merge Multiplayer into ScreenGameplay. This needs cleanup.

This commit is contained in:
Chris Danford
2005-08-23 21:38:51 +00:00
parent 73461405b4
commit f71cb1cdcf
13 changed files with 923 additions and 1168 deletions
+1 -1
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@@ -1884,7 +1884,7 @@ public:
static int IsHumanPlayer( T* p, lua_State *L ) { lua_pushboolean(L, p->IsHumanPlayer((PlayerNumber)IArg(1)) ); return 1; }
static int GetPlayerDisplayName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPlayerDisplayName((PlayerNumber)IArg(1)) ); return 1; }
static int GetMasterPlayerNumber( T* p, lua_State *L ) { lua_pushnumber(L, p->m_MasterPlayerNumber ); return 1; }
static int GetMultiplayer( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bMultiplayer); return 1; }
static int GetMultiplayer( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bMultiplayer); return 1; }
static int ApplyGameCommand( T* p, lua_State *L )
{
PlayerNumber pn = PLAYER_INVALID;
+4 -1
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@@ -33,7 +33,10 @@ ScreenEditMenu.cpp ScreenEditMenu.h ScreenEnding.cpp ScreenEnding.h \
ScreenEvaluation.cpp ScreenEvaluation.h ScreenExit.cpp ScreenExit.h ScreenNetEvaluation.cpp ScreenNetEvaluation.h \
ScreenNetSelectMusic.cpp ScreenNetSelectMusic.h ScreenNetSelectBase.cpp ScreenNetSelectBase.h ScreenNetRoom.cpp ScreenNetRoom.h \
ScreenEz2SelectMusic.cpp ScreenEz2SelectMusic.h ScreenEz2SelectPlayer.cpp ScreenEz2SelectPlayer.h \
ScreenGameplay.cpp ScreenGameplay.h ScreenHowToPlay.cpp ScreenHowToPlay.h \
ScreenGameplay.cpp ScreenGameplay.h \
ScreenGameplayMultiplayer.cpp ScreenGameplayMultiplayer.h \
ScreenGameplayNormal.cpp ScreenGameplayNormal.h \
ScreenHowToPlay.cpp ScreenHowToPlay.h \
ScreenInstructions.cpp ScreenInstructions.h \
ScreenJoinMultiplayer.cpp ScreenJoinMultiplayer.h \
ScreenJukebox.cpp ScreenJukebox.h \
File diff suppressed because it is too large Load Diff
+89 -33
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@@ -1,35 +1,39 @@
/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
#ifndef SCREEN_GAMEPLAY_H
#define SCREEN_GAMEPLAY_H
#ifndef ScreenGameplay_H
#define ScreenGameplay_H
#include "ScreenWithMenuElements.h"
#include "Sprite.h"
#include "Transition.h"
#include "BitmapText.h"
#include "Player.h"
#include "RandomSample.h"
#include "RageSound.h"
#include "Background.h"
#include "Foreground.h"
#include "LifeMeter.h"
#include "ScoreDisplay.h"
#include "DifficultyIcon.h"
#include "DifficultyMeter.h"
#include "BPMDisplay.h"
class Inventory;
#include "BeginnerHelper.h"
#include "LyricDisplay.h"
#include "Character.h"
#include "Attack.h"
#include "ActiveAttackList.h"
#include "NetworkSyncManager.h"
#include "AutoKeysounds.h"
#include "ThemeMetric.h"
#include "PlayerStageStats.h"
#include "PlayerState.h"
class LyricsLoader;
class ActiveAttackList;
class CombinedLifeMeter;
class Player;
class LifeMeter;
class ScoreDisplay;
class DifficultyIcon;
class DifficultyMeter;
class Inventory;
class ScoreKeeper;
AutoScreenMessage( SM_NotesEnded )
class LyricsLoader;
class ScreenGameplay : public ScreenWithMenuElements
{
public:
@@ -93,10 +97,9 @@ protected:
NUM_DANCING_STATES
} m_DancingState;
bool m_bPaused;
GameController m_PauseController;
vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
vector<Steps*> m_vpStepsQueue[NUM_PLAYERS]; // size may be >1 if playing a course
vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
@@ -110,24 +113,15 @@ protected:
Sprite m_sprStaticBackground;
AutoActor m_sprLifeFrame;
LifeMeter* m_pLifeMeter[NUM_PLAYERS];
CombinedLifeMeter* m_pCombinedLifeMeter;
Sprite m_sprCourseSongNumber;
AutoActor m_sprStageFrame;
BitmapText m_textCourseSongNumber[NUM_PLAYERS];
BitmapText m_textStepsDescription[NUM_PLAYERS];
BPMDisplay m_BPMDisplay;
float m_fLastBPS;
Sprite m_sprScoreFrame;
ScoreDisplay* m_pPrimaryScoreDisplay[NUM_PLAYERS];
ScoreDisplay* m_pSecondaryScoreDisplay[NUM_PLAYERS];
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
ActiveAttackList m_ActiveAttackList[NUM_PLAYERS];
BitmapText m_Scoreboard[NUM_NSSB_CATEGORIES]; // for NSMAN, so we can have a scoreboard
bool m_ShowScoreboard;
@@ -145,24 +139,13 @@ protected:
Transition m_Failed;
Transition m_Extra;
Transition m_Toasty; // easter egg
Transition m_Win[NUM_PLAYERS];
Transition m_Draw;
BitmapText m_textSurviveTime; // used in extra stage
Player m_Player[NUM_PLAYERS];
AutoKeysounds m_AutoKeysounds;
// used in PLAY_MODE_BATTLE
Inventory* m_pInventory[NUM_PLAYERS];
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
DifficultyMeter m_DifficultyMeter[NUM_PLAYERS];
Sprite m_sprOniGameOver[NUM_PLAYERS];
void ShowOniGameOver( PlayerNumber pn );
RageSound m_soundBattleTrickLevel1;
RageSound m_soundBattleTrickLevel2;
RageSound m_soundBattleTrickLevel3;
@@ -175,8 +158,81 @@ protected:
BeginnerHelper m_BeginnerHelper;
NoteData m_CabinetLightsNoteData;
class PlayerInfo
{
public:
PlayerInfo();
~PlayerInfo();
void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField );
void LoadDummyP1();
void ShowOniGameOver();
MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
PlayerState *GetPlayerState();
PlayerStageStats *GetPlayerStageStats();
PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
bool IsEnabled();
bool IsMultiPlayer() { return m_mp != MultiPlayer_INVALID; }
CString GetName()
{
if( m_bIsDummy )
return "Dummy";
if( IsMultiPlayer() )
return MultiPlayerToString( m_mp );
else
return PlayerNumberToString( m_pn );
}
PlayerNumber m_pn;
MultiPlayer m_mp;
bool m_bIsDummy;
PlayerState m_PlayerStateDummy;
PlayerStageStats m_PlayerStageStatsDummy;
vector<Steps*> m_vpStepsQueue; // size may be >1 if playing a course
vector<AttackArray> m_asModifiersQueue;// size may be >1 if playing a course
LifeMeter *m_pLifeMeter;
BitmapText *m_ptextCourseSongNumber;
BitmapText *m_ptextStepsDescription;
ScoreDisplay *m_pPrimaryScoreDisplay;
ScoreDisplay *m_pSecondaryScoreDisplay;
ScoreKeeper *m_pPrimaryScoreKeeper;
ScoreKeeper *m_pSecondaryScoreKeeper;
BitmapText *m_ptextPlayerOptions;
ActiveAttackList *m_pActiveAttackList;
Transition *m_pWin;
Player *m_pPlayer;
// used in PLAY_MODE_BATTLE
Inventory *m_pInventory;
DifficultyIcon *m_pDifficultyIcon;
DifficultyMeter *m_pDifficultyMeter;
AutoActor m_sprOniGameOver;
};
vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
};
vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerInfoNotDummy ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerNumberInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
vector<ScreenGameplay::PlayerInfo>::iterator GetNextPlayerNumberInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
vector<ScreenGameplay::PlayerInfo>::iterator GetNextVisiblePlayerInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
#define FOREACH_EnabledPlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfo (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerInfo(pi,v) )
#define FOREACH_EnabledPlayerInfoNotDummy( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfoNotDummy (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerInfoNotDummy(pi,v) )
#define FOREACH_EnabledPlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerNumberInfo (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerNumberInfo(pi,v) )
#define FOREACH_PlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextPlayerNumberInfo (v.begin()-1,v); pi != v.end(); pi = GetNextPlayerNumberInfo(pi,v) )
