merge Multiplayer into ScreenGameplay. This needs cleanup.
This commit is contained in:
@@ -1884,7 +1884,7 @@ public:
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static int IsHumanPlayer( T* p, lua_State *L ) { lua_pushboolean(L, p->IsHumanPlayer((PlayerNumber)IArg(1)) ); return 1; }
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static int GetPlayerDisplayName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPlayerDisplayName((PlayerNumber)IArg(1)) ); return 1; }
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static int GetMasterPlayerNumber( T* p, lua_State *L ) { lua_pushnumber(L, p->m_MasterPlayerNumber ); return 1; }
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static int GetMultiplayer( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bMultiplayer); return 1; }
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static int GetMultiplayer( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bMultiplayer); return 1; }
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static int ApplyGameCommand( T* p, lua_State *L )
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{
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PlayerNumber pn = PLAYER_INVALID;
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@@ -33,7 +33,10 @@ ScreenEditMenu.cpp ScreenEditMenu.h ScreenEnding.cpp ScreenEnding.h \
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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 \
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ScreenEz2SelectMusic.cpp ScreenEz2SelectMusic.h ScreenEz2SelectPlayer.cpp ScreenEz2SelectPlayer.h \
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ScreenGameplay.cpp ScreenGameplay.h ScreenHowToPlay.cpp ScreenHowToPlay.h \
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ScreenGameplay.cpp ScreenGameplay.h \
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ScreenGameplayMultiplayer.cpp ScreenGameplayMultiplayer.h \
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ScreenGameplayNormal.cpp ScreenGameplayNormal.h \
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ScreenHowToPlay.cpp ScreenHowToPlay.h \
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ScreenInstructions.cpp ScreenInstructions.h \
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ScreenJoinMultiplayer.cpp ScreenJoinMultiplayer.h \
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ScreenJukebox.cpp ScreenJukebox.h \
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+687
-437
File diff suppressed because it is too large
Load Diff
@@ -1,35 +1,39 @@
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/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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#ifndef ScreenGameplay_H
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#define ScreenGameplay_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RandomSample.h"
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#include "RageSound.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "LifeMeter.h"
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#include "ScoreDisplay.h"
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#include "DifficultyIcon.h"
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#include "DifficultyMeter.h"
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#include "BPMDisplay.h"
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class Inventory;
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "Character.h"
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#include "Attack.h"
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#include "ActiveAttackList.h"
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#include "NetworkSyncManager.h"
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#include "AutoKeysounds.h"
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#include "ThemeMetric.h"
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#include "PlayerStageStats.h"
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#include "PlayerState.h"
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class LyricsLoader;
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class ActiveAttackList;
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class CombinedLifeMeter;
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class Player;
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class LifeMeter;
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class ScoreDisplay;
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class DifficultyIcon;
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class DifficultyMeter;
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class Inventory;
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class ScoreKeeper;
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AutoScreenMessage( SM_NotesEnded )
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class LyricsLoader;
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class ScreenGameplay : public ScreenWithMenuElements
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{
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public:
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@@ -93,10 +97,9 @@ protected:
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NUM_DANCING_STATES
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} m_DancingState;
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bool m_bPaused;
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GameController m_PauseController;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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vector<Steps*> m_vpStepsQueue[NUM_PLAYERS]; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
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@@ -110,24 +113,15 @@ protected:
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Sprite m_sprStaticBackground;
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AutoActor m_sprLifeFrame;
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LifeMeter* m_pLifeMeter[NUM_PLAYERS];
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CombinedLifeMeter* m_pCombinedLifeMeter;
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Sprite m_sprCourseSongNumber;
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AutoActor m_sprStageFrame;
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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BitmapText m_textStepsDescription[NUM_PLAYERS];
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BPMDisplay m_BPMDisplay;
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float m_fLastBPS;
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Sprite m_sprScoreFrame;
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ScoreDisplay* m_pPrimaryScoreDisplay[NUM_PLAYERS];
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ScoreDisplay* m_pSecondaryScoreDisplay[NUM_PLAYERS];
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ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
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ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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BitmapText m_textSongOptions;
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ActiveAttackList m_ActiveAttackList[NUM_PLAYERS];
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BitmapText m_Scoreboard[NUM_NSSB_CATEGORIES]; // for NSMAN, so we can have a scoreboard
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bool m_ShowScoreboard;
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@@ -145,24 +139,13 @@ protected:
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Transition m_Failed;
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Transition m_Extra;
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Transition m_Toasty; // easter egg
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Transition m_Win[NUM_PLAYERS];
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Transition m_Draw;
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BitmapText m_textSurviveTime; // used in extra stage
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Player m_Player[NUM_PLAYERS];
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AutoKeysounds m_AutoKeysounds;
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// used in PLAY_MODE_BATTLE
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Inventory* m_pInventory[NUM_PLAYERS];
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DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
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DifficultyMeter m_DifficultyMeter[NUM_PLAYERS];
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Sprite m_sprOniGameOver[NUM_PLAYERS];
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void ShowOniGameOver( PlayerNumber pn );
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RageSound m_soundBattleTrickLevel1;
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RageSound m_soundBattleTrickLevel2;
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RageSound m_soundBattleTrickLevel3;
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@@ -175,8 +158,81 @@ protected:
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BeginnerHelper m_BeginnerHelper;
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NoteData m_CabinetLightsNoteData;
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class PlayerInfo
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{
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public:
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PlayerInfo();
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~PlayerInfo();
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void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField );
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void LoadDummyP1();
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void ShowOniGameOver();
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MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
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PlayerState *GetPlayerState();
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PlayerStageStats *GetPlayerStageStats();
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PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
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bool IsEnabled();
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bool IsMultiPlayer() { return m_mp != MultiPlayer_INVALID; }
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CString GetName()
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{
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if( m_bIsDummy )
