1444 lines
44 KiB
C++
1444 lines
44 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenEvaluation
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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 "ScreenEvaluation.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameManager.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "Steps.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GrooveRadar.h"
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#include "ThemeManager.h"
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#include "RageSounds.h"
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#include "ActorUtil.h"
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#include "RageTimer.h"
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#include "UnlockSystem.h"
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#include "Course.h"
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#include "LightsManager.h"
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#include "ProfileManager.h"
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#include "song.h"
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#include "StageStats.h"
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#include "Grade.h"
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#include "CodeDetector.h"
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#include "RageDisplay.h"
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#include "StepMania.h"
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#include "CryptManager.h"
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#include <time.h>
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const int NUM_SCORE_DIGITS = 9;
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// metrics that are common to all ScreenEvaluation classes
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#define BANNER_WIDTH THEME->GetMetricF(m_sName,"BannerWidth")
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#define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight")
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const char* JUDGE_STRING[NUM_JUDGE_LINES] =
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{
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"Marvelous", "Perfect", "Great", "Good", "Boo", "Miss", "OK", "MaxCombo", "TotalError"
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};
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const char* STATS_STRING[NUM_STATS_LINES] =
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{
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"Jumps", "Holds", "Mines", "Hands"
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};
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#define SPIN_GRADES THEME->GetMetricB(m_sName,"SpinGrades")
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#define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds")
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#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetric (m_sName,"BarActualMaxCommand")
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// metrics that are specific to classes derived from ScreenEvaluation
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#define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define END_SCREEN THEME->GetMetric (m_sName,"EndScreen")
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#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
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#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
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#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
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#define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea")
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#define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea")
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#define SHOW_WIN_AREA THEME->GetMetricB(m_sName,"ShowWinArea")
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#define SHOW_JUDGMENT( l ) THEME->GetMetricB(m_sName,ssprintf("Show%s",JUDGE_STRING[l]))
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#define SHOW_STAT( s ) THEME->GetMetricB(m_sName,ssprintf("Show%s",STATS_STRING[l]))
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#define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea")
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#define SHOW_TOTAL_SCORE_AREA THEME->GetMetricB(m_sName,"ShowTotalScoreArea")
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#define SHOW_TIME_AREA THEME->GetMetricB(m_sName,"ShowTimeArea")
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#define SHOW_GRAPH_AREA THEME->GetMetricB(m_sName,"ShowGraphArea")
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#define SHOW_COMBO_AREA THEME->GetMetricB(m_sName,"ShowComboArea")
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#define SHOW_PER_DIFFICULTY_AWARD THEME->GetMetricB(m_sName,"ShowPerDifficultyAward")
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#define GRAPH_START_HEIGHT THEME->GetMetricF(m_sName,"GraphStartHeight")
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#define TYPE THEME->GetMetric (m_sName,"Type")
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#define PASSED_SOUND_TIME THEME->GetMetricF(m_sName,"PassedSoundTime")
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#define FAILED_SOUND_TIME THEME->GetMetricF(m_sName,"FailedSoundTime")
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#define NUM_SEQUENCE_SOUNDS THEME->GetMetricI(m_sName,"NumSequenceSounds")
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#define SOUNDSEQ_TIME( i ) THEME->GetMetricF(m_sName,ssprintf("SoundSeqTime%d", i+1))
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#define SOUNDSEQ_NAME( i ) THEME->GetMetric (m_sName,ssprintf("SoundSeqName%d", i+1))
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#define PEAK_COMBO_AWARD_COMMAND THEME->GetMetric (m_sName,"PeakComboAwardCommand")
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static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
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const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3);
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const ScreenMessage SM_GoToEndScreen = ScreenMessage(SM_User+5);
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const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
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ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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{
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Init(); // work around horrible gcc bug 3187
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}
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void ScreenEvaluation::Init()
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{
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//
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// debugging
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//
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if( PREFSMAN->m_bScreenTestMode )
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{
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PROFILEMAN->LoadProfileFromMemoryCard(PLAYER_1);
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GAMESTATE->m_PlayMode = PLAY_MODE_RAVE;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong = SONGMAN->GetAllSongs()[0];
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// GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0];
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GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_apNotes[0];
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GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_apNotes[0];
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
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GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 2;
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for( float f = 0; f < 100.0f; f += 1.0f )
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{
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float fP1 = fmodf(f/100*4+.3f,1);
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g_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f );
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g_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f );
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}
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g_CurStageStats.iCurCombo[PLAYER_1] = 0;
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g_CurStageStats.UpdateComboList( PLAYER_1, 0, false );
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g_CurStageStats.iCurCombo[PLAYER_1] = 1;
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g_CurStageStats.UpdateComboList( PLAYER_1, 1, false );
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g_CurStageStats.iCurCombo[PLAYER_1] = 50;
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g_CurStageStats.UpdateComboList( PLAYER_1, 25, false );
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g_CurStageStats.iCurCombo[PLAYER_1] = 250;
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g_CurStageStats.UpdateComboList( PLAYER_1, 100, false );
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g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_MARVELOUS] = 1;
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g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_PERFECT] = 1;
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g_vPlayedStageStats.clear();
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}
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LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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LIGHTSMAN->SetLightMode( LIGHTMODE_MENU );
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m_bFailed = g_CurStageStats.AllFailed();
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ZERO( m_bSavedScreenshot );
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if( !TYPE.CompareNoCase("stage") )
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m_Type = stage;
