Files
itgmania212121/stepmania/src/ScreenGameplay.h
T
2004-10-25 03:47:22 +00:00

218 lines
7.3 KiB
C++

/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
#ifndef SCREEN_GAMEPLAY_H
#define SCREEN_GAMEPLAY_H
#include "Screen.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 "MeterDisplay.h"
#include "ActiveAttackList.h"
#include "NetworkSyncManager.h"
#include "AutoKeysounds.h"
// messages sent by Combo
const ScreenMessage SM_PlayToasty = ScreenMessage(SM_User+104);
const ScreenMessage SM_100Combo = ScreenMessage(SM_User+200);
const ScreenMessage SM_200Combo = ScreenMessage(SM_User+201);
const ScreenMessage SM_300Combo = ScreenMessage(SM_User+202);
const ScreenMessage SM_400Combo = ScreenMessage(SM_User+203);
const ScreenMessage SM_500Combo = ScreenMessage(SM_User+204);
const ScreenMessage SM_600Combo = ScreenMessage(SM_User+205);
const ScreenMessage SM_700Combo = ScreenMessage(SM_User+206);
const ScreenMessage SM_800Combo = ScreenMessage(SM_User+207);
const ScreenMessage SM_900Combo = ScreenMessage(SM_User+208);
const ScreenMessage SM_1000Combo = ScreenMessage(SM_User+209);
const ScreenMessage SM_ComboStopped = ScreenMessage(SM_User+210);
const ScreenMessage SM_ComboContinuing = ScreenMessage(SM_User+211);
const ScreenMessage SM_MissComboAborted = ScreenMessage(SM_User+212);
const ScreenMessage SM_BattleTrickLevel1 = ScreenMessage(SM_User+301);
const ScreenMessage SM_BattleTrickLevel2 = ScreenMessage(SM_User+302);
const ScreenMessage SM_BattleTrickLevel3 = ScreenMessage(SM_User+303);
const ScreenMessage SM_BattleDamageLevel1 = ScreenMessage(SM_User+304);
const ScreenMessage SM_BattleDamageLevel2 = ScreenMessage(SM_User+305);
const ScreenMessage SM_BattleDamageLevel3 = ScreenMessage(SM_User+306);
class LyricsLoader;
class ScreenGameplay : public Screen
{
public:
ScreenGameplay( CString sName, bool bDemonstration = false );
void Init();
virtual ~ScreenGameplay();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
void TweenOnScreen();
void TweenOffScreen();
bool IsLastSong();
void SetupSong( PlayerNumber p, int iSongIndex );
void LoadNextSong();
void LoadCourseSongNumber( int SongNumber );
float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
void PlayAnnouncer( CString type, float fSeconds );
void PlayTicks();
void UpdateSongPosition( float fDeltaTime );
void UpdateLyrics( float fDeltaTime );
void SongFinished();
void StageFinished( bool bBackedOut );
enum DancingState {
STATE_INTRO = 0, // not allowed to press Back
STATE_DANCING,
STATE_OUTRO, // not allowed to press Back
NUM_DANCING_STATES
} m_DancingState;
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
bool m_bChangedOffsetOrBPM;
float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
LyricDisplay m_LyricDisplay;
Background m_Background;
Foreground m_Foreground;
Transition m_NextSongIn; // shows between songs in a course
Transition m_NextSongOut; // shows between songs in a course
Transition m_SongFinished; // shows after each song, course or not
Sprite m_sprStaticBackground;
Sprite m_sprLifeFrame;
LifeMeter* m_pLifeMeter[NUM_PLAYERS];
CombinedLifeMeter* m_pCombinedLifeMeter;
Sprite m_sprStage;
Sprite m_sprCourseSongNumber;
AutoActor m_sprStageFrame;
BitmapText m_textCourseSongNumber[NUM_PLAYERS];
BitmapText m_textPlayerName[NUM_PLAYERS];
BitmapText m_textStepsDescription[NUM_PLAYERS];
BPMDisplay m_BPMDisplay;
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();
BitmapText m_textAutoPlay; // for AutoPlay, AutoAdjust
void UpdateAutoPlayText();
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;
Transition m_In;
Transition m_Back;
BGAnimation m_Overlay;
BitmapText m_textSurviveTime; // used in extra stage
BitmapText m_textSongTitle;
MeterDisplay m_meterSongPosition;
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;
bool m_bDemonstration;
RageSound m_soundAssistTick;
RageSound *m_pSoundMusic;
BeginnerHelper m_BeginnerHelper;
NoteData m_CabinetLightsNoteData;
private:
float m_fSongPosMeterEnd;
float m_fSongPosMeterOffset;
};
#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.
*/