2483 lines
76 KiB
C++
2483 lines
76 KiB
C++
#include "global.h"
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#include "ScreenGameplay.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "SongManager.h"
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#include "RageLog.h"
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#include "LifeMeterBar.h"
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#include "LifeMeterBattery.h"
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#include "GameState.h"
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#include "ScoreDisplayNormal.h"
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#include "ScoreDisplayPercentage.h"
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#include "ScoreDisplayOni.h"
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#include "ScoreDisplayBattle.h"
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#include "ScoreDisplayRave.h"
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#include "ScreenPrompt.h"
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#include "GrooveRadar.h"
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#include "NotesLoaderSM.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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#include "ScoreKeeperMAX2.h"
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#include "ScoreKeeperRave.h"
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#include "NoteFieldPositioning.h"
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#include "LyricsLoader.h"
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#include "ActorUtil.h"
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#include "NoteSkinManager.h"
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#include "RageTextureManager.h"
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#include "GameSoundManager.h"
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#include "CombinedLifeMeterTug.h"
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#include "Inventory.h"
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#include "Course.h"
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#include "NoteDataUtil.h"
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#include "UnlockManager.h"
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#include "LightsManager.h"
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#include "ProfileManager.h"
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#include "StatsManager.h"
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#include "PlayerAI.h" // for NUM_SKILL_LEVELS
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#include "NetworkSyncManager.h"
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#include "Foreach.h"
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#include "DancingCharacters.h"
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "GameplayMessages.h"
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#include "Style.h"
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#include "LuaManager.h"
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#include "MemoryCardManager.h"
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//
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// Defines
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//
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB(m_sName,"ShowLifeMeterForDisabledPlayers")
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#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static ThemeMetric<float> TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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/* Global, so it's accessible from ShowSavePrompt: */
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static float g_fOldOffset; // used on offset screen to calculate difference
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const ScreenMessage SM_PlayReady = ScreenMessage(SM_User+0);
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const ScreenMessage SM_PlayGo = ScreenMessage(SM_User+1);
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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// received while STATE_OUTRO
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+21);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+30);
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// received while STATE_INTRO
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
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REGISTER_SCREEN_CLASS( ScreenGameplay );
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ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
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{
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PLAYER_TYPE.Load( sName, "PlayerType" );
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}
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void ScreenGameplay::Init()
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{
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Screen::Init();
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/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
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* player by making a noise until the game finishes. */
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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MEMCARDMAN->PauseMountingThread();
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_DEMONSTRATION );
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else
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY );
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m_pSoundMusic = NULL;
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/* We do this ourself. */
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SOUND->HandleSongTimer( false );
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//need to initialize these before checking for demonstration mode
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//otherwise destructor will try to delete possibly invalid pointers
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FOREACH_PlayerNumber(p)
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{
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m_pLifeMeter[p] = NULL;
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m_pPrimaryScoreDisplay[p] = NULL;
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m_pSecondaryScoreDisplay[p] = NULL;
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m_pPrimaryScoreKeeper[p] = NULL;
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m_pSecondaryScoreKeeper[p] = NULL;
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m_pInventory[p] = NULL ;
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}
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m_pCombinedLifeMeter = NULL;
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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/* This is usually done already, but we might have come here without going through
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* ScreenSelectMusic or the options menus at all. */
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GAMESTATE->AdjustFailType();
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/* Save selected options before we change them. */
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GAMESTATE->StoreSelectedOptions();
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/* Save settings to the profile now. Don't do this on extra stages, since the
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* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
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* and save over their default modifiers every time someone got an extra stage.
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* Do this before course modifiers are set up. */
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
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FOREACH_HumanPlayer( pn )
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GAMESTATE->SaveCurrentSettingsToProfile(pn);
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}
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/* Called once per stage (single song or single course). */
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GAMESTATE->BeginStage();
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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// cache NoteSkin graphics
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/* XXX: is this still needed? We explicitly preload noteskins that can be
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* used as attacks (GameState::GetAllUsedNoteSkins). */
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CStringArray asNames;
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NOTESKIN->GetNoteSkinNames( asNames );
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for( unsigned i=0; i<asNames.size(); i++ )
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{
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CString sDir = NOTESKIN->GetNoteSkinDir( asNames[i] );
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CStringArray asGraphicPaths;
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GetDirListing( sDir+"*.png", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.jpg", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.gif", asGraphicPaths, false, true );
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GetDirListing( sDir+"*.bmp", asGraphicPaths, false, true );
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for( unsigned j=0; j<asGraphicPaths.size(); j++ )
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TEXTUREMAN->CacheTexture( asGraphicPaths[j] );
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}
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}
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break;
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}
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//
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// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
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//
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InitSongQueues();
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/* Increment the course play count. */
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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FOREACH_EnabledPlayer(p)
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PROFILEMAN->IncrementCoursePlayCount( GAMESTATE->m_pCurCourse, GAMESTATE->m_pCurTrail[p], p );
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STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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FOREACH_EnabledPlayer(p)
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{
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ASSERT( !m_vpStepsQueue[p].empty() );
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/* Record combo rollover. */
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STATSMAN->m_CurStageStats.m_player[p].UpdateComboList( 0, true );
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}
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if( GAMESTATE->IsExtraStage() )
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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA;
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else if( GAMESTATE->IsExtraStage2() )
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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
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else
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STATSMAN->m_CurStageStats.StageType = StageStats::STAGE_NORMAL;
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//
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// Init ScoreKeepers
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//
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FOREACH_EnabledPlayer(p)
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{
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switch( PREFSMAN->m_iScoringType )
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{
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case PrefsManager::SCORING_MAX2:
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case PrefsManager::SCORING_5TH:
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2(
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m_apSongsQueue,
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m_vpStepsQueue[p],
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m_asModifiersQueue[p],
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GAMESTATE->m_pPlayerState[p],
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&STATSMAN->m_CurStageStats.m_player[p] );
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break;
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default: ASSERT(0);
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave(
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GAMESTATE->m_pPlayerState[p],
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&STATSMAN->m_CurStageStats.m_player[p] );
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break;
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}
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}
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_DancingState = STATE_INTRO;
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// Set this in LoadNextSong()
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//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_bZeroDeltaOnNextUpdate = false;
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// init old offset in case offset changes in song
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if( GAMESTATE->IsCourseMode() )
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g_fOldOffset = -1000;
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else
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g_fOldOffset = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( &m_Background );
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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this->AddChild( &m_Foreground );
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m_sprStaticBackground.SetName( "StaticBG" );
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m_sprStaticBackground.Load( THEME->GetPathG(m_sName,"Static Background") );
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SET_XY( m_sprStaticBackground );
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m_sprStaticBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); // behind everything else
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this->AddChild(&m_sprStaticBackground);
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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m_Toasty.Load( THEME->GetPathB(m_sName,"toasty") );
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this->AddChild( &m_Toasty );
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}
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FOREACH_EnabledPlayer(p)
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{
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float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle()->m_StyleType );
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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* but for now just ignore SoloSingles when it's Battle or Rave
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
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GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_ONE_SIDE )
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fPlayerX = SCREEN_CENTER_X;
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m_Player[p].SetName( ssprintf("Player%i", p+1) );
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m_Player[p].SetX( fPlayerX );
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m_Player[p].SetY( SCREEN_CENTER_Y );
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this->AddChild( &m_Player[p] );
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m_sprOniGameOver[p].SetName( ssprintf("OniGameOver%i", p+1) );
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m_sprOniGameOver[p].Load( THEME->GetPathG(m_sName,"oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
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this->AddChild( &m_sprOniGameOver[p] );
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}
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m_NextSongIn.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_NextSongIn );
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m_NextSongOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_NextSongOut );
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m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_SongFinished );
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bool bBattery = GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY;
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//
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// Add LifeFrame
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//
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m_sprLifeFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni life frame":"life frame") );
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m_sprLifeFrame.SetName( "LifeFrame" );
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SET_XY( m_sprLifeFrame );
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this->AddChild( &m_sprLifeFrame );
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//
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// Add score frame
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//
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m_sprScoreFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni score frame":"score frame") );
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m_sprScoreFrame.SetName( "ScoreFrame" );
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SET_XY( m_sprScoreFrame );
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this->AddChild( &m_sprScoreFrame );
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//
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// Add combined life meter
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_pCombinedLifeMeter = new CombinedLifeMeterTug;
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m_pCombinedLifeMeter->SetName( "CombinedLife" );
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SET_XY( *m_pCombinedLifeMeter );
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this->AddChild( m_pCombinedLifeMeter );
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break;
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}
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//
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// Before the lifemeter loads, if Networking is required
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// we need to wait, so that there is no Dead On Start issues.
