#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 "Notes.h" #include "PrefsManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GrooveRadar.h" #include "ThemeManager.h" #include "RageSoundManager.h" #define SONGSEL_SCREEN THEME->GetMetric("ScreenEvaluation","SongSelectScreen") #define ENDGAME_SCREEN THEME->GetMetric("ScreenEvaluation","EndGameScreen") #define BANNER_X THEME->GetMetricF("ScreenEvaluation","BannerX") #define BANNER_Y THEME->GetMetricF("ScreenEvaluation","BannerY") #define STAGE_X THEME->GetMetricF("ScreenEvaluation","StageX") #define STAGE_Y THEME->GetMetricF("ScreenEvaluation","StageY") #define DIFFICULTY_ICON_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("DifficultyIconP%dX",p+1)) #define DIFFICULTY_ICON_Y( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("DifficultyIconP%dY",p+1)) #define GRADE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("GradeP%dX",p+1)) #define GRADE_Y THEME->GetMetricF("ScreenEvaluation","GradeY") #define PERCENT_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("PercentBaseP%dX",p+1)) #define PERCENT_BASE_Y THEME->GetMetricF("ScreenEvaluation","PercentBaseY") #define JUDGE_LABELS_X THEME->GetMetricF("ScreenEvaluation","JudgeLabelsX") #define MARVELOUS_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Marvelous%sP%dX",o?"Oni":"",p+1)) #define MARVELOUS_Y THEME->GetMetricF("ScreenEvaluation","MarvelousY") #define PERFECT_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Perfect%sP%dX",o?"Oni":"",p+1)) #define PERFECT_Y THEME->GetMetricF("ScreenEvaluation","PerfectY") #define GREAT_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Great%sP%dX",o?"Oni":"",p+1)) #define GREAT_Y THEME->GetMetricF("ScreenEvaluation","GreatY") #define GOOD_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Good%sP%dX",o?"Oni":"",p+1)) #define GOOD_Y THEME->GetMetricF("ScreenEvaluation","GoodY") #define BOO_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Boo%sP%dX",o?"Oni":"",p+1)) #define BOO_Y THEME->GetMetricF("ScreenEvaluation","BooY") #define MISS_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Miss%sP%dX",o?"Oni":"",p+1)) #define MISS_Y THEME->GetMetricF("ScreenEvaluation","MissY") #define OK_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("OK%sP%dX",o?"Oni":"",p+1)) #define OK_Y THEME->GetMetricF("ScreenEvaluation","OKY") #define MAX_COMBO_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("MaxCombo%sP%dX",o?"Oni":"",p+1)) #define MAX_COMBO_Y THEME->GetMetricF("ScreenEvaluation","MaxComboY") #define SCORE_LABELS_X THEME->GetMetricF("ScreenEvaluation","ScoreLabelsX") #define SCORE_NUMBERS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("ScoreNumbersP%dX",p+1)) #define SCORE_Y THEME->GetMetricF("ScreenEvaluation","ScoreY") #define BONUS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BonusP%dX",p+1)) #define BONUS_Y THEME->GetMetricF("ScreenEvaluation","BonusY") #define BAR_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dBaseX",p+1)) #define BAR_ROTATION( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dRotation",p+1)) #define BAR_START_Y THEME->GetMetricF("ScreenEvaluation","BarStartY") #define BAR_SPACING_Y THEME->GetMetricF("ScreenEvaluation","BarSpacingY") #define BAR_WIDTH THEME->GetMetricF("ScreenEvaluation","BarWidth") #define BAR_HEIGHT THEME->GetMetricF("ScreenEvaluation","BarHeight") #define SONGS_SURVIVED_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("SongsSurvivedP%dX",p+1)) #define SONGS_SURVIVED_Y THEME->GetMetricF("ScreenEvaluation","SongsSurvivedY") #define NEW_RECORD_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("NewRecordP%dX",p+1)) #define NEW_RECORD_Y THEME->GetMetricF("ScreenEvaluation","NewRecordY") #define TRY_EXTRA_STAGE_X THEME->GetMetricF("ScreenEvaluation","TryExtraStageX") #define