#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 "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 "MemoryCardManager.h" #include "PlayerState.h" #include "CommonMetrics.h" #include "ScoreKeeperNormal.h" #include "InputEventPlus.h" // metrics that are common to all ScreenEvaluation classes #define BANNER_WIDTH THEME->GetMetricF(m_sName,"BannerWidth") #define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight") static const char *JudgmentLineNames[] = { "W1", "W2", "W3", "W4", "W5", "Miss", "Held", "MaxCombo" }; XToString( JudgmentLine ); LuaXType( JudgmentLine ); XToLocalizedString( JudgmentLine ); LuaFunction( JudgmentLineToLocalizedString, JudgmentLineToLocalizedString(Enum::Check(L, 1)) ); static const char *DetailLineNames[NUM_DetailLine] = { "NumSteps","Jumps", "Holds", "Mines", "Hands", "Rolls", "Lifts", "Fakes" }; XToString( DetailLine ); #define DETAILLINE_FORMAT THEME->GetMetric (m_sName,"DetailLineFormat") #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_SHARED_JUDGMENT_LINE_LABELS THEME->GetMetricB(m_sName,"ShowSharedJudgmentLineLabels") #define SHOW_JUDGMENT_LINE( l ) THEME->GetMetricB(m_sName,"ShowJudgmentLine"+JudgmentLineToString(l)) #define SHOW_DETAIL_AREA THEME->GetMetricB(m_sName,"ShowDetailArea") #define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea") #define SHOW_TIME_AREA THEME->GetMetricB(m_sName,"ShowTimeArea") #define SHOW_RECORDS_AREA THEME->GetMetricB(m_sName,"ShowRecordsArea") #define PLAYER_OPTIONS_HIDE_FAIL_TYPE THEME->GetMetricB(m_sName,"PlayerOptionsHideFailType") #define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator") #define CHECKPOINTS_WITH_JUDGMENTS THEME->GetMetricB(m_sName,"CheckpointsWithJudgments") static const int NUM_SHOWN_RADAR_CATEGORIES = 5; AutoScreenMessage( SM_PlayCheer ); REGISTER_SCREEN_CLASS( ScreenEvaluation ); ScreenEvaluation::ScreenEvaluation() { GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= false; } ScreenEvaluation::~ScreenEvaluation() { GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= true; } void ScreenEvaluation::Init() { LOG->Trace( "ScreenEvaluation::Init()" ); // debugging // Only fill StageStats with fake info if we're the InitialScreen // (i.e. StageStats not already filled) if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName ) { PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2); STATSMAN->m_vPlayedStageStats.clear(); STATSMAN->m_vPlayedStageStats.push_back( StageStats() ); StageStats &ss = STATSMAN->m_vPlayedStageStats.back(); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus"), PLAYER_INVALID ); ss.m_playMode = GAMESTATE->m_PlayMode; ss.m_Stage = Stage_1st; enum_add( ss.m_Stage, rand()%3 ); ss.m_EarnedExtraStage = (EarnedExtraStage)(rand() % NUM_EarnedExtraStage); GAMESTATE->SetMasterPlayerNumber(PLAYER_1); GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() ); ss.m_vpPlayedSongs.push_back( GAMESTATE->m_pCurSong ); ss.m_vpPossibleSongs.push_back( GAMESTATE->m_pCurSong ); GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() ); GAMESTATE->m_iCurrentStageIndex = 0; FOREACH_ENUM( PlayerNumber, p ) GAMESTATE->m_iPlayerStageTokens[p] = 1; FOREACH_PlayerNumber( p ) { ss.m_player[p].m_pStyle = GAMESTATE->GetCurrentStyle(p); if( RandomInt(2) ) PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_bTransforms, PlayerOptions::TRANSFORM_ECHO, true ); // show "disqualified" SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_fMusicRate, 1.1f ); GAMESTATE->JoinPlayer( p ); GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] ); if( GAMESTATE->m_pCurCourse ) { vector apTrails; GAMESTATE->m_pCurCourse->GetAllTrails( apTrails ); if( apTrails.size() ) GAMESTATE->m_pCurTrail[p].Set( apTrails[0] ); } ss.m_player[p].m_vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] ); ss.m_player[p].m_iStepsPlayed = 1; PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f ); PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers ); } for( float f = 0; f < 100.0f; f += 1.0f ) { float fP1 = fmodf(f/100*4+.3f,1); ss.m_player[PLAYER_1].SetLifeRecordAt( fP1, f ); ss.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f ); } FOREACH_PlayerNumber( p ) { float fSeconds = GAMESTATE->m_pCurSong->GetStepsSeconds(); ss.m_player[p].m_iActualDancePoints = RandomInt( 3 ); ss.m_player[p].m_iPossibleDancePoints = 2; if( RandomInt(2) ) ss.m_player[p].m_iCurCombo = RandomInt(15000); else ss.m_player[p].m_iCurCombo = 0; ss.m_player[p].UpdateComboList( 0, true ); ss.m_player[p].m_iCurCombo += 50; ss.m_player[p].UpdateComboList( 0.10f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 0; ss.m_player[p].UpdateComboList( 0.15f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 1; ss.m_player[p].UpdateComboList( 0.25f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 50; ss.m_player[p].UpdateComboList( 0.35f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 0; ss.m_player[p].UpdateComboList( 0.45f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 1; ss.m_player[p].UpdateComboList( 0.50f * fSeconds, false ); ss.m_player[p].m_iCurCombo = 100; ss.m_player[p].UpdateComboList( 1.00f * fSeconds, false ); if( RandomInt(5) == 0 ) { ss.m_player[p].m_bFailed = true; } ss.m_player[p].m_iTapNoteScores[TNS_W1] = RandomInt( 3 ); ss.m_player[p].m_iTapNoteScores[TNS_W2] = RandomInt( 3 ); ss.m_player[p].m_iTapNoteScores[TNS_W3] = RandomInt( 3 ); ss.m_player[p].m_iPossibleGradePoints = 4*ScoreKeeperNormal::TapNoteScoreToGradePoints(TNS_W1, false); ss.m_player[p].m_fLifeRemainingSeconds = randomf( 90, 580 ); ss.m_player[p].m_iScore = rand() % (900*1000*1000); ss.m_player[p].m_iPersonalHighScoreIndex = (rand() % 3) - 1; ss.m_player[p].m_iMachineHighScoreIndex = (rand() % 3) - 1; ss.m_player[p].m_PeakComboAward = (PeakComboAward)(rand()%NUM_PeakComboAward); ss.m_player[p].m_StageAward = (StageAward)(rand()%NUM_StageAward); FOREACH_ENUM( RadarCategory, rc ) { switch( rc ) { case RadarCategory_Stream: case RadarCategory_Voltage: case RadarCategory_Air: case RadarCategory_Freeze: case RadarCategory_Chaos: ss.m_player[p].m_radarPossible[rc] = randomf( 0, 1 ); ss.m_player[p].m_radarActual[rc] = randomf( 0, ss.m_player[p].m_radarPossible[rc] ); break; case RadarCategory_TapsAndHolds: case RadarCategory_Jumps: case RadarCategory_Holds: case RadarCategory_Mines: case RadarCategory_Hands: case RadarCategory_Rolls: case RadarCategory_Lifts: case RadarCategory_Fakes: ss.m_player[p].m_radarPossible[rc] = 1 + (rand() % 200); ss.m_player[p].m_radarActual[rc] = rand() % (int)(ss.m_player[p].m_radarPossible[rc]); break; default: break; } ; // filled in by ScreenGameplay on start of notes } } } ASSERT_M( !STATSMAN->m_vPlayedStageStats.empty(), "PlayerStageStats is empty!" ); m_pStageStats = &STATSMAN->m_vPlayedStageStats.back(); ZERO( m_bSavedScreenshot ); // Figure out which statistics and songs we're going to display SUMMARY.Load( m_sName, "Summary" ); if( SUMMARY ) { STATSMAN->GetFinalEvalStageStats( m_FinalEvalStageStats ); m_pStageStats = &m_FinalEvalStageStats; } // update persistent statistics if( SUMMARY ) m_pStageStats->FinalizeScores( true ); // Run this here, so STATSMAN->m_CurStageStats is available to overlays. ScreenWithMenuElements::Init(); // Calculate grades Grade grade[NUM_PLAYERS]; FOREACH_PlayerNumber( p ) { if( GAMESTATE->IsPlayerEnabled(p) ) grade[p] = m_pStageStats->m_player[p].GetGrade(); else grade[p] = Grade_Failed; } // load sounds m_soundStart.Load( THEME->GetPathS(m_sName,"start") ); // init banner area if( SHOW_BANNER_AREA ) { if( SUMMARY ) { for( size_t i=0; im_vpPlayedSongs.size() && i < MAX_SONGS_TO_SHOW; i++ ) { Song *pSong = m_pStageStats->m_vpPlayedSongs[i]; m_SmallBanner[i].LoadFromSong( pSong ); m_SmallBanner[i].ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); m_SmallBanner[i].SetName( ssprintf("SmallBanner%d",i+1) ); ActorUtil::LoadAllCommands( m_SmallBanner[i], m_sName ); SET_XY( m_SmallBanner[i] ); this->AddChild( &m_SmallBanner[i] ); m_sprSmallBannerFrame[i].Load( THEME->GetPathG(m_sName,"BannerFrame") ); m_sprSmallBannerFrame[i]->SetName( ssprintf("SmallBanner%d",i+1) ); ActorUtil::LoadAllCommands( *m_sprSmallBannerFrame[i], m_sName ); SET_XY( m_sprSmallBannerFrame[i] ); this->AddChild( m_sprSmallBannerFrame[i] ); } } else { if( GAMESTATE->IsCourseMode() ) m_LargeBanner.LoadFromCourse( GAMESTATE->m_pCurCourse ); else m_LargeBanner.LoadFromSong( GAMESTATE->m_pCurSong ); m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT ); m_LargeBanner.SetName( "LargeBanner" ); ActorUtil::LoadAllCommands( m_LargeBanner, m_sName ); SET_XY( m_LargeBanner ); this->AddChild( &m_LargeBanner ); m_sprLargeBannerFrame.Load( THEME->GetPathG(m_sName,"BannerFrame") ); m_sprLargeBannerFrame->SetName( "LargeBannerFrame" ); ActorUtil::LoadAllCommands( *m_sprLargeBannerFrame, m_sName ); SET_XY( m_sprLargeBannerFrame ); this->AddChild( m_sprLargeBannerFrame ); } } { if( !SUMMARY ) { FOREACH_EnabledPlayer( p ) { m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") ); m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) ); ActorUtil::LoadAllCommands( m_textPlayerOptions[p], m_sName ); SET_XY( m_textPlayerOptions[p] ); vector v; PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred(); if( PLAYER_OPTIONS_HIDE_FAIL_TYPE ) po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list po.GetLocalizedMods( v ); RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v ); m_textPlayerOptions[p].SetText( sPO ); this->AddChild( &m_textPlayerOptions[p] ); } { m_textSongOptions.LoadFromFont( THEME->GetPathF(m_sName,"SongOptions") ); m_textSongOptions.SetName( "SongOptions" ); ActorUtil::LoadAllCommands( m_textSongOptions, m_sName ); SET_XY( m_textSongOptions ); m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetStage().GetLocalizedString() ); this->AddChild( &m_textSongOptions ); } } // Dairy Queen'd (disqualified) FOREACH_EnabledPlayer( p ) { m_sprDisqualified[p].Load( THEME->GetPathG(m_sName,"Disqualified") ); m_sprDisqualified[p]->SetName( ssprintf("DisqualifiedP%d",p+1) ); LOAD_ALL_COMMANDS_AND_SET_XY( m_sprDisqualified[p] ); m_sprDisqualified[p]->SetVisible( m_pStageStats->m_player[p].m_bDisqualified ); this->AddChild( m_sprDisqualified[p] ); } } // init grade area if( SHOW_GRADE_AREA ) { FOREACH_EnabledPlayer( p ) { m_sprGradeFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("GradeFrame p%d",p+1)) ); m_sprGradeFrame[p]->SetName( ssprintf("GradeFrameP%d",p+1) ); ActorUtil::LoadAllCommands( *m_sprGradeFrame[p], m_sName ); SET_XY( m_sprGradeFrame[p] ); this->AddChild( m_sprGradeFrame[p] ); // TODO: Re-add scrolling grade functionality m_Grades[p].Load( "GradeDisplayEval" ); m_Grades[p].SetGrade( grade[p] ); m_Grades[p].SetName( ssprintf("GradeP%d",p+1) ); ActorUtil::LoadAllCommands( m_Grades[p], m_sName ); SET_XY( m_Grades[p] ); this->AddChild( &m_Grades[p] ); } } // init points area if( SHOW_POINTS_AREA ) { FOREACH_EnabledPlayer( p ) { m_sprPercentFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("PercentFrame p%d",p+1)) ); m_sprPercentFrame[p]->SetName( ssprintf("PercentFrameP%d",p+1) ); ActorUtil::LoadAllCommands( *m_sprPercentFrame[p], m_sName ); SET_XY( m_sprPercentFrame[p] ); this->AddChild( m_sprPercentFrame[p] ); /* Use "ScreenEvaluation Percent" in the [metrics], 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], &m_pStageStats->m_player[p], "ScreenEvaluation Percent", true ); ActorUtil::LoadAllCommands( m_Percent[p], m_sName ); SET_XY( m_Percent[p] ); this->AddChild( &m_Percent[p] ); } } // init bonus area if( SHOW_BONUS_AREA ) { // In course mode, we need to make sure the bar doesn't overflow. -aj float fDivider = 1.0f; if( GAMESTATE->IsCourseMode() ) fDivider = fDivider / GAMESTATE->m_pCurCourse->m_vEntries.size(); FOREACH_EnabledPlayer( p ) { m_sprBonusFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("BonusFrame p%d",p+1)) ); m_sprBonusFrame[p]->SetName( ssprintf("BonusFrameP%d",p+1) ); ActorUtil::LoadAllCommands( *m_sprBonusFrame[p], m_sName ); SET_XY( m_sprBonusFrame[p] ); this->AddChild( m_sprBonusFrame[p] ); // todo: convert this to use category names instead of numbers? -aj for( int r=0; rm_player[p].m_radarPossible[r]; float actual= m_pStageStats->m_player[p].m_radarActual[r]; if(possible > 1.0) { actual /= possible; possible /= possible; } m_sprPossibleBar[p][r].Load( THEME->GetPathG(m_sName,ssprintf("BarPossible p%d",p+1)) ); m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * possible * fDivider ); m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) ); ActorUtil::LoadAllCommands( m_sprPossibleBar[p][r], m_sName ); SET_XY( m_sprPossibleBar[p][r] ); this->AddChild( &m_sprPossibleBar[p][r] ); m_sprActualBar[p][r].Load( THEME->GetPathG(m_sName,ssprintf("BarActual 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() * actual * fDivider ); 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) ); ActorUtil::LoadAllCommands( m_sprActualBar[p][r], m_sName ); SET_XY( m_sprActualBar[p][r] ); // .99999 is fairly close to 1.00, so we use that. // todo: allow extra commands for AAA/AAAA? -aj if( actual > 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("SurvivedFrame p%d",p+1)) ); m_sprSurvivedFrame[p]->SetName( ssprintf("SurvivedFrameP%d",p+1) ); ActorUtil::LoadAllCommands( *m_sprSurvivedFrame[p], m_sName ); SET_XY( m_sprSurvivedFrame[p] ); this->AddChild( m_sprSurvivedFrame[p] ); m_textSurvivedNumber[p].LoadFromFont( THEME->GetPathF(m_sName, "SurvivedNumber") ); // 