add experimental screen ScreenGameplayMultiplayer for up to 16 players playing using the same screen.
This commit is contained in:
@@ -29,8 +29,9 @@ ScreenEdit.cpp ScreenEdit.h \
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ScreenEditCoursesMenu.cpp ScreenEditCoursesMenu.h EditCoursesSongMenu.cpp EditCoursesSongMenu.h \
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ScreenEditCoursesMenu.cpp ScreenEditCoursesMenu.h EditCoursesSongMenu.cpp EditCoursesSongMenu.h \
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ScreenEditMenu.cpp ScreenEditMenu.h ScreenEnding.cpp ScreenEnding.h \
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ScreenEditMenu.cpp ScreenEditMenu.h ScreenEnding.cpp ScreenEnding.h \
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ScreenEndlessBreak.cpp ScreenEndlessBreak.h ScreenEvaluation.cpp ScreenEvaluation.h ScreenExit.cpp ScreenExit.h ScreenNetEvaluation.cpp ScreenNetEvaluation.h \
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ScreenEndlessBreak.cpp ScreenEndlessBreak.h ScreenEvaluation.cpp ScreenEvaluation.h ScreenExit.cpp ScreenExit.h ScreenNetEvaluation.cpp ScreenNetEvaluation.h \
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ScreenNetSelectMusic.cpp ScreenNetSelectMusic.h ScreenNetSelectBase.cpp ScreenNetSelectBase.h ScreenNetRoom.cpp ScreenNetRoom.h ScreenEz2SelectMusic.cpp ScreenEz2SelectMusic.h ScreenEz2SelectPlayer.cpp ScreenEz2SelectPlayer.h \
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ScreenNetSelectMusic.cpp ScreenNetSelectMusic.h ScreenNetSelectBase.cpp ScreenNetSelectBase.h ScreenNetRoom.cpp ScreenNetRoom.h \
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ScreenGameplay.cpp ScreenGameplay.h ScreenHowToPlay.cpp ScreenHowToPlay.h \
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ScreenEz2SelectMusic.cpp ScreenEz2SelectMusic.h ScreenEz2SelectPlayer.cpp ScreenEz2SelectPlayer.h \
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ScreenGameplay.cpp ScreenGameplay.h ScreenGameplayMultiplayer.cpp ScreenGameplayMultiplayer.h ScreenHowToPlay.cpp ScreenHowToPlay.h \
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ScreenInstructions.cpp ScreenInstructions.h \
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ScreenInstructions.cpp ScreenInstructions.h \
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ScreenJukebox.cpp ScreenJukebox.h \
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ScreenJukebox.cpp ScreenJukebox.h \
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ScreenJukeboxMenu.cpp ScreenJukeboxMenu.h ScreenLogo.cpp ScreenLogo.h ScreenMapControllers.cpp ScreenMapControllers.h \
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ScreenJukeboxMenu.cpp ScreenJukeboxMenu.h ScreenLogo.cpp ScreenLogo.h ScreenMapControllers.cpp ScreenMapControllers.h \
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@@ -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
|
||||||
|
* failed players can't step. */
|
||||||
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
|
||||||
|
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_IMMEDIATE;
|
||||||
|
|
||||||
|
Steps* pSteps = GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber];
|
||||||
|
|
||||||
|
g_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].vpSteps.push_back( pSteps );
|
||||||
|
|
||||||
|
FOREACH_MultiPlayer( p )
|
||||||
|
{
|
||||||
|
SetupSong( p, iPlaySongIndex );
|
||||||
|
|
||||||
|
ASSERT( GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] );
|
||||||
|
|
||||||
|
/* 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. */
|
||||||
|
m_pPrimaryScoreKeeper[p]->OnNextSong(
|
||||||
|
GAMESTATE->GetCourseSongIndex(),
|
||||||
|
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber],
|
||||||
|
&m_HumanPlayer[p].m_NoteData );
|
||||||
|
}
|
||||||
|
|
||||||
|
GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_PlayerController = PC_AUTOPLAY;
|
||||||
|
|
||||||
|
m_AutoKeysounds.FinishLoading();
|
||||||
|
m_pSoundMusic = m_AutoKeysounds.GetSound();
|
||||||
|
|
||||||
|
{
|
||||||
|
/* BeginnerHelper disabled/failed to load. */
|
||||||
|
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
|
||||||
|
/* 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. */
|
||||||
|
m_Background.FadeToActualBrightness();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
|
||||||
|
}
|
||||||
|
|
||||||
|
float ScreenGameplayMultiplayer::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
|
||||||
|
{
|
||||||
|
ASSERT(MinTimeToNotes >= 0);
|
||||||
|
ASSERT(MinTimeToMusic >= 0);
|
||||||
|
|
||||||
|
/* XXX: We want the first beat *in use*, so we don't delay needlessly. */
|
||||||
|
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
|
||||||
|
const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
|
||||||
|
float fStartSecond = fFirstSecond - MinTimeToNotes;
|
||||||
|
|
||||||
|
fStartSecond = min(fStartSecond, -MinTimeToMusic);
|
||||||
|
|
||||||
|
RageSoundParams p;
|
||||||
|
p.AccurateSync = true;
|
||||||
|
p.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
|
||||||
|
p.StopMode = RageSoundParams::M_CONTINUE;
|
||||||
|
p.m_StartSecond = fStartSecond;
|
||||||
|
|
||||||
|
|
||||||
|
m_pSoundMusic->Play( &p );
|
||||||
|
|
||||||
|
/* 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 */
|
||||||
|
|
||||||
|
/* Return the amount of time until the first beat. */
|
||||||
|
return fFirstSecond - fStartSecond;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScreenGameplayMultiplayer::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 ScreenGameplayMultiplayer::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;
|
||||||
|
}
|
||||||
|
|
||||||
|
if( m_bFirstUpdate )
|
||||||
|
{
|
||||||
|
SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
|
||||||
|
|
||||||
|
//
|
||||||
|
// Get the transitions rolling
|
||||||
|
//
|
||||||
|
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
UpdateSongPosition( fDeltaTime );
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
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.
|
||||||
|
*/
|
||||||
@@ -0,0 +1,118 @@
|
|||||||
|
/* ScreenGameplayMultiplayer */
|
||||||
|
|
||||||
|
#ifndef ScreenGameplayMultiplayer_H
|
||||||
|
#define ScreenGameplayMultiplayer_H
|
||||||
|
|
||||||
|
#include "Screen.h"
|
||||||
|
#include "Background.h"
|
||||||
|
#include "Foreground.h"
|
||||||
|
#include "ScoreDisplay.h"
|
||||||
|
#include "Transition.h"
|
||||||
|
#include "Player.h"
|
||||||
|
#include "EnumHelper.h"
|
||||||
|
#include "AutoKeysounds.h"
|
||||||
|
#include "PlayerState.h"
|
||||||
|
#include "StageStats.h"
|
||||||
|
|
||||||
|
enum MultiPlayer {
|
||||||
|
MPLAYER_1 = 0,
|
||||||
|
MPLAYER_2,
|
||||||
|
MPLAYER_3,
|
||||||
|
MPLAYER_4,
|
||||||
|
MPLAYER_5,
|
||||||
|
MPLAYER_6,
|
||||||
|
MPLAYER_7,
|
||||||
|
MPLAYER_8,
|
||||||
|
MPLAYER_9,
|
||||||
|
MPLAYER_10,
|
||||||
|
MPLAYER_11,
|
||||||
|
MPLAYER_12,
|
||||||
|
MPLAYER_13,
|
||||||
|
