pSecondaryScoreDisplay -> OnLoadSong ();
}
}
if ( m_pCombinedLifeMeter )
m_pCombinedLifeMeter -> OnLoadSong ();
if ( m_pSongForeground )
m_pSongForeground -> LoadFromSong ( GAMESTATE -> m_pCurSong );
m_fTimeSinceLastDancingComment = 0 ;
/* m_soundMusic and m_pSongBackground take a very long time to load,
* so cap fDelta at 0 so m_NextSong will show up on screen.
* -Chris */
m_bZeroDeltaOnNextUpdate = true ;
SCREENMAN -> ZeroNextUpdate ();
// Load cabinet lights data
LoadLights ();
/* Load the music last, since it may start streaming and we don't want the music
* to compete with other loading. */
m_AutoKeysounds . FinishLoading ();
m_pSoundMusic = m_AutoKeysounds . GetSound ();
/* Give SoundEffectControls the new RageSoundReaders. */
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
RageSoundReader * pPlayerSound = m_AutoKeysounds . GetPlayerSound ( pi -> m_pn );
if ( pPlayerSound == NULL && pi -> m_pn == GAMESTATE -> m_MasterPlayerNumber )
pPlayerSound = m_AutoKeysounds . GetSharedSound ();
pi -> m_SoundEffectControl . SetSoundReader ( pPlayerSound );
}
MESSAGEMAN -> Broadcast ( "DoneLoadingNextSong" );
}
void ScreenGameplay :: LoadLights ()
{
if ( ! LIGHTSMAN -> IsEnabled () )
return ;
// First, check if the song has explicit lights
m_CabinetLightsNoteData . Init ();
ASSERT ( GAMESTATE -> m_pCurSong );
const Steps * pSteps = SongUtil :: GetClosestNotes ( GAMESTATE -> m_pCurSong , StepsType_lights_cabinet , Difficulty_Medium );
if ( pSteps != NULL )
{
pSteps -> GetNoteData ( m_CabinetLightsNoteData );
return ;
}
// No explicit lights. Create autogen lights.
RString sDifficulty = PREFSMAN -> m_sLightsStepsDifficulty ;
vector < RString > asDifficulties ;
split ( sDifficulty , "," , asDifficulties );
// Always use the steps from the primary steps type so that lights are consistent over single and double styles.
StepsType st = GAMEMAN -> GetHowToPlayStyleForGame ( GAMESTATE -> m_pCurGame ) -> m_StepsType ;
Difficulty d1 = Difficulty_Invalid ;
if ( asDifficulties . size () > 0 )
{
if ( asDifficulties [ 0 ]. CompareNoCase ( "selected" ) == 0 )
{
PlayerInfo pi ;
// Base lights off current difficulty of active player
// Can be either P1 or P2 if they're individual or P1 if both are active
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
PlayerNumber pn = pi -> GetStepsAndTrailIndex ();
if ( GAMESTATE -> IsPlayerEnabled ( pn ) )
{
d1 = GAMESTATE -> m_pCurSteps [ pn ] -> GetDifficulty ();
break ;
}
}
}
else
d1 = StringToDifficulty ( asDifficulties [ 0 ] );
}
pSteps = SongUtil :: GetClosestNotes ( GAMESTATE -> m_pCurSong , st , d1 );
// If we can't find anything at all, stop.
if ( pSteps == NULL )
return ;
NoteData TapNoteData1 ;
pSteps -> GetNoteData ( TapNoteData1 );
if ( asDifficulties . size () > 1 )
{
Difficulty d2 = Difficulty_Invalid ;
// We've also specified for Player 2 to be based off current difficulty
if ( asDifficulties [ 1 ]. CompareNoCase ( "selected" ) == 0 && GAMESTATE -> GetNumPlayersEnabled () > 1 )
{
PlayerInfo pi ;
// Base lights off current difficulty of active player
// Only do this for P2 in a two-player situation, since P1 is taken care of above
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
PlayerNumber pn = pi -> GetStepsAndTrailIndex ();
if ( pn == PLAYER_2 )
d2 = GAMESTATE -> m_pCurSteps [ pn ] -> GetDifficulty ();
}
}
else
d2 = StringToDifficulty ( asDifficulties [ 1 ] );
/* fall through */
}
NoteDataUtil :: LoadTransformedLights ( TapNoteData1 , m_CabinetLightsNoteData , GAMEMAN -> GetStepsTypeInfo ( StepsType_lights_cabinet ). iNumTracks );
}
void ScreenGameplay :: StartPlayingSong ( float fMinTimeToNotes , float fMinTimeToMusic )
{
ASSERT ( fMinTimeToNotes >= 0 );
ASSERT ( fMinTimeToMusic >= 0 );
m_pSoundMusic -> SetProperty ( "AccurateSync" , true );
RageSoundParams p ;
p . m_fSpeed = GAMESTATE -> m_SongOptions . GetCurrent (). m_fMusicRate ;
p . StopMode = RageSoundParams :: M_CONTINUE ;
{
const float fFirstBeat = GAMESTATE -> m_pCurSong -> m_fFirstBeat ;
const float fFirstSecond = GAMESTATE -> m_pCurSong -> GetElapsedTimeFromBeat ( fFirstBeat );
float fStartDelay = fMinTimeToNotes - fFirstSecond ;
fStartDelay = max ( fStartDelay , fMinTimeToMusic );
p . m_StartSecond = - fStartDelay ;
}
ASSERT ( ! m_pSoundMusic -> IsPlaying () );
{
float fSecondsToStartFadingOutMusic , fSecondsToStartTransitioningOut ;
GetMusicEndTiming ( fSecondsToStartFadingOutMusic , fSecondsToStartTransitioningOut );
if ( fSecondsToStartFadingOutMusic < GAMESTATE -> m_pCurSong -> m_fMusicLengthSeconds )
{
p . m_fFadeOutSeconds = MUSIC_FADE_OUT_SECONDS ;
p . m_LengthSeconds = fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - p . m_StartSecond ;
}
}
m_pSoundMusic -> Play ( & p );
if ( m_bPaused )
m_pSoundMusic -> Pause ( true );
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
GAMESTATE -> m_fMusicSeconds = - 5000 ;
UpdateSongPosition ( 0 );
ASSERT ( GAMESTATE -> m_fMusicSeconds > - 4000 ); /* make sure the "fake timer" code doesn't trigger */
}
void ScreenGameplay :: PauseGame ( bool bPause , GameController gc )
{
if ( m_bPaused == bPause )
{
LOG -> Trace ( "ScreenGameplay::PauseGame(%i) received, but already in that state; ignored" , bPause );
return ;
}
2010-05-26 15:59:07 -05:00
// Don't pause if we're already tweening out.
2010-01-26 21:00:30 -06:00
if ( bPause && m_DancingState == STATE_OUTRO )
return ;
AbortGiveUp ( false );
m_bPaused = bPause ;
m_PauseController = gc ;
m_pSoundMusic -> Pause ( bPause );
if ( bPause )
this -> PlayCommand ( "Pause" );
else
this -> PlayCommand ( "Unpause" );
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
pi -> m_pPlayer -> SetPaused ( m_bPaused );
}
}
// play assist ticks
void ScreenGameplay :: PlayTicks ()
{
Player & player = * m_vPlayerInfo [ 0 ]. m_pPlayer ;
const NoteData & nd = player . GetNoteData ();
m_GameplayAssist . PlayTicks ( nd );
}
/* Play announcer "type" if it's been at least fSeconds since the last announcer. */
void ScreenGameplay :: PlayAnnouncer ( RString type , float fSeconds )
{
if ( GAMESTATE -> m_fOpponentHealthPercent == 0 )
return ; // Shut the announcer up
/* Don't play in demonstration. */
if ( GAMESTATE -> m_bDemonstrationOrJukebox )
return ;
/* Don't play before the first beat, or after we're finished. */
if ( m_DancingState != STATE_DANCING )
return ;
if ( GAMESTATE -> m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
GAMESTATE -> m_fSongBeat < GAMESTATE -> m_pCurSong -> m_fFirstBeat )
return ;
if ( m_fTimeSinceLastDancingComment < fSeconds )
return ;
m_fTimeSinceLastDancingComment = 0 ;
SOUND -> PlayOnceFromAnnouncer ( type );
}
void ScreenGameplay :: UpdateSongPosition ( float fDeltaTime )
{
if ( ! m_pSoundMusic -> IsPlaying () )
return ;
RageTimer tm ;
const float fSeconds = m_pSoundMusic -> GetPositionSeconds ( NULL , & tm );
const float fAdjust = SOUND -> GetFrameTimingAdjustment ( fDeltaTime );
GAMESTATE -> UpdateSongPosition ( fSeconds + fAdjust , GAMESTATE -> m_pCurSong -> m_Timing , tm + fAdjust );
}
void ScreenGameplay :: BeginScreen ()
{
if ( GAMESTATE -> m_pCurSong == NULL )
return ;
ScreenWithMenuElements :: BeginScreen ();
SOUND -> PlayOnceFromAnnouncer ( "gameplay intro" ); // crowd cheer
// Get the transitions rolling
if ( GAMESTATE -> m_bDemonstrationOrJukebox )
{
StartPlayingSong ( MIN_SECONDS_TO_STEP , MIN_SECONDS_TO_MUSIC );
}
else if ( NSMAN -> useSMserver )
{
// If we're using networking, we must not have any delay. If we do,
// this can cause inconsistency on different computers and
// different themes.
