#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenEvaluation Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenEvaluation.h" #include "SongManager.h" #include "ScreenManager.h" #include "GameManager.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "Steps.h" #include "PrefsManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GrooveRadar.h" #include "ThemeManager.h" #include "RageSounds.h" #include "ActorUtil.h" #include "RageTimer.h" #include "UnlockSystem.h" #include "Course.h" #include "LightsManager.h" #include "ProfileManager.h" #include "song.h" #include "StageStats.h" #include "Grade.h" #include "CodeDetector.h" #include "RageDisplay.h" #include "StepMania.h" #include "CryptManager.h" #include const int NUM_SCORE_DIGITS = 9; // metrics that are common to all ScreenEvaluation classes #define BANNER_WIDTH THEME->GetMetricF(m_sName,"BannerWidth") #define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight") const char* JUDGE_STRING[NUM_JUDGE_LINES] = { "Marvelous", "Perfect", "Great", "Good", "Boo", "Miss", "OK", "MaxCombo", "TotalError" }; const char* STATS_STRING[NUM_STATS_LINES] = { "Jumps", "Holds", "Mines", "Hands" }; #define SPIN_GRADES THEME->GetMetricB(m_sName,"SpinGrades") #define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds") #define BAR_ACTUAL_MAX_COMMAND THEME->GetMetric (m_sName,"BarActualMaxCommand") // metrics that are specific to classes derived from ScreenEvaluation #define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen") #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define END_SCREEN THEME->GetMetric (m_sName,"EndScreen") #define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea") #define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea") #define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea") #define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea") #define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea") #define SHOW_WIN_AREA THEME->GetMetricB(m_sName,"ShowWinArea") #define SHOW_JUDGMENT( l ) THEME->GetMetricB(m_sName,ssprintf("Show%s",JUDGE_STRING[l])) #define SHOW_STAT( s ) THEME->GetMetricB(m_sName,ssprintf("Show%s",STATS_STRING[l])) #define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea") #define SHOW_TOTAL_SCORE_AREA THEME->GetMetricB(m_sName,"ShowTotalScoreArea") #define SHOW_TIME_AREA THEME->GetMetricB(m_sName,"ShowTimeArea") #define SHOW_GRAPH_AREA THEME->GetMetricB(m_sName,"ShowGraphArea") #define SHOW_COMBO_AREA THEME->GetMetricB(m_sName,"ShowComboArea") #define SHOW_FULL_COMBO THEME->GetMetricB(m_sName,"ShowFullCombo") #define GRAPH_START_HEIGHT THEME->GetMetricF(m_sName,"GraphStartHeight") #define TYPE THEME->GetMetric (m_sName,"Type") #define PASSED_SOUND_TIME THEME->GetMetricF(m_sName,"PassedSoundTime") #define FAILED_SOUND_TIME THEME->GetMetricF(m_sName,"FailedSoundTime") #define NUM_SEQUENCE_SOUNDS THEME->GetMetricI(m_sName,"NumSequenceSounds") #define SOUNDSEQ_TIME( i ) THEME->GetMetricF(m_sName,ssprintf("SoundSeqTime%d", i+1)) #define SOUNDSEQ_NAME( i ) THEME->GetMetric (m_sName,ssprintf("SoundSeqName%d", i+1)) static const int NUM_SHOWN_RADAR_CATEGORIES = 5; const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3); const ScreenMessage SM_GoToEndScreen = ScreenMessage(SM_User+5); const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6); ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName) { Init(); // work around horrible gcc bug 3187 } void ScreenEvaluation::Init() { // // debugging // if( PREFSMAN->m_bScreenTestMode ) { PROFILEMAN->LoadProfileFromMemoryCard(PLAYER_1); GAMESTATE->m_PlayMode = PLAY_MODE_RAVE; GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_pCurSong = SONGMAN->GetAllSongs()[0]; // GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0]; GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_apNotes[0]; GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_apNotes[0]; GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2; GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2; GAMESTATE->m_iCurrentStageIndex = 2; for( float f = 0; f < 100.0f; f += 1.0f ) { float fP1 = fmodf(f/100*4+.3f,1); g_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f ); g_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f ); } g_CurStageStats.iCurCombo[PLAYER_1] = 0; g_CurStageStats.UpdateComboList( PLAYER_1, 0, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 1; g_CurStageStats.UpdateComboList( PLAYER_1, 1, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 50; g_CurStageStats.UpdateComboList( PLAYER_1, 25, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 250; g_CurStageStats.UpdateComboList( PLAYER_1, 100, false ); g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_MARVELOUS] = 1; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_PERFECT] = 1; g_vPlayedStageStats.clear(); } LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" ); LIGHTSMAN->SetLightMode( LIGHTMODE_MENU ); m_bFailed = g_CurStageStats.AllFailed(); ZERO( m_bSavedScreenshot ); if( !TYPE.CompareNoCase("stage") ) m_Type = stage; else if( !TYPE.CompareNoCase("summary") ) m_Type = summary; else if( !TYPE.CompareNoCase("course") ) m_Type = course; else RageException::Throw("Unknown evaluation type \"%s\"", TYPE.c_str() ); // // Figure out which statistics and songs we're going to display // StageStats stageStats; vector vSongsToShow; switch( m_Type ) { case summary: GAMESTATE->GetFinalEvalStatsAndSongs( stageStats, vSongsToShow ); break; case stage: case course: stageStats = g_CurStageStats; break; default: ASSERT(0); } LOG->Trace( "total error: %i, %i", stageStats.iTotalError[0], stageStats.iTotalError[1] ); /* // // Debugging // { for( int p=0; pIsPlayerEnabled(p) ) grade[p] = stageStats.GetGrade( (PlayerNumber)p ); else grade[p] = GRADE_FAILED; if( PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH ) { const int ScoreBonuses[] = { 10000000, 10000000, 1000000, 100000, 10000, 1000, 100 }; if( grade[p] < (int) ARRAYSIZE(ScoreBonuses) ) { g_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ]; stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ]; } } } // // update persistent statistics // int iPersonalHighScoreIndex[NUM_PLAYERS] = { -1, -1 }; int iMachineHighScoreIndex[NUM_PLAYERS] = { -1, -1 }; RankingCategory rc[NUM_PLAYERS] = { NUM_RANKING_CATEGORIES, NUM_RANKING_CATEGORIES }; CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc ); m_bTryExtraStage = GAMESTATE->HasEarnedExtraStage() && m_Type==stage; m_Menu.Load( m_sName ); this->AddChild( &m_Menu ); // // load pass/fail sound // // if(m_Type==stage) // { int snd=0; for(snd=0;sndGetPathToS(SOUNDSEQ_NAME(snd),false)); m_SoundSequences.push_back(temp); } // } m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") ); m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */ this->AddChild( &m_bgOverlay ); m_bPassFailTriggered = false; // the sound hasn't been triggered yet switch( m_Type ) { case stage: case course: if( m_bFailed ) m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") ); else m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") ); m_sndPassFail.Play(); } m_bgCondBga.Load(m_sName); // // load other sounds // m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") ); // // init banner area // if( SHOW_BANNER_AREA ) { switch( m_Type ) { case stage: { m_LargeBanner.LoadFromSong( GAMESTATE->m_pCurSong ); m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); m_LargeBanner.SetName( "LargeBanner" ); SET_XY_AND_ON_COMMAND( m_LargeBanner ); this->AddChild( &m_LargeBanner ); m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") ); m_sprLargeBannerFrame.SetName( "LargeBannerFrame" ); SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame ); this->AddChild( &m_sprLargeBannerFrame ); m_sprStage.Load( THEME->GetPathToG("ScreenEvaluation stage "+GAMESTATE->GetStageText()) ); m_sprStage.SetName( "Stage" ); SET_XY_AND_ON_COMMAND( m_sprStage ); this->AddChild( &m_sprStage ); for( int p=0; pIsPlayerEnabled(p) ) continue; // skip m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation difficulty icons 1x%d",NUM_DIFFICULTIES)) ); m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] ); m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] ); this->AddChild( &m_DifficultyIcon[p] ); m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("Common normal") ); CString sPO = GAMESTATE->m_PlayerOptions[p].GetString(); sPO.Replace( ", ", "\n" ); m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] ); m_textPlayerOptions[p].SetText( sPO ); this->AddChild( &m_textPlayerOptions[p] ); } } break; case summary: { for( unsigned i=0; iAddChild( &m_SmallBanner[i] ); m_sprSmallBannerFrame[i].Load( THEME->GetPathToG("ScreenEvaluation banner frame") ); m_sprSmallBannerFrame[i].SetName( ssprintf("SmallBanner%d",i+1) ); SET_XY_AND_ON_COMMAND( m_sprSmallBannerFrame[i] ); this->AddChild( &m_sprSmallBannerFrame[i] ); } } break; case course: { m_LargeBanner.LoadFromCourse( GAMESTATE->m_pCurCourse ); m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); m_LargeBanner.SetName( "LargeBanner" ); SET_XY_AND_ON_COMMAND( m_LargeBanner ); this->AddChild( &m_LargeBanner ); m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") ); m_sprLargeBannerFrame.SetName( "LargeBannerFrame" ); SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame ); this->AddChild( &m_sprLargeBannerFrame ); } break; default: ASSERT(0); } } // // init graph area // if( SHOW_GRAPH_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; // skip m_sprGraphFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation graph frame p%d",p+1)) ); m_sprGraphFrame[p].SetName( ssprintf("GraphFrameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprGraphFrame[p] ); this->AddChild( &m_sprGraphFrame[p] ); m_Graph[p].SetName( ssprintf("GraphP%i",p+1) ); m_Graph[p].Load( THEME->GetPathToG(ssprintf("%s graph p%i",m_sName.c_str(), p+1)), GRAPH_START_HEIGHT ); m_Graph[p].LoadFromStageStats( stageStats, (PlayerNumber)p ); SET_XY_AND_ON_COMMAND( m_Graph[p] ); this->AddChild( &m_Graph[p] ); } } if( SHOW_COMBO_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; // skip m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) ); m_Combo[p].Load( ssprintf("ScreenEvaluationStage combo p%i", p+1), stageStats, (PlayerNumber)p ); SET_XY_AND_ON_COMMAND( m_Combo[p] ); this->AddChild( &m_Combo[p] ); } } // // init grade area // if( SHOW_GRADE_AREA ) { // ugly: Touch all possible grade files to make sure they're all present for( int g=GRADE_TIER_1; gGetPathToG( "ScreenEvaluation grade "+ GradeToString((Grade)g) ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) ); m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprGradeFrame[p] ); this->AddChild( &m_sprGradeFrame[p] ); m_Grades[p].Load( THEME->GetPathToG("ScreenEvaluation grades") ); m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] ); m_Grades[p].SetName( ssprintf("GradeP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_Grades[p] ); if( SPIN_GRADES ) m_Grades[p].Spin(); this->AddChild( &m_Grades[p] ); m_sprGrade[p].Load( THEME->GetPathToG( "ScreenEvaluation grade "+ GradeToString(grade[p]) ) ); m_sprGrade[p]->SetName( ssprintf("GradeP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprGrade[p] ); this->AddChild( m_sprGrade[p] ); } } // // init points area // if( SHOW_POINTS_AREA ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) ); m_sprPercentFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation percent frame p%d",p+1)) ); SET_XY_AND_ON_COMMAND( m_sprPercentFrame[p] ); this->AddChild( &m_sprPercentFrame[p] ); /* Use "ScreenEvaluation Percent" for the [metric set], but position and * tween it with "PercentP1X", etc. */ m_Percent[p].SetName( "ScreenEvaluation Percent" ); m_Percent[p].Load( (PlayerNumber) p ); m_Percent[p].SetXY( THEME->GetMetricF(m_sName, ssprintf("PercentP%dX",p+1)), THEME->GetMetricF(m_sName,ssprintf("PercentP%dY",p+1)) ); m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOnCommand",p+1)) ); this->AddChild( &m_Percent[p] ); } } // // init bonus area // if( SHOW_BONUS_AREA ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) ); m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprBonusFrame[p] ); this->AddChild( &m_sprBonusFrame[p] ); for( int r=0; rGetPathToG(ssprintf("ScreenEvaluation bar possible p%d",p+1)) ); m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] ); m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) ); SET_XY_AND_ON_COMMAND( m_sprPossibleBar[p][r] ); this->AddChild( &m_sprPossibleBar[p][r] ); m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar actual p%d",p+1)) ); // should be out of the possible bar, not actual (whatever value that is at) m_sprActualBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] ); float value = (float)100 * m_sprActualBar[p][r].GetUnzoomedWidth() / m_sprPossibleBar[p][r].GetUnzoomedWidth(); LOG->Trace("Radar bar %d of 5 - %f percent", r, value); m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) ); SET_XY_AND_ON_COMMAND( m_sprActualBar[p][r] ); // .99999 is fairly close to 1.00, so we use that if( stageStats.fRadarActual[p][r] > 0.99999f ) m_sprActualBar[p][r].Command( BAR_ACTUAL_MAX_COMMAND ); this->AddChild( &m_sprActualBar[p][r] ); } } } // // init survived area // if( SHOW_SURVIVED_AREA ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) ); m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprSurvivedFrame[p] ); this->AddChild( &m_sprSurvivedFrame[p] ); m_textSurvivedNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation stage") ); m_textSurvivedNumber[p].EnableShadow( false ); // curewater: edited the "# stages cleared" text so it deducts one if you failed. // Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption) m_textSurvivedNumber[p].SetText( ssprintf("%02d", stageStats.iSongsPlayed[p] - (int)stageStats.bFailed[p]) ); m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textSurvivedNumber[p] ); this->AddChild( &m_textSurvivedNumber[p] ); } } // // init win area // if( SHOW_WIN_AREA ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) ); m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprWinFrame[p] ); this->AddChild( &m_sprWinFrame[p] ); m_sprWin[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win p%d 1x3",p+1)) ); m_sprWin[p].StopAnimating(); int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p ); m_sprWin[p].SetState( iFrame ); m_sprWin[p].SetName( ssprintf("WinP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprWin[p] ); this->AddChild( &m_sprWin[p] ); } } // // init judgment area // int l; for( l=0; lShowMarvelous() ) continue; // skip if( SHOW_JUDGMENT(l) ) { m_sprJudgeLabels[l].Load( THEME->GetPathToG( "ScreenEvaluation judge labels" ) ); m_sprJudgeLabels[l].StopAnimating(); m_sprJudgeLabels[l].SetState( l ); m_sprJudgeLabels[l].SetName( ssprintf("%sLabel",JUDGE_STRING[l]) ); SET_XY_AND_ON_COMMAND( m_sprJudgeLabels[l] ); this->AddChild( &m_sprJudgeLabels[l] ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") ); m_textJudgeNumbers[l][p].EnableShadow( false ); m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) ); m_textJudgeNumbers[l][p].SetName( ssprintf("%sNumberP%d",JUDGE_STRING[l],p+1) ); SET_XY_AND_ON_COMMAND( m_textJudgeNumbers[l][p] ); this->AddChild( &m_textJudgeNumbers[l][p] ); int iValue; switch( l ) { case 0: iValue = stageStats.iTapNoteScores[p][TNS_MARVELOUS]; break; case 1: iValue = stageStats.iTapNoteScores[p][TNS_PERFECT]; break; case 2: iValue = stageStats.iTapNoteScores[p][TNS_GREAT]; break; case 3: iValue = stageStats.iTapNoteScores[p][TNS_GOOD]; break; case 4: iValue = stageStats.iTapNoteScores[p][TNS_BOO]; break; case 5: iValue = stageStats.iTapNoteScores[p][TNS_MISS]; break; case 6: iValue = stageStats.iHoldNoteScores[p][HNS_OK]; break; case 7: iValue = stageStats.iMaxCombo[p]; break; case 8: iValue = stageStats.iTotalError[p]; break; default: iValue = 0; ASSERT(0); } m_textJudgeNumbers[l][p].SetText( ssprintf("%4d",iValue) ); } } } for( l=0; lGetPathToG( ssprintf("ScreenEvaluation label %s", STATS_STRING[l]) ) ); m_sprStatsLabel[l]->StopAnimating(); m_sprStatsLabel[l]->SetName( ssprintf("%sLabel",STATS_STRING[l]) ); SET_XY_AND_ON_COMMAND( m_sprStatsLabel[l] ); this->AddChild( m_sprStatsLabel[l] ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_textStatsText[l][p].LoadFromFont( THEME->GetPathToF("ScreenEvaluation stats") ); m_textStatsText[l][p].SetDiffuse( PlayerToColor(p) ); m_textStatsText[l][p].SetName( ssprintf("%sTextP%d",STATS_STRING[l],p+1) ); SET_XY_AND_ON_COMMAND( m_textStatsText[l][p] ); this->AddChild( &m_textStatsText[l][p] ); const int indeces[NUM_STATS_LINES] = { RADAR_NUM_JUMPS, RADAR_NUM_HOLDS, RADAR_NUM_MINES, RADAR_NUM_HANDS }; const int ind = indeces[l]; const int iActual = (int) roundf(stageStats.fRadarActual[p][ind]); const int iPossible = (int) roundf(stageStats.fRadarPossible[p][ind]); m_textStatsText[l][p].SetText( ssprintf("%i/%i",iActual, iPossible) ); } } // // init score area // if( SHOW_SCORE_AREA ) { m_sprScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation score label") ); m_sprScoreLabel.SetName( "ScoreLabel" ); SET_XY_AND_ON_COMMAND( m_sprScoreLabel ); this->AddChild( &m_sprScoreLabel ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") ); m_textScore[p].EnableShadow( false ); m_textScore[p].SetDiffuse( PlayerToColor(p) ); m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textScore[p] ); m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, stageStats.iScore[p]) ); this->AddChild( &m_textScore[p] ); } } if( SHOW_TOTAL_SCORE_AREA ) { m_sprTotalScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation totalscore label") ); m_sprTotalScoreLabel.SetName( "TotalScoreLabel" ); SET_XY_AND_ON_COMMAND( m_sprTotalScoreLabel ); this->AddChild( &m_sprTotalScoreLabel ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip int iTotalScore=0; for( unsigned i=0; iGetPathToN("ScreenEvaluation totalscore") ); m_textTotalScore[p].EnableShadow( false ); m_textTotalScore[p].SetDiffuse( PlayerToColor(p) ); m_textTotalScore[p].SetName( ssprintf("TotalScoreNumberP%d",p+1) ); m_textTotalScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS+2, iTotalScore) ); SET_XY_AND_ON_COMMAND( m_textTotalScore[p] ); this->AddChild( &m_textTotalScore[p] ); } } // // init time area // if( SHOW_TIME_AREA ) { m_sprTimeLabel.Load( THEME->GetPathToG("ScreenEvaluation time label") ); m_sprTimeLabel.SetName( "TimeLabel" ); SET_XY_AND_ON_COMMAND( m_sprTimeLabel ); this->AddChild( &m_sprTimeLabel ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation time") ); m_textTime[p].EnableShadow( false ); m_textTime[p].SetDiffuse( PlayerToColor(p) ); m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textTime[p] ); m_textTime[p].SetText( SecondsToMMSSMsMs(stageStats.fAliveSeconds[p]) ); this->AddChild( &m_textTime[p] ); } } // // init extra area // for( p=0; pGetPathToG("ScreenEvaluation machine record") ); m_sprMachineRecord[p].SetName( ssprintf("MachineRecordP%d",p+1) ); m_sprMachineRecord[p].SetState( iMachineHighScoreIndex[p] ); m_sprMachineRecord[p].StopAnimating(); SET_XY_AND_ON_COMMAND( m_sprMachineRecord[p] ); this->AddChild( &m_sprMachineRecord[p] ); } if( iPersonalHighScoreIndex[p] != -1 ) { m_sprPersonalRecord[p].Load( THEME->GetPathToG("ScreenEvaluation personal record") ); m_sprPersonalRecord[p].SetName( ssprintf("PersonalRecordP%d",p+1) ); m_sprPersonalRecord[p].SetState( iPersonalHighScoreIndex[p] ); m_sprPersonalRecord[p].StopAnimating(); SET_XY_AND_ON_COMMAND( m_sprPersonalRecord[p] ); this->AddChild( &m_sprPersonalRecord[p] ); } if( SHOW_FULL_COMBO && stageStats.FullCombo( (PlayerNumber) p ) ) { LOG->Trace( "Full combo for P%i", p+1 ); m_FullCombo[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation full combo P%i",p+1)) ); m_FullCombo[p]->SetName( ssprintf("FullComboP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_FullCombo[p] ); this->AddChild( m_FullCombo[p] ); } } bool bOneHasNewTopRecord = false; for( p=0; pIsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) ) bOneHasNewTopRecord = true; Grade best_grade = GRADE_NO_DATA; for( p=0; pm_bAllowExtraStage && m_bTryExtraStage ) { m_sprTryExtraStage.Load( THEME->GetPathToG(GAMESTATE->IsExtraStage()?"ScreenEvaluation try extra2":"ScreenEvaluation try extra1") ); m_sprTryExtraStage.SetName( "TryExtraStage" ); SET_XY_AND_ON_COMMAND( m_sprTryExtraStage ); this->AddChild( &m_sprTryExtraStage ); if( GAMESTATE->IsExtraStage() ) SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra2") ); else SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra1") ); } else if( bOneHasNewTopRecord && ANNOUNCER->HasSoundsFor("evaluation new record") ) { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") ); } else { switch( m_Type ) { case stage: switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: { bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN; if( bWon ) SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation win") ); else SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation lose") ); } break; default: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToString(best_grade)) ); break; } break; case course: case summary: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToOldString(best_grade)) ); break; default: ASSERT(0); } } switch( best_grade ) { case GRADE_TIER_1: case GRADE_TIER_2: case GRADE_TIER_3: this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS ); break; } this->SortByZ(); SOUND->PlayMusic( THEME->GetPathToS("ScreenEvaluation music") ); m_timerSoundSequences.SetZero(); // zero the sound sequence timer m_timerSoundSequences.Touch(); // set the timer going :] m_fScreenCreateTime = RageTimer::GetTimeSinceStart(); } void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] ) { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: return; /* don't save scores in battle */ } // don't save scores if the player chose not to if( !GAMESTATE->m_SongOptions.m_bSaveScore ) return; int p; for( p=0; pIsHumanPlayer(p) ) continue; // // Add step totals // int iNumTapsAndHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_TAPS_AND_HOLDS]; int iNumJumps = (int) stageStats.fRadarPossible[p][RADAR_NUM_JUMPS]; int iNumHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_HOLDS]; int iNumMines = (int) stageStats.fRadarPossible[p][RADAR_NUM_MINES]; int iNumHands = (int) stageStats.fRadarPossible[p][RADAR_NUM_HANDS]; PROFILEMAN->AddStepTotals( (PlayerNumber)p, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumMines, iNumHands ); // whether or not to save scores when the stage was failed // depends on if this is a course or not ... it's handled // below in the switch HighScore &hs = m_HighScore[p]; hs.grade = stageStats.GetGrade( (PlayerNumber)p ); hs.iScore = stageStats.iScore[p]; hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p ); hs.fSurviveSeconds = stageStats.fAliveSeconds[p]; hs.sModifiers = GAMESTATE->m_PlayerOptions[p].GetString(); StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType; switch( m_Type ) { case stage: { // don't save scores for a failed song if( stageStats.bFailed[p] ) continue; ASSERT( GAMESTATE->m_pCurNotes[p] ); if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore ) PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] ); } break; case summary: { // don't save scores if any stage was failed if( stageStats.bFailed[p] ) continue; float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages; rc[p] = AverageMeterToRankingCategory( fAverageMeter ); if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore ) PROFILEMAN->AddCategoryHighScore( nt, rc[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] ); // TRICKY: Increment play count here, and not on ScreenGameplay like the others. PROFILEMAN->IncrementCategoryPlayCount( nt, rc[p], (PlayerNumber)p ); } break; case course: { Course* pCourse = GAMESTATE->m_pCurCourse; CourseDifficulty cd = GAMESTATE->m_CourseDifficulty[p]; if( pCourse ) { // don't save scores for a failed Nonstop // DO save scores for a failed Oni/Endless if( stageStats.bFailed[p] && pCourse->IsNonstop() ) continue; if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore ) PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] ); } } break; default: ASSERT(0); } } // If both players get a machine high score, a player whose score is added later // may bump the players who were added earlier. Adjust for this. for( p=0; pIsHumanPlayer(p) ) continue; // skip if( iMachineHighScoreIndex[p] == -1 ) // no record continue; // skip /* If we aren't saving scores on fail, it'll be handled above; m_bFailed is only * meaningful in stage and course eval. */ // if( m_bFailed ) // both players failed // continue; // skip for( int p2=0; p2IsHumanPlayer(p2) ) continue; // skip if( iMachineHighScoreIndex[p2] == -1 ) // no record continue; // skip bool bPlayedSameSteps; switch( m_Type ) { case stage: bPlayedSameSteps = GAMESTATE->m_pCurNotes[p]==GAMESTATE->m_pCurNotes[p2]; break; case summary: bPlayedSameSteps = rc[p] == rc[p2]; break; case course: bPlayedSameSteps = true; break; } if( iMachineHighScoreIndex[p] >= iMachineHighScoreIndex[p2] ) { iMachineHighScoreIndex[p2]++; if( iMachineHighScoreIndex[p2] >= NUM_RANKING_LINES ) iMachineHighScoreIndex[p2] = -1; } } } } void ScreenEvaluation::TweenOffScreen() { int p; // large banner area OFF_COMMAND( m_LargeBanner ); OFF_COMMAND( m_sprLargeBannerFrame ); OFF_COMMAND( m_sprStage ); for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_DifficultyIcon[p] ); OFF_COMMAND( m_textPlayerOptions[p] ); } // small banner area for( int i=0; iIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_sprGradeFrame[p] ); OFF_COMMAND( m_Grades[p] ); OFF_COMMAND( m_sprGrade[p] ); } } if( SHOW_GRAPH_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; // skip OFF_COMMAND( m_sprGraphFrame[p] ); OFF_COMMAND( m_Graph[p] ); } } if( SHOW_COMBO_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; // skip OFF_COMMAND( m_Combo[p] ); } } // points area if( SHOW_POINTS_AREA ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip OFF_COMMAND( m_sprPercentFrame[p] ); m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOffCommand",p+1)) ); m_Percent[p].TweenOffScreen(); } } // bonus area if( SHOW_BONUS_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_sprBonusFrame[p] ); for( int r=0; rIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_sprSurvivedFrame[p] ); OFF_COMMAND( m_textSurvivedNumber[p] ); } } // win area if( SHOW_WIN_AREA ) { for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_sprWinFrame[p] ); OFF_COMMAND( m_sprWin[p] ); } } // judgement area int l; for( l=0; lIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_textJudgeNumbers[l][p] ); } } // stats area for( l=0; lIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_textStatsText[l][p] ); } } // score area if( SHOW_SCORE_AREA ) { OFF_COMMAND( m_sprScoreLabel ); for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_textScore[p] ); } } // total score area if( SHOW_TOTAL_SCORE_AREA ) { OFF_COMMAND( m_sprTotalScoreLabel ); for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_textTotalScore[p] ); } } // time area if( SHOW_TIME_AREA ) { OFF_COMMAND( m_sprTimeLabel ); for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_textTime[p] ); } } // extra area for( p=0; pIsPlayerEnabled(p) ) continue; OFF_COMMAND( m_sprMachineRecord[p] ); OFF_COMMAND( m_sprPersonalRecord[p] ); if( m_FullCombo[p].IsLoaded() ) OFF_COMMAND( m_FullCombo[p] ); } OFF_COMMAND( m_sprTryExtraStage ); } void ScreenEvaluation::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); m_bgCondBga.Update(fDeltaTime); if(m_bFailed && (m_Type==stage||m_Type==course)) { if( m_timerSoundSequences.Ago() > FAILED_SOUND_TIME && !m_bPassFailTriggered ) { if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play(); m_bPassFailTriggered = true; } } else if (m_Type==stage||m_Type==course) // STAGE/NONSTOP eval AND passed { if( m_timerSoundSequences.Ago() > PASSED_SOUND_TIME && !m_bPassFailTriggered ) { if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play(); m_bPassFailTriggered = true; } } // if(m_Type == stage) // stage eval ... pass / fail / whatever // { for( unsigned snd=0; snd m_SoundSequences[snd].fTime ) { m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing m_SoundSequences[snd].sSound.Play(); } } } // } for( int p=0; pIsPlayerEnabled(p) ) continue; if( g_CurStageStats.iBonus[p] == 0 ) continue; if( GAMESTATE->IsCourseMode() ) continue; // wait a few seconds before adding bonus if( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f ) continue; int increment = g_CurStageStats.iBonus[p]/10; /* XXX: What's this supposed to do? If i < 1, then min(i, 1024) is i ... */ if( increment < 1 ) increment = min( 1024, g_CurStageStats.iBonus[p] ); g_CurStageStats.iBonus[p] -= increment; g_CurStageStats.iScore[p] += increment; if( SHOW_SCORE_AREA ) m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, g_CurStageStats.iScore[p]) ); } } void ScreenEvaluation::DrawPrimitives() { m_Menu.DrawBottomLayer(); m_bgCondBga.DrawPrimitives(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenEvaluation::Input()" ); if( m_Menu.IsTransitioning() ) return; if( GameI.IsValid() ) { PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller ); if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT) ) { if( !m_bSavedScreenshot[pn] && // only allow one screenshot PROFILEMAN->IsUsingProfile(pn) ) { Profile* pProfile = PROFILEMAN->GetProfile(pn); CString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/"; int iScreenshotIndex = pProfile->GetNextScreenshotIndex(); CString sFileName = SaveScreenshot( sDir, true, true, iScreenshotIndex ); CString sPath = sDir+sFileName; if( !sFileName.empty() ) { Profile::Screenshot screenshot; screenshot.sFileName = sFileName; screenshot.sMD5 = CRYPTMAN->GetMD5( sPath ); screenshot.time = time(NULL); screenshot.sMachineName = PREFSMAN->m_sMachineName; pProfile->AddScreenshot( screenshot ); } m_bSavedScreenshot[pn] = true; return; // handled } } } Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: EndScreen(); break; case SM_GoToNextScreen: if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen SCREENMAN->SetNewScreen( FAILED_SCREEN ); else SCREENMAN->SetNewScreen( NEXT_SCREEN ); if( m_sndPassFail.IsPlaying() ) m_sndPassFail.Stop(); break; case SM_GoToSelectCourse: SCREENMAN->SetNewScreen( "ScreenSelectCourse" ); break; case SM_GoToEndScreen: if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen SCREENMAN->SetNewScreen( FAILED_SCREEN ); else SCREENMAN->SetNewScreen( END_SCREEN ); break; case SM_PlayCheer: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") ); break; } } void ScreenEvaluation::MenuLeft( PlayerNumber pn ) { // What is the purpose of this? I keep my feet on the pads and // was wondering why the grades weren't spinning. -Chris // To be able to see the grade without having to wait for it to // stop spinning. (I was hitting left repeatedly and wondering // why it kept spinning ...) //m_Grades[pn].SettleQuickly(); } void ScreenEvaluation::MenuRight( PlayerNumber pn ) { // What is the purpose of this? I keep my feet on the pads and // was wondering why the grades weren't spinning. -Chris //m_Grades[pn].SettleQuickly(); } void ScreenEvaluation::MenuBack( PlayerNumber pn ) { MenuStart( pn ); } void ScreenEvaluation::MenuStart( PlayerNumber pn ) { m_soundStart.Play(); EndScreen(); } void ScreenEvaluation::EndScreen() { TweenOffScreen(); for( int p=0; pm_iRoundSeed = rand(); if( PREFSMAN->m_bEventMode ) { if( GAMESTATE->IsCourseMode() ) m_Menu.StartTransitioning( SM_GoToSelectCourse ); else m_Menu.StartTransitioning( SM_GoToNextScreen ); } else // not event mode { switch( m_Type ) { case stage: if( m_bTryExtraStage ) { m_Menu.StartTransitioning( SM_GoToNextScreen ); } else if( GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) { /* Tween the screen out, but leave the MenuElements where they are. * Play the "swoosh" sound manually (would normally be played by the ME * tween out). */ TweenOffScreen(); m_Menu.StartTransitioning( SM_GoToEndScreen ); } else { m_Menu.StartTransitioning( SM_GoToNextScreen ); } break; case summary: m_Menu.StartTransitioning( SM_GoToEndScreen ); break; case course: m_Menu.StartTransitioning( SM_GoToEndScreen ); break; } } }