add experimental screen ScreenGameplayMultiplayer for up to 16 players playing using the same screen.
This commit is contained in:
@@ -0,0 +1,679 @@
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#include "global.h"
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#include "ScreenGameplayMultiplayer.h"
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#include "ThemeMetric.h"
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#include "GameSoundManager.h"
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#include "GameState.h"
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#include "Foreach.h"
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#include "Course.h"
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#include "StageStats.h"
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#include "ScoreKeeperMAX2.h"
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#include "ScoreKeeperRave.h"
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#include "ScreenDimensions.h"
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#include "ScreenManager.h"
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#include "ScoreDisplayPercentage.h"
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#include "ScoreDisplayNormal.h"
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#include "ScoreDisplayOni.h"
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#include "Steps.h"
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#include "NoteDataUtil.h"
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#include "RageLog.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "InputMapper.h"
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//
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// Defines
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//
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_Ready = ScreenMessage(SM_User+12);
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const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+22);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+23);
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REGISTER_SCREEN_CLASS( ScreenGameplayMultiplayer );
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ScreenGameplayMultiplayer::ScreenGameplayMultiplayer( CString sName, bool bDemonstration ) : Screen(sName)
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{
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Init(); // work around horrible gcc bug 3187
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}
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void ScreenGameplayMultiplayer::Init()
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{
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m_pSoundMusic = NULL;
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/* We do this ourself. */
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SOUND->HandleSongTimer( false );
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//need to initialize these before checking for demonstration mode
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//otherwise destructor will try to delete possibly invalid pointers
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FOREACH_MultiPlayer(p)
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{
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m_pPrimaryScoreDisplay[p] = NULL;
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m_pPrimaryScoreKeeper[p] = NULL;
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m_PlayerState[p].m_PlayerNumber = GAMESTATE->m_MasterPlayerNumber;
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m_PlayerState[p].m_PlayerController = PC_HUMAN;
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}
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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/* This is usually done already, but we might have come here without going through
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* ScreenSelectMusic or the options menus at all. */
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GAMESTATE->AdjustFailType();
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/* Save selected options before we change them. */
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GAMESTATE->StoreSelectedOptions();
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/* Save settings to the profile now. Don't do this on extra stages, since the
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* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
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* and save over their default modifiers every time someone got an extra stage.
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* Do this before course modifiers are set up. */
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
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FOREACH_HumanPlayer( pn )
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GAMESTATE->SaveCurrentSettingsToProfile(pn);
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}
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GAMESTATE->ResetStageStatistics();
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p] = GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ];
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//
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// fill in m_vpSongsQueue, m_vpStepsQueue, m_asModifiersQueue
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//
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if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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m_vpSongsQueue.clear();
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PlayerNumber pnMaster = GAMESTATE->m_MasterPlayerNumber;
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Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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m_vpSongsQueue.push_back( e->pSong );
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}
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m_vpStepsQueue.clear();
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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m_vpStepsQueue.push_back( e->pSteps );
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m_vModifiersQueue.push_back( AttackArray() );
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}
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}
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else
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{
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m_vpSongsQueue.push_back( GAMESTATE->m_pCurSong );
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{
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m_vpStepsQueue.push_back( GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] );
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m_vModifiersQueue.push_back( AttackArray() );
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}
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}
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/* Called once per stage (single song or single course). */
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GAMESTATE->BeginStage();
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g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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g_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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{
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ASSERT( !m_vpStepsQueue.empty() );
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}
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if( GAMESTATE->IsExtraStage() )
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g_CurStageStats.StageType = StageStats::STAGE_EXTRA;
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else if( GAMESTATE->IsExtraStage2() )
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g_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
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else
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g_CurStageStats.StageType = StageStats::STAGE_NORMAL;
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//
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// Init ScoreKeepers
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//
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FOREACH_MultiPlayer( p )
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{
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switch( PREFSMAN->m_iScoringType )
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{
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case PrefsManager::SCORING_MAX2:
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case PrefsManager::SCORING_5TH:
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2(
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m_vpSongsQueue,
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m_vpStepsQueue,
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m_vModifiersQueue,
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&m_PlayerState[p],
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&m_PlayerStageStats[p] );
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break;
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default: ASSERT(0);
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}
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}
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( &m_Background );
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m_Foreground.SetDrawOrder( DRAW_ORDER_AFTER_EVERYTHING ); // on top of everything else, including transitions
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this->AddChild( &m_Foreground );
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{
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float fPlayerX = SCREEN_CENTER_X;
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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* but for now just ignore SoloSingles when it's Battle or Rave
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
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GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_ONE_SIDE )
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fPlayerX = SCREEN_CENTER_X;
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m_AutoPlayer.SetName( "Player" );
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m_AutoPlayer.SetX( fPlayerX );
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m_AutoPlayer.SetY( SCREEN_CENTER_Y );
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this->AddChild( &m_AutoPlayer );
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}
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FOREACH_MultiPlayer( p )
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{
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this->AddChild( &m_HumanPlayer[p] );
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}
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FOREACH_MultiPlayer( p )
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{
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//
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// primary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bPercentageScoring )
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayPercentage;
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else
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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m_pPrimaryScoreDisplay[p]->Init( &m_PlayerState[p] );
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m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d",p+1) );
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SET_XY( *m_pPrimaryScoreDisplay[p] );
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this->AddChild( m_pPrimaryScoreDisplay[p] );
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}
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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m_Back.Load( THEME->GetPathB("Common","back") );
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
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this->AddChild( &m_Back );
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/* LoadNextSong first, since that positions some elements which need to be
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* positioned before we TweenOnScreen. */
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LoadNextSong();
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TweenOnScreen();
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this->SortByDrawOrder();
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// Get the transitions rolling on the first update.