StartPlayingSong ( 0 , 0 );
m_pSoundMusic -> Stop ();
float startOffset = g_fNetStartOffset ;
NSMAN -> StartRequest ( 1 );
RageSoundParams p ;
p . m_fSpeed = 1.0f ; // Force 1.0 playback speed
p . StopMode = RageSoundParams :: M_CONTINUE ;
p . m_StartSecond = startOffset ;
m_pSoundMusic -> SetProperty ( "AccurateSync" , true );
m_pSoundMusic -> Play ( & p );
UpdateSongPosition ( 0 );
}
else
{
StartPlayingSong ( MIN_SECONDS_TO_STEP , MIN_SECONDS_TO_MUSIC );
}
}
bool ScreenGameplay :: AllAreFailing ()
{
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_pLifeMeter && ! pi -> m_pLifeMeter -> IsFailing () )
return false ;
}
return true ;
}
void ScreenGameplay :: GetMusicEndTiming ( float & fSecondsToStartFadingOutMusic , float & fSecondsToStartTransitioningOut )
{
float fLastStepSeconds = GAMESTATE -> m_pCurSong -> GetElapsedTimeFromBeat ( GAMESTATE -> m_pCurSong -> m_fLastBeat );
fLastStepSeconds += Player :: GetMaxStepDistanceSeconds ();
float fTransitionLength ;
if ( ! GAMESTATE -> IsCourseMode () || IsLastSong () )
fTransitionLength = OUT_TRANSITION_LENGTH ;
else
fTransitionLength = COURSE_TRANSITION_LENGTH ;
fSecondsToStartTransitioningOut = fLastStepSeconds ;
// Align the end of the music fade to the end of the transition.
float fSecondsToFinishFadingOutMusic = fSecondsToStartTransitioningOut + fTransitionLength ;
if ( fSecondsToFinishFadingOutMusic < GAMESTATE -> m_pCurSong -> m_fMusicLengthSeconds )
fSecondsToStartFadingOutMusic = fSecondsToFinishFadingOutMusic - MUSIC_FADE_OUT_SECONDS ;
else
fSecondsToStartFadingOutMusic = GAMESTATE -> m_pCurSong -> m_fMusicLengthSeconds ; // don't fade
/* Make sure we keep going long enough to register a miss for the last note, and
* never start fading before the last note. */
fSecondsToStartFadingOutMusic = max ( fSecondsToStartFadingOutMusic , fLastStepSeconds );
fSecondsToStartTransitioningOut = max ( fSecondsToStartTransitioningOut , fLastStepSeconds );
/* Make sure the fade finishes before the transition finishes. */
fSecondsToStartTransitioningOut = max ( fSecondsToStartTransitioningOut , fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - fTransitionLength );
}
void ScreenGameplay :: Update ( float fDeltaTime )
{
if ( GAMESTATE -> m_pCurSong == NULL )
{
/* ScreenDemonstration will move us to the next screen. We just need to
* survive for one update without crashing. We need to call Screen::Update
* to make sure we receive the next-screen message. */
Screen :: Update ( fDeltaTime );
return ;
}
UpdateSongPosition ( fDeltaTime );
if ( m_bZeroDeltaOnNextUpdate )
{
Screen :: Update ( 0 );
m_bZeroDeltaOnNextUpdate = false ;
}
else
{
Screen :: Update ( fDeltaTime );
}
/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
* PREFSMAN->m_bDelayedScreenLoad. */
if ( GAMESTATE -> m_pCurSong == NULL )
return ;
/* This can happen if ScreenDemonstration::HandleScreenMessage sets a new screen when
* !PREFSMAN->m_bDelayedScreenLoad. (The new screen was loaded when we called Screen::Update,
* and the ctor might set a new GAMESTATE->m_pCurSong, so the above check can fail.) */
if ( SCREENMAN -> GetTopScreen () != this )
return ;
/* Update actors when paused, but never move on to another state. */
if ( m_bPaused )
return ;
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
m_AutoKeysounds . Update ( fDeltaTime );
// update GameState HealthState
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
HealthState & hs = pi -> GetPlayerState () -> m_HealthState ;
HealthState OldHealthState = hs ;
if ( GAMESTATE -> GetPlayerFailType ( pi -> GetPlayerState ()) != PlayerOptions :: FAIL_OFF &&
pi -> m_pLifeMeter && pi -> m_pLifeMeter -> IsFailing () )
{
hs = HealthState_Dead ;
}
else if ( pi -> m_pLifeMeter && pi -> m_pLifeMeter -> IsHot () )
{
hs = HealthState_Hot ;
}
else if ( GAMESTATE -> GetPlayerFailType ( pi -> GetPlayerState ()) != PlayerOptions :: FAIL_OFF &&
pi -> m_pLifeMeter && pi -> m_pLifeMeter -> IsInDanger () )
{
hs = HealthState_Danger ;
}
else
{
hs = HealthState_Alive ;
}
if ( hs != OldHealthState )
{
Message msg ( "HealthStateChanged" );
msg . SetParam ( "PlayerNumber" , pi -> m_pn );
msg . SetParam ( "HealthState" , hs );
msg . SetParam ( "OldHealthState" , OldHealthState );
MESSAGEMAN -> Broadcast ( msg );
}
pi -> m_SoundEffectControl . Update ( fDeltaTime );
}
{
float fSpeed = GAMESTATE -> m_SongOptions . GetCurrent (). m_fMusicRate ;
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_fHaste != 0.0f )
fSpeed *= GetHasteRate ();
RageSoundParams p = m_pSoundMusic -> GetParams ();
if ( fabsf ( p . m_fSpeed - fSpeed ) > 0.01f )
{
p . m_fSpeed = fSpeed ;
m_pSoundMusic -> SetParams ( p );
}
}
switch ( m_DancingState )
{
case STATE_DANCING :
/* Set STATSMAN->m_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
* SM_BeginFailed if all players failed, and kill dead Oni players. */
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
PlayerNumber pn = pi -> GetStepsAndTrailIndex ();
PlayerOptions :: FailType ft = GAMESTATE -> GetPlayerFailType ( pi -> GetPlayerState () );
SongOptions :: LifeType lt = GAMESTATE -> m_SongOptions . GetCurrent (). m_LifeType ;
if ( ft == PlayerOptions :: FAIL_OFF || ft == PlayerOptions :: FAIL_AT_END )
continue ;
// check for individual fail
if ( pi -> m_pLifeMeter == NULL || ! pi -> m_pLifeMeter -> IsFailing () )
continue ; /* isn't failing */
if ( pi -> GetPlayerStageStats () -> m_bFailed )
continue ; /* failed and is already dead */
LOG -> Trace ( "Player %d failed" , ( int ) pn );
pi -> GetPlayerStageStats () -> m_bFailed = true ; // fail
{
Message msg ( "PlayerFailed" );
msg . SetParam ( "PlayerNumber" , pi -> m_pn );
MESSAGEMAN -> Broadcast ( msg );
}
// Check for and do Oni die.
bool bAllowOniDie = false ;
switch ( lt )
{
case SongOptions :: LIFE_BATTERY :
bAllowOniDie = true ;
break ;
}
if ( bAllowOniDie && ft == PlayerOptions :: FAIL_IMMEDIATE )
{
if ( ! STATSMAN -> m_CurStageStats . AllFailed () ) // if not the last one to fail
{
// kill them!