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", m_pStageStats->m_player[p].m_iSongsPassed) ); m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) ); ActorUtil::LoadAllCommands( m_textSurvivedNumber[p], m_sName ); SET_XY( 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) ); ActorUtil::LoadAllCommands( *m_sprWinFrame[p], m_sName ); SET_XY( 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) ); ActorUtil::LoadAllCommands( m_sprWin[p], m_sName ); SET_XY( m_sprWin[p] ); this->AddChild( &m_sprWin[p] ); } } // init judgment area ROLLING_NUMBERS_CLASS.Load( m_sName, "RollingNumbersClass" ); ROLLING_NUMBERS_MAX_COMBO_CLASS.Load( m_sName, "RollingNumbersMaxComboClass" ); FOREACH_ENUM( JudgmentLine, l ) { if( l == JudgmentLine_W1 && !GAMESTATE->ShowW1() ) continue; // skip if( SHOW_JUDGMENT_LINE(l) ) { if( SHOW_SHARED_JUDGMENT_LINE_LABELS ) { LuaThreadVariable var2( "JudgmentLine", LuaReference::Create(l) ); m_sprSharedJudgmentLineLabels[l].Load( THEME->GetPathG(m_sName,"JudgmentLabel " + JudgmentLineToString(l)) ); m_sprSharedJudgmentLineLabels[l]->SetName( JudgmentLineToString(l)+"Label" ); ActorUtil::LoadAllCommands( m_sprSharedJudgmentLineLabels[l], m_sName ); SET_XY( m_sprSharedJudgmentLineLabels[l] ); this->AddChild( m_sprSharedJudgmentLineLabels[l] ); } FOREACH_EnabledPlayer( p ) { m_textJudgmentLineNumber[l][p].LoadFromFont( THEME->GetPathF(m_sName, "JudgmentLineNumber") ); m_textJudgmentLineNumber[l][p].SetName( JudgmentLineToString(l)+ssprintf("NumberP%d",p+1) ); if( JudgmentLineToString(l) == "MaxCombo" ) m_textJudgmentLineNumber[l][p].Load( ROLLING_NUMBERS_MAX_COMBO_CLASS ); else m_textJudgmentLineNumber[l][p].Load( ROLLING_NUMBERS_CLASS ); ActorUtil::LoadAllCommands( m_textJudgmentLineNumber[l][p], m_sName ); SET_XY( m_textJudgmentLineNumber[l][p] ); this->AddChild( &m_textJudgmentLineNumber[l][p] ); int iValue; switch( l ) { /* xxx: This doesn't seem to handle checkpoints correctly. * Something about checkpoints needing to be tied into * the correct judgments instead of just W1/W2. Misses are ok. */ case JudgmentLine_W1: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W1]; if( CHECKPOINTS_WITH_JUDGMENTS && GAMESTATE->ShowW1() ) { iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointHit]; } break; case JudgmentLine_W2: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W2]; if( CHECKPOINTS_WITH_JUDGMENTS && !GAMESTATE->ShowW1() ) { iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointHit]; } break; case JudgmentLine_W3: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W3]; break; case JudgmentLine_W4: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W4]; break; case JudgmentLine_W5: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W5]; break; case JudgmentLine_Miss: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_Miss]; if( CHECKPOINTS_WITH_JUDGMENTS ) { iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointMiss]; } break; case JudgmentLine_Held: iValue = m_pStageStats->m_player[p].m_iHoldNoteScores[HNS_Held]; break; case JudgmentLine_MaxCombo: iValue = m_pStageStats->m_player[p].GetMaxCombo().m_cnt; break; DEFAULT_FAIL( l ); } m_textJudgmentLineNumber[l][p].SetTargetNumber( iValue ); } } } // init detail area if( SHOW_DETAIL_AREA ) { FOREACH_EnabledPlayer( p ) { m_sprDetailFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("DetailFrame