Files
itgmania212121/stepmania/src/ScreenEvaluation.cpp
T
Glenn Maynard 3c549b40ae - /**/
2003-02-17 00:39:48 +00:00

888 lines
32 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEvaluation.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "Notes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "GrooveRadar.h"
#include "ThemeManager.h"
#include "RageSoundManager.h"
#define SONGSEL_SCREEN THEME->GetMetric("ScreenEvaluation","SongSelectScreen")
#define ENDGAME_SCREEN THEME->GetMetric("ScreenEvaluation","EndGameScreen")
#define BANNER_X THEME->GetMetricF("ScreenEvaluation","BannerX")
#define BANNER_Y THEME->GetMetricF("ScreenEvaluation","BannerY")
#define STAGE_X THEME->GetMetricF("ScreenEvaluation","StageX")
#define STAGE_Y THEME->GetMetricF("ScreenEvaluation","StageY")
#define DIFFICULTY_ICON_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("DifficultyIconP%dX",p+1))
#define DIFFICULTY_ICON_Y( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("DifficultyIconP%dY",p+1))
#define GRADE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("GradeP%dX",p+1))
#define GRADE_Y THEME->GetMetricF("ScreenEvaluation","GradeY")
#define PERCENT_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("PercentBaseP%dX",p+1))
#define PERCENT_BASE_Y THEME->GetMetricF("ScreenEvaluation","PercentBaseY")
#define JUDGE_LABELS_X THEME->GetMetricF("ScreenEvaluation","JudgeLabelsX")
#define MARVELOUS_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Marvelous%sP%dX",o?"Oni":"",p+1))
#define MARVELOUS_Y THEME->GetMetricF("ScreenEvaluation","MarvelousY")
#define PERFECT_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Perfect%sP%dX",o?"Oni":"",p+1))
#define PERFECT_Y THEME->GetMetricF("ScreenEvaluation","PerfectY")
#define GREAT_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Great%sP%dX",o?"Oni":"",p+1))
#define GREAT_Y THEME->GetMetricF("ScreenEvaluation","GreatY")
#define GOOD_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Good%sP%dX",o?"Oni":"",p+1))
#define GOOD_Y THEME->GetMetricF("ScreenEvaluation","GoodY")
#define BOO_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Boo%sP%dX",o?"Oni":"",p+1))
#define BOO_Y THEME->GetMetricF("ScreenEvaluation","BooY")
#define MISS_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("Miss%sP%dX",o?"Oni":"",p+1))
#define MISS_Y THEME->GetMetricF("ScreenEvaluation","MissY")
#define OK_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("OK%sP%dX",o?"Oni":"",p+1))
#define OK_Y THEME->GetMetricF("ScreenEvaluation","OKY")
#define MAX_COMBO_X(o,p) THEME->GetMetricF("ScreenEvaluation",ssprintf("MaxCombo%sP%dX",o?"Oni":"",p+1))
#define MAX_COMBO_Y THEME->GetMetricF("ScreenEvaluation","MaxComboY")
#define SCORE_LABELS_X THEME->GetMetricF("ScreenEvaluation","ScoreLabelsX")
#define SCORE_NUMBERS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("ScoreNumbersP%dX",p+1))
#define SCORE_Y THEME->GetMetricF("ScreenEvaluation","ScoreY")
#define BONUS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BonusP%dX",p+1))
#define BONUS_Y THEME->GetMetricF("ScreenEvaluation","BonusY")
#define BAR_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dBaseX",p+1))
#define BAR_ROTATION( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dRotation",p+1))
#define BAR_START_Y THEME->GetMetricF("ScreenEvaluation","BarStartY")
#define BAR_SPACING_Y THEME->GetMetricF("ScreenEvaluation","BarSpacingY")
#define BAR_WIDTH THEME->GetMetricF("ScreenEvaluation","BarWidth")
#define BAR_HEIGHT THEME->GetMetricF("ScreenEvaluation","BarHeight")
#define SONGS_SURVIVED_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("SongsSurvivedP%dX",p+1))
#define SONGS_SURVIVED_Y THEME->GetMetricF("ScreenEvaluation","SongsSurvivedY")
#define NEW_RECORD_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("NewRecordP%dX",p+1))
#define NEW_RECORD_Y THEME->GetMetricF("ScreenEvaluation","NewRecordY")
#define TRY_EXTRA_STAGE_X THEME->GetMetricF("ScreenEvaluation","TryExtraStageX")
#define TRY_EXTRA_STAGE_Y THEME->GetMetricF("ScreenEvaluation","TryExtraStageY")
#define HELP_TEXT THEME->GetMetric("ScreenEvaluation","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenEvaluation","TimerSeconds")
#define SPIN_GRADES THEME->GetMetricB("ScreenEvaluation","SpinGrades")
#define GRADES_GLOW_COLOR_1 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor1")
#define GRADES_GLOW_COLOR_2 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor2")
float JUDGE_X( bool oni, int p, int l ) {
switch( l ) {
case 0: return MARVELOUS_X(oni,p);
case 1: return PERFECT_X(oni,p);
case 2: return GREAT_X(oni,p);
case 3: return GOOD_X(oni,p);
case 4: return BOO_X(oni,p);
case 5: return MISS_X(oni,p);
case 6: return OK_X(oni,p);
case 7: return MAX_COMBO_X(oni,p);
default: ASSERT(0); return 0;
}
}
float JUDGE_Y( int l ) {
switch( l ) {
case 0: return MARVELOUS_Y;
case 1: return PERFECT_Y;
case 2: return GREAT_Y;
case 3: return GOOD_Y;
case 4: return BOO_Y;
case 5: return MISS_Y;
case 6: return OK_Y;
case 7: return MAX_COMBO_Y;
default: ASSERT(0); return 0;
}
}
const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3);
const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+4);
const ScreenMessage SM_GoToGameFinished = ScreenMessage(SM_User+5);
const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
ScreenEvaluation::ScreenEvaluation( bool bSummary )
{
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
//
// Set m_ResultMode. This enum will make our life easier later when we init different pieces.
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE;
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_ResultMode = RM_COURSE;
break;
default:
ASSERT(0);
}
//
// Figure out which statistics and songs we're going to display
//
StageStats stageStats;
vector<Song*> vSongsToShow;
switch( m_ResultMode )
{
case RM_ARCADE_SUMMARY:
GAMESTATE->GetFinalEvalStatsAndSongs( stageStats, vSongsToShow );
break;
case RM_ARCADE_STAGE:
case RM_COURSE:
stageStats = GAMESTATE->m_CurStageStats;
break;
default:
ASSERT(0);
}
//
// Init the song banners depending on m_ResultMode
//
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
{
m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddChild( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddChild( &m_textStage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","evaluation difficulty icons 1x5") );
m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
this->AddChild( &m_DifficultyIcon[p] );
}
}
break;
case RM_ARCADE_SUMMARY:
{
for( unsigned i=0; i<vSongsToShow.size(); i++ )
{
m_BannerWithFrame[i].LoadFromSong( vSongsToShow[i] );
float fBannerOffset = i - (vSongsToShow.size()-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
this->AddChild( &m_BannerWithFrame[i] );
}
}
break;
case RM_COURSE:
m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddChild( &m_BannerWithFrame[0] );
break;
default:
ASSERT(0);
}
//////////////////////////
// Init graphic elements
//////////////////////////
m_Menu.Load(
THEME->GetPathTo("BGAnimations","evaluation"),
THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"),
HELP_TEXT, true, true, TIMER_SECONDS
);
this->AddChild( &m_Menu );
int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics
continue; // skip
m_ScoreDisplay[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation score numbers") );
m_ScoreDisplay[p].SetXY( SCORE_NUMBERS_X(p), SCORE_Y );
m_ScoreDisplay[p].SetZoomY( 1.0 );
m_ScoreDisplay[p].SetDiffuse( PlayerToColor(p) );
this->AddChild( &m_ScoreDisplay[p] );
}
//
// Calculate grades
//
Grade grade[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
grade[p] = stageStats.GetGrade( (PlayerNumber)p );
else
grade[p] = GRADE_E;
}
Grade max_grade = GRADE_NO_DATA;
for( p=0; p<NUM_PLAYERS; p++ )
max_grade = max( max_grade, grade[p] );
//
// update persistent statistics
//
bool bNewRecord[NUM_PLAYERS] = { false, false };
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
GAMESTATE->m_pCurNotes[p]->AddScore( (PlayerNumber)p, grade[p], stageStats.fScore[p], bNewRecord[p] );
}
break;
case RM_ARCADE_SUMMARY:
{
NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
bool bIsPlayerEnabled[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
bIsPlayerEnabled[p] = GAMESTATE->IsPlayerEnabled(p);
RankingCategory cat[NUM_PLAYERS];
int iRankingIndex[NUM_PLAYERS];
for( int p=0; p<NUM_PLAYERS; p++ )
{
float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
cat[p] = AverageMeterToRankingCategory( fAverageMeter );
}
SONGMAN->AddScores( nt, bIsPlayerEnabled, cat, stageStats.fScore, iRankingIndex );
COPY( GAMESTATE->m_RankingCategory, cat );
COPY( GAMESTATE->m_iRankingIndex, iRankingIndex );
GAMESTATE->m_RankingNotesType = nt;
}
break;
case RM_COURSE:
{
NotesType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
bool bIsPlayerEnabled[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
bIsPlayerEnabled[p] = GAMESTATE->IsPlayerEnabled(p);
int iRankingIndex[NUM_PLAYERS];
Course* pCourse = GAMESTATE->m_pCurCourse;
pCourse->AddScores( nt, bIsPlayerEnabled, stageStats.iActualDancePoints, stageStats.fAliveSeconds, iRankingIndex, bNewRecord );
COPY( GAMESTATE->m_iRankingIndex, iRankingIndex );
GAMESTATE->m_pRankingCourse = pCourse;
GAMESTATE->m_RankingNotesType = nt;
}
break;
default:
ASSERT(0);
}
m_bTryExtraStage =
GAMESTATE->HasEarnedExtraStage() &&
m_ResultMode==RM_ARCADE_STAGE;
//
// Init ResultMode-specific displays
//
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
// If EZ2 shouldn't have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame.
switch( m_ResultMode )
{
case RM_COURSE:
{
m_sprPercentFrame[p].Load( THEME->GetPathTo("Graphics","evaluation percent frame") );
m_sprPercentFrame[p].StopAnimating();
m_sprPercentFrame[p].SetState( p );
m_sprPercentFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddChild( &m_sprPercentFrame[p] );
m_textOniPercentLarge[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") );
m_textOniPercentLarge[p].TurnShadowOff();
m_textOniPercentLarge[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y );
m_textOniPercentLarge[p].SetHorizAlign( Actor::align_right );
m_textOniPercentLarge[p].SetVertAlign( Actor::align_bottom );
m_textOniPercentLarge[p].SetEffectGlowing( 1.0f );
this->AddChild( &m_textOniPercentLarge[p] );
m_textOniPercentSmall[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") );
m_textOniPercentSmall[p].TurnShadowOff();
m_textOniPercentSmall[p].SetZoom( 0.5f );
m_textOniPercentSmall[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y );
m_textOniPercentSmall[p].SetHorizAlign( Actor::align_left );
m_textOniPercentSmall[p].SetVertAlign( Actor::align_bottom );
m_textOniPercentSmall[p].SetEffectGlowing( 1.0f );
this->AddChild( &m_textOniPercentSmall[p] );
stageStats.iPossibleDancePoints[p] = max( 1, stageStats.iPossibleDancePoints[p] );
float fPercentDancePoints = stageStats.iActualDancePoints[p] / (float)stageStats.iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
fPercentDancePoints = max( fPercentDancePoints, 0 );
int iPercentDancePointsLarge = int(fPercentDancePoints*100);
int iPercentDancePointsSmall = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
m_textOniPercentLarge[p].SetText( ssprintf("%02d", iPercentDancePointsLarge) );
m_textOniPercentSmall[p].SetText( ssprintf(".%01d%%", iPercentDancePointsSmall) );
// StageInfo stuff
m_sprCourseFrame[p].Load( THEME->GetPathTo("Graphics","evaluation stage frame 2x1") );
m_sprCourseFrame[p].StopAnimating();
m_sprCourseFrame[p].SetState( p );
m_sprCourseFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddChild( &m_sprCourseFrame[p] );
m_textSongsSurvived[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation stage numbers") );
m_textSongsSurvived[p].TurnShadowOff();
m_textSongsSurvived[p].SetXY( SONGS_SURVIVED_X(p), SONGS_SURVIVED_Y );
int StagesPlayed = stageStats.iSongsPassed[p];
/* If the last song was failed, count it anyway: */
if(stageStats.bFailed[p]) StagesPlayed++;
m_textSongsSurvived[p].SetText( ssprintf("%02d", StagesPlayed) );
this->AddChild( &m_textSongsSurvived[p] );
}
break;
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
{
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame 1x2") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddChild( &m_sprGradeFrame[p] );
// Ez2dancer should control the grade tween using theme metrics
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
m_Grades[p].SetZ( 2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 5.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
if( SPIN_GRADES )
m_Grades[p].SpinAndSettleOn( grade[p] );
else
m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
this->AddChild( &m_Grades[p] );
// Bonus info frame
m_sprBonusFrame[p].Load( THEME->GetPathTo("Graphics","evaluation bonus frame 2x1") );
m_sprBonusFrame[p].StopAnimating();
m_sprBonusFrame[p].SetState( p );
m_sprBonusFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddChild( &m_sprBonusFrame[p] );
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
{
m_sprPossibleBar[p][r].Load( THEME->GetPathTo("Graphics","evaluation bars possible 1x2") );
m_sprPossibleBar[p][r].StopAnimating();
m_sprPossibleBar[p][r].SetState( p );
m_sprPossibleBar[p][r].SetHorizAlign( Actor::align_left );
m_sprPossibleBar[p][r].SetX( BAR_BASE_X(p) );
m_sprPossibleBar[p][r].SetY( BAR_START_Y + BAR_SPACING_Y*r );
m_sprPossibleBar[p][r].SetRotation( BAR_ROTATION(p) );
m_sprPossibleBar[p][r].SetZoomX( 0 );
m_sprPossibleBar[p][r].ZoomToHeight( BAR_HEIGHT );
m_sprPossibleBar[p][r].BeginTweening( 0.2f + r*0.1f ); // sleep
m_sprPossibleBar[p][r].BeginTweening( 0.5f ); // tween
m_sprPossibleBar[p][r].SetTweenZoomToWidth( BAR_WIDTH*stageStats.fRadarPossible[p][r] );
this->AddChild( &m_sprPossibleBar[p][r] );
m_sprActualBar[p][r].Load( THEME->GetPathTo("Graphics","evaluation bars actual 1x2") );
m_sprActualBar[p][r].StopAnimating();
m_sprActualBar[p][r].SetState( p );
m_sprActualBar[p][r].SetHorizAlign( Actor::align_left );
m_sprActualBar[p][r].SetX( BAR_BASE_X(p) );
m_sprActualBar[p][r].SetY( BAR_START_Y + BAR_SPACING_Y*r );
m_sprActualBar[p][r].SetRotation( BAR_ROTATION(p) );
m_sprActualBar[p][r].SetZoomX( 0 );
m_sprActualBar[p][r].ZoomToHeight( BAR_HEIGHT );
m_sprActualBar[p][r].BeginTweening( 1.0f + r*0.2f ); // sleep
m_sprActualBar[p][r].BeginTweening( 1.0f ); // tween
m_sprActualBar[p][r].SetTweenZoomToWidth( BAR_WIDTH*stageStats.fRadarActual[p][r] );
if( stageStats.fRadarActual[p][r] == stageStats.fRadarPossible[p][r] )
m_sprActualBar[p][r].SetEffectGlowing();
this->AddChild( &m_sprActualBar[p][r] );
}
break;
}
}
if( bNewRecord[p] )
{
m_sprNewRecord[p].Load( THEME->GetPathTo("Graphics","evaluation new record") );
m_sprNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y );
m_sprNewRecord[p].SetEffectGlowing( 1.0f );
this->AddChild( &m_sprNewRecord[p] );
}
}
//
// Init non-ResultMode specific displays.
// Do this after Result-specific displays so that the text will draw on top of
// the bonus frame.
//
int l;
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
// EZ2 should hide these things by placing them off screen with theme metrics
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels 1x8") );
m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) );
m_sprJudgeLabels[l].SetZoom( 1.0f );
this->AddChild( &m_sprJudgeLabels[l] );
}
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
m_sprScoreLabel.SetState( m_ResultMode==RM_COURSE ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
this->AddChild( &m_sprScoreLabel );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation judge numbers") );
m_textJudgeNumbers[l][p].TurnShadowOff();
m_textJudgeNumbers[l][p].SetXY( JUDGE_X(m_ResultMode==RM_COURSE,p,l), JUDGE_Y(l) );
m_textJudgeNumbers[l][p].SetZoom( 1.0f );
m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) );
this->AddChild( &m_textJudgeNumbers[l][p] );
}
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_MARVELOUS]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", stageStats.iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[6][p].SetText( ssprintf("%4d", stageStats.iHoldNoteScores[p][HNS_OK]) );
m_textJudgeNumbers[7][p].SetText( ssprintf("%4d", stageStats.iMaxCombo[p]) );
if( m_ResultMode==RM_COURSE )
m_ScoreDisplay[p].SetText( SecondsToTime(stageStats.fAliveSeconds[p]) );
else
m_ScoreDisplay[p].SetScore( stageStats.fScore[p] );
}
bool bOneHasNewRecord = false;
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && bNewRecord[p] )
bOneHasNewRecord = true;
if( m_bTryExtraStage )
{
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics",GAMESTATE->IsExtraStage()?"evaluation try extra stage2":"evaluation try extra stage1") );
m_sprTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y );
m_sprTryExtraStage.SetEffectGlowing( 1.0f );
this->AddChild( &m_sprTryExtraStage );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","evaluation extra stage") );
}
else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
{
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") );
}
else
{
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
switch( max_grade )
{
case GRADE_E: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation e") ); break;
case GRADE_D: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation d") ); break;
case GRADE_C: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation c") ); break;
case GRADE_B: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation b") ); break;
case GRADE_A: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation a") ); break;
case GRADE_AA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aa") ); break;
case GRADE_AAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aaa") ); break;
case GRADE_AAAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation aaaa") ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
case RM_COURSE:
case RM_ARCADE_SUMMARY:
switch( max_grade )
{
case GRADE_E: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final e") ); break;
case GRADE_D: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final d") ); break;
case GRADE_C: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final c") ); break;
case GRADE_B: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final b") ); break;
case GRADE_A: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final a") ); break;
case GRADE_AA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aa") ); break;
case GRADE_AAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aaa") ); break;
case GRADE_AAAA: SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final aaaa") ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
default:
ASSERT(0);
}
}
switch( max_grade )
{
case GRADE_AA:
case GRADE_AAA:
case GRADE_AAAA:
this->SendScreenMessage( SM_PlayCheer, 2.5f );
break;
}
if( bSummary )
m_Menu.ImmedOnScreenFromMenu();
else
m_Menu.TweenOnScreenFromBlack( SM_None );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","evaluation music") );
}
void ScreenEvaluation::TweenOnScreen()
{
int i, p;
m_Menu.TweenOnScreenFromBlack( SM_None );
float fOriginalX, fOriginalY;
for( i=0; i<MAX_SONGS_TO_SHOW; i++ )
{
fOriginalY = m_BannerWithFrame[i].GetY();
m_BannerWithFrame[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_BannerWithFrame[i].BeginTweening( 0.0f );
m_BannerWithFrame[i].BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BannerWithFrame[i].SetTweenY( fOriginalY );
}
fOriginalY = m_textStage.GetY();
m_textStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_textStage.SetTweenY( fOriginalY );
for( p=0; p<NUM_PLAYERS; p++ )
m_DifficultyIcon[p].FadeOn( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
fOriginalY = m_sprJudgeLabels[i].GetY();
m_sprJudgeLabels[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels[i].BeginTweening( 0.2f + 0.1f*i );
m_sprJudgeLabels[i].BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprJudgeLabels[i].SetTweenY( fOriginalY );
for( int p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_textJudgeNumbers[i][p].GetX();
m_textJudgeNumbers[i][p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_textJudgeNumbers[i][p].BeginTweening( 0.2f + 0.1f*i );
m_textJudgeNumbers[i][p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_textJudgeNumbers[i][p].SetTweenX( fOriginalX );
}
}
// Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
fOriginalY = m_sprScoreLabel.GetY();
m_sprScoreLabel.SetY( fOriginalY + SCREEN_HEIGHT );
m_sprScoreLabel.BeginTweening( 0.8f + 0.1f*i );
m_sprScoreLabel.BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprScoreLabel.SetTweenY( fOriginalY );
for( p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_ScoreDisplay[p].GetX();
m_ScoreDisplay[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_ScoreDisplay[p].BeginTweening( 0.8f + 0.1f*i );
m_ScoreDisplay[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_ScoreDisplay[p].SetTweenX( fOriginalX );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
unsigned i;
vector<Actor*> apActorsInBonusOrStageInfo;
apActorsInBonusOrStageInfo.push_back( &m_sprBonusFrame[p] );
for( i=0; i<NUM_RADAR_CATEGORIES; i++ )
{
apActorsInBonusOrStageInfo.push_back( &m_sprPossibleBar[p][i] );
apActorsInBonusOrStageInfo.push_back( &m_sprActualBar[p][i] );
}
apActorsInBonusOrStageInfo.push_back( &m_sprCourseFrame[p] );
apActorsInBonusOrStageInfo.push_back( &m_textTime[p] );
apActorsInBonusOrStageInfo.push_back( &m_textSongsSurvived[p] );
for( i=0; i<apActorsInBonusOrStageInfo.size(); i++ )
{
fOriginalX = apActorsInBonusOrStageInfo[i]->GetX();
apActorsInBonusOrStageInfo[i]->SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
apActorsInBonusOrStageInfo[i]->BeginTweening( 0.2f );
apActorsInBonusOrStageInfo[i]->BeginTweening( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
apActorsInBonusOrStageInfo[i]->SetTweenX( fOriginalX );
}
vector<Actor*> apActorsInGradeOrPercentFrame;
apActorsInGradeOrPercentFrame.push_back( &m_sprBonusFrame[p] );
apActorsInGradeOrPercentFrame.push_back( &m_sprGradeFrame[p] );
apActorsInGradeOrPercentFrame.push_back( &m_Grades[p] );
apActorsInGradeOrPercentFrame.push_back( &m_sprPercentFrame[p] );
apActorsInGradeOrPercentFrame.push_back( &m_textOniPercentLarge[p] );
apActorsInGradeOrPercentFrame.push_back( &m_textOniPercentSmall[p] );
apActorsInGradeOrPercentFrame.push_back( &m_sprNewRecord[p] );
for( i=0; i<apActorsInGradeOrPercentFrame.size(); i++ )
{
float fOriginalZoomY = apActorsInGradeOrPercentFrame[i]->GetZoomY();
apActorsInGradeOrPercentFrame[i]->SetZoomY( 0 );
apActorsInGradeOrPercentFrame[i]->BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
apActorsInGradeOrPercentFrame[i]->SetTweenZoomY( fOriginalZoomY );
}
}
float fOriginalZoomY = m_sprTryExtraStage.GetZoomY();
m_sprTryExtraStage.SetZoomY( 0 );
m_sprTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprTryExtraStage.SetTweenZoomY( fOriginalZoomY );
}
void ScreenEvaluation::TweenOffScreen()
{
int i, p;
for( i=0; i<MAX_SONGS_TO_SHOW; i++ )
m_BannerWithFrame[i].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_textStage.FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
m_DifficultyIcon[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
m_sprJudgeLabels[i].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( int p=0; p<NUM_PLAYERS; p++ )
m_textJudgeNumbers[i][p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
}
m_sprScoreLabel.FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
m_ScoreDisplay[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
for( p=0; p<NUM_PLAYERS; p++ )
{
int i;
m_Grades[p].SettleImmediately();
for( i=0; i<NUM_RADAR_CATEGORIES; i++ )
{
m_sprPossibleBar[p][i].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_sprActualBar[p][i].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
}
m_sprCourseFrame[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_textTime[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_textSongsSurvived[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_sprBonusFrame[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_sprPercentFrame[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentLarge[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentSmall[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
m_sprNewRecord[p].FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
}
m_sprTryExtraStage.FadeOff( 0, "foldy", MENU_ELEMENTS_TWEEN_TIME );
}
void ScreenEvaluation::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenEvaluation::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
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.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
MenuStart( PLAYER_INVALID );
break;
case SM_GoToSelectMusic:
// SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
SCREENMAN->SetNewScreen( SONGSEL_SCREEN );
break;
case SM_GoToSelectCourse:
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
case SM_GoToGameFinished:
// SCREENMAN->SetNewScreen( "ScreenNameEntry" );
SCREENMAN->SetNewScreen( ENDGAME_SCREEN );
break;
case SM_GoToFinalEvaluation:
SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
break;
case SM_PlayCheer:
SOUNDMAN->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 )
{
TweenOffScreen();
m_Menu.StopTimer();
if( PREFSMAN->m_bEventMode )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_Menu.TweenOffScreenToMenu( SM_GoToSelectCourse );
break;
default:
ASSERT(0);
}
}
else // not event mode
{
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
if( m_bTryExtraStage )
{
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
}
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). */
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") );
TweenOffScreen();
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
}
else
{
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
}
break;
case RM_ARCADE_SUMMARY:
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
break;
case RM_COURSE:
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
break;
}
}
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
// Increment the stage counter.
int iNumStagesOfLastSong;
iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong;
// add current stage stats to accumulated total only if this song was passed
{
bool bOnePassed = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
bOnePassed |= !GAMESTATE->m_CurStageStats.bFailed[p];
if( bOnePassed )
GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
}
break;
}
}