#define FOREACH_VisiblePlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextVisiblePlayerInfo (v.begin()-1,v); pi != v.end(); pi = GetNextVisiblePlayerInfo(pi,v) )
#endif
+17 -625
View File
@@ -1,644 +1,36 @@
#include "global.h"
#include "ScreenGameplayMultiplayer.h"
#include "ThemeMetric.h"
#include "GameSoundManager.h"
#include "GameState.h"
#include "Foreach.h"
#include "Course.h"
#include "StatsManager.h"
#include "ScoreKeeperMAX2.h"
#include "ScoreKeeperRave.h"
#include "ScreenDimensions.h"
#include "ScreenManager.h"
#include "ScoreDisplayPercentage.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayOni.h"
#include "song.h"
#include "Steps.h"
#include "NoteDataUtil.h"
#include "RageLog.h"
#include "Style.h"
#include "PlayerState.h"
#include "InputMapper.h"
#include "ActorUtil.h"
#include "PrefsManager.h"
// received while STATE_DANCING
AutoScreenMessage( SM_NotesEnded )
AutoScreenMessage( SM_Ready )
AutoScreenMessage( SM_GoToStateAfterCleared )
AutoScreenMessage( SM_GoToScreenAfterBack )
REGISTER_SCREEN_CLASS( ScreenGameplayMultiplayer );
ScreenGameplayMultiplayer::ScreenGameplayMultiplayer( CString sName, bool bDemonstration ) : Screen(sName)
ScreenGameplayMultiplayer::ScreenGameplayMultiplayer( CString sName ) : ScreenGameplay(sName)
{
}
void ScreenGameplayMultiplayer::Init()
{
Screen::Init();
ScreenGameplay::Init();
m_pSoundMusic = NULL;
/* We do this ourself. */
SOUND->HandleSongTimer( false );
//need to initialize these before checking for demonstration mode
//otherwise destructor will try to delete possibly invalid pointers
FOREACH_MultiPlayer(p)
{
m_pPrimaryScoreDisplay[p] = NULL;
m_pPrimaryScoreKeeper[p] = NULL;
m_PlayerState[p].m_PlayerNumber = GAMESTATE->m_MasterPlayerNumber;
m_PlayerState[p].m_PlayerController = PC_HUMAN;
}
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
/* Save selected options before we change them. */
GAMESTATE->StoreSelectedOptions();
/* Save settings to the profile now. Don't do this on extra stages, since the
* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
* and save over their default modifiers every time someone got an extra stage.
* Do this before course modifiers are set up. */
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
FOREACH_HumanPlayer( pn )
GAMESTATE->SaveCurrentSettingsToProfile(pn);
}
GAMESTATE->ResetStageStatistics();
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
//
// fill in m_vpSongsQueue, m_vpStepsQueue, m_asModifiersQueue
//
if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
m_vpSongsQueue.clear();
PlayerNumber pnMaster = GAMESTATE->m_MasterPlayerNumber;
Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
m_vpSongsQueue.push_back( e->pSong );
}
m_vpStepsQueue.clear();
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
m_vpStepsQueue.push_back( e->pSteps );
m_vModifiersQueue.push_back( AttackArray() );
}
}
else
{
m_vpSongsQueue.push_back( GAMESTATE->m_pCurSong );
{
m_vpStepsQueue.push_back( GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] );
m_vModifiersQueue.push_back( AttackArray() );
}
}
/* Called once per stage (single song or single course). */
GAMESTATE->BeginStage();
STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
{
ASSERT( !m_vpStepsQueue.empty() );
}
if( GAMESTATE->IsExtraStage() )
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA;
else if( GAMESTATE->IsExtraStage2() )
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
else
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_NORMAL;
//
// Init ScoreKeepers
//
// force the dummy player into autoplay
PlayerInfo &pi = m_vPlayerInfo.back();
pi.LoadDummyP1(); // dummy autoplay NoteField