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// if you wait too long at the second checkpoint, you will
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// appear dead when you begin your game.
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//
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NSMAN->StartRequest(0);
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//
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// Add individual life meter
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_ONI:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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FOREACH_PlayerNumber(p)
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{
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if( !GAMESTATE->IsPlayerEnabled(p) && !SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
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continue; // skip
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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m_pLifeMeter[p] = new LifeMeterBar;
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break;
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case SongOptions::LIFE_BATTERY:
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m_pLifeMeter[p] = new LifeMeterBattery;
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break;
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default:
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ASSERT(0);
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}
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m_pLifeMeter[p]->Load( p );
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m_pLifeMeter[p]->SetName( ssprintf("LifeP%d",p+1) );
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SET_XY( *m_pLifeMeter[p] );
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this->AddChild( m_pLifeMeter[p] );
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}
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break;
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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break;
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}
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m_ShowScoreboard=false;
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//the following is only used in SMLAN/SMOnline
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if( NSMAN->useSMserver )
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{
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PlayerNumber pn = GAMESTATE->GetFirstDisabledPlayer();
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if( pn != PLAYER_INVALID )
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{
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FOREACH_NSScoreBoardColumn( col )
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{
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m_Scoreboard[col].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
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m_Scoreboard[col].SetShadowLength( 0 );
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m_Scoreboard[col].SetName( ssprintf("ScoreboardC%iP%i",col+1,pn+1) );
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SET_XY( m_Scoreboard[col] );
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this->AddChild( &m_Scoreboard[col] );
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m_Scoreboard[col].SetText( NSMAN->m_Scoreboard[col] );
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m_Scoreboard[col].SetVertAlign( align_top );
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m_ShowScoreboard = true;
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}
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}
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}
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m_MaxCombo.LoadFromFont( THEME->GetPathF(m_sName,"max combo") );
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m_MaxCombo.SetName( "MaxCombo" );
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SET_XY( m_MaxCombo );
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m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); // TODO: Make this work for both players
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this->AddChild( &m_MaxCombo );
