218 lines
6.1 KiB
C++
218 lines
6.1 KiB
C++
#include "global.h"
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#include "ScreenGameplayLesson.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "GamePreferences.h"
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#include "StatsManager.h"
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#include "Song.h"
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REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
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ScreenGameplayLesson::ScreenGameplayLesson()
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{
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m_iCurrentPageIndex = 0;
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m_Try = Try_1;
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}
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void ScreenGameplayLesson::Init()
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{
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ASSERT( GAMESTATE->GetCurrentStyle() );
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ASSERT( GAMESTATE->m_pCurSong );
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/* Now that we've set up, init the base class. */
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ScreenGameplayNormal::Init();
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
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// Load pages
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Song *pSong = GAMESTATE->m_pCurSong;
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RString sDir = pSong->GetSongDir();
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vector<RString> vs;
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GetDirListing( sDir+"Page*", vs, true, true );
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m_vPages.resize( vs.size() );
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FOREACH( RString, vs, s )
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{
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int i = s - vs.begin();
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AutoActor &aa = m_vPages[i];
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LuaThreadVariable iIndex( "PageIndex", LuaReference::Create(i) );
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LuaThreadVariable iPages( "NumPages", LuaReference::Create( (int)vs.size() ) );
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aa.Load( *s );
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aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
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this->AddChild( aa );
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}
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FOREACH( AutoActor, m_vPages, aa )
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{
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bool bIsFirst = aa == m_vPages.begin();
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(*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" );
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(*aa)->PlayCommand( "On" );
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}
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// Reset stage number (not relevant in lessons)
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GAMESTATE->m_iCurrentStageIndex = 0;
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FOREACH_ENUM( PlayerNumber, p )
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GAMESTATE->m_iPlayerStageTokens[p] = 1;
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// Autoplay during demonstration
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
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}
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void ScreenGameplayLesson::Input( const InputEventPlus &input )
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{
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//LOG->Trace( "ScreenGameplayLesson::Input()" );
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if( m_iCurrentPageIndex != -1 )
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{
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// show a lesson page
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Screen::Input( input );
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}
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else
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{
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// in the "your turn" section"
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ScreenGameplay::Input( input );
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}
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}
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void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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bool bShowingAPage = m_iCurrentPageIndex != -1;
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// While showing a page, loop the music.
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if( bShowingAPage )
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{
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ResetAndRestartCurrentSong();
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}
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else
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{
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PlayerStageStats &pss = STATSMAN->m_CurStageStats.m_player[PLAYER_1];
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int iActual = pss.GetLessonScoreActual();
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int iNeeded = pss.GetLessonScoreNeeded();
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bool bCleared = iActual >= iNeeded;
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bool bAnyTriesLeft = m_Try + 1 < NUM_Try;
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if( bCleared )
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{
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MESSAGEMAN->Broadcast( Message_LessonCleared );
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this->HandleScreenMessage( SM_LeaveGameplay );
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// Commit scores here since we don't go through an eval screen.
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// Only commit if we've cleared. Don't commit if we've failed all 3 tries.
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STATSMAN->m_CurStageStats.FinalizeScores( false );
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}
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else if( bAnyTriesLeft )
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{
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ResetAndRestartCurrentSong();
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m_Try = (Try)(m_Try+1);
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MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
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}
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else
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{
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this->HandleScreenMessage( SM_BeginFailed );
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MESSAGEMAN->Broadcast( Message_LessonFailed );
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}
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}
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return; // handled
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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void ScreenGameplayLesson::MenuStart( const InputEventPlus &input )
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{
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// XXX: Allow repeats?
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if( m_iCurrentPageIndex == -1 )
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return;
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ChangeLessonPage( +1 );
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}
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void ScreenGameplayLesson::MenuBack( const InputEventPlus &input )
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{
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// XXX: Allow repeats?
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if( m_iCurrentPageIndex == 0 )
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{
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BeginBackingOutFromGameplay();
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return;
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}
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if( m_iCurrentPageIndex == -1 )
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return;
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ChangeLessonPage( -1 );
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}
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void ScreenGameplayLesson::ChangeLessonPage( int iDir )
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{
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if( m_iCurrentPageIndex + iDir < 0 )
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{
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// don't change
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return;
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}
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else if( m_iCurrentPageIndex + iDir >= (int)m_vPages.size() )
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{
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
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m_iCurrentPageIndex = -1;
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ResetAndRestartCurrentSong();
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MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
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// Change back to the current autoplay setting (in most cases, human controlled).
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* Mike: I'm not sure if you can actually have the player options enabled in this mode,
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* but I'm putting the check here anyways to play it safe. If it's unnecessary, then it
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* should be removed. */
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
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pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
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else
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pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
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}
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}
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else
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{
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
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m_iCurrentPageIndex += iDir;
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" );
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}
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}
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void ScreenGameplayLesson::ResetAndRestartCurrentSong()
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{
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson();
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m_pSoundMusic->Stop();
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ReloadCurrentSong();
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StartPlayingSong( 2, 0 );
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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