MPLAYER_14,
|
||||||
|
MPLAYER_15,
|
||||||
|
MPLAYER_16,
|
||||||
|
NUM_MULTI_PLAYERS, // leave this at the end
|
||||||
|
MULTI_PLAYER_INVALID
|
||||||
|
};
|
||||||
|
#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MULTI_PLAYERS, pn )
|
||||||
|
|
||||||
|
class Song;
|
||||||
|
class Steps;
|
||||||
|
|
||||||
|
class ScreenGameplayMultiplayer : public Screen
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ScreenGameplayMultiplayer( CString sName, bool bDemonstration = false );
|
||||||
|
void Init();
|
||||||
|
virtual ~ScreenGameplayMultiplayer();
|
||||||
|
|
||||||
|
virtual void Update( float fDeltaTime );
|
||||||
|
virtual void DrawPrimitives();
|
||||||
|
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
|
||||||
|
virtual void HandleScreenMessage( const ScreenMessage SM );
|
||||||
|
|
||||||
|
virtual bool UsesBackground() const { return false; }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void TweenOnScreen();
|
||||||
|
void TweenOffScreen();
|
||||||
|
|
||||||
|
bool IsLastSong();
|
||||||
|
void SetupSong( MultiPlayer p, int iSongIndex );
|
||||||
|
void LoadNextSong();
|
||||||
|
float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
|
||||||
|
void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
|
||||||
|
|
||||||
|
void UpdateSongPosition( float fDeltaTime );
|
||||||
|
void StageFinished( bool bBackedOut );
|
||||||
|
|
||||||
|
vector<Song*> m_vpSongsQueue;
|
||||||
|
vector<Steps*> m_vpStepsQueue;
|
||||||
|
vector<AttackArray> m_vModifiersQueue;
|
||||||
|
|
||||||
|
Background m_Background;
|
||||||
|
Foreground m_Foreground;
|
||||||
|
|
||||||
|
ScoreDisplay* m_pPrimaryScoreDisplay[NUM_MULTI_PLAYERS];
|
||||||
|
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MULTI_PLAYERS];
|
||||||
|
|
||||||
|
Transition m_In;
|
||||||
|
Transition m_Out;
|
||||||
|
Transition m_Back;
|
||||||
|
|
||||||
|
Player m_AutoPlayer;
|
||||||
|
PlayerState m_PlayerState[NUM_MULTI_PLAYERS];
|
||||||
|
PlayerStageStats m_PlayerStageStats[NUM_MULTI_PLAYERS];
|
||||||
|
PlayerMinus m_HumanPlayer[NUM_MULTI_PLAYERS];
|
||||||
|
|
||||||
|
AutoKeysounds m_AutoKeysounds;
|
||||||
|
RageSound *m_pSoundMusic;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
* (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.
|
||||||
|
*/
|
||||||
@@ -2524,6 +2524,14 @@ SOURCE=.\ScreenGameplay.h
|
|||||||
# End Source File
|
# End Source File
|
||||||
# Begin Source File
|
# Begin Source File
|
||||||
|
|
||||||
|
SOURCE=.\ScreenGameplayMassivelyMultiplayer.cpp
|
||||||
|
# End Source File
|
||||||
|
# Begin Source File
|
||||||
|
|
||||||
|
SOURCE=.\ScreenGameplayMassivelyMultiplayer.h
|
||||||
|
# End Source File
|
||||||
|
# Begin Source File
|
||||||
|
|
||||||
SOURCE=.\ScreenHowToPlay.cpp
|
SOURCE=.\ScreenHowToPlay.cpp
|
||||||
# End Source File
|
# End Source File
|
||||||
# Begin Source File
|
# Begin Source File
|
||||||
|
|||||||
@@ -268,6 +268,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
|||||||
<File
|
<File
|
||||||
RelativePath="ScreenGameplay.h">
|
RelativePath="ScreenGameplay.h">
|
||||||
</File>
|
</File>
|
||||||
|
<File
|
||||||
|
RelativePath="ScreenGameplayMultiplayer.cpp">
|
||||||
|
</File>
|
||||||
|
<File
|
||||||
|
RelativePath="ScreenGameplayMultiplayer.h">
|
||||||
|
</File>
|
||||||
<File
|
<File
|
||||||
RelativePath="ScreenHowToPlay.cpp">
|
RelativePath="ScreenHowToPlay.cpp">
|
||||||
</File>
|
</File>
|
||||||
|
|||||||
Reference in New Issue
Block a user