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FOREACH_EnabledPlayer(p)
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{
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//
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// primary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bPercentageScoring )
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayPercentage;
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else
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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m_pPrimaryScoreDisplay[p]->Init( GAMESTATE->m_pPlayerState[p] );
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m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d",p+1) );
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SET_XY( *m_pPrimaryScoreDisplay[p] );
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if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE || SHOW_SCORE_IN_RAVE ) /* XXX: ugly */
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this->AddChild( m_pPrimaryScoreDisplay[p] );
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//
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// secondary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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m_pSecondaryScoreDisplay[p] = new ScoreDisplayRave;
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break;
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}
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if( m_pSecondaryScoreDisplay[p] )
|
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{
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m_pSecondaryScoreDisplay[p]->Init( GAMESTATE->m_pPlayerState[p] );
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|
m_pSecondaryScoreDisplay[p]->SetName( ssprintf("SecondaryScoreP%d",p+1) );
|
|
SET_XY( *m_pSecondaryScoreDisplay[p] );
|
|
this->AddChild( m_pSecondaryScoreDisplay[p] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Add stage / SongNumber
|
|
//
|
|
m_sprStage.SetName( "Stage" );
|
|
SET_XY( m_sprStage );
|
|
|
|
m_sprCourseSongNumber.SetName( "CourseSongNumber" );
|
|
SET_XY( m_sprCourseSongNumber );
|
|
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathF(m_sName,"song num") );
|
|
m_textCourseSongNumber[p].SetShadowLength( 0 );
|
|
m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d",p+1) );
|
|
SET_XY( m_textCourseSongNumber[p] );
|
|
m_textCourseSongNumber[p].SetText( "" );
|
|
m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
|
|
}
|
|
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
m_textStepsDescription[p].LoadFromFont( THEME->GetPathF(m_sName,"StepsDescription") );
|
|
m_textStepsDescription[p].SetName( ssprintf("StepsDescriptionP%i",p+1) );
|
|
SET_XY( m_textStepsDescription[p] );
|
|
this->AddChild( &m_textStepsDescription[p] );
|
|
}
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_REGULAR:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
|
|
this->AddChild( &m_sprStage );
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
this->AddChild( &m_sprCourseSongNumber );
|
|
|
|
FOREACH_EnabledPlayer( p )
|
|
this->AddChild( &m_textCourseSongNumber[p] );
|
|
break;
|
|
default:
|
|
ASSERT(0); // invalid GameMode
|
|
}
|
|
|
|
|
|
m_sprStageFrame.Load( THEME->GetPathG(m_sName,"stage frame") );
|
|
m_sprStageFrame->SetName( "StageFrame" );
|
|
SET_XY( m_sprStageFrame );
|
|
this->AddChild( m_sprStageFrame );
|
|
|
|
//
|
|
// Player/Song options
|
|
//
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"player options") );
|
|
m_textPlayerOptions[p].SetShadowLength( 0 );
|
|
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
|
|
SET_XY( m_textPlayerOptions[p] );
|
|
this->AddChild( &m_textPlayerOptions[p] );
|
|
}
|
|
|
|
m_textSongOptions.LoadFromFont( THEME->GetPathF(m_sName,"song options") );
|
|
m_textSongOptions.SetShadowLength( 0 );
|
|
m_textSongOptions.SetName( "SongOptions" );
|
|
SET_XY( m_textSongOptions );
|
|
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
|
|
this->AddChild( &m_textSongOptions );
|
|
|
|
FOREACH_EnabledPlayer( pn )
|
|
{
|
|
m_ActiveAttackList[pn].LoadFromFont( THEME->GetPathF(m_sName,"ActiveAttackList") );
|
|
m_ActiveAttackList[pn].Init( GAMESTATE->m_pPlayerState[pn] );
|
|
m_ActiveAttackList[pn].SetName( ssprintf("ActiveAttackListP%d",pn+1) );
|
|
SET_XY( m_ActiveAttackList[pn] );
|
|
this->AddChild( &m_ActiveAttackList[pn] );
