/* ScreenGameplayMultiplayer */ #ifndef ScreenGameplayMultiplayer_H #define ScreenGameplayMultiplayer_H #include "Screen.h" #include "Background.h" #include "Foreground.h" #include "ScoreDisplay.h" #include "Transition.h" #include "Player.h" #include "EnumHelper.h" #include "AutoKeysounds.h" #include "PlayerState.h" #include "StageStats.h" enum MultiPlayer { MPLAYER_1 = 0, MPLAYER_2, MPLAYER_3, MPLAYER_4, MPLAYER_5, MPLAYER_6, MPLAYER_7, MPLAYER_8, MPLAYER_9, MPLAYER_10, MPLAYER_11, MPLAYER_12, MPLAYER_13, MPLAYER_14, MPLAYER_15, MPLAYER_16, NUM_MULTI_PLAYERS, // leave this at the end MULTI_PLAYER_INVALID }; #define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MULTI_PLAYERS, pn ) class Song; class Steps; class ScreenGameplayMultiplayer : public Screen { public: ScreenGameplayMultiplayer( CString sName, bool bDemonstration = false ); virtual void Init(); virtual ~ScreenGameplayMultiplayer(); virtual void Update( float fDeltaTime ); virtual void DrawPrimitives(); virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); virtual void HandleScreenMessage( const ScreenMessage SM ); virtual bool UsesBackground() const { return false; } protected: void TweenOnScreen(); void TweenOffScreen(); bool IsLastSong(); void SetupSong( MultiPlayer p, int iSongIndex ); void LoadNextSong(); float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic); void ShowSavePrompt( ScreenMessage SM_SendWhenDone ); void UpdateSongPosition( float fDeltaTime ); void StageFinished( bool bBackedOut ); vector m_vpSongsQueue; vector m_vpStepsQueue; vector m_vModifiersQueue; Background m_Background; Foreground m_Foreground; ScoreDisplay* m_pPrimaryScoreDisplay[NUM_MULTI_PLAYERS]; ScoreKeeper* m_pPrimaryScoreKeeper[NUM_MULTI_PLAYERS]; Transition m_In; Transition m_Out; Transition m_Back; Player m_AutoPlayer; PlayerState m_PlayerState[NUM_MULTI_PLAYERS]; PlayerStageStats m_PlayerStageStats[NUM_MULTI_PLAYERS]; Player m_HumanPlayer[NUM_MULTI_PLAYERS]; AutoKeysounds m_AutoKeysounds; RageSound *m_pSoundMusic; }; #endif /* * (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */