Files
itgmania212121/stepmania/src/ScreenGameplay.cpp
T

1449 lines
44 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenGameplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenGameplay.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "ScreenSelectMusic.h"
#include "ScreenSelectCourse.h"
#include "ScreenEvaluation.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "SongManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenGameOver.h"
#include "LifeMeterBar.h"
#include "LifeMeterBattery.h"
#include "GameState.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayOni.h"
#include "ScreenPrompt.h"
#include "ScreenTitleMenu.h"
//
// Defines
//
#define TOP_FRAME_X THEME->GetMetricF("Gameplay","TopFrameX")
#define TOP_FRAME_Y THEME->GetMetricF("Gameplay","TopFrameY")
#define TOP_FRAME_EXTRA_Y THEME->GetMetricF("Gameplay","TopFrameExtraY")
#define BOTTOM_FRAME_X THEME->GetMetricF("Gameplay","BottomFrameX")
#define BOTTOM_FRAME_Y THEME->GetMetricF("Gameplay","BottomFrameY")
#define BOTTOM_FRAME_EXTRA_Y THEME->GetMetricF("Gameplay","BottomFrameExtraY")
#define MIDDLE_FRAME_X THEME->GetMetricF("Gameplay","MiddleFrameX")
#define MIDDLE_FRAME_Y THEME->GetMetricF("Gameplay","MiddleFrameY")
#define LIFE_P1_X THEME->GetMetricF("Gameplay","LifeP1X")
#define LIFE_P1_Y THEME->GetMetricF("Gameplay","LifeP1Y")
#define LIFE_P1_EXTRA_Y THEME->GetMetricF("Gameplay","LifeP1ExtraY")
#define LIFE_P2_X THEME->GetMetricF("Gameplay","LifeP2X")
#define LIFE_P2_Y THEME->GetMetricF("Gameplay","LifeP2Y")
#define LIFE_P2_EXTRA_Y THEME->GetMetricF("Gameplay","LifeP2ExtraY")
#define STAGE_X THEME->GetMetricF("Gameplay","StageX")
#define STAGE_Y THEME->GetMetricF("Gameplay","StageY")
#define STAGE_EXTRA_Y THEME->GetMetricF("Gameplay","StageExtraY")
#define SONG_NUMBER_P1_X THEME->GetMetricF("Gameplay","SongNumberP1X")
#define SONG_NUMBER_P1_Y THEME->GetMetricF("Gameplay","SongNumberP1Y")
#define SONG_NUMBER_P1_EXTRA_Y THEME->GetMetricF("Gameplay","SongNumberP1ExtraY")
#define SONG_NUMBER_P2_X THEME->GetMetricF("Gameplay","SongNumberP2X")
#define SONG_NUMBER_P2_Y THEME->GetMetricF("Gameplay","SongNumberP2Y")
#define SONG_NUMBER_P2_EXTRA_Y THEME->GetMetricF("Gameplay","SongNumberP2ExtraY")
#define SCORE_P1_X THEME->GetMetricF("Gameplay","ScoreP1X")
#define SCORE_P1_Y THEME->GetMetricF("Gameplay","ScoreP1Y")
#define SCORE_P1_EXTRA_Y THEME->GetMetricF("Gameplay","ScoreP1ExtraY")
#define SCORE_P2_X THEME->GetMetricF("Gameplay","ScoreP2X")
#define SCORE_P2_Y THEME->GetMetricF("Gameplay","ScoreP2Y")
#define SCORE_P2_EXTRA_Y THEME->GetMetricF("Gameplay","ScoreP2ExtraY")
#define PLAYER_OPTIONS_P1_X THEME->GetMetricF("Gameplay","PlayerOptionsP1X")
#define PLAYER_OPTIONS_P1_Y THEME->GetMetricF("Gameplay","PlayerOptionsP1Y")
#define PLAYER_OPTIONS_P1_EXTRA_Y THEME->GetMetricF("Gameplay","PlayerOptionsP1ExtraY")
#define PLAYER_OPTIONS_P2_X THEME->GetMetricF("Gameplay","PlayerOptionsP2X")
#define PLAYER_OPTIONS_P2_Y THEME->GetMetricF("Gameplay","PlayerOptionsP2Y")
#define PLAYER_OPTIONS_P2_EXTRA_Y THEME->GetMetricF("Gameplay","PlayerOptionsP2ExtraY")
#define SONG_OPTIONS_X THEME->GetMetricF("Gameplay","SongOptionsX")
#define SONG_OPTIONS_Y THEME->GetMetricF("Gameplay","SongOptionsY")
#define SONG_OPTIONS_EXTRA_Y THEME->GetMetricF("Gameplay","SongOptionsExtraY")
#define DIFFICULTY_P1_X THEME->GetMetricF("Gameplay","DifficultyP1X")
#define DIFFICULTY_P1_Y THEME->GetMetricF("Gameplay","DifficultyP1Y")
#define DIFFICULTY_P1_REVERSE_Y THEME->GetMetricF("Gameplay","DifficultyP1ReverseY")
#define DIFFICULTY_P1_EXTRA_Y THEME->GetMetricF("Gameplay","DifficultyP1ExtraY")
#define DIFFICULTY_P1_EXTRA_REVERSE_Y THEME->GetMetricF("Gameplay","DifficultyP1ExtraReverseY")
#define DIFFICULTY_P2_X THEME->GetMetricF("Gameplay","DifficultyP2X")
#define DIFFICULTY_P2_Y THEME->GetMetricF("Gameplay","DifficultyP2Y")
#define DIFFICULTY_P2_REVERSE_Y THEME->GetMetricF("Gameplay","DifficultyP2ReverseY")
#define DIFFICULTY_P2_EXTRA_Y THEME->GetMetricF("Gameplay","DifficultyP2ExtraY")
#define DIFFICULTY_P2_EXTRA_REVERSE_Y THEME->GetMetricF("Gameplay","DifficultyP2ExtraReverseY")
#define DEBUG_X THEME->GetMetricF("Gameplay","DebugX")
#define DEBUG_Y THEME->GetMetricF("Gameplay","DebugY")
#define SURVIVE_TIME_X THEME->GetMetricF("Gameplay","SurviveTimeX")
#define SURVIVE_TIME_Y THEME->GetMetricF("Gameplay","SurviveTimeY")
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("Gameplay","SecondsBetweenComments")