SOUND -> PlayOnceFromDir ( THEME -> GetPathS ( m_sName , "oni die" ) );
pi -> ShowOniGameOver ();
pi -> m_NoteData . Init (); // remove all notes and scoring
pi -> m_pPlayer -> FadeToFail (); // tell the NoteField to fade to white
}
}
}
bool bAllFailed = true ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
PlayerOptions :: FailType ft = GAMESTATE -> GetPlayerFailType ( pi -> GetPlayerState () );
switch ( ft )
{
case PlayerOptions :: FAIL_IMMEDIATE :
if ( pi -> m_pLifeMeter == NULL || ( pi -> m_pLifeMeter && ! pi -> m_pLifeMeter -> IsFailing ()) )
bAllFailed = false ;
break ;
case PlayerOptions :: FAIL_IMMEDIATE_CONTINUE :
case PlayerOptions :: FAIL_AT_END :
bAllFailed = false ; // wait until the end of the song to fail.
break ;
case PlayerOptions :: FAIL_OFF :
bAllFailed = false ; // never fail.
break ;
default :
ASSERT ( 0 );
}
}
if ( bAllFailed )
{
m_pSoundMusic -> StopPlaying ();
SCREENMAN -> PostMessageToTopScreen ( SM_NotesEnded , 0 );
}
// Update living players' alive time
// HACK: Don't scale alive time when using tab/tilde. Instead of accumulating time from a timer,
// this time should instead be tied to the music position.
float fUnscaledDeltaTime = m_timerGameplaySeconds . GetDeltaTime ();
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
if ( ! pi -> GetPlayerStageStats () -> m_bFailed )
pi -> GetPlayerStageStats () -> m_fAliveSeconds += fUnscaledDeltaTime * GAMESTATE -> m_SongOptions . GetCurrent (). m_fMusicRate ;
// update fGameplaySeconds
STATSMAN -> m_CurStageStats . m_fGameplaySeconds += fUnscaledDeltaTime ;
if ( GAMESTATE -> m_fSongBeat >= GAMESTATE -> m_pCurSong -> m_fFirstBeat && GAMESTATE -> m_fSongBeat < GAMESTATE -> m_pCurSong -> m_fLastBeat )
{
STATSMAN -> m_CurStageStats . m_fStepsSeconds += fUnscaledDeltaTime ;
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_fHaste != 0.0f )
{
float fHasteRate = GetHasteRate ();
GAMESTATE -> m_fAccumulatedHasteSeconds += ( fUnscaledDeltaTime * fHasteRate ) - fUnscaledDeltaTime ;
}
}
// Check for end of song
{
float fSecondsToStartFadingOutMusic , fSecondsToStartTransitioningOut ;
GetMusicEndTiming ( fSecondsToStartFadingOutMusic , fSecondsToStartTransitioningOut );
bool bAllReallyFailed = STATSMAN -> m_CurStageStats . AllFailed ();
if ( bAllReallyFailed )
fSecondsToStartTransitioningOut += BEGIN_FAILED_DELAY ;
if ( GAMESTATE -> m_fMusicSeconds >= fSecondsToStartTransitioningOut && ! m_NextSong . IsTransitioning () )
this -> PostScreenMessage ( SM_NotesEnded , 0 );
}
// update 2d dancing characters
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
DancingCharacters * pCharacter = NULL ;
if ( m_pSongBackground )
pCharacter = m_pSongBackground -> GetDancingCharacters ();
if ( pCharacter != NULL )
{
TapNoteScore tns = pi -> m_pPlayer -> GetLastTapNoteScore ();
ANIM_STATES_2D state = AS2D_MISS ;
switch ( tns )
{
case TNS_W4 :
case TNS_W3 :
state = AS2D_GOOD ;
break ;
case TNS_W2 :
case TNS_W1 :
state = AS2D_GREAT ;
break ;
default :
state = AS2D_MISS ;
break ;
}
if ( state == AS2D_GREAT && pi -> GetPlayerState () -> m_HealthState == HealthState_Hot )
state = AS2D_FEVER ;
pCharacter -> Change2DAnimState ( pi -> m_pn , state );
}
}
// Check for enemy death in enemy battle
static float fLastSeenEnemyHealth = 1 ;
if ( fLastSeenEnemyHealth != GAMESTATE -> m_fOpponentHealthPercent )
{
fLastSeenEnemyHealth = GAMESTATE -> m_fOpponentHealthPercent ;
if ( GAMESTATE -> m_fOpponentHealthPercent == 0 )
{
// HACK: Load incorrect directory on purpose for now.
PlayAnnouncer ( "gameplay battle damage level3" , 0 );
GAMESTATE -> RemoveAllActiveAttacks ();
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( ! GAMESTATE -> IsCpuPlayer ( pi -> m_pn ) )
continue ;
SOUND -> PlayOnceFromDir ( THEME -> GetPathS ( m_sName , "oni die" ) );
pi -> ShowOniGameOver ();
pi -> m_NoteData . Init (); // remove all notes and scoring
pi -> m_pPlayer -> FadeToFail (); // tell the NoteField to fade to white
}
}
}
// update give up
bool bGiveUpTimerFired = ! m_GiveUpTimer . IsZero () && m_GiveUpTimer . Ago () > 2.5f ;
bool bAllHumanHaveBigMissCombo = FAIL_ON_MISS_COMBO . GetValue () != - 1 && STATSMAN -> m_CurStageStats . GetMinimumMissCombo () >= FAIL_ON_MISS_COMBO ;
if ( bGiveUpTimerFired || bAllHumanHaveBigMissCombo )
{
STATSMAN -> m_CurStageStats . m_bGaveUp = true ;
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
pi -> GetPlayerStageStats () -> m_bFailed |= bAllHumanHaveBigMissCombo ;
pi -> GetPlayerStageStats () -> m_bDisqualified |= bGiveUpTimerFired ; // Don't disqualify if failing for miss combo. The player should still be eligable for a high score on courses.
