#include "global.h" #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 "ThemeManager.h" #include "GameSoundManager.h" #include "ActorUtil.h" #include "UnlockManager.h" #include "Course.h" #include "LightsManager.h" #include "ProfileManager.h" #include "Profile.h" #include "song.h" #include "StatsManager.h" #include "Grade.h" #include "CodeDetector.h" #include "RageDisplay.h" #include "StepMania.h" #include "CryptManager.h" #include "Style.h" #include "MemoryCardManager.h" #include "PlayerState.h" #include "Command.h" #include "CommonMetrics.h" #include "ScoreKeeperMAX2.h" 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", "Rolls", }; #define SPIN_GRADES THEME->GetMetricB(m_sName,"SpinGrades") #define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds") #define BAR_ACTUAL_MAX_COMMAND THEME->GetMetricA(m_sName,"BarActualMaxCommand") // metrics that are specific to classes derived from ScreenEvaluation #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 SHOW_PEAK_COMBO_AWARD THEME->GetMetricB(m_sName,"ShowPeakComboAward") #define LIFE_GRAPH_START_HEIGHT THEME->GetMetricF(m_sName,"LifeGraphStartHeight") #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 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; AutoScreenMessage( SM_PlayCheer ) AutoScreenMessage( SM_AddBonus ) AutoScreenMessage( SM_PlayPassSound ) REGISTER_SCREEN_CLASS( ScreenEvaluation ); ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElements(sClassName) { LOG->Trace( "ScreenEvaluation::ScreenEvaluation" ); // // debugging // if( PREFSMAN->m_bScreenTestMode ) { PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") ); STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode; STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle; STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_NORMAL; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() ); STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong ); STATSMAN->m_CurStageStats.vpPossibleSongs.push_back( GAMESTATE->m_pCurSong ); GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() ); GAMESTATE->m_iCurrentStageIndex = 0; FOREACH_PlayerNumber( p ) { if( rand() % 2 ) GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = true; // show "disqualified" GAMESTATE->m_bSideIsJoined[p] = true; GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] ); vector apTrails; GAMESTATE->m_pCurCourse->GetAllTrails( apTrails ); if( apTrails.size() ) GAMESTATE->m_pCurTrail[p].Set( apTrails[0] ); STATSMAN->m_CurStageStats.m_player[p].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] ); STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] ); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fScrollSpeed = 2; GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.ChooseRandomMofifiers(); } for( float f = 0; f < 100.0f; f += 1.0f ) { float fP1 = fmodf(f/100*4+.3f,1); STATSMAN->m_CurStageStats.m_player[PLAYER_1].SetLifeRecordAt( fP1, f ); STATSMAN->m_CurStageStats.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f ); } FOREACH_PlayerNumber( p ) { STATSMAN->m_CurStageStats.m_player[p].iActualDancePoints = rand()%3; STATSMAN->m_CurStageStats.m_player[p].iPossibleDancePoints = 2; STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 0; STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 0, false ); STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 1; STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 1, false ); STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 50; STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 25, false ); STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 250; STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 100, false ); if( rand()%2 ) { STATSMAN->m_CurStageStats.m_player[p].iCurCombo = rand()%11000; STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 110, false ); } if( rand()%5 == 0 ) { STATSMAN->m_CurStageStats.m_player[p].bFailedEarlier = true; } STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_MARVELOUS] = rand()%3; STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_PERFECT] = rand()%3; STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_GREAT] = rand()%3; STATSMAN->m_CurStageStats.m_player[p].iPossibleGradePoints = 4*ScoreKeeperMAX2::TapNoteScoreToGradePoints(TNS_MARVELOUS, false); STATSMAN->m_CurStageStats.m_player[p].fLifeRemainingSeconds = randomf( 