#define DEMONSTRATION_SECONDS THEME->GetMetricF("Gameplay","DemonstrationSeconds")
float LIFE_X( int p ) {
switch( p ) {
case PLAYER_1: return LIFE_P1_X;
case PLAYER_2: return LIFE_P2_X;
default: ASSERT(0); return 0;
}
}
float LIFE_Y( int p, bool bExtra ) {
switch( p ) {
case PLAYER_1: return bExtra ? LIFE_P1_EXTRA_Y : LIFE_P1_Y;
case PLAYER_2: return bExtra ? LIFE_P2_EXTRA_Y : LIFE_P2_Y;
default: ASSERT(0); return 0;
}
}
float SONG_NUMBER_X( int p ) {
switch( p ) {
case PLAYER_1: return SONG_NUMBER_P1_X;
case PLAYER_2: return SONG_NUMBER_P2_X;
default: ASSERT(0); return 0;
}
}
float SONG_NUMBER_Y( int p, bool bExtra ) {
switch( p ) {
case PLAYER_1: return bExtra ? SONG_NUMBER_P1_EXTRA_Y : SONG_NUMBER_P1_Y;
case PLAYER_2: return bExtra ? SONG_NUMBER_P2_EXTRA_Y : SONG_NUMBER_P2_Y;
default: ASSERT(0); return 0;
}
}
float SCORE_X( int p ) {
switch( p ) {
case PLAYER_1: return SCORE_P1_X;
case PLAYER_2: return SCORE_P2_X;
default: ASSERT(0); return 0;
}
}
float SCORE_Y( int p, bool bExtra ) {
switch( p ) {
case PLAYER_1: return bExtra ? SCORE_P1_EXTRA_Y : SCORE_P1_Y;
case PLAYER_2: return bExtra ? SCORE_P2_EXTRA_Y : SCORE_P2_Y;
default: ASSERT(0); return 0;
}
}
float DIFFICULTY_X( int p ) {
switch( p ) {
case PLAYER_1: return DIFFICULTY_P1_X;
case PLAYER_2: return DIFFICULTY_P2_X;
default: ASSERT(0); return 0;
}
}
float DIFFICULTY_Y( int p, bool bReverse, bool bExtra ) {
switch( p ) {
case PLAYER_1:
if( bExtra && bReverse ) return DIFFICULTY_P1_EXTRA_REVERSE_Y;
if( !bExtra && bReverse ) return DIFFICULTY_P1_REVERSE_Y;
if( bExtra && !bReverse ) return DIFFICULTY_P1_EXTRA_Y;
if( !bExtra && !bReverse ) return DIFFICULTY_P1_Y;
else ASSERT(0);
case PLAYER_2:
if( bExtra && bReverse ) return DIFFICULTY_P2_EXTRA_REVERSE_Y;
if( !bExtra && bReverse ) return DIFFICULTY_P2_REVERSE_Y;
if( bExtra && !bReverse ) return DIFFICULTY_P2_EXTRA_Y;
if( !bExtra && !bReverse ) return DIFFICULTY_P2_Y;
else ASSERT(0);
}
ASSERT(0); return 0;
}
float PLAYER_OPTIONS_X( int p ) {
switch( p ) {
case PLAYER_1: return PLAYER_OPTIONS_P1_X;
case PLAYER_2: return PLAYER_OPTIONS_P2_X;
default: ASSERT(0); return 0;
}
}
float PLAYER_OPTIONS_Y( int p, bool bExtra ) {
switch( p ) {
case PLAYER_1: return bExtra ? PLAYER_OPTIONS_P1_EXTRA_Y : PLAYER_OPTIONS_P1_Y;
case PLAYER_2: return bExtra ? PLAYER_OPTIONS_P2_EXTRA_Y : PLAYER_OPTIONS_P2_Y;
default: ASSERT(0); return 0;
}
}
// received while STATE_DANCING
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101);
const ScreenMessage SM_BeginLoadingNextSong = ScreenMessage(SM_User+102);
const ScreenMessage SM_BeginFadingToTitleMenu = ScreenMessage(SM_User+103);
// received while STATE_OUTRO
const ScreenMessage SM_ShowCleared = ScreenMessage(SM_User+111);
const ScreenMessage SM_HideCleared = ScreenMessage(SM_User+112);
const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+113);
const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+114);
const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
const ScreenMessage SM_GoToTitleMenu = ScreenMessage(SM_User+126);
ScreenGameplay::ScreenGameplay()
{
LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
GAMESTATE->ResetStageStatistics(); // clear values
const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
const bool bReverse[NUM_PLAYERS] = {
GAMESTATE->m_PlayerOptions[0].m_bReverseScroll,
GAMESTATE->m_PlayerOptions[1].m_bReverseScroll
};
// Update possible dance points
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
NoteData notedata;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
GAMESTATE->m_pCurNotes[p]->GetNoteData( &notedata );
GAMESTATE->m_iPossibleDancePoints[p] = notedata.GetPossibleDancePoints();
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
GAMESTATE->m_iPossibleDancePoints[p] = 0;
Course* pCourse = GAMESTATE->m_pCurCourse;
CArray<Song*,Song*> apSongs;
CArray<Notes*,Notes*> apNotes;
CStringArray asModifiers;
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers );
for( int i=0; i<apNotes.GetSize(); i++ )
{
apNotes[i]->GetNoteData( &notedata );
int iPossibleDancePoints = notedata.GetPossibleDancePoints();
GAMESTATE->m_iPossibleDancePoints[p] += iPossibleDancePoints;
}
}
break;
}
}
GAMESTATE->m_bUsedAutoPlayer |= PREFSMAN->m_bAutoPlay;
m_bChangedOffsetOrBPM = false;
m_DancingState = STATE_INTRO;
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_Background.SetDiffuseColor( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
