Files
itgmania212121/stepmania/src/ScreenGameplay.h
T
Glenn Maynard 61620bb6f5 fix course mode.
We've been using the environment and Lua globals as "parameters" to treat
broadcasts as "functions called on every object".  That doesn't work with
queued message handling.  It's also a bit confusing; it means there are
"parameters" available only for some messages.  It's cleaner to just make the
information available as a function.
2005-07-12 21:12:12 +00:00

207 lines
6.4 KiB
C++

/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
#ifndef SCREEN_GAMEPLAY_H
#define SCREEN_GAMEPLAY_H
#include "ScreenWithMenuElements.h"
#include "Sprite.h"
#include "Transition.h"
#include "BitmapText.h"
#include "Player.h"
#include "RandomSample.h"
#include "RageSound.h"
#include "Background.h"
#include "Foreground.h"
#include "LifeMeter.h"
#include "ScoreDisplay.h"
#include "DifficultyIcon.h"
#include "DifficultyMeter.h"
#include "BPMDisplay.h"
class Inventory;
#include "BeginnerHelper.h"
#include "LyricDisplay.h"
#include "Character.h"
#include "Attack.h"
#include "ActiveAttackList.h"
#include "NetworkSyncManager.h"
#include "AutoKeysounds.h"
#include "ThemeMetric.h"
AutoScreenMessage( SM_NotesEnded )
class LyricsLoader;
class ScreenGameplay : public ScreenWithMenuElements
{
public:
ScreenGameplay( CString sName );
virtual void Init();
virtual ~ScreenGameplay();
virtual void Update( float fDeltaTime );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual bool UsesBackground() const { return false; }
virtual ScreenType GetScreenType() const { return gameplay; }
//
// Lua
//
virtual void PushSelf( lua_State *L );
Song *GetNextCourseSong() const;
protected:
ThemeMetric<CString> PLAYER_TYPE;
ThemeMetric<CString> GIVE_UP_TEXT;
ThemeMetric<CString> GIVE_UP_ABORTED_TEXT;
ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
ThemeMetric<bool> START_GIVES_UP;
ThemeMetric<bool> BACK_GIVES_UP;
ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
ThemeMetric<bool> GIVING_UP_GOES_TO_NEXT_SCREEN;
ThemeMetric<bool> FAIL_AFTER_30_MISSES;
ThemeMetric<bool> USE_FORCED_MODIFIERS_IN_BEGINNER;
ThemeMetric<CString> FORCED_MODIFIERS_IN_BEGINNER;
void TweenOnScreen();
void TweenOffScreen();
bool IsLastSong();
void SetupSong( int iSongIndex );
void LoadNextSong();
void LoadCourseSongNumber( int SongNumber );
float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
void LoadLights();
void PauseGame( bool bPause, GameController gc = GAME_CONTROLLER_INVALID );
void PlayAnnouncer( CString type, float fSeconds );
void UpdateLights();
void SendCrossedMessages();
void BackOutFromGameplay();
void PlayTicks();
void UpdateSongPosition( float fDeltaTime );
void UpdateLyrics( float fDeltaTime );
void SongFinished();
void StageFinished( bool bBackedOut );
virtual void InitSongQueues();
enum DancingState {
STATE_INTRO = 0, // not allowed to press Back
STATE_DANCING,
STATE_OUTRO, // not allowed to press Back
NUM_DANCING_STATES
} m_DancingState;
bool m_bPaused;
GameController m_PauseController;
vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
vector<Steps*> m_vpStepsQueue[NUM_PLAYERS]; // size may be >1 if playing a course
vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
LyricDisplay m_LyricDisplay;
Background m_SongBackground;
Foreground m_SongForeground;
Transition m_NextSong; // shows between songs in a course
Transition m_SongFinished; // shows after each song, course or not
Sprite m_sprStaticBackground;
AutoActor m_sprLifeFrame;
LifeMeter* m_pLifeMeter[NUM_PLAYERS];
CombinedLifeMeter* m_pCombinedLifeMeter;
Sprite m_sprCourseSongNumber;
AutoActor m_sprStageFrame;
BitmapText m_textCourseSongNumber[NUM_PLAYERS];
BitmapText m_textStepsDescription[NUM_PLAYERS];
BPMDisplay m_BPMDisplay;
float m_fLastBPS;
Sprite m_sprScoreFrame;
ScoreDisplay* m_pPrimaryScoreDisplay[NUM_PLAYERS];
ScoreDisplay* m_pSecondaryScoreDisplay[NUM_PLAYERS];
ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
ActiveAttackList m_ActiveAttackList[NUM_PLAYERS];
BitmapText m_Scoreboard[NUM_NSSB_CATEGORIES]; // for NSMAN, so we can have a scoreboard
bool m_ShowScoreboard;
BitmapText m_textDebug;
RageTimer m_GiveUpTimer;
void AbortGiveUp( bool bShowText );
BitmapText m_MaxCombo;
Transition m_Ready;
Transition m_Go;
Transition m_Cleared;
Transition m_Failed;
Transition m_Extra;
Transition m_Toasty; // easter egg
Transition m_Win[NUM_PLAYERS];
Transition m_Draw;
BitmapText m_textSurviveTime; // used in extra stage
Player m_Player[NUM_PLAYERS];
AutoKeysounds m_AutoKeysounds;
// used in PLAY_MODE_BATTLE
Inventory* m_pInventory[NUM_PLAYERS];
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
DifficultyMeter m_DifficultyMeter[NUM_PLAYERS];
Sprite m_sprOniGameOver[NUM_PLAYERS];
void ShowOniGameOver( PlayerNumber pn );
RageSound m_soundBattleTrickLevel1;
RageSound m_soundBattleTrickLevel2;
RageSound m_soundBattleTrickLevel3;
bool m_bZeroDeltaOnNextUpdate;
RageSound m_soundAssistTick;
RageSound *m_pSoundMusic;
BeginnerHelper m_BeginnerHelper;
NoteData m_CabinetLightsNoteData;
};
#endif
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/