}
AbortGiveUp ( false );
if ( GIVING_UP_GOES_TO_PREV_SCREEN )
{
BeginBackingOutFromGameplay ();
}
else
{
m_pSoundMusic -> StopPlaying ();
this -> PostScreenMessage ( SM_NotesEnded , 0 );
}
return ;
}
// Check to see if it's time to play a ScreenGameplay comment
m_fTimeSinceLastDancingComment += fDeltaTime ;
switch ( GAMESTATE -> m_PlayMode )
{
case PLAY_MODE_REGULAR :
case PLAY_MODE_BATTLE :
case PLAY_MODE_RAVE :
if ( GAMESTATE -> OneIsHot () )
PlayAnnouncer ( "gameplay comment hot" , SECONDS_BETWEEN_COMMENTS );
else if ( GAMESTATE -> AllAreInDangerOrWorse () )
PlayAnnouncer ( "gameplay comment danger" , SECONDS_BETWEEN_COMMENTS );
else
PlayAnnouncer ( "gameplay comment good" , SECONDS_BETWEEN_COMMENTS );
break ;
case PLAY_MODE_NONSTOP :
case PLAY_MODE_ONI :
case PLAY_MODE_ENDLESS :
PlayAnnouncer ( "gameplay comment oni" , SECONDS_BETWEEN_COMMENTS );
break ;
default :
ASSERT ( 0 );
}
}
PlayTicks ();
UpdateLights ();
SendCrossedMessages ();
if ( NSMAN -> useSMserver )
{
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
if ( pi -> m_pLifeMeter )
NSMAN -> m_playerLife [ pi -> m_pn ] = int ( pi -> m_pLifeMeter -> GetLife () * 10000 );
if ( m_bShowScoreboard )
FOREACH_NSScoreBoardColumn ( cn )
if ( m_bShowScoreboard && NSMAN -> ChangedScoreboard ( cn ) && GAMESTATE -> GetFirstDisabledPlayer () != PLAYER_INVALID )
m_Scoreboard [ cn ]. SetText ( NSMAN -> m_Scoreboard [ cn ] );
}
}
float ScreenGameplay :: GetHasteRate ()
{
if ( GAMESTATE -> m_fMusicSeconds < GAMESTATE -> m_fLastHasteUpdateMusicSeconds || // new song
GAMESTATE -> m_fMusicSeconds > GAMESTATE -> m_fLastHasteUpdateMusicSeconds + 4 )
{
bool bAnyPlayerHitAllNotes = false ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( ! GAMESTATE -> IsHumanPlayer ( pi -> m_pn ) )
continue ;
PlayerState * pPS = pi -> GetPlayerState ();
if ( pPS -> m_iTapsHitSinceLastHasteUpdate > 0 &&
pPS -> m_iTapsMissedSinceLastHasteUpdate == 0 )
bAnyPlayerHitAllNotes = true ;
pPS -> m_iTapsHitSinceLastHasteUpdate = 0 ;
pPS -> m_iTapsMissedSinceLastHasteUpdate = 0 ;
}
if ( bAnyPlayerHitAllNotes )
GAMESTATE -> m_fHasteRate += 0.1f ;
CLAMP ( GAMESTATE -> m_fHasteRate , - 1.0f , + 1.0f );
GAMESTATE -> m_fLastHasteUpdateMusicSeconds = GAMESTATE -> m_fMusicSeconds ;
}
/* If the life meter is less than half full, push the haste rate down to let
* the player use his accumulated haste time. */
float fMaxLife = 0 ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( ! GAMESTATE -> IsHumanPlayer ( pi -> m_pn ) )
continue ;
fMaxLife = max ( fMaxLife , pi -> m_pLifeMeter -> GetLife () );
}
if ( fMaxLife < 0.5f )
GAMESTATE -> m_fHasteRate = SCALE ( fMaxLife , 0.0f , 0.5f , - 1.0f , 0.0f );
float fSpeed = 1.0f ;
if ( GAMESTATE -> m_fHasteRate < 0 )
fSpeed = SCALE ( GAMESTATE -> m_fHasteRate , - 1.0f , 0.0f , 0.5f , 1.0f );
else if ( GAMESTATE -> m_fHasteRate < 0.3f )
fSpeed = SCALE ( GAMESTATE -> m_fHasteRate , 0.0f , 0.3f , 1.0f , 1.2f );
else
fSpeed = SCALE ( GAMESTATE -> m_fHasteRate , 0.3f , 1.0f , 1.2f , 1.5f );
fSpeed *= GAMESTATE -> m_SongOptions . GetCurrent (). m_fHaste ;
if ( GAMESTATE -> m_fAccumulatedHasteSeconds <= 1 )
{
/* Only allow slowing down the song while the players have accumulated
2010-05-26 15:59:07 -05:00
* haste. This prevents dragging on the song by keeping the life meter
2010-01-26 21:00:30 -06:00
* nearly empty. */
float fClamped = max ( 1.0f , fSpeed );
fSpeed = lerp ( GAMESTATE -> m_fAccumulatedHasteSeconds , fClamped , fSpeed );
}
return fSpeed ;
}
void ScreenGameplay :: UpdateLights ()
{
if ( ! LIGHTSMAN -> IsEnabled () )
return ;
if ( m_CabinetLightsNoteData . GetNumTracks () == 0 ) // light data wasn't loaded
return ;
const Style * pStyle = GAMESTATE -> GetCurrentStyle ();
bool bBlinkCabinetLight [ NUM_CabinetLight ];
bool bBlinkGameButton [ NUM_GameController ][ NUM_GameButton ];
ZERO ( bBlinkCabinetLight );
ZERO ( bBlinkGameButton );
bool bCrossedABeat = false ;
{
const float fSongBeat = GAMESTATE -> m_fLightSongBeat ;
const int iSongRow = BeatToNoteRowNotRounded ( fSongBeat );
static int iRowLastCrossed = 0 ;
float fBeatLast = roundf ( NoteRowToBeat ( iRowLastCrossed ));
float fBeatNow = roundf ( NoteRowToBeat ( iSongRow ));
bCrossedABeat = fBeatLast != fBeatNow ;
FOREACH_CabinetLight ( cl )
{
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE ( m_CabinetLightsNoteData , cl , r , iRowLastCrossed + 1 , iSongRow + 1 )
{
if ( m_CabinetLightsNoteData . GetTapNote ( cl , r ). type != TapNote :: empty )
bBlinkCabinetLight [ cl ] = true ;
}
if ( m_CabinetLightsNoteData . IsHoldNoteAtRow ( cl , iSongRow ) )
bBlinkCabinetLight [ cl ] = true ;
}
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
const NoteData & nd = pi -> m_pPlayer -> GetNoteData ();
for ( int t = 0 ; t < nd . GetNumTracks (); t ++ )
{
bool bBlink = false ;
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE ( nd , t , r , iRowLastCrossed + 1 , iSongRow + 1 )
{
const TapNote & tn = nd . GetTapNote ( t , r );
if ( tn . type != TapNote :: mine )
bBlink = true ;
}
// check if a hold should be active
if ( nd . IsHoldNoteAtRow ( t , iSongRow ) )
bBlink = true ;
if ( bBlink )
{
GameInput gi = pStyle -> StyleInputToGameInput ( t , pi -> m_pn );
bBlinkGameButton [ gi . controller ][ gi . button ] = true ;
}
}
}
iRowLastCrossed = iSongRow ;
}
// Before the first beat of the song, all cabinet lights solid on (except for menu buttons).
bool bOverrideCabinetBlink = ( GAMESTATE -> m_fSongBeat < GAMESTATE -> m_pCurSong -> m_fFirstBeat );
FOREACH_CabinetLight ( cl )
bBlinkCabinetLight [ cl ] |= bOverrideCabinetBlink ;
// Send blink data.
FOREACH_CabinetLight ( cl )
{
if ( bBlinkCabinetLight [ cl ] )
LIGHTSMAN -> BlinkCabinetLight ( cl );
}
FOREACH_ENUM ( GameController , gc )
{
FOREACH_ENUM ( GameButton , gb )
{
if ( bBlinkGameButton [ gc ][ gb ] )
LIGHTSMAN -> BlinkGameButton ( GameInput ( gc , gb ) );
}
}
}
void ScreenGameplay :: SendCrossedMessages ()
{
{
static int iRowLastCrossed = 0 ;
float fPositionSeconds = GAMESTATE -> m_fMusicSeconds ;
float fSongBeat = GAMESTATE -> m_pCurSong -> GetBeatFromElapsedTime ( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded ( fSongBeat );
iRowNow = max ( 0 , iRowNow );
for ( int r = iRowLastCrossed + 1 ; r <= iRowNow ; r ++ )
{
if ( GetNoteType ( r ) == NOTE_TYPE_4TH )
MESSAGEMAN -> Broadcast ( Message_BeatCrossed );
}
iRowLastCrossed = iRowNow ;
}
{
const int NUM_MESSAGES_TO_SEND = 4 ;
const float MESSAGE_SPACING_SECONDS = 0.4f ;
PlayerNumber pn = PLAYER_INVALID ;
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( GAMESTATE -> m_pCurSteps [ pi -> m_pn ] -> GetDifficulty () == Difficulty_Beginner )
{
pn = pi -> m_pn ;
break ;
}
}
if ( pn == PLAYER_INVALID )
return ;
const NoteData & nd = m_vPlayerInfo [ pn ]. m_pPlayer -> GetNoteData ();
static int iRowLastCrossedAll [ NUM_MESSAGES_TO_SEND ] = { 0 , 0 , 0 , 0 };
for ( int i = 0 ; i < NUM_MESSAGES_TO_SEND ; i ++ )
{
float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i ;
float fPositionSeconds = GAMESTATE -> m_fMusicSeconds + fNoteWillCrossInSeconds ;
float fSongBeat = GAMESTATE -> m_pCurSong -> GetBeatFromElapsedTime ( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded ( fSongBeat );
iRowNow = max ( 0 , iRowNow );
int & iRowLastCrossed = iRowLastCrossedAll [ i ];
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE ( nd , r , iRowLastCrossed + 1 , iRowNow + 1 )
{
int iNumTracksWithTapOrHoldHead = 0 ;
for ( int t = 0 ; t < nd . GetNumTracks (); t ++ )
{
if ( nd . GetTapNote ( t , r ). type == TapNote :: empty )
continue ;
iNumTracksWithTapOrHoldHead ++ ;
// send crossed message
const Style * pStyle = GAMESTATE -> GetCurrentStyle ();
RString sButton = pStyle -> ColToButtonName ( t );
Message msg ( i == 0 ? "NoteCrossed" : "NoteWillCross" );
msg . SetParam ( "ButtonName" , sButton );
msg . SetParam ( "NumMessagesFromCrossed" , i );
MESSAGEMAN -> Broadcast ( msg );
}
if ( iNumTracksWithTapOrHoldHead > 0 )
MESSAGEMAN -> Broadcast ( ( MessageID )( Message_NoteCrossed + i ) );
if ( i == 0 && iNumTracksWithTapOrHoldHead >= 2 )
{
RString sMessageName = "NoteCrossedJump" ;
MESSAGEMAN -> Broadcast ( sMessageName );
}
}
iRowLastCrossed = iRowNow ;
}
}
}
void ScreenGameplay :: BeginBackingOutFromGameplay ()
{
m_DancingState = STATE_OUTRO ;
AbortGiveUp ( false );
m_pSoundMusic -> StopPlaying ();
2010-05-26 15:59:07 -05:00
m_GameplayAssist . StopPlaying (); // Stop any queued assist ticks.