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else if( !TYPE.CompareNoCase("summary") )
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m_Type = summary;
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else if( !TYPE.CompareNoCase("course") )
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m_Type = course;
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else
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RageException::Throw("Unknown evaluation type \"%s\"", TYPE.c_str() );
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//
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// Figure out which statistics and songs we're going to display
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//
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StageStats stageStats;
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vector<Song*> vSongsToShow;
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switch( m_Type )
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{
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case summary:
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GAMESTATE->GetFinalEvalStatsAndSongs( stageStats, vSongsToShow );
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break;
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case stage:
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case course:
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stageStats = g_CurStageStats;
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break;
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default:
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ASSERT(0);
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}
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LOG->Trace( "total error: %i, %i", stageStats.iTotalError[0], stageStats.iTotalError[1] );
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/*
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//
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// Debugging
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//
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{
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for( int p=0; p<NUM_PLAYERS; p++ ) // foreach line
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
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{
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stageStats.fRadarPossible[p][r] = 0.5f + r/10.0f;
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stageStats.fRadarActual[p][r] = 0.5f + r/10.0f;
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}
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}
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*/
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//
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// Calculate grades
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//
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Grade grade[NUM_PLAYERS];
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int p;
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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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grade[p] = stageStats.GetGrade( (PlayerNumber)p );
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else
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grade[p] = GRADE_FAILED;
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if( PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH )
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{
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const int ScoreBonuses[] = { 10000000, 10000000, 1000000, 100000, 10000, 1000, 100 };
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if( grade[p] < (int) ARRAYSIZE(ScoreBonuses) )
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{
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g_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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}
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}
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}
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//
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// update persistent statistics
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//
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int iPersonalHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
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int iMachineHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
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RankingCategory rc[NUM_PLAYERS] = { NUM_RANKING_CATEGORIES, NUM_RANKING_CATEGORIES };
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CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc );
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m_bTryExtraStage =
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GAMESTATE->HasEarnedExtraStage() &&
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m_Type==stage;
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m_Menu.Load( m_sName );
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this->AddChild( &m_Menu );
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//
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// load pass/fail sound
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//
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// if(m_Type==stage)
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// {
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int snd=0;
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for(snd=0;snd<NUM_SEQUENCE_SOUNDS;snd++) // grab in any sound sequence the user may want to throw onto this screen
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{
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EvalSoundSequence temp;
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temp.fTime = SOUNDSEQ_TIME(snd);
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temp.sSound.Load(THEME->GetPathToS(SOUNDSEQ_NAME(snd),false));
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m_SoundSequences.push_back(temp);
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}
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// }
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m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
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m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */
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this->AddChild( &m_bgOverlay );
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m_bPassFailTriggered = false; // the sound hasn't been triggered yet
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switch( m_Type )
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{
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case stage:
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case course:
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if( m_bFailed )
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
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else
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
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m_sndPassFail.Play();
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}
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m_bgCondBga.Load(m_sName);
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//
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// load other sounds
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//
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m_soundStart.Load( THEME->GetPathToS("ScreenEvaluation start") );
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//
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// init banner area
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//
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if( SHOW_BANNER_AREA )
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{
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switch( m_Type )
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{
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case stage:
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{
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m_LargeBanner.LoadFromSong( GAMESTATE->m_pCurSong );
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m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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m_LargeBanner.SetName( "LargeBanner" );
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SET_XY_AND_ON_COMMAND( m_LargeBanner );
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this->AddChild( &m_LargeBanner );
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m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
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m_sprLargeBannerFrame.SetName( "LargeBannerFrame" );
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SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame );
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this->AddChild( &m_sprLargeBannerFrame );
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m_sprStage.Load( THEME->GetPathToG("ScreenEvaluation stage "+GAMESTATE->GetStageText()) );
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m_sprStage.SetName( "Stage" );
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SET_XY_AND_ON_COMMAND( m_sprStage );
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this->AddChild( &m_sprStage );
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for( int 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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m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation difficulty icons 1x%d",NUM_DIFFICULTIES)) );
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m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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m_textPlayerOptions[p].LoadFromFont( THEME->GetPathToF("Common normal") );
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CString sPO = GAMESTATE->m_PlayerOptions[p].GetString();
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sPO.Replace( ", ", "\n" );
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m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] );
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m_textPlayerOptions[p].SetText( sPO );