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// We can't do this in the constructor because ScreenGameplayMultiplayer is constructed
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// in the middle of ScreenStage.
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}
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ScreenGameplayMultiplayer::~ScreenGameplayMultiplayer()
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{
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if( this->IsFirstUpdate() )
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{
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/* We never received any updates. That means we were deleted without being
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* used, and never actually played. (This can happen when backing out of
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* ScreenStage.) Cancel the stage. */
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GAMESTATE->CancelStage();
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}
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FOREACH_MultiPlayer( p )
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{
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SAFE_DELETE( m_pPrimaryScoreDisplay[p] );
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SAFE_DELETE( m_pPrimaryScoreKeeper[p] );
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}
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if( m_pSoundMusic )
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m_pSoundMusic->StopPlaying();
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}
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bool ScreenGameplayMultiplayer::IsLastSong()
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{
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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return false;
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return GAMESTATE->GetCourseSongIndex()+1 == (int)m_vpSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
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}
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void ScreenGameplayMultiplayer::SetupSong( MultiPlayer p, int iSongIndex )
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{
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_fLastDrawnBeat = -100;
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] = m_vpStepsQueue[iSongIndex];
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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* propogated to GAMESTATE->m_AutoPlayerOptions too early and be double-applied
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* to the NoteData:
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* once in Player::Load, then again in Player::ApplyActiveAttacks. This
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* is very bad for transforms like AddMines.
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*/
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NoteData originalNoteData;
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber]->GetNoteData( originalNoteData );
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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NoteData ndTransformed;
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pStyle->GetTransformedNoteDataForStyle( GAMESTATE->m_MasterPlayerNumber, originalNoteData, ndTransformed );
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// load player
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{
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NoteData nd = ndTransformed;
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NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
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m_AutoPlayer.Load(
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GAMESTATE->m_pPlayerState[ GAMESTATE->m_MasterPlayerNumber ],
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nd,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL );
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m_HumanPlayer[p].Load(
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&m_PlayerState[p],
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nd,
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&m_PlayerStageStats[p],
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NULL,
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NULL,
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m_pPrimaryScoreDisplay[p],
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NULL,
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NULL,
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m_pPrimaryScoreKeeper[p],
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NULL,
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NULL );
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}
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// load auto keysounds
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{
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NoteData nd = ndTransformed;
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NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
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m_AutoKeysounds.Load( GAMESTATE->m_MasterPlayerNumber, nd );
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}
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}
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void ScreenGameplayMultiplayer::LoadNextSong()
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{
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GAMESTATE->ResetMusicStatistics();
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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iPlaySongIndex %= m_vpSongsQueue.size();
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GAMESTATE->m_pCurSong = m_vpSongsQueue[iPlaySongIndex];
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g_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
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// No need to do this here. We do it in SongFinished().
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//GAMESTATE->RemoveAllActiveAttacks();
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// Restore the player's originally selected options.
