2379 lines
73 KiB
C++
2379 lines
73 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenGameplay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenGameplay.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "SongManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "LifeMeterBar.h"
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#include "LifeMeterBattery.h"
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#include "GameState.h"
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#include "ScoreDisplayNormal.h"
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#include "ScoreDisplayPercentage.h"
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#include "ScoreDisplayOni.h"
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#include "ScoreDisplayBattle.h"
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#include "ScoreDisplayRave.h"
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#include "ScreenPrompt.h"
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#include "GrooveRadar.h"
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#include "NotesLoaderSM.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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#include "ScoreKeeperMAX2.h"
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#include "ScoreKeeperRave.h"
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#include "NoteFieldPositioning.h"
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#include "LyricsLoader.h"
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#include "ActorUtil.h"
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#include "NoteSkinManager.h"
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#include "RageTextureManager.h"
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#include "RageSounds.h"
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#include "CombinedLifeMeterTug.h"
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#include "Inventory.h"
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#include "Course.h"
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#include "NoteDataUtil.h"
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#include "UnlockSystem.h"
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#include "LightsManager.h"
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#include "ProfileManager.h"
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#include "StageStats.h"
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#include "PlayerAI.h" // for NUM_SKILL_LEVELS
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//
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// Defines
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//
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenGameplay","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenGameplay","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB("ScreenGameplay","ShowLifeMeterForDisabledPlayers")
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#define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail")
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth")
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static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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/* Global, so it's accessible from ShowSavePrompt: */
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static float g_fOldOffset; // used on offset screen to calculate difference
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const ScreenMessage SM_PlayReady = ScreenMessage(SM_User+0);
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const ScreenMessage SM_PlayGo = ScreenMessage(SM_User+1);
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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// received while STATE_OUTRO
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+21);
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const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+22);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+30);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
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// received while STATE_INTRO
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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/* XXX: Not using sName yet here until I work out jukebox/demo. */
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ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("ScreenGameplay")
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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int p;
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m_bDemonstration = bDemonstration;
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if( m_bDemonstration )
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LIGHTSMAN->SetLightMode( LIGHTMODE_DEMONSTRATION );
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else
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LIGHTSMAN->SetLightMode( LIGHTMODE_GAMEPLAY );
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m_soundMusic = NULL;
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SECONDS_BETWEEN_COMMENTS.Refresh();
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TICK_EARLY_SECONDS.Refresh();
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//need to initialize these before checking for demonstration mode
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//otherwise destructor will try to delete possibly invalid pointers
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_pLifeMeter[p] = NULL;
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m_pPrimaryScoreDisplay[p] = NULL;
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m_pSecondaryScoreDisplay[p] = NULL;
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m_pPrimaryScoreKeeper[p] = NULL;
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m_pSecondaryScoreKeeper[p] = NULL;
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m_pInventory[p] = NULL ;
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}
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m_pCombinedLifeMeter = NULL;
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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/* This is usually done already, but we might have come here without going through
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* ScreenSelectMusic or the options menus at all. */
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GAMESTATE->AdjustFailType();
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/* Save selected options before we change them. */
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GAMESTATE->StoreSelectedOptions();
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GAMESTATE->ResetStageStatistics();
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// fill in difficulty of CPU players with that of the first human player
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsCpuPlayer(p) )
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GAMESTATE->m_pCurNotes[p] = GAMESTATE->m_pCurNotes[ GAMESTATE->GetFirstHumanPlayer() ];
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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// cache NoteSkin graphics
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CStringArray asNames;
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NOTESKIN->GetNoteSkinNames( asNames );
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for( unsigned i=0; i<asNames.size(); i++ )
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{
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CString sDir = NOTESKIN->GetNoteSkinDir( asNames[i] );
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CStringArray asGraphicPaths;
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GetDirListing( sDir+"*.png", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.jpg", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.gif", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.bmp", asGraphicPaths, false, true );
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for( unsigned j=0; j<asGraphicPaths.size(); j++ )
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TEXTUREMAN->CacheTexture( asGraphicPaths[j] );
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}
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}
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break;
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}
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//
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// fill in m_apSongsQueue, m_apNotesQueue, m_asModifiersQueue
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//
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if( GAMESTATE->IsCourseMode() )
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{
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const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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/* Increment the play count. */
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if( !m_bDemonstration )
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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PROFILEMAN->IncrementCoursePlayCount( GAMESTATE->m_pCurCourse, st, (PlayerNumber)p );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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vector<Course::Info> ci;
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GAMESTATE->m_pCurCourse->GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, GAMESTATE->m_CourseDifficulty[p] );
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m_apNotesQueue[p].clear();
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m_asModifiersQueue[p].clear();
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for( unsigned c=0; c<ci.size(); ++c )
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{
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m_apNotesQueue[p].push_back( ci[c].pNotes );
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AttackArray a;
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ci[c].GetAttackArray( a );
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m_asModifiersQueue[p].push_back( a );
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const CString path = THEME->GetPathToG( ssprintf("ScreenGameplay course song %i", c+1), true );
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if( path != "" )
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TEXTUREMAN->CacheTexture( path );
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}
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if( p == 0 )
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{
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m_apSongsQueue.clear();
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for( unsigned c=0; c<ci.size(); ++c )
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m_apSongsQueue.push_back( ci[c].pSong );
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}
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}
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}
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else
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{
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m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_apNotesQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
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m_asModifiersQueue[p].push_back( AttackArray() );
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}
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}
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/* Called once per stage (single song or single course). */
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GAMESTATE->BeginStage();
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g_CurStageStats.pSong = NULL; // set in LoadNextSong
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g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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g_CurStageStats.style = GAMESTATE->m_CurStyle;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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ASSERT( !m_apNotesQueue[p].empty() );
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g_CurStageStats.pSteps[p] = m_apNotesQueue[p][0];