90, 580 ); } STATSMAN->m_vPlayedStageStats.clear(); } } void ScreenEvaluation::Init() { LOG->Trace( "ScreenEvaluation::Init()" ); /* Commit stats to the profile, so any profile stats displayed on this screen * include the last game. */ GAMESTATE->CommitStageStats(); ScreenWithMenuElements::Init(); LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU ); m_bFailed = STATSMAN->m_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 // STATSMAN->CalcAccumStageStats(); StageStats stageStats; switch( m_Type ) { case summary: STATSMAN->GetFinalEvalStageStats( stageStats ); break; case stage: case course: stageStats = STATSMAN->m_CurStageStats; break; default: ASSERT(0); } LOG->Trace( "total error: %i, %i", stageStats.m_player[PLAYER_1].iTotalError, stageStats.m_player[PLAYER_2].iTotalError ); /* // // Debugging // { FOREACH_PlayerNumber( p ) // foreach line for( int r=0; rIsPlayerEnabled(p) ) grade[p] = stageStats.m_player[p].GetGrade(); else grade[p] = Grade_Failed; if( PREFSMAN->m_ScoringType == PrefsManager::SCORING_5TH ) { const int ScoreBonuses[] = { 10000000, 10000000, 1000000, 100000, 10000, 1000, 100 }; if( grade[p] < (int) ARRAYSIZE(ScoreBonuses) ) { STATSMAN->m_CurStageStats.m_player[p].iBonus += ScoreBonuses[(int)grade[p] ]; stageStats.m_player[p].iBonus += 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 // for( int snd=0; snd < NUM_SEQUENCE_SOUNDS; ++snd ) // grab in any sound sequence the user may want to throw onto this screen { EvalSoundSequence temp; temp.fTime = SOUNDSEQ_TIME(snd); temp.sSound.Load( THEME->GetPathToS(SOUNDSEQ_NAME(snd)) ); m_SoundSequences.push_back(temp); } if( m_bFailed ) m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") ); else m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") ); this->PostScreenMessage( SM_PlayPassSound, 0 ); this->PostScreenMessage( SM_PlayPassSound, m_bFailed? FAILED_SOUND_TIME:PASSED_SOUND_TIME ); // // load other sounds // m_soundStart.Load( THEME->GetPathS(m_sName,"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->GetPathG(m_sName,"banner frame") ); m_sprLargeBannerFrame->SetName( "LargeBannerFrame" ); SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame ); this->AddChild( m_sprLargeBannerFrame ); } break; case summary: { for( unsigned i=0; iAddChild( &m_SmallBanner[i] ); m_sprSmallBannerFrame[i].Load( THEME->GetPathG(m_sName,"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->GetPathG(m_sName,"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->GetPathG(m_sName,"difficulty icons") ); switch( m_Type ) { case stage: m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] ); break; case course: m_DifficultyIcon[p].SetFromTrail( p, GAMESTATE->m_pCurTrail[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_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) ); m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) ); switch( m_Type ) { case stage: m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] ); break; case course: m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] ); break; default: ASSERT(0); } SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] ); this->AddChild( &m_DifficultyMeter[p] ); m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") ); m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] ); vector v; GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetThemedMods( v ); CString sPO = join( PLAYER_OPTIONS_SEPARATOR, v ); m_textPlayerOptions[p].SetText( sPO ); this->AddChild( &m_textPlayerOptions[p] ); if( GAMESTATE->IsDisqualified(p) ) { m_sprDisqualified[p].Load( THEME->GetPathG(m_sName,"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->GetPathG(m_sName,ssprintf("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_LifeGraph[p].SetName( ssprintf("LifeGraphP%i",p+1) ); m_LifeGraph[p].Load( THEME->GetPathG(m_sName,ssprintf("LifeGraph p%i", p+1)), LIFE_GRAPH_START_HEIGHT, THEME->GetPathG(m_sName,"JustBarely") ); m_LifeGraph[p].LoadFromStageStats( stageStats, stageStats.m_player[p], THEME->GetPathG(m_sName,"SongBoundary") ); SET_XY_AND_ON_COMMAND( m_LifeGraph[p] ); this->AddChild( &m_LifeGraph[p] ); } } if( SHOW_COMBO_AREA ) { FOREACH_EnabledPlayer( p ) { m_ComboGraph[p].SetName( ssprintf("ComboGraphP%i",p+1) ); m_ComboGraph[p].Load( m_sName, ssprintf("ComboGraph p%i",p+1), stageStats, stageStats.m_player[p] ); SET_XY_AND_ON_COMMAND( m_ComboGraph[p] ); this->AddChild( &m_ComboGraph[p] ); } } // // init