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GAMESTATE->RestoreSelectedOptions();
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/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
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* failed players can't step. */
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_IMMEDIATE;
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Steps* pSteps = GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber];
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g_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].vpSteps.push_back( pSteps );
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FOREACH_MultiPlayer( p )
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{
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SetupSong( p, iPlaySongIndex );
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ASSERT( GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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m_pPrimaryScoreKeeper[p]->OnNextSong(
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GAMESTATE->GetCourseSongIndex(),
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber],
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&m_HumanPlayer[p].m_NoteData );
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}
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GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_PlayerController = PC_AUTOPLAY;
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m_AutoKeysounds.FinishLoading();
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m_pSoundMusic = m_AutoKeysounds.GetSound();
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{
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/* BeginnerHelper disabled/failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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/* This will fade from a preset brightness to the actual brightness (based
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* on prefs and "cover"). The preset brightness may be 0 (to fade from
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* black), or it might be 1, if the stage screen has the song BG and we're
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* coming from it (like Pump). This used to be done in SM_PlayReady, but
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* that means it's impossible to snap to the new brightness immediately. */
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m_Background.FadeToActualBrightness();
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}
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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}
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float ScreenGameplayMultiplayer::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
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{
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ASSERT(MinTimeToNotes >= 0);
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ASSERT(MinTimeToMusic >= 0);
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/* XXX: We want the first beat *in use*, so we don't delay needlessly. */
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
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float fStartSecond = fFirstSecond - MinTimeToNotes;
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fStartSecond = min(fStartSecond, -MinTimeToMusic);
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RageSoundParams p;
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p.AccurateSync = true;
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p.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = fStartSecond;
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m_pSoundMusic->Play( &p );
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/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
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GAMESTATE->m_fMusicSeconds = -5000;
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UpdateSongPosition(0);
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ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
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/* Return the amount of time until the first beat. */
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return fFirstSecond - fStartSecond;
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}
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void ScreenGameplayMultiplayer::UpdateSongPosition( float fDeltaTime )
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{
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if( !m_pSoundMusic->IsPlaying() )
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return;
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RageTimer tm;
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const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
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const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime );
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GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_Timing, tm+fAdjust );
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}
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void ScreenGameplayMultiplayer::Update( float fDeltaTime )
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{
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if( GAMESTATE->m_pCurSong == NULL )
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{
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/* ScreenDemonstration will move us to the next screen. We just need to
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* survive for one update without crashing. We need to call Screen::Update
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* to make sure we receive the next-screen message. */
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Screen::Update( fDeltaTime );
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return;
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}
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if( m_bFirstUpdate )
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{
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SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
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//
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// Get the transitions rolling
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//
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StartPlayingSong( 0, 0 ); // *kick* (no transitions)
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}
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UpdateSongPosition( fDeltaTime );
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Screen::Update( fDeltaTime );
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/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
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* PREFSMAN->m_bDelayedScreenLoad. */
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if( GAMESTATE->m_pCurSong == NULL )
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return;
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/* 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;
|
||||
|
||||
m_AutoKeysounds.Update(fDeltaTime);
|
||||
|
||||
|
||||
//
|
||||
// Check for end of song
|
||||
//
|
||||
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
|
||||
|
||||
/* Make sure we keep going long enough to register a miss for the last note. */
|
||||
fSecondsToStop += PlayerMinus::GetMaxStepDistanceSeconds();
|
||||
|
||||
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_Out.IsTransitioning() )
|
||||
this->HandleScreenMessage( SM_NotesEnded );
|
||||
}
|
||||
|
||||
|
||||
void ScreenGameplayMultiplayer::DrawPrimitives()
|
||||
{
|
||||
Screen::DrawPrimitives();
|
||||
}
|
||||
|
||||
|
||||
void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
||||
{
|
||||
//LOG->Trace( "ScreenGameplayMultiplayer::Input()" );
|
||||
|
||||
if( type == IET_LEVEL_CHANGED )
|
||||
return;
|
||||
|
||||
if( MenuI.IsValid() &&
|
||||
!m_Back.IsTransitioning() )
|
||||
{
|
||||
if( MenuI.button == MENU_BUTTON_BACK &&
|
||||
((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
|
||||
(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
|
||||
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
|
||||
{
|
||||
/* I had battle mode back out on me mysteriously once. -glenn */
|
||||
LOG->Trace("Player %i went back", MenuI.player+1);
|
||||
|
||||
SCREENMAN->PlayBackSound();
|
||||
/* Hmm. There are a bunch of subtly different ways we can
|
||||
* tween out:
|
||||
* 1. Keep rendering the song, and keep it moving. This might
|
||||
* cause problems if the cancel and the end of the song overlap.
|
||||
* 2. Stop the song completely, so all song motion under the tween
|
||||
* ceases.