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g_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter();
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/* Record combo rollover. */
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g_CurStageStats.UpdateComboList( (PlayerNumber)p, 0, true );
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}
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if( GAMESTATE->IsExtraStage() )
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g_CurStageStats.StageType = StageStats::STAGE_EXTRA;
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else if( GAMESTATE->IsExtraStage2() )
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g_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
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else
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g_CurStageStats.StageType = StageStats::STAGE_NORMAL;
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//
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// Init ScoreKeepers
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//
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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switch( PREFSMAN->m_iScoringType )
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{
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case PrefsManager::SCORING_MAX2:
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case PrefsManager::SCORING_5TH:
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_apNotesQueue[p], m_asModifiersQueue[p], (PlayerNumber)p );
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break;
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default: ASSERT(0);
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave( (PlayerNumber)p );
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break;
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}
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}
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_DancingState = STATE_INTRO;
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// Set this in LoadNextSong()
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//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_bZeroDeltaOnNextUpdate = false;
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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// init old offset in case offset changes in song
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if( GAMESTATE->IsCourseMode() )
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g_fOldOffset = -1000;
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else
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g_fOldOffset = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) );
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m_Background.SetZ( 2 ); // behind everything else
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this->AddChild( &m_Background );
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m_Foreground.SetZ( -5 ); // on top of everything else, including transitions
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this->AddChild( &m_Foreground );
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m_sprStaticBackground.SetName( "StaticBG" );
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m_sprStaticBackground.Load( THEME->GetPathToG("ScreenGameplay Static Background"));
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SET_XY( m_sprStaticBackground );
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m_sprStaticBackground.SetZ( 2 ); // behind everything else
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this->AddChild(&m_sprStaticBackground);
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if( !bDemonstration ) // only load if we're going to use it
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{
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m_Toasty.Load( THEME->GetPathToB("ScreenGameplay toasty") );
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this->AddChild( &m_Toasty );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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* but for now just ignore SoloSingles when it's Battle or Rave
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
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GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
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fPlayerX = SCREEN_WIDTH/2;
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
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m_sprOniGameOver[p].Load( THEME->GetPathToG("ScreenGameplay oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
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this->AddChild( &m_sprOniGameOver[p] );
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}
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this->AddChild(&m_TimingAssist);
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m_NextSongIn.SetZ( -2 ); // on top of everything else
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this->AddChild( &m_NextSongIn );
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m_NextSongOut.SetZ( -2 ); // on top of everything else
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this->AddChild( &m_NextSongOut );
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//
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// Add LifeFrame
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//
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CString sLifeFrameName;
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if( bExtra )
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sLifeFrameName = "ScreenGameplay extra life frame";
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else if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sLifeFrameName = "ScreenGameplay oni life frame";
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else
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sLifeFrameName = "ScreenGameplay life frame";
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m_sprLifeFrame.Load( THEME->GetPathToG(sLifeFrameName) );
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m_sprLifeFrame.SetName( bExtra?"LifeFrameExtra":"LifeFrame" );
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SET_XY( m_sprLifeFrame );
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this->AddChild( &m_sprLifeFrame );
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//
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// Add score frame
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//
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CString sScoreFrameName;
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if( bExtra )
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sScoreFrameName = "ScreenGameplay extra score frame";
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else if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sScoreFrameName = "ScreenGameplay oni score frame";
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else
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sScoreFrameName = "ScreenGameplay score frame";
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m_sprScoreFrame.Load( THEME->GetPathToG(sScoreFrameName) );
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m_sprScoreFrame.SetName( ssprintf("ScoreFrame%s",bExtra?"Extra":"") );
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SET_XY( m_sprScoreFrame );
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this->AddChild( &m_sprScoreFrame );
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//
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// Add combined life meter
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_pCombinedLifeMeter = new CombinedLifeMeterTug;
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m_pCombinedLifeMeter->SetName( ssprintf("CombinedLife%s",bExtra?"Extra":"") );
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SET_XY( *m_pCombinedLifeMeter );
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this->AddChild( m_pCombinedLifeMeter );
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break;
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}
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//
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// Add individual life meter
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_ONI:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) && !SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
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continue; // skip
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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m_pLifeMeter[p] = new LifeMeterBar;
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break;
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case SongOptions::LIFE_BATTERY:
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m_pLifeMeter[p] = new LifeMeterBattery;
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break;
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default:
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ASSERT(0);
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}
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m_pLifeMeter[p]->Load( (PlayerNumber)p );
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m_pLifeMeter[p]->SetName( ssprintf("LifeP%d%s",p+1,bExtra?"Extra":"") );
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SET_XY( *m_pLifeMeter[p] );
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this->AddChild( m_pLifeMeter[p] );
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}
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break;
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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break;
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}
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m_textSongTitle.LoadFromFont( THEME->GetPathToF("ScreenGameplay song title") );
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m_textSongTitle.EnableShadow( false );
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m_textSongTitle.SetName( "SongTitle" );
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SET_XY( m_textSongTitle );
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this->AddChild( &m_textSongTitle );
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m_meterSongPosition.Load( THEME->GetPathToG("ScreenGameplay song position meter"), SONG_POSITION_METER_WIDTH, THEME->GetPathToG("ScreenGameplay song position tip") );
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m_meterSongPosition.SetName( "SongPositionMeter" );
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SET_XY( m_meterSongPosition );
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this->AddChild( &m_meterSongPosition );
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m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
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m_MaxCombo.SetName( "MaxCombo" );
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SET_XY( m_MaxCombo );
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m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
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this->AddChild( &m_MaxCombo );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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//
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// primary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bPercentageScoring )
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayPercentage;
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else
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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|
ASSERT(0);
|
|
}
|
|
|
|
m_pPrimaryScoreDisplay[p]->Init( (PlayerNumber)p );
|
|
m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d%s",p+1,bExtra?"Extra":"") );
|
|
SET_XY( *m_pPrimaryScoreDisplay[p] );
|
|
if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE || SHOW_SCORE_IN_RAVE ) /* XXX: ugly */
|
|
this->AddChild( m_pPrimaryScoreDisplay[p] );
|
|
|
|
|
|
//
|
|
// secondary score display
|
|
//
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_RAVE:
|
|
m_pSecondaryScoreDisplay[p] = new ScoreDisplayRave;