p%d",p+1)) ); m_sprDetailFrame[p]->SetName( ssprintf("DetailFrameP%d",p+1) ); ActorUtil::LoadAllCommands( *m_sprDetailFrame[p], m_sName ); SET_XY( m_sprDetailFrame[p] ); this->AddChild( m_sprDetailFrame[p] ); } FOREACH_ENUM( DetailLine, l ) { FOREACH_EnabledPlayer( p ) { m_textDetailText[l][p].LoadFromFont( THEME->GetPathF(m_sName,"DetailLineNumber") ); m_textDetailText[l][p].SetName( DetailLineToString(l)+ssprintf("NumberP%d",p+1) ); ActorUtil::LoadAllCommands( m_textDetailText[l][p], m_sName ); SET_XY( m_textDetailText[l][p] ); this->AddChild( &m_textDetailText[l][p] ); static const int indices[NUM_DetailLine] = { RadarCategory_TapsAndHolds, RadarCategory_Jumps, RadarCategory_Holds, RadarCategory_Mines, RadarCategory_Hands, RadarCategory_Rolls, RadarCategory_Lifts, RadarCategory_Fakes }; const int ind = indices[l]; const int iActual = lrintf(m_pStageStats->m_player[p].m_radarActual[ind]); const int iPossible = lrintf(m_pStageStats->m_player[p].m_radarPossible[ind]); // todo: check if format string is valid // (two integer values in DETAILLINE_FORMAT) -aj m_textDetailText[l][p].SetText( ssprintf(DETAILLINE_FORMAT,iActual,iPossible) ); } } } // init score area if( SHOW_SCORE_AREA ) { m_sprScoreLabel.Load( THEME->GetPathG(m_sName,"ScoreLabel") ); m_sprScoreLabel->SetName( "ScoreLabel" ); ActorUtil::LoadAllCommands( *m_sprScoreLabel, m_sName ); SET_XY( m_sprScoreLabel ); this->AddChild( m_sprScoreLabel ); FOREACH_EnabledPlayer( p ) { m_textScore[p].LoadFromFont( THEME->GetPathF(m_sName, "ScoreNumber") ); m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) ); m_textScore[p].Load( "RollingNumbersEvaluation" ); ActorUtil::LoadAllCommands( m_textScore[p], m_sName ); SET_XY( m_textScore[p] ); m_textScore[p].SetTargetNumber( m_pStageStats->m_player[p].m_iScore ); this->AddChild( &m_textScore[p] ); } } // init time area if( SHOW_TIME_AREA ) { m_sprTimeLabel.Load( THEME->GetPathG(m_sName,"TimeLabel") ); m_sprTimeLabel->SetName( "TimeLabel" ); ActorUtil::LoadAllCommands( *m_sprTimeLabel, m_sName ); SET_XY( 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].SetName( ssprintf("TimeNumberP%d",p+1) ); ActorUtil::LoadAllCommands( m_textTime[p], m_sName ); SET_XY( m_textTime[p] ); m_textTime[p].SetText( SecondsToMMSSMsMs(m_pStageStats->m_player[p].m_fAliveSeconds) ); this->AddChild( &m_textTime[p] ); } } // init records area bool bOneHasNewTopRecord = false; bool bOneHasFullW1Combo = false; bool bOneHasFullW2Combo = false; bool bOneHasFullW3Combo = false; bool bOneHasFullW4Combo = false; FOREACH_PlayerNumber( p ) { if(GAMESTATE->IsPlayerEnabled(p)) { if( (m_pStageStats->m_player[p].m_iMachineHighScoreIndex == 0 || m_pStageStats->m_player[p].m_iPersonalHighScoreIndex == 0) ) { bOneHasNewTopRecord = true; } if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W4) ) bOneHasFullW4Combo = true; if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W3) ) bOneHasFullW3Combo = true; if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W2) ) bOneHasFullW2Combo = true; if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W1) ) bOneHasFullW1Combo = true; } } Grade best_grade = Grade_NoData; FOREACH_PlayerNumber( p ) best_grade = min( best_grade, grade[p] ); if( m_pStageStats->m_EarnedExtraStage != EarnedExtraStage_No ) { SOUND->PlayOnce( THEME->GetPathS(m_sName,"try " + EarnedExtraStageToString(m_pStageStats->m_EarnedExtraStage)) ); } else