#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_PER_DIFFICULTY_AWARD THEME->GetMetricB(m_sName,"ShowPerDifficultyAward") #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)) #define PEAK_COMBO_AWARD_COMMAND THEME->GetMetric (m_sName,"PeakComboAwardCommand") #define MAX_COMBO_NUM_DIGITS THEME->GetMetricI(m_sName,"MaxComboNumDigits") #define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator") static const int NUM_SHOWN_RADAR_CATEGORIES = 5; const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6); ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElements(sClassName) { LOG->Trace( "ScreenEvaluation::ScreenEvaluation" ); Init(); // work around horrible gcc bug 3187 LOG->Trace( "exiting ScreenEvaluation::ScreenEvalaution" ); } void ScreenEvaluation::Init() { // // debugging // if( PREFSMAN->m_bScreenTestMode ) { PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1, false); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false); GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; 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->GetRandomSong(); GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse(); GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->m_vpSteps[0]; GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->m_vpSteps[0]; g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurSteps[PLAYER_1]; g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurSteps[PLAYER_2]; GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2; GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2; GAMESTATE->m_iCurrentStageIndex = 0; GAMESTATE->m_PlayerOptions[PLAYER_1].ChooseRandomMofifiers(); GAMESTATE->m_PlayerOptions[PLAYER_2].ChooseRandomMofifiers(); 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.iActualDancePoints[PLAYER_1] = rand()%3; g_CurStageStats.iPossibleDancePoints[PLAYER_1] = 2; g_CurStageStats.iActualDancePoints[PLAYER_2] = rand()%2; g_CurStageStats.iPossibleDancePoints[PLAYER_2] = 1; 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] = rand()%2; g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_PERFECT] = rand()%2; g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_GREAT] = rand()%2; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_MARVELOUS] = rand()%2; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_PERFECT] = rand()%2; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_GREAT] = rand()%2; g_vPlayedStageStats.clear(); } LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" ); LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU ); m_bFailed = g_CurStageStats.AllFailed(); ZERO( m_bSavedScreenshot ); CString sType = TYPE; if( !sType.CompareNoCase("stage") ) m_Type = stage; else if( !sType.CompareNoCase("summary") ) m_Type = summary; else if( !sType.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 // { FOREACH_PlayerNumber( p ) // foreach line for( int r=0; rIsPlayerEnabled(p) ) grade[p] = stageStats.GetGrade( 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]; int iMachineHighScoreIndex[NUM_PLAYERS]; RankingCategory rc[NUM_PLAYERS];; PerDifficultyAward pdaToShow[NUM_PLAYERS]; PeakComboAward pcaToShow[NUM_PLAYERS]; CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc, pdaToShow, pcaToShow ); m_bTryExtraStage = GAMESTATE->HasEarnedExtraStage() && m_Type==stage; // // 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.SetDrawOrder( 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 ); } 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); } switch( m_Type ) { case stage: case course: { FOREACH_EnabledPlayer( p ) { m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation difficulty icons")) ); switch( m_Type ) { case stage: m_DifficultyIcon[p].SetFromNotes( p, GAMESTATE->m_pCurSteps[p] ); break; case course: m_DifficultyIcon[p].SetFromCourseDifficulty( p, GAMESTATE->m_PreferredCourseDifficulty[p] ); break; default: ASSERT(0); } 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].GetThemedString(); sPO.Replace( ", ", PLAYER_OPTIONS_SEPARATOR ); 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] ); if( GAMESTATE->IsDisqualified((PlayerNumber)p) ) { m_sprDisqualified[p].Load( THEME->GetPathToG("ScreenEvaluation disqualified") ); m_sprDisqualified[p]->SetName( ssprintf("DisqualifiedP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprDisqualified[p] ); this->AddChild( m_sprDisqualified[p] ); } } } break; case summary: break; default: ASSERT(0); } } // // init graph area // if( SHOW_GRAPH_AREA ) { FOREACH_EnabledPlayer( p ) { 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 ) { FOREACH_EnabledPlayer( p ) { 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 ) { // Touch all possible grade files to make sure they're all present for( int g=GRADE_TIER_1; gGetPathToG( "ScreenEvaluation grade "+ GradeToString((Grade)g) ); FOREACH_EnabledPlayer( p ) { 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 ) { FOREACH_EnabledPlayer( p ) { 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, &g_CurStageStats, true ); 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 ) { FOREACH_EnabledPlayer( p ) { 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 ) { FOREACH_EnabledPlayer( p ) { 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].SetShadowLength( 0 ); // 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 ) { FOREACH_EnabledPlayer( p ) { 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] ); FOREACH_EnabledPlayer( p ) { m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") ); m_textJudgeNumbers[l][p].SetShadowLength( 0 ); 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 marvelous: iValue = stageStats.iTapNoteScores[p][TNS_MARVELOUS]; break; case perfect: iValue = stageStats.iTapNoteScores[p][TNS_PERFECT]; break; case great: iValue = stageStats.iTapNoteScores[p][TNS_GREAT]; break; case good: iValue = stageStats.iTapNoteScores[p][TNS_GOOD]; break; case boo: iValue = stageStats.iTapNoteScores[p][TNS_BOO]; break; case miss: iValue = stageStats.iTapNoteScores[p][TNS_MISS]; break; case ok: iValue = stageStats.iHoldNoteScores[p][HNS_OK]; break; case max_combo: iValue = stageStats.iMaxCombo[p]; break; case error: iValue = stageStats.iTotalError[p]; break; default: iValue = 0; ASSERT(0); } // UGLY... generalize this int iNumDigits = (l==max_combo) ? MAX_COMBO_NUM_DIGITS : 4; m_textJudgeNumbers[l][p].SetText( ssprintf("%*d",iNumDigits,iValue) ); } } } FOREACH_EnabledPlayer( pn ) { if( pcaToShow[pn] != PEAK_COMBO_AWARD_INVALID ) m_textJudgeNumbers[max_combo][pn].Command( PEAK_COMBO_AWARD_COMMAND ); } 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] ); FOREACH_EnabledPlayer( p ) { 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("%3d/%3d",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 ); FOREACH_EnabledPlayer( p ) { m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") ); m_textScore[p].SetShadowLength( 0 ); 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 ); FOREACH_EnabledPlayer( p ) { int iTotalScore=0; for( unsigned i=0; iGetPathToN("ScreenEvaluation totalscore") ); m_textTotalScore[p].SetShadowLength( 0 ); 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 ); FOREACH_EnabledPlayer( p ) { m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation time") ); m_textTime[p].SetShadowLength( 0 ); 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 // FOREACH_PlayerNumber( p ) { if( iMachineHighScoreIndex[p] != -1 ) { m_sprMachineRecord[p].Load( THEME->GetPathG( "ScreenEvaluation", ssprintf("MachineRecord %02d",iMachineHighScoreIndex[p]+1) ) ); m_sprMachineRecord[p]->SetName( ssprintf("MachineRecordP%d",p+1) ); 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->GetPathG( "ScreenEvaluation", ssprintf("PersonalRecord %02d",iPersonalHighScoreIndex[p]+1) ) ); m_sprPersonalRecord[p]->SetName( ssprintf("PersonalRecordP%d",p+1) ); m_sprPersonalRecord[p]->StopAnimating(); SET_XY_AND_ON_COMMAND( m_sprPersonalRecord[p] ); this->AddChild( m_sprPersonalRecord[p] ); } if( SHOW_PER_DIFFICULTY_AWARD && pdaToShow[p]!=PER_DIFFICULTY_AWARD_INVALID ) { CString sAward = PerDifficultyAwardToString( pdaToShow[p] ); m_PerDifficultyAward[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation award %s",sAward.c_str())) ); m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_PerDifficultyAward[p] ); this->AddChild( m_PerDifficultyAward[p] ); } } bool bOneHasNewTopRecord = false; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) ) bOneHasNewTopRecord = true; Grade best_grade = GRADE_NO_DATA; FOREACH_PlayerNumber( p ) best_grade = min( best_grade, grade[p] ); if( PREFSMAN->m_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 "+GradeToOldString(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->SortByDrawOrder(); 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 iPersonalHighScoreIndexOut[NUM_PLAYERS], int iMachineHighScoreIndexOut[NUM_PLAYERS], RankingCategory rcOut[NUM_PLAYERS], PerDifficultyAward pdaToShowOut[NUM_PLAYERS], PeakComboAward pcaToShowOut[NUM_PLAYERS] ) { { FOREACH_PlayerNumber( pn ) { iPersonalHighScoreIndexOut[pn] = -1; iMachineHighScoreIndexOut[pn] = -1; rcOut[pn] = RANKING_INVALID; pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID; pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID; } } switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: return; /* don't save scores in battle */ } if( PREFSMAN->m_bScreenTestMode ) { FOREACH_PlayerNumber( pn ) { iPersonalHighScoreIndexOut[pn] = 0; iMachineHighScoreIndexOut[pn] = 0; } } // don't save scores if the player chose not to if( !GAMESTATE->m_SongOptions.m_bSaveScore ) return; LOG->Trace( "saving stats and high scores" ); { FOREACH_HumanPlayer( p ) { // don't save scores if the player is disqualified if( GAMESTATE->IsDisqualified(p) ) continue; Song* pSong = GAMESTATE->m_pCurSong; Steps* pSteps = GAMESTATE->m_pCurSteps[p]; // 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.sName = RANKING_TO_FILL_IN_MARKER[p]; hs.grade = stageStats.GetGrade( p ); hs.iScore = stageStats.iScore[p]; hs.fPercentDP = stageStats.GetPercentDancePoints( p ); hs.fSurviveSeconds = stageStats.fAliveSeconds[p]; hs.sModifiers = GAMESTATE->m_PlayerOptions[p].GetString(); hs.time = time(NULL); hs.sPlayerGuid = PROFILEMAN->IsUsingProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : ""; hs.sMachineGuid = PROFILEMAN->GetMachineProfile()->m_sGuid; StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; switch( m_Type ) { case stage: { // don't save scores for a failed song if( stageStats.bFailed[p] ) continue; ASSERT( pSteps ); PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[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; rcOut[p] = AverageMeterToRankingCategory( fAverageMeter ); PROFILEMAN->AddCategoryScore( st, rcOut[p], p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] ); // TRICKY: Increment play count here, and not on ScreenGameplay like the others. PROFILEMAN->IncrementCategoryPlayCount( st, rcOut[p], p ); } break; case course: { Course* pCourse = GAMESTATE->m_pCurCourse; ASSERT( pCourse ); CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p]; StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; Trail* pTrail = pCourse->GetTrail( st, cd ); // don't save scores for a failed Nonstop // DO save scores for a failed Oni/Endless if( stageStats.bFailed[p] && pCourse->IsNonstop() ) continue; PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] ); } break; default: ASSERT(0); } } } LOG->Trace( "done saving stats and high scores" ); // If both players get a machine high score in the same HighScoreList, // then one player's score may have bumped the other player. Look in // the HighScoreList and re-get the high score index. { FOREACH_HumanPlayer( p ) { if( iMachineHighScoreIndexOut[p] == -1 ) // no record continue; // skip HighScore &hs = m_HighScore[p]; Profile* pProfile = PROFILEMAN->GetMachineProfile(); StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; const HighScoreList *pHSL = NULL; switch( m_Type ) { case stage: { Song* pSong = GAMESTATE->m_pCurSong; Steps* pSteps = GAMESTATE->m_pCurSteps[p]; pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps ); } break; case summary: { pHSL = &pProfile->GetCategoryHighScoreList( st, rcOut[p] ); } break; case course: { Course* pCourse = GAMESTATE->m_pCurCourse; ASSERT( pCourse ); CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p]; Trail *pTrail = pCourse->GetTrail( st, cd ); ASSERT( pTrail ); pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail ); } break; default: ASSERT(0); } vector::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs ); if( iter == pHSL->vHighScores.end() ) iMachineHighScoreIndexOut[p] = -1; else iMachineHighScoreIndexOut[p] = iter - pHSL->vHighScores.begin(); } } LOG->Trace( "hand out awards" ); { FOREACH_HumanPlayer( p ) { // must be using a profile to receive awards if( !PROFILEMAN->IsUsingProfile(p) ) continue; Profile* pProfile = PROFILEMAN->GetProfile(p); deque &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p]; LOG->Trace( "per difficulty awards" ); // per-difficulty awards switch( m_Type ) { case stage: // don't give per-difficutly awards if using easy mods if( !GAMESTATE->IsDisqualified(p) ) { if( stageStats.FullComboOfScore( p, TNS_GREAT ) ) vPdas.push_back( AWARD_FULL_COMBO_GREATS ); if( stageStats.SingleDigitsOfScore( p, TNS_GREAT ) ) vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS ); if( stageStats.FullComboOfScore( p, TNS_PERFECT ) ) vPdas.push_back( AWARD_FULL_COMBO_PERFECTS ); if( stageStats.SingleDigitsOfScore( p, TNS_PERFECT ) ) vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS ); if( stageStats.FullComboOfScore( p, TNS_MARVELOUS ) ) vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES ); if( stageStats.OneOfScore( p, TNS_GREAT ) ) vPdas.push_back( AWARD_ONE_GREAT ); if( stageStats.OneOfScore( p, TNS_PERFECT ) ) vPdas.push_back( AWARD_ONE_PERFECT ); float fPercentGreats = stageStats.GetPercentageOfTaps(p, TNS_GREAT); if( fPercentGreats >= 0.8f ) vPdas.push_back( AWARD_GREATS_80_PERCENT ); if( fPercentGreats >= 0.9f ) vPdas.push_back( AWARD_GREATS_90_PERCENT ); if( fPercentGreats >= 1.f ) vPdas.push_back( AWARD_GREATS_100_PERCENT ); } } // Max one PDA per stage if( !vPdas.empty() ) vPdas.erase( vPdas.begin(), vPdas.end()-1 ); if( !vPdas.empty() ) pdaToShowOut[p] = vPdas.back(); LOG->Trace( "done with per difficulty awards" ); // DO give peak combo awards if using easy mods int iComboAtStartOfStage = stageStats.GetComboAtStartOfStage( p ); int iPeakCombo = stageStats.GetMaxCombo(p).cnt; FOREACH_PeakComboAward( pca ) { int iLevel = 1000 * (pca+1); bool bCrossedLevel = iComboAtStartOfStage < iLevel && iPeakCombo >= iLevel; LOG->Trace( "pca = %d, iLevel = %d, bCrossedLevel = %d", pca, iLevel, bCrossedLevel ); if( bCrossedLevel ) { GAMESTATE->m_vLastPeakComboAwards[p].push_back( pca ); } } if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() ) pcaToShowOut[p] = GAMESTATE->m_vLastPeakComboAwards[p].back(); LOG->Trace( "done with per combo awards" ); // erase awards from the Last list that have been received so that we // won't show them again. switch( m_Type ) { case stage: for( int i=GAMESTATE->m_vLastPerDifficultyAwards[p].size()-1; i>=0; i-- ) { PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p][i]; Steps* pSteps = stageStats.pSteps[p]; ASSERT( pSteps != NULL ); bool bAlreadyHad = pProfile->HasPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda ); pProfile->AddPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda ); if( bAlreadyHad ) GAMESTATE->m_vLastPerDifficultyAwards[p].erase( GAMESTATE->m_vLastPerDifficultyAwards[p].begin()+i ); } } LOG->Trace( "done erasing dupe pdas" ); { for( int i=GAMESTATE->m_vLastPeakComboAwards[p].size()-1; i>=0; i-- ) { PeakComboAward pca = GAMESTATE->m_vLastPeakComboAwards[p][i]; bool bAlreadyHad = pProfile->HasPeakComboAward( pca ); pProfile->AddPeakComboAward( pca ); if( bAlreadyHad ) GAMESTATE->m_vLastPeakComboAwards[p].erase( GAMESTATE->m_vLastPeakComboAwards[p].begin()+i ); } } LOG->Trace( "done erasing pcas" ); } } LOG->Trace( "done handing out awards." ); } void ScreenEvaluation::TweenOffScreen() { // large banner area OFF_COMMAND( m_LargeBanner ); OFF_COMMAND( m_sprLargeBannerFrame ); OFF_COMMAND( m_sprStage ); FOREACH_PlayerNumber( p ) { if( !GAMESTATE->IsPlayerEnabled(p) ) continue; OFF_COMMAND( m_DifficultyIcon[p] ); OFF_COMMAND( m_textPlayerOptions[p] ); OFF_COMMAND( m_sprDisqualified[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 ) { FOREACH_PlayerNumber( p ) { if( !GAMESTATE->IsPlayerEnabled(p) ) continue; // skip OFF_COMMAND( m_sprGraphFrame[p] ); OFF_COMMAND( m_Graph[p] ); } } if( SHOW_COMBO_AREA ) { FOREACH_PlayerNumber( p ) { if( !GAMESTATE->IsPlayerEnabled(p) ) continue; // skip OFF_COMMAND( m_Combo[p] ); } } // points area if( SHOW_POINTS_AREA ) { FOREACH_EnabledPlayer( p ) { 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 ) { FOREACH_EnabledPlayer( p ) { OFF_COMMAND( m_sprBonusFrame[p] ); for( int r=0; r 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_bgCondBga.DrawPrimitives(); Screen::DrawPrimitives(); } void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenEvaluation::Input()" ); if( 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.sMachineGuid = PROFILEMAN->GetMachineProfile()->m_sGuid; 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( PREFSMAN->m_bEventMode ) SCREENMAN->SetNewScreen( NEXT_SCREEN ); else { /* Go to FAILED_SCREEN if we failed a non-extra stage. */ bool bReallyFailed = m_bFailed && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()); // If failed and not in event mode, go to the game over screen. if( bReallyFailed ) { SCREENMAN->SetNewScreen( FAILED_SCREEN ); break; } /* We passed. If we have another stage to play, go to NEXT_SCREEN. */ switch( m_Type ) { case stage: if( m_bTryExtraStage || !(GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) ) { SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } case summary: case course: SCREENMAN->SetNewScreen( END_SCREEN ); break; } } if( m_sndPassFail.IsPlaying() ) m_sndPassFail.Stop(); 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(); FOREACH_PlayerNumber( p ) m_Grades[p].SettleImmediately(); GAMESTATE->m_iRoundSeed = rand(); if( !PREFSMAN->m_bEventMode ) { switch( m_Type ) { case stage: if( !m_bTryExtraStage && (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(); } break; } } StartTransitioning( SM_GoToNextScreen ); }