TRY_EXTRA_STAGE_Y THEME->GetMetricF("ScreenEvaluation","TryExtraStageY") #define HELP_TEXT THEME->GetMetric("ScreenEvaluation","HelpText") #define TIMER_SECONDS THEME->GetMetricI("ScreenEvaluation","TimerSeconds") #define SPIN_GRADES THEME->GetMetricB("ScreenEvaluation","SpinGrades") #define GRADES_GLOW_COLOR_1 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor1") #define GRADES_GLOW_COLOR_2 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor2") float JUDGE_X( bool oni, int p, int l ) { switch( l ) { case 0: return MARVELOUS_X(oni,p); case 1: return PERFECT_X(oni,p); case 2: return GREAT_X(oni,p); case 3: return GOOD_X(oni,p); case 4: return BOO_X(oni,p); case 5: return MISS_X(oni,p); case 6: return OK_X(oni,p); case 7: return MAX_COMBO_X(oni,p); default: ASSERT(0); return 0; } } float JUDGE_Y( int l ) { switch( l ) { case 0: return MARVELOUS_Y; case 1: return PERFECT_Y; case 2: return GREAT_Y; case 3: return GOOD_Y; case 4: return BOO_Y; case 5: return MISS_Y; case 6: return OK_Y; case 7: return MAX_COMBO_Y; default: ASSERT(0); return 0; } } const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1); const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3); const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+4); const ScreenMessage SM_GoToGameFinished = ScreenMessage(SM_User+5); const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6); ScreenEvaluation::ScreenEvaluation( bool bSummary ) { LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" ); // // Set m_ResultMode. This enum will make our life easier later when we init different pieces. // switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE; break; case PLAY_MODE_NONSTOP: case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: m_ResultMode = RM_COURSE; break; default: ASSERT(0); } // // Figure out which statistics and songs we're going to display // StageStats stageStats; vector vSongsToShow; switch( m_ResultMode ) { case RM_ARCADE_SUMMARY: GAMESTATE->GetFinalEvalStatsAndSongs( stageStats, vSongsToShow ); break; case RM_ARCADE_STAGE: case RM_COURSE: stageStats = GAMESTATE->m_CurStageStats; break; default: ASSERT(0); } // // Init the song banners depending on m_ResultMode // switch( m_ResultMode ) { case RM_ARCADE_STAGE: { m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong ); m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y ); this->AddChild( &m_BannerWithFrame[0] ); m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") ); m_textStage.TurnShadowOff(); m_textStage.SetXY( STAGE_X, STAGE_Y ); m_textStage.SetZoom( 0.5f ); m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" ); this->AddChild( &m_textStage ); for( int p=0; pIsPlayerEnabled(p) ) continue; // skip m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","evaluation difficulty icons 1x5") ); m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] ); m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) ); this->AddChild( &m_DifficultyIcon[p] ); } } break; case RM_ARCADE_SUMMARY: { for( unsigned i=0; iAddChild( &m_BannerWithFrame[i] ); } } break; case RM_COURSE: m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse ); m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y ); this->AddChild( &m_BannerWithFrame[0] ); break; default: ASSERT(0); } ////////////////////////// // Init graphic elements ////////////////////////// m_Menu.Load( THEME->GetPathTo("BGAnimations","evaluation"), THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"), HELP_TEXT, true, true, TIMER_SECONDS ); this->AddChild( &m_Menu ); int p; for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics continue; // skip m_ScoreDisplay[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation score numbers") ); m_ScoreDisplay[p].SetXY( SCORE_NUMBERS_X(p), SCORE_Y ); m_ScoreDisplay[p].SetZoomY( 1.0 ); m_ScoreDisplay[p].SetDiffuse( PlayerToColor(p) ); this->AddChild( &m_ScoreDisplay[p] ); } // // Calculate grades // Grade grade[NUM_PLAYERS]; for( p=0; pIsPlayerEnabled(p) ) grade[p] = stageStats.GetGrade( (PlayerNumber)p ); else grade[p] = GRADE_E; } Grade max_grade = GRADE_NO_DATA; for( p=0; pIsPlayerEnabled(p) ) GAMESTATE->m_pCurNotes[p]->AddScore( (PlayerNumber)p, grade[p], stageStats.fScore[p], bNewRecord[p] ); } break; case RM_ARCADE_SUMMARY: { NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType; bool bIsPlayerEnabled[NUM_PLAYERS]; for( p=0; pIsPlayerEnabled(p); RankingCategory cat[NUM_PLAYERS]; int iRankingIndex[NUM_PLAYERS]; for( int p=0; pm_iNumArcadeStages; cat[p] = AverageMeterToRankingCategory( fAverageMeter ); } SONGMAN->AddScores( nt, bIsPlayerEnabled, cat, stageStats.fScore, iRankingIndex ); COPY( GAMESTATE->m_RankingCategory, cat ); COPY( GAMESTATE->m_iRankingIndex, iRankingIndex ); GAMESTATE->m_RankingNotesType = nt; } break; case RM_COURSE: { NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType; bool bIsPlayerEnabled[NUM_PLAYERS]; for( p=0; pIsPlayerEnabled(p); int iRankingIndex[NUM_PLAYERS]; Course* pCourse = GAMESTATE->m_pCurCourse; pCourse->AddScores( nt, bIsPlayerEnabled, stageStats.iActualDancePoints, stageStats.fAliveSeconds, iRankingIndex, bNewRecord ); COPY( GAMESTATE->m_iRankingIndex, iRankingIndex ); GAMESTATE->m_pRankingCourse = pCourse; GAMESTATE->m_RankingNotesType = nt; } break; default: ASSERT(0); } m_bTryExtraStage = GAMESTATE->HasEarnedExtraStage() && m_ResultMode==RM_ARCADE_STAGE; // // Init ResultMode-specific displays // for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip // If EZ2 shouldn't have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame. switch( m_ResultMode ) { case RM_COURSE: { m_sprPercentFrame[p].Load( THEME->GetPathTo("Graphics","evaluation percent frame") ); m_sprPercentFrame[p].StopAnimating(); m_sprPercentFrame[p].SetState( p ); m_sprPercentFrame[p].SetXY( GRADE_X(p), GRADE_Y ); this->AddChild( &m_sprPercentFrame[p] ); m_textOniPercentLarge[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") ); m_textOniPercentLarge[p].TurnShadowOff(); m_textOniPercentLarge[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y ); m_textOniPercentLarge[p].SetHorizAlign( Actor::align_right ); m_textOniPercentLarge[p].SetVertAlign( Actor::align_bottom ); m_textOniPercentLarge[p].SetEffectGlowing( 1.0f ); this->AddChild( &m_textOniPercentLarge[p] ); m_textOniPercentSmall[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") ); m_textOniPercentSmall[p].TurnShadowOff(); m_textOniPercentSmall[p].SetZoom( 0.5f ); m_textOniPercentSmall[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y ); m_textOniPercentSmall[p].SetHorizAlign( Actor::align_left ); m_textOniPercentSmall[p].SetVertAlign( Actor::align_bottom ); m_textOniPercentSmall[p].SetEffectGlowing( 1.0f ); this->AddChild( &m_textOniPercentSmall[p] ); stageStats.iPossibleDancePoints[p] = max( 1, stageStats.iPossibleDancePoints[p] ); float fPercentDancePoints = stageStats.iActualDancePoints[p] / (float)stageStats.iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors fPercentDancePoints = max( fPercentDancePoints, 0 ); int iPercentDancePointsLarge = int(fPercentDancePoints*100); int iPercentDancePointsSmall = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 ); m_textOniPercentLarge[p].SetText( ssprintf("%02d", iPercentDancePointsLarge) ); m_textOniPercentSmall[p].SetText( ssprintf(".