|
|
break;
|
|
}
|
|
|
|
if( m_pSecondaryScoreDisplay[p] )
|
|
{
|
|
m_pSecondaryScoreDisplay[p]->Init( (PlayerNumber)p );
|
|
m_pSecondaryScoreDisplay[p]->SetName( ssprintf("SecondaryScoreP%d%s",p+1,bExtra?"Extra":"") );
|
|
SET_XY( *m_pSecondaryScoreDisplay[p] );
|
|
this->AddChild( m_pSecondaryScoreDisplay[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Add stage / SongNumber
|
|
//
|
|
m_sprStage.SetName( ssprintf("Stage%s",bExtra?"Extra":"") );
|
|
SET_XY( m_sprStage );
|
|
|
|
m_sprCourseSongNumber.SetName( "CourseSongNumber" );
|
|
SET_XY( m_sprCourseSongNumber );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
m_textCourseSongNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenGameplay song num") );
|
|
m_textCourseSongNumber[p].EnableShadow( false );
|
|
m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d%s",p+1,bExtra?"Extra":"") );
|
|
SET_XY( m_textCourseSongNumber[p] );
|
|
m_textCourseSongNumber[p].SetText( "" );
|
|
m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
|
|
|
|
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
|
|
{
|
|
m_textPlayerName[p].LoadFromFont( THEME->GetPathToF("ScreenGameplay player") );
|
|
m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) );
|
|
m_textPlayerName[p].SetText( PROFILEMAN->GetPlayerName((PlayerNumber)p) );
|
|
SET_XY( m_textPlayerName[p] );
|
|
this->AddChild( &m_textPlayerName[p] );
|
|
}
|
|
}
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue; // skip
|
|
|
|
m_textStepsDescription[p].LoadFromFont( THEME->GetPathToF("ScreenGameplay StepsDescription") );
|
|
m_textStepsDescription[p].SetName( ssprintf("StepsDescriptionP%i",p+1) );
|
|
SET_XY( m_textStepsDescription[p] );
|
|
this->AddChild( &m_textStepsDescription[p] );
|
|
}
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
m_sprStage.Load( THEME->GetPathToG("ScreenGameplay stage "+GAMESTATE->GetStageText()) );
|
|
this->AddChild( &m_sprStage );
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
this->AddChild( &m_sprCourseSongNumber );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
{
|
|
this->AddChild( &m_textCourseSongNumber[p] );
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0); // invalid GameMode
|
|
}
|
|
|
|
|
|
m_sprStageFrame.Load( THEME->GetPathToG("ScreenGameplay stage frame") );
|
|
m_sprStageFrame->SetName( "StageFrame" );
|
|
SET_XY( m_sprStageFrame );
|
|
this->AddChild( m_sprStageFrame );
|
|
|
|
//
|
|
// Player/Song options
|
|
//
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("ScreenGameplay player options") );
|
|
m_textPlayerOptions[p].EnableShadow( false );
|
|
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d%s",p+1,bExtra?"Extra":"") );
|
|
SET_XY( m_textPlayerOptions[p] );
|
|
this->AddChild( &m_textPlayerOptions[p] );
|
|
}
|
|
|
|
m_textSongOptions.LoadFromFont( THEME->GetPathToF("ScreenGameplay song options") );
|
|
m_textSongOptions.EnableShadow( false );
|
|
m_textSongOptions.SetName( ssprintf("SongOptions%s",bExtra?"Extra":"") );
|
|
SET_XY( m_textSongOptions );
|
|
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
|
|
this->AddChild( &m_textSongOptions );
|
|
|
|
|
|
|
|
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenGameplay difficulty icons 2x%d",NUM_DIFFICULTIES)) );
|
|
|
|
/* Position it in LoadNextSong. */
|
|
this->AddChild( &m_DifficultyIcon[p] );
|
|
}
|
|
|
|
|
|
if(PREFSMAN->m_bShowLyrics)
|
|
this->AddChild(&m_LyricDisplay);
|
|
|
|
|
|
m_textAutoPlay.LoadFromFont( THEME->GetPathToF("ScreenGameplay autoplay") );
|
|
m_textAutoPlay.SetName( "AutoPlay" );
|
|
SET_XY( m_textAutoPlay );
|
|
if( !bDemonstration ) // only load if we're not in demonstration of jukebox
|
|
this->AddChild( &m_textAutoPlay );
|
|
UpdateAutoPlayText();
|
|
|
|
|
|
m_BPMDisplay.SetName( "BPMDisplay" );
|
|
m_BPMDisplay.Load();
|
|
SET_XY( m_BPMDisplay );
|
|
this->AddChild( &m_BPMDisplay );
|
|
|
|
ZERO( m_pInventory );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
// switch( GAMESTATE->m_PlayMode )
|
|
// {
|
|
// case PLAY_MODE_BATTLE:
|
|
// m_pInventory[p] = new Inventory;
|
|
// m_pInventory[p]->Load( (PlayerNumber)p );
|
|
// this->AddChild( m_pInventory[p] );
|
|
// break;
|
|
// }
|
|
}
|
|
|
|
|
|
if( !bDemonstration ) // only load if we're going to use it
|
|
{
|
|
m_Ready.Load( THEME->GetPathToB("ScreenGameplay ready") );
|
|
this->AddChild( &m_Ready );
|
|
|
|
m_Go.Load( THEME->GetPathToB("ScreenGameplay go") );
|
|
this->AddChild( &m_Go );
|
|
|
|
m_Cleared.Load( THEME->GetPathToB("ScreenGameplay cleared") );
|
|
m_Cleared.SetZ( -2 ); // on top of everything else
|
|
this->AddChild( &m_Cleared );
|
|
|
|
m_Failed.Load( THEME->GetPathToB("ScreenGameplay failed") );
|
|
m_Failed.SetZ( -2 ); // 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->GetPathToB("ScreenGameplay extra1") );
|
|
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsExtraStage() ) // only load if we're going to use it
|
|
m_Extra.Load( THEME->GetPathToB("ScreenGameplay 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:
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
m_Win[p].Load( THEME->GetPathToB(ssprintf("ScreenGameplay win p%d",p+1)) );
|
|
this->AddChild( &m_Win[p] );
|
|
}
|
|
m_Draw.Load( THEME->GetPathToB("ScreenGameplay draw") );
|
|
this->AddChild( &m_Draw );
|
|
break;
|
|
}
|
|
|
|
m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
|
|
m_In.SetZ( -2 ); // on top of everything else
|
|
this->AddChild( &m_In );
|
|
|
|
|
|
m_textDebug.LoadFromFont( THEME->GetPathToF("Common normal") );
|
|
m_textDebug.SetName( "Debug" );
|
|
SET_XY( m_textDebug );
|
|
this->AddChild( &m_textDebug );
|
|
|
|
|
|
m_Back.Load( THEME->GetPathToB("Common back") );
|
|
m_Back.SetZ( -4 ); // on top of everything else
|
|
this->AddChild( &m_Back );
|
|
|
|
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
|
|
m_Overlay.SetZ( -3 ); // on top of everything else
|
|
this->AddChild( &m_Overlay );
|
|
|
|
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
|
|
{
|
|
m_textSurviveTime.LoadFromFont( THEME->GetPathToF("ScreenGameplay survive time") );
|
|
m_textSurviveTime.EnableShadow( false );
|
|
m_textSurviveTime.SetName( "SurviveTime" );
|
|
SET_XY( m_textSurviveTime );
|
|
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
|
|
this->AddChild( &m_textSurviveTime );
|
|
}
|
|
}
|
|
|
|
|
|
/* LoadNextSong first, since that positions some elements which need to be
|
|
* positioned before we TweenOnScreen. */
|
|
LoadNextSong();
|
|
|
|
TweenOnScreen();
|
|
|
|
this->SortByZ();
|
|
|
|
if( !bDemonstration ) // only load if we're going to use it
|
|
{
|
|
m_soundOniDie.Load( THEME->GetPathToS("ScreenGameplay oni die") );
|
|
m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready"), 1 );
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra"), 1 );
|
|
else if( GAMESTATE->IsFinalStage() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final"), 1 );
|
|
else
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal"), 1 );
|
|
m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
|
|
m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
|
|
m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
|
|
m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
|
|
|
|
m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
|
|
m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
|
|
m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
|
|
m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
|
|
m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
|
|
m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
|
|
m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
|
|
m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
|
|
m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
|
|
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
|
|
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
|
|
m_announcerComboContinuing.Load(ANNOUNCER->GetPathTo("gameplay combo overflow") );
|
|
m_soundAssistTick.Load( THEME->GetPathToS("ScreenGameplay assist tick") );
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
m_announcerBattleTrickLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle trick level1") );
|
|
m_announcerBattleTrickLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle trick level2") );
|
|
m_announcerBattleTrickLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle trick level3") );
|
|
m_soundBattleTrickLevel1.Load( THEME->GetPathToS("ScreenGameplay battle trick level1"), true );
|
|
m_soundBattleTrickLevel2.Load( THEME->GetPathToS("ScreenGameplay battle trick level2"), true );
|
|
m_soundBattleTrickLevel3.Load( THEME->GetPathToS("ScreenGameplay battle trick level3"), true );
|
|
m_announcerBattleDamageLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle damage level1") );
|
|
m_announcerBattleDamageLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle damage level2") );
|
|
m_announcerBattleDamageLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle damage level3") );
|
|
// HACK: Load incorrect directory on purpose for now.
|
|
m_announcerBattleDie.Load( ANNOUNCER->GetPathTo("gameplay battle damage level3") );
|
|
break;
|
|
}
|
|
}
|
|
|
|
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.
|
|
}
|
|
|
|
ScreenGameplay::~ScreenGameplay()
|
|
{
|
|
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
SAFE_DELETE( m_pLifeMeter[p] );
|
|
SAFE_DELETE( m_pPrimaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pPrimaryScoreKeeper[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreKeeper[p] );
|
|
SAFE_DELETE( m_pInventory[p] );
|
|
}
|
|
SAFE_DELETE( m_pCombinedLifeMeter );
|
|
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
}
|
|
|
|
bool ScreenGameplay::IsLastSong()
|
|
{
|
|
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
|
|
return false;
|
|
return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
|
|
}
|
|
|
|
void ScreenGameplay::SetupSong( int p, int iSongIndex )
|
|
{
|
|
/* 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. */
|
|
GAMESTATE->m_fLastDrawnBeat[p] = -100;
|
|
GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][iSongIndex];
|
|
|
|
// Put course options into effect.
|
|
GAMESTATE->m_ModsToApply[p].clear();
|
|
for( unsigned i=0; i<m_asModifiersQueue[p][iSongIndex].size(); ++i )
|
|
{
|
|
GAMESTATE->LaunchAttack( (PlayerNumber)p, m_asModifiersQueue[p][iSongIndex][i] );
|
|
GAMESTATE->m_SongOptions.FromString( m_asModifiersQueue[p][iSongIndex][i].sModifier );
|
|
}
|
|
|
|
/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
|
|
for( unsigned s=0; s<GAMESTATE->m_ActiveAttacks[p].size(); s++ )
|
|
{
|
|
if( GAMESTATE->m_ActiveAttacks[p][s].fStartSecond == 0 )
|
|
GAMESTATE->m_ActiveAttacks[p][s].fStartSecond = -1;
|
|
}
|
|
/* Update attack bOn flags. */
|
|
GAMESTATE->Update(0);
|
|
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
|
|
/* Snap. */
|
|
GAMESTATE->m_CurrentPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
|
|
|
|
NoteData pOriginalNoteData;
|
|
GAMESTATE->m_pCurNotes[p]->GetNoteData( &pOriginalNoteData );
|
|
|
|
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
|
|
NoteData pNewNoteData;
|
|
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
|
|
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
|
|
}
|
|
|
|
static int GetMaxSongsPlayed()
|
|
{
|
|
int SongNumber = 0;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
SongNumber = max( SongNumber, g_CurStageStats.iSongsPlayed[p] );
|
|
return SongNumber;
|
|
}
|
|
|
|
void ScreenGameplay::LoadCourseSongNumber( int SongNumber )
|
|
{
|
|
if( !GAMESTATE->IsCourseMode() )
|
|
return;
|
|
|
|
const CString path = THEME->GetPathToG( ssprintf("ScreenGameplay course song %i", SongNumber), true );
|
|
if( path != "" )
|
|
m_sprCourseSongNumber.Load( path );
|
|
else
|
|
m_sprCourseSongNumber.UnloadTexture();
|
|
}
|
|
|
|
void ScreenGameplay::LoadNextSong()
|
|
{
|
|
GAMESTATE->ResetMusicStatistics();
|
|
int p;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
{
|
|
g_CurStageStats.iSongsPlayed[p]++;
|
|
m_textCourseSongNumber[p].SetText( ssprintf("%d", g_CurStageStats.iSongsPlayed[p]) );
|
|
}
|
|
|
|
LoadCourseSongNumber( GetMaxSongsPlayed() );
|
|
|
|
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
|
|
iPlaySongIndex %= m_apSongsQueue.size();
|
|
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
|
|
|
|
g_CurStageStats.pSong = GAMESTATE->m_pCurSong;
|
|
|
|
// Restore the player's originally selected options.