|
|
}
|
|
|
|
|
|
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons %dx%d",NUM_PLAYERS,NUM_DIFFICULTIES)) );
|
|
/* Position it in LoadNextSong. */
|
|
this->AddChild( &m_DifficultyIcon[p] );
|
|
|
|
m_DifficultyMeter[p].Load( m_sName + ssprintf(" DifficultyMeterP%d",p+1) );
|
|
/* Position it in LoadNextSong. */
|
|
this->AddChild( &m_DifficultyMeter[p] );
|
|
}
|
|
|
|
|
|
if( PREFSMAN->m_bShowLyrics )
|
|
this->AddChild( &m_LyricDisplay );
|
|
|
|
|
|
m_textAutoPlay.LoadFromFont( THEME->GetPathF(m_sName,"autoplay") );
|
|
m_textAutoPlay.SetName( "AutoPlay" );
|
|
SET_XY( m_textAutoPlay );
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're not in demonstration or jukebox
|
|
this->AddChild( &m_textAutoPlay );
|
|
UpdateAutoPlayText();
|
|
|
|
|
|
m_BPMDisplay.SetName( "BPMDisplay" );
|
|
m_BPMDisplay.Load();
|
|
SET_XY( m_BPMDisplay );
|
|
this->AddChild( &m_BPMDisplay );
|
|
m_fLastBPS = 0;
|
|
|
|
ZERO( m_pInventory );
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
// switch( GAMESTATE->m_PlayMode )
|
|
// {
|
|
// case PLAY_MODE_BATTLE:
|
|
// m_pInventory[p] = new Inventory;
|
|
// m_pInventory[p]->Load( p );
|
|
// this->AddChild( m_pInventory[p] );
|
|
// break;
|
|
// }
|
|
}
|
|
|
|
m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
|
|
m_Overlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
|
|
this->AddChild( m_Overlay );
|
|
|
|
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
|
|
{
|
|
m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
|
|
this->AddChild( &m_Ready );
|
|
|
|
m_Go.Load( THEME->GetPathB(m_sName,"go") );
|
|
this->AddChild( &m_Go );
|
|
|
|
m_Cleared.Load( THEME->GetPathB(m_sName,"cleared") );
|
|
m_Cleared.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
|
|
this->AddChild( &m_Cleared );
|
|
|
|
m_Failed.Load( THEME->GetPathB(m_sName,"failed") );
|
|
m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
|
|
this->AddChild( &m_Failed );
|
|
|
|
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
|
|
m_Extra.Load( THEME->GetPathB(m_sName,"extra1") );
|
|
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsExtraStage() ) // only load if we're going to use it
|
|
m_Extra.Load( THEME->GetPathB(m_sName,"extra2") );
|
|
this->AddChild( &m_Extra );
|
|
|
|
// only load if we're going to use it
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
m_Win[p].Load( THEME->GetPathB(m_sName,ssprintf("win p%d",p+1)) );
|
|
this->AddChild( &m_Win[p] );
|
|
}
|
|
m_Draw.Load( THEME->GetPathB(m_sName,"draw") );
|
|
this->AddChild( &m_Draw );
|
|
break;
|
|
}
|
|
|
|
m_textDebug.LoadFromFont( THEME->GetPathF("Common","normal") );
|
|
m_textDebug.SetName( "Debug" );
|
|
SET_XY( m_textDebug );
|
|
this->AddChild( &m_textDebug );
|
|
|
|
m_In.Load( THEME->GetPathB(m_sName,"in") );
|
|
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
|
|
this->AddChild( &m_In );
|
|
|
|
m_Back.Load( THEME->GetPathB("Common","back") );
|
|
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
|
|
this->AddChild( &m_Back );
|
|
|
|
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
|
|
{
|
|
m_textSurviveTime.LoadFromFont( THEME->GetPathF(m_sName,"survive time") );
|
|
m_textSurviveTime.SetShadowLength( 0 );
|
|
m_textSurviveTime.SetName( "SurviveTime" );
|
|
SET_XY( m_textSurviveTime );
|
|
m_textSurviveTime.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
|
|
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
|
|
this->AddChild( &m_textSurviveTime );
|
|
}
|
|
}
|
|
|
|
|
|
/* LoadNextSong first, since that positions some elements which need to be
|
|
* positioned before we TweenOnScreen. */
|
|
LoadNextSong();
|
|
|
|
TweenOnScreen();
|
|
|
|
this->SortByDrawOrder();
|
|
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
|
|
{
|
|
m_soundAssistTick.Load( THEME->GetPathS(m_sName,"assist tick"), true );
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
m_soundBattleTrickLevel1.Load( THEME->GetPathS(m_sName,"battle trick level1"), true );
|
|
m_soundBattleTrickLevel2.Load( THEME->GetPathS(m_sName,"battle trick level2"), true );
|
|
m_soundBattleTrickLevel3.Load( THEME->GetPathS(m_sName,"battle trick level3"), true );
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_GiveUpTimer.SetZero();
|
|
|
|
// Get the transitions rolling on the first update.
|
|
// We can't do this in the constructor because ScreenGameplay is constructed
|
|
// in the middle of ScreenStage.