2010-01-26 21:00:30 -06:00
this -> ClearMessageQueue ();
// If this is the final stage, don't allow extra stage
if ( GAMESTATE -> GetSmallestNumStagesLeftForAnyHumanPlayer () == 0 )
GAMESTATE -> m_bBackedOutOfFinalStage = true ;
// Disallow backing out of extra stage
if ( GAMESTATE -> IsAnExtraStage () )
SCREENMAN -> PostMessageToTopScreen ( SM_BeginFailed , 0 );
else
m_Cancel . StartTransitioning ( SM_DoPrevScreen );
}
void ScreenGameplay :: AbortGiveUp ( bool bShowText )
{
if ( m_GiveUpTimer . IsZero () )
return ;
m_textDebug . StopTweening ();
if ( bShowText )
m_textDebug . SetText ( GIVE_UP_ABORTED_TEXT );
// otherwise tween out the text that's there
m_textDebug . BeginTweening ( 1 / 2.f );
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 0 ) );
m_GiveUpTimer . SetZero ();
}
void ScreenGameplay :: Input ( const InputEventPlus & input )
{
//LOG->Trace( "ScreenGameplay::Input()" );
// codes motherfucker, do you speak it
Message msg ( "" );
if ( m_Codes . InputMessage ( input , msg ) )
this -> HandleMessage ( msg );
if ( m_bPaused )
{
/* If we're paused, only accept GAME_BUTTON_START to unpause. */
if ( GAMESTATE -> IsHumanPlayer ( input . pn ) && input . MenuI == GAME_BUTTON_START && input . type == IET_FIRST_PRESS )
{
if ( m_PauseController == GameController_Invalid || m_PauseController == input . GameI . controller )
2010-07-19 11:19:01 -05:00
{
// IMO, it's better to have this configurable. -DaisuMaster
2010-12-14 17:41:29 -07:00
if ( UNPAUSE_WITH_START ) this -> PauseGame ( false );
2010-07-19 11:19:01 -05:00
}
2010-01-26 21:00:30 -06:00
}
return ;
}
if ( m_DancingState != STATE_OUTRO &&
GAMESTATE -> IsHumanPlayer ( input . pn ) &&
! m_Cancel . IsTransitioning () )
{
2010-05-26 15:59:07 -05:00
/* Allow bailing out by holding any START button.
* This gives a way to "give up" when a back button isn't available.
2010-01-26 21:00:30 -06:00
* If this is also a style button, don't do this; pump center is start.
*/
bool bHoldingGiveUp = false ;
if ( GAMESTATE -> GetCurrentStyle () -> GameInputToColumn ( input . GameI ) == Column_Invalid )
{
bHoldingGiveUp |= ( START_GIVES_UP && input . MenuI == GAME_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input . MenuI == GAME_BUTTON_BACK );
}
if ( bHoldingGiveUp )
{
2010-05-26 15:59:07 -05:00
// No PREFSMAN->m_bDelayedEscape; always delayed.
2010-01-26 21:00:30 -06:00
if ( input . type == IET_RELEASE )
{
AbortGiveUp ( true );
}
else if ( input . type == IET_FIRST_PRESS && m_GiveUpTimer . IsZero () )
{
m_textDebug . SetText ( GIVE_UP_START_TEXT );
// todo: un-hardcode commands and move to metrics -aj
m_textDebug . StopTweening ();
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 0 ) );
m_textDebug . BeginTweening ( 1 / 8.f );
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 1 ) );
2010-05-26 15:59:07 -05:00
m_GiveUpTimer . Touch (); // start the timer
2010-01-26 21:00:30 -06:00
}
return ;
}
/* Only handle GAME_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
* disabled. */
bool bHoldingBack = false ;
if ( GAMESTATE -> GetCurrentStyle () -> GameInputToColumn ( input . GameI ) == Column_Invalid )
{
bHoldingBack |= input . MenuI == GAME_BUTTON_BACK && ! BACK_GIVES_UP ;
}
if ( bHoldingBack )
{
if ( (( ! PREFSMAN -> m_bDelayedBack && input . type == IET_FIRST_PRESS ) ||
( input . DeviceI . device == DEVICE_KEYBOARD && input . type == IET_REPEAT ) ||
( input . DeviceI . device != DEVICE_KEYBOARD && INPUTFILTER -> GetSecsHeld ( input . DeviceI ) >= 1.0f )) )
{
LOG -> Trace ( "Player %i went back" , input . pn + 1 );
BeginBackingOutFromGameplay ();
}
else if ( PREFSMAN -> m_bDelayedBack && input . type == IET_FIRST_PRESS )
{
m_textDebug . SetText ( GIVE_UP_BACK_TEXT );
// todo: un-hardcode commands and move to metrics -aj
m_textDebug . StopTweening ();
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 0 ) );
m_textDebug . BeginTweening ( 1 / 8.f );
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 1 ) );
}
else if ( PREFSMAN -> m_bDelayedBack && input . type == IET_RELEASE )
{
// todo: un-hardcode commands and move to metrics -aj
m_textDebug . StopTweening ();
m_textDebug . BeginTweening ( 1 / 8.f );
m_textDebug . SetDiffuse ( RageColor ( 1 , 1 , 1 , 0 ) );
}
return ;
}
}
bool bRelease = input . type == IET_RELEASE ;
if ( ! input . GameI . IsValid () )
return ;
int iCol = GAMESTATE -> GetCurrentStyle () -> GameInputToColumn ( input . GameI );
if ( USE_ALTERNATIVE_INPUT ) // using alternative input
{
for ( unsigned int i = 0 ; i < m_vAlterMap . size (); ++ i )
{
if ( m_vAlterMap [ i ]. inpAlt == input . GameI )
{
iCol = GAMESTATE -> GetCurrentStyle () -> GameInputToColumn ( m_vAlterMap [ i ]. inpMain );
}
}
}
// Don't pass on any inputs to Player that aren't a press or a release.
switch ( input . type )
{
case IET_FIRST_PRESS :
case IET_RELEASE :
break ;
default :
return ;
}
if ( GAMESTATE -> m_bMultiplayer )
{
if ( input . mp != MultiPlayer_Invalid && GAMESTATE -> IsMultiPlayerEnabled ( input . mp ) && iCol != - 1 )
{
FOREACH ( PlayerInfo , m_vPlayerInfo , pi )
{
if ( input . mp == pi -> m_mp )
pi -> m_pPlayer -> Step ( iCol , - 1 , input . DeviceI . ts , false , bRelease );
}
}
}
else
{
// handle a step or battle item activate
if ( GAMESTATE -> IsHumanPlayer ( input . pn ) )
{
AbortGiveUp ( true );
if ( GamePreferences :: m_AutoPlay == PC_HUMAN && GAMESTATE -> m_pPlayerState [ PLAYER_1 ] -> m_PlayerOptions . GetCurrent (). m_fPlayerAutoPlay == 0 )
{
PlayerInfo & pi = GetPlayerInfoForInput ( input );
ASSERT ( input . GameI . IsValid () );
GameButtonType gbt = GAMESTATE -> m_pCurGame -> GetPerButtonInfo ( input . GameI . button ) -> m_gbt ;
switch ( gbt )
{
case GameButtonType_INVALID :
break ;
case GameButtonType_Step :
if ( iCol != - 1 )
pi . m_pPlayer -> Step ( iCol , - 1 , input . DeviceI . ts , false , bRelease );
break ;
case GameButtonType_Fret :
if ( iCol != - 1 )
pi . m_pPlayer -> Fret ( iCol , - 1 , input . DeviceI . ts , false , bRelease );
break ;
case GameButtonType_Strum :
pi . m_pPlayer -> Strum ( iCol , - 1 , input . DeviceI . ts , false , bRelease );
break ;
}
}
}
}
}
2010-05-26 15:59:07 -05:00
/* Saving StageStats that are affected by the note pattern is a little tricky:
2010-01-26 21:00:30 -06:00
*
* Stats are cumulative for course play.