if( bOneHasNewTopRecord && ANNOUNCER->HasSoundsFor("evaluation new record") ) { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") ); } else if( bOneHasFullW4Combo && ANNOUNCER->HasSoundsFor("evaluation full combo W4") ) { SOUND->PlayOnceFromDir(ANNOUNCER->GetPathTo("evaluation full combo W4")); } else if( (bOneHasFullW1Combo || bOneHasFullW2Combo || bOneHasFullW3Combo) ) { RString sComboType = bOneHasFullW1Combo ? "W1" : ( bOneHasFullW2Combo ? "W2" : "W3" ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation full combo "+sComboType) ); } else { if( SUMMARY || GAMESTATE->IsCourseMode() ) { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToOldString(best_grade)) ); } else { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: { bool bWon = GAMESTATE->GetStageResult(GAMESTATE->GetMasterPlayerNumber()) == RESULT_WIN; RString sResult = bWon ? "win" : "lose"; SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+sResult) ); } break; default: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToOldString(best_grade)) ); break; } } } switch( best_grade ) { case Grade_Tier01: case Grade_Tier02: case Grade_Tier03: this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS ); default: break; } } bool ScreenEvaluation::Input( const InputEventPlus &input ) { if( IsTransitioning() ) return false; if( input.GameI.IsValid() ) { if( CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT1) || CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT2) ) { PlayerNumber pn = input.pn; if( !m_bSavedScreenshot[pn] && // only allow one screenshot PROFILEMAN->IsPersistentProfile(pn) ) { if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) ) MEMCARDMAN->MountCard( pn ); Profile* pProfile = PROFILEMAN->GetProfile(pn); RString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/"; RString sFileName = StepMania::SaveScreenshot( sDir, true, true, "", "" ); if( !sFileName.empty() ) { RString sPath = sDir+sFileName; const HighScore &hs = m_pStageStats->m_player[pn].m_HighScore; Screenshot screenshot; screenshot.sFileName = sFileName; screenshot.sMD5 = BinaryToHex( CRYPTMAN->GetMD5ForFile(sPath) ); screenshot.highScore = hs; pProfile->AddScreenshot( screenshot ); } if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) ) MEMCARDMAN->UnmountCard( pn ); m_bSavedScreenshot[pn] = true; return true; // handled } } } return ScreenWithMenuElements::Input( input ); } void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_PlayCheer ) { SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") ); } ScreenWithMenuElements::HandleScreenMessage( SM ); } bool ScreenEvaluation::MenuBack( const InputEventPlus &input ) { return MenuStart( input ); } bool ScreenEvaluation::MenuStart( const InputEventPlus &input ) { if( IsTransitioning() ) return false; m_soundStart.Play(true); HandleMenuStart(); return true; } void ScreenEvaluation::HandleMenuStart() { StartTransitioningScreen( SM_GoToNextScreen ); } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the ScreenEvaluation. */ class LunaScreenEvaluation: public Luna { public: static int GetStageStats( T* p, lua_State *L ) { LuaHelpers::Push( L, p->GetStageStats() ); return 1; } LunaScreenEvaluation() { ADD_METHOD( GetStageStats ); } }; LUA_REGISTER_DERIVED_CLASS( ScreenEvaluation, ScreenWithMenuElements ) // lua end /* * (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. */