218 lines
7.3 KiB
C++
218 lines
7.3 KiB
C++
/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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#include "Screen.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RandomSample.h"
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#include "RageSound.h"
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#include "Background.h"
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#include "Foreground.h"
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#include "LifeMeter.h"
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#include "ScoreDisplay.h"
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#include "DifficultyIcon.h"
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#include "DifficultyMeter.h"
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#include "BPMDisplay.h"
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class Inventory;
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "Character.h"
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#include "Attack.h"
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#include "MeterDisplay.h"
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#include "ActiveAttackList.h"
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#include "NetworkSyncManager.h"
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#include "AutoKeysounds.h"
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// messages sent by Combo
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const ScreenMessage SM_PlayToasty = ScreenMessage(SM_User+104);
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const ScreenMessage SM_100Combo = ScreenMessage(SM_User+200);
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const ScreenMessage SM_200Combo = ScreenMessage(SM_User+201);
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const ScreenMessage SM_300Combo = ScreenMessage(SM_User+202);
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const ScreenMessage SM_400Combo = ScreenMessage(SM_User+203);
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const ScreenMessage SM_500Combo = ScreenMessage(SM_User+204);
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const ScreenMessage SM_600Combo = ScreenMessage(SM_User+205);
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const ScreenMessage SM_700Combo = ScreenMessage(SM_User+206);
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const ScreenMessage SM_800Combo = ScreenMessage(SM_User+207);
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const ScreenMessage SM_900Combo = ScreenMessage(SM_User+208);
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const ScreenMessage SM_1000Combo = ScreenMessage(SM_User+209);
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const ScreenMessage SM_ComboStopped = ScreenMessage(SM_User+210);
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const ScreenMessage SM_ComboContinuing = ScreenMessage(SM_User+211);
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const ScreenMessage SM_MissComboAborted = ScreenMessage(SM_User+212);
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const ScreenMessage SM_BattleTrickLevel1 = ScreenMessage(SM_User+301);
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const ScreenMessage SM_BattleTrickLevel2 = ScreenMessage(SM_User+302);
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const ScreenMessage SM_BattleTrickLevel3 = ScreenMessage(SM_User+303);
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const ScreenMessage SM_BattleDamageLevel1 = ScreenMessage(SM_User+304);
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const ScreenMessage SM_BattleDamageLevel2 = ScreenMessage(SM_User+305);
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const ScreenMessage SM_BattleDamageLevel3 = ScreenMessage(SM_User+306);
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class LyricsLoader;
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class ScreenGameplay : public Screen
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{
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public:
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ScreenGameplay( CString sName, bool bDemonstration = false );
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void Init();
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virtual ~ScreenGameplay();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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void TweenOnScreen();
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void TweenOffScreen();
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bool IsLastSong();
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void SetupSong( PlayerNumber p, int iSongIndex );
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void LoadNextSong();
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void LoadCourseSongNumber( int SongNumber );
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
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void PlayAnnouncer( CString type, float fSeconds );
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void PlayTicks();
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void UpdateSongPosition( float fDeltaTime );
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void UpdateLyrics( float fDeltaTime );
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void SongFinished();
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void StageFinished( bool bBackedOut );
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_DANCING,
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STATE_OUTRO, // not allowed to press Back
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NUM_DANCING_STATES
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} m_DancingState;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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vector<Steps*> m_vpStepsQueue[NUM_PLAYERS]; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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bool m_bChangedOffsetOrBPM;
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float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
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LyricDisplay m_LyricDisplay;
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Background m_Background;
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Foreground m_Foreground;
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Transition m_NextSongIn; // shows between songs in a course
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Transition m_NextSongOut; // shows between songs in a course
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Transition m_SongFinished; // shows after each song, course or not
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Sprite m_sprStaticBackground;
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Sprite m_sprLifeFrame;
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LifeMeter* m_pLifeMeter[NUM_PLAYERS];
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CombinedLifeMeter* m_pCombinedLifeMeter;
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Sprite m_sprStage;
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Sprite m_sprCourseSongNumber;
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AutoActor m_sprStageFrame;
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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BitmapText m_textPlayerName[NUM_PLAYERS];
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BitmapText m_textStepsDescription[NUM_PLAYERS];
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BPMDisplay m_BPMDisplay;
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Sprite m_sprScoreFrame;
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ScoreDisplay* m_pPrimaryScoreDisplay[NUM_PLAYERS];
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ScoreDisplay* m_pSecondaryScoreDisplay[NUM_PLAYERS];
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ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
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ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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BitmapText m_textSongOptions;
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ActiveAttackList m_ActiveAttackList[NUM_PLAYERS];
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BitmapText m_Scoreboard[NUM_NSSB_CATEGORIES]; // for NSMAN, so we can have a scoreboard
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bool m_ShowScoreboard;
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BitmapText m_textDebug;
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RageTimer m_GiveUpTimer;
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void AbortGiveUp();
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BitmapText m_textAutoPlay; // for AutoPlay, AutoAdjust
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void UpdateAutoPlayText();
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BitmapText m_MaxCombo;
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Transition m_Ready;
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Transition m_Go;
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Transition m_Cleared;
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Transition m_Failed;
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Transition m_Extra;
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Transition m_Toasty; // easter egg
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Transition m_Win[NUM_PLAYERS];
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Transition m_Draw;
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Transition m_In;
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Transition m_Back;
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BGAnimation m_Overlay;
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BitmapText m_textSurviveTime; // used in extra stage
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BitmapText m_textSongTitle;
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MeterDisplay m_meterSongPosition;
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Player m_Player[NUM_PLAYERS];
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AutoKeysounds m_AutoKeysounds;
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// used in PLAY_MODE_BATTLE
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Inventory* m_pInventory[NUM_PLAYERS];
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DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
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DifficultyMeter m_DifficultyMeter[NUM_PLAYERS];
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Sprite m_sprOniGameOver[NUM_PLAYERS];
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void ShowOniGameOver( PlayerNumber pn );
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RageSound m_soundBattleTrickLevel1;
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RageSound m_soundBattleTrickLevel2;
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RageSound m_soundBattleTrickLevel3;
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bool m_bZeroDeltaOnNextUpdate;
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bool m_bDemonstration;
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RageSound m_soundAssistTick;
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RageSound *m_pSoundMusic;
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BeginnerHelper m_BeginnerHelper;
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NoteData m_CabinetLightsNoteData;
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private:
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float m_fSongPosMeterEnd;
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float m_fSongPosMeterOffset;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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