grade area // if( SHOW_GRADE_AREA ) { FOREACH_EnabledPlayer( p ) { m_sprGradeFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("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->GetPathG(m_sName,"grades") ); m_Grades[p].SetGrade( 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->GetPathG(m_sName,"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].Load( THEME->GetPathG(m_sName,ssprintf("percent frame p%d",p+1)) ); m_sprPercentFrame[p]->SetName( ssprintf("PercentFrameP%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( ssprintf("PercentP%d",p+1) ); m_Percent[p].Load( GAMESTATE->m_pPlayerState[p], &STATSMAN->m_CurStageStats.m_player[p], "ScreenEvaluation Percent", true ); SET_XY_AND_ON_COMMAND( m_Percent[p] ); this->AddChild( &m_Percent[p] ); } } // // init bonus area // if( SHOW_BONUS_AREA ) { FOREACH_EnabledPlayer( p ) { m_sprBonusFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("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; rGetPathG(m_sName,ssprintf("bar possible p%d",p+1)) ); m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.m_player[p].radarPossible[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->GetPathG(m_sName,ssprintf("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.m_player[p].radarActual[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.m_player[p].radarActual[r] > 0.99999f ) m_sprActualBar[p][r].RunCommands( 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->GetPathG(m_sName,ssprintf("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].LoadFromFont( THEME->GetPathF(m_sName, "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.m_player[p].iSongsPlayed - (int)stageStats.m_player[p].bFailed) ); 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->GetPathG(m_sName,ssprintf("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->GetPathG(m_sName,ssprintf("win p%d 1x3",p+1)) ); m_sprWin[p].StopAnimating(); int iFrame = GAMESTATE->GetStageResult( 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 // for( int l=0; lShowMarvelous() ) continue; // skip if( SHOW_JUDGMENT(l) ) { m_sprJudgeLabels[l].Load( THEME->GetPathG(m_sName,"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].LoadFromFont( THEME->GetPathF(m_sName, "judge") ); m_textJudgeNumbers[l][p].SetShadowLength( 0 ); m_textJudgeNumbers[l][p].SetDiffuse( PLAYER_COLOR.GetValue(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.m_player[p].iTapNoteScores[TNS_MARVELOUS]; break; case perfect: iValue = stageStats.m_player[p].iTapNoteScores[TNS_PERFECT]; break; case great: iValue = stageStats.m_player[p].iTapNoteScores[TNS_GREAT]; break; case good: iValue = stageStats.m_player[p].iTapNoteScores[TNS_GOOD]; break; case boo: iValue = stageStats.m_player[p].iTapNoteScores[TNS_BOO]; break; case miss: iValue = stageStats.m_player[p].iTapNoteScores[TNS_MISS]; break; case ok: iValue = stageStats.m_player[p].iHoldNoteScores[HNS_OK]; break; case max_combo: iValue = stageStats.m_player[p].GetMaxCombo().cnt; break; case error: iValue = stageStats.m_player[p].iTotalError; 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) ); } } } for( int l=0; lGetPathG(m_sName,ssprintf("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->GetPathF(m_sName,"stats") ); m_textStatsText[l][p].SetDiffuse( PLAYER_COLOR.GetValue(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, RADAR_NUM_ROLLS }; const int ind = indeces[l]; const int iActual = (int) roundf(stageStats.m_player[p].radarActual[ind]); const int iPossible = (int) roundf(stageStats.m_player[p].radarPossible[ind]); m_textStatsText[l][p].SetText( ssprintf("%3d/%3d",iActual,iPossible) ); } } // // init score area // if( SHOW_SCORE_AREA ) { m_sprScoreLabel.Load( THEME->GetPathG(m_sName,"score label") ); m_sprScoreLabel->SetName( "ScoreLabel" ); SET_XY_AND_ON_COMMAND( m_sprScoreLabel ); this->AddChild( m_sprScoreLabel ); FOREACH_EnabledPlayer( p ) { m_textScore[p].LoadFromFont( THEME->GetPathF(m_sName, "score") ); m_textScore[p].SetShadowLength( 0 ); m_textScore[p].SetDiffuse( PLAYER_COLOR.GetValue(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.m_player[p].iScore) ); this->AddChild( &m_textScore[p] ); } } if( SHOW_TOTAL_SCORE_AREA ) { m_sprTotalScoreLabel.Load( THEME->GetPathG(m_sName,"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; im_vPlayedStageStats.size(); i++ ) iTotalScore += STATSMAN->m_vPlayedStageStats[i].m_player[p].iScore; //iTotalScore += stageStats.m_player[p].iScore; m_textTotalScore[p].LoadFromFont( THEME->GetPathF(m_sName, "totalscore") ); m_textTotalScore[p].SetShadowLength( 0 ); m_textTotalScore[p].SetDiffuse( PLAYER_COLOR.GetValue(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->GetPathG(m_sName,"time label") ); m_sprTimeLabel->SetName( "TimeLabel" ); SET_XY_AND_ON_COMMAND( m_sprTimeLabel ); this->AddChild( m_sprTimeLabel ); FOREACH_EnabledPlayer( p ) { m_textTime[p].LoadFromFont( THEME->GetPathF(m_sName, "time") ); m_textTime[p].SetShadowLength( 0 ); m_textTime[p].SetDiffuse( PLAYER_COLOR.GetValue(p) ); m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textTime[p] ); m_textTime[p].SetText( SecondsToMMSSMsMs(stageStats.m_player[p].fAliveSeconds) ); this->AddChild( &m_textTime[p] ); } } // // init extra area // FOREACH_EnabledPlayer( p ) { if( iMachineHighScoreIndex[p] != -1 ) { m_sprMachineRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("MachineRecord %02d",iMachineHighScoreIndex[p]+1) ) ); m_sprMachineRecord[p]->SetName( ssprintf("MachineRecordP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_sprMachineRecord[p] ); this->AddChild( m_sprMachineRecord[p] ); } if( iPersonalHighScoreIndex[p] != -1 ) { m_sprPersonalRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("PersonalRecord %02d",iPersonalHighScoreIndex[p]+1) ) ); m_sprPersonalRecord[p]->SetName( ssprintf("PersonalRecordP%d",p+1) ); 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->GetPathG(m_sName,"PerDifficultyAward "+sAward) ); m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_PerDifficultyAward[p] ); this->AddChild( m_PerDifficultyAward[p] ); } if( SHOW_PEAK_COMBO_AWARD && pcaToShow[p]!=PEAK_COMBO_AWARD_INVALID ) { CString sAward = PeakComboAwardToString( pcaToShow[p] ); m_PeakComboAward[p].Load( THEME->GetPathG(m_sName,"PeakComboAward "+sAward) ); m_PeakComboAward[p]->SetName( ssprintf("PeakComboAwardP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_PeakComboAward[p] ); this->AddChild( m_PeakComboAward[p] ); } } bool bOneHasNewTopRecord = false; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) ) bOneHasNewTopRecord = true; Grade best_grade = Grade_NoData; FOREACH_PlayerNumber( p ) best_grade = min( best_grade, grade[p] ); if( PREFSMAN->m_bAllowExtraStage && m_bTryExtraStage ) { m_sprTryExtraStage.Load( THEME->GetPathG(m_sName,GAMESTATE->IsExtraStage()?"try extra2":"try extra1") ); m_sprTryExtraStage->SetName( "TryExtraStage" ); SET_XY_AND_ON_COMMAND( m_sprTryExtraStage ); this->AddChild( m_sprTryExtraStage ); if( GAMESTATE->IsExtraStage() ) SOUND->PlayOnce( THEME->GetPathS(m_sName,"try extra2") ); else SOUND->PlayOnce( THEME->GetPathS(m_sName,"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_Tier01: case Grade_Tier02: case Grade_Tier03: this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS ); break; } this->SortByDrawOrder(); m_timerSoundSequences.SetZero(); // zero the sound sequence timer m_timerSoundSequences.Touch(); // set the timer going :] this->PostScreenMessage( SM_AddBonus, 1.5f ); } 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.SetName( RANKING_TO_FILL_IN_MARKER[p] ); hs.SetGrade( stageStats.m_player[p].GetGrade() ); hs.SetScore( stageStats.m_player[p].iScore ); hs.SetPercentDP( stageStats.m_player[p].GetPercentDancePoints() ); hs.SetSurviveSeconds( stageStats.m_player[p].fAliveSeconds ); hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() ); hs.SetDateTime( DateTime::GetNowDateTime() ); hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") ); hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid ); hs.SetProductID( PREFSMAN->m_iProductID ); FOREACH_TapNoteScore( tns ) hs.SetTapNoteScore( tns, stageStats.m_player[p].iTapNoteScores[tns] ); FOREACH_HoldNoteScore( hns ) hs.SetHoldNoteScore( hns, stageStats.m_player[p].iHoldNoteScores[hns] ); hs.SetRadarValues( stageStats.m_player[p].radarActual ); hs.SetLifeRemainingSeconds( stageStats.m_player[p].fLifeRemainingSeconds ); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; switch( m_Type ) { case stage: { // don't save scores for a failed song if( stageStats.m_player[p].bFailed ) 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.m_player[p].bFailed ) continue; int iAverageMeter = stageStats.GetAverageMeter(p); rcOut[p] = AverageMeterToRankingCategory( iAverageMeter ); 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 ); Trail* pTrail = GAMESTATE->m_pCurTrail[p]; 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->GetCurrentStyle()->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 ); Trail *pTrail = GAMESTATE->m_pCurTrail[p]; 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 ) { deque &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p]; LOG->Trace( "per difficulty awards" ); // per-difficulty awards switch( m_Type ) { case stage: case course: // don't give per-difficutly awards if using easy mods if( !GAMESTATE->IsDisqualified(p) ) { if( stageStats.m_player[p].FullComboOfScore( TNS_GREAT ) ) vPdas.push_back( AWARD_FULL_COMBO_GREATS ); if( stageStats.m_player[p].SingleDigitsOfScore( TNS_GREAT ) ) vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS ); if( stageStats.m_player[p].FullComboOfScore( TNS_PERFECT ) ) vPdas.push_back( AWARD_FULL_COMBO_PERFECTS ); if( stageStats.m_player[p].SingleDigitsOfScore( TNS_PERFECT ) ) vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS ); if( stageStats.m_player[p].FullComboOfScore( TNS_MARVELOUS ) ) vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES ); if( stageStats.m_player[p].OneOfScore( TNS_GREAT ) ) vPdas.push_back( AWARD_ONE_GREAT ); if( stageStats.m_player[p].OneOfScore( TNS_PERFECT ) ) vPdas.push_back( AWARD_ONE_PERFECT ); float fPercentGreats = stageStats.m_player[p].GetPercentageOfTaps( 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.m_player[p].GetComboAtStartOfStage(); int iPeakCombo = stageStats.m_player[p].GetMaxCombo().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" ); } LOG->Trace( "done handing out awards." ); } void ScreenEvaluation::TweenOursOffScreen() { // large banner area OFF_COMMAND( m_LargeBanner ); OFF_COMMAND( m_sprLargeBannerFrame ); FOREACH_EnabledPlayer( p ) { OFF_COMMAND( m_DifficultyIcon[p] ); OFF_COMMAND( m_DifficultyMeter[p] ); OFF_COMMAND( m_textPlayerOptions[p] ); OFF_COMMAND( m_sprDisqualified[p] ); } // small banner area for( int i=0; i m_SoundSequences[snd].fTime ) { m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing m_SoundSequences[snd].sSound.Play(); } } } } 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->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller ); HighScore &hs = m_HighScore[pn]; if( CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT1) || CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT2) ) { if( !m_bSavedScreenshot[pn] && // only allow one screenshot PROFILEMAN->IsPersistentProfile(pn) ) { if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) ) MEMCARDMAN->MountCard( 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() ) { Screenshot screenshot; screenshot.sFileName = sFileName; screenshot.sMD5 = CRYPTMAN->GetMD5( sPath ); screenshot.highScore = hs; pProfile->AddScreenshot( screenshot ); } if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) ) MEMCARDMAN->UnmountCard( pn ); m_bSavedScreenshot[pn] = true; return; // handled } } } ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer ) { EndScreen(); } else if( SM == SM_PlayPassSound ) { m_sndPassFail.Play(); } else if( SM == SM_GoToNextScreen ) { if( m_sndPassFail.IsPlaying() ) m_sndPassFail.Stop(); } else if( SM == SM_PlayCheer ) { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") ); } else if( SM == SM_AddBonus ) { FOREACH_EnabledPlayer( p ) { if( STATSMAN->m_CurStageStats.m_player[p].iBonus == 0 ) continue; if( GAMESTATE->IsCourseMode() ) continue; int increment = STATSMAN->m_CurStageStats.m_player[p].iBonus/10; if( increment < 1 ) increment = min( 1024, STATSMAN->m_CurStageStats.m_player[p].iBonus ); STATSMAN->m_CurStageStats.m_player[p].iBonus -= increment; STATSMAN->m_CurStageStats.m_player[p].iScore += increment; if( SHOW_SCORE_AREA ) m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, STATSMAN->m_CurStageStats.m_player[p].iScore) ); } } ScreenWithMenuElements::HandleScreenMessage( SM ); } 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() { TweenOursOffScreen(); FOREACH_PlayerNumber( p ) m_Grades[p].SettleImmediately(); if( !GAMESTATE->IsEventMode() ) { 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). */ TweenOursOffScreen(); } break; } } StartTransitioning( SM_GoToNextScreen ); } /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */