add ScreenGameplaySyncMachine

This commit is contained in:
Chris Danford
2006-02-04 18:39:37 +00:00
parent 2a1ce6b79a
commit ae1bf0dcd8
8 changed files with 198 additions and 49 deletions
+1
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@@ -39,6 +39,7 @@ ScreenGameplay.cpp ScreenGameplay.h \
ScreenGameplayLesson.cpp ScreenGameplayLesson.h \
ScreenGameplayMultiplayer.cpp ScreenGameplayMultiplayer.h \
ScreenGameplayNormal.cpp ScreenGameplayNormal.h \
ScreenGameplaySyncMachine.cpp ScreenGameplaySyncMachine.h \
ScreenHowToPlay.cpp ScreenHowToPlay.h \
ScreenInstructions.cpp ScreenInstructions.h \
ScreenJoinMultiplayer.cpp ScreenJoinMultiplayer.h \
@@ -0,0 +1,87 @@
#include "global.h"
#include "ScreenGameplaySyncMachine.h"
#include "NotesLoaderSM.h"
#include "GameState.h"
#include "GameManager.h"
#include "PrefsManager.h"
REGISTER_SCREEN_CLASS( ScreenGameplaySyncMachine );
void ScreenGameplaySyncMachine::Init()
{
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
SMLoader ld;
RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
ld.LoadFromSMFile( sFile, m_Song );
m_Song.SetSongDir( Dirname(sFile) );
m_Song.TidyUpData();
GAMESTATE->m_pCurSong.Set( &m_Song );
Steps *pSteps = m_Song.GetOneSteps();
ASSERT( pSteps );
GAMESTATE->m_pCurSteps[0].Set( pSteps );
GAMESTATE->m_SongOptions.m_AutosyncType = SongOptions::AUTOSYNC_MACHINE;
PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
ScreenGameplayNormal::Init( false );
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING;
}
void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_NotesEnded )
{
ResetAndRestartCurrentSong();
return; // handled
}
else if( SM == SM_GoToPrevScreen )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
else if( SM == SM_GoToNextScreen )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
ScreenGameplayNormal::HandleScreenMessage( SM );
}
void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
{
m_pSoundMusic->Stop();
ReloadCurrentSong();
StartPlayingSong( 4, 0 );
}
/*
* (c) 2001-2004 Chris Danford
* 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.
*/
+45
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@@ -0,0 +1,45 @@
/* ScreenGameplaySyncMachine - */
#ifndef ScreenGameplaySyncMachine_H
#define ScreenGameplaySyncMachine_H
#include "ScreenGameplayNormal.h"
class ScreenGameplaySyncMachine : public ScreenGameplayNormal
{
public:
virtual void Init();
void HandleScreenMessage( const ScreenMessage SM );
void ResetAndRestartCurrentSong();
protected:
Song m_Song;
const Steps *m_pSteps;
};
#endif
/*
* (c) 2001-2004 Chris Danford
* 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.
*/
+48 -46
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@@ -37,57 +37,59 @@ static RString GetPromptText()
vector<RString> vsSongChanges;
if( GAMESTATE->m_pCurSong.Get() )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_SONG_OFFSET.GetValue()+"\n\n",
fOld,
fNew,
fDelta,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_SONG_OFFSET.GetValue()+"\n\n",
fOld,
fNew,
fDelta,
(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_BPM.GetValue()+"\n\n",
i+1,
fOld,
fNew,
fDelta ) );
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_STOP.GetValue()+"\n\n",
i+1,
fOld,
fNew,
fDelta ) );
}
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_BPM.GetValue()+"\n\n",
i+1,
fOld,
fNew,
fDelta ) );
}
}
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
float fDelta = fNew - fOld;
if( fabs(fDelta) > 0.00001 )
{
vsSongChanges.push_back( ssprintf(
CHANGED_STOP.GetValue()+"\n\n",
i+1,
fOld,
fNew,
fDelta ) );
}
}
if( !vsSongChanges.empty() )
{
s += ssprintf(
+6
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@@ -373,6 +373,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath=".\ScreenGameplayNormal.h">
</File>
<File
RelativePath=".\ScreenGameplaySyncMachine.cpp">
</File>
<File
RelativePath=".\ScreenGameplaySyncMachine.h">
</File>
<File
RelativePath="ScreenHowToPlay.cpp">
</File>
+8
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@@ -2788,6 +2788,14 @@ SOURCE=.\ScreenGameplayNormal.h
# End Source File
# Begin Source File
SOURCE=.\ScreenGameplaySyncMachine.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenGameplaySyncMachine.h
# End Source File
# Begin Source File
SOURCE=.\ScreenHowToPlay.cpp
# End Source File
# Begin Source File
-1
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@@ -23,7 +23,6 @@
#include "SpecialFiles.h"
#include "EnumHelper.h"
ThemeManager* THEME = NULL; // global object accessable from anywhere in the program
static const char *ElementCategoryNames[] = {
+3 -2
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@@ -19,7 +19,7 @@ struct lua_State;
struct BackgroundChange;
const int MAX_EDITS_PER_SONG_PER_PROFILE = 5;
const int MAX_EDITS_PER_SONG = 5*NUM_ProfileSlot;
const int MAX_EDITS_PER_SONG = 5*NUM_ProfileSlot;
extern const int FILE_CACHE_VERSION;
@@ -42,8 +42,9 @@ struct LyricSegment
class Song
{
RString m_sSongDir;
public:
void SetSongDir( const RString sDir ) { m_sSongDir = sDir; }
/* Set when this song should be displayed in the music wheel: */
enum SelectionDisplay
{