*
* For regular songs, it doesn't matter how we do it; the pattern doesn't change
* during play.
*
* The pattern changes during play in battle and course mode. We want to include
* these changes, so run stats for a song after the song finishes.
*
2010-05-26 15:59:07 -05:00
* If we fail, be sure to include the current song in stats,
* with the current modifier set. So:
* 1. At the end of a song in any mode, pass or fail, add stats for that song
* (from m_pPlayer).
* 2. At the end of gameplay in course mode, add stats for any songs that weren't
* played, applying the modifiers the song would have been played with.
* This doesn't include songs that were played but failed; that was done in #1.
2010-01-26 21:00:30 -06:00
*/
void ScreenGameplay :: SaveStats ()
{
float fMusicLen = GAMESTATE -> m_pCurSong -> m_fMusicLengthSeconds ;
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
/* Note that adding stats is only meaningful for the counters (eg. RadarCategory_Jumps),
* not for the percentages (RadarCategory_Air). */
RadarValues rv ;
PlayerStageStats & pss = * pi -> GetPlayerStageStats ();
const NoteData & nd = pi -> m_pPlayer -> GetNoteData ();
NoteDataUtil :: CalculateRadarValues ( nd , fMusicLen , rv );
pss . m_radarPossible += rv ;
NoteDataWithScoring :: GetActualRadarValues ( nd , pss , fMusicLen , rv );
pss . m_radarActual += rv ;
}
}
void ScreenGameplay :: SongFinished ()
{
AdjustSync :: HandleSongEnd ();
SaveStats (); // Let subclasses save the stats.
/* Extremely important: if we don't remove attacks before moving on to the next
* screen, they'll still be turned on eventually. */
GAMESTATE -> RemoveAllActiveAttacks ();
FOREACH_VisiblePlayerInfo ( m_vPlayerInfo , pi )
pi -> m_pActiveAttackList -> Refresh ();
}
void ScreenGameplay :: StageFinished ( bool bBackedOut )
{
if ( GAMESTATE -> IsCourseMode () && GAMESTATE -> m_PlayMode != PLAY_MODE_ENDLESS )
{
LOG -> Trace ( "Stage finished at index %i/%i" , GAMESTATE -> GetCourseSongIndex (), ( int ) m_apSongsQueue . size () );
2010-05-26 15:59:07 -05:00
// +1 to skip the current song; that song has already passed.
2010-01-26 21:00:30 -06:00
for ( unsigned i = GAMESTATE -> GetCourseSongIndex () + 1 ; i < m_apSongsQueue . size (); ++ i )
{
LOG -> Trace ( "Running stats for %i" , i );
SetupSong ( i );
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
pi -> m_pPlayer -> ApplyWaitingTransforms ();
SongFinished ();
}
}
if ( bBackedOut )
{
GAMESTATE -> CancelStage ();
return ;
}
2010-05-26 15:59:07 -05:00
// If all players failed, kill.
2010-01-26 21:00:30 -06:00
if ( STATSMAN -> m_CurStageStats . AllFailed () )
{
FOREACH_HumanPlayer ( p )
GAMESTATE -> m_iPlayerStageTokens [ p ] = 0 ;
}
FOREACH_HumanPlayer ( pn )
STATSMAN -> m_CurStageStats . m_player [ pn ]. CalcAwards ( pn , STATSMAN -> m_CurStageStats . m_bGaveUp , STATSMAN -> m_CurStageStats . m_bUsedAutoplay );
STATSMAN -> m_CurStageStats . FinalizeScores ( false );
GAMESTATE -> CommitStageStats ();
// save current stage stats
STATSMAN -> m_vPlayedStageStats . push_back ( STATSMAN -> m_CurStageStats );
STATSMAN -> CalcAccumPlayedStageStats ();
GAMESTATE -> FinishStage ();
}
void ScreenGameplay :: HandleScreenMessage ( const ScreenMessage SM )
{
CHECKPOINT_M ( ssprintf ( "HandleScreenMessage(%s)" , ScreenMessageHelpers :: ScreenMessageToString ( SM ). c_str ()) );
if ( SM == SM_DoneFadingIn )
{
SOUND -> PlayOnceFromAnnouncer ( "gameplay ready" );
m_Ready . StartTransitioning ( SM_PlayGo );
}
else if ( SM == SM_PlayGo )
{
if ( GAMESTATE -> IsAnExtraStage () )
SOUND -> PlayOnceFromAnnouncer ( "gameplay here we go extra" );
else if ( GAMESTATE -> GetSmallestNumStagesLeftForAnyHumanPlayer () == 0 )
SOUND -> PlayOnceFromAnnouncer ( "gameplay here we go final" );
else
SOUND -> PlayOnceFromAnnouncer ( "gameplay here we go normal" );
m_Go . StartTransitioning ( SM_None );
GAMESTATE -> m_bGameplayLeadIn . Set ( false );
2010-05-26 15:59:07 -05:00
m_DancingState = STATE_DANCING ; // STATE CHANGE! Now the user is allowed to press Back
2010-01-26 21:00:30 -06:00
}
else if ( SM == SM_NotesEnded ) // received while STATE_DANCING
{
2010-05-26 15:59:07 -05:00
AbortGiveUp ( false ); // don't allow giveup while the next song is loading
2010-01-26 21:00:30 -06:00
/* Do this in LoadNextSong, so we don't tween off old attacks until
* m_NextSong finishes. */
// GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
2010-05-26 15:59:07 -05:00
// Mark failure.
2010-01-26 21:00:30 -06:00
if ( GAMESTATE -> GetPlayerFailType ( pi -> GetPlayerState ()) != PlayerOptions :: FAIL_OFF &&
( pi -> m_pLifeMeter && pi -> m_pLifeMeter -> IsFailing ()) )
pi -> GetPlayerStageStats () -> m_bFailed = true ;
if ( ! pi -> GetPlayerStageStats () -> m_bFailed )
pi -> GetPlayerStageStats () -> m_iSongsPassed ++ ;
// set a life record at the point of failure
if ( pi -> GetPlayerStageStats () -> m_bFailed )
pi -> GetPlayerStageStats () -> SetLifeRecordAt ( 0 , STATSMAN -> m_CurStageStats . m_fGameplaySeconds );
}
/* If all players have *really* failed (bFailed, not the life meter or
* bFailedEarlier): */
const bool bAllReallyFailed = STATSMAN -> m_CurStageStats . AllFailed ();
const bool bStopCourseEarly = STOP_COURSE_EARLY ;
const bool bIsLastSong = IsLastSong ();
LOG -> Trace ( "bAllReallyFailed = %d, bStopCourseEarly = %d, bIsLastSong = %d" , bAllReallyFailed , bStopCourseEarly , bIsLastSong );
if ( bStopCourseEarly || bAllReallyFailed || bIsLastSong )
{
// Time to leave from ScreenGameplay
HandleScreenMessage ( SM_LeaveGameplay );
}
else
{
2010-05-26 15:59:07 -05:00
// Load the next song in the course.