}
void ScreenGameplayMultiplayer::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
{
vPlayerInfoOut.resize( NUM_MultiPlayer+1 );
FOREACH_MultiPlayer( p )
{
switch( PREFSMAN->m_ScoringType )
{
case PrefsManager::SCORING_MAX2:
case PrefsManager::SCORING_5TH:
m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2(
&m_PlayerState[p],
&m_PlayerStageStats[p] );
m_pPrimaryScoreKeeper[p]->Load(
m_vpSongsQueue,
m_vpStepsQueue,
m_vModifiersQueue );
break;
default: ASSERT(0);
}
}
m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
m_Foreground.SetDrawOrder( DRAW_ORDER_AFTER_EVERYTHING ); // on top of everything else, including transitions
this->AddChild( &m_Foreground );
{
float fPlayerX = SCREEN_CENTER_X;
/* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
* but for now just ignore SoloSingles when it's Battle or Rave
* Mode. This doesn't begin to address two-player solo (6 arrows) */
if( PREFSMAN->m_bSoloSingle &&
GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_ONE_SIDE )
fPlayerX = SCREEN_CENTER_X;
m_AutoPlayer.SetName( "Player" );
m_AutoPlayer.SetX( fPlayerX );
m_AutoPlayer.SetY( SCREEN_CENTER_Y );
this->AddChild( &m_AutoPlayer );
}
FOREACH_MultiPlayer( p )
{
this->AddChild( &m_HumanPlayer[p] );
}
FOREACH_MultiPlayer( p )
{
//
// primary score display
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_REGULAR:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( PREFSMAN->m_bPercentageScoring )
m_pPrimaryScoreDisplay[p] = new ScoreDisplayPercentage;
else
m_pPrimaryScoreDisplay[p] = new ScoreDisplayNormal;
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
break;
default:
ASSERT(0);
}
m_pPrimaryScoreDisplay[p]->Init( &m_PlayerState[p] );
m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d",p+1) );
SET_XY( *m_pPrimaryScoreDisplay[p] );
this->AddChild( m_pPrimaryScoreDisplay[p] );
}
m_In.Load( THEME->GetPathB(m_sName,"in") );
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathB(m_sName,"out") );
m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Out );
m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
this->AddChild( &m_Cancel );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOursOnScreen. */
LoadNextSong();
TweenOursOnScreen();
this->SortByDrawOrder();
// Get the transitions rolling on the first update.
// We can't do this in the constructor because ScreenGameplayMultiplayer is constructed
// in the middle of ScreenStage.
}
ScreenGameplayMultiplayer::~ScreenGameplayMultiplayer()
{
if( this->IsFirstUpdate() )
{
/* We never received any updates. That means we were deleted without being
* used, and never actually played. (This can happen when backing out of
* ScreenStage.) Cancel the stage. */
GAMESTATE->CancelStage();
}
FOREACH_MultiPlayer( p )
{
SAFE_DELETE( m_pPrimaryScoreDisplay[p] );
SAFE_DELETE( m_pPrimaryScoreKeeper[p] );
}
if( m_pSoundMusic )
m_pSoundMusic->StopPlaying();
}
bool ScreenGameplayMultiplayer::IsLastSong()
{
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
return false;
return GAMESTATE->GetCourseSongIndex()+1 == (int)m_vpSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
}
void ScreenGameplayMultiplayer::SetupSong( MultiPlayer p, int iSongIndex )
{
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_fLastDrawnBeat = -100;
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].Set( m_vpStepsQueue[iSongIndex] );
/* Load new NoteData into Player. Do this before
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
* propogated to GAMESTATE->m_AutoPlayerOptions too early and be double-applied
* to the NoteData:
* once in Player::Load, then again in Player::ApplyActiveAttacks. This
* is very bad for transforms like AddMines.