%01d%%", iPercentDancePointsSmall) ); // StageInfo stuff m_sprCourseFrame[p].Load( THEME->GetPathTo("Graphics","evaluation stage frame 2x1") ); m_sprCourseFrame[p].StopAnimating(); m_sprCourseFrame[p].SetState( p ); m_sprCourseFrame[p].SetXY( BONUS_X(p), BONUS_Y ); this->AddChild( &m_sprCourseFrame[p] ); m_textSongsSurvived[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation stage numbers") ); m_textSongsSurvived[p].TurnShadowOff(); m_textSongsSurvived[p].SetXY( SONGS_SURVIVED_X(p), SONGS_SURVIVED_Y ); int StagesPlayed = stageStats.iSongsPassed[p]; /* If the last song was failed, count it anyway: */ if(stageStats.bFailed[p]) StagesPlayed++; m_textSongsSurvived[p].SetText( ssprintf("%02d", StagesPlayed) ); this->AddChild( &m_textSongsSurvived[p] ); } break; case RM_ARCADE_STAGE: case RM_ARCADE_SUMMARY: { m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame 1x2") ); m_sprGradeFrame[p].StopAnimating(); m_sprGradeFrame[p].SetState( p ); m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y ); this->AddChild( &m_sprGradeFrame[p] ); // Ez2dancer should control the grade tween using theme metrics m_Grades[p].SetXY( GRADE_X(p), GRADE_Y ); m_Grades[p].SetZ( 2 ); m_Grades[p].SetZoom( 1.0f ); m_Grades[p].SetEffectGlowing( 5.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 ); if( SPIN_GRADES ) m_Grades[p].SpinAndSettleOn( grade[p] ); else m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] ); this->AddChild( &m_Grades[p] ); // Bonus info frame m_sprBonusFrame[p].Load( THEME->GetPathTo("Graphics","evaluation bonus frame 2x1") ); m_sprBonusFrame[p].StopAnimating(); m_sprBonusFrame[p].SetState( p ); m_sprBonusFrame[p].SetXY( BONUS_X(p), BONUS_Y ); this->AddChild( &m_sprBonusFrame[p] ); for( int r=0; rGetPathTo("Graphics","evaluation bars possible 1x2") ); m_sprPossibleBar[p][r].StopAnimating(); m_sprPossibleBar[p][r].SetState( p ); m_sprPossibleBar[p][r].SetHorizAlign( Actor::align_left ); m_sprPossibleBar[p][r].SetX( BAR_BASE_X(p) ); m_sprPossibleBar[p][r].SetY( BAR_START_Y + BAR_SPACING_Y*r ); m_sprPossibleBar[p][r].SetRotation( BAR_ROTATION(p) ); m_sprPossibleBar[p][r].SetZoomX( 0 ); m_sprPossibleBar[p][r].ZoomToHeight( BAR_HEIGHT ); m_sprPossibleBar[p][r].BeginTweening( 0.2f + r*0.1f ); // sleep m_sprPossibleBar[p][r].BeginTweening( 0.5f ); // tween m_sprPossibleBar[p][r].SetTweenZoomToWidth( BAR_WIDTH*stageStats.fRadarPossible[p][r] ); this->AddChild( &m_sprPossibleBar[p][r] ); m_sprActualBar[p][r].Load( THEME->GetPathTo("Graphics","evaluation bars actual 1x2") ); m_sprActualBar[p][r].StopAnimating(); m_sprActualBar[p][r].SetState( p ); m_sprActualBar[p][r].SetHorizAlign( Actor::align_left ); m_sprActualBar[p][r].SetX( BAR_BASE_X(p) ); m_sprActualBar[p][r].SetY( BAR_START_Y + BAR_SPACING_Y*r ); m_sprActualBar[p][r].SetRotation( BAR_ROTATION(p) ); m_sprActualBar[p][r].SetZoomX( 0 ); m_sprActualBar[p][r].ZoomToHeight( BAR_HEIGHT ); m_sprActualBar[p][r].BeginTweening( 1.0f + r*0.2f ); // sleep m_sprActualBar[p][r].BeginTweening( 1.0f ); // tween m_sprActualBar[p][r].SetTweenZoomToWidth( BAR_WIDTH*stageStats.fRadarActual[p][r] ); if( stageStats.fRadarActual[p][r] == stageStats.fRadarPossible[p][r] ) m_sprActualBar[p][r].SetEffectGlowing(); this->AddChild( &m_sprActualBar[p][r] ); } break; } } if( bNewRecord[p] ) { m_sprNewRecord[p].Load( THEME->GetPathTo("Graphics","evaluation new record") ); m_sprNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y ); m_sprNewRecord[p].SetEffectGlowing( 1.0f ); this->AddChild( &m_sprNewRecord[p] ); } } // // Init non-ResultMode specific displays. // Do this after Result-specific displays so that the text will draw on top of // the bonus frame. // int l; for( l=0; lGetPathTo("Graphics","evaluation judge labels 1x8") ); m_sprJudgeLabels[l].StopAnimating(); m_sprJudgeLabels[l].SetState( l ); m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) ); m_sprJudgeLabels[l].SetZoom( 1.0f ); this->AddChild( &m_sprJudgeLabels[l] ); } m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") ); m_sprScoreLabel.SetState( m_ResultMode==RM_COURSE ? 