5318d0670d
in each place gameplay exits. This incremented the stage number in SSM, and was brittle: FinishStage was sprinkled in many odd places. Do both in SGameplay. This increments the stage number as soon as gameplay ends. This only affects evaluation. Use the stage number from StageStats there, instead of the current stage, and adjust branches. During evaluation, the game is on the upcoming stage and displaying old data for the last stage, instead of the stage continuing through evaluation. This also moves a bunch of scoring-related stuff out of SEvaluation, to the end of gameplay, where it belongs. Eval is almost const, and things won't break like they would before if Eval is not used.
336 lines
9.2 KiB
C++
336 lines
9.2 KiB
C++
#include "global.h"
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#include "ScreenNameEntryTraditional.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "StatsManager.h"
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#include "SongManager.h"
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#include "song.h"
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#include "Style.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "InputEventPlus.h"
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#include "RageInput.h"
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#include "RageLog.h"
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REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
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void ScreenNameEntryTraditional::Init()
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{
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if( PREFSMAN->m_bScreenTestMode )
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{
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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_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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for( int z = 0; z < 3; ++z )
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{
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StageStats ss;
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const vector<Song*> &apSongs = SONGMAN->GetSongs();
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ss.m_vpPlayedSongs.push_back( apSongs[rand()%apSongs.size()] );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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FOREACH_PlayerNumber( p )
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{
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Steps *pSteps = ss.m_vpPlayedSongs[0]->GetAllSteps()[0];
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ss.m_player[p].m_vpPlayedSteps.push_back( pSteps );
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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ss.m_player[p].m_iPossibleDancePoints = 100;
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ss.m_player[p].m_iActualDancePoints = 100;
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ss.m_player[p].m_iScore = 100;
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ss.m_player[p].m_iPossibleDancePoints = 1000;
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ss.m_player[p].m_iActualDancePoints = 985;
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ss.m_player[p].m_vpPossibleSteps.push_back( pSteps );
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HighScore hs;
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hs.SetGrade( Grade_Tier03 );
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hs.SetPercentDP( ss.m_player[p].GetPercentDancePoints() );
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hs.SetScore( ss.m_player[p].m_iScore );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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int a, b;
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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}
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STATSMAN->m_vPlayedStageStats.push_back( ss );
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}
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}
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MAX_RANKING_NAME_LENGTH.Load( m_sName, "MaxRankingNameLength" );
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ScreenWithMenuElements::Init();
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}
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void ScreenNameEntryTraditional::BeginScreen()
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{
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/* Find out if players are entering their name. */
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FOREACH_PlayerNumber( pn )
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{
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vector<GameState::RankingFeat> aFeats;
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GAMESTATE->GetRankingFeats( pn, aFeats );
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bool bNoStagesLeft = GAMESTATE->m_iPlayerCurrentStageIndexForCurrentCredit[pn] >= PREFSMAN->m_iSongsPerPlay;
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m_bEnteringName[pn] = aFeats.size() > 0 && bNoStagesLeft;
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m_bFinalized[pn] = !m_bEnteringName[pn];
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}
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FOREACH_HumanPlayer( pn )
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{
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if( !m_bEnteringName[pn] )
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continue; // skip
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m_sSelection[pn] = L"";
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// load last used ranking name if any
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const Profile *pProfile = PROFILEMAN->GetProfile(pn);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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{
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m_sSelection[pn] = RStringToWstring( pProfile->m_sLastUsedHighScoreName );
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if( (int) m_sSelection[pn].size() > MAX_RANKING_NAME_LENGTH )
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m_sSelection[pn].erase( MAX_RANKING_NAME_LENGTH );
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if( m_sSelection[pn].size() )
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SelectChar( pn, "ENTER" );
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}
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UpdateSelectionText( pn );
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}
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ScreenWithMenuElements::BeginScreen();
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}
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void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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if( !m_Out.IsTransitioning() )
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{
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Message msg("MenuTimerExpired");
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this->HandleMessage( msg );
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}
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return;
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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bool ScreenNameEntryTraditional::AnyStillEntering() const
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{
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FOREACH_PlayerNumber( pn )
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if( !m_bFinalized[pn] )
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return true;
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return false;
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}
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bool ScreenNameEntryTraditional::AnyEntering() const
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{
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FOREACH_PlayerNumber( pn )
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if( m_bEnteringName[pn] )
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return true;
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return false;
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}
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void ScreenNameEntryTraditional::Input( const InputEventPlus &input )
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{
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if( IsTransitioning() )
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return;
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ScreenWithMenuElements::Input( input );
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}
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bool ScreenNameEntryTraditional::Finish( PlayerNumber pn )
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{
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if( !AnyStillEntering() )
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{
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StartTransitioningScreen( SM_GoToNextScreen );
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return true;
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}
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if( m_bFinalized[pn] )
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return false;
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m_bFinalized[pn] = true;
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UpdateSelectionText( pn ); /* hide NAME_ cursor */
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RString sSelection = WStringToRString( m_sSelection[pn] );
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// save last used ranking name
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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pProfile->m_sLastUsedHighScoreName = sSelection;
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TrimRight( sSelection, " " );
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TrimLeft( sSelection, " " );
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GAMESTATE->StoreRankingName( pn, sSelection );
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{
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Message msg("PlayerFinished");
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msg.SetParam( "PlayerNumber", pn );
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this->HandleMessage( msg );
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}
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if( !AnyStillEntering() )
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StartTransitioningScreen( SM_GoToNextScreen );
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return true;
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}
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void ScreenNameEntryTraditional::UpdateSelectionText( PlayerNumber pn )
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{
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wstring sText = m_sSelection[pn];
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if( !m_bFinalized[pn] && (int) sText.size() < MAX_RANKING_NAME_LENGTH )
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sText += L"_";
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Message msg("EntryChanged");
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msg.SetParam( "PlayerNumber", pn );
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msg.SetParam( "Text", WStringToRString(sText) );
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this->HandleMessage( msg );
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}
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bool ScreenNameEntryTraditional::EnterKey( PlayerNumber pn, wchar_t sLetter )
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{
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if( m_bFinalized[pn] )
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return false; // ignore
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/* If we have room, add a new character. */
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if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
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{
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SelectChar( pn, "BACK" );
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return false;
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}
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m_sSelection[pn] += sLetter;
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UpdateSelectionText( pn );
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/* If that filled the string, set the cursor on OK. */
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if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
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SelectChar( pn, "ENTER" );
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return true;
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}
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void ScreenNameEntryTraditional::SelectChar( PlayerNumber pn, const RString &sKey )
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{
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Message msg("SelectKey");
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msg.SetParam( "PlayerNumber", pn );
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msg.SetParam( "Key", sKey );
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this->HandleMessage( msg );
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}
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bool ScreenNameEntryTraditional::Backspace( PlayerNumber pn )
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{
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if( m_bFinalized[pn] )
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return false; // ignore
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if( !m_sSelection[pn].size() )
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return false;
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m_sSelection[pn].erase( m_sSelection[pn].size()-1, 1 );
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UpdateSelectionText( pn );
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return true;
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}
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// lua start
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#include "LuaBinding.h"
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class LunaScreenNameEntryTraditional: public Luna<ScreenNameEntryTraditional>
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{
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public:
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static int EnterKey( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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RString sKey = SArg(2);
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bool bRet = p->EnterKey( pn, utf8_get_char(sKey) );
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LuaHelpers::Push( L, bRet );
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return 1;
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}
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static int Finish( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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bool bRet = p->Finish( pn );
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LuaHelpers::Push( L, bRet );
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return 1;
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}
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static int Backspace( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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bool bRet = p->Backspace( pn );
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LuaHelpers::Push( L, bRet );
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return 1;
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}
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static int GetEnteringName( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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LuaHelpers::Push( L, p->m_bEnteringName[pn] );
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return 1;
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}
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static int GetFinalized( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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LuaHelpers::Push( L, p->m_bFinalized[pn] );
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return 1;
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}
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static int GetAnyEntering( T* p, lua_State *L )
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{
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LuaHelpers::Push( L, p->AnyEntering() );
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return 1;
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}
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static int GetAnyStillEntering( T* p, lua_State *L )
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{
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LuaHelpers::Push( L, p->AnyStillEntering() );
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return 1;
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}
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LunaScreenNameEntryTraditional()
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{
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ADD_METHOD( EnterKey );
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ADD_METHOD( Finish );
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ADD_METHOD( Backspace );
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ADD_METHOD( GetEnteringName );
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ADD_METHOD( GetAnyEntering );
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ADD_METHOD( GetFinalized );
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ADD_METHOD( GetAnyStillEntering );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ScreenNameEntryTraditional, ScreenWithMenuElements )
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// lua end
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/*
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* (c) 2001-2007 Glenn Maynard, 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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