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
GAMESTATE->RestoreSelectedOptions();
|
|
|
|
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
SetupSong( p, iPlaySongIndex );
|
|
|
|
ASSERT( GAMESTATE->m_pCurNotes[p] );
|
|
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurNotes[p]->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( !m_bDemonstration )
|
|
PROFILEMAN->IncrementStepsPlayCount( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p );
|
|
|
|
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
|
|
|
|
// reset oni game over graphic
|
|
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
|
|
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[p] ) // already failed
|
|
ShowOniGameOver((PlayerNumber)p);
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode && !m_bDemonstration)
|
|
{
|
|
m_pLifeMeter[p]->UpdateNonstopLifebar(
|
|
GAMESTATE->GetStageIndex(),
|
|
PREFSMAN->m_iNumArcadeStages,
|
|
PREFSMAN->m_iProgressiveStageLifebar);
|
|
}
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP )
|
|
{
|
|
m_pLifeMeter[p]->UpdateNonstopLifebar(
|
|
GAMESTATE->GetCourseSongIndex(),
|
|
GAMESTATE->m_pCurCourse->GetEstimatedNumStages(),
|
|
PREFSMAN->m_iProgressiveNonstopLifebar);
|
|
}
|
|
|
|
m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
|
|
|
|
/* 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. */
|
|
m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
|
|
if( m_pSecondaryScoreKeeper[p] )
|
|
m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
|
|
|
|
if( m_bDemonstration )
|
|
{
|
|
GAMESTATE->m_PlayerController[p] = PC_CPU;
|
|
GAMESTATE->m_iCpuSkill[p] = 5;
|
|
}
|
|
else if( GAMESTATE->IsCpuPlayer(p) )
|
|
{
|
|
GAMESTATE->m_PlayerController[p] = PC_CPU;
|
|
int iMeter = GAMESTATE->m_pCurNotes[p]->GetMeter();
|
|
int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
|
|
GAMESTATE->m_iCpuSkill[p] = iNewSkill;
|
|
}
|
|
else if( PREFSMAN->m_bAutoPlay )
|
|
GAMESTATE->m_PlayerController[p] = PC_AUTOPLAY;
|
|
else
|
|
GAMESTATE->m_PlayerController[p] = PC_HUMAN;
|
|
|
|
m_TimingAssist.Reset();
|
|
}
|
|
|
|
m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
|
|
|
|
/* XXX: set it to the current BPM, not the range */
|
|
/* What does this comment mean? -Chris
|
|
*
|
|
* We're in gameplay. A BPM display should display the current BPM, updating
|
|
* it as it changes, instead of the "BPM preview" of ScreenSelectMusic. That'd
|
|
* be used in IIDX, anyway. (Havn't done this since I don't know what this is
|
|
* currently actually used for and don't feel like investigating it until it's
|
|
* needed.)
|
|
* -glenn
|
|
*/
|
|
m_BPMDisplay.SetBPM( GAMESTATE->m_pCurSong );
|
|
|
|
const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
|
|
const bool bReverse[NUM_PLAYERS] = {
|
|
GAMESTATE->m_PlayerOptions[0].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1,
|
|
GAMESTATE->m_PlayerOptions[1].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1
|
|
};
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
|
|
m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
|
|
SET_XY( m_DifficultyIcon[p] );
|
|
}
|
|
|
|
const bool bBothReverse = bReverse[PLAYER_1] && bReverse[PLAYER_2];
|
|
const bool bOneReverse = !bBothReverse && (bReverse[PLAYER_1] || bReverse[PLAYER_2]);
|
|
|
|
/* 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", bBothReverse? "Reverse": bOneReverse? "OneReverse": "") );
|
|
SET_XY( m_LyricDisplay );
|
|
|
|
/* Load the Oni transitions */
|
|
m_NextSongIn.Load( THEME->GetPathToB("ScreenGameplay next song in") );
|
|
// Instead, load this right before it's used
|
|
// m_NextSongOut.Load( THEME->GetPathToB("ScreenGameplay next song out") );
|
|
|
|
// Load lyrics
|
|
// XXX: don't load this here
|
|
LyricsLoader LL;
|
|
if( GAMESTATE->m_pCurSong->HasLyrics() )
|
|
LL.LoadFromLRCFile(GAMESTATE->m_pCurSong->GetLyricsPath(), *GAMESTATE->m_pCurSong);
|
|
|
|
|
|
m_soundMusic = new RageSound;
|
|
m_soundMusic->SetAccurateSync();
|
|
m_soundMusic->Load( GAMESTATE->m_pCurSong->GetMusicPath() );
|
|
|
|
/* 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 )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsHumanPlayer(p) && GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
|
|
m_BeginnerHelper.AddPlayer( p, &m_Player[p] );
|
|
}
|
|
|
|
if( m_BeginnerHelper.Initialize( 2 ) ) // Init for doubles
|
|
{
|
|
m_Background.Unload(); // BeginnerHelper has its own BG control.
|
|
m_Background.StopAnimating();
|
|
m_BeginnerHelper.SetX( CENTER_X );
|
|
m_BeginnerHelper.SetY( CENTER_Y );
|
|
}
|
|
else
|
|
{
|
|
/* BeginnerHelper disabled/failed to load. */
|
|
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
}
|
|
|
|
m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
|
|
m_Background.BeginTweening( 2 );
|
|
m_Background.SetDiffuse( RageColor(1,1,1,1) );
|
|
|
|
m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
|
|
m_fTimeLeftBeforeDancingComment = GAMESTATE->m_pCurSong->m_fFirstBeat + SECONDS_BETWEEN_COMMENTS;
|
|
|
|
|
|
/* m_soundMusic and m_Background take a very long time to load,
|
|
* so cap fDelta at 0 so m_NextSongIn will show up on screen.
|
|
* -Chris */
|
|
m_bZeroDeltaOnNextUpdate = true;
|
|
}
|
|
|
|
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);
|
|
|
|
ASSERT( m_soundMusic );
|
|
m_soundMusic->SetPositionSeconds( fStartSecond );
|
|
m_soundMusic->SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
|
|
|
|
/* Keep the music playing after it's finished; we'll stop it. */
|
|
m_soundMusic->SetStopMode(RageSound::M_CONTINUE);
|
|
m_soundMusic->StartPlaying();
|
|
|
|
SOUND->TakeOverSound( m_soundMusic, &GAMESTATE->m_pCurSong->m_Timing );
|
|
m_soundMusic = NULL; // SOUND owns it now
|
|
|
|
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
|
|
GAMESTATE->m_fMusicSeconds = -5000;
|
|
SOUND->Update(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;
|
|
}
|
|
|
|
// 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)TICK_EARLY_SECONDS + 0.250f;
|
|
const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
|
|
|
|
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
|
|
static int iRowLastCrossed = 0;
|
|
|
|
int iTickRow = -1;
|
|
for( int r=iRowLastCrossed+1; r<=iSongRow; r++ ) // for each index we crossed since the last update
|
|
if( m_Player[GAMESTATE->m_MasterPlayerNumber].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 */
|
|
|
|
RageTimer when = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
|
|
m_soundAssistTick.SetStartTime( when );
|
|
m_soundAssistTick.Play();
|
|
}
|
|
}
|
|
|
|
|
|
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->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay intro") ); // crowd cheer
|
|
|
|
//
|
|
// Get the transitions rolling
|
|
//
|
|
if( m_bDemonstration )
|
|
{
|
|
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
|
|
}
|
|
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 );
|
|
|
|
m_In.StartTransitioning( SM_PlayReady );
|
|
}
|
|
}
|
|
|
|
|
|
if( m_bZeroDeltaOnNextUpdate )
|
|
{
|
|
Screen::Update( 0 );
|
|
m_bZeroDeltaOnNextUpdate = false;
|
|
}
|
|
else
|
|
Screen::Update( fDeltaTime );
|
|
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
return;
|
|
|
|
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
|
|
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* 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() );
|
|
|
|
int pn;
|
|
m_BeginnerHelper.Update(fDeltaTime);
|
|
|
|
//
|
|
// update GameState HealthState
|
|
//
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
{
|
|
if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot((PlayerNumber)p)) )
|
|
{
|
|
GAMESTATE->m_HealthState[p] = GameState::HOT;
|
|
}
|
|
else if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)p)) )
|
|
{
|
|
GAMESTATE->m_HealthState[p] = GameState::DEAD;
|
|
}
|
|
else if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger((PlayerNumber)p)) )
|
|
{
|
|
GAMESTATE->m_HealthState[p] = GameState::DANGER;
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->m_HealthState[p] = GameState::ALIVE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
switch( m_DancingState )
|
|
{
|
|
case STATE_DANCING:
|
|
//
|
|
// Update living players' alive time
|
|
//
|
|
for( pn=0; pn<NUM_PLAYERS; pn++ )
|
|
if( GAMESTATE->IsPlayerEnabled(pn) && !g_CurStageStats.bFailed[pn])
|
|
g_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
// update fGameplaySeconds
|
|
g_CurStageStats.fGameplaySeconds += fDeltaTime;
|
|
|
|
//
|
|
// Check for end of song
|
|
//
|
|
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat ) + 1;
|
|
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_NextSongOut.IsTransitioning() )
|
|
this->PostScreenMessage( SM_NotesEnded, 0 );
|
|
|
|
//
|
|
// check for fail
|
|
//
|
|
UpdateCheckFail();
|
|
|
|
//
|
|
// update 2d dancing characters
|
|
//
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
if(m_Background.GetDancingCharacters() != NULL)
|
|
{
|
|
if(m_Player[p].GetDancingCharacterState() != AS2D_IGNORE) // grab the state of play from player and update the character
|
|
m_Background.GetDancingCharacters()->Change2DAnimState(p,m_Player[p].GetDancingCharacterState());
|
|
m_Player[p].SetCharacterState(AS2D_IGNORE); // set to ignore as we've already grabbed the latest change
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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: Shut the announcer up
|
|
m_announcerReady.UnloadAll();
|
|
m_announcerHereWeGo.UnloadAll();
|
|
m_announcerDanger.UnloadAll();
|
|
m_announcerGood.UnloadAll();
|
|
m_announcerHot.UnloadAll();
|
|
m_announcerOni.UnloadAll();
|
|
m_announcer100Combo.UnloadAll();
|
|
m_announcer200Combo.UnloadAll();
|
|
m_announcer300Combo.UnloadAll();
|
|
m_announcer400Combo.UnloadAll();
|
|
m_announcer500Combo.UnloadAll();
|
|
m_announcer600Combo.UnloadAll();
|
|
m_announcer700Combo.UnloadAll();
|
|
m_announcer800Combo.UnloadAll();
|
|
m_announcer900Combo.UnloadAll();
|
|
m_announcer1000Combo.UnloadAll();
|
|
m_announcerComboStopped.UnloadAll();
|
|
m_announcerBattleTrickLevel1.UnloadAll();
|
|
m_announcerBattleTrickLevel2.UnloadAll();
|
|
m_announcerBattleTrickLevel3.UnloadAll();
|
|
m_announcerBattleDamageLevel1.UnloadAll();
|
|
m_announcerBattleDamageLevel2.UnloadAll();
|
|
m_announcerBattleDamageLevel3.UnloadAll();
|
|
|
|
m_announcerBattleDie.PlayRandom();
|
|
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( GAMESTATE->IsCpuPlayer(p) )
|
|
{
|
|
m_soundOniDie.PlayRandom();
|
|
ShowOniGameOver((PlayerNumber)p);
|
|
m_Player[p].Init(); // remove all notes and scoring
|
|
m_Player[p].FadeToFail(); // tell the NoteField to fade to white
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Check to see if it's time to play a ScreenGameplay comment
|
|
//
|
|
m_fTimeLeftBeforeDancingComment -= fDeltaTime;
|
|
if( m_fTimeLeftBeforeDancingComment <= 0 )
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
if( GAMESTATE->OneIsHot() )
|
|
m_announcerHot.PlayRandom();
|
|
else if( GAMESTATE->AllAreInDangerOrWorse() )
|
|
m_announcerDanger.PlayRandom();
|
|
else
|
|
m_announcerGood.PlayRandom();
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->OnTaunt();
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
m_announcerOni.PlayRandom();
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
|
|
}
|
|
}
|
|
|
|
//
|
|
// update give up timer
|
|
//
|
|
if( !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 4.0f )
|
|
{
|
|
m_GiveUpTimer.SetZero();
|
|
/* Unless we're in FailOff, giving up means failing the song. */
|
|
switch( GAMESTATE->m_SongOptions.m_FailType )
|
|
{
|
|
case SongOptions::FAIL_ARCADE:
|
|
case SongOptions::FAIL_END_OF_SONG:
|
|
for ( pn=0; pn<NUM_PLAYERS; pn++ )
|
|
g_CurStageStats.bFailed[pn] = true; // fail
|
|
}
|
|
|
|
this->PostScreenMessage( SM_NotesEnded, 0 );
|
|
}
|
|
|
|
//
|
|
// play assist ticks
|
|
//
|
|
PlayTicks();
|
|
|
|
//
|
|
// update lights
|
|
//
|
|
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indices we crossed
|
|
{
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
|
|
fPositionSeconds += (SOUND->GetPlayLatency()) * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
|
|
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
iRowNow = max( 0, iRowNow );
|
|
static int iRowLastCrossed = 0;
|
|
|
|
|
|
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
bAnyoneHasANote |= m_Player[p].IsThereATapOrHoldHeadAtRow( r );
|
|
break; // this will only play the tick for the first player that is joined
|
|
}
|
|
}
|
|
|
|
iRowLastCrossed = iRowNow;
|
|
}
|
|
|
|
static float s_fSecsLeftOnUpperLights = 0;
|
|
if( bAnyoneHasANote )
|
|
{
|
|
float fSecsPerBeat = 1.f/GAMESTATE->m_fCurBPS;
|
|
float fSecsToLight = fSecsPerBeat*.2f;
|
|
s_fSecsLeftOnUpperLights = fSecsToLight;
|
|
}
|
|
else
|
|
{
|
|
s_fSecsLeftOnUpperLights -= fDeltaTime;
|
|
if( s_fSecsLeftOnUpperLights < 0 )
|
|
s_fSecsLeftOnUpperLights = 0;
|
|
}
|
|
if( s_fSecsLeftOnUpperLights>0 )
|
|
LIGHTSMAN->SetAllUpperLights( true );
|
|
else
|
|
LIGHTSMAN->SetAllUpperLights( false );
|
|
|
|
//
|
|
// update song position meter
|
|
//
|
|
float fMusicLengthSeconds = GAMESTATE->m_pCurSong->m_fMusicLengthSeconds;
|
|
// HACK: most songs have a lead out, so the meter never makes
|
|
// it all the way to the right. Fudge by guessing that there's 5 seconds of lead out
|
|
fMusicLengthSeconds -= 5;
|
|
float fPercentPositionSong = GAMESTATE->m_fMusicSeconds / fMusicLengthSeconds;
|
|
CLAMP( fPercentPositionSong, 0, 1 );
|
|
m_meterSongPosition.SetPercent( fPercentPositionSong );
|
|
}
|
|
|
|
/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
|
|
* SM_BeginFailed if all players failed, and kill dead Oni players. */
|
|
void ScreenGameplay::UpdateCheckFail()
|
|
{
|
|
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
|
|
return;
|
|
|
|
// check for individual fail
|
|
for ( int pn=0; pn<NUM_PLAYERS; pn++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(pn) )
|
|
continue;
|
|
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
|
|
continue; /* isn't failing */
|
|
if( g_CurStageStats.bFailed[pn] )
|
|
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( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
|
|
PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
|
|
continue;
|
|
|
|
LOG->Trace("Player %d failed", (int)pn);
|
|
g_CurStageStats.bFailed[pn] = true; // fail
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
|
|
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE )
|
|
{
|
|
if( !g_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
|
|
{
|
|
// kill them!
|
|
m_soundOniDie.PlayRandom();
|
|
ShowOniGameOver((PlayerNumber)pn);
|
|
m_Player[pn].Init(); // remove all notes and scoring
|
|
m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If FAIL_ARCADE and everyone is failing, start SM_BeginFailed. */
|
|
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE &&
|
|
GAMESTATE->AllAreDead() )
|
|
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
|
|
}
|
|
|
|
void ScreenGameplay::AbortGiveUp()
|
|
{
|
|
if( m_GiveUpTimer.IsZero() )
|
|
return;
|
|
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetText("Don't give up!");
|
|
m_textDebug.BeginTweening( 1/2.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
m_GiveUpTimer.SetZero();
|
|
}
|
|
|
|
void ScreenGameplay::DrawPrimitives()
|
|
{
|
|
m_BeginnerHelper.DrawPrimitives();
|
|
Screen::DrawPrimitives();
|
|
}
|
|
|
|
|
|
void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
//LOG->Trace( "ScreenGameplay::Input()" );
|
|
|
|
if( MenuI.IsValid() &&
|
|
m_DancingState != STATE_OUTRO &&
|
|
!m_Back.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) */
|
|
if( MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() )
|
|
{
|
|
/* No PREFSMAN->m_bDelayedEscape; always delayed. */
|
|
if( type==IET_RELEASE )
|
|
AbortGiveUp();
|
|
else if( type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
|
|
{
|
|
m_textDebug.SetText( "Continue holding START to give up" );
|
|
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;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK &&
|
|
((!PREFSMAN->m_bDelayedEscape && type==IET_FIRST_PRESS) ||
|
|
DeviceI.device==DEVICE_KEYBOARD ||
|
|
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
|
|
{
|
|
m_DancingState = STATE_OUTRO;
|
|
SOUND->PlayOnce( THEME->GetPathToS("Common back") );
|
|
/* Hmm. There are a bunch of subtly different ways we can
|
|
* tween out:
|
|
* 1. Keep rendering the song, and keep it moving. This might
|
|
* cause problems if the cancel and the end of the song overlap.
|
|
* 2. Stop the song completely, so all song motion under the tween
|
|
* ceases.
|
|
* 3. Stop the song, but keep effects (eg. Drunk) running.
|
|
* 4. Don't display the song at all.
|
|
*
|
|
* We're doing #3. I'm not sure which is best.
|
|
*/
|
|
SOUND->StopMusic();
|
|
SOUND->HandleSongTimer( false );
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
|
|
this->ClearMessageQueue();
|
|
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
|
return;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && 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) );
|
|
return;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && type==IET_RELEASE )
|
|
{
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Nothing else cares about releases. */
|
|
if(type == IET_RELEASE) return;
|
|
|
|
// Handle special keys to adjust the offset
|
|
if( DeviceI.device == DEVICE_KEYBOARD )
|
|
{
|
|
switch( DeviceI.button )
|
|
{
|
|
case SDLK_F6:
|
|
m_bChangedOffsetOrBPM = true;
|
|
GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
|
|
UpdateAutoPlayText();
|
|
break;
|
|
case SDLK_F7:
|
|
GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
|
|
|
|
/* Store this change, so it sticks if we change songs: */
|
|
GAMESTATE->m_StoredSongOptions.m_bAssistTick = GAMESTATE->m_SongOptions.m_bAssistTick;
|
|
|
|
m_textDebug.SetText( ssprintf("Assist Tick is %s", GAMESTATE->m_SongOptions.m_bAssistTick?"ON":"OFF") );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
break;
|
|
case SDLK_F8:
|
|
{
|
|
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
|
|
UpdateAutoPlayText();
|
|
bool bIsHoldingShift =
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT));
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( GAMESTATE->IsHumanPlayer(p) )
|
|
{
|
|
if( bIsHoldingShift )
|
|
{
|
|
GAMESTATE->m_PlayerController[p] = PREFSMAN->m_bAutoPlay ? PC_CPU : PC_HUMAN;
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->m_PlayerController[p] = PREFSMAN->m_bAutoPlay ? PC_AUTOPLAY : PC_HUMAN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case SDLK_F9:
|
|
case SDLK_F10:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case SDLK_F9: fOffsetDelta = -0.020f; break;
|
|
case SDLK_F10: fOffsetDelta = +0.020f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
|
|
fOffsetDelta /= 2; /* .010 */
|
|
else if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 10;
|
|
BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
|
|
|
|
seg.m_fBPM += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.m_fBPM) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
case SDLK_F11:
|
|
case SDLK_F12:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case SDLK_F11: fOffsetDelta = -0.02f; break;
|
|
case SDLK_F12: fOffsetDelta = +0.02f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
|
|
fOffsetDelta /= 20; /* 1ms */
|
|
else switch( type )
|
|
{
|
|
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
|
|
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
|
|
}
|
|
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Offset = %.3f", GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
// testing:
|
|
case SDLK_PAUSE:
|
|
{
|
|
if( GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt == -1 ) // incoming
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt = 0;
|
|
}
|
|
else
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt = -1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// handle a step or battle item activate
|
|
//
|
|
if( type==IET_FIRST_PRESS &&
|
|
StyleI.IsValid() &&
|
|
GAMESTATE->IsHumanPlayer( StyleI.player ) )
|
|
{
|
|
AbortGiveUp();
|
|
|
|
if( !PREFSMAN->m_bAutoPlay )
|
|
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
|
|
}
|
|
// else if( type==IET_FIRST_PRESS &&
|
|
// !PREFSMAN->m_bAutoPlay &&
|
|
// MenuI.IsValifd() &&
|
|
// GAMESTATE->IsPlayerEnabled( MenuI.player ) &&
|
|
// GAMESTATE->IsBattleMode() )
|
|
// {
|
|
// int iItemSlot;
|
|
// switch( MenuI.button )
|
|
// {
|
|
// case MENU_BUTTON_LEFT: iItemSlot = 0; break;
|
|
// case MENU_BUTTON_START: iItemSlot = 1; break;
|
|
// case MENU_BUTTON_RIGHT: iItemSlot = 2; break;
|
|
// default: iItemSlot = -1; break;
|
|
// }
|
|
//
|
|
// if( iItemSlot != -1 )
|
|
// m_pInventory[MenuI.player]->UseItem( iItemSlot );
|
|
// }
|
|
}
|
|
|
|
void ScreenGameplay::UpdateAutoPlayText()
|
|
{
|
|
CString sText;
|
|
|
|
if( PREFSMAN->m_bAutoPlay )
|
|
sText += "AutoPlay ";
|
|
if( GAMESTATE->m_SongOptions.m_bAutoSync )
|
|
sText += "AutoSync ";
|
|
|
|
if( sText.length() > 0 )
|
|
sText.resize( sText.length()-5 );
|
|
|
|
m_textAutoPlay.SetText( sText );
|
|
}
|
|
|
|
void SaveChanges( void* papSongsQueue )
|
|
{
|
|
vector<Song*>& apSongsQueue = *(vector<Song*>*)papSongsQueue;
|
|
for( unsigned i=0; i<apSongsQueue.size(); i++ )
|
|
apSongsQueue[i]->Save();
|
|
}
|
|
|
|
void RevertChanges( void* papSongsQueue )
|
|
{
|
|
vector<Song*>& apSongsQueue = *(vector<Song*>*)papSongsQueue;
|
|
for( unsigned i=0; i<apSongsQueue.size(); i++ )
|
|
apSongsQueue[i]->RevertFromDisk();
|
|
}
|
|
|
|
void ScreenGameplay::ShowSavePrompt( ScreenMessage SM_SendWhenDone )
|
|
{
|
|
CString sMessage;
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"%s\n",
|
|
GAMESTATE->m_pCurSong->GetFullDisplayTitle().c_str() );
|
|
|
|
if( fabs(GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds - g_fOldOffset) > 0.001 )
|
|
{
|
|
sMessage += ssprintf(
|
|
"\n"
|
|
"Offset was changed from %.3f to %.3f (%.3f).\n",
|
|
g_fOldOffset,
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds,
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds - g_fOldOffset );
|
|
}
|
|
|
|
sMessage +=
|
|
"\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file?\n"
|
|
"Choosing NO will discard your changes.";
|
|
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"one or more songs in this course.\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file(s)?\n"
|
|
"Choosing NO will discard your changes." );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
SCREENMAN->Prompt( SM_SendWhenDone, sMessage, true, false, SaveChanges, RevertChanges, &m_apSongsQueue );
|
|
}
|
|
|
|
/*
|
|
* 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_Player).
|
|
* 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()
|
|
{
|
|
LOG->Trace("SongFinished");
|
|
// save any statistics
|
|
int p;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
|
|
{
|
|
/* Note that adding stats is only meaningful for the counters (eg. RADAR_NUM_JUMPS),
|
|
* not for the percentages (RADAR_AIR). */
|
|
RadarCategory rc = (RadarCategory)r;
|
|
g_CurStageStats.fRadarPossible[p][r] += NoteDataUtil::GetRadarValue( m_Player[p], rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
|
|
g_CurStageStats.fRadarActual[p][r] += m_Player[p].GetActualRadarValue( rc, (PlayerNumber)p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::StageFinished()
|
|
{
|
|
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's done already. */
|
|
for( unsigned iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
|
|
iPlaySongIndex < m_apSongsQueue.size(); ++iPlaySongIndex )
|
|
{
|
|
LOG->Trace("Running stats for %i", iPlaySongIndex );
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
SetupSong( p, iPlaySongIndex );
|
|
m_Player[p].ApplyWaitingTransforms();
|
|
SongFinished();
|
|
}
|
|
}
|
|
}
|
|
|
|
// save current stage stats
|
|
g_vPlayedStageStats.push_back( g_CurStageStats );
|
|
|
|
/* Reset options. */
|
|
GAMESTATE->RestoreSelectedOptions();
|
|
}
|
|
|
|
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
|
|
switch( SM )
|
|
{
|
|
case SM_PlayReady:
|
|
m_Background.FadeIn();
|
|
m_announcerReady.PlayRandom();
|
|
m_Ready.StartTransitioning( SM_PlayGo );
|
|
break;
|
|
|
|
case SM_PlayGo:
|
|
m_announcerHereWeGo.PlayRandom();
|
|
m_Go.StartTransitioning( SM_None );
|
|
GAMESTATE->m_bPastHereWeGo = true;
|
|
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
|
|
break;
|
|
|
|
// received while STATE_DANCING
|
|
case SM_NotesEnded:
|
|
{
|
|
/* Do this in LoadNextSong, so we don't tween off old attacks until
|
|
* m_NextSongOut finishes. */
|
|
// GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
int p;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
/* If either player's passmark is enabled, check it. */
|
|
if( GAMESTATE->m_PlayerOptions[p].m_fPassmark > 0 &&
|
|
m_pLifeMeter[p] &&
|
|
m_pLifeMeter[p]->GetLife() < GAMESTATE->m_PlayerOptions[p].m_fPassmark )
|
|
{
|
|
LOG->Trace("Player %i failed: life %f is under %f",
|
|
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_PlayerOptions[p].m_fPassmark );
|
|
g_CurStageStats.bFailed[p] = true;
|
|
}
|
|
|
|
/* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
|
|
if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF &&
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)p)) )
|
|
g_CurStageStats.bFailed[p] = true;
|
|
|
|
if( !g_CurStageStats.bFailed[p] )
|
|
g_CurStageStats.iSongsPassed[p]++;
|
|
}
|
|
|
|
/* If all players have *really* failed (bFailed, not the life meter or
|
|
* bFailedEarlier): */
|
|
const bool bAllReallyFailed = g_CurStageStats.AllFailed();
|
|
|
|
if( !bAllReallyFailed && !IsLastSong() )
|
|
{
|
|
/* Next song. */
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) && !g_CurStageStats.bFailed[p] )
|
|
{
|
|
// give a little life back between stages
|
|
if( m_pLifeMeter[p] )
|
|
m_pLifeMeter[p]->OnSongEnded();
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->OnSongEnded();
|
|
}
|
|
|
|
// HACK: Temporarily set the song pointer to the next song so that
|
|
// this m_NextSongOut will show the next song banner
|
|
Song* pCurSong = GAMESTATE->m_pCurSong;
|
|
|
|
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
|
|
iPlaySongIndex %= m_apSongsQueue.size();
|
|
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
|
|
|
|
m_NextSongOut.Load( THEME->GetPathToB("ScreenGameplay next song out") );
|
|
GAMESTATE->m_pCurSong = pCurSong;
|
|
|
|
m_NextSongOut.StartTransitioning( SM_LoadNextSong );
|
|
LoadCourseSongNumber( GetMaxSongsPlayed()+1 );
|
|
COMMAND( m_sprCourseSongNumber, "ChangeIn" );
|
|
return;
|
|
}
|
|
|
|
// update dancing characters for win / lose
|
|
DancingCharacters *Dancers = m_Background.GetDancingCharacters();
|
|
if( Dancers )
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
|
|
if( g_CurStageStats.bFailed[p] )
|
|
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
|
|
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
|
|
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
|
|
else
|
|
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
|
|
}
|
|
|
|
/* End round. */
|
|
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
|
|
return; // ignore
|
|
m_DancingState = STATE_OUTRO;
|
|
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
LIGHTSMAN->SetLightMode( LIGHTMODE_ALL_CLEARED );
|
|
|
|
|
|
if( bAllReallyFailed )
|
|
{
|
|
this->PostScreenMessage( SM_BeginFailed, 0 );
|
|
return;
|
|
}
|
|
|
|
// do they deserve an extra stage?
|
|
if( GAMESTATE->HasEarnedExtraStage() )
|
|
{
|
|
TweenOffScreen();
|
|
m_Extra.StartTransitioning( SM_GoToStateAfterCleared );
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay extra") );
|
|
}
|
|
else
|
|
{
|
|
TweenOffScreen();
|
|
|
|
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_GoToStateAfterCleared );
|
|
break;
|
|
default:
|
|
m_Win[winner].StartTransitioning( SM_GoToStateAfterCleared );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
m_Cleared.StartTransitioning( SM_GoToStateAfterCleared );
|
|
break;
|
|
}
|
|
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case SM_LoadNextSong:
|
|
SongFinished();
|
|
|
|
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
|
|
|
|
LoadNextSong();
|
|
GAMESTATE->m_bPastHereWeGo = true;
|
|
/* We're fading in, so don't hit any notes for a few seconds; they'll be
|
|
* obscured by the fade. */
|
|
StartPlayingSong( m_NextSongIn.GetLengthSeconds()+2, 0 );
|
|
m_NextSongIn.StartTransitioning( SM_None );
|
|
break;
|
|
|
|
case 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();
|
|
break;
|
|
|
|
#define SECS_SINCE_LAST_COMMENT (SECONDS_BETWEEN_COMMENTS-m_fTimeLeftBeforeDancingComment)
|
|
case SM_100Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer100Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_200Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer200Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_300Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer300Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_400Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer400Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_500Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer500Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_600Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer600Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_700Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer700Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_800Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer800Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_900Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer900Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_1000Combo:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcer1000Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_ComboStopped:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcerComboStopped.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_ComboContinuing:
|
|
if( SECS_SINCE_LAST_COMMENT > 2 )
|
|
{
|
|
m_announcerComboContinuing.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_BattleTrickLevel1:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleTrickLevel1.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
m_soundBattleTrickLevel1.Play();
|
|
break;
|
|
case SM_BattleTrickLevel2:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleTrickLevel2.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
m_soundBattleTrickLevel2.Play();
|
|
break;
|
|
case SM_BattleTrickLevel3:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleTrickLevel3.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
m_soundBattleTrickLevel3.Play();
|
|
break;
|
|
|
|
case SM_BattleDamageLevel1:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleDamageLevel1.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_BattleDamageLevel2:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleDamageLevel2.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_BattleDamageLevel3:
|
|
if( SECS_SINCE_LAST_COMMENT > 3 )
|
|
{
|
|
m_announcerBattleDamageLevel3.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
|
|
case SM_SaveChangedBeforeGoingBack:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterBack );
|
|
}
|
|
else
|
|
HandleScreenMessage( SM_GoToScreenAfterBack );
|
|
break;
|
|
|
|
case SM_GoToScreenAfterBack:
|
|
SongFinished();
|
|
StageFinished();
|
|
|
|
GAMESTATE->CancelStage();
|
|
|
|
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
|
|
break;
|
|
|
|
case SM_GoToStateAfterCleared:
|
|
SongFinished();
|
|
StageFinished();
|
|
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToStateAfterCleared );
|
|
break;
|
|
}
|
|
|
|
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
|
|
break;
|
|
|
|
case SM_LoseFocus:
|
|
/* We might have turned the song timer off. Be sure to turn it back on. */
|
|
SOUND->HandleSongTimer( true );
|
|
break;
|
|
|
|
case SM_BeginFailed:
|
|
m_DancingState = STATE_OUTRO;
|
|
SOUND->StopMusic();
|
|
SOUND->HandleSongTimer( false );
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
TweenOffScreen();
|
|
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
|
|
|
|
// make the background invisible so we don't waste power drawing it
|
|
m_Background.BeginTweening( 1 );
|
|
m_Background.SetDiffuse( RageColor(1,1,1,0) );
|
|
|
|
// show the survive time if extra stage
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
float fMaxSurviveSeconds = 0;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
fMaxSurviveSeconds = max( fMaxSurviveSeconds, g_CurStageStats.fAliveSeconds[p] );
|
|
ASSERT( fMaxSurviveSeconds > 0 );
|
|
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
|
|
SET_XY_AND_ON_COMMAND( m_textSurviveTime );
|
|
|
|
// if unlocks are on, update fail extra stage count
|
|
if (PREFSMAN->m_bUseUnlockSystem)
|
|
UNLOCKSYS->UnlockFailExtraStage();
|
|
}
|
|
|
|
// Feels hackish. Feel free to make cleaner.
|
|
// MD 10/27/03 - I felt free. :-) And now it's arcade-accurate as well.
|
|
if(GAMESTATE->IsCourseMode())
|
|
if(GAMESTATE->GetCourseSongIndex() > (int(m_apSongsQueue.size() / 2) - 1 ))
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed halfway" ) );
|
|
else
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed" ) );
|
|
else
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
|
|
break;
|
|
|
|
case SM_GoToScreenAfterFail:
|
|
SongFinished();
|
|
StageFinished();
|
|
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterFail );
|
|
break;
|
|
}
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
if( PREFSMAN->m_bEventMode )
|
|
{
|
|
if(EVAL_ON_FAIL) // go to the eval screen if we fail
|
|
{
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
|
}
|
|
else // the theme says just fail and go back to the song select for event mode
|
|
{
|
|
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
|
|
|
|
/* Don't do this; it'll call SongFinished, etc. again. -glenn */
|
|
// HandleScreenMessage( SM_GoToScreenAfterBack );
|
|
}
|
|
}
|
|
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
|
else
|
|
{
|
|
if(EVAL_ON_FAIL) // go to the eval screen if we fail
|
|
{
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
|
}
|
|
else // if not just game over now
|
|
{
|
|
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
|
}
|
|
}
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationNonstop" );
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationOni" );
|
|
break;
|
|
case PLAY_MODE_ENDLESS:
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluationEndless" );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenGameplay::TweenOnScreen()
|
|
{
|
|
ON_COMMAND( m_sprLifeFrame );
|
|
ON_COMMAND( m_sprStage );
|
|
ON_COMMAND( m_sprCourseSongNumber );
|
|
ON_COMMAND( m_sprStageFrame );
|
|
ON_COMMAND( m_textSongOptions );
|
|
ON_COMMAND( m_sprScoreFrame );
|
|
ON_COMMAND( m_textSongTitle );
|
|
ON_COMMAND( m_meterSongPosition );
|
|
if( m_pCombinedLifeMeter )
|
|
ON_COMMAND( *m_pCombinedLifeMeter );
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_pLifeMeter[p] )
|
|
ON_COMMAND( *m_pLifeMeter[p] );
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
ON_COMMAND( m_textCourseSongNumber[p] );
|
|
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
|
|
ON_COMMAND( m_textPlayerName[p] );
|
|
ON_COMMAND( m_textStepsDescription[p] );
|
|
if( m_pPrimaryScoreDisplay[p] )
|
|
ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
|
if( m_pSecondaryScoreDisplay[p] )
|
|
ON_COMMAND( *m_pSecondaryScoreDisplay[p] );
|
|
ON_COMMAND( m_textPlayerOptions[p] );
|
|
ON_COMMAND( m_DifficultyIcon[p] );
|
|
}
|
|
m_Overlay.PlayCommand("On");
|
|
}
|
|
|
|
void ScreenGameplay::TweenOffScreen()
|
|
{
|
|
OFF_COMMAND( m_sprLifeFrame );
|
|
OFF_COMMAND( m_sprStage );
|
|
OFF_COMMAND( m_sprCourseSongNumber );
|
|
OFF_COMMAND( m_sprStageFrame );
|
|
OFF_COMMAND( m_textSongOptions );
|
|
OFF_COMMAND( m_sprScoreFrame );
|
|
OFF_COMMAND( m_textSongTitle );
|
|
OFF_COMMAND( m_meterSongPosition );
|
|
if( m_pCombinedLifeMeter )
|
|
OFF_COMMAND( *m_pCombinedLifeMeter );
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( m_pLifeMeter[p] )
|
|
OFF_COMMAND( *m_pLifeMeter[p] );
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textCourseSongNumber[p] );
|
|
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
|
|
OFF_COMMAND( m_textPlayerName[p] );
|
|
OFF_COMMAND( m_textStepsDescription[p] );
|
|
if( m_pPrimaryScoreDisplay[p] )
|
|
OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
|
if( m_pSecondaryScoreDisplay[p] )
|
|
OFF_COMMAND( *m_pSecondaryScoreDisplay[p] );
|
|
OFF_COMMAND( m_textPlayerOptions[p] );
|
|
OFF_COMMAND( m_DifficultyIcon[p] );
|
|
}
|
|
m_Overlay.PlayCommand("Off");
|
|
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
|
|
void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
|
|
{
|
|
m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
|
|
m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
|
|
m_sprOniGameOver[pn].SetY( CENTER_Y );
|
|
m_sprOniGameOver[pn].SetEffectBob( 4, RageVector3(0,6,0) );
|
|
}
|