Various bug fixes. See changelog.

This commit is contained in:
Chris Danford
2002-07-23 01:41:40 +00:00
parent 83d773d239
commit 317c352a9b
129 changed files with 3744 additions and 1949 deletions
+239 -169
View File
@@ -17,19 +17,24 @@
#include "ScreenSelectMusic.h"
#include "ScreenEvaluation.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "SongManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenGameOver.h"
#include "LifeMeterBar.h"
#include "LifeMeterBattery.h"
#include "GameState.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayOni.h"
//
// Defines specific to GameScreenTitleMenu
// Defines
//
const float LIFE_LOCAL_X[NUM_PLAYERS] = { -180, +180 };
const float LIFE_LOCAL_Y[NUM_PLAYERS] = { -10, -10 };
const float LIFE_LOCAL_Y[NUM_PLAYERS] = { -8, -8 };
const float STAGE_NUMBER_LOCAL_X = 0;
const float STAGE_NUMBER_LOCAL_Y = +20;
@@ -50,12 +55,13 @@ const float DIFFICULTY_Y[NUM_PLAYERS] = { SCREEN_BOTTOM-70, SCREEN_BOTTOM-70 };
const float DEBUG_X = CENTER_X;
const float DEBUG_Y = CENTER_Y-70;
const float TIME_BETWEEN_DANCING_COMMENTS = 15;
const float TIME_BETWEEN_DANCING_COMMENTS = 13;
// received while STATE_DANCING
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_LifeIs0 = ScreenMessage(SM_User+103);
const ScreenMessage SM_LastNotesEnded = ScreenMessage(SM_User+103);
const ScreenMessage SM_LifeIs0 = ScreenMessage(SM_User+104);
// received while STATE_OUTRO
@@ -75,37 +81,33 @@ ScreenGameplay::ScreenGameplay()
{
LOG->WriteLine( "ScreenGameplay::ScreenGameplay()" );
m_pCurSong = NULL;
switch( PREFSMAN->m_PlayMode )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
{
m_apSongQueue.Add( SONGMAN->GetCurrentSong() );
m_apSongQueue.Add( GAMESTATE->m_pCurSong );
for( int p=0; p<NUM_PLAYERS; p++ )
m_apNotesQueue[p].Add( SONGMAN->GetCurrentNotes(PlayerNumber(p)) );
m_apNotesQueue[p].Add( GAMESTATE->m_pCurNotes[p] );
}
break;
case PLAY_MODE_ONI:
{
Course* pCourse = SONGMAN->m_pCurCourse;
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse != NULL );
for( int i=0; i<pCourse->m_iStages; i++ )
{
Song* pSong = pCourse->m_apSongs[i];
DifficultyClass dc = pCourse->m_aDifficultyClasses[i];
for( int j=0; j<pSong->m_apNotes.GetSize(); j++ )
{
Notes* pNotes = pSong->m_apNotes[j];
if( pSong->m_apNotes[j]->m_DifficultyClass == dc )
{
m_apSongQueue.Add( pSong );
for( int p=0; p<NUM_PLAYERS; p++ )
m_apNotesQueue[p].Add( pNotes );
break;
}
}
m_apSongQueue.RemoveAll();
for( int p=0; p<NUM_PLAYERS; p++ )
m_apNotesQueue[p].RemoveAll();
pCourse->GetSongAndNotesForCurrentStyle( m_apSongQueue, m_apNotesQueue );
// store possible dance points in GAMESTATE
GAMESTATE->m_iCoursePossibleDancePoints = 0;
for( int i=0; i<m_apNotesQueue[PLAYER_1].GetSize(); i++ )
{
NoteData nd;
m_apNotesQueue[PLAYER_1][i]->GetNoteData( &nd );
GAMESTATE->m_iCoursePossibleDancePoints += nd.GetPossibleDancePoints();
}
}
break;
@@ -118,62 +120,65 @@ ScreenGameplay::ScreenGameplay()
m_Background.SetDiffuseColor( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
this->AddActor( &m_Background );
this->AddSubActor( &m_Background );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_Player[p].SetX( (float) GAMEMAN->GetCurrentStyleDef()->m_iCenterX[p] );
this->AddActor( &m_Player[p] );
m_Player[p].SetX( (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
this->AddSubActor( &m_Player[p] );
}
//////////////////////////////////
// Add all Actors to m_frameTop
//////////////////////////////////
this->AddActor( &m_frameTop );
this->AddSubActor( &m_frameTop );
// LifeMeter goes underneath top frame
for( p=0; p<NUM_PLAYERS; p++ )
{
m_quadLifeMeterBG[p].SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
m_quadLifeMeterBG[p].SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
m_quadLifeMeterBG[p].SetZoomX( 256 );
m_quadLifeMeterBG[p].SetZoomY( (p==PLAYER_1) ? 20.0f : -20.0f );
m_frameTop.AddActor( &m_quadLifeMeterBG[p] );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_pLifeMeter[p] = new LifeMeterBar;
break;
case PLAY_MODE_ONI:
m_pLifeMeter[p] = new LifeMeterBattery;
break;
default:
ASSERT(0);
}
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_LifeMeter[p].SetPlayerOptions( PREFSMAN->m_PlayerOptions[p] );
m_LifeMeter[p].SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
m_LifeMeter[p].SetZoomX( 256 );
m_LifeMeter[p].SetZoomY( (p==PLAYER_1) ? 20.0f : -20.0f );
m_frameTop.AddActor( &m_LifeMeter[p] );
m_pLifeMeter[p]->Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p] );
m_pLifeMeter[p]->SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
m_frameTop.AddSubActor( m_pLifeMeter[p] );
if ( GAMEMAN->m_CurGame == GAME_EZ2 )
if( GAMESTATE->GetCurGame() == GAME_EZ2 )
{
m_ScoreDisplay[p].SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] );
m_ScoreDisplay[p].SetZoom( 0.5f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
m_frameTop.AddActor( &m_ScoreDisplay[p] );
m_pScoreDisplay[p]->SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] );
m_pScoreDisplay[p]->SetZoom( 0.5f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameTop.AddSubActor( m_pScoreDisplay[p] );
}
}
// TopFrame goes above LifeMeter
m_sprTopFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_TOP_FRAME_ARCADE) );
m_frameTop.AddActor( &m_sprTopFrame );
m_sprTopFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_TOP_FRAME) );
m_frameTop.AddSubActor( &m_sprTopFrame );
m_frameTop.SetXY( CENTER_X, SCREEN_TOP + m_sprTopFrame.GetZoomedHeight()/2 );
m_textStageNumber.Load( THEME->GetPathTo(FONT_HEADER2) );
m_textStageNumber.TurnShadowOff();
if ( GAMEMAN->m_CurGame == GAME_EZ2 )
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
if( GAMESTATE->GetCurGame() == GAME_EZ2 )
{
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCALEZ2_Y );
}
@@ -181,61 +186,96 @@ ScreenGameplay::ScreenGameplay()
{
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
}
m_textStageNumber.SetText( PREFSMAN->GetStageText() );
m_textStageNumber.SetDiffuseColor( PREFSMAN->GetStageColor() );
m_frameTop.AddActor( &m_textStageNumber );
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
m_frameTop.AddSubActor( &m_textStageNumber );
//////////////////////////////////
// Add all Actors to m_frameBottom
//////////////////////////////////
this->AddActor( &m_frameBottom );
this->AddSubActor( &m_frameBottom );
if ( GAMEMAN->m_CurGame != GAME_EZ2 )
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
m_frameBottom.AddSubActor( &m_sprBottomFrame );
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
if( GAMESTATE->GetCurGame() != GAME_EZ2 )
{
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
m_frameBottom.AddActor( &m_sprBottomFrame );
m_frameBottom.AddSubActor( &m_sprBottomFrame );
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_pScoreDisplay[p] = new ScoreDisplayNormal;
break;
case PLAY_MODE_ONI:
m_pScoreDisplay[p] = new ScoreDisplayOni;
break;
default:
ASSERT(0);
}
m_pScoreDisplay[p]->Init( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p], 100, 7 );
m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
if ( GAMEMAN->m_CurGame != GAME_EZ2 )
if( GAMESTATE->GetCurGame() != GAME_EZ2 )
{
m_ScoreDisplay[p].SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_ScoreDisplay[p].SetZoom( 0.8f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddActor( &m_ScoreDisplay[p] );
m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
}
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
m_textPlayerOptions[p].TurnShadowOff();
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
m_textPlayerOptions[p].SetZoom( 0.5f );
m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textPlayerOptions[p].SetText( PREFSMAN->m_PlayerOptions[p].GetString() );
m_frameBottom.AddActor( &m_textPlayerOptions[p] );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
}
// Get the current StyleDef definition (used below)
StyleDef* pStyleDef = GAMEMAN->GetCurrentStyleDef();
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
if (GAMEMAN->m_CurGame != GAME_EZ2)
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
if( GAMESTATE->GetCurGame() != GAME_EZ2 )
{
float fDifficultyY = DIFFICULTY_Y[p];
if( PREFSMAN->m_PlayerOptions[p].m_bReverseScroll )
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddActor( &m_DifficultyBanner[p] );
this->AddSubActor( &m_DifficultyBanner[p] );
}
}
@@ -243,42 +283,42 @@ ScreenGameplay::ScreenGameplay()
m_textDebug.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
this->AddActor( &m_textDebug );
this->AddSubActor( &m_textDebug );
m_StarWipe.SetClosed();
this->AddActor( &m_StarWipe );
this->AddSubActor( &m_StarWipe );
m_sprReady.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_READY) );
m_sprReady.SetXY( CENTER_X, CENTER_Y );
m_sprReady.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprReady );
this->AddSubActor( &m_sprReady );
m_sprHereWeGo.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_HERE_WE_GO) );
m_sprHereWeGo.SetXY( CENTER_X, CENTER_Y );
m_sprHereWeGo.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprHereWeGo );
this->AddSubActor( &m_sprHereWeGo );
m_sprCleared.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_CLEARED) );
m_sprCleared.SetXY( CENTER_X, CENTER_Y );
m_sprCleared.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprCleared );
this->AddSubActor( &m_sprCleared );
m_sprFailed.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_FAILED) );
m_sprFailed.SetXY( CENTER_X, CENTER_Y );
m_sprFailed.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddActor( &m_sprFailed );
this->AddSubActor( &m_sprFailed );
m_soundFail.Load( THEME->GetPathTo(SOUND_GAMEPLAY_FAILED) );
m_announcerReady.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_READY) );
if( PREFSMAN->IsExtraStage() || PREFSMAN->IsExtraStage2() )
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_EXTRA) );
else if( PREFSMAN->IsFinalStage() )
else if( GAMESTATE->IsFinalStage() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_FINAL) );
else
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_NORMAL) );
@@ -304,7 +344,7 @@ ScreenGameplay::ScreenGameplay()
m_soundAssistTick.Load( THEME->GetPathTo(SOUND_GAMEPLAY_ASSIST_TICK) );
LoadNextSong();
LoadNextSong( false );
// Send some messages every have second to we can get the introduction rolling
for( int i=0; i<30; i++ )
@@ -314,85 +354,95 @@ ScreenGameplay::ScreenGameplay()
ScreenGameplay::~ScreenGameplay()
{
LOG->WriteLine( "ScreenGameplay::~ScreenGameplay()" );
for( int p=0; p<NUM_PLAYERS; p++ )
{
delete m_pLifeMeter[p];
delete m_pScoreDisplay[p];
}
m_soundMusic.Stop();
}
void ScreenGameplay::SaveSummary()
void ScreenGameplay::LoadNextSong( bool bPlayMusic )
{
// save score summaries
if( m_pCurSong != NULL )
if( m_apSongQueue.GetSize() == 0 )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
SONGMAN->m_aGameplayStatistics[p].Add( m_Player[p].GetGameplayStatistics( m_pCurSong, m_pCurNotes[p]) );
}
m_pCurSong = NULL;
for( p=0; p<NUM_PLAYERS; p++ )
m_pCurNotes[p] = NULL;
this->SendScreenMessage( SM_LastNotesEnded, 0 );
return;
}
}
void ScreenGameplay::LoadNextSong()
{
int p;
// add a new GameplayStatistic for this song
GAMESTATE->m_aGameplayStatistics.Add( GameplayStatistics() );
SaveSummary();
m_pCurSong = m_apSongQueue[m_apSongQueue.GetSize()-1];
m_apSongQueue.RemoveAt(m_apSongQueue.GetSize()-1);
GAMESTATE->m_pCurSong = m_apSongQueue[0];
m_apSongQueue.RemoveAt(0);
for( p=0; p<NUM_PLAYERS; p++ )
{
m_pCurNotes[p] = m_apNotesQueue[p][m_apNotesQueue[p].GetSize()-1];
m_apNotesQueue[p].RemoveAt(m_apNotesQueue[p].GetSize()-1);
GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][0];
m_apNotesQueue[p].RemoveAt(0);
}
// Get the current StyleDef definition (used below)
StyleDef* pStyleDef = GAMEMAN->GetCurrentStyleDef();
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), m_pCurNotes[p] );
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
NoteData originalNoteData;
m_pCurNotes[p]->GetNoteData( &originalNoteData );
GAMESTATE->m_pCurNotes[p]->GetNoteData( &originalNoteData );
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &originalNoteData, &newNoteData );
// Fill in info about these notes in the latest GameplayStatistics
GAMESTATE->GetLatestGameplayStatistics().dc[p] = GAMESTATE->m_pCurNotes[p]->m_DifficultyClass;
GAMESTATE->GetLatestGameplayStatistics().meter[p] = GAMESTATE->m_pCurNotes[p]->m_iMeter;
GAMESTATE->GetLatestGameplayStatistics().iPossibleDancePoints[p] = newNoteData.GetPossibleDancePoints();
for( int r=0; r<NUM_RADAR_VALUES; r++ )
GAMESTATE->GetLatestGameplayStatistics().fRadarPossible[p][r] = newNoteData.GetRadarValue( (RadarCategory)r, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
m_Player[p].Load(
(PlayerNumber)p,
GAMEMAN->GetCurrentStyleDef(),
GAMESTATE->GetCurrentStyleDef(),
&newNoteData,
PREFSMAN->m_PlayerOptions[p],
&m_LifeMeter[p],
&m_ScoreDisplay[p],
GAMESTATE->m_PlayerOptions[p],
m_pLifeMeter[p],
m_pScoreDisplay[p],
originalNoteData.GetNumTapNotes(),
m_pCurNotes[p]->m_iMeter
GAMESTATE->m_pCurNotes[p]->m_iMeter
);
}
m_soundMusic.Load( m_pCurSong->GetMusicPath(), true ); // enable accurate sync
float fStartSeconds = min( 0, m_pCurSong->GetElapsedTimeFromBeat(m_pCurSong->m_fFirstBeat-4) );
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
m_Background.LoadFromSong( m_pCurSong );
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetDiffuseColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
m_Background.BeginTweeningQueued( 2 );
m_Background.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath(), true ); // enable accurate sync
float fStartSeconds = min( 0, -4+GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(GAMESTATE->m_pCurSong->m_fFirstBeat) );
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
if( bPlayMusic )
m_soundMusic.Play();
if( bPlayMusic )
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
m_pLifeMeter[p]->NextSong( NULL );
}
@@ -403,76 +453,88 @@ void ScreenGameplay::Update( float fDeltaTime )
m_soundMusic.Update( fDeltaTime );
if( m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == NULL )
return;
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
float fSongBeat, fBPS;
bool bFreeze;
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
// update the global music statistics for other classes to access
GAMESTATE->m_fMusicSeconds = fPositionSeconds;
GAMESTATE->m_fMusicBeat = fSongBeat;
GAMESTATE->m_fCurBPS = fBPS;
GAMESTATE->m_bFreeze = bFreeze;
m_Background.SetSongBeat( fSongBeat, bFreeze, fPositionSeconds );
//LOG->WriteLine( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * GAMESTATE->m_SongOptions.m_fMusicRate;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_Player[p].Update( fDeltaTime, fSongBeat, fMaxBeatDifference );
}
// check for fail
switch( PREFSMAN->m_SongOptions.m_FailType )
switch( GAMESTATE->m_SongOptions.m_FailType )
{
case SongOptions::FAIL_ARCADE:
case SongOptions::FAIL_END_OF_SONG:
if( m_bBothHaveFailed )
break; // if they have already failed, don't bother checking again
{
// check for both players fail
bool bAllInDanger = true;
bool bAllFailed = true;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
if( !m_LifeMeter[p].IsInDanger() )
bAllInDanger = false;
if( m_bBothHaveFailed )
break; // if they have already failed, don't bother checking again
if( !m_LifeMeter[p].HasFailed() )
bAllFailed = false;
}
// check for both players fail
bool bAllInDanger = true;
bool bAllAreFailing = true;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
if( bAllInDanger ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
if( !m_pLifeMeter[p]->IsInDanger() )
bAllInDanger = false;
if( bAllFailed )
{
m_bBothHaveFailed = true;
SCREENMAN->SendMessageToTopScreen( SM_LifeIs0, 0 );
}
if( !m_pLifeMeter[p]->IsFailing() )
bAllAreFailing = false;
}
if( bAllInDanger ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
if( bAllAreFailing )
{
m_bBothHaveFailed = true;
SCREENMAN->SendMessageToTopScreen( SM_LifeIs0, 0 );
}
}
break;
case SongOptions::FAIL_OFF:
break;
}
// update seconds into play
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && !m_pLifeMeter[p]->FailedEarlier() )
GAMESTATE->GetLatestGameplayStatistics().fSecsIntoPlay[p] = max( GAMESTATE->GetLatestGameplayStatistics().fSecsIntoPlay[p], GAMESTATE->m_fMusicSeconds );
switch( m_DancingState )
{
case STATE_DANCING:
// Check for end of song
if( fSongBeat > m_pCurSong->m_fLastBeat+4 )
if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+4 )
this->SendScreenMessage( SM_NotesEnded, 0 );
// Check to see if it's time to play a gameplay comment
@@ -483,12 +545,12 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllInDanger = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( !m_LifeMeter[p].IsInDanger() )
if( !m_pLifeMeter[p]->IsInDanger() )
bAllInDanger = false;
bool bOneIsHot = false;
for( p=0; p<NUM_PLAYERS; p++ )
if( m_LifeMeter[p].IsHot() )
if( m_pLifeMeter[p]->IsHot() )
bOneIsHot = true;
if( bOneIsHot )
@@ -512,7 +574,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
@@ -529,10 +591,10 @@ void ScreenGameplay::Update( float fDeltaTime )
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
if( PREFSMAN->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
{
fPositionSeconds += (SOUND->GetPlayLatency()+0.04f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.04 seconds to make them play a tiny bit earlier
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
@@ -543,7 +605,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
@@ -564,7 +626,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
continue;
float fOverrideAdd = m_Player[p].GetOverrideAdd();
@@ -595,7 +657,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
float fSongBeat, fBPS;
bool bFreeze;
m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS, bFreeze );
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS, bFreeze );
// Handle special keys to adjust the offset
@@ -616,9 +678,9 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
if( type == IET_FAST_REPEAT )
fOffsetDelta *= 40;
m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
m_textDebug.SetText( ssprintf("Offset = %f.", m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetText( ssprintf("Offset = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
@@ -637,13 +699,13 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
}
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * GAMESTATE->m_SongOptions.m_fMusicRate;
if( type == IET_FIRST_PRESS )
{
if( StyleI.IsValid() )
{
if( GAMEMAN->IsPlayerEnabled( StyleI.player ) )
if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatDifference );
}
}
@@ -669,11 +731,12 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprReady.StartBlurring();
break;
case SM_User+5:
m_sprHereWeGo.StartFocusing();
m_announcerHereWeGo.PlayRandom();
m_Background.FadeIn();
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
{
m_sprHereWeGo.StartFocusing();
m_announcerHereWeGo.PlayRandom();
m_Background.FadeIn();
m_soundMusic.Play();
}
break;
case SM_User+6:
break;
@@ -688,11 +751,19 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// received while STATE_DANCING
case SM_LifeIs0:
if( PREFSMAN->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) // fail them now!
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) // fail them now!
this->SendScreenMessage( SM_BeginFailed, 0 );
m_DancingState = STATE_OUTRO;
break;
case SM_NotesEnded:
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
m_Player[p].SaveGameplayStatistics();
LoadNextSong( true );
}
break;
case SM_LastNotesEnded:
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
return; // ignore
@@ -797,8 +868,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SendMessageToTopScreen( SM_GoToResults, 1 );
break;
case SM_GoToResults:
SaveSummary();
SCREENMAN->SetNewScreen( new ScreenEvaluation(false) );
SCREENMAN->SetNewScreen( new ScreenEvaluation(false) );
break;
@@ -827,7 +897,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
PREFSMAN->m_iCurrentStageIndex = 0;
GAMESTATE->m_iCurrentStageIndex = 0;
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.5f );
SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 3.0f );