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return "Dummy";
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if( IsMultiPlayer() )
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return MultiPlayerToString( m_mp );
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else
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return PlayerNumberToString( m_pn );
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}
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PlayerNumber m_pn;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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PlayerState m_PlayerStateDummy;
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PlayerStageStats m_PlayerStageStatsDummy;
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vector<Steps*> m_vpStepsQueue; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue;// size may be >1 if playing a course
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LifeMeter *m_pLifeMeter;
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BitmapText *m_ptextCourseSongNumber;
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BitmapText *m_ptextStepsDescription;
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ScoreDisplay *m_pPrimaryScoreDisplay;
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ScoreDisplay *m_pSecondaryScoreDisplay;
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ScoreKeeper *m_pPrimaryScoreKeeper;
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ScoreKeeper *m_pSecondaryScoreKeeper;
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BitmapText *m_ptextPlayerOptions;
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ActiveAttackList *m_pActiveAttackList;
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Transition *m_pWin;
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Player *m_pPlayer;
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// used in PLAY_MODE_BATTLE
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Inventory *m_pInventory;
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DifficultyIcon *m_pDifficultyIcon;
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DifficultyMeter *m_pDifficultyMeter;
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AutoActor m_sprOniGameOver;
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};
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
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};
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vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
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vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerInfoNotDummy ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
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vector<ScreenGameplay::PlayerInfo>::iterator GetNextEnabledPlayerNumberInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
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vector<ScreenGameplay::PlayerInfo>::iterator GetNextPlayerNumberInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
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vector<ScreenGameplay::PlayerInfo>::iterator GetNextVisiblePlayerInfo ( vector<ScreenGameplay::PlayerInfo>::iterator iter, vector<ScreenGameplay::PlayerInfo> &v );
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#define FOREACH_EnabledPlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfo (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerInfo(pi,v) )
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#define FOREACH_EnabledPlayerInfoNotDummy( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfoNotDummy (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerInfoNotDummy(pi,v) )
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#define FOREACH_EnabledPlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerNumberInfo (v.begin()-1,v); pi != v.end(); pi = GetNextEnabledPlayerNumberInfo(pi,v) )
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#define FOREACH_PlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextPlayerNumberInfo (v.begin()-1,v); pi != v.end(); pi = GetNextPlayerNumberInfo(pi,v) )
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#define FOREACH_VisiblePlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextVisiblePlayerInfo (v.begin()-1,v); pi != v.end(); pi = GetNextVisiblePlayerInfo(pi,v) )
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#endif
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@@ -1,644 +1,36 @@
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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 "StatsManager.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 "song.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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#include "ActorUtil.h"
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#include "PrefsManager.h"
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// received while STATE_DANCING
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AutoScreenMessage( SM_NotesEnded )
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AutoScreenMessage( SM_Ready )
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AutoScreenMessage( SM_GoToStateAfterCleared )
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AutoScreenMessage( SM_GoToScreenAfterBack )
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REGISTER_SCREEN_CLASS( ScreenGameplayMultiplayer );
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ScreenGameplayMultiplayer::ScreenGameplayMultiplayer( CString sName, bool bDemonstration ) : Screen(sName)
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ScreenGameplayMultiplayer::ScreenGameplayMultiplayer( CString sName ) : ScreenGameplay(sName)
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{
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}
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void ScreenGameplayMultiplayer::Init()
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{
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Screen::Init();
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ScreenGameplay::Init();
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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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/* 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].Set( 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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STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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STATSMAN->m_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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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA;
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else if( GAMESTATE->IsExtraStage2() )
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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
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else
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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_NORMAL;
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//
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// Init ScoreKeepers
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//
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// force the dummy player into autoplay
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PlayerInfo &pi = m_vPlayerInfo.back();
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pi.LoadDummyP1(); // dummy autoplay NoteField
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}
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void ScreenGameplayMultiplayer::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
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{
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vPlayerInfoOut.resize( NUM_MultiPlayer+1 );
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FOREACH_MultiPlayer( p )
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{
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switch( PREFSMAN->m_ScoringType )
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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_PlayerState[p],
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&m_PlayerStageStats[p] );
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m_pPrimaryScoreKeeper[p]->Load(
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m_vpSongsQueue,
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m_vpStepsQueue,
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m_vModifiersQueue );
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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:
|
||||
case PLAY_MODE_ENDLESS:
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
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break;
|
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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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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.
|
||||
*/
|
||||
@@ -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.
|
||||
*/
|
||||
@@ -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()) );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -357,6 +357,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<File
|
||||
RelativePath="ScreenGameplayMultiplayer.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\ScreenGameplayNormal.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\ScreenGameplayNormal.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenHowToPlay.cpp">
|
||||
</File>
|
||||
|
||||
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
|
||||
TargetDir=\cvs\stepmania\Program
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(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 $(TargetDir)\StepMania.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -2640,6 +2640,14 @@ SOURCE=.\ScreenGameplayMultiplayer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenGameplayNormal.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenGameplayNormal.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenHowToPlay.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
@@ -337,6 +337,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<File
|
||||
RelativePath="ScreenGameplayMultiplayer.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenGameplayNormal.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenGameplayNormal.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenHowToPlay.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user