2010-01-26 21:00:30 -06:00
HandleScreenMessage ( SM_StartLoadingNextSong );
return ;
}
}
else if ( SM == SM_LeaveGameplay )
{
// update dancing characters for win / lose
DancingCharacters * pDancers = NULL ;
if ( m_pSongBackground )
pDancers = m_pSongBackground -> GetDancingCharacters ();
if ( pDancers )
{
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
2010-05-26 15:59:07 -05:00
// XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ).
2010-01-26 21:00:30 -06:00
if ( pi -> GetPlayerStageStats () -> m_bFailed )
pDancers -> Change2DAnimState ( pi -> m_pn , AS2D_FAIL ); // fail anim
else if ( pi -> m_pLifeMeter && pi -> GetPlayerState () -> m_HealthState == HealthState_Hot )
pDancers -> Change2DAnimState ( pi -> m_pn , AS2D_WINFEVER ); // full life pass anim
else
pDancers -> Change2DAnimState ( pi -> m_pn , AS2D_WIN ); // pass anim
}
}
2010-05-26 15:59:07 -05:00
// End round.
2010-01-26 21:00:30 -06:00
if ( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
return ; // ignore
m_DancingState = STATE_OUTRO ;
AbortGiveUp ( false );
GAMESTATE -> RemoveAllActiveAttacks ();
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_pActiveAttackList )
pi -> m_pActiveAttackList -> Refresh ();
}
LIGHTSMAN -> SetLightsMode ( LIGHTSMODE_ALL_CLEARED );
bool bAllReallyFailed = STATSMAN -> m_CurStageStats . AllFailed ();
if ( bAllReallyFailed )
{
this -> PostScreenMessage ( SM_BeginFailed , 0 );
return ;
}
TweenOffScreen ();
m_Out . StartTransitioning ( SM_DoNextScreen );
// do they deserve an extra stage?
if ( GAMESTATE -> HasEarnedExtraStage () )
SOUND -> PlayOnceFromAnnouncer ( "gameplay extra" );
else
SOUND -> PlayOnceFromAnnouncer ( "gameplay cleared" );
}
else if ( SM == SM_StartLoadingNextSong )
{
2010-05-26 15:59:07 -05:00
// Next song.
2010-01-26 21:00:30 -06:00
// give a little life back between stages
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_pLifeMeter )
2010-03-14 19:24:17 -05:00
pi -> m_pLifeMeter -> OnSongEnded ();
2010-01-26 21:00:30 -06:00
}
GAMESTATE -> m_bLoadingNextSong = true ;
MESSAGEMAN -> Broadcast ( "BeforeLoadingNextCourseSong" );
m_NextSong . Reset ();
m_NextSong . PlayCommand ( "Start" );
m_NextSong . StartTransitioning ( SM_LoadNextSong );
MESSAGEMAN -> Broadcast ( "ChangeCourseSongIn" );
}
else if ( SM == SM_LoadNextSong )
{
m_pSoundMusic -> Stop ();
SongFinished ();
MESSAGEMAN -> Broadcast ( "ChangeCourseSongOut" );
GAMESTATE -> m_bLoadingNextSong = false ;
LoadNextSong ();
m_NextSong . Reset ();
m_NextSong . PlayCommand ( "Finish" );
m_NextSong . StartTransitioning ( SM_None );
StartPlayingSong ( MIN_SECONDS_TO_STEP_NEXT_SONG , 0 );
}
else if ( SM == SM_PlayToasty )
{
2010-03-14 19:24:17 -05:00
// todo: make multiple toasties work -aj
2010-01-26 21:00:30 -06:00
if ( g_bEasterEggs )
if ( ! m_Toasty . IsTransitioning () && ! m_Toasty . IsFinished () ) // don't play if we've already played it once
m_Toasty . StartTransitioning ();
}
else if ( SM >= SM_100Combo && SM <= SM_1000Combo )
{
2010-12-31 14:34:25 -06:00
int iCombo = (( SM - 100 ) + 1 ) * 100 ;
2010-01-26 21:00:30 -06:00
PlayAnnouncer ( ssprintf ( "gameplay %d combo" , iCombo ), 2 );
}
else if ( SM == SM_ComboStopped )
{
PlayAnnouncer ( "gameplay combo stopped" , 2 );
}
else if ( SM == SM_ComboContinuing )
{
PlayAnnouncer ( "gameplay combo overflow" , 2 );
}
else if ( SM >= SM_BattleTrickLevel1 && SM <= SM_BattleTrickLevel3 )
{
int iTrickLevel = SM - SM_BattleTrickLevel1 + 1 ;
PlayAnnouncer ( ssprintf ( "gameplay battle trick level%d" , iTrickLevel ), 3 );
if ( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1 . Play ();
else if ( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2 . Play ();
else if ( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3 . Play ();
}
else if ( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
{
int iDamageLevel = SM - SM_BattleDamageLevel1 + 1 ;
PlayAnnouncer ( ssprintf ( "gameplay battle damage level%d" , iDamageLevel ), 3 );
}
else if ( SM == SM_DoPrevScreen )
{
SongFinished ();
this -> StageFinished ( true );
m_sNextScreen = GetPrevScreen ();
if ( AdjustSync :: IsSyncDataChanged () )
ScreenSaveSync :: PromptSaveSync ( SM_GoToPrevScreen );
else
HandleScreenMessage ( SM_GoToPrevScreen );
}
else if ( SM == SM_DoNextScreen )
{
SongFinished ();
this -> StageFinished ( false );
// only save replays if the player chose to
if ( GAMESTATE -> m_SongOptions . GetCurrent (). m_bSaveReplay )
SaveReplay ();
if ( AdjustSync :: IsSyncDataChanged () )
ScreenSaveSync :: PromptSaveSync ( SM_GoToNextScreen );
else
HandleScreenMessage ( SM_GoToNextScreen );
}
else if ( SM == SM_GainFocus )
{
2010-05-26 15:59:07 -05:00
// We do this ourself.
2010-01-26 21:00:30 -06:00
SOUND -> HandleSongTimer ( false );
}
else if ( SM == SM_LoseFocus )
{
2010-05-26 15:59:07 -05:00
// We might have turned the song timer off. Be sure to turn it back on.
2010-01-26 21:00:30 -06:00
SOUND -> HandleSongTimer ( true );
}
else if ( SM == SM_BeginFailed )
{
m_DancingState = STATE_OUTRO ;
AbortGiveUp ( false );
2010-05-26 15:59:07 -05:00
m_GameplayAssist . StopPlaying (); // Stop any queued assist ticks.
2010-01-26 21:00:30 -06:00
TweenOffScreen ();
m_Failed . StartTransitioning ( SM_DoNextScreen );
// show the survive time if extra stage
if ( GAMESTATE -> IsAnExtraStage () )
{
float fMaxAliveSeconds = 0 ;
FOREACH_EnabledPlayer ( p )
fMaxAliveSeconds = max ( fMaxAliveSeconds , STATSMAN -> m_CurStageStats . m_player [ p ]. m_fAliveSeconds );
m_textSurviveTime . SetText ( "TIME: " + SecondsToMMSSMsMs ( fMaxAliveSeconds ) );
ON_COMMAND ( m_textSurviveTime );
}
if ( GAMESTATE -> IsCourseMode () )
{
if ( GAMESTATE -> GetCourseSongIndex () >= int ( m_apSongsQueue . size () / 2 ) )
SOUND -> PlayOnceFromAnnouncer ( "gameplay oni failed halfway" );
else
SOUND -> PlayOnceFromAnnouncer ( "gameplay oni failed" );
}
else
{
SOUND -> PlayOnceFromAnnouncer ( "gameplay failed" );
}
}
else if ( SM == SM_Pause )
{
2010-05-26 15:59:07 -05:00
// Ignore SM_Pause when in demonstration.
2010-01-26 21:00:30 -06:00
if ( GAMESTATE -> m_bDemonstrationOrJukebox )
return ;
if ( ! m_bPaused )
PauseGame ( true );
}
ScreenWithMenuElements :: HandleScreenMessage ( SM );
}
void ScreenGameplay :: HandleMessage ( const Message & msg )
{
if ( msg == "Judgment" )
{
PlayerNumber pn ;
msg . GetParam ( "Player" , pn );
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_pn != pn )
continue ;
if ( ! pi -> GetPlayerState () -> m_PlayerOptions . GetCurrent (). m_bMuteOnError )
continue ;
RageSoundReader * pSoundReader = m_AutoKeysounds . GetPlayerSound ( pn );
if ( pSoundReader == NULL )
pSoundReader = m_AutoKeysounds . GetSharedSound ();
HoldNoteScore hns ;
msg . GetParam ( "HoldNoteScore" , hns );
TapNoteScore tns ;
msg . GetParam ( "TapNoteScore" , tns );
bool bOn = false ;
if ( hns != HoldNoteScore_Invalid )
bOn = hns != HNS_LetGo ;
else
bOn = tns != TNS_Miss ;
if ( pSoundReader )
pSoundReader -> SetProperty ( "Volume" , bOn ? 1.0f : 0.0f );
}
}
ScreenWithMenuElements :: HandleMessage ( msg );
}
void ScreenGameplay :: Cancel ( ScreenMessage smSendWhenDone )
{
m_pSoundMusic -> Stop ();
ScreenWithMenuElements :: Cancel ( smSendWhenDone );
}
Song * ScreenGameplay :: GetNextCourseSong () const
{
ASSERT ( GAMESTATE -> IsCourseMode () );
int iPlaySongIndex = GAMESTATE -> GetCourseSongIndex () + 1 ;
iPlaySongIndex %= m_apSongsQueue . size ();
return m_apSongsQueue [ iPlaySongIndex ];
}
PlayerInfo * ScreenGameplay :: GetPlayerInfo ( PlayerNumber pn )
{
FOREACH_EnabledPlayerNumberInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_pn == pn )
return &* pi ;
}
return NULL ;
}
PlayerInfo * ScreenGameplay :: GetDummyPlayerInfo ( int iDummyIndex )
{
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
if ( pi -> m_bIsDummy && pi -> m_iDummyIndex == iDummyIndex )
return &* pi ;
}
return NULL ;
}
void ScreenGameplay :: SaveReplay ()
{
/* Replay data TODO:
* Add more player information (?)
* Add AutoGen flag if steps were autogen?
* Add proper steps hash?
* Add modifiers used
* Add date played, machine played on, etc.
2010-05-05 08:17:13 -05:00
* Hash of some stuff to validate data (see Profile)
2010-01-26 21:00:30 -06:00
*/
FOREACH_HumanPlayer ( pn )
{
FOREACH_EnabledPlayerInfo ( m_vPlayerInfo , pi )
{
2010-02-18 23:17:24 -06:00
Profile * pTempProfile = PROFILEMAN -> GetProfile ( pn );
2010-01-26 21:00:30 -06:00
XNode * p = new XNode ( "ReplayData" );
2010-02-18 23:17:24 -06:00
// append version number (in case the format changes)
p -> AppendAttr ( "Version" , 0 );
2010-01-26 21:00:30 -06:00
// song information node
SongID songID ;
songID . FromSong ( GAMESTATE -> m_pCurSong );
XNode * pSongInfoNode = songID . CreateNode ();
pSongInfoNode -> AppendChild ( "Title" , GAMESTATE -> m_pCurSong -> GetDisplayFullTitle ());
pSongInfoNode -> AppendChild ( "Artist" , GAMESTATE -> m_pCurSong -> GetDisplayArtist ());
p -> AppendChild ( pSongInfoNode );
// steps information
StepsID stepsID ;
stepsID . FromSteps ( GAMESTATE -> m_pCurSteps [ pn ] );
XNode * pStepsInfoNode = stepsID . CreateNode ();
// hashing = argh
//pStepsInfoNode->AppendChild("StepsHash", stepsID.ToSteps(GAMESTATE->m_pCurSong,false)->GetHash());
p -> AppendChild ( pStepsInfoNode );
// player information node (rival data sup)
XNode * pPlayerInfoNode = new XNode ( "Player" );
2010-02-18 23:17:24 -06:00
pPlayerInfoNode -> AppendChild ( "DisplayName" , pTempProfile -> m_sDisplayName );
pPlayerInfoNode -> AppendChild ( "Guid" , pTempProfile -> m_sGuid );
2010-01-26 21:00:30 -06:00
p -> AppendChild ( pPlayerInfoNode );
// the timings.
p -> AppendChild ( pi -> m_pPlayer -> GetNoteData (). CreateNode () );
// Find a file name for the replay
vector < RString > files ;
GetDirListing ( "Save/Replays/replay*" , files , false , false );
sort ( files . begin (), files . end () );
// Files should be of the form "replay#####.xml".
int iIndex = 0 ;
for ( int i = files . size () - 1 ; i >= 0 ; -- i )
{
static Regex re ( "^replay([0-9]{5}) \\ .... $ " ) ;
vector < RString > matches ;
if ( ! re . Compare ( files [ i ], matches ) )
continue ;
ASSERT ( matches . size () == 1 );
iIndex = atoi ( matches [ 0 ] ) + 1 ;
break ;
}
RString sFileName = ssprintf ( "replay%05d.xml" , iIndex );
XmlFileUtil :: SaveToFile ( p , "Save/Replays/" + sFileName );
SAFE_DELETE ( p );
return ;
}
}
}
2010-02-02 16:00:10 -06:00
/*
bool ScreenGameplay::LoadReplay()
{
2010-02-18 23:17:24 -06:00
// Load replay which was selected via options
2010-02-02 16:00:10 -06:00
}
*/
2010-01-26 21:00:30 -06:00
// lua start
#include "LuaBinding.h"
class LunaScreenGameplay : public Luna < ScreenGameplay >
{
public :
static int GetNextCourseSong ( T * p , lua_State * L ) { p -> GetNextCourseSong () -> PushSelf ( L ); return 1 ; }
static int Center1Player ( T * p , lua_State * L ) { lua_pushboolean ( L , p -> Center1Player () ); return 1 ; }
static int GetLifeMeter ( T * p , lua_State * L )
{
PlayerNumber pn = Enum :: Check < PlayerNumber > ( L , 1 );
PlayerInfo * pi = p -> GetPlayerInfo ( pn );
if ( pi == NULL )
return 0 ;
LifeMeter * pLM = pi -> m_pLifeMeter ;
if ( pLM == NULL )
return 0 ;
pLM -> PushSelf ( L );
return 1 ;
}
static int GetPlayerInfo ( T * p , lua_State * L )
{
PlayerNumber pn = Enum :: Check < PlayerNumber > ( L , 1 );
PlayerInfo * pi = p -> GetPlayerInfo ( pn );
if ( pi == NULL )
return 0 ;
pi -> PushSelf ( L );
return 1 ;
}
static int GetDummyPlayerInfo ( T * p , lua_State * L )
{
int iDummyIndex = IArg ( 1 );
PlayerInfo * pi = p -> GetDummyPlayerInfo ( iDummyIndex );
if ( pi == NULL )
return 0 ;
pi -> PushSelf ( L );
return 1 ;
}
static int PauseGame ( T * p , lua_State * L ) { p -> Pause ( BArg ( 1 )); return 0 ; }
static int IsPaused ( T * p , lua_State * L ) { lua_pushboolean ( L , p -> IsPaused () ); return 1 ; }
LunaScreenGameplay ()
{
ADD_METHOD ( GetNextCourseSong );
ADD_METHOD ( Center1Player );
ADD_METHOD ( GetLifeMeter );
ADD_METHOD ( GetPlayerInfo );
ADD_METHOD ( GetDummyPlayerInfo );
// sm-ssc additions:
ADD_METHOD ( PauseGame );
ADD_METHOD ( IsPaused );
}
};
LUA_REGISTER_DERIVED_CLASS ( ScreenGameplay , ScreenWithMenuElements )
class LunaPlayerInfo : public Luna < PlayerInfo >
{
public :
static int GetLifeMeter ( T * p , lua_State * L ) { p -> m_pLifeMeter -> PushSelf ( L ); return 1 ; }
static int GetStepsQueueWrapped ( T * p , lua_State * L )
{
int iIndex = IArg ( 1 );
iIndex %= p -> m_vpStepsQueue . size ();
Steps * pSteps = p -> m_vpStepsQueue [ iIndex ];
pSteps -> PushSelf ( L );
return 1 ;
}
LunaPlayerInfo ()
{
ADD_METHOD ( GetLifeMeter );
ADD_METHOD ( GetStepsQueueWrapped );
}
};
LUA_REGISTER_CLASS ( PlayerInfo )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/