1 : 0 ); m_sprScoreLabel.StopAnimating(); m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y ); m_sprScoreLabel.SetZoom( 1.0f ); this->AddChild( &m_sprScoreLabel ); for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip for( l=0; lGetPathTo("Numbers","evaluation judge numbers") ); m_textJudgeNumbers[l][p].TurnShadowOff(); m_textJudgeNumbers[l][p].SetXY( JUDGE_X(m_ResultMode==RM_COURSE,p,l), JUDGE_Y(l) ); m_textJudgeNumbers[l][p].SetZoom( 1.0f ); m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) ); this->AddChild( &m_textJudgeNumbers[l][p] ); } m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_MARVELOUS]) ); m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_PERFECT]) ); m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_GREAT]) ); m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_GOOD]) ); m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_BOO]) ); m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_MISS]) ); m_textJudgeNumbers[6][p].SetText( ssprintf("%4d", stageStats.iHoldNoteScores[p][HNS_OK]) ); m_textJudgeNumbers[7][p].SetText( ssprintf("%4d", stageStats.iMaxCombo[p]) ); if( m_ResultMode==RM_COURSE ) m_ScoreDisplay[p].SetText( SecondsToTime(stageStats.fAliveSeconds[p]) ); else m_ScoreDisplay[p].SetScore( stageStats.fScore[p] ); } bool bOneHasNewRecord = false; for( p=0; pIsPlayerEnabled(p) && bNewRecord[p] ) bOneHasNewRecord = true; if( m_bTryExtraStage ) { m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics",GAMESTATE->IsExtraStage()?"evaluation try extra stage2":"evaluation try extra stage1") ); m_sprTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y ); m_sprTryExtraStage.SetEffectGlowing( 1.0f ); this->AddChild( &m_sprTryExtraStage ); SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","evaluation extra stage") ); } else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") ) { SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") ); } else { switch( m_ResultMode ) { case RM_ARCADE_STAGE: switch( max_grade ) { case GRADE_E: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation e") ); break; case GRADE_D: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation d") ); break; case GRADE_C: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation c") ); break; case GRADE_B: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation b") ); break; case GRADE_A: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation a") ); break; case GRADE_AA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aa") ); break; case GRADE_AAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aaa") ); break; case GRADE_AAAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aaaa") ); break; case GRADE_NO_DATA: default: ASSERT(0); // invalid grade } break; case RM_COURSE: case RM_ARCADE_SUMMARY: switch( max_grade ) { case GRADE_E: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final e") ); break; case GRADE_D: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final d") ); break; case GRADE_C: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final c") ); break; case GRADE_B: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final b") ); break; case GRADE_A: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final a") ); break; case GRADE_AA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aa") ); break; case GRADE_AAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aaa") ); break; case GRADE_AAAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aaaa") ); break; case GRADE_NO_DATA: default: ASSERT(0); // invalid grade } break; default: ASSERT(0); } } switch( max_grade ) { case GRADE_AA: case GRADE_AAA: case GRADE_AAAA: this->SendScreenMessage( SM_PlayCheer, 2.5f ); break; } if( bSummary ) m_Menu.ImmedOnScreenFromMenu(); else m_Menu.TweenOnScreenFromBlack( SM_None ); SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","evaluation music") ); } void ScreenEvaluation::TweenOnScreen() { int i, p; m_Menu.TweenOnScreenFromBlack( SM_None ); float fOriginalX, fOriginalY; for( i=0; i apActorsInBonusOrStageInfo; apActorsInBonusOrStageInfo.push_back( &m_sprBonusFrame[p] ); for( i=0; iGetX(); apActorsInBonusOrStageInfo[i]->SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) ); apActorsInBonusOrStageInfo[i]->BeginTweening( 0.2f ); apActorsInBonusOrStageInfo[i]->BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN ); apActorsInBonusOrStageInfo[i]->SetTweenX( fOriginalX ); } vector apActorsInGradeOrPercentFrame; apActorsInGradeOrPercentFrame.push_back( &m_sprBonusFrame[p] ); apActorsInGradeOrPercentFrame.push_back( &m_sprGradeFrame[p] ); apActorsInGradeOrPercentFrame.push_back( &m_Grades[p] ); apActorsInGradeOrPercentFrame.push_back( &m_sprPercentFrame[p] ); apActorsInGradeOrPercentFrame.push_back( &m_textOniPercentLarge[p] ); apActorsInGradeOrPercentFrame.push_back( &m_textOniPercentSmall[p] ); apActorsInGradeOrPercentFrame.push_back( &m_sprNewRecord[p] ); for( i=0; iGetZoomY(); apActorsInGradeOrPercentFrame[i]->SetZoomY( 0 ); apActorsInGradeOrPercentFrame[i]->BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); apActorsInGradeOrPercentFrame[i]->SetTweenZoomY( fOriginalZoomY ); } } float fOriginalZoomY = m_sprTryExtraStage.GetZoomY(); m_sprTryExtraStage.SetZoomY( 0 ); m_sprTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprTryExtraStage.SetTweenZoomY( fOriginalZoomY ); } void ScreenEvaluation::TweenOffScreen() { int i, p; for( i=0; iTrace( "ScreenEvaluation::Input()" ); if( m_Menu.IsClosing() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: MenuStart( PLAYER_INVALID ); break; case SM_GoToSelectMusic: // SCREENMAN->SetNewScreen( "ScreenSelectMusic" ); SCREENMAN->SetNewScreen( SONGSEL_SCREEN ); break; case SM_GoToSelectCourse: SCREENMAN->SetNewScreen( "ScreenSelectCourse" ); break; case SM_GoToGameFinished: // SCREENMAN->SetNewScreen( "ScreenNameEntry" ); SCREENMAN->SetNewScreen( ENDGAME_SCREEN ); break; case SM_GoToFinalEvaluation: SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" ); break; case SM_PlayCheer: SOUNDMAN->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 ) { TweenOffScreen(); m_Menu.StopTimer(); if( PREFSMAN->m_bEventMode ) { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); break; case PLAY_MODE_NONSTOP: case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: m_Menu.TweenOffScreenToMenu( SM_GoToSelectCourse ); break; default: ASSERT(0); } } else // not event mode { switch( m_ResultMode ) { case RM_ARCADE_STAGE: if( m_bTryExtraStage ) { m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); } 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). */ SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") ); TweenOffScreen(); SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME ); } else { m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); } break; case RM_ARCADE_SUMMARY: m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false ); break; case RM_COURSE: m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false ); break; } } switch( m_ResultMode ) { case RM_ARCADE_STAGE: // Increment the stage counter. int iNumStagesOfLastSong; iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ); GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong; // add current stage stats to accumulated total only if this song was passed { bool bOnePassed = false; for( int p=0; pIsPlayerEnabled(p) ) bOnePassed |= !GAMESTATE->m_CurStageStats.bFailed[p]; if( bOnePassed ) GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats } break; } }