this->AddSubActor( &m_Background );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
m_Player[p].SetX( fPlayerX );
this->AddSubActor( &m_Player[p] );
m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
m_sprOniGameOver[p].SetX( fPlayerX );
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
m_sprOniGameOver[p].SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
this->AddSubActor( &m_sprOniGameOver[p] );
}
m_OniFade.SetOpened();
this->AddSubActor( &m_OniFade );
m_sprMiddleFrame.Load( THEME->GetPathTo("Graphics","Gameplay Middle Frame") );
m_sprMiddleFrame.SetXY( MIDDLE_FRAME_X, MIDDLE_FRAME_Y );
for( p=0; p<NUM_PLAYERS; p++ )
{
switch( GAMESTATE->m_SongOptions.m_LifeType )
{
case SongOptions::LIFE_BAR:
m_pLifeMeter[p] = new LifeMeterBar;
break;
case SongOptions::LIFE_BATTERY:
m_pLifeMeter[p] = new LifeMeterBattery;
break;
default:
ASSERT(0);
}
m_pLifeMeter[p]->Load( (PlayerNumber)p );
m_pLifeMeter[p]->SetXY( LIFE_X(p), LIFE_Y(p,bExtra) );
this->AddSubActor( m_pLifeMeter[p] );
/*
Chris: EZ2 should change positions via Theme metrics
if( GAMESTATE->m_CurGame == GAME_EZ2 )
{
m_pScoreDisplay[p] = new ScoreDisplayNormal;
m_pScoreDisplay[p]->SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] );
m_pScoreDisplay[p]->SetZoom( 0.5f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameTop.AddSubActor( m_pScoreDisplay[p] );
}
*/
}
// TopFrame goes above LifeMeter
m_sprTopFrame.Load( THEME->GetPathTo("Graphics",bExtra?"gameplay extra top frame":"gameplay top frame") );
m_sprTopFrame.SetXY( TOP_FRAME_X, bExtra ? TOP_FRAME_EXTRA_Y : TOP_FRAME_Y );
this->AddSubActor( &m_sprTopFrame );
m_textStageNumber.LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
m_textStageNumber.TurnShadowOff();
m_textStageNumber.SetXY( STAGE_X, bExtra ? STAGE_EXTRA_Y : STAGE_Y );
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
m_textCourseSongNumber[p].TurnShadowOff();
m_textCourseSongNumber[p].SetXY( SONG_NUMBER_X(p), SONG_NUMBER_Y(p,bExtra) );
m_textCourseSongNumber[p].SetText( "" );
m_textCourseSongNumber[p].SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,1,1) ); // light blue
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
this->AddSubActor( &m_textStageNumber );
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
this->AddSubActor( &m_textCourseSongNumber[p] );
break;
default:
ASSERT(0); // invalid GameMode
}
//////////////////////////////////
// Add all Actors to m_frameBottom
//////////////////////////////////
m_sprBottomFrame.Load( THEME->GetPathTo("Graphics",bExtra?"gameplay extra bottom frame":"gameplay bottom frame") );
m_sprBottomFrame.SetXY( BOTTOM_FRAME_X, bExtra ? BOTTOM_FRAME_EXTRA_Y : BOTTOM_FRAME_Y );
this->AddSubActor( &m_sprBottomFrame );
/*
Chris: Change this position using theme metrics
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
m_frameBottom.AddSubActor( &m_sprBottomFrame );
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
}
*/
for( p=0; p<NUM_PLAYERS; p++ )
{
/* Chris: I don't understand why EZ2 wouldn't want this.
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
*/
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_pScoreDisplay[p] = new ScoreDisplayNormal;
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_pScoreDisplay[p] = new ScoreDisplayOni;
break;
default:
ASSERT(0);
}
m_pScoreDisplay[p]->Init( (PlayerNumber)p );
m_pScoreDisplay[p]->SetXY( SCORE_X(p), SCORE_Y(p,bExtra) );
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
this->AddSubActor( m_pScoreDisplay[p] );
/*
}
*/
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
/* Chris: EZ2 should control this with theme metrics
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
*/
m_pScoreDisplay[p]->SetXY( SCORE_X(p), SCORE_Y(p,bExtra) );
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
this->AddSubActor( m_pScoreDisplay[p] );
// }
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textPlayerOptions[p].TurnShadowOff();
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_X(p), PLAYER_OPTIONS_Y(p,bExtra) );
m_textPlayerOptions[p].SetZoom( 0.5f );
m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
this->AddSubActor( &m_textPlayerOptions[p] );
//}
}
m_textSongOptions.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSongOptions.TurnShadowOff();
m_textSongOptions.SetXY( SONG_OPTIONS_X, bExtra?SONG_OPTIONS_EXTRA_Y:SONG_OPTIONS_Y );
m_textSongOptions.SetZoom( 0.5f );
m_textSongOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