|
||||
* 3. Stop the song, but keep effects (eg. Drunk) running.
|
||||
* 4. Don't display the song at all.
|
||||
*
|
||||
* We're doing #3. I'm not sure which is best.
|
||||
*/
|
||||
|
||||
m_pSoundMusic->StopPlaying();
|
||||
|
||||
this->ClearMessageQueue();
|
||||
m_Back.StartTransitioning( SM_GoToScreenAfterBack );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* Nothing below cares about releases. */
|
||||
if(type == IET_RELEASE) return;
|
||||
|
||||
// Handle special keys to adjust the offset
|
||||
if( DeviceI.device == DEVICE_KEYBOARD )
|
||||
{
|
||||
switch( DeviceI.button )
|
||||
{
|
||||
case KEY_F5:
|
||||
this->HandleScreenMessage( SM_NotesEnded );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Translate input and sent to the appropriate player. Assume that all
|
||||
// joystick devices are mapped the same as the master player.
|
||||
if( DeviceI.device >= DEVICE_JOY1 &&
|
||||
DeviceI.device < DEVICE_JOY1 + NUM_JOYSTICKS )
|
||||
{
|
||||
DeviceInput _DeviceI = DeviceI;
|
||||
_DeviceI.device = DEVICE_JOY1;
|
||||
GameInput _GameI;
|
||||
INPUTMAPPER->DeviceToGame( _DeviceI, _GameI );
|
||||
|
||||
if( GameI.IsValid() )
|
||||
{
|
||||
StyleInput _StyleI;
|
||||
INPUTMAPPER->GameToStyle( _GameI, _StyleI );
|
||||
|
||||
MultiPlayer mp = (MultiPlayer)(DeviceI.device - DEVICE_JOY1);
|
||||
|
||||
ASSERT( mp>=0 && mp<NUM_MULTI_PLAYERS );
|
||||
m_HumanPlayer[mp].Step( _StyleI.col, DeviceI.ts );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ScreenGameplayMultiplayer::StageFinished( bool bBackedOut )
|
||||
{
|
||||
if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
|
||||
{
|
||||
LOG->Trace("Stage finished at index %i/%i", GAMESTATE->GetCourseSongIndex(), (int) m_vpSongsQueue.size() );
|
||||
/* +1 to skip the current song; that's done already. */
|
||||
for( unsigned iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
|
||||
iPlaySongIndex < m_vpSongsQueue.size(); ++iPlaySongIndex )
|
||||
{
|
||||
LOG->Trace("Running stats for %i", iPlaySongIndex );
|
||||
FOREACH_MultiPlayer(p)
|
||||
{
|
||||
SetupSong( p, iPlaySongIndex );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// save current stage stats
|
||||
if( !bBackedOut )
|
||||
g_vPlayedStageStats.push_back( g_CurStageStats );
|
||||
|
||||
/* Reset options. */
|
||||
GAMESTATE->RestoreSelectedOptions();
|
||||
}
|
||||
|
||||
void ScreenGameplayMultiplayer::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
|
||||
switch( SM )
|
||||
{
|
||||
case SM_Ready:
|
||||
GAMESTATE->m_bPastHereWeGo = true;
|
||||
break;
|
||||
|
||||
case SM_NotesEnded:
|
||||
m_Out.StartTransitioning( SM_GoToStateAfterCleared );
|
||||
break;
|
||||
|
||||
case SM_GoToScreenAfterBack:
|
||||
StageFinished( true );
|
||||
|
||||
GAMESTATE->CancelStage();
|
||||
|
||||
SCREENMAN->DeletePreparedScreens();
|
||||
SCREENMAN->SetNewScreen( PREV_SCREEN );
|
||||
break;
|
||||
|
||||
case SM_GoToStateAfterCleared:
|
||||
StageFinished( false );
|
||||
|
||||
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ScreenGameplayMultiplayer::TweenOnScreen()
|
||||
{
|
||||
FOREACH_MultiPlayer(p)
|
||||
{
|
||||
if( m_pPrimaryScoreDisplay[p] )
|
||||
ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
||||
}
|
||||
|
||||
m_In.StartTransitioning( SM_Ready );
|
||||
}
|
||||
|
||||
void ScreenGameplayMultiplayer::TweenOffScreen()
|
||||
{
|
||||
FOREACH_MultiPlayer(p)
|
||||
{
|
||||
if( m_pPrimaryScoreDisplay[p] )
|
||||
OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* (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.
|
||||
*/
|
||||
Reference in New Issue
Block a user