Files
itgmania212121/stepmania/src/ScreenEvaluation.cpp
T
2002-08-27 16:53:25 +00:00

933 lines
33 KiB
C++

#include "stdafx.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"
#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 GRADE_P1_X THEME->GetMetricF("ScreenEvaluation","GradeP1X")
#define GRADE_P2_X THEME->GetMetricF("ScreenEvaluation","GradeP2X")
#define GRADE_Y THEME->GetMetricF("ScreenEvaluation","GradeY")
#define PERCENT_BASE_P1_X THEME->GetMetricF("ScreenEvaluation","PercentBaseP1X")
#define PERCENT_BASE_P2_X THEME->GetMetricF("ScreenEvaluation","PercentBaseP2X")
#define PERCENT_BASE_Y THEME->GetMetricF("ScreenEvaluation","PercentBaseY")
#define JUDGE_LABELS_X THEME->GetMetricF("ScreenEvaluation","JudgeLabelsX")
#define PERFECT_P1_X THEME->GetMetricF("ScreenEvaluation","PerfectP1X")
#define PERFECT_P2_X THEME->GetMetricF("ScreenEvaluation","PerfectP2X")
#define PERFECT_Y THEME->GetMetricF("ScreenEvaluation","PerfectY")
#define GREAT_P1_X THEME->GetMetricF("ScreenEvaluation","GreatP1X")
#define GREAT_P2_X THEME->GetMetricF("ScreenEvaluation","GreatP2X")
#define GREAT_Y THEME->GetMetricF("ScreenEvaluation","GreatY")
#define GOOD_P1_X THEME->GetMetricF("ScreenEvaluation","GoodP1X")
#define GOOD_P2_X THEME->GetMetricF("ScreenEvaluation","GoodP2X")
#define GOOD_Y THEME->GetMetricF("ScreenEvaluation","GoodY")
#define BOO_P1_X THEME->GetMetricF("ScreenEvaluation","BooP1X")
#define BOO_P2_X THEME->GetMetricF("ScreenEvaluation","BooP2X")
#define BOO_Y THEME->GetMetricF("ScreenEvaluation","BooY")
#define MISS_P1_X THEME->GetMetricF("ScreenEvaluation","MissP1X")
#define MISS_P2_X THEME->GetMetricF("ScreenEvaluation","MissP2X")
#define MISS_Y THEME->GetMetricF("ScreenEvaluation","MissY")
#define OK_P1_X THEME->GetMetricF("ScreenEvaluation","OKP1X")
#define OK_P2_X THEME->GetMetricF("ScreenEvaluation","OKP2X")
#define OK_Y THEME->GetMetricF("ScreenEvaluation","OKY")
#define MAX_COMBO_P1_X THEME->GetMetricF("ScreenEvaluation","MaxComboP1X")
#define MAX_COMBO_P2_X THEME->GetMetricF("ScreenEvaluation","MaxComboP2X")
#define MAX_COMBO_Y THEME->GetMetricF("ScreenEvaluation","MaxComboY")
#define SCORE_LABELS_X THEME->GetMetricF("ScreenEvaluation","ScoreLabelsX")
#define SCORE_NUMBERS_P1_X THEME->GetMetricF("ScreenEvaluation","ScoreNumbersP1X")
#define SCORE_NUMBERS_P2_X THEME->GetMetricF("ScreenEvaluation","ScoreNumbersP2X")
#define SCORE_Y THEME->GetMetricF("ScreenEvaluation","ScoreY")
#define BONUS_P1_X THEME->GetMetricF("ScreenEvaluation","BonusP1X")
#define BONUS_P2_X THEME->GetMetricF("ScreenEvaluation","BonusP2X")
#define BONUS_Y THEME->GetMetricF("ScreenEvaluation","BonusY")
#define BAR_P1_BASE_X THEME->GetMetricF("ScreenEvaluation","BarP1BaseX")
#define BAR_P2_BASE_X THEME->GetMetricF("ScreenEvaluation","BarP2BaseX")
#define BAR_P1_ROTATION THEME->GetMetricF("ScreenEvaluation","BarP1Rotation")
#define BAR_P2_ROTATION THEME->GetMetricF("ScreenEvaluation","BarP2Rotation")
#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_P1_X THEME->GetMetricF("ScreenEvaluation","SongsSurvivedP1X")
#define SONGS_SURVIVED_P2_X THEME->GetMetricF("ScreenEvaluation","SongsSurvivedP2X")
#define SONGS_SURVIVED_Y THEME->GetMetricF("ScreenEvaluation","SongsSurvivedY")
#define NEW_RECORD_P1_X THEME->GetMetricF("ScreenEvaluation","NewRecordP1X")
#define NEW_RECORD_P2_X THEME->GetMetricF("ScreenEvaluation","NewRecordP2X")
#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")
float GRADE_X( int p ) {
switch( p ) {
case PLAYER_1: return GRADE_P1_X;
case PLAYER_2: return GRADE_P2_X;
default: ASSERT(0); return 0;
}
}
float PERCENT_BASE_X( int p ) {
switch( p ) {
case PLAYER_1: return PERCENT_BASE_P1_X;
case PLAYER_2: return PERCENT_BASE_P2_X;
default: ASSERT(0); return 0;
}
}
float JUDGE_X( int p, int l ) {
switch( l ) {
case 0: return p==PLAYER_1 ? PERFECT_P1_X : PERFECT_P2_X;
case 1: return p==PLAYER_1 ? GREAT_P1_X : GREAT_P2_X;
case 2: return p==PLAYER_1 ? GOOD_P1_X : GOOD_P2_X;
case 3: return p==PLAYER_1 ? BOO_P1_X : BOO_P2_X;
case 4: return p==PLAYER_1 ? MISS_P1_X : MISS_P2_X;
case 5: return p==PLAYER_1 ? OK_P1_X : OK_P2_X;
case 6: return p==PLAYER_1 ? MAX_COMBO_P1_X : MAX_COMBO_P2_X;
default: ASSERT(0); return 0;
}
}
float JUDGE_Y( int l ) {
switch( l ) {
case 0: return PERFECT_Y;
case 1: return GREAT_Y;
case 2: return GOOD_Y;
case 3: return BOO_Y;
case 4: return MISS_Y;
case 5: return OK_Y;
case 6: return MAX_COMBO_Y;
default: ASSERT(0); return 0;
}
}
float SCORE_NUMBERS_X( int p ) {
switch( p ) {
case PLAYER_1: return SCORE_NUMBERS_P1_X;
case PLAYER_2: return SCORE_NUMBERS_P2_X;
default: ASSERT(0); return 0;
}
}
float BONUS_X( int p ) {
switch( p ) {
case PLAYER_1: return BONUS_P1_X;
case PLAYER_2: return BONUS_P2_X;
default: ASSERT(0); return 0;
}
}
float BAR_BASE_X( int p ) {
switch( p ) {
case PLAYER_1: return BAR_P1_BASE_X;
case PLAYER_2: return BAR_P2_BASE_X;
default: ASSERT(0); return 0;
}
}
float BAR_ROTATION( int p ) {
switch( p ) {
case PLAYER_1: return BAR_P1_ROTATION;
case PLAYER_2: return BAR_P2_ROTATION;
default: ASSERT(0); return 0;
}
}
float SONGS_SURVIVED_X( int p ) {
switch( p ) {
case PLAYER_1: return SONGS_SURVIVED_P1_X;
case PLAYER_2: return SONGS_SURVIVED_P2_X;
default: ASSERT(0); return 0;
}
}
float NEW_RECORD_X( int p ) {
switch( p ) {
case PLAYER_1: return NEW_RECORD_P1_X;
case PLAYER_2: return NEW_RECORD_P2_X;
default: ASSERT(0); return 0;
}
}
const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+2);
const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+3);
const ScreenMessage SM_GoToMusicScroll = ScreenMessage(SM_User+4);
ScreenEvaluation::ScreenEvaluation( bool bSummary )
{
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
int l, p; // for counting
///////////////////////////
// Set m_ResultMode. This enum will make our life easier later when we init different pieces depending on context.
///////////////////////////
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE;
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_ResultMode = RM_ONI;
break;
default:
ASSERT(0);
}
///////////////////////////
// Figure out which statistics we're going to display
///////////////////////////
int iPossibleDancePoints[NUM_PLAYERS];
int iActualDancePoints[NUM_PLAYERS];
int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
int iMaxCombo[NUM_PLAYERS];
float fScore[NUM_PLAYERS];
float fPossibleRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
float fActualRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
switch( m_ResultMode )
{
case RM_ARCADE_SUMMARY:
COPY( iPossibleDancePoints, GAMESTATE->m_iAccumPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iAccumActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_AccumTapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_AccumHoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iAccumMaxCombo );
COPY( fScore, GAMESTATE->m_fAccumScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fAccumRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fAccumRadarActual );
break;
case RM_ARCADE_STAGE:
case RM_ONI:
COPY( iPossibleDancePoints, GAMESTATE->m_iPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_TapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_HoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iMaxCombo );
COPY( fScore, GAMESTATE->m_fScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fRadarActual );
break;
}
///////////////////////////
// Andy:
// Fake COOL! / GOOD / OOPS for Ez2dancer using the DDR Rankings.
/* Todo: Accomodate this using theme metrics
if( GAMESTATE->m_CurGame == GAME_EZ2 )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
iTapNoteScores[p][TNS_PERFECT] += iTapNoteScores[p][TNS_GREAT];
iTapNoteScores[p][TNS_GREAT] = 0;
iTapNoteScores[p][TNS_MISS] += iTapNoteScores[p][TNS_BOO];
iTapNoteScores[p][TNS_BOO] = 0;
}
}
*/
///////////////////////////
// Init the song banners depending on m_ResultMode
///////////////////////////
// EZ2 should hide these things by placing them off screen with theme metrics
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
m_BannerWithFrame[0].LoadFromSongAndNotes( GAMESTATE->m_pCurSong, GAMESTATE->m_pCurNotes );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddSubActor( &m_textStage );
break;
case RM_ARCADE_SUMMARY:
{
// crop down to 3
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->m_apSongsPlayed.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_apSongsPlayed.RemoveAt( 0, GAMESTATE->m_apSongsPlayed.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
}
const int iSongsToShow = GAMESTATE->m_apSongsPlayed.GetSize();
ASSERT( iSongsToShow > 0 );
for( int i=0; i<iSongsToShow; i++ )
{
m_BannerWithFrame[i].LoadFromSong( GAMESTATE->m_apSongsPlayed[i] );
float fBannerOffset = i - (iSongsToShow-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
this->AddSubActor( &m_BannerWithFrame[i] );
}
}
break;
case RM_ONI:
m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
break;
}
//////////////////////////
// Init graphic elements
//////////////////////////
m_Menu.Load(
THEME->GetPathTo("Graphics","evaluation background"),
THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"),
HELP_TEXT, true, TIMER_SECONDS
);
this->AddSubActor( &m_Menu );
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].SetXY( SCORE_NUMBERS_X(p), SCORE_Y );
m_ScoreDisplay[p].SetZoomY( 0.9f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
this->AddSubActor( &m_ScoreDisplay[p] );
}
//
// Calculate grades
//
Grade grade[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_fSecondsBeforeFail[p] != -1 )
{
grade[p] = GRADE_E;
}
else
{
//Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
//
//100% - AAA
//93 % - AA
//80 % - A
//65 % - B
//45 % - C
//Less - D
//Fail - E
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p];
fPercentDancePoints = max( fPercentDancePoints, 0 );
if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA;
else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA;
else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A;
else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B;
else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C;
else grade[p] = GRADE_D;
}
}
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];
for( p=0; p<NUM_PLAYERS; p++ )
bNewRecord[p] = false;
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( grade[p] == GRADE_E )
continue;
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
Notes* pNotes = GAMESTATE->m_pCurNotes[p];
pNotes->m_iNumTimesPlayed++;
if( iMaxCombo[p] > pNotes->m_iMaxCombo )
pNotes->m_iMaxCombo = iMaxCombo[p];
if( fScore[p] > pNotes->m_iTopScore )
{
pNotes->m_iTopScore = (int)fScore[p];
bNewRecord[p] = true;
}
if( grade[p] > pNotes->m_TopGrade )
pNotes->m_TopGrade = grade[p];
break;
}
}
SONGMAN->SaveStatisticsToDisk();
m_bTryExtraStage = false;
if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) && m_ResultMode==RM_ARCADE_STAGE )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p]->m_DifficultyClass == CLASS_HARD && grade[p] >= GRADE_AA )
m_bTryExtraStage = true;
}
}
if( PREFSMAN->m_bEventMode )
m_bTryExtraStage = false;
//////////////////////////
// Init non-ResultMode specific displays
//////////////////////////
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") );
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->AddSubActor( &m_sprJudgeLabels[l] );
}
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
m_sprScoreLabel.SetState( m_ResultMode==RM_ONI ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
this->AddSubActor( &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].LoadFromFont( THEME->GetPathTo("Fonts","score numbers") );
m_textJudgeNumbers[l][p].TurnShadowOff();
m_textJudgeNumbers[l][p].SetXY( JUDGE_X(p,l), JUDGE_Y(l) );
m_textJudgeNumbers[l][p].SetZoom( 0.7f );
m_textJudgeNumbers[l][p].SetDiffuseColor( PlayerToColor(p) );
this->AddSubActor( &m_textJudgeNumbers[l][p] );
}
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iHoldNoteScores[p][HNS_OK]) );
m_textJudgeNumbers[6][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
if( m_ResultMode==RM_ONI )
m_ScoreDisplay[p].SetText( SecondsToTime(GAMESTATE->GetPlayerSurviveTime( (PlayerNumber)p )) );
else
m_ScoreDisplay[p].SetScore( fScore[p] );
}
/////////////////////////////////
// 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_ONI:
{
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->AddSubActor( &m_sprPercentFrame[p] );
m_textOniPercentLarge[p].LoadFromFont( THEME->GetPathTo("Fonts","oni 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->AddSubActor( &m_textOniPercentLarge[p] );
m_textOniPercentSmall[p].LoadFromFont( THEME->GetPathTo("Fonts","oni 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->AddSubActor( &m_textOniPercentSmall[p] );
iPossibleDancePoints[p] = max( 1, iPossibleDancePoints[p] );
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
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->AddSubActor( &m_sprCourseFrame[p] );
m_textSongsSurvived[p].LoadFromFont( THEME->GetPathTo("Fonts","oni stage numbers") );
m_textSongsSurvived[p].TurnShadowOff();
m_textSongsSurvived[p].SetXY( SONGS_SURVIVED_X(p), SONGS_SURVIVED_Y );
m_textSongsSurvived[p].SetText( ssprintf("%02d", GAMESTATE->m_iSongsBeforeFail[p]) );
this->AddSubActor( &m_textSongsSurvived[p] );
}
break;
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
{
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddSubActor( &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( 1.0f );
if( SPIN_GRADES )
m_Grades[p].SpinAndSettleOn( grade[p] );
else
m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
this->AddSubActor( &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->AddSubActor( &m_sprBonusFrame[p] );
for( int l=0; l<NUM_RADAR_VALUES; l++ ) // foreach line
{
m_sprPossibleBar[p][l].Load( THEME->GetPathTo("Graphics","evaluation bars possible 1x2") );
m_sprPossibleBar[p][l].SetState( p );
m_sprPossibleBar[p][l].SetWidth( 1 );
m_sprPossibleBar[p][l].SetHeight( 1 );
m_sprPossibleBar[p][l].SetHorizAlign( Actor::align_left );
m_sprPossibleBar[p][l].SetX( BAR_BASE_X(p) );
m_sprPossibleBar[p][l].SetY( BAR_START_Y + BAR_SPACING_Y*l );
m_sprPossibleBar[p][l].SetRotation( BAR_ROTATION(p) );
m_sprPossibleBar[p][l].SetZoomX( 0 );
m_sprPossibleBar[p][l].SetZoomY( BAR_HEIGHT );
m_sprPossibleBar[p][l].BeginTweening( 0.5f );
m_sprPossibleBar[p][l].SetTweenZoomX( BAR_WIDTH*fPossibleRadarValues[p][l] );
this->AddSubActor( &m_sprPossibleBar[p][l] );
m_sprActualBar[p][l].Load( THEME->GetPathTo("Graphics","evaluation bars actual 1x2") );
m_sprActualBar[p][l].SetState( p );
m_sprActualBar[p][l].StopAnimating();
m_sprActualBar[p][l].SetWidth( 1 );
m_sprActualBar[p][l].SetHeight( 1 );
m_sprActualBar[p][l].SetHorizAlign( Actor::align_left );
m_sprActualBar[p][l].SetX( BAR_BASE_X(p) );
m_sprActualBar[p][l].SetY( BAR_START_Y + BAR_SPACING_Y*l );
m_sprActualBar[p][l].SetRotation( BAR_ROTATION(p) );
m_sprActualBar[p][l].SetZoomX( 0 );
m_sprActualBar[p][l].SetZoomY( BAR_HEIGHT );
m_sprActualBar[p][l].BeginTweening( 0.5f );
m_sprActualBar[p][l].SetTweenZoomX( BAR_WIDTH*fActualRadarValues[p][l] );
if( fActualRadarValues[p][l] == fPossibleRadarValues[p][l] )
m_sprActualBar[p][l].SetEffectGlowing();
this->AddSubActor( &m_sprActualBar[p][l] );
}
break;
}
}
// Chris: If EZ2 wants to hide these things, place them off screen using theme metrics
if( bNewRecord[p] )
{
m_textNewRecord[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y );
m_textNewRecord[p].SetShadowLength( 2 );
m_textNewRecord[p].SetText( "IT'S A NEW RECORD!" );
m_textNewRecord[p].SetZoom( 0.5f );
m_textNewRecord[p].SetEffectGlowing( 1.0f );
this->AddSubActor( &m_textNewRecord[p] );
}
}
if( m_bTryExtraStage )
{
m_textTryExtraStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y );
if( GAMESTATE->IsExtraStage() )
m_textTryExtraStage.SetText( "One More ExtraStage!!!" );
else
m_textTryExtraStage.SetText( "Try ExtraStage!!!" );
m_textTryExtraStage.SetZoom( 1 );
m_textTryExtraStage.SetEffectGlowing( 1.0f );
this->AddSubActor( &m_textTryExtraStage );
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","evaluation extra stage") );
}
else
{
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
switch( max_grade )
{
case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_E) ); break;
case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_D) ); break;
case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_C) ); break;
case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_B) ); break;
case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_A) ); break;
case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_AA) ); break;
case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_AAA) ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
case RM_ONI:
case RM_ARCADE_SUMMARY:
switch( max_grade )
{
case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_E) ); break;
case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_D) ); break;
case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_C) ); break;
case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_B) ); break;
case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_A) ); break;
case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_AA) ); break;
case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_AAA) ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
default:
ASSERT(0);
}
}
m_Menu.TweenOnScreenFromBlack( SM_None );
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","evaluation music") );
}
void ScreenEvaluation::TweenOnScreen()
{
int i, p;
m_Menu.TweenOnScreenFromBlack( SM_None );
float fOriginalX, fOriginalY;
for( i=0; i<STAGES_TO_SHOW_IN_SUMMARY; i++ )
{
fOriginalY = m_BannerWithFrame[i].GetY();
m_BannerWithFrame[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_BannerWithFrame[i].BeginTweeningQueued( 0.0f );
m_BannerWithFrame[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BannerWithFrame[i].SetTweenY( fOriginalY );
}
fOriginalY = m_textStage.GetY();
m_textStage.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_textStage.SetTweenY( fOriginalY );
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
fOriginalY = m_sprJudgeLabels[i].GetY();
m_sprJudgeLabels[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels[i].BeginTweeningQueued( 0.2f + 0.1f*i );
m_sprJudgeLabels[i].BeginTweeningQueued( 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].BeginTweeningQueued( 0.2f + 0.1f*i );
m_textJudgeNumbers[i][p].BeginTweeningQueued( 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.BeginTweeningQueued( 0.8f + 0.1f*i );
m_sprScoreLabel.BeginTweeningQueued( 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].BeginTweeningQueued( 0.8f + 0.1f*i );
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_ScoreDisplay[p].SetTweenX( fOriginalX );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
int i;
CArray<Actor*,Actor*> apActorsInBonusOrStageInfo;
apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] );
for( i=0; i<NUM_RADAR_VALUES; i++ )
{
apActorsInBonusOrStageInfo.Add( &m_sprPossibleBar[p][i] );
apActorsInBonusOrStageInfo.Add( &m_sprActualBar[p][i] );
}
apActorsInBonusOrStageInfo.Add( &m_sprCourseFrame[p] );
apActorsInBonusOrStageInfo.Add( &m_textTime[p] );
apActorsInBonusOrStageInfo.Add( &m_textSongsSurvived[p] );
for( i=0; i<apActorsInBonusOrStageInfo.GetSize(); i++ )
{
fOriginalX = apActorsInBonusOrStageInfo[i]->GetX();
apActorsInBonusOrStageInfo[i]->SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( 0.2f );
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
apActorsInBonusOrStageInfo[i]->SetTweenX( fOriginalX );
}
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercentLarge[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentLarge[p].SetTweenZoomY( 0 );
m_textOniPercentSmall[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentSmall[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
}
void ScreenEvaluation::TweenOffScreen()
{
int i, p;
for( i=0; i<STAGES_TO_SHOW_IN_SUMMARY; i++ )
{
m_BannerWithFrame[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_BannerWithFrame[i].SetTweenZoomY( 0 );
}
m_textStage.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_textStage.SetTweenZoomY( 0 );
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprJudgeLabels[i].SetTweenZoomY( 0 );
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_textJudgeNumbers[i][p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_textJudgeNumbers[i][p].SetTweenZoomY( 0 );
}
}
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprScoreLabel.SetTweenZoomY( 0 );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_ScoreDisplay[p].SetTweenZoomY( 0 );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
int i;
m_Grades[p].SettleImmediately();
CArray<Actor*,Actor*> apActorsInBonusOrStageInfo;
apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] );
for( i=0; i<NUM_RADAR_VALUES; i++ )
{
apActorsInBonusOrStageInfo.Add( &m_sprPossibleBar[p][i] );
apActorsInBonusOrStageInfo.Add( &m_sprActualBar[p][i] );
}
apActorsInBonusOrStageInfo.Add( &m_sprCourseFrame[p] );
apActorsInBonusOrStageInfo.Add( &m_textTime[p] );
apActorsInBonusOrStageInfo.Add( &m_textSongsSurvived[p] );
for( i=0; i<apActorsInBonusOrStageInfo.GetSize(); i++ )
{
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
apActorsInBonusOrStageInfo[i]->SetTweenZoomY( 0 );
}
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercentLarge[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentLarge[p].SetTweenZoomY( 0 );
m_textOniPercentSmall[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentSmall[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
}
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" );
break;
case SM_GoToSelectCourse:
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
case SM_GoToMusicScroll:
SCREENMAN->SetNewScreen( "ScreenMusicScroll" );
break;
case SM_GoToFinalEvaluation:
SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
break;
}
}
void ScreenEvaluation::MenuBack( const PlayerNumber p )
{
MenuStart( p );
}
void ScreenEvaluation::MenuStart( const PlayerNumber p )
{
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_ONI:
case PLAY_MODE_ENDLESS:
m_Menu.TweenOffScreenToMenu( SM_GoToSelectCourse );
break;
default:
ASSERT(0);
}
}
else // not event mode
{
if( m_bTryExtraStage )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages-1 )
m_Menu.TweenOffScreenToMenu( SM_GoToFinalEvaluation );
else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else
m_Menu.TweenOffScreenToBlack( SM_GoToMusicScroll, false );
}
//
// Increment the stage counter.
//
GAMESTATE->m_iCurrentStageIndex++;
}