*/
NoteData originalNoteData;
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber]->GetNoteData( originalNoteData );
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData ndTransformed;
pStyle->GetTransformedNoteDataForStyle( GAMESTATE->m_MasterPlayerNumber, originalNoteData, ndTransformed );
// load player
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
m_AutoPlayer.Init(
"Player",
GAMESTATE->m_pPlayerState[ GAMESTATE->m_MasterPlayerNumber ],
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
m_AutoPlayer.Load( nd );
m_HumanPlayer[p].Init(
"Player",
&m_PlayerState[p],
&m_PlayerStageStats[p],
NULL,
NULL,
m_pPrimaryScoreDisplay[p],
NULL,
NULL,
m_pPrimaryScoreKeeper[p],
NULL );
m_HumanPlayer[p].Load( nd );
}
// load auto keysounds
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
m_AutoKeysounds.Load( GAMESTATE->m_MasterPlayerNumber, nd );
}
}
void ScreenGameplayMultiplayer::LoadNextSong()
{
GAMESTATE->ResetMusicStatistics();
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
iPlaySongIndex %= m_vpSongsQueue.size();
GAMESTATE->m_pCurSong.Set( m_vpSongsQueue[iPlaySongIndex] );
STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
// No need to do this here. We do it in SongFinished().
//GAMESTATE->RemoveAllActiveAttacks();
// Restore the player's originally selected options.
GAMESTATE->RestoreSelectedOptions();
/* 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];
STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].vpPlayedSteps.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 += m_AutoPlayer.GetMaxStepDistanceSeconds();
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_Out.IsTransitioning() )
this->HandleScreenMessage( SM_NotesEnded );
}
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_Cancel.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);
/* 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_Cancel.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_MultiPlayer );
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 )
STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
/* Reset options. */
GAMESTATE->RestoreSelectedOptions();
}
void ScreenGameplayMultiplayer::HandleScreenMessage( const ScreenMessage SM )
{
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
if( SM == SM_Ready )
{
GAMESTATE->m_bPastHereWeGo = true;
}
else if( SM == SM_NotesEnded )
{
m_Out.StartTransitioning( SM_GoToStateAfterCleared );
}
else if( SM == SM_GoToScreenAfterBack )
{
StageFinished( true );
GAMESTATE->CancelStage();
SCREENMAN->PostMessageToTopScreen( SM_GoToPrevScreen, 0 );
}
else if( SM == SM_GoToStateAfterCleared )
{
StageFinished( false );
SCREENMAN->PostMessageToTopScreen( SM_GoToNextScreen, 0 );
}
Screen::HandleScreenMessage( SM );
}
void ScreenGameplayMultiplayer::TweenOursOnScreen()
{
FOREACH_MultiPlayer(p)
{
if( m_pPrimaryScoreDisplay[p] )
ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
}
m_In.StartTransitioning( SM_Ready );
}
void ScreenGameplayMultiplayer::TweenOursOffScreen()
{
FOREACH_MultiPlayer(p)
{
if( m_pPrimaryScoreDisplay[p] )
OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
}
}
vPlayerInfoOut[p].Load( PLAYER_INVALID, p, false );
PlayerInfo &pi = vPlayerInfoOut.back();
pi.LoadDummyP1(); // dummy autoplay NoteField
};
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* (c) 2005 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+8 -60
View File
@@ -1,76 +1,24 @@
/* ScreenGameplayMultiplayer */
/* ScreenGameplayMultiplayer - The music plays, the notes scroll, and the Player is pressing buttons. */
#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"
#include "ScreenGameplay.h"
class Song;
class Steps;
class ScreenGameplayMultiplayer : public Screen
class LyricsLoader;
class ScreenGameplayMultiplayer : public ScreenGameplay
{
public:
ScreenGameplayMultiplayer( CString sName, bool bDemonstration = false );
virtual void Init();
virtual ~ScreenGameplayMultiplayer();
virtual void Update( float fDeltaTime );
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 TweenOursOnScreen();
void TweenOursOffScreen();
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_MultiPlayer];
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MultiPlayer];
Transition m_In;
Transition m_Out;
Transition m_Cancel;
Player m_AutoPlayer;
PlayerState m_PlayerState[NUM_MultiPlayer];
PlayerStageStats m_PlayerStageStats[NUM_MultiPlayer];
Player m_HumanPlayer[NUM_MultiPlayer];
AutoKeysounds m_AutoKeysounds;
RageSound *m_pSoundMusic;
ScreenGameplayMultiplayer( CString sName );
void Init();
virtual void FillPlayerInfo( vector<ScreenGameplay::PlayerInfo> &vPlayerInfoOut );
};
#endif
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* (c) 2005 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+44
View File
@@ -0,0 +1,44 @@
#include "global.h"
#include "ScreenGameplayNormal.h"
REGISTER_SCREEN_CLASS( ScreenGameplayNormal );
ScreenGameplayNormal::ScreenGameplayNormal( CString sName ) : ScreenGameplay(sName)
{
}
void ScreenGameplayNormal::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
{
vPlayerInfoOut.resize( NUM_PLAYERS );
FOREACH_PlayerNumber( p )
vPlayerInfoOut[p].Load( p, MultiPlayer_INVALID, true );
};
// lua end
/*
* (c) 2005 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.
*/
+42
View File
@@ -0,0 +1,42 @@
/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
#ifndef ScreenGameplayNormal_H
#define ScreenGameplayNormal_H
#include "ScreenGameplay.h"
class LyricsLoader;
class ScreenGameplayNormal : public ScreenGameplay
{
public:
ScreenGameplayNormal( CString sName );
virtual void FillPlayerInfo( vector<ScreenGameplay::PlayerInfo> &vPlayerInfoOut );
};
#endif
/*
* (c) 2005 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.
*/
+7 -7
View File
@@ -166,7 +166,7 @@ void ScreenJukebox::SetSong()
return; // didn't find a song
}
ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplay( sName )
ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplayNormal( sName )
{
LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
m_bDemonstration = false;
@@ -307,19 +307,19 @@ void ScreenJukebox::InitSongQueues()
if( i != iIndexToKeep )
{
m_apSongsQueue.erase( m_apSongsQueue.begin()+i );
FOREACH_EnabledPlayer(p)
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
m_vpStepsQueue[p].erase( m_vpStepsQueue[p].begin()+i );
m_asModifiersQueue[p].erase( m_asModifiersQueue[p].begin()+i );
pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i );
pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i );
}
}
}
ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) );
FOREACH_PlayerNumber(p)
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
ASSERT_M( m_vpStepsQueue[p].size() == 1, ssprintf("%i", (int) m_vpStepsQueue[p].size()) );
ASSERT_M( m_asModifiersQueue[p].size() == 1, ssprintf("%i", (int) m_asModifiersQueue[p].size()) );
ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) );
ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) );
}
}
+2 -2
View File
@@ -3,11 +3,11 @@
#ifndef ScreenJukebox_H
#define ScreenJukebox_H
#include "ScreenGameplay.h"
#include "ScreenGameplayNormal.h"
#include "Sprite.h"
class CourseEntry;
class ScreenJukebox : public ScreenGameplay
class ScreenJukebox : public ScreenGameplayNormal
{
public:
ScreenJukebox( CString sName );
+6
View File
@@ -357,6 +357,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="ScreenGameplayMultiplayer.h">
</File>
<File
RelativePath=".\ScreenGameplayNormal.cpp">
</File>
<File
RelativePath=".\ScreenGameplayNormal.h">
</File>
<File
RelativePath="ScreenHowToPlay.cpp">
</File>
+10 -2
View File
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
TargetDir=\cvs\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -99,7 +99,7 @@ IntDir=.\../Release6
TargetDir=\cvs\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -2640,6 +2640,14 @@ SOURCE=.\ScreenGameplayMultiplayer.h
# End Source File
# Begin Source File
SOURCE=.\ScreenGameplayNormal.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenGameplayNormal.h
# End Source File
# Begin Source File
SOURCE=.\ScreenHowToPlay.cpp
# End Source File
# Begin Source File
+6
View File
@@ -337,6 +337,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="ScreenGameplayMultiplayer.h">
</File>
<File
RelativePath="ScreenGameplayNormal.cpp">
</File>
<File
RelativePath="ScreenGameplayNormal.h">
</File>
<File
RelativePath="ScreenHowToPlay.cpp">
</File>