Files
itgmania212121/stepmania/src/ScreenGameplay.cpp
T
2005-12-02 03:46:27 +00:00

2778 lines
83 KiB
C++

#include "global.h"
#include "ScreenGameplay.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "Steps.h"
#include "RageLog.h"
#include "LifeMeter.h"
#include "GameState.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayPercentage.h"
#include "ScoreDisplayLifeTime.h"
#include "ScoreDisplayOni.h"
#include "ScoreDisplayRave.h"
#include "ThemeManager.h"
#include "RageTimer.h"
#include "ScoreKeeperNormal.h"
#include "ScoreKeeperRave.h"
#include "NoteFieldPositioning.h"
#include "LyricsLoader.h"
#include "ActorUtil.h"
#include "RageTextureManager.h"
#include "GameSoundManager.h"
#include "CombinedLifeMeterTug.h"
#include "Inventory.h"
#include "Course.h"
#include "NoteDataUtil.h"
#include "UnlockManager.h"
#include "LightsManager.h"
#include "ProfileManager.h"
#include "StatsManager.h"
#include "PlayerAI.h" // for NUM_SKILL_LEVELS
#include "NetworkSyncManager.h"
#include "Foreach.h"
#include "DancingCharacters.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Style.h"
#include "LuaManager.h"
#include "MemoryCardManager.h"
#include "CommonMetrics.h"
#include "InputMapper.h"
#include "Game.h"
#include "ActiveAttackList.h"
#include "Player.h"
#include "DifficultyIcon.h"
#include "DifficultyMeter.h"
#include "PlayerScoreList.h"
#include "InputEventPlus.h"
#include "XmlFile.h"
//
// Defines
//
#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB(m_sName,"ShowLifeMeterForDisabledPlayers")
#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
#define PLAYER_X( sName, styleType ) THEME->GetMetricF(m_sName,ssprintf("Player%s%sX",sName.c_str(),StyleTypeToString(styleType).c_str()))
#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
AutoScreenMessage( SM_PlayGo )
// received while STATE_DANCING
AutoScreenMessage( SM_LoadNextSong )
AutoScreenMessage( SM_StartLoadingNextSong )
// received while STATE_OUTRO
AutoScreenMessage( SM_GoToScreenAfterBack )
// received while STATE_INTRO
AutoScreenMessage( SM_StartHereWeGo )
AutoScreenMessage( SM_StopHereWeGo )
static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
PlayerInfo::PlayerInfo()
{
m_pn = PLAYER_INVALID;
m_mp = MultiPlayer_INVALID;
m_bIsDummy = false;
m_pLifeMeter = NULL;
m_ptextCourseSongNumber = NULL;
m_ptextStepsDescription = NULL;
m_pPrimaryScoreDisplay = NULL;
m_pSecondaryScoreDisplay = NULL;
m_pPrimaryScoreKeeper = NULL;
m_pSecondaryScoreKeeper = NULL;
m_ptextPlayerOptions = NULL;
m_pActiveAttackList = NULL;
m_pWin = NULL;
m_pPlayer = NULL;
m_pInventory = NULL;
m_pDifficultyIcon = NULL;
m_pDifficultyMeter = NULL;
}
void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField )
{
m_pn = pn;
m_mp = mp;
m_bIsDummy = false;
m_pLifeMeter = NULL;
m_ptextCourseSongNumber = NULL;
m_ptextStepsDescription = NULL;
if( !IsMultiPlayer() )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_REGULAR:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( PREFSMAN->m_bPercentageScoring )
m_pPrimaryScoreDisplay = new ScoreDisplayPercentage;
else
m_pPrimaryScoreDisplay = new ScoreDisplayNormal;
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_TIME )
m_pPrimaryScoreDisplay = new ScoreDisplayLifeTime;
else
m_pPrimaryScoreDisplay = new ScoreDisplayOni;
break;
default:
ASSERT(0);
}
}
if( m_pPrimaryScoreDisplay )
m_pPrimaryScoreDisplay->Init( GetPlayerState(), GetPlayerStageStats() );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
m_pSecondaryScoreDisplay = new ScoreDisplayRave;
break;
}
if( m_pSecondaryScoreDisplay )
{
m_pSecondaryScoreDisplay->Init( GetPlayerState(), GetPlayerStageStats() );
}
switch( PREFSMAN->m_ScoringType )
{
default: ASSERT(0);
case PrefsManager::SCORING_NEW:
case PrefsManager::SCORING_OLD:
m_pPrimaryScoreKeeper = new ScoreKeeperNormal(
GetPlayerState(),
GetPlayerStageStats() );
break;
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
m_pSecondaryScoreKeeper = new ScoreKeeperRave(
GetPlayerState(),
GetPlayerStageStats() );
break;
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_pWin = new Transition;
break;
}
m_ptextPlayerOptions = NULL;
m_pActiveAttackList = NULL;
m_pPlayer = new Player( bShowNoteField, true );
m_pInventory = NULL;
m_pDifficultyIcon = NULL;
m_pDifficultyMeter = NULL;
if( IsMultiPlayer() )
{
GetPlayerState()->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions;
GetPlayerState()->m_PlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
GetPlayerState()->m_StagePlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_StagePlayerOptions;
GetPlayerState()->m_StoredPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_StoredPlayerOptions;
}
}
void PlayerInfo::LoadDummyP1()
{
m_pn = PLAYER_1;
m_bIsDummy = true;
// don't init any of the scoring objects
m_pPlayer = new Player( true, false );
m_PlayerStateDummy = *GAMESTATE->m_pPlayerState[PLAYER_1];
m_PlayerStateDummy.m_PlayerController = PC_AUTOPLAY;
}
PlayerInfo::~PlayerInfo()
{
SAFE_DELETE( m_pLifeMeter );
SAFE_DELETE( m_ptextCourseSongNumber );
SAFE_DELETE( m_ptextStepsDescription );
SAFE_DELETE( m_pPrimaryScoreDisplay );
SAFE_DELETE( m_pSecondaryScoreDisplay );
SAFE_DELETE( m_pPrimaryScoreKeeper );
SAFE_DELETE( m_pSecondaryScoreKeeper );
SAFE_DELETE( m_ptextPlayerOptions );
SAFE_DELETE( m_pActiveAttackList );
SAFE_DELETE( m_pWin );
SAFE_DELETE( m_pPlayer );
SAFE_DELETE( m_pInventory );
SAFE_DELETE( m_pDifficultyIcon );
SAFE_DELETE( m_pDifficultyMeter );
}
void PlayerInfo::ShowOniGameOver()
{
m_sprOniGameOver->PlayCommand( "Die" );
}
PlayerState *PlayerInfo::GetPlayerState()
{
if( m_bIsDummy )
return &m_PlayerStateDummy;
return IsMultiPlayer() ?
GAMESTATE->m_pMultiPlayerState[ GetPlayerStateAndStageStatsIndex() ] :
GAMESTATE->m_pPlayerState[ GetPlayerStateAndStageStatsIndex() ];
}
PlayerStageStats *PlayerInfo::GetPlayerStageStats()
{
if( m_bIsDummy )
return &m_PlayerStageStatsDummy;
return IsMultiPlayer() ?
&STATSMAN->m_CurStageStats.m_multiPlayer[ GetPlayerStateAndStageStatsIndex() ] :
&STATSMAN->m_CurStageStats.m_player[ GetPlayerStateAndStageStatsIndex() ];
}
bool PlayerInfo::IsEnabled()
{
if( m_pn != PLAYER_INVALID )
return GAMESTATE->IsPlayerEnabled( m_pn );
if( m_mp != MultiPlayer_INVALID )
return GAMESTATE->IsMultiPlayerEnabled( m_mp );
else if( m_bIsDummy )
return true;
ASSERT( 0 );
return false;
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
{
iter++;
for( ; iter != v.end(); iter++ )
{
if( !iter->IsEnabled() )
continue;
return iter;
}
return iter;
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfoNotDummy( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
{
iter++;
for( ; iter != v.end(); iter++ )
{
if( iter->m_bIsDummy )
continue;
if( !iter->IsEnabled() )
continue;
return iter;
}
return iter;
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
{
iter++;
for( ; iter != v.end(); iter++ )
{
if( iter->m_bIsDummy )
continue;
if( !iter->IsEnabled() )
continue;
if( iter->m_mp != MultiPlayer_INVALID )
continue;
return iter;
}
return iter;
}
vector<PlayerInfo>::iterator
GetNextPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
{
iter++;
for( ; iter != v.end(); iter++ )
{
if( iter->m_bIsDummy )
continue;
if( iter->m_pn == PLAYER_INVALID )
continue;
return iter;
}
return iter;
}
vector<PlayerInfo>::iterator
GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
{
iter++;
for( ; iter != v.end(); iter++ )
{
if( !iter->m_pPlayer->HasNoteField() )
continue;
return iter;
}
return iter;
}
ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
{
m_pPlayerScoreList = NULL;
PLAYER_TYPE.Load( sName, "PlayerType" );
GIVE_UP_TEXT.Load( sName, "GiveUpText" );
GIVE_UP_ABORTED_TEXT.Load( sName, "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS.Load( sName, "MusicFadeOutSeconds" );
START_GIVES_UP.Load( sName, "StartGivesUp" );
BACK_GIVES_UP.Load( sName, "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
}
void ScreenGameplay::Init()
{
this->FillPlayerInfo( m_vPlayerInfo );
ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
ScreenWithMenuElements::Init();
/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
* player by making a noise until the game finishes. */
if( !GAMESTATE->m_bDemonstrationOrJukebox )
MEMCARDMAN->PauseMountingThread();
if( GAMESTATE->m_bDemonstrationOrJukebox )
LIGHTSMAN->SetLightsMode( LIGHTSMODE_DEMONSTRATION );
else
LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY );
m_pSoundMusic = NULL;
m_bPaused = false;
m_pCombinedLifeMeter = NULL;
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
/* Save selected options before we change them. */
GAMESTATE->StoreSelectedOptions();
/* Save settings to the profile now. Don't do this on extra stages, since the
* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
* and save over their default modifiers every time someone got an extra stage.
* Do this before course modifiers are set up. */
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
FOREACH_HumanPlayer( pn )
GAMESTATE->SaveCurrentSettingsToProfile(pn);
}
/* Called once per stage (single song or single course). */
GAMESTATE->BeginStage();
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
/* Increment the course play count. */
if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
FOREACH_EnabledPlayer(p)
PROFILEMAN->IncrementCoursePlayCount( GAMESTATE->m_pCurCourse, GAMESTATE->m_pCurTrail[p], p );
STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
/* Record combo rollover. */
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
pi->GetPlayerStageStats()->UpdateComboList( 0, true );
if( GAMESTATE->IsExtraStage() )
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA;
else if( GAMESTATE->IsExtraStage2() )
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
else
STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_NORMAL;
m_DancingState = STATE_INTRO;
// Set this in LoadNextSong()
//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_bZeroDeltaOnNextUpdate = false;
m_SongBackground.SetName( "SongBackground" );
m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
ON_COMMAND( m_SongBackground );
this->AddChild( &m_SongBackground );
m_SongForeground.SetName( "SongForeground" );
m_SongForeground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
ON_COMMAND( m_SongForeground );
this->AddChild( &m_SongForeground );
if( PREFSMAN->m_bShowBeginnerHelper )
{
m_BeginnerHelper.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
m_BeginnerHelper.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
this->AddChild( &m_BeginnerHelper );
}
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Toasty.Load( THEME->GetPathB(m_sName,"toasty") );
this->AddChild( &m_Toasty );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
pi->m_pPlayer->SetName( ssprintf("Player%s", pi->GetName().c_str()) );
// If pi->m_pn is set, then the player will be visible. If not, then it's not
// visible and don't bother setting its position.
float fPlayerX = PLAYER_X( pi->GetName(), GAMESTATE->GetCurrentStyle()->m_StyleType );
/* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
* but for now just ignore SoloSingles when it's Battle or Rave
* Mode. This doesn't begin to address two-player solo (6 arrows) */
if( PREFSMAN->m_bSoloSingle &&
GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_ONE_SIDE )
fPlayerX = SCREEN_CENTER_X;
pi->m_pPlayer->SetXY( fPlayerX, SCREEN_CENTER_Y );
this->AddChild( pi->m_pPlayer );
}
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
{
if( pi->m_pPlayer->HasNoteField() )
{
pi->m_sprOniGameOver.Load( THEME->GetPathG(m_sName,"oni gameover") );
pi->m_sprOniGameOver->SetName( ssprintf("OniGameOver%s",pi->GetName().c_str()) );
SET_XY_AND_ON_COMMAND( pi->m_sprOniGameOver );
this->AddChild( pi->m_sprOniGameOver );
}
}
m_NextSong.Load( THEME->GetPathB(m_sName,"next course song") );
m_NextSong.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_NextSong );
m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
m_SongFinished.Load( THEME->GetPathB(m_sName,"song finished") );
this->AddChild( &m_SongFinished );
bool bBattery = GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY;
//
// Add LifeFrame
//
m_sprLifeFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni life frame":"life frame") );
m_sprLifeFrame->SetName( "LifeFrame" );
SET_XY( m_sprLifeFrame );
this->AddChild( m_sprLifeFrame );
//
// Add score frame
//
m_sprScoreFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni score frame":"score frame") );
m_sprScoreFrame.SetName( "ScoreFrame" );
SET_XY( m_sprScoreFrame );
this->AddChild( &m_sprScoreFrame );
//
// Add combined life meter
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_pCombinedLifeMeter = new CombinedLifeMeterTug;
m_pCombinedLifeMeter->SetName( "CombinedLife" );
SET_XY( *m_pCombinedLifeMeter );
this->AddChild( m_pCombinedLifeMeter );
break;
}
//
// Before the lifemeter loads, if Networking is required
// we need to wait, so that there is no Dead On Start issues.
// if you wait too long at the second checkpoint, you will
// appear dead when you begin your game.
//
NSMAN->StartRequest(0);
//
// Add individual life meter
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_REGULAR:
case PLAY_MODE_ONI:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
FOREACH_PlayerNumberInfo( m_vPlayerInfo, pi )
{
if( !GAMESTATE->IsPlayerEnabled(pi->m_pn) && !SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
continue; // skip
pi->m_pLifeMeter = LifeMeter::MakeLifeMeter( GAMESTATE->m_SongOptions.m_LifeType );
pi->m_pLifeMeter->Load( pi->GetPlayerState(), pi->GetPlayerStageStats() );
pi->m_pLifeMeter->SetName( ssprintf("Life%s",pi->GetName().c_str()) );
SET_XY( pi->m_pLifeMeter );
this->AddChild( pi->m_pLifeMeter );
}
break;
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
break;
}
m_bShowScoreboard = false;
#if !defined(WITHOUT_NETWORKING)
// Only used in SMLAN/SMOnline:
if( NSMAN->useSMserver && !GAMESTATE->PlayerUsingBothSides() )
{
m_bShowScoreboard = PREFSMAN->m_bEnableScoreboard.Get();
PlayerNumber pn = GAMESTATE->GetFirstDisabledPlayer();
if( pn != PLAYER_INVALID )
{
FOREACH_NSScoreBoardColumn( col )
{
m_Scoreboard[col].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
m_Scoreboard[col].SetShadowLength( 0 );
m_Scoreboard[col].SetName( ssprintf("ScoreboardC%iP%i",col+1,pn+1) );
SET_XY( m_Scoreboard[col] );
m_Scoreboard[col].SetText( NSMAN->m_Scoreboard[col] );
m_Scoreboard[col].SetVertAlign( align_top );
this->AddChild( &m_Scoreboard[col] );
}
}
}
#endif
m_MaxCombo.LoadFromFont( THEME->GetPathF(m_sName,"max combo") );
m_MaxCombo.SetName( "MaxCombo" );
SET_XY( m_MaxCombo );
m_MaxCombo.SetText( ssprintf("%d", m_vPlayerInfo[0].GetPlayerStageStats()->iMaxCombo) ); // TODO: Make this work for both players
this->AddChild( &m_MaxCombo );
if( GAMESTATE->m_bMultiplayer )
{
vector<const PlayerState*> vpPlayerState;
vector<const PlayerStageStats*> vpPlayerStageStats;
FOREACH_EnabledMultiPlayer( p )
{
vpPlayerState.push_back( m_vPlayerInfo[p].GetPlayerState() );
vpPlayerStageStats.push_back( m_vPlayerInfo[p].GetPlayerStageStats() );
}
m_pPlayerScoreList = new PlayerScoreList;
m_pPlayerScoreList->Init( vpPlayerState, vpPlayerStageStats );
m_pPlayerScoreList->SetName( "PlayerScoreList" );
SET_XY( m_pPlayerScoreList );
this->AddChild( m_pPlayerScoreList );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
// primary score display
if( pi->m_pPrimaryScoreDisplay )
{
pi->m_pPrimaryScoreDisplay->SetName( ssprintf("Score%s",pi->GetName().c_str()) );
SET_XY( pi->m_pPrimaryScoreDisplay );
if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE || SHOW_SCORE_IN_RAVE ) /* XXX: ugly */
this->AddChild( pi->m_pPrimaryScoreDisplay );
}
// secondary score display
if( pi->m_pSecondaryScoreDisplay )
{
pi->m_pSecondaryScoreDisplay->SetName( ssprintf("SecondaryScore%s",pi->GetName().c_str()) );
SET_XY( pi->m_pSecondaryScoreDisplay );
this->AddChild( pi->m_pSecondaryScoreDisplay );
}
}
//
// Add stage / SongNumber
//
m_sprCourseSongNumber.SetName( "CourseSongNumber" );
SET_XY( m_sprCourseSongNumber );
if( GAMESTATE->IsCourseMode() )
this->AddChild( &m_sprCourseSongNumber );
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
if( GAMESTATE->IsCourseMode() )
{
ASSERT( pi->m_ptextCourseSongNumber == NULL );
pi->m_ptextCourseSongNumber = new BitmapText;
pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"song num") );
pi->m_ptextCourseSongNumber->SetShadowLength( 0 );
pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
SET_XY( pi->m_ptextCourseSongNumber );
pi->m_ptextCourseSongNumber->SetText( "" );
pi->m_ptextCourseSongNumber->SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
this->AddChild( pi->m_ptextCourseSongNumber );
}
ASSERT( pi->m_ptextStepsDescription == NULL );
pi->m_ptextStepsDescription = new BitmapText;
pi->m_ptextStepsDescription->LoadFromFont( THEME->GetPathF(m_sName,"StepsDescription") );
pi->m_ptextStepsDescription->SetName( ssprintf("StepsDescription%s",pi->GetName().c_str()) );
SET_XY( pi->m_ptextStepsDescription );
this->AddChild( pi->m_ptextStepsDescription );
}
//
// Player/Song options
//
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
ASSERT( pi->m_ptextPlayerOptions == NULL );
pi->m_ptextPlayerOptions = new BitmapText;
pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
pi->m_ptextPlayerOptions->SetShadowLength( 0 );
pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
SET_XY( pi->m_ptextPlayerOptions );
this->AddChild( pi->m_ptextPlayerOptions );
}
m_textSongOptions.LoadFromFont( THEME->GetPathF(m_sName,"song options") );
m_textSongOptions.SetShadowLength( 0 );
m_textSongOptions.SetName( "SongOptions" );
SET_XY( m_textSongOptions );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
this->AddChild( &m_textSongOptions );
FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
{
ASSERT( pi->m_pActiveAttackList == NULL );
pi->m_pActiveAttackList = new ActiveAttackList;
pi->m_pActiveAttackList->LoadFromFont( THEME->GetPathF(m_sName,"ActiveAttackList") );
pi->m_pActiveAttackList->Init( pi->GetPlayerState() );
pi->m_pActiveAttackList->SetName( ssprintf("ActiveAttackList%s",pi->GetName().c_str()) );
SET_XY( pi->m_pActiveAttackList );
this->AddChild( pi->m_pActiveAttackList );
}
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
ASSERT( pi->m_pDifficultyIcon == NULL );
pi->m_pDifficultyIcon = new DifficultyIcon;
pi->m_pDifficultyIcon->Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons %dx%d",NUM_PLAYERS,NUM_DIFFICULTIES)) );
/* Position it in LoadNextSong. */
this->AddChild( pi->m_pDifficultyIcon );
ASSERT( pi->m_pDifficultyMeter == NULL );
pi->m_pDifficultyMeter = new DifficultyMeter;
pi->m_pDifficultyMeter->Load( m_sName + ssprintf(" DifficultyMeter%s",pi->GetName().c_str()) );
/* Position it in LoadNextSong. */
this->AddChild( pi->m_pDifficultyMeter );
}
if( PREFSMAN->m_bShowLyrics )
this->AddChild( &m_LyricDisplay );
m_BPMDisplay.SetName( "BPMDisplay" );
m_BPMDisplay.Load();
SET_XY( m_BPMDisplay );
this->AddChild( &m_BPMDisplay );
m_fLastBPS = 0;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
// switch( GAMESTATE->m_PlayMode )
// {
// case PLAY_MODE_BATTLE:
// pi->m_pInventory = new Inventory;
// pi->m_pInventory->Load( p );
// this->AddChild( pi->m_pInventory );
// break;
// }
}
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
this->AddChild( &m_Ready );
m_Go.Load( THEME->GetPathB(m_sName,"go") );
this->AddChild( &m_Go );
m_Cleared.Load( THEME->GetPathB(m_sName,"cleared") );
m_Cleared.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Cleared );
m_Failed.Load( THEME->GetPathB(m_sName,"failed") );
m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Failed );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
m_Extra.Load( THEME->GetPathB(m_sName,"extra1") );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsExtraStage() ) // only load if we're going to use it
m_Extra.Load( THEME->GetPathB(m_sName,"extra2") );
this->AddChild( &m_Extra );
// only load if we're going to use it
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
{
pi->m_pWin->Load( THEME->GetPathB(m_sName,ssprintf("win %s",pi->GetName().c_str())) );
this->AddChild( pi->m_pWin );
}
m_Draw.Load( THEME->GetPathB(m_sName,"draw") );
this->AddChild( &m_Draw );
break;
}
m_textDebug.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textDebug.SetName( "Debug" );
SET_XY( m_textDebug );
m_textDebug.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // just under transitions, over the foreground
this->AddChild( &m_textDebug );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
{
m_textSurviveTime.LoadFromFont( THEME->GetPathF(m_sName,"survive time") );
m_textSurviveTime.SetShadowLength( 0 );
m_textSurviveTime.SetName( "SurviveTime" );
SET_XY( m_textSurviveTime );
m_textSurviveTime.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_textSurviveTime );
}
}
m_SongBackground.Init();
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_soundAssistTick.Load( THEME->GetPathS(m_sName,"assist tick"), true );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
m_soundBattleTrickLevel1.Load( THEME->GetPathS(m_sName,"battle trick level1"), true );
m_soundBattleTrickLevel2.Load( THEME->GetPathS(m_sName,"battle trick level2"), true );
m_soundBattleTrickLevel3.Load( THEME->GetPathS(m_sName,"battle trick level3"), true );
break;
}
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
pi->m_pPlayer->Init(
PLAYER_TYPE,
pi->GetPlayerState(),
pi->GetPlayerStageStats(),
pi->m_pLifeMeter,
m_pCombinedLifeMeter,
pi->m_pPrimaryScoreDisplay,
pi->m_pSecondaryScoreDisplay,
pi->m_pInventory,
pi->m_pPrimaryScoreKeeper,
pi->m_pSecondaryScoreKeeper );
}
//
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
//
InitSongQueues();
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
ASSERT( !pi->m_vpStepsQueue.empty() );
if( pi->m_pPrimaryScoreKeeper )
pi->m_pPrimaryScoreKeeper->Load( m_apSongsQueue, pi->m_vpStepsQueue, pi->m_asModifiersQueue );
if( pi->m_pSecondaryScoreKeeper )
pi->m_pSecondaryScoreKeeper->Load( m_apSongsQueue, pi->m_vpStepsQueue, pi->m_asModifiersQueue );
}
GAMESTATE->m_bGameplayLeadIn.Set( true );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOnScreen. */
LoadNextSong();
this->SortByDrawOrder();
m_GiveUpTimer.SetZero();
// Get the transitions rolling on the first update.
// We can't do this in the constructor because ScreenGameplay is constructed
// in the middle of ScreenStage.
}
//
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
//
void ScreenGameplay::InitSongQueues()
{
LOG->Trace("InitSongQueues");
if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
m_apSongsQueue.clear();
PlayerNumber pnMaster = GAMESTATE->m_MasterPlayerNumber;
Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
ASSERT( pTrail );
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
ASSERT( e->pSong );
m_apSongsQueue.push_back( e->pSong );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
Trail *pTrail = GAMESTATE->m_pCurTrail[ pi->GetStepsAndTrailIndex() ];
ASSERT( pTrail );
pi->m_vpStepsQueue.clear();
pi->m_asModifiersQueue.clear();
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
ASSERT( e->pSteps );
pi->m_vpStepsQueue.push_back( e->pSteps );
AttackArray a;
e->GetAttackArray( a );
pi->m_asModifiersQueue.push_back( a );
}
// In a survuval course, override stored mods
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
{
pi->GetPlayerState()->m_StagePlayerOptions.FromString( "clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue(), true );
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
}
}
}
else
{
m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
Steps *pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
pi->m_vpStepsQueue.push_back( pSteps );
AttackArray aa;
pi->m_asModifiersQueue.push_back( aa );
if( pSteps->GetDifficulty() == DIFFICULTY_BEGINNER && (bool)USE_FORCED_MODIFIERS_IN_BEGINNER )
{
pi->GetPlayerState()->m_StagePlayerOptions.FromString( FORCED_MODIFIERS_IN_BEGINNER, true );
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
}
}
}
// Fill StageStats
STATSMAN->m_CurStageStats.vpPossibleSongs = m_apSongsQueue;
FOREACH( PlayerInfo, m_vPlayerInfo, pi )
{
if( pi->GetPlayerStageStats() )
pi->GetPlayerStageStats()->vpPossibleSteps = pi->m_vpStepsQueue;
}
}
ScreenGameplay::~ScreenGameplay()
{
if( this->IsFirstUpdate() )
{
/* We never received any updates. That means we were deleted without being
* used, and never actually played. (This can happen when backing out of
* ScreenStage.) Cancel the stage. */
GAMESTATE->CancelStage();
}
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
SAFE_DELETE( m_pPlayerScoreList );
if( !GAMESTATE->m_bDemonstrationOrJukebox )
MEMCARDMAN->UnPauseMountingThread();
SAFE_DELETE( m_pCombinedLifeMeter );
if( m_pSoundMusic )
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
NSMAN->ReportSongOver();
}
bool ScreenGameplay::IsLastSong()
{
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
return false;
return GAMESTATE->GetCourseSongIndex() >= (int)m_apSongsQueue.size()-1; // GetCourseSongIndex() is 0-based
}
void ScreenGameplay::SetupSong( int iSongIndex )
{
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
pi->GetPlayerState()->m_fLastDrawnBeat = -100;
GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pi->m_vpStepsQueue[iSongIndex] );
/* Load new NoteData into Player. Do this before
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
* propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied
* to the NoteData:
* once in Player::Load, then again in Player::ApplyActiveAttacks. This
* is very bad for transforms like AddMines.
*/
NoteData originalNoteData;
GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ]->GetNoteData( originalNoteData );
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData ndTransformed;
pStyle->GetTransformedNoteDataForStyle( pi->GetStepsAndTrailIndex(), originalNoteData, ndTransformed );
// load player
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
pi->m_pPlayer->Load( nd );
}
// load auto keysounds
{
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
m_AutoKeysounds.Load( pi->GetStepsAndTrailIndex(), nd );
}
// Put course options into effect. Do this after Player::Load so
// that mods aren't double-applied.
pi->GetPlayerState()->m_ModsToApply.clear();
for( unsigned i=0; i<pi->m_asModifiersQueue[iSongIndex].size(); ++i )
{
Attack a = pi->m_asModifiersQueue[iSongIndex][i];
if( a.fStartSecond == 0 )
a.fStartSecond = -1; // now
GAMESTATE->LaunchAttack( pi->GetPlayerStateAndStageStatsIndex(), a );
GAMESTATE->m_SongOptions.FromString( a.sModifiers );
}
// UGLY: Force updating the BeatToNoteSkin mapping and cache NoteSkins now, or else
// we'll do it on the first update and skip.
pi->m_pPlayer->ApplyWaitingTransforms();
/* Update attack bOn flags. */
GAMESTATE->Update(0);
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
pi->GetPlayerState()->m_CurrentPlayerOptions = pi->GetPlayerState()->m_PlayerOptions;
}
}
void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
{
if( !GAMESTATE->IsCourseMode() )
return;
const CString path = THEME->GetPathG( m_sName, ssprintf("course song %i",iSongNumber+1), true );
if( path != "" )
m_sprCourseSongNumber.Load( path );
else
m_sprCourseSongNumber.UnloadTexture();
SCREENMAN->ZeroNextUpdate();
}
void ScreenGameplay::ReloadCurrentSong()
{
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
pi->GetPlayerStageStats()->iSongsPlayed--;
LoadNextSong();
}
void ScreenGameplay::LoadNextSong()
{
GAMESTATE->ResetMusicStatistics();
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
{
pi->GetPlayerStageStats()->iSongsPlayed++;
if( pi->m_ptextCourseSongNumber )
pi->m_ptextCourseSongNumber->SetText( ssprintf("%d", pi->GetPlayerStageStats()->iSongsPassed+1) );
}
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
// No need to do this here. We do it in SongFinished().
//GAMESTATE->RemoveAllActiveAttacks();
GAMESTATE->RestoreStageOptions();
/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
* failed players can't step. */
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_IMMEDIATE;
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
SetupSong( iPlaySongIndex );
Song* pSong = GAMESTATE->m_pCurSong;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
Steps* pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
pi->GetPlayerStageStats()->vpPlayedSteps.push_back( pSteps );
ASSERT( GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ] );
if( pi->m_ptextStepsDescription )
pi->m_ptextStepsDescription->SetText( pSteps->GetDescription() );
/* Increment the play count even if the player fails. (It's still popular,
* even if the people playing it aren't good at it.) */
if( !GAMESTATE->m_bDemonstrationOrJukebox )
{
if( pi->m_pn != PLAYER_INVALID )
PROFILEMAN->IncrementStepsPlayCount( pSong, pSteps, pi->m_pn );
}
if( pi->m_ptextPlayerOptions )
pi->m_ptextPlayerOptions->SetText( pi->GetPlayerState()->m_PlayerOptions.GetString() );
if( pi->m_pActiveAttackList )
pi->m_pActiveAttackList->Refresh();
// reset oni game over graphic
SET_XY_AND_ON_COMMAND( pi->m_sprOniGameOver );
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && pi->GetPlayerStageStats()->bFailed ) // already failed
pi->ShowOniGameOver();
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR &&
GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR &&
!GAMESTATE->IsEventMode() &&
!GAMESTATE->m_bDemonstrationOrJukebox )
{
if( pi->m_pLifeMeter )
pi->m_pLifeMeter->UpdateNonstopLifebar(
GAMESTATE->GetStageIndex(),
PREFSMAN->m_iSongsPerPlay,
PREFSMAN->m_iProgressiveStageLifebar);
}
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP )
{
if( pi->m_pLifeMeter )
pi->m_pLifeMeter->UpdateNonstopLifebar(
GAMESTATE->GetCourseSongIndex(),
GAMESTATE->m_pCurCourse->GetEstimatedNumStages(),
PREFSMAN->m_iProgressiveNonstopLifebar);
}
if( pi->m_pDifficultyIcon )
pi->m_pDifficultyIcon->SetFromSteps( pi->GetStepsAndTrailIndex(), pSteps );
if( pi->m_pDifficultyMeter )
{
pi->m_pDifficultyMeter->SetName( m_sName + ssprintf(" DifficultyMeter%s",pi->GetName().c_str()) );
pi->m_pDifficultyMeter->SetFromSteps( pSteps );
}
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
if( pi->m_pPrimaryScoreKeeper )
pi->m_pPrimaryScoreKeeper->OnNextSong( GAMESTATE->GetCourseSongIndex(), pSteps, &pi->m_pPlayer->m_NoteData );
if( pi->m_pSecondaryScoreKeeper )
pi->m_pSecondaryScoreKeeper->OnNextSong( GAMESTATE->GetCourseSongIndex(), pSteps, &pi->m_pPlayer->m_NoteData );
// Don't mess with the PlayerController of the Dummy player
if( !pi->m_bIsDummy )
{
if( GAMESTATE->m_bDemonstrationOrJukebox )
{
pi->GetPlayerState()->m_PlayerController = PC_CPU;
pi->GetPlayerState()->m_iCpuSkill = 5;
}
else if( GAMESTATE->IsCpuPlayer(pi->GetStepsAndTrailIndex()) )
{
pi->GetPlayerState()->m_PlayerController = PC_CPU;
int iMeter = pSteps->GetMeter();
int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
/* Watch out: songs aren't actually bound by MAX_METER. */
iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
pi->GetPlayerState()->m_iCpuSkill = iNewSkill;
}
else
{
pi->GetPlayerState()->m_PlayerController = PREFSMAN->m_AutoPlay;
}
}
}
bool bAllReverse = true;
bool bAtLeastOneReverse = false;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( pi->GetPlayerState()->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1 )
bAtLeastOneReverse = true;
else
bAllReverse = false;
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
bool bReverse = pi->GetPlayerState()->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1;
if( pi->m_pDifficultyIcon )
{
pi->m_pDifficultyIcon->SetName( ssprintf("Difficulty%s%s",pi->GetName().c_str(),bReverse?"Reverse":"") );
SET_XY( pi->m_pDifficultyIcon );
}
if( pi->m_pDifficultyMeter )
{
pi->m_pDifficultyMeter->SetName( ssprintf("DifficultyMeter%s%s",pi->GetName().c_str(),bReverse?"Reverse":"") );
SET_XY( pi->m_pDifficultyMeter );
}
}
/* XXX: We want to put the lyrics out of the way, but it's likely that one
* player is in reverse and the other isn't. What to do? */
m_LyricDisplay.SetName( ssprintf( "Lyrics%s", bAllReverse? "Reverse": (bAtLeastOneReverse? "OneReverse": "")) );
SET_XY( m_LyricDisplay );
m_SongFinished.Reset();
// Load lyrics
// XXX: don't load this here
LyricsLoader LL;
if( GAMESTATE->m_pCurSong->HasLyrics() )
LL.LoadFromLRCFile(GAMESTATE->m_pCurSong->GetLyricsPath(), *GAMESTATE->m_pCurSong);
/* Set up song-specific graphics. */
// Check to see if any players are in beginner mode.
// Note: steps can be different if turn modifiers are used.
if( PREFSMAN->m_bShowBeginnerHelper )
{
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
Steps *pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
if( pSteps->GetDifficulty() == DIFFICULTY_BEGINNER )
m_BeginnerHelper.AddPlayer( pi->GetStepsAndTrailIndex(), &pi->m_pPlayer->m_NoteData );
}
}
m_SongBackground.Unload();
if( !PREFSMAN->m_bShowBeginnerHelper || !m_BeginnerHelper.Initialize(2) )
{
m_BeginnerHelper.SetHidden( true );
/* BeginnerHelper disabled, or failed to load. */
m_SongBackground.LoadFromSong( GAMESTATE->m_pCurSong );
if( !GAMESTATE->m_bDemonstrationOrJukebox )
{
/* This will fade from a preset brightness to the actual brightness (based
* on prefs and "cover"). The preset brightness may be 0 (to fade from
* black), or it might be 1, if the stage screen has the song BG and we're
* coming from it (like Pump). This used to be done in SM_PlayReady, but
* that means it's impossible to snap to the new brightness immediately. */
m_SongBackground.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
m_SongBackground.FadeToActualBrightness();
}
}
else
{
m_BeginnerHelper.SetHidden( false );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( !pi->GetPlayerStageStats()->bFailed )
{
// give a little life back between stages
if( pi->m_pLifeMeter )
pi->m_pLifeMeter->OnLoadSong();
if( pi->m_pPrimaryScoreDisplay )
pi->m_pPrimaryScoreDisplay->OnLoadSong();
if( pi->m_pSecondaryScoreDisplay )
pi->m_pSecondaryScoreDisplay->OnLoadSong();
}
}
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnLoadSong();
m_SongForeground.LoadFromSong( GAMESTATE->m_pCurSong );
m_fTimeSinceLastDancingComment = 0;
/* m_soundMusic and m_SongBackground take a very long time to load,
* so cap fDelta at 0 so m_NextSong will show up on screen.
* -Chris */
m_bZeroDeltaOnNextUpdate = true;
SCREENMAN->ZeroNextUpdate();
//
// Load cabinet lights data
//
LoadLights();
/* Load the music last, since it may start streaming and we don't want the music
* to compete with other loading. */
m_AutoKeysounds.FinishLoading();
m_pSoundMusic = m_AutoKeysounds.GetSound();
}
void ScreenGameplay::LoadLights()
{
if( !LIGHTSMAN->IsEnabled() )
return;
//
// First, check if the song has explicit lights
//
m_CabinetLightsNoteData.Init();
ASSERT( GAMESTATE->m_pCurSong );
const Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, DIFFICULTY_MEDIUM );
if( pSteps != NULL )
{
pSteps->GetNoteData( m_CabinetLightsNoteData );
return;
}
//
// No explicit lights. Create autogen lights.
//
CString sDifficulty = PREFSMAN->m_sLightsStepsDifficulty;
vector<CString> asDifficulties;
split( sDifficulty, ",", asDifficulties );
Difficulty d1 = DIFFICULTY_INVALID;
if( asDifficulties.size() > 0 )
d1 = StringToDifficulty( asDifficulties[0] );
pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
// If we can't find anything at all, stop.
if( pSteps == NULL )
return;
NoteData TapNoteData1;
pSteps->GetNoteData( TapNoteData1 );
if( asDifficulties.size() > 1 )
{
Difficulty d2 = StringToDifficulty( asDifficulties[1] );
const Steps *pSteps2 = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
{
NoteData TapNoteData2;
pSteps2->GetNoteData( TapNoteData2 );
NoteDataUtil::LoadTransformedLightsFromTwo( TapNoteData1, TapNoteData2, m_CabinetLightsNoteData );
return;
}
/* fall through */
}
NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
}
float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
{
ASSERT(MinTimeToNotes >= 0);
ASSERT(MinTimeToMusic >= 0);
/* XXX: We want the first beat *in use*, so we don't delay needlessly. */
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
float fStartSecond = fFirstSecond - MinTimeToNotes;
fStartSecond = min(fStartSecond, -MinTimeToMusic);
RageSoundParams p;
p.m_bAccurateSync = true;
p.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = fStartSecond;
ASSERT( !m_pSoundMusic->IsPlaying() );
m_pSoundMusic->Play( &p );
if( m_bPaused )
m_pSoundMusic->Pause( true );
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
GAMESTATE->m_fMusicSeconds = -5000;
UpdateSongPosition(0);
ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
/* Return the amount of time until the first beat. */
return fFirstSecond - fStartSecond;
}
void ScreenGameplay::PauseGame( bool bPause, GameController gc )
{
if( m_bPaused == bPause )
{
LOG->Trace( "ScreenGameplay::PauseGame(%i) received, but already in that state; ignored", bPause );
return;
}
/* Don't pause if we're already tweening out. */
if( bPause && m_DancingState == STATE_OUTRO )
return;
AbortGiveUp( false );
m_bPaused = bPause;
m_PauseController = gc;
m_pSoundMusic->Pause( bPause );
if( bPause )
this->PlayCommand( "Pause" );
else
this->PlayCommand( "Unpause" );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
pi->m_pPlayer->SetPaused( m_bPaused );
}
}
// play assist ticks
void ScreenGameplay::PlayTicks()
{
if( !GAMESTATE->m_SongOptions.m_bAssistTick )
return;
/* Sound cards have a latency between when a sample is Play()ed and when the sound
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
* ahead. This is just to make sure that we request the sound early enough for it to
* come out on time; the actual precise timing is handled by SetStartTime. */
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds += SOUND->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
static int iRowLastCrossed = -1;
if( iSongRow < iRowLastCrossed )
iRowLastCrossed = -1;
int iTickRow = -1;
// for each index we crossed since the last update:
Player &player = *m_vPlayerInfo[0].m_pPlayer;
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( player.m_NoteData, r, iRowLastCrossed+1, iSongRow+1 )
if( player.m_NoteData.IsThereATapOrHoldHeadAtRow( r ) )
iTickRow = r;
iRowLastCrossed = iSongRow;
if( iTickRow != -1 )
{
const float fTickBeat = NoteRowToBeat( iTickRow );
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( fTickBeat );
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
fSecondsUntil /= GAMESTATE->m_SongOptions.m_fMusicRate; /* 2x music rate means the time until the tick is halved */
RageSoundParams p;
p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
m_soundAssistTick.Play( &p );
}
}
/* Play announcer "type" if it's been at least fSeconds since the last announcer. */
void ScreenGameplay::PlayAnnouncer( CString type, float fSeconds )
{
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
return; // Shut the announcer up
/* Don't play in demonstration. */
if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
/* Don't play before the first beat, or after we're finished. */
if( m_DancingState != STATE_DANCING )
return;
if( GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat )
return;
if( m_fTimeSinceLastDancingComment < fSeconds )
return;
m_fTimeSinceLastDancingComment = 0;
SOUND->PlayOnceFromAnnouncer( type );
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnTaunt();
}
void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
{
if( !m_pSoundMusic->IsPlaying() )
return;
RageTimer tm;
const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime );
GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_Timing, tm+fAdjust );
}
void ScreenGameplay::Update( float fDeltaTime )
{
if( GAMESTATE->m_pCurSong == NULL )
{
/* ScreenDemonstration will move us to the next screen. We just need to
* survive for one update without crashing. We need to call Screen::Update
* to make sure we receive the next-screen message. */
Screen::Update( fDeltaTime );
return;
}
if( m_bFirstUpdate )
{
SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
//
// Get the transitions rolling
//
if( GAMESTATE->m_bDemonstrationOrJukebox )
{
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
}
else if ( NSMAN->useSMserver )
{
//If we're using networking, we must not have any
//delay. If we do this can cause inconsistancy
//on different computers and differet themes
StartPlayingSong( 0, 0 );
m_pSoundMusic->Stop();
float startOffset = g_fNetStartOffset;
NSMAN->StartRequest(1);
RageSoundParams p;
p.m_bAccurateSync = true;
p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
p.StopMode = RageSoundParams::M_CONTINUE;
p.m_StartSecond = startOffset;
m_pSoundMusic->Play( &p );
UpdateSongPosition(0);
}
else
{
float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
/*
* Tell the music to start, but don't actually make any noise for
* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
*
* This is only a minimum: the music might be started later, to meet
* the minimum-time-to-notes value. If you're writing song data,
* and you want to make sure we get ideal timing here, make sure there's
* a bit of space at the beginning of the music with no steps.
*/
/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
}
}
UpdateSongPosition( fDeltaTime );
if( m_bZeroDeltaOnNextUpdate )
{
Screen::Update( 0 );
m_bZeroDeltaOnNextUpdate = false;
}
else
{
Screen::Update( fDeltaTime );
}
/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
* PREFSMAN->m_bDelayedScreenLoad. */
if( GAMESTATE->m_pCurSong == NULL )
return;
/* This can happen if ScreenDemonstration::HandleScreenMessage sets a new screen when
* !PREFSMAN->m_bDelayedScreenLoad. (The new screen was loaded when we called Screen::Update,
* and the ctor might set a new GAMESTATE->m_pCurSong, so the above check can fail.) */
if( SCREENMAN->GetTopScreen() != this )
return;
/* Update actors when paused, but never move on to another state. */
if( m_bPaused )
return;
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID && !m_MaxCombo.GetHidden() )
m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
m_AutoKeysounds.Update(fDeltaTime);
//
// update GameState HealthState
//
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
PlayerNumber pn = pi->GetStepsAndTrailIndex();
if(
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(pn)) )
{
pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
}
else if(
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsHot()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(pn)) )
{
pi->GetPlayerState()->m_HealthState = PlayerState::HOT;
}
else if(
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(pn)) )
{
pi->GetPlayerState()->m_HealthState = PlayerState::DANGER;
}
else
{
pi->GetPlayerState()->m_HealthState = PlayerState::ALIVE;
}
}
switch( m_DancingState )
{
case STATE_DANCING:
/* Set STATSMAN->m_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
* SM_BeginFailed if all players failed, and kill dead Oni players. */
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
PlayerNumber pn = pi->GetStepsAndTrailIndex();
SongOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.m_LifeType;
if( ft == SongOptions::FAIL_OFF )
continue;
// check for individual fail
if( pi->m_pLifeMeter == NULL || !pi->m_pLifeMeter->IsFailing() )
continue; /* isn't failing */
if( m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn) )
continue; /* isn't failing */
if( pi->GetPlayerStageStats()->bFailed )
continue; /* failed and is already dead */
/* If recovery is enabled, only set fail if both are failing.
* There's no way to recover mid-song in battery mode. */
if( lt != SongOptions::LIFE_BATTERY &&
PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
continue;
LOG->Trace("Player %d failed", (int)pn);
pi->GetPlayerStageStats()->bFailed = true; // fail
//
// Check for and do Oni die.
//
bool bAllowOniDie = false;
switch( lt )
{
case SongOptions::LIFE_BATTERY:
bAllowOniDie = true;
break;
}
if( bAllowOniDie && ft == SongOptions::FAIL_IMMEDIATE )
{
if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
{
// kill them!
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
pi->ShowOniGameOver();
pi->m_pPlayer->m_NoteData.Init(); // remove all notes and scoring
pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
}
}
}
bool bAllFailed = true;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
SongOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
switch( ft )
{
case SongOptions::FAIL_IMMEDIATE:
if( pi->GetPlayerState()->m_HealthState < PlayerState::DEAD )
bAllFailed = false;
break;
case SongOptions::FAIL_END_OF_SONG:
bAllFailed = false; // wait until the end of the song to fail.
break;
case SongOptions::FAIL_OFF:
bAllFailed = false; // never fail.
break;
default:
ASSERT(0);
}
}
if( bAllFailed )
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
//
// Update living players' alive time
//
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
if( !pi->GetPlayerStageStats()->bFailed )
pi->GetPlayerStageStats()->fAliveSeconds += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
// update fGameplaySeconds
STATSMAN->m_CurStageStats.fGameplaySeconds += fDeltaTime;
if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
STATSMAN->m_CurStageStats.fStepsSeconds += fDeltaTime;
//
// Check for end of song
//
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
/* Make sure we keep going long enough to register a miss for the last note. */
Player &player = *m_vPlayerInfo[0].m_pPlayer;
fSecondsToStop += player.GetMaxStepDistanceSeconds();
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSong.IsTransitioning() )
m_SongFinished.StartTransitioning( SM_NotesEnded );
//
// update 2d dancing characters
//
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
DancingCharacters *pCharacter = m_SongBackground.GetDancingCharacters();
if( pCharacter != NULL )
{
TapNoteScore tns = pi->m_pPlayer->GetLastTapNoteScore();
ANIM_STATES_2D state = AS2D_MISS;
switch( tns )
{
case TNS_W4:
case TNS_W3:
state = AS2D_GOOD;
break;
case TNS_W2:
case TNS_W1:
state = AS2D_GREAT;
break;
default:
state = AS2D_MISS;
break;
}
if( state == AS2D_GREAT && pi->m_pLifeMeter && pi->m_pLifeMeter->GetLife() == 1.0f ) // full life
state = AS2D_FEVER;
pCharacter->Change2DAnimState( pi->m_pn, state );
}
}
//
// Check for enemy death in enemy battle
//
static float fLastSeenEnemyHealth = 1;
if( fLastSeenEnemyHealth != GAMESTATE->m_fOpponentHealthPercent )
{
fLastSeenEnemyHealth = GAMESTATE->m_fOpponentHealthPercent;
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
{
// HACK: Load incorrect directory on purpose for now.
PlayAnnouncer( "gameplay battle damage level3", 0 );
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
if( !GAMESTATE->IsCpuPlayer(pi->m_pn) )
continue;
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
pi->ShowOniGameOver();
pi->m_pPlayer->m_NoteData.Init(); // remove all notes and scoring
pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
}
}
}
//
// Check to see if it's time to play a ScreenGameplay comment
//
m_fTimeSinceLastDancingComment += fDeltaTime;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_REGULAR:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( GAMESTATE->OneIsHot() )
PlayAnnouncer( "gameplay comment hot", SECONDS_BETWEEN_COMMENTS );
else if( GAMESTATE->AllAreInDangerOrWorse() )
PlayAnnouncer( "gameplay comment danger", SECONDS_BETWEEN_COMMENTS );
else
PlayAnnouncer( "gameplay comment good", SECONDS_BETWEEN_COMMENTS );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
PlayAnnouncer( "gameplay comment oni", SECONDS_BETWEEN_COMMENTS );
break;
default:
ASSERT(0);
}
}
//
// update give up
//
bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && GAMESTATE->AllHumanHaveComboOf30OrMoreMisses()) )
{
// Give up
STATSMAN->m_CurStageStats.bGaveUp = true;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
pi->GetPlayerStageStats()->bFailed |= GAMESTATE->AllHumanHaveComboOf30OrMoreMisses();
}
m_GiveUpTimer.SetZero();
if( GIVING_UP_GOES_TO_PREV_SCREEN )
{
BeginBackingOutFromGameplay();
}
else if( GIVING_UP_GOES_TO_NEXT_SCREEN )
{
HandleScreenMessage( SM_LeaveGameplay );
return;
}
else
{
this->PostScreenMessage( SM_NotesEnded, 0 );
}
return;
}
//
// update bpm display
//
if( m_fLastBPS != GAMESTATE->m_fCurBPS && !m_BPMDisplay.GetHidden() )
{
m_fLastBPS = GAMESTATE->m_fCurBPS;
m_BPMDisplay.SetConstantBpm( GAMESTATE->m_fCurBPS * 60.0f );
}
PlayTicks();
UpdateLights();
SendCrossedMessages();
if( NSMAN->useSMserver )
{
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
if( pi->m_pLifeMeter )
NSMAN->m_playerLife[pi->m_pn] = int(pi->m_pLifeMeter->GetLife()*10000);
if( m_bShowScoreboard )
FOREACH_NSScoreBoardColumn(cn)
if( m_bShowScoreboard && NSMAN->ChangedScoreboard(cn) )
m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
}
}
void ScreenGameplay::UpdateLights()
{
if( !LIGHTSMAN->IsEnabled() )
return;
if( m_CabinetLightsNoteData.GetNumTracks() == 0 ) // light data wasn't loaded
return;
const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
ZERO( bBlinkCabinetLight );
ZERO( bBlinkGameButton );
bool bCrossedABeat = false;
{
const float fSongBeat = GAMESTATE->m_fLightSongBeat;
const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
float fBeatNow = roundf(NoteRowToBeat(iSongRow));
bCrossedABeat = fBeatLast != fBeatNow;
FOREACH_CabinetLight( cl )
{
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iSongRow+1 )
{
if( m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty )
bBlinkCabinetLight[cl] = true;
}
if( m_CabinetLightsNoteData.IsHoldNoteAtRow( cl, iSongRow ) )
bBlinkCabinetLight[cl] = true;
}
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
for( int t=0; t<pi->m_pPlayer->m_NoteData.GetNumTracks(); t++ )
{
bool bBlink = false;
// for each index we crossed since the last update:
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( pi->m_pPlayer->m_NoteData, t, r, iRowLastCrossed+1, iSongRow+1 )
{
TapNote tn = pi->m_pPlayer->m_NoteData.GetTapNote(t,r);
if( tn.type != TapNote::empty && tn.type != TapNote::mine )
bBlink = true;
}
// check if a hold should be active
if( pi->m_pPlayer->m_NoteData.IsHoldNoteAtRow( t, iSongRow ) )
bBlink = true;
if( bBlink )
{
StyleInput si( pi->m_pn, t );
GameInput gi = pStyle->StyleInputToGameInput( si );
bBlinkGameButton[gi.controller][gi.button] = true;
}
}
}
iRowLastCrossed = iSongRow;
}
// Before the first beat of the song, all cabinet lights solid on (except for menu buttons).
bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat);
FOREACH_CabinetLight( cl )
{
switch( cl )
{
case LIGHT_BUTTONS_LEFT:
case LIGHT_BUTTONS_RIGHT:
// don't blink
break;
default:
bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;
break;
}
}
// Send blink data.
FOREACH_CabinetLight( cl )
{
if( bBlinkCabinetLight[cl] )
LIGHTSMAN->BlinkCabinetLight( cl );
}
FOREACH_GameController( gc )
{
FOREACH_GameButton( gb )
{
if( bBlinkGameButton[gc][gb] )
LIGHTSMAN->BlinkGameButton( GameInput(gc,gb) );
}
}
}
void ScreenGameplay::SendCrossedMessages()
{
{
static int iRowLastCrossed = 0;
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ )
{
if( GetNoteType( r ) == NOTE_TYPE_4TH )
MESSAGEMAN->Broadcast( Message_BeatCrossed );
}
iRowLastCrossed = iRowNow;
}
{
const int NUM_MESSAGES_TO_SEND = 4;
const float MESSAGE_SPACING_SECONDS = 0.5f;
PlayerNumber pn = PLAYER_INVALID;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
if( GAMESTATE->m_pCurSteps[ pi->m_pn ]->GetDifficulty() == DIFFICULTY_BEGINNER )
{
pn = pi->m_pn;
break;
}
}
if( pn == PLAYER_INVALID )
return;
NoteData &nd = m_vPlayerInfo[pn].m_pPlayer->m_NoteData;
static int iRowLastCrossedAll[NUM_MESSAGES_TO_SEND] = { 0, 0, 0, 0 };
for( int i=0; i<NUM_MESSAGES_TO_SEND; i++ )
{
float fOffsetFromCurrentSeconds = MESSAGE_SPACING_SECONDS * i;
float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fOffsetFromCurrentSeconds;
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
int &iRowLastCrossed = iRowLastCrossedAll[i];
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iRowNow+1 )
{
int iNumTracksWithTapOrHoldHead = 0;
for( int t=0; t<nd.GetNumTracks(); t++ )
{
if( nd.GetTapNote(t,r).type == TapNote::empty )
continue;
iNumTracksWithTapOrHoldHead++;
// Send col-specific crossed
if( i == 0 )
{
StyleInput si( pn, t );
const Game* pGame = GAMESTATE->GetCurrentGame();
CString sButton = pGame->ColToButtonName( t );
CString sMessageName = "NoteCrossed" + sButton;
MESSAGEMAN->Broadcast( sMessageName );
}
}
if( iNumTracksWithTapOrHoldHead > 0 )
MESSAGEMAN->Broadcast( (Message)(Message_NoteCrossed + i) );
if( i == 0 && iNumTracksWithTapOrHoldHead >= 2 )
{
CString sMessageName = "NoteCrossedJump";
MESSAGEMAN->Broadcast( sMessageName );
}
}
iRowLastCrossed = iRowNow;
}
}
}
void ScreenGameplay::BeginBackingOutFromGameplay()
{
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
this->ClearMessageQueue();
// If this is the final stage, don't allow extra stage
if( GAMESTATE->IsFinalStage() )
GAMESTATE->m_bBackedOutOfFinalStage = true;
// Disallow backing out of extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
else
m_Cancel.StartTransitioning( SM_GoToScreenAfterBack );
}
void ScreenGameplay::AbortGiveUp( bool bShowText )
{
if( m_GiveUpTimer.IsZero() )
return;
m_textDebug.StopTweening();
if( bShowText )
m_textDebug.SetText( GIVE_UP_ABORTED_TEXT );
// otherwise tween out the text that's there
m_textDebug.BeginTweening( 1/2.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_GiveUpTimer.SetZero();
}
void ScreenGameplay::Input( const InputEventPlus &input )
{
//LOG->Trace( "ScreenGameplay::Input()" );
if( input.type == IET_LEVEL_CHANGED )
return;
if( m_bPaused )
{
/* If we're paused, only accept MENU_BUTTON_START to unpause. */
if( input.MenuI.IsValid() && GAMESTATE->IsHumanPlayer(input.MenuI.player) && input.MenuI.button == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
{
if( m_PauseController == GAME_CONTROLLER_INVALID || m_PauseController == input.GameI.controller )
this->PauseGame( false );
}
return;
}
if( input.MenuI.IsValid() &&
m_DancingState != STATE_OUTRO &&
GAMESTATE->IsHumanPlayer(input.MenuI.player) &&
!m_Cancel.IsTransitioning() )
{
/* Allow bailing out by holding the START button of all active players. This
* gives a way to "give up" when a back button isn't available. Doing this is
* treated as failing the song, unlike BACK, since it's always available.
*
* However, if this is also a style button, don't do this. (pump center = start) */
bool bHoldingGiveUp = false;
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && !input.StyleI.IsValid() );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && !input.StyleI.IsValid() );
if( bHoldingGiveUp )
{
/* No PREFSMAN->m_bDelayedEscape; always delayed. */
if( input.type==IET_RELEASE )
AbortGiveUp( true );
else if( input.type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
{
m_textDebug.SetText( GIVE_UP_TEXT );
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_GiveUpTimer.Touch(); /* start the timer */
}
return;
}
/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
* disabled. */
if( input.MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP )
{
if( ((!PREFSMAN->m_bDelayedBack && input.type==IET_FIRST_PRESS) ||
(input.DeviceI.device==DEVICE_KEYBOARD && (input.type==IET_SLOW_REPEAT||input.type==IET_FAST_REPEAT)) ||
(input.DeviceI.device!=DEVICE_KEYBOARD && input.type==IET_FAST_REPEAT)) )
{
LOG->Trace("Player %i went back", input.MenuI.player+1);
BeginBackingOutFromGameplay();
}
else if( PREFSMAN->m_bDelayedBack && input.type==IET_FIRST_PRESS )
{
m_textDebug.SetText( "Continue holding BACK to quit" );
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
}
else if( PREFSMAN->m_bDelayedBack && input.type==IET_RELEASE )
{
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
}
return;
}
}
/* Nothing below cares about releases. */
if( input.type == IET_RELEASE )
return;
if( GAMESTATE->m_bMultiplayer )
{
MultiPlayer mp = MultiPlayer_INVALID;
// Translate input and sent to the appropriate player. Assume that all
// joystick devices are mapped the same as the master player.
if( input.DeviceI.IsJoystick() )
{
DeviceInput _DeviceI = input.DeviceI;
_DeviceI.device = DEVICE_JOY1;
GameInput _GameI;
INPUTMAPPER->DeviceToGame( _DeviceI, _GameI );
if( input.GameI.IsValid() )
{
StyleInput _StyleI;
INPUTMAPPER->GameToStyle( _GameI, _StyleI );
mp = InputMapper::InputDeviceToMultiPlayer( input.DeviceI.device );
if( mp>=0 && mp<NUM_MultiPlayer )
m_vPlayerInfo[mp].m_pPlayer->Step( _StyleI.col, input.DeviceI.ts );
}
}
}
else
{
//
// handle a step or battle item activate
//
if( input.type==IET_FIRST_PRESS &&
input.StyleI.IsValid() &&
GAMESTATE->IsHumanPlayer( input.StyleI.player ) )
{
AbortGiveUp( true );
if( PREFSMAN->m_AutoPlay == PC_HUMAN )
m_vPlayerInfo[input.StyleI.player].m_pPlayer->Step( input.StyleI.col, input.DeviceI.ts );
}
}
}
/*
* Saving StageStats that are affected by the note pattern is a little tricky:
*
* Stats are cumulative for course play.
*
* For regular songs, it doesn't matter how we do it; the pattern doesn't change
* during play.
*
* The pattern changes during play in battle and course mode. We want to include these
* changes, so run stats for a song after the song finishes.
*
* If we fail, be sure to include the current song in stats, with the current modifier set.
*
* So:
*
* 1. At the end of a song in any mode, pass or fail, add stats for that song (from m_pPlayer).
* 2. At the end of gameplay in course mode, add stats for any songs that weren't played,
* applying the modifiers the song would have been played with. This doesn't include songs
* that were played but failed; that was done in #1.
*/
void ScreenGameplay::SongFinished()
{
// save any statistics
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
/* Note that adding stats is only meaningful for the counters (eg. RADAR_NUM_JUMPS),
* not for the percentages (RADAR_AIR). */
RadarValues v;
NoteDataUtil::CalculateRadarValues( pi->m_pPlayer->m_NoteData, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
pi->GetPlayerStageStats()->radarPossible += v;
NoteDataWithScoring::GetActualRadarValues( pi->m_pPlayer->m_NoteData, pi->m_pn, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
pi->GetPlayerStageStats()->radarActual += v;
}
/* Extremely important: if we don't remove attacks before moving on to the next
* screen, they'll still be turned on eventually. */
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
pi->m_pActiveAttackList->Refresh();
}
void ScreenGameplay::StageFinished( bool bBackedOut )
{
if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
{
LOG->Trace("Stage finished at index %i/%i", GAMESTATE->GetCourseSongIndex(), (int) m_apSongsQueue.size() );
/* +1 to skip the current song; that song has already passed. */
for( unsigned i = GAMESTATE->GetCourseSongIndex()+1; i < m_apSongsQueue.size(); ++i )
{
LOG->Trace("Running stats for %i", i );
SetupSong( i );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
pi->m_pPlayer->ApplyWaitingTransforms();
SongFinished();
}
}
// save current stage stats
if( !bBackedOut )
STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
/* Reset options. */
GAMESTATE->RestoreStageOptions();
}
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
if( SM == SM_DoneFadingIn )
{
SOUND->PlayOnceFromAnnouncer( "gameplay ready" );
m_Ready.StartTransitioning( SM_PlayGo );
}
else if( SM == SM_PlayGo )
{
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
SOUND->PlayOnceFromAnnouncer( "gameplay here we go extra" );
else if( GAMESTATE->IsFinalStage() )
SOUND->PlayOnceFromAnnouncer( "gameplay here we go final" );
else
SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
m_Go.StartTransitioning( SM_None );
GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
}
else if( SM == SM_NotesEnded ) // received while STATE_DANCING
{
AbortGiveUp( false ); // don't allow giveup while the next song is loading
/* Do this in LoadNextSong, so we don't tween off old attacks until
* m_NextSong finishes. */
// GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
/* If either player's passmark is enabled, check it. */
if( pi->GetPlayerState()->m_PlayerOptions.m_fPassmark > 0 &&
pi->m_pLifeMeter &&
pi->m_pLifeMeter->GetLife() < pi->GetPlayerState()->m_PlayerOptions.m_fPassmark )
{
LOG->Trace("Player %i failed: life %f is under %f",
pi->GetPlayerStateAndStageStatsIndex()+1, pi->m_pLifeMeter->GetLife(), pi->GetPlayerState()->m_PlayerOptions.m_fPassmark );
pi->GetPlayerStageStats()->bFailed = true;
}
/* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(pi->GetStepsAndTrailIndex())) )
pi->GetPlayerStageStats()->bFailed = true;
if( !pi->GetPlayerStageStats()->bFailed )
pi->GetPlayerStageStats()->iSongsPassed++;
// set a life record at the point of failue
if( pi->GetPlayerStageStats()->bFailed )
pi->GetPlayerStageStats()->SetLifeRecordAt( 0, STATSMAN->m_CurStageStats.fGameplaySeconds );
}
/* If all players have *really* failed (bFailed, not the life meter or
* bFailedEarlier): */
const bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
const bool bStopCourseEarly = STOP_COURSE_EARLY;
const bool bIsLastSong = IsLastSong();
LOG->Trace( "bAllReallyFailed = %d, bStopCourseEarly = %d, bIsLastSong = %d", bAllReallyFailed, bStopCourseEarly, bIsLastSong );
if( bStopCourseEarly || bAllReallyFailed || bIsLastSong )
{
// Time to leave from ScreenGameplay
HandleScreenMessage( SM_LeaveGameplay );
}
else
{
/* Load the next song in the course. First, fade out and stop the music. */
float fFadeLengthSeconds = MUSIC_FADE_OUT_SECONDS;
RageSoundParams p = m_pSoundMusic->GetParams();
p.m_FadeLength = fFadeLengthSeconds;
p.m_LengthSeconds = GAMESTATE->m_fMusicSeconds + fFadeLengthSeconds;
m_pSoundMusic->SetParams(p);
SCREENMAN->PostMessageToTopScreen( SM_StartLoadingNextSong, fFadeLengthSeconds );
return;
}
}
else if( SM == SM_LeaveGameplay )
{
// update dancing characters for win / lose
DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
if( Dancers )
{
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( pi->GetPlayerStageStats()->bFailed )
Dancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
else if( pi->m_pLifeMeter && pi->m_pLifeMeter->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( pi->m_pn, AS2D_WINFEVER ); // full life pass anim
else
Dancers->Change2DAnimState( pi->m_pn, AS2D_WIN ); // pass anim
}
}
/* End round. */
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
return; // ignore
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( pi->m_pActiveAttackList )
pi->m_pActiveAttackList->Refresh();
}
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
if( bAllReallyFailed )
{
this->PostScreenMessage( SM_BeginFailed, 0 );
return;
}
TweenOffScreen();
// do they deserve an extra stage?
if( GAMESTATE->HasEarnedExtraStage() )
{
m_Extra.StartTransitioning( SM_GoToNextScreen );
SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
}
else
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
PlayerNumber winner = GAMESTATE->GetBestPlayer();
switch( winner )
{
case PLAYER_INVALID:
m_Draw.StartTransitioning( SM_GoToNextScreen );
break;
default:
m_vPlayerInfo[winner].m_pWin->StartTransitioning( SM_GoToNextScreen );
break;
}
}
break;
default:
m_Cleared.StartTransitioning( SM_GoToNextScreen );
break;
}
SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
}
}
else if( SM == SM_StartLoadingNextSong )
{
m_pSoundMusic->Stop();
/* Next song. */
// give a little life back between stages
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( !pi->GetPlayerStageStats()->bFailed )
{
if( pi->m_pLifeMeter )
pi->m_pLifeMeter->OnSongEnded();
if( pi->m_pPrimaryScoreDisplay )
pi->m_pPrimaryScoreDisplay->OnSongEnded();
if( pi->m_pSecondaryScoreDisplay )
pi->m_pSecondaryScoreDisplay->OnSongEnded();
}
}
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnSongEnded();
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
iPlaySongIndex %= m_apSongsQueue.size();
MESSAGEMAN->Broadcast( "BeforeLoadingNextCourseSong" );
m_NextSong.Reset();
m_NextSong.PlayCommand( "Start" );
m_NextSong.StartTransitioning( SM_LoadNextSong );
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
COMMAND( m_sprCourseSongNumber, "ChangeIn" );
}
else if( SM == SM_LoadNextSong )
{
SongFinished();
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
LoadNextSong();
m_NextSong.Reset();
m_NextSong.PlayCommand( "Finish" );
m_NextSong.StartTransitioning( SM_None );
/* We're fading in, so don't hit any notes for a few seconds; they'll be
* obscured by the fade. */
StartPlayingSong( m_NextSong.GetLengthSeconds()+2, 0 );
}
else if( SM == SM_PlayToasty )
{
if( PREFSMAN->m_bEasterEggs )
if( !m_Toasty.IsTransitioning() && !m_Toasty.IsFinished() ) // don't play if we've already played it once
m_Toasty.StartTransitioning();
}
else if( SM >= SM_100Combo && SM <= SM_1000Combo )
{
int iCombo = (SM-SM_100Combo+1)*100;
PlayAnnouncer( ssprintf("gameplay %d combo",iCombo), 2 );
}
else if( SM == SM_ComboStopped )
{
PlayAnnouncer( "gameplay combo stopped", 2 );
}
else if( SM == SM_ComboContinuing )
{
PlayAnnouncer( "gameplay combo overflow", 2 );
}
else if( SM >= SM_BattleTrickLevel1 && SM <= SM_BattleTrickLevel3 )
{
int iTrickLevel = SM-SM_BattleTrickLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
switch( SM )
{
case SM_BattleTrickLevel1: m_soundBattleTrickLevel1.Play(); break;
case SM_BattleTrickLevel2: m_soundBattleTrickLevel2.Play(); break;
case SM_BattleTrickLevel3: m_soundBattleTrickLevel3.Play(); break;
default: ASSERT(0);
}
}
else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
{
int iDamageLevel = SM-SM_BattleDamageLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle damage level%d",iDamageLevel), 3 );
}
else if( SM == SM_GoToScreenAfterBack )
{
SongFinished();
StageFinished( true );
GAMESTATE->CancelStage();
HandleScreenMessage( SM_GoToPrevScreen );
}
else if( SM == SM_GoToNextScreen )
{
SongFinished();
StageFinished( false );
//SaveRecordedResults();
}
else if( SM == SM_GainFocus )
{
/* We do this ourself. */
SOUND->HandleSongTimer( false );
}
else if( SM == SM_LoseFocus )
{
/* We might have turned the song timer off. Be sure to turn it back on. */
SOUND->HandleSongTimer( true );
}
else if( SM == SM_BeginFailed )
{
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
m_pSoundMusic->StopPlaying();
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
TweenOffScreen();
m_Failed.StartTransitioning( SM_GoToNextScreen );
// show the survive time if extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
float fMaxSurviveSeconds = 0;
FOREACH_EnabledPlayer(p)
fMaxSurviveSeconds = max( fMaxSurviveSeconds, STATSMAN->m_CurStageStats.m_player[p].fAliveSeconds );
m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxSurviveSeconds) );
SET_XY_AND_ON_COMMAND( m_textSurviveTime );
}
if( GAMESTATE->IsCourseMode() )
if( GAMESTATE->GetCourseSongIndex() >= int(m_apSongsQueue.size() / 2) )
SOUND->PlayOnceFromAnnouncer( "gameplay oni failed halfway" );
else
SOUND->PlayOnceFromAnnouncer( "gameplay oni failed" );
else
SOUND->PlayOnceFromAnnouncer( "gameplay failed" );
}
else if( SM == SM_Pause )
{
/* Ignore SM_Pause when in demonstration. */
if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
if( !m_bPaused )
PauseGame( true );
}
ScreenWithMenuElements::HandleScreenMessage( SM );
}
void ScreenGameplay::Cancel( ScreenMessage smSendWhenDone )
{
m_pSoundMusic->Stop();
ScreenWithMenuElements::Cancel( smSendWhenDone );
}
void ScreenGameplay::TweenOnScreen()
{
ON_COMMAND( m_sprLifeFrame );
ON_COMMAND( m_sprCourseSongNumber );
ON_COMMAND( m_textSongOptions );
ON_COMMAND( m_sprScoreFrame );
ON_COMMAND( m_BPMDisplay );
ON_COMMAND( m_MaxCombo );
ON_COMMAND( m_pPlayerScoreList );
if( m_pCombinedLifeMeter )
ON_COMMAND( *m_pCombinedLifeMeter );
FOREACH( PlayerInfo, m_vPlayerInfo, pi )
{
if( pi->m_pLifeMeter )
ON_COMMAND( pi->m_pLifeMeter );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
ON_COMMAND( pi->m_ptextCourseSongNumber );
ON_COMMAND( pi->m_ptextStepsDescription );
if( pi->m_pPrimaryScoreDisplay )
ON_COMMAND( pi->m_pPrimaryScoreDisplay );
if( pi->m_pSecondaryScoreDisplay )
ON_COMMAND( pi->m_pSecondaryScoreDisplay );
ON_COMMAND( pi->m_ptextPlayerOptions );
ON_COMMAND( pi->m_pActiveAttackList );
ON_COMMAND( pi->m_pDifficultyIcon );
ON_COMMAND( pi->m_pDifficultyMeter );
if( pi->m_pPlayer->HasNoteField() )
ON_COMMAND( pi->m_pPlayer );
}
if( m_bShowScoreboard )
FOREACH_NSScoreBoardColumn( sc )
ON_COMMAND( m_Scoreboard[sc] );
ScreenWithMenuElements::TweenOnScreen();
}
void ScreenGameplay::TweenOffScreen()
{
ScreenWithMenuElements::TweenOffScreen();
OFF_COMMAND( m_sprLifeFrame );
OFF_COMMAND( m_sprCourseSongNumber );
OFF_COMMAND( m_textSongOptions );
OFF_COMMAND( m_sprScoreFrame );
OFF_COMMAND( m_BPMDisplay );
OFF_COMMAND( m_MaxCombo );
OFF_COMMAND( m_pPlayerScoreList );
if( m_pCombinedLifeMeter )
OFF_COMMAND( *m_pCombinedLifeMeter );
FOREACH( PlayerInfo, m_vPlayerInfo, pi )
{
if( pi->m_pLifeMeter )
OFF_COMMAND( pi->m_pLifeMeter );
}
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
OFF_COMMAND( pi->m_ptextCourseSongNumber );
OFF_COMMAND( pi->m_ptextStepsDescription );
if( pi->m_pPrimaryScoreDisplay )
OFF_COMMAND( pi->m_pPrimaryScoreDisplay );
if( pi->m_pSecondaryScoreDisplay )
OFF_COMMAND( pi->m_pSecondaryScoreDisplay );
OFF_COMMAND( pi->m_ptextPlayerOptions );
OFF_COMMAND( pi->m_pActiveAttackList );
OFF_COMMAND( pi->m_pDifficultyIcon );
OFF_COMMAND( pi->m_pDifficultyMeter );
if( pi->m_pPlayer->HasNoteField() )
OFF_COMMAND( pi->m_pPlayer );
}
if( m_bShowScoreboard )
FOREACH_NSScoreBoardColumn( sc )
OFF_COMMAND( m_Scoreboard[sc] );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
}
Song *ScreenGameplay::GetNextCourseSong() const
{
ASSERT( GAMESTATE->IsCourseMode() );
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
iPlaySongIndex %= m_apSongsQueue.size();
return m_apSongsQueue[iPlaySongIndex];
}
void ScreenGameplay::SaveRecordedResults()
{
FOREACH_HumanPlayer( pn )
{
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
XNode *p = pi->m_pPlayer->m_NoteData.CreateNode();
DISP_OPT opt;
//
// Find a file name for the screenshot
//
FlushDirCache();
vector<CString> files;
GetDirListing( "Save/recording*", files, false, false );
sort( files.begin(), files.end() );
/* Files should be of the form "recording######.xxx". */
int iIndex = 0;
for( int i = files.size()-1; i >= 0; --i )
{
static Regex re( "^recording([0-9]{5})\\....$" );
vector<CString> matches;
if( !re.Compare( files[i], matches ) )
continue;
ASSERT( matches.size() == 1 );
iIndex = atoi( matches[0] )+1;
break;
}
CString sFileName = ssprintf( "recording%05d.xml", iIndex );
p->SaveToFile( "Save/"+sFileName, opt );
SAFE_DELETE( p );
return;
}
}
}
// lua start
#include "LuaBinding.h"
class LunaScreenGameplay: public Luna<ScreenGameplay>
{
public:
LunaScreenGameplay() { LUA->Register( Register ); }
static int GetNextCourseSong( T* p, lua_State *L ) { p->GetNextCourseSong()->PushSelf(L); return 1; }
static void Register( Lua *L )
{
ADD_METHOD( GetNextCourseSong );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenGameplay, ScreenWithMenuElements )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/