281 lines
10 KiB
C++
281 lines
10 KiB
C++
#include "global.h"
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#include "ScreenEnding.h"
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#include "ScreenManager.h"
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#include "SongManager.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include "song.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "ActorUtil.h"
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#include "GameState.h"
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#include "MemoryCardManager.h"
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#include "RageLog.h"
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#include "Style.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "StatsManager.h"
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#include "PlayerState.h"
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#include "CommonMetrics.h"
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#include "InputEventPlus.h"
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CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line )
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{
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switch( line )
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{
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case CALORIES_TODAY: return "Calories Today";
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case CURRENT_COMBO: return "Current Combo";
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case PERCENT_COMPLETE:
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{
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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CString sStepsType = GAMEMAN->StepsTypeToLocalizedString(st);
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CString sType = GAMESTATE->IsCourseMode() ? "Courses" : "Songs";
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return ssprintf( "%s %s %%", sStepsType.c_str(), sType.c_str() );
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}
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case PERCENT_COMPLETE_EASY:
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case PERCENT_COMPLETE_MEDIUM:
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case PERCENT_COMPLETE_HARD:
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case PERCENT_COMPLETE_CHALLENGE:
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{
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if( GAMESTATE->IsCourseMode() )
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{
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CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
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ASSERT( cd >= 0 && cd < NUM_CourseDifficulty );
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if( !GAMESTATE->IsCourseDifficultyShown(cd) )
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return CString();
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return CourseDifficultyToLocalizedString(cd);
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}
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else
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{
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Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
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ASSERT( dc >= 0 && dc < NUM_Difficulty );
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return DifficultyToLocalizedString(dc);
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}
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}
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default: ASSERT(0); return CString();
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}
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}
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CString GetStatsLineValue( PlayerNumber pn, EndingStatsLine line )
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{
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CHECKPOINT_M( ssprintf("GetStatsLineValue(%d,%d)",pn,line) );
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Profile* pProfile = PROFILEMAN->GetProfile( pn );
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ASSERT( pProfile );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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switch( line )
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{
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case CALORIES_TODAY: return pProfile->GetDisplayTotalCaloriesBurnedToday();
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case CURRENT_COMBO: return Commify( pProfile->m_iCurrentCombo );
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case PERCENT_COMPLETE:
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{
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float fActual = 0;
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float fPossible = 0;
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if( GAMESTATE->IsCourseMode() )
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{
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FOREACH_CONST( CourseDifficulty, CommonMetrics::COURSE_DIFFICULTIES_TO_SHOW.GetValue(), iter )
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{
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fActual += pProfile->GetCoursesActual(st,*iter);
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fPossible += pProfile->GetCoursesPossible(st,*iter);
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}
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}
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else
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{
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), iter )
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{
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fActual += pProfile->GetSongsActual(st,*iter);
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fPossible += pProfile->GetSongsPossible(st,*iter);
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}
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}
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return ssprintf( "%05.2f%%", fActual/fPossible*100 );
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}
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case PERCENT_COMPLETE_EASY:
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case PERCENT_COMPLETE_MEDIUM:
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case PERCENT_COMPLETE_HARD:
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case PERCENT_COMPLETE_CHALLENGE:
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// Ugly...
