Files
itgmania212121/stepmania/src/ScreenGameplayLesson.cpp
T
2005-09-11 01:28:25 +00:00

205 lines
5.1 KiB
C++

#include "global.h"
#include "ScreenGameplayLesson.h"
#include "RageLog.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "StatsManager.h"
REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
ScreenGameplayLesson::ScreenGameplayLesson( CString sName ) : ScreenGameplayNormal( sName )
{
LOG->Trace( "ScreenGameplayLesson::ScreenGameplayLesson()" );
m_iCurrentPageIndex = 0;
m_Try = Try_1;
}
void ScreenGameplayLesson::Init()
{
ASSERT( GAMESTATE->m_pCurStyle );
ASSERT( GAMESTATE->m_pCurSong );
/* Now that we've set up, init the base class. */
ScreenGameplay::Init();
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
m_DancingState = STATE_DANCING;
// Load pages
Song *pSong = GAMESTATE->m_pCurSong;
CString sDir = pSong->GetSongDir();
vector<CString> vs;
GetDirListing( sDir+"Page*", vs, true, true );
m_vPages.resize( vs.size() );
FOREACH( CString, vs, s )
{
int i = s - vs.begin();
AutoActor &aa = m_vPages[i];
LUA->SetGlobal( "PageIndex", i );
LUA->SetGlobal( "NumPages", (int)vs.size() );
aa.Load( *s );
LUA->UnsetGlobal( "PageIndex" );
LUA->UnsetGlobal( "NumPages" );
aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
this->AddChild( aa );
}
this->SortByDrawOrder();
FOREACH( AutoActor, m_vPages, aa )
{
bool bIsFirst = aa == m_vPages.begin();
(*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" );
(*aa)->PlayCommand( "On" );
}
// load Try graphics
for( int i=0; i<NUM_Try; i++ )
{
CString s = ssprintf("Try%d",i+1);
m_sprTry[i].Load( THEME->GetPathB(m_sName,s) );
m_sprTry[i]->PlayCommand( "Hide" );
m_sprTry[i]->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
this->AddChild( m_sprTry[i] );
}
this->SortByDrawOrder();
}
void ScreenGameplayLesson::Input( const InputEventPlus &input )
{
//LOG->Trace( "ScreenGameplayLesson::Input()" );
if( m_iCurrentPageIndex != -1 )
{
// show a lesson page
Screen::Input( input );
}
else
{
// in the "your turn" section"
ScreenGameplay::Input( input );
}
}
void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_NotesEnded )
{
bool bShowingAPage = m_iCurrentPageIndex != -1;
// While showing a page, loop the music.
if( bShowingAPage )
{
ResetAndRestartCurrentSong();
}
else
{
bool bCleared = false; // TODO
bool bAnyTriesLeft = m_Try + 1 < NUM_Try;
if( bCleared )
{
this->HandleScreenMessage( SM_LeaveGameplay );
}
else if( bAnyTriesLeft )
{
ResetAndRestartCurrentSong();
m_sprTry[m_Try]->PlayCommand( "Hide" );
m_Try = (Try)(m_Try+1);
m_sprTry[m_Try]->PlayCommand( "Show" );
}
else
{
m_sprTry[m_Try]->PlayCommand( "Hide" );
this->HandleScreenMessage( SM_BeginFailed );
}
}
return; // handled
}
ScreenGameplay::HandleScreenMessage( SM );
}
void ScreenGameplayLesson::MenuStart( PlayerNumber pn )
{
if( m_iCurrentPageIndex == -1 )
return;
ChangeLessonPage( +1 );
}
void ScreenGameplayLesson::MenuBack( PlayerNumber pn )
{
if( m_iCurrentPageIndex == -1 )
return;
ChangeLessonPage( -1 );
}
void ScreenGameplayLesson::ChangeLessonPage( int iDir )
{
if( m_iCurrentPageIndex + iDir < 0 )
{
// don't change
return;
}
else if( m_iCurrentPageIndex + iDir >= (int)m_vPages.size() )
{
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
m_iCurrentPageIndex = -1;
m_sprTry[m_Try]->PlayCommand( "Show" );
ResetAndRestartCurrentSong();
MESSAGEMAN->Broadcast( Message_LessonYourTurn );
}
else
{
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
m_iCurrentPageIndex += iDir;
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" );
}
}
void ScreenGameplayLesson::ResetAndRestartCurrentSong()
{
STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson();
m_pSoundMusic->Stop();
ReloadCurrentSong();
StartPlayingSong( 2, 0 );
}
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/