#include "global.h" #include "ScreenGameplayLesson.h" #include "RageLog.h" #include "GameState.h" #include "GamePreferences.h" #include "StatsManager.h" #include "Song.h" REGISTER_SCREEN_CLASS( ScreenGameplayLesson ); ScreenGameplayLesson::ScreenGameplayLesson() { m_iCurrentPageIndex = 0; m_Try = Try_1; } void ScreenGameplayLesson::Init() { ASSERT( GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber()) != NULL ); ASSERT( GAMESTATE->m_pCurSong != NULL ); /* Now that we've set up, init the base class. */ ScreenGameplayNormal::Init(); ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc. GAMESTATE->m_bGameplayLeadIn.Set( false ); m_DancingState = STATE_DANCING; // Load pages Song *pSong = GAMESTATE->m_pCurSong; RString sDir = pSong->GetSongDir(); vector vs; GetDirListing( sDir+"Page*", vs, true, true ); m_vPages.resize( vs.size() ); FOREACH( RString, vs, s ) { int i = s - vs.begin(); AutoActor &aa = m_vPages[i]; LuaThreadVariable iIndex( "PageIndex", LuaReference::Create(i) ); LuaThreadVariable iPages( "NumPages", LuaReference::Create( (int)vs.size() ) ); aa.Load( *s ); aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); this->AddChild( aa ); } FOREACH( AutoActor, m_vPages, aa ) { bool bIsFirst = aa == m_vPages.begin(); (*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" ); (*aa)->PlayCommand( "On" ); } // Reset stage number (not relevant in lessons) GAMESTATE->m_iCurrentStageIndex = 0; FOREACH_ENUM( PlayerNumber, p ) GAMESTATE->m_iPlayerStageTokens[p] = 1; // Autoplay during demonstration FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY; } bool ScreenGameplayLesson::Input( const InputEventPlus &input ) { //LOG->Trace( "ScreenGameplayLesson::Input()" ); if( m_iCurrentPageIndex != -1 ) { // show a lesson page return Screen::Input( input ); } else { // in the "your turn" section" return ScreenGameplay::Input( input ); } } void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_NotesEnded ) { bool bShowingAPage = m_iCurrentPageIndex != -1; // While showing a page, loop the music. if( bShowingAPage ) { ResetAndRestartCurrentSong(); } else { PlayerStageStats &pss = STATSMAN->m_CurStageStats.m_player[PLAYER_1]; int iActual = pss.GetLessonScoreActual(); int iNeeded = pss.GetLessonScoreNeeded(); bool bCleared = iActual >= iNeeded; bool bAnyTriesLeft = m_Try + 1 < NUM_Try; if( bCleared ) { MESSAGEMAN->Broadcast( Message_LessonCleared ); this->HandleScreenMessage( SM_LeaveGameplay ); // Commit scores here since we don't go through an eval screen. // Only commit if we've cleared. Don't commit if we've failed all 3 tries. STATSMAN->m_CurStageStats.FinalizeScores( false ); } else if( bAnyTriesLeft ) { ResetAndRestartCurrentSong(); m_Try = (Try)(m_Try+1); MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) ); } else { this->HandleScreenMessage( SM_BeginFailed ); MESSAGEMAN->Broadcast( Message_LessonFailed ); } } return; // handled } ScreenGameplay::HandleScreenMessage( SM ); } bool ScreenGameplayLesson::MenuStart( const InputEventPlus &input ) { // XXX: Allow repeats? if( m_iCurrentPageIndex == -1 ) return false; ChangeLessonPage( +1 ); return true; } bool ScreenGameplayLesson::MenuBack( const InputEventPlus &input ) { // XXX: Allow repeats? if( m_iCurrentPageIndex == 0 ) { BeginBackingOutFromGameplay(); return true; } if( m_iCurrentPageIndex == -1 ) return false; ChangeLessonPage( -1 ); return true; } void ScreenGameplayLesson::ChangeLessonPage( int iDir ) { if( m_iCurrentPageIndex + iDir < 0 ) { // don't change return; } else if( m_iCurrentPageIndex + iDir >= (int)m_vPages.size() ) { m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" ); m_iCurrentPageIndex = -1; ResetAndRestartCurrentSong(); MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) ); // Change back to the current autoplay setting (in most cases, human controlled). FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { /* Mike: I'm not sure if you can actually have the player options enabled in this mode, * but I'm putting the check here anyways to play it safe. If it's unnecessary, then it * should be removed. */ if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 ) pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY; else pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay; } } else { m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" ); m_iCurrentPageIndex += iDir; m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" ); } } void ScreenGameplayLesson::ResetAndRestartCurrentSong() { STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson(); m_pSoundMusic->Stop(); ReloadCurrentSong(); StartPlayingSong( 2, 0 ); } /* * (c) 2003-2004 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. */