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{
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CString sStepsType = GAMEMAN->StepsTypeToLocalizedString(st);
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float fPercent = 0;
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if( GAMESTATE->IsCourseMode() )
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{
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CourseDifficulty cd = (CourseDifficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
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ASSERT( cd >= 0 && cd < NUM_CourseDifficulty );
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if( !GAMESTATE->IsCourseDifficultyShown(cd) )
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return CString();
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CString sDifficulty = CourseDifficultyToLocalizedString(cd);
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fPercent = pProfile->GetCoursesPercentComplete(st,cd);
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}
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else
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{
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Difficulty dc = (Difficulty)(DIFFICULTY_EASY+line-PERCENT_COMPLETE_EASY);
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ASSERT( dc >= 0 && dc < NUM_Difficulty );
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CString sDifficulty = DifficultyToLocalizedString(dc);
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fPercent = pProfile->GetSongsPercentComplete(st,dc);
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}
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return ssprintf( "%05.2f%%", fPercent*100 );
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}
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default: ASSERT(0); return CString();
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}
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}
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REGISTER_SCREEN_CLASS( ScreenEnding );
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ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, false/*dont reset GAMESTATE*/ )
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{
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if( PREFSMAN->m_bScreenTestMode )
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{
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() );
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrollSpeed = 2;
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GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 0;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.ChooseRandomModifiers();
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GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.ChooseRandomModifiers();
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for( float f = 0; f < 100.0f; f += 1.0f )
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{
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float fP1 = fmodf(f/100*4+.3f,1);
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].SetLifeRecordAt( fP1, f );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f );
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}
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iActualDancePoints = rand()%3;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iPossibleDancePoints = 2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iActualDancePoints = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iPossibleDancePoints = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 0;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 0, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 1, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 50;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 25, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 250;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 100, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W1] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W2] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W3] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W1] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W2] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W3] = rand()%2;
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STATSMAN->m_vPlayedStageStats.clear();
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}
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// Update final profile stats before we load them for display.
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GAMESTATE->FinishStage();
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}
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void ScreenEnding::Init()
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{
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ScreenAttract::Init();
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vector<Song*> arraySongs;
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SONGMAN->GetSongs( arraySongs );
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SongUtil::SortSongPointerArrayByTitle( arraySongs );
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FOREACH_HumanPlayer( p )
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{
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// don't show stats if not using a persistent profile
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if( !PROFILEMAN->IsPersistentProfile(p) )
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continue;
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FOREACH_EndingStatsLine( i )
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{
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m_Lines[i][p].title.LoadFromFont( THEME->GetPathF("ScreenEnding","stats title") );
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m_Lines[i][p].title.SetText( GetStatsLineTitle(p, i) );
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m_Lines[i][p].title.SetName( ssprintf("StatsTitleP%dLine%d",p+1,i+1) );
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SET_XY_AND_ON_COMMAND( m_Lines[i][p].title );
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this->AddChild( &m_Lines[i][p].title );
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m_Lines[i][p].value.LoadFromFont( THEME->GetPathF("ScreenEnding","stats value") );
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m_Lines[i][p].value.SetText( GetStatsLineValue(p, i) );
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m_Lines[i][p].value.SetName( ssprintf("StatsValueP%dLine%d",p+1,i+1) );
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SET_XY_AND_ON_COMMAND( m_Lines[i][p].value );
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this->AddChild( &m_Lines[i][p].value );
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}
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m_sprRemoveMemoryCard[p].SetName( ssprintf("RemoveCardP%d",p+1) );
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m_sprRemoveMemoryCard[p].Load( THEME->GetPathG("ScreenEnding",ssprintf("remove card P%d",p+1)) );
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switch( MEMCARDMAN->GetCardState(p) )
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{
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case MemoryCardState_Removed:
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case MemoryCardState_NoCard:
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m_sprRemoveMemoryCard[p].SetHidden( true );
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break;
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}
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SET_XY_AND_ON_COMMAND( m_sprRemoveMemoryCard[p] );
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m_sprRemoveMemoryCard[p].AddCommand( ssprintf("CardRemovedP%dMessage",p+1), apActorCommands(new ActorCommands("hidden,1")) );
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this->AddChild( &m_sprRemoveMemoryCard[p] );
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}
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this->SortByDrawOrder();
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") );
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// Now that we've read the data from the profile, it's ok to Reset()
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GAMESTATE->Reset();
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}
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void ScreenEnding::Input( const InputEventPlus &input )
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{
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bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning();
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if( input.MenuI.IsValid() && !bIsTransitioning )
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{
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switch( input.MenuI.button )
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{
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case MENU_BUTTON_START:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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}
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}
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ScreenAttract::Input( input );
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}
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/*
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* (c) 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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