add experimental screen ScreenGameplayMultiplayer for up to 16 players playing using the same screen.
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/* ScreenGameplayMultiplayer */
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#ifndef ScreenGameplayMultiplayer_H
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#define ScreenGameplayMultiplayer_H
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#include "Screen.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "ScoreDisplay.h"
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#include "Transition.h"
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#include "Player.h"
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#include "EnumHelper.h"
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#include "AutoKeysounds.h"
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#include "PlayerState.h"
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#include "StageStats.h"
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enum MultiPlayer {
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MPLAYER_1 = 0,
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MPLAYER_2,
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MPLAYER_3,
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MPLAYER_4,
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MPLAYER_5,
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MPLAYER_6,
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MPLAYER_7,
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MPLAYER_8,
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MPLAYER_9,
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MPLAYER_10,
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MPLAYER_11,
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MPLAYER_12,
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MPLAYER_13,
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MPLAYER_14,
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MPLAYER_15,
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MPLAYER_16,
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NUM_MULTI_PLAYERS, // leave this at the end
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MULTI_PLAYER_INVALID
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};
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#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MULTI_PLAYERS, pn )
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class Song;
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class Steps;
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class ScreenGameplayMultiplayer : public Screen
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{
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public:
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ScreenGameplayMultiplayer( CString sName, bool bDemonstration = false );
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void Init();
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virtual ~ScreenGameplayMultiplayer();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual bool UsesBackground() const { return false; }
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protected:
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void TweenOnScreen();
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void TweenOffScreen();
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bool IsLastSong();
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void SetupSong( MultiPlayer p, int iSongIndex );
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void LoadNextSong();
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
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void UpdateSongPosition( float fDeltaTime );
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void StageFinished( bool bBackedOut );
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vector<Song*> m_vpSongsQueue;
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vector<Steps*> m_vpStepsQueue;
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vector<AttackArray> m_vModifiersQueue;
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Background m_Background;
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Foreground m_Foreground;
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ScoreDisplay* m_pPrimaryScoreDisplay[NUM_MULTI_PLAYERS];
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ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MULTI_PLAYERS];
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Transition m_In;
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Transition m_Out;
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Transition m_Back;
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Player m_AutoPlayer;
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PlayerState m_PlayerState[NUM_MULTI_PLAYERS];
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PlayerStageStats m_PlayerStageStats[NUM_MULTI_PLAYERS];
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PlayerMinus m_HumanPlayer[NUM_MULTI_PLAYERS];
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AutoKeysounds m_AutoKeysounds;
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RageSound *m_pSoundMusic;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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