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this->AddChild( &m_textPlayerOptions[p] );
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}
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}
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break;
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case summary:
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{
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for( unsigned i=0; i<vSongsToShow.size(); i++ )
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{
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m_SmallBanner[i].LoadFromSong( vSongsToShow[i] );
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m_SmallBanner[i].ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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m_SmallBanner[i].SetName( ssprintf("SmallBanner%d",i+1) );
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SET_XY_AND_ON_COMMAND( m_SmallBanner[i] );
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this->AddChild( &m_SmallBanner[i] );
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m_sprSmallBannerFrame[i].Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
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m_sprSmallBannerFrame[i].SetName( ssprintf("SmallBanner%d",i+1) );
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SET_XY_AND_ON_COMMAND( m_sprSmallBannerFrame[i] );
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this->AddChild( &m_sprSmallBannerFrame[i] );
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}
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}
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break;
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case course:
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{
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m_LargeBanner.LoadFromCourse( GAMESTATE->m_pCurCourse );
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m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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m_LargeBanner.SetName( "LargeBanner" );
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SET_XY_AND_ON_COMMAND( m_LargeBanner );
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this->AddChild( &m_LargeBanner );
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m_sprLargeBannerFrame.Load( THEME->GetPathToG("ScreenEvaluation banner frame") );
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m_sprLargeBannerFrame.SetName( "LargeBannerFrame" );
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SET_XY_AND_ON_COMMAND( m_sprLargeBannerFrame );
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this->AddChild( &m_sprLargeBannerFrame );
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}
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break;
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default:
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ASSERT(0);
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}
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}
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//
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// init graph area
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//
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if( SHOW_GRAPH_AREA )
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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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m_sprGraphFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation graph frame p%d",p+1)) );
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m_sprGraphFrame[p].SetName( ssprintf("GraphFrameP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprGraphFrame[p] );
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this->AddChild( &m_sprGraphFrame[p] );
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m_Graph[p].SetName( ssprintf("GraphP%i",p+1) );
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m_Graph[p].Load( THEME->GetPathToG(ssprintf("%s graph p%i",m_sName.c_str(), p+1)), GRAPH_START_HEIGHT );
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m_Graph[p].LoadFromStageStats( stageStats, (PlayerNumber)p );
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SET_XY_AND_ON_COMMAND( m_Graph[p] );
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this->AddChild( &m_Graph[p] );
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}
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}
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if( SHOW_COMBO_AREA )
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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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m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
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m_Combo[p].Load( ssprintf("ScreenEvaluationStage combo p%i", p+1), stageStats, (PlayerNumber)p );
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SET_XY_AND_ON_COMMAND( m_Combo[p] );
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this->AddChild( &m_Combo[p] );
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}
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}
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//
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// init grade area
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//
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if( SHOW_GRADE_AREA )
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{
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// ugly: Touch all possible grade files to make sure they're all present
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for( int g=GRADE_TIER_1; g<NUM_GRADES; g++ )
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THEME->GetPathToG( "ScreenEvaluation grade "+ GradeToString((Grade)g) );
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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; // skip
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m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) );
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m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprGradeFrame[p] );
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this->AddChild( &m_sprGradeFrame[p] );
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m_Grades[p].Load( THEME->GetPathToG("ScreenEvaluation grades") );
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m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
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m_Grades[p].SetName( ssprintf("GradeP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_Grades[p] );
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if( SPIN_GRADES )
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m_Grades[p].Spin();
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this->AddChild( &m_Grades[p] );
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m_sprGrade[p].Load( THEME->GetPathToG( "ScreenEvaluation grade "+ GradeToString(grade[p]) ) );
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m_sprGrade[p]->SetName( ssprintf("GradeP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_sprGrade[p] );
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this->AddChild( m_sprGrade[p] );
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}
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}
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//
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// init points area
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//
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if( SHOW_POINTS_AREA )
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{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) );
|
|
m_sprPercentFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation percent frame p%d",p+1)) );
|
|
SET_XY_AND_ON_COMMAND( m_sprPercentFrame[p] );
|
|
this->AddChild( &m_sprPercentFrame[p] );
|
|
|
|
/* Use "ScreenEvaluation Percent" for the [metric set], but position and
|
|
* tween it with "PercentP1X", etc. */
|
|
m_Percent[p].SetName( "ScreenEvaluation Percent" );
|
|
m_Percent[p].Load( (PlayerNumber) p );
|
|
m_Percent[p].SetXY( THEME->GetMetricF(m_sName, ssprintf("PercentP%dX",p+1)),
|
|
THEME->GetMetricF(m_sName,ssprintf("PercentP%dY",p+1)) );
|
|
m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOnCommand",p+1)) );
|
|
this->AddChild( &m_Percent[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// init bonus area
|
|
//
|
|
if( SHOW_BONUS_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) );
|
|
m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprBonusFrame[p] );
|
|
this->AddChild( &m_sprBonusFrame[p] );
|
|
|
|
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
|
|
{
|
|
m_sprPossibleBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar possible p%d",p+1)) );
|
|
m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] );
|
|
m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprPossibleBar[p][r] );
|
|
this->AddChild( &m_sprPossibleBar[p][r] );
|
|
|
|
m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar actual p%d",p+1)) );
|
|
// should be out of the possible bar, not actual (whatever value that is at)
|
|
m_sprActualBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
|
|
|
|
float value = (float)100 * m_sprActualBar[p][r].GetUnzoomedWidth() / m_sprPossibleBar[p][r].GetUnzoomedWidth();
|
|
LOG->Trace("Radar bar %d of 5 - %f percent", r, value);
|
|
|
|
m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprActualBar[p][r] );
|
|
|
|
// .99999 is fairly close to 1.00, so we use that
|
|
if( stageStats.fRadarActual[p][r] > 0.99999f )
|
|
m_sprActualBar[p][r].Command( BAR_ACTUAL_MAX_COMMAND );
|
|
this->AddChild( &m_sprActualBar[p][r] );
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// init survived area
|
|
//
|
|
if( SHOW_SURVIVED_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) );
|
|
m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprSurvivedFrame[p] );
|
|
this->AddChild( &m_sprSurvivedFrame[p] );
|
|
|
|
m_textSurvivedNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation stage") );
|
|
m_textSurvivedNumber[p].EnableShadow( false );
|
|
// curewater: edited the "# stages cleared" text so it deducts one if you failed.
|
|
// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
|
|
m_textSurvivedNumber[p].SetText( ssprintf("%02d", stageStats.iSongsPlayed[p] - (int)stageStats.bFailed[p]) );
|
|
m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_textSurvivedNumber[p] );
|
|
this->AddChild( &m_textSurvivedNumber[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// init win area
|
|
//
|
|
if( SHOW_WIN_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) );
|
|
m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprWinFrame[p] );
|
|
this->AddChild( &m_sprWinFrame[p] );
|
|
|
|
m_sprWin[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win p%d 1x3",p+1)) );
|
|
m_sprWin[p].StopAnimating();
|
|
int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p );
|
|
m_sprWin[p].SetState( iFrame );
|
|
m_sprWin[p].SetName( ssprintf("WinP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_sprWin[p] );
|
|
this->AddChild( &m_sprWin[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// init judgment area
|
|
//
|
|
int l;
|
|
for( l=0; l<NUM_JUDGE_LINES; l++ )
|
|
{
|
|
if( l == 0 && !GAMESTATE->ShowMarvelous() )
|
|
continue; // skip
|
|
|
|
if( SHOW_JUDGMENT(l) )
|
|
{
|
|
m_sprJudgeLabels[l].Load( THEME->GetPathToG( "ScreenEvaluation judge labels" ) );
|
|
m_sprJudgeLabels[l].StopAnimating();
|
|
m_sprJudgeLabels[l].SetState( l );
|
|
m_sprJudgeLabels[l].SetName( ssprintf("%sLabel",JUDGE_STRING[l]) );
|
|
SET_XY_AND_ON_COMMAND( m_sprJudgeLabels[l] );
|
|
this->AddChild( &m_sprJudgeLabels[l] );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") );
|
|
m_textJudgeNumbers[l][p].EnableShadow( false );
|
|
m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) );
|
|
m_textJudgeNumbers[l][p].SetName( ssprintf("%sNumberP%d",JUDGE_STRING[l],p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_textJudgeNumbers[l][p] );
|
|
this->AddChild( &m_textJudgeNumbers[l][p] );
|
|
|
|
int iValue;
|
|
switch( l )
|
|
{
|
|
case 0: iValue = stageStats.iTapNoteScores[p][TNS_MARVELOUS]; break;
|
|
case 1: iValue = stageStats.iTapNoteScores[p][TNS_PERFECT]; break;
|
|
case 2: iValue = stageStats.iTapNoteScores[p][TNS_GREAT]; break;
|
|
case 3: iValue = stageStats.iTapNoteScores[p][TNS_GOOD]; break;
|
|
case 4: iValue = stageStats.iTapNoteScores[p][TNS_BOO]; break;
|
|
case 5: iValue = stageStats.iTapNoteScores[p][TNS_MISS]; break;
|
|
case 6: iValue = stageStats.iHoldNoteScores[p][HNS_OK]; break;
|
|
case 7: iValue = stageStats.iMaxCombo[p]; break;
|
|
case 8: iValue = stageStats.iTotalError[p]; break;
|
|
default: iValue = 0; ASSERT(0);
|
|
}
|
|
m_textJudgeNumbers[l][p].SetText( ssprintf("%4d",iValue) );
|
|
}
|
|
}
|
|
}
|
|
|
|
for( l=0; l<NUM_STATS_LINES; l++ )
|
|
{
|
|
if( !SHOW_STAT(l) )
|
|
continue;
|
|
|
|
m_sprStatsLabel[l].Load( THEME->GetPathToG( ssprintf("ScreenEvaluation label %s", STATS_STRING[l]) ) );
|
|
m_sprStatsLabel[l]->StopAnimating();
|
|
m_sprStatsLabel[l]->SetName( ssprintf("%sLabel",STATS_STRING[l]) );
|
|
SET_XY_AND_ON_COMMAND( m_sprStatsLabel[l] );
|
|
this->AddChild( m_sprStatsLabel[l] );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_textStatsText[l][p].LoadFromFont( THEME->GetPathToF("ScreenEvaluation stats") );
|
|
m_textStatsText[l][p].SetDiffuse( PlayerToColor(p) );
|
|
m_textStatsText[l][p].SetName( ssprintf("%sTextP%d",STATS_STRING[l],p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_textStatsText[l][p] );
|
|
this->AddChild( &m_textStatsText[l][p] );
|
|
|
|
const int indeces[NUM_STATS_LINES] =
|
|
{
|
|
RADAR_NUM_JUMPS, RADAR_NUM_HOLDS, RADAR_NUM_MINES, RADAR_NUM_HANDS
|
|
};
|
|
const int ind = indeces[l];
|
|
const int iActual = (int) roundf(stageStats.fRadarActual[p][ind]);
|
|
const int iPossible = (int) roundf(stageStats.fRadarPossible[p][ind]);
|
|
|
|
m_textStatsText[l][p].SetText( ssprintf("%i/%i",iActual, iPossible) );
|
|
}
|
|
}
|
|
|
|
//
|
|
// init score area
|
|
//
|
|
if( SHOW_SCORE_AREA )
|
|
{
|
|
m_sprScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation score label") );
|
|
m_sprScoreLabel.SetName( "ScoreLabel" );
|
|
SET_XY_AND_ON_COMMAND( m_sprScoreLabel );
|
|
this->AddChild( &m_sprScoreLabel );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") );
|
|
m_textScore[p].EnableShadow( false );
|
|
m_textScore[p].SetDiffuse( PlayerToColor(p) );
|
|
m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_textScore[p] );
|
|
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, stageStats.iScore[p]) );
|
|
this->AddChild( &m_textScore[p] );
|
|
}
|
|
}
|
|
|
|
if( SHOW_TOTAL_SCORE_AREA )
|
|
{
|
|
m_sprTotalScoreLabel.Load( THEME->GetPathToG("ScreenEvaluation totalscore label") );
|
|
m_sprTotalScoreLabel.SetName( "TotalScoreLabel" );
|
|
SET_XY_AND_ON_COMMAND( m_sprTotalScoreLabel );
|
|
this->AddChild( &m_sprTotalScoreLabel );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
int iTotalScore=0;
|
|
for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
|
|
iTotalScore += g_vPlayedStageStats[i].iScore[p];
|
|
|
|
//iTotalScore += stageStats.iScore[p];
|
|
|
|
m_textTotalScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation totalscore") );
|
|
m_textTotalScore[p].EnableShadow( false );
|
|
m_textTotalScore[p].SetDiffuse( PlayerToColor(p) );
|
|
m_textTotalScore[p].SetName( ssprintf("TotalScoreNumberP%d",p+1) );
|
|
m_textTotalScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS+2, iTotalScore) );
|
|
SET_XY_AND_ON_COMMAND( m_textTotalScore[p] );
|
|
|
|
this->AddChild( &m_textTotalScore[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// init time area
|
|
//
|
|
if( SHOW_TIME_AREA )
|
|
{
|
|
m_sprTimeLabel.Load( THEME->GetPathToG("ScreenEvaluation time label") );
|
|
m_sprTimeLabel.SetName( "TimeLabel" );
|
|
SET_XY_AND_ON_COMMAND( m_sprTimeLabel );
|
|
this->AddChild( &m_sprTimeLabel );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation time") );
|
|
m_textTime[p].EnableShadow( false );
|
|
m_textTime[p].SetDiffuse( PlayerToColor(p) );
|
|
m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_textTime[p] );
|
|
m_textTime[p].SetText( SecondsToMMSSMsMs(stageStats.fAliveSeconds[p]) );
|
|
this->AddChild( &m_textTime[p] );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// init extra area
|
|
//
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( iMachineHighScoreIndex[p] != -1 )
|
|
{
|
|
m_sprMachineRecord[p].Load( THEME->GetPathToG("ScreenEvaluation machine record") );
|
|
m_sprMachineRecord[p].SetName( ssprintf("MachineRecordP%d",p+1) );
|
|
m_sprMachineRecord[p].SetState( iMachineHighScoreIndex[p] );
|
|
m_sprMachineRecord[p].StopAnimating();
|
|
SET_XY_AND_ON_COMMAND( m_sprMachineRecord[p] );
|
|
this->AddChild( &m_sprMachineRecord[p] );
|
|
}
|
|
if( iPersonalHighScoreIndex[p] != -1 )
|
|
{
|
|
m_sprPersonalRecord[p].Load( THEME->GetPathToG("ScreenEvaluation personal record") );
|
|
m_sprPersonalRecord[p].SetName( ssprintf("PersonalRecordP%d",p+1) );
|
|
m_sprPersonalRecord[p].SetState( iPersonalHighScoreIndex[p] );
|
|
m_sprPersonalRecord[p].StopAnimating();
|
|
SET_XY_AND_ON_COMMAND( m_sprPersonalRecord[p] );
|
|
this->AddChild( &m_sprPersonalRecord[p] );
|
|
}
|
|
|
|
if( SHOW_PER_DIFFICULTY_AWARD && !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() )
|
|
{
|
|
PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p].front();
|
|
CString sAward = PerDifficultyAwardToString( pda );
|
|
|
|
m_PerDifficultyAward[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation award %s",sAward.c_str(),p+1)) );
|
|
m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) );
|
|
SET_XY_AND_ON_COMMAND( m_PerDifficultyAward[p] );
|
|
this->AddChild( m_PerDifficultyAward[p] );
|
|
}
|
|
}
|
|
|
|
bool bOneHasNewTopRecord = false;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) && (iMachineHighScoreIndex[p] != -1 || iPersonalHighScoreIndex[p] != -1) )
|
|
bOneHasNewTopRecord = true;
|
|
|
|
Grade best_grade = GRADE_NO_DATA;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
best_grade = min( best_grade, grade[p] );
|
|
|
|
if( PREFSMAN->m_bAllowExtraStage && m_bTryExtraStage )
|
|
{
|
|
m_sprTryExtraStage.Load( THEME->GetPathToG(GAMESTATE->IsExtraStage()?"ScreenEvaluation try extra2":"ScreenEvaluation try extra1") );
|
|
m_sprTryExtraStage.SetName( "TryExtraStage" );
|
|
SET_XY_AND_ON_COMMAND( m_sprTryExtraStage );
|
|
this->AddChild( &m_sprTryExtraStage );
|
|
|
|
if( GAMESTATE->IsExtraStage() )
|
|
SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra2") );
|
|
else
|
|
SOUND->PlayOnce( THEME->GetPathToS("ScreenEvaluation try extra1") );
|
|
}
|
|
else if( bOneHasNewTopRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
|
|
{
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") );
|
|
}
|
|
else
|
|
{
|
|
switch( m_Type )
|
|
{
|
|
case stage:
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
{
|
|
bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN;
|
|
if( bWon )
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation win") );
|
|
else
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation lose") );
|
|
}
|
|
break;
|
|
default:
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToString(best_grade)) );
|
|
break;
|
|
}
|
|
break;
|
|
case course:
|
|
case summary:
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToOldString(best_grade)) );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
switch( best_grade )
|
|
{
|
|
case GRADE_TIER_1:
|
|
case GRADE_TIER_2:
|
|
case GRADE_TIER_3:
|
|
this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
|
|
break;
|
|
}
|
|
|
|
this->SortByZ();
|
|
|
|
|
|
SOUND->PlayMusic( THEME->GetPathToS("ScreenEvaluation music") );
|
|
m_timerSoundSequences.SetZero(); // zero the sound sequence timer
|
|
m_timerSoundSequences.Touch(); // set the timer going :]
|
|
m_fScreenCreateTime = RageTimer::GetTimeSinceStart();
|
|
}
|
|
|
|
|
|
void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] )
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
return; /* don't save scores in battle */
|
|
}
|
|
|
|
// don't save scores if the player chose not to
|
|
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
|
|
return;
|
|
|
|
int p;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(p) )
|
|
continue;
|
|
|
|
//
|
|
// Add step totals
|
|
//
|
|
int iNumTapsAndHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_TAPS_AND_HOLDS];
|
|
int iNumJumps = (int) stageStats.fRadarPossible[p][RADAR_NUM_JUMPS];
|
|
int iNumHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_HOLDS];
|
|
int iNumMines = (int) stageStats.fRadarPossible[p][RADAR_NUM_MINES];
|
|
int iNumHands = (int) stageStats.fRadarPossible[p][RADAR_NUM_HANDS];
|
|
|
|
PROFILEMAN->AddStepTotals( (PlayerNumber)p, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumMines, iNumHands );
|
|
|
|
|
|
// whether or not to save scores when the stage was failed
|
|
// depends on if this is a course or not ... it's handled
|
|
// below in the switch
|
|
|
|
HighScore &hs = m_HighScore[p];
|
|
hs.grade = stageStats.GetGrade( (PlayerNumber)p );
|
|
hs.iScore = stageStats.iScore[p];
|
|
hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
|
|
hs.fSurviveSeconds = stageStats.fAliveSeconds[p];
|
|
hs.sModifiers = GAMESTATE->m_PlayerOptions[p].GetString();
|
|
|
|
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
|
|
|
|
switch( m_Type )
|
|
{
|
|
case stage:
|
|
{
|
|
// don't save scores for a failed song
|
|
if( stageStats.bFailed[p] )
|
|
continue;
|
|
|
|
ASSERT( GAMESTATE->m_pCurNotes[p] );
|
|
|
|
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
|
|
PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
|
|
|
|
if( PROFILEMAN->IsUsingProfile((PlayerNumber)p) )
|
|
{
|
|
// check for awards
|
|
Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
|
|
|
|
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_GREAT ) )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_GREATS );
|
|
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_PERFECTS );
|
|
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_MARVELOUSES );
|
|
|
|
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_GREAT ) )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_GREATS );
|
|
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_PERFECT ) )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_PERFECTS );
|
|
|
|
float fPercentGreats = stageStats.GetPercentageOfTaps((PlayerNumber)p, TNS_GREAT);
|
|
if( fPercentGreats >= 0.8f )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_80_PERCENT );
|
|
if( fPercentGreats >= 0.9f )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_90_PERCENT );
|
|
if( fPercentGreats >= 1.f )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_100_PERCENT );
|
|
|
|
int iComboAtStartOfStage = stageStats.GetComboAtStartOfStage( (PlayerNumber)p );
|
|
int iPeakCombo = stageStats.GetMaxCombo((PlayerNumber)p).cnt;
|
|
|
|
FOREACH_PeakComboAward( pca )
|
|
{
|
|
int iLevel = 100/*0*/ * (pca+1);
|
|
bool bCrossedLevel = iComboAtStartOfStage < iLevel && iPeakCombo >= iLevel;
|
|
if( bCrossedLevel )
|
|
{
|
|
GAMESTATE->m_vLastPeakComboAwards[p].push_back( pca );
|
|
m_textJudgeNumbers[max_combo][p].Command( PEAK_COMBO_AWARD_COMMAND );
|
|
}
|
|
}
|
|
|
|
{
|
|
for( int i=GAMESTATE->m_vLastPerDifficultyAwards[p].size()-1; i>=0; i-- )
|
|
{
|
|
PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p][i];
|
|
Steps* pSteps = stageStats.pSteps[p];
|
|
bool bAlreadyHad = pProfile->HasPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda );
|
|
pProfile->AddPerDifficultyAward( pSteps->m_StepsType, pSteps->GetDifficulty(), pda );
|
|
if( bAlreadyHad )
|
|
GAMESTATE->m_vLastPerDifficultyAwards[p].erase( GAMESTATE->m_vLastPerDifficultyAwards[p].begin()+i );
|
|
}
|
|
}
|
|
{
|
|
for( int i=GAMESTATE->m_vLastPeakComboAwards[p].size()-1; i>=0; i-- )
|
|
{
|
|
PeakComboAward pca = GAMESTATE->m_vLastPeakComboAwards[p][i];
|
|
bool bAlreadyHad = pProfile->HasPeakComboAward( pca );
|
|
pProfile->AddPeakComboAward( pca );
|
|
if( bAlreadyHad )
|
|
GAMESTATE->m_vLastPeakComboAwards[p].erase( GAMESTATE->m_vLastPeakComboAwards[p].begin()+i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case summary:
|
|
{
|
|
// don't save scores if any stage was failed
|
|
if( stageStats.bFailed[p] )
|
|
continue;
|
|
|
|
float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
|
|
rc[p] = AverageMeterToRankingCategory( fAverageMeter );
|
|
|
|
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
|
|
PROFILEMAN->AddCategoryHighScore( nt, rc[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
|
|
|
|
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
|
|
PROFILEMAN->IncrementCategoryPlayCount( nt, rc[p], (PlayerNumber)p );
|
|
}
|
|
break;
|
|
|
|
case course:
|
|
{
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
CourseDifficulty cd = GAMESTATE->m_CourseDifficulty[p];
|
|
if( pCourse )
|
|
{
|
|
// don't save scores for a failed Nonstop
|
|
// DO save scores for a failed Oni/Endless
|
|
if( stageStats.bFailed[p] && pCourse->IsNonstop() )
|
|
continue;
|
|
|
|
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
|
|
PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
// If both players get a machine high score, a player whose score is added later
|
|
// may bump the players who were added earlier. Adjust for this.
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(p) )
|
|
continue; // skip
|
|
if( iMachineHighScoreIndex[p] == -1 ) // no record
|
|
continue; // skip
|
|
/* If we aren't saving scores on fail, it'll be handled above; m_bFailed is only
|
|
* meaningful in stage and course eval. */
|
|
// if( m_bFailed ) // both players failed
|
|
// continue; // skip
|
|
|
|
for( int p2=0; p2<p; p2++ )
|
|
{
|
|
if( !GAMESTATE->IsHumanPlayer(p2) )
|
|
continue; // skip
|
|
if( iMachineHighScoreIndex[p2] == -1 ) // no record
|
|
continue; // skip
|
|
bool bPlayedSameSteps;
|
|
switch( m_Type )
|
|
{
|
|
case stage:
|
|
bPlayedSameSteps = GAMESTATE->m_pCurNotes[p]==GAMESTATE->m_pCurNotes[p2];
|
|
break;
|
|
case summary:
|
|
bPlayedSameSteps = rc[p] == rc[p2];
|
|
break;
|
|
case course:
|
|
bPlayedSameSteps = true;
|
|
break;
|
|
}
|
|
if( iMachineHighScoreIndex[p] >= iMachineHighScoreIndex[p2] )
|
|
{
|
|
iMachineHighScoreIndex[p2]++;
|
|
if( iMachineHighScoreIndex[p2] >= NUM_RANKING_LINES )
|
|
iMachineHighScoreIndex[p2] = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenEvaluation::TweenOffScreen()
|
|
{
|
|
int p;
|
|
|
|
// large banner area
|
|
OFF_COMMAND( m_LargeBanner );
|
|
OFF_COMMAND( m_sprLargeBannerFrame );
|
|
OFF_COMMAND( m_sprStage );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_DifficultyIcon[p] );
|
|
OFF_COMMAND( m_textPlayerOptions[p] );
|
|
}
|
|
|
|
// small banner area
|
|
for( int i=0; i<MAX_SONGS_TO_SHOW; i++ )
|
|
{
|
|
OFF_COMMAND( m_SmallBanner[i] );
|
|
OFF_COMMAND( m_sprSmallBannerFrame[i] );
|
|
}
|
|
|
|
// grade area
|
|
if( SHOW_GRADE_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_sprGradeFrame[p] );
|
|
OFF_COMMAND( m_Grades[p] );
|
|
OFF_COMMAND( m_sprGrade[p] );
|
|
}
|
|
}
|
|
|
|
if( SHOW_GRAPH_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue; // skip
|
|
|
|
OFF_COMMAND( m_sprGraphFrame[p] );
|
|
OFF_COMMAND( m_Graph[p] );
|
|
}
|
|
}
|
|
|
|
if( SHOW_COMBO_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue; // skip
|
|
|
|
OFF_COMMAND( m_Combo[p] );
|
|
}
|
|
}
|
|
|
|
// points area
|
|
if( SHOW_POINTS_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
OFF_COMMAND( m_sprPercentFrame[p] );
|
|
m_Percent[p].Command( THEME->GetMetric(m_sName,ssprintf("PercentP%dOffCommand",p+1)) );
|
|
m_Percent[p].TweenOffScreen();
|
|
}
|
|
}
|
|
|
|
// bonus area
|
|
if( SHOW_BONUS_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_sprBonusFrame[p] );
|
|
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
|
|
{
|
|
OFF_COMMAND( m_sprPossibleBar[p][r] );
|
|
OFF_COMMAND( m_sprActualBar[p][r] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// survived area
|
|
if( SHOW_SURVIVED_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_sprSurvivedFrame[p] );
|
|
OFF_COMMAND( m_textSurvivedNumber[p] );
|
|
}
|
|
}
|
|
|
|
// win area
|
|
if( SHOW_WIN_AREA )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_sprWinFrame[p] );
|
|
OFF_COMMAND( m_sprWin[p] );
|
|
}
|
|
}
|
|
|
|
// judgement area
|
|
int l;
|
|
for( l=0; l<NUM_JUDGE_LINES; l++ )
|
|
{
|
|
if( !SHOW_JUDGMENT(l) )
|
|
continue;
|
|
|
|
OFF_COMMAND( m_sprJudgeLabels[l] );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textJudgeNumbers[l][p] );
|
|
}
|
|
}
|
|
|
|
// stats area
|
|
for( l=0; l<NUM_STATS_LINES; l++ )
|
|
{
|
|
if( !SHOW_STAT(l) )
|
|
continue;
|
|
|
|
OFF_COMMAND( m_sprStatsLabel[l] );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textStatsText[l][p] );
|
|
}
|
|
}
|
|
|
|
// score area
|
|
if( SHOW_SCORE_AREA )
|
|
{
|
|
OFF_COMMAND( m_sprScoreLabel );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textScore[p] );
|
|
}
|
|
}
|
|
|
|
// total score area
|
|
if( SHOW_TOTAL_SCORE_AREA )
|
|
{
|
|
OFF_COMMAND( m_sprTotalScoreLabel );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textTotalScore[p] );
|
|
}
|
|
}
|
|
|
|
// time area
|
|
if( SHOW_TIME_AREA )
|
|
{
|
|
OFF_COMMAND( m_sprTimeLabel );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textTime[p] );
|
|
}
|
|
}
|
|
|
|
// extra area
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_sprMachineRecord[p] );
|
|
OFF_COMMAND( m_sprPersonalRecord[p] );
|
|
if( m_PerDifficultyAward[p].IsLoaded() )
|
|
OFF_COMMAND( m_PerDifficultyAward[p] );
|
|
}
|
|
OFF_COMMAND( m_sprTryExtraStage );
|
|
}
|
|
|
|
void ScreenEvaluation::Update( float fDeltaTime )
|
|
{
|
|
Screen::Update( fDeltaTime );
|
|
|
|
m_bgCondBga.Update(fDeltaTime);
|
|
if(m_bFailed && (m_Type==stage||m_Type==course))
|
|
{
|
|
if( m_timerSoundSequences.Ago() > FAILED_SOUND_TIME && !m_bPassFailTriggered )
|
|
{
|
|
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
|
|
m_bPassFailTriggered = true;
|
|
}
|
|
}
|
|
else if (m_Type==stage||m_Type==course) // STAGE/NONSTOP eval AND passed
|
|
{
|
|
if( m_timerSoundSequences.Ago() > PASSED_SOUND_TIME && !m_bPassFailTriggered )
|
|
{
|
|
if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
|
|
m_bPassFailTriggered = true;
|
|
}
|
|
}
|
|
// if(m_Type == stage) // stage eval ... pass / fail / whatever
|
|
// {
|
|
for( unsigned snd=0; snd<m_SoundSequences.size(); snd++ )
|
|
{
|
|
if(m_SoundSequences[snd].fTime != -1) // already played? skip...
|
|
{
|
|
if(m_timerSoundSequences.Ago() > m_SoundSequences[snd].fTime )
|
|
{
|
|
m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing
|
|
m_SoundSequences[snd].sSound.Play();
|
|
}
|
|
}
|
|
}
|
|
// }
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++)
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
if( g_CurStageStats.iBonus[p] == 0 )
|
|
continue;
|
|
|
|
if( GAMESTATE->IsCourseMode() )
|
|
continue;
|
|
|
|
// wait a few seconds before adding bonus
|
|
if( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f )
|
|
continue;
|
|
|
|
int increment = g_CurStageStats.iBonus[p]/10;
|
|
/* XXX: What's this supposed to do? If i < 1, then min(i, 1024) is i ... */
|
|
if( increment < 1 )
|
|
increment = min( 1024, g_CurStageStats.iBonus[p] );
|
|
|
|
g_CurStageStats.iBonus[p] -= increment;
|
|
g_CurStageStats.iScore[p] += increment;
|
|
|
|
if( SHOW_SCORE_AREA )
|
|
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, g_CurStageStats.iScore[p]) );
|
|
}
|
|
}
|
|
|
|
void ScreenEvaluation::DrawPrimitives()
|
|
{
|
|
m_Menu.DrawBottomLayer();
|
|
|
|
m_bgCondBga.DrawPrimitives();
|
|
|
|
Screen::DrawPrimitives();
|
|
|
|
m_Menu.DrawTopLayer();
|
|
}
|
|
|
|
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
// LOG->Trace( "ScreenEvaluation::Input()" );
|
|
|
|
if( m_Menu.IsTransitioning() )
|
|
return;
|
|
|
|
if( GameI.IsValid() )
|
|
{
|
|
PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
|
|
|
|
if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT) )
|
|
{
|
|
if( !m_bSavedScreenshot[pn] && // only allow one screenshot
|
|
PROFILEMAN->IsUsingProfile(pn) )
|
|
{
|
|
Profile* pProfile = PROFILEMAN->GetProfile(pn);
|
|
CString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
|
|
int iScreenshotIndex = pProfile->GetNextScreenshotIndex();
|
|
CString sFileName = SaveScreenshot( sDir, true, true, iScreenshotIndex );
|
|
CString sPath = sDir+sFileName;
|
|
|
|
if( !sFileName.empty() )
|
|
{
|
|
Profile::Screenshot screenshot;
|
|
screenshot.sFileName = sFileName;
|
|
screenshot.sMD5 = CRYPTMAN->GetMD5( sPath );
|
|
screenshot.time = time(NULL);
|
|
screenshot.sMachineName = PREFSMAN->m_sMachineName;
|
|
pProfile->AddScreenshot( screenshot );
|
|
}
|
|
|
|
m_bSavedScreenshot[pn] = true;
|
|
return; // handled
|
|
}
|
|
}
|
|
}
|
|
|
|
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
|
|
}
|
|
|
|
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
switch( SM )
|
|
{
|
|
case SM_MenuTimer:
|
|
EndScreen();
|
|
break;
|
|
case SM_GoToNextScreen:
|
|
if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
|
|
SCREENMAN->SetNewScreen( FAILED_SCREEN );
|
|
else
|
|
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
|
|
|
if( m_sndPassFail.IsPlaying() ) m_sndPassFail.Stop();
|
|
break;
|
|
case SM_GoToSelectCourse:
|
|
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
|
|
break;
|
|
case SM_GoToEndScreen:
|
|
if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
|
|
SCREENMAN->SetNewScreen( FAILED_SCREEN );
|
|
else
|
|
SCREENMAN->SetNewScreen( END_SCREEN );
|
|
break;
|
|
case SM_PlayCheer:
|
|
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ScreenEvaluation::MenuLeft( PlayerNumber pn )
|
|
{
|
|
// What is the purpose of this? I keep my feet on the pads and
|
|
// was wondering why the grades weren't spinning. -Chris
|
|
// To be able to see the grade without having to wait for it to
|
|
// stop spinning. (I was hitting left repeatedly and wondering
|
|
// why it kept spinning ...)
|
|
//m_Grades[pn].SettleQuickly();
|
|
}
|
|
|
|
void ScreenEvaluation::MenuRight( PlayerNumber pn )
|
|
{
|
|
// What is the purpose of this? I keep my feet on the pads and
|
|
// was wondering why the grades weren't spinning. -Chris
|
|
//m_Grades[pn].SettleQuickly();
|
|
}
|
|
|
|
void ScreenEvaluation::MenuBack( PlayerNumber pn )
|
|
{
|
|
MenuStart( pn );
|
|
}
|
|
|
|
void ScreenEvaluation::MenuStart( PlayerNumber pn )
|
|
{
|
|
m_soundStart.Play();
|
|
|
|
EndScreen();
|
|
}
|
|
|
|
void ScreenEvaluation::EndScreen()
|
|
{
|
|
TweenOffScreen();
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
m_Grades[p].SettleImmediately();
|
|
|
|
GAMESTATE->m_iRoundSeed = rand();
|
|
|
|
if( PREFSMAN->m_bEventMode )
|
|
{
|
|
if( GAMESTATE->IsCourseMode() )
|
|
m_Menu.StartTransitioning( SM_GoToSelectCourse );
|
|
else
|
|
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
|
}
|
|
else // not event mode
|
|
{
|
|
switch( m_Type )
|
|
{
|
|
case stage:
|
|
if( m_bTryExtraStage )
|
|
{
|
|
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
|
}
|
|
else if( GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
/* Tween the screen out, but leave the MenuElements where they are.
|
|
* Play the "swoosh" sound manually (would normally be played by the ME
|
|
* tween out). */
|
|
TweenOffScreen();
|
|
m_Menu.StartTransitioning( SM_GoToEndScreen );
|
|
}
|
|
else
|
|
{
|
|
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
|
}
|
|
break;
|
|
case summary:
|
|
m_Menu.StartTransitioning( SM_GoToEndScreen );
|
|
break;
|
|
case course:
|
|
m_Menu.StartTransitioning( SM_GoToEndScreen );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|