this->AddSubActor( &m_textSongOptions );
// Get the current StyleDef definition (used below)
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
// CONFLICT RESOLUTION:
// BY ANDY
// <<<<<<< ScreenGameplay.cpp
// =======
// YOURS:
/*
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
*/
//>>>>>>> 1.32 MINE
/*
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
}
*/
// HOW I THINK IT SHOULD BE FIXED:
m_DifficultyBanner[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bReverse[p],bExtra) );
this->AddSubActor( &m_DifficultyBanner[p] );
}
m_textDebug.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
this->AddSubActor( &m_textDebug );
m_StarWipe.SetClosed();
this->AddSubActor( &m_StarWipe );
m_sprReady.Load( THEME->GetPathTo("Graphics","gameplay ready") );
m_sprReady.SetXY( CENTER_X, CENTER_Y );
m_sprReady.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddSubActor( &m_sprReady );
m_sprHereWeGo.Load( THEME->GetPathTo("Graphics","gameplay here we go") );
m_sprHereWeGo.SetXY( CENTER_X, CENTER_Y );
m_sprHereWeGo.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddSubActor( &m_sprHereWeGo );
m_sprCleared.Load( THEME->GetPathTo("Graphics","gameplay cleared") );
m_sprCleared.SetXY( CENTER_X, CENTER_Y );
m_sprCleared.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddSubActor( &m_sprCleared );
m_sprFailed.Load( THEME->GetPathTo("Graphics","gameplay failed") );
m_sprFailed.SetXY( CENTER_X, CENTER_Y );
m_sprFailed.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddSubActor( &m_sprFailed );
if( GAMESTATE->m_bDemonstration )
{
m_quadDemonstrationBox.SetDiffuseColor( D3DXCOLOR(0,0,0,0.7f) );
m_quadDemonstrationBox.StretchTo( CRect(SCREEN_LEFT, int(CENTER_Y-60), SCREEN_RIGHT, int(CENTER_Y+60)) );
this->AddSubActor( &m_quadDemonstrationBox );
m_sprDemonstration.Load( THEME->GetPathTo("Graphics","gameplay demonstration") );
m_sprDemonstration.SetXY( CENTER_X, CENTER_Y );
m_sprDemonstration.SetEffectBlinking();
this->AddSubActor( &m_sprDemonstration );
m_Fade.OpenWipingRight();
}
m_Fade.SetOpened();
this->AddSubActor( &m_Fade );
m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textSurviveTime.TurnShadowOff();
m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
m_textSurviveTime.SetText( "" );
m_textSurviveTime.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->AddSubActor( &m_textSurviveTime );
if( !GAMESTATE->m_bDemonstration ) // don't load sounds if just playing demonstration
{
m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
m_announcerReady.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_READY) );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_EXTRA) );
else if( GAMESTATE->IsFinalStage() )
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_FINAL) );
else
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_NORMAL) );
m_announcerDanger.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_DANGER) );
m_announcerGood.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_GOOD) );
m_announcerHot.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_HOT) );
m_announcer100Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_100_COMBO) );
m_announcer200Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_200_COMBO) );
m_announcer300Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_300_COMBO) );
m_announcer400Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_400_COMBO) );
m_announcer500Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_500_COMBO) );
m_announcer600Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_600_COMBO) );
m_announcer700Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_700_COMBO) );
m_announcer800Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_800_COMBO) );
m_announcer900Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_900_COMBO) );
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_1000_COMBO) );
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMBO_STOPPED) );
}
m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
LoadNextSong( true );
if( GAMESTATE->m_bDemonstration )
{
m_StarWipe.SetOpened();
m_DancingState = STATE_DANCING;
m_soundMusic.Play();
this->SendScreenMessage( SM_BeginFadingToTitleMenu, DEMONSTRATION_SECONDS );
}
else
{
for( int i=0; i<30; i++ )
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
}
}
ScreenGameplay::~ScreenGameplay()
{
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
for( int p=0; p<NUM_PLAYERS; p++ )
{
delete m_pLifeMeter[p];
delete m_pScoreDisplay[p];
}
m_soundMusic.Stop();
}
bool ScreenGameplay::IsLastSong()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
return true;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
Course* pCourse = GAMESTATE->m_pCurCourse;
if( pCourse->m_bRepeat )
return false;
CArray<Song*,Song*> apSongs;
CArray<Notes*,Notes*> apNotes;
CStringArray asModifiers;
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers );
return GAMESTATE->m_iSongsIntoCourse >= apSongs.GetSize(); // there are no more songs left
}
break;
default:
ASSERT(0);
return true;
}
}
void ScreenGameplay::LoadNextSong( bool bFirstLoad )
{
GAMESTATE->ResetMusicStatistics();
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
for( int p=0; p<NUM_PLAYERS; p++ )
m_textCourseSongNumber[p].SetText( ssprintf("%d", GAMESTATE->m_iSongsBeforeFail[p]+1) );
Course* pCourse = GAMESTATE->m_pCurCourse;
CArray<Song*,Song*> apSongs;
CArray<Notes*,Notes*> apNotes;
CStringArray asModifiers;
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers );
int iPlaySongIndex = -1;
if( pCourse->m_bRandomize )
iPlaySongIndex = rand() % apSongs.GetSize();
else
iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
for( p=0; p<NUM_PLAYERS; p++ )
{
GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
GAMESTATE->m_PlayerOptions[p].FromString( asModifiers[iPlaySongIndex] ); // put them into effect
}
}
break;
default:
ASSERT(0);
break;
}
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
// reset oni game over graphic
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
m_sprOniGameOver[p].SetDiffuseColor( D3DXCOLOR(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 && GAMESTATE->m_fSecondsBeforeFail[p] != -1 ) // already failed
ShowOniGameOver((PlayerNumber)p);
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
NoteData originalNoteData;
GAMESTATE->m_pCurNotes[p]->GetNoteData( &originalNoteData );
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &originalNoteData, &newNoteData );
m_Player[p].Load( (PlayerNumber)p, &newNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
}
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetDiffuseColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
m_Background.BeginTweeningQueued( 2 );
m_Background.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath(), true ); // enable accurate sync
float fStartSeconds = min( 0, -4+GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(GAMESTATE->m_pCurSong->m_fFirstBeat) );
m_soundMusic.SetPositionSeconds( fStartSeconds );
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
if( !bFirstLoad )
m_soundMusic.Play();
}
bool ScreenGameplay::OneIsHot()
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
if( !m_pLifeMeter[p]->IsHot() )
return true;
return false;
}
bool ScreenGameplay::AllAreInDanger()
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
if( !m_pLifeMeter[p]->IsInDanger() )
return false;
return true;
}
bool ScreenGameplay::AllAreFailing()
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
if( !m_pLifeMeter[p]->IsFailing() )
return false;
return true;
}
bool ScreenGameplay::AllFailedEarlier()
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( !m_pLifeMeter[p]->FailedEarlier() )
return false;
return true;
}
void ScreenGameplay::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
m_soundMusic.Update( fDeltaTime );
if( GAMESTATE->m_pCurSong == NULL )
return;
// update the global music statistics for other classes to access
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
float fSongBeat, fBPS;
bool bFreeze;
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
GAMESTATE->m_fMusicSeconds = fPositionSeconds;
GAMESTATE->m_fSongBeat = fSongBeat;
GAMESTATE->m_fCurBPS = fBPS;
GAMESTATE->m_bFreeze = bFreeze;
// LOG->Trace( "GAMESTATE->m_fMusicSeconds = %f", GAMESTATE->m_fMusicSeconds );
m_Background.SetSongBeat( fSongBeat, bFreeze, fPositionSeconds );
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
switch( m_DancingState )
{
case STATE_DANCING:
//
// Check for end of song
//
if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+4 )
{
GAMESTATE->m_fSongBeat = 0;
m_soundMusic.Stop();
this->SendScreenMessage( SM_NotesEnded, 0 );
}
//
// check for fail
//
switch( GAMESTATE->m_SongOptions.m_FailType )
{
case SongOptions::FAIL_ARCADE:
switch( GAMESTATE->m_SongOptions.m_LifeType )
{
case SongOptions::LIFE_BAR:
if( AllAreFailing() ) SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
if( AllAreInDanger() ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
break;
case SongOptions::LIFE_BATTERY:
if( AllFailedEarlier() )SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
if( AllAreInDanger() ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
// check for individual fail
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( m_pLifeMeter[p]->IsFailing() && GAMESTATE->m_fSecondsBeforeFail[p] == -1 ) // not yet failed
if( !AllFailedEarlier() ) // if not the last one to fail
{
// kill them!
GAMESTATE->m_fSecondsBeforeFail[p] = GAMESTATE->GetElapsedSeconds();
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
}
break;
}
break;
case SongOptions::FAIL_END_OF_SONG:
case SongOptions::FAIL_OFF:
break; // don't check for fail
default:
ASSERT(0);
}
//
// Check to see if it's time to play a gameplay comment
//
if( !GAMESTATE->m_bDemonstration ) // don't play announcer comments in demonstration
{
m_fTimeLeftBeforeDancingComment -= fDeltaTime;
if( m_fTimeLeftBeforeDancingComment <= 0 )
{
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
if( OneIsHot() )
m_announcerHot.PlayRandom();
else if( AllAreInDanger() )
m_announcerDanger.PlayRandom();
else
m_announcerGood.PlayRandom();
}
}
}
//
// Send crossed row messages to Player
//
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
CLAMP( iRowNow, 0, MAX_TAP_NOTE_ROWS-1 );
static int iRowLastCrossed = 0;
CLAMP( iRowLastCrossed, 0, MAX_TAP_NOTE_ROWS-1 );
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(p) )
m_Player[p].CrossedRow( r );
}
}
iRowLastCrossed = iRowNow;
//
// play assist ticks
//
// 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
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
{
fPositionSeconds += (SOUND->GetPlayLatency()+0.01f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.02 seconds to account for the fact that the sound file has 0.01 seconds of silence at the beginning
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
static int iRowLastCrossed = 0;
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
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
m_Player[p].CrossedRow( r );
bAnyoneHasANote |= m_Player[p].IsThereANoteAtRow( r );
break; // this will only play the tick for the first player that is joined
}
}
if( bAnyoneHasANote )
m_soundAssistTick.PlayRandom();
iRowLastCrossed = iRowNow;
}
Screen::Update( fDeltaTime );
}
void ScreenGameplay::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( GAMESTATE->m_bDemonstration )
{
if( MenuI.button == MENU_BUTTON_START && !m_Fade.IsClosing() )
{
m_soundMusic.Stop();
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 1000 ); // do a little pause, like the arcade does
this->SendScreenMessage( SM_GoToTitleMenu, 0 );
// m_Fade.CloseWipingRight( SM_GoToTitleMenu );
}
return; // don't fall through below
}
// Handle special keys to adjust the offset
if( DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
case DIK_F8:
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
GAMESTATE->m_bUsedAutoPlayer |= PREFSMAN->m_bAutoPlay;
m_textDebug.SetText( ssprintf("Autoplayer %s.", (PREFSMAN->m_bAutoPlay ? "ON" : "OFF")) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
break;
case DIK_F9:
case DIK_F10:
{
m_bChangedOffsetOrBPM = true;
float fOffsetDelta;
switch( DeviceI.button )
{
case DIK_F9: fOffsetDelta = -0.025f; break;
case DIK_F10: fOffsetDelta = +0.025f; break;
default: ASSERT(0);
}
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 = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
break;
case DIK_F11:
case DIK_F12:
{
m_bChangedOffsetOrBPM = true;
float fOffsetDelta;
switch( DeviceI.button )
{
case DIK_F11: fOffsetDelta = -0.02f; break;
case DIK_F12: fOffsetDelta = +0.02f; break;
default: ASSERT(0);
}
if( type == IET_FAST_REPEAT )
fOffsetDelta *= 10;
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
m_textDebug.SetText( ssprintf("Offset = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
break;
}
}
if( MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_BACK &&
m_DancingState != STATE_OUTRO &&
!m_Fade.IsClosing() )
{
if( (DeviceI.device==DEVICE_KEYBOARD && type==IET_SLOW_REPEAT) ||
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
{
m_DancingState = STATE_OUTRO;
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
m_soundMusic.Stop();
this->ClearMessageQueue();
m_Fade.CloseWipingLeft( SM_SaveChangedBeforeGoingBack );
}
}
//
// handle a step
//
if( m_DancingState == STATE_DANCING )
{
if( type == IET_FIRST_PRESS )
{
if( StyleI.IsValid() )
{
if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
m_Player[StyleI.player].Step( StyleI.col );
}
}
}
}
void SaveChanges()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
GAMESTATE->m_pCurSong->SaveToSMFile();
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
{
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
pSong->SaveToSMFile();
}
}
break;
default:
ASSERT(0);
}
}
void DontSaveChanges()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
GAMESTATE->m_pCurSong->LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath() );
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
{
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
pSong->LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath() );
}
}
break;
default:
ASSERT(0);
}
}
void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
{
CString sMessage;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
sMessage = ssprintf(
"You have changed the offset or BPM of\n"
"%s.\n"
"Would you like to save these changes back\n"
"to the song file?\n"
"Choosing NO will disgard your changes.",
GAMESTATE->m_pCurSong->GetFullTitle() );
break;
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 disgard your changes." );
break;
default:
ASSERT(0);
}
SCREENMAN->AddScreenToTop( new ScreenPrompt(
SM_SendWhenDone,
sMessage,
PROMPT_YES_NO,
true,
SaveChanges,
DontSaveChanges
)
);
}
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
// received while STATE_INTRO
case SM_User+0:
m_StarWipe.OpenWipingRight(SM_None);
break;
case SM_User+1:
break;
case SM_User+2:
m_sprReady.StartFocusing();
m_announcerReady.PlayRandom();
break;
case SM_User+3:
break;
case SM_User+4:
m_sprReady.StartBlurring();
break;
case SM_User+5:
{
m_sprHereWeGo.StartFocusing();
m_announcerHereWeGo.PlayRandom();
m_Background.FadeIn();
m_soundMusic.Play();
}
break;
case SM_User+6:
break;
case SM_User+7:
break;
case SM_User+8:
m_sprHereWeGo.StartBlurring();
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
break;
case SM_User+9:
break;
// received while STATE_DANCING
case SM_NotesEnded:
{
// save any statistics
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
RadarCategory rc = (RadarCategory)r;
GAMESTATE->m_fRadarPossible[p][r] = m_Player[p].GetRadarValue( rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
GAMESTATE->m_fRadarActual[p][r] = m_Player[p].GetActualRadarValue( rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
}
}
}
GAMESTATE->m_apSongsPlayed.Add( GAMESTATE->m_pCurSong );
GAMESTATE->m_iSongsIntoCourse++;
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( !m_pLifeMeter[p]->FailedEarlier() )
GAMESTATE->m_iSongsBeforeFail[p]++;
if( !IsLastSong() )
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( !m_pLifeMeter[p]->FailedEarlier() )
m_pLifeMeter[p]->SongEnded(); // let the oni life meter give them back a life
m_OniFade.CloseWipingRight( SM_BeginLoadingNextSong );
}
else // IsLastSong
{
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
return; // ignore
m_DancingState = STATE_OUTRO;
GAMESTATE->AccumulateStageStatistics(); // accumulate values for final evaluation
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
{
this->SendScreenMessage( SM_BeginFailed, 0 );
}
else
{
m_StarWipe.CloseWipingRight( SM_None );
this->SendScreenMessage( SM_ShowCleared, 1 );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_CLEARED) );
}
}
}
break;
case SM_BeginLoadingNextSong:
LoadNextSong( false );
m_OniFade.OpenWipingRight( SM_None );
break;
case SM_BeginFadingToTitleMenu:
m_Fade.CloseWipingRight( SM_GoToTitleMenu );
break;
case SM_100Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer100Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_200Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer200Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_300Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer300Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_400Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer400Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_500Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer500Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_600Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer600Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_700Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer700Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_800Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer800Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_900Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer900Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_1000Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcer1000Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_ComboStopped:
if( m_fTimeLeftBeforeDancingComment < 12 )
{
m_announcerComboStopped.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
// received while STATE_OUTRO
case SM_ShowCleared:
m_sprCleared.StartFocusing();
SCREENMAN->SendMessageToTopScreen( SM_HideCleared, 2.5 );
break;
case SM_HideCleared:
m_sprCleared.StartBlurring();
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 1 );
break;
case SM_SaveChangedBeforeGoingBack:
if( m_bChangedOffsetOrBPM )
{
m_bChangedOffsetOrBPM = false;
ShowSavePrompt( SM_GoToScreenAfterBack );
}
else
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
break;
case SM_GoToScreenAfterBack:
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
SCREENMAN->SetNewScreen( new ScreenSelectMusic );
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
SCREENMAN->SetNewScreen( new ScreenSelectCourse );
break;
default: ASSERT(0);
}
break;
case SM_GoToStateAfterCleared:
if( m_bChangedOffsetOrBPM )
{
m_bChangedOffsetOrBPM = false;
ShowSavePrompt( SM_GoToStateAfterCleared );
break;
}
SCREENMAN->SetNewScreen( new ScreenEvaluation(false) );
break;
case SM_BeginFailed:
m_DancingState = STATE_OUTRO;
m_soundMusic.Pause();
m_StarWipe.SetTransitionTime( 1.5f );
m_StarWipe.CloseWipingRight( SM_None );
int p;
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
m_Player[p].FadeToFail();
this->SendScreenMessage( SM_ShowFailed, 0.2f );
break;
case SM_ShowFailed:
m_soundFail.PlayRandom();
// make the background invisible so we don't waste mem bandwidth drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprFailed.SetZoom( 4 );
m_sprFailed.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
m_sprFailed.SetTweenZoom( 0.5f ); // zoom out
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweeningQueued( 0.3f );
m_sprFailed.SetTweenZoom( 1.1f ); // bounce
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweeningQueued( 0.2f );
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
// show the survive time if extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
float fMaxSurviveSeconds = -1;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
fMaxSurviveSeconds = max( fMaxSurviveSeconds, GAMESTATE->GetPlayerSurviveTime((PlayerNumber)p) );
ASSERT( fMaxSurviveSeconds != -1 );
m_textSurviveTime.SetText( "TIME " + SecondsToTime(fMaxSurviveSeconds) );
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
m_textSurviveTime.BeginTweeningQueued( 0.3f ); // fade in
m_textSurviveTime.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.5f );
SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 3.0f );
break;
case SM_PlayFailComment:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_FAILED) );
break;
case SM_HideFailed:
m_sprFailed.StopTweening();
m_sprFailed.BeginTweening(1.0f);
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textSurviveTime.BeginTweening( 0.5f ); // sleep
m_textSurviveTime.BeginTweeningQueued( 0.5f ); // fade out
m_textSurviveTime.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 1.5f );
break;
case SM_GoToScreenAfterFail:
if( m_bChangedOffsetOrBPM )
{
m_bChangedOffsetOrBPM = false;
ShowSavePrompt( SM_GoToScreenAfterFail );
break;
}
if( PREFSMAN->m_bEventMode )
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
SCREENMAN->SetNewScreen( new ScreenEvaluation(true) );
else if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI || GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
SCREENMAN->SetNewScreen( new ScreenEvaluation(false) );
else
SCREENMAN->SetNewScreen( new ScreenGameOver );
break;
case SM_GoToTitleMenu:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
}
}
void ScreenGameplay::TweenOnScreen()
{
}
void ScreenGameplay::TweenOffScreen()
{
}
void ScreenGameplay::ShowOniGameOver( PlayerNumber p )
{
m_sprOniGameOver[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_sprOniGameOver[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprOniGameOver[p].SetTweenY( CENTER_Y );
m_sprOniGameOver[p].SetEffectBobbing( D3DXVECTOR3(0,6,0), 4 );
}