#include "global.h" #include "ScreenEnding.h" #include "ScreenManager.h" #include "SongManager.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "AnnouncerManager.h" #include "song.h" #include "ProfileManager.h" #include "Profile.h" #include "ActorUtil.h" #include "GameState.h" #include "MemoryCardManager.h" #include "RageLog.h" #include "Style.h" #include "GameManager.h" #include "PrefsManager.h" #include "StatsManager.h" #include "PlayerState.h" #include "CommonMetrics.h" #include "InputEventPlus.h" CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line ) { switch( line ) { case CALORIES_TODAY: return "Calories Today"; case CURRENT_COMBO: return "Current Combo"; case PERCENT_COMPLETE: { StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; CString sStepsType = GAMEMAN->StepsTypeToThemedString(st); CString sType = GAMESTATE->IsCourseMode() ? "Courses" : "Songs"; return ssprintf( "%s %s %%", sStepsType.c_str(), sType.c_str() ); } case PERCENT_COMPLETE_EASY: case PERCENT_COMPLETE_MEDIUM: case PERCENT_COMPLETE_HARD: case PERCENT_COMPLETE_CHALLENGE: { if( GAMESTATE->IsCourseMode() ) { CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY); ASSERT( cd >= 0 && cd < NUM_COURSE_DIFFICULTIES ); if( !GAMESTATE->IsCourseDifficultyShown(cd) ) return CString(); return CourseDifficultyToThemedString(cd); } else { Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY); ASSERT( dc >= 0 && dc < NUM_DIFFICULTIES ); return DifficultyToThemedString(dc); } } default: ASSERT(0); return CString(); } } CString GetStatsLineValue( PlayerNumber pn, EndingStatsLine line ) { CHECKPOINT_M( ssprintf("GetStatsLineValue(%d,%d)",pn,line) ); Profile* pProfile = PROFILEMAN->GetProfile( pn ); ASSERT( pProfile ); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; switch( line ) { case CALORIES_TODAY: return pProfile->GetDisplayTotalCaloriesBurnedToday(); case CURRENT_COMBO: return Commify( pProfile->m_iCurrentCombo ); case PERCENT_COMPLETE: { float fActual = 0; float fPossible = 0; if( GAMESTATE->IsCourseMode() ) { FOREACH_CONST( CourseDifficulty, CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue(), iter ) { fActual += pProfile->GetCoursesActual(st,*iter); fPossible += pProfile->GetCoursesPossible(st,*iter); } } else { FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), iter ) { fActual += pProfile->GetSongsActual(st,*iter); fPossible += pProfile->GetSongsPossible(st,*iter); } } return ssprintf( "%05.2f%%", fActual/fPossible*100 ); } case PERCENT_COMPLETE_EASY: case PERCENT_COMPLETE_MEDIUM: case PERCENT_COMPLETE_HARD: case PERCENT_COMPLETE_CHALLENGE: // Ugly... { CString sStepsType = GAMEMAN->StepsTypeToThemedString(st); float fPercent = 0; if( GAMESTATE->IsCourseMode() ) { CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY); ASSERT( cd >= 0 && cd < NUM_COURSE_DIFFICULTIES ); if( !GAMESTATE->IsCourseDifficultyShown(cd) ) return CString(); CString sDifficulty = CourseDifficultyToThemedString(cd); fPercent = pProfile->GetCoursesPercentComplete(st,cd); } else { Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY); ASSERT( dc >= 0 && dc < NUM_DIFFICULTIES ); CString sDifficulty = DifficultyToThemedString(dc); fPercent = pProfile->GetSongsPercentComplete(st,dc); } return ssprintf( "%05.2f%%", fPercent*100 ); } default: ASSERT(0); return CString(); } } REGISTER_SCREEN_CLASS( ScreenEnding ); ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, false/*dont reset GAMESTATE*/ ) { if( PREFSMAN->m_bScreenTestMode ) { PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") ); GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() ); GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() ); GAMESTATE->m_pCurSteps[PLAYER_1].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] ); GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] ); STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] ); STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] ); GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrollSpeed = 2; GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrollSpeed = 2; GAMESTATE->m_iCurrentStageIndex = 0; GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.ChooseRandomModifiers(); GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.ChooseRandomModifiers(); for( float f = 0; f < 100.0f; f += 1.0f ) { float fP1 = fmodf(f/100*4+.3f,1); STATSMAN->m_CurStageStats.m_player[PLAYER_1].SetLifeRecordAt( fP1, f ); STATSMAN->m_CurStageStats.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f ); } STATSMAN->m_CurStageStats.m_player[PLAYER_1].iActualDancePoints = rand()%3; STATSMAN->m_CurStageStats.m_player[PLAYER_1].iPossibleDancePoints = 2; STATSMAN->m_CurStageStats.m_player[PLAYER_2].iActualDancePoints = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_2].iPossibleDancePoints = 1; STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 0; STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 0, false ); STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 1; STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 1, false ); STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 50; STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 25, false ); STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 250; STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 100, false ); STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W1] = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W2] = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W3] = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W1] = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W2] = rand()%2; STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W3] = rand()%2; STATSMAN->m_vPlayedStageStats.clear(); } // Update final profile stats before we load them for display. GAMESTATE->FinishStage(); } void ScreenEnding::Init() { ScreenAttract::Init(); vector arraySongs; SONGMAN->GetSongs( arraySongs ); SongUtil::SortSongPointerArrayByTitle( arraySongs ); FOREACH_HumanPlayer( p ) { // don't show stats if not using a persistent profile if( !PROFILEMAN->IsPersistentProfile(p) ) continue; FOREACH_EndingStatsLine( i ) { m_Lines[i][p].title.LoadFromFont( THEME->GetPathF("ScreenEnding","stats title") ); m_Lines[i][p].title.SetText( GetStatsLineTitle(p, i) ); m_Lines[i][p].title.SetName( ssprintf("StatsTitleP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_Lines[i][p].title ); this->AddChild( &m_Lines[i][p].title ); m_Lines[i][p].value.LoadFromFont( THEME->GetPathF("ScreenEnding","stats value") ); m_Lines[i][p].value.SetText( GetStatsLineValue(p, i) ); m_Lines[i][p].value.SetName( ssprintf("StatsValueP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_Lines[i][p].value ); this->AddChild( &m_Lines[i][p].value ); } m_sprRemoveMemoryCard[p].SetName( ssprintf("RemoveCardP%d",p+1) ); m_sprRemoveMemoryCard[p].Load( THEME->GetPathG("ScreenEnding",ssprintf("remove card P%d",p+1)) ); switch( MEMCARDMAN->GetCardState(p) ) { case MemoryCardState_Removed: case MemoryCardState_NoCard: m_sprRemoveMemoryCard[p].SetHidden( true ); break; } SET_XY_AND_ON_COMMAND( m_sprRemoveMemoryCard[p] ); m_sprRemoveMemoryCard[p].AddCommand( ssprintf("CardRemovedP%dMessage",p+1), apActorCommands(new ActorCommands("hidden,1")) ); this->AddChild( &m_sprRemoveMemoryCard[p] ); } this->SortByDrawOrder(); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") ); // Now that we've read the data from the profile, it's ok to Reset() GAMESTATE->Reset(); } void ScreenEnding::Input( const InputEventPlus &input ) { bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning(); if( input.MenuI.IsValid() && !bIsTransitioning ) { switch( input.MenuI.button ) { case MENU_BUTTON_START: SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); break; } } ScreenAttract::Input( input ); } /* * (c) 2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */