Files
itgmania212121/stepmania/src/ScreenEnding.cpp
T
2006-01-07 04:11:29 +00:00

281 lines
10 KiB
C++

#include "global.h"
#include "ScreenEnding.h"
#include "ScreenManager.h"
#include "SongManager.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include "song.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "ActorUtil.h"
#include "GameState.h"
#include "MemoryCardManager.h"
#include "RageLog.h"
#include "Style.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "StatsManager.h"
#include "PlayerState.h"
#include "CommonMetrics.h"
#include "InputEventPlus.h"
CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line )
{
switch( line )
{
case CALORIES_TODAY: return "Calories Today";
case CURRENT_COMBO: return "Current Combo";
case PERCENT_COMPLETE:
{
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
CString sStepsType = GAMEMAN->StepsTypeToLocalizedString(st);
CString sType = GAMESTATE->IsCourseMode() ? "Courses" : "Songs";
return ssprintf( "%s %s %%", sStepsType.c_str(), sType.c_str() );
}
case PERCENT_COMPLETE_EASY:
case PERCENT_COMPLETE_MEDIUM:
case PERCENT_COMPLETE_HARD:
case PERCENT_COMPLETE_CHALLENGE:
{
if( GAMESTATE->IsCourseMode() )
{
CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
ASSERT( cd >= 0 && cd < NUM_CourseDifficulty );
if( !GAMESTATE->IsCourseDifficultyShown(cd) )
return CString();
return CourseDifficultyToLocalizedString(cd);
}
else
{
Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
ASSERT( dc >= 0 && dc < NUM_Difficulty );
return DifficultyToLocalizedString(dc);
}
}
default: ASSERT(0); return CString();
}
}
CString GetStatsLineValue( PlayerNumber pn, EndingStatsLine line )
{
CHECKPOINT_M( ssprintf("GetStatsLineValue(%d,%d)",pn,line) );
Profile* pProfile = PROFILEMAN->GetProfile( pn );
ASSERT( pProfile );
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
switch( line )
{
case CALORIES_TODAY: return pProfile->GetDisplayTotalCaloriesBurnedToday();
case CURRENT_COMBO: return Commify( pProfile->m_iCurrentCombo );
case PERCENT_COMPLETE:
{
float fActual = 0;
float fPossible = 0;
if( GAMESTATE->IsCourseMode() )
{
FOREACH_CONST( CourseDifficulty, CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue(), iter )
{
fActual += pProfile->GetCoursesActual(st,*iter);
fPossible += pProfile->GetCoursesPossible(st,*iter);
}
}
else
{
FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), iter )
{
fActual += pProfile->GetSongsActual(st,*iter);
fPossible += pProfile->GetSongsPossible(st,*iter);
}
}
return ssprintf( "%05.2f%%", fActual/fPossible*100 );
}
case PERCENT_COMPLETE_EASY:
case PERCENT_COMPLETE_MEDIUM:
case PERCENT_COMPLETE_HARD:
case PERCENT_COMPLETE_CHALLENGE:
// Ugly...
{
CString sStepsType = GAMEMAN->StepsTypeToLocalizedString(st);
float fPercent = 0;
if( GAMESTATE->IsCourseMode() )
{
CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
ASSERT( cd >= 0 && cd < NUM_CourseDifficulty );
if( !GAMESTATE->IsCourseDifficultyShown(cd) )
return CString();
CString sDifficulty = CourseDifficultyToLocalizedString(cd);
fPercent = pProfile->GetCoursesPercentComplete(st,cd);
}
else
{
Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
ASSERT( dc >= 0 && dc < NUM_Difficulty );
CString sDifficulty = DifficultyToLocalizedString(dc);
fPercent = pProfile->GetSongsPercentComplete(st,dc);
}
return ssprintf( "%05.2f%%", fPercent*100 );
}
default: ASSERT(0); return CString();
}
}
REGISTER_SCREEN_CLASS( ScreenEnding );
ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, false/*dont reset GAMESTATE*/ )
{
if( PREFSMAN->m_bScreenTestMode )
{
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() );
GAMESTATE->m_pCurSteps[PLAYER_1].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrollSpeed = 2;
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrollSpeed = 2;
GAMESTATE->m_iCurrentStageIndex = 0;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.ChooseRandomModifiers();
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.ChooseRandomModifiers();
for( float f = 0; f < 100.0f; f += 1.0f )
{
float fP1 = fmodf(f/100*4+.3f,1);
STATSMAN->m_CurStageStats.m_player[PLAYER_1].SetLifeRecordAt( fP1, f );
STATSMAN->m_CurStageStats.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f );
}
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iActualDancePoints = rand()%3;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iPossibleDancePoints = 2;
STATSMAN->m_CurStageStats.m_player[PLAYER_2].iActualDancePoints = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_2].iPossibleDancePoints = 1;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 0;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 0, false );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 1;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 1, false );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 50;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 25, false );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 250;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 100, false );
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W1] = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W2] = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W3] = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W1] = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W2] = rand()%2;
STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W3] = rand()%2;
STATSMAN->m_vPlayedStageStats.clear();
}
// Update final profile stats before we load them for display.
GAMESTATE->FinishStage();
}
void ScreenEnding::Init()
{
ScreenAttract::Init();
vector<Song*> arraySongs;
SONGMAN->GetSongs( arraySongs );
SongUtil::SortSongPointerArrayByTitle( arraySongs );
FOREACH_HumanPlayer( p )
{
// don't show stats if not using a persistent profile
if( !PROFILEMAN->IsPersistentProfile(p) )
continue;
FOREACH_EndingStatsLine( i )
{
m_Lines[i][p].title.LoadFromFont( THEME->GetPathF("ScreenEnding","stats title") );
m_Lines[i][p].title.SetText( GetStatsLineTitle(p, i) );
m_Lines[i][p].title.SetName( ssprintf("StatsTitleP%dLine%d",p+1,i+1) );
SET_XY_AND_ON_COMMAND( m_Lines[i][p].title );
this->AddChild( &m_Lines[i][p].title );
m_Lines[i][p].value.LoadFromFont( THEME->GetPathF("ScreenEnding","stats value") );
m_Lines[i][p].value.SetText( GetStatsLineValue(p, i) );
m_Lines[i][p].value.SetName( ssprintf("StatsValueP%dLine%d",p+1,i+1) );
SET_XY_AND_ON_COMMAND( m_Lines[i][p].value );
this->AddChild( &m_Lines[i][p].value );
}
m_sprRemoveMemoryCard[p].SetName( ssprintf("RemoveCardP%d",p+1) );
m_sprRemoveMemoryCard[p].Load( THEME->GetPathG("ScreenEnding",ssprintf("remove card P%d",p+1)) );
switch( MEMCARDMAN->GetCardState(p) )
{
case MemoryCardState_Removed:
case MemoryCardState_NoCard:
m_sprRemoveMemoryCard[p].SetHidden( true );
break;
}
SET_XY_AND_ON_COMMAND( m_sprRemoveMemoryCard[p] );
m_sprRemoveMemoryCard[p].AddCommand( ssprintf("CardRemovedP%dMessage",p+1), apActorCommands(new ActorCommands("hidden,1")) );
this->AddChild( &m_sprRemoveMemoryCard[p] );
}
this->SortByDrawOrder();
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") );
// Now that we've read the data from the profile, it's ok to Reset()
GAMESTATE->Reset();
}
void ScreenEnding::Input( const InputEventPlus &input )
{
bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning();
if( input.MenuI.IsValid() && !bIsTransitioning )
{
switch( input.MenuI.button )
{
case MENU_BUTTON_START:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
}
}
ScreenAttract::Input( input );
}
/*
* (c) 2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/