|
|
}
|
|
|
|
//
|
|
// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
|
|
//
|
|
void ScreenGameplay::InitSongQueues()
|
|
{
|
|
LOG->Trace("InitSongQueues");
|
|
if( GAMESTATE->IsCourseMode() )
|
|
{
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
ASSERT( pCourse );
|
|
|
|
m_apSongsQueue.clear();
|
|
PlayerNumber pnMaster = GAMESTATE->m_MasterPlayerNumber;
|
|
Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
|
|
ASSERT( pTrail );
|
|
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
|
|
{
|
|
ASSERT( e->pSong );
|
|
m_apSongsQueue.push_back( e->pSong );
|
|
}
|
|
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
|
|
ASSERT( pTrail );
|
|
|
|
m_vpStepsQueue[p].clear();
|
|
m_asModifiersQueue[p].clear();
|
|
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
|
|
{
|
|
ASSERT( e->pSteps );
|
|
m_vpStepsQueue[p].push_back( e->pSteps );
|
|
AttackArray a;
|
|
e->GetAttackArray( a );
|
|
m_asModifiersQueue[p].push_back( a );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurSteps[p] );
|
|
m_asModifiersQueue[p].push_back( AttackArray() );
|
|
}
|
|
}
|
|
}
|
|
|
|
ScreenGameplay::~ScreenGameplay()
|
|
{
|
|
if( this->IsFirstUpdate() )
|
|
{
|
|
/* We never received any updates. That means we were deleted without being
|
|
* used, and never actually played. (This can happen when backing out of
|
|
* ScreenStage.) Cancel the stage. */
|
|
GAMESTATE->CancelStage();
|
|
}
|
|
|
|
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
|
|
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox )
|
|
MEMCARDMAN->UnPauseMountingThread();
|
|
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
SAFE_DELETE( m_pLifeMeter[p] );
|
|
SAFE_DELETE( m_pPrimaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
|
|
SAFE_DELETE( m_pPrimaryScoreKeeper[p] );
|
|
SAFE_DELETE( m_pSecondaryScoreKeeper[p] );
|
|
SAFE_DELETE( m_pInventory[p] );
|
|
}
|
|
SAFE_DELETE( m_pCombinedLifeMeter );
|
|
if( m_pSoundMusic )
|
|
m_pSoundMusic->StopPlaying();
|
|
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
|
|
NSMAN->ReportSongOver();
|
|
}
|
|
|
|
bool ScreenGameplay::IsLastSong()
|
|
{
|
|
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
|
|
return false;
|
|
return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
|
|
}
|
|
|
|
void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
|
|
{
|
|
/* This is the first beat that can be changed without it being visible. Until
|
|
* we draw for the first time, any beat can be changed. */
|
|
GAMESTATE->m_pPlayerState[p]->m_fLastDrawnBeat = -100;
|
|
GAMESTATE->m_pCurSteps[p].Set( m_vpStepsQueue[p][iSongIndex] );
|
|
|
|
/* Load new NoteData into Player. Do this before
|
|
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
|
|
* propogated to GAMESTATE->m_PlayerOptions too early and be double-applied
|
|
* to the NoteData:
|
|
* once in Player::Load, then again in Player::ApplyActiveAttacks. This
|
|
* is very bad for transforms like AddMines.
|
|
*/
|
|
NoteData originalNoteData;
|
|
GAMESTATE->m_pCurSteps[p]->GetNoteData( originalNoteData );
|
|
|
|
const Style* pStyle = GAMESTATE->GetCurrentStyle();
|
|
NoteData ndTransformed;
|
|
pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, ndTransformed );
|
|
|
|
// load player
|
|
{
|
|
NoteData nd = ndTransformed;
|
|
NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
|
|
m_Player[p].Init(
|
|
PLAYER_TYPE,
|
|
GAMESTATE->m_pPlayerState[p],
|
|
&STATSMAN->m_CurStageStats.m_player[p],
|
|
m_pLifeMeter[p],
|
|
m_pCombinedLifeMeter,
|
|
m_pPrimaryScoreDisplay[p],
|
|
m_pSecondaryScoreDisplay[p],
|
|
m_pInventory[p],
|
|
m_pPrimaryScoreKeeper[p],
|
|
m_pSecondaryScoreKeeper[p] );
|
|
m_Player[p].Load( nd );
|
|
}
|
|
|
|
// load auto keysounds
|
|
{
|
|
NoteData nd = ndTransformed;
|
|
NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
|
|
m_AutoKeysounds.Load( p, nd );
|
|
}
|
|
|
|
|
|
// Put course options into effect. Do this after Player::Load so
|
|
// that mods aren't double-applied.
|
|
GAMESTATE->m_pPlayerState[p]->m_ModsToApply.clear();
|
|
for( unsigned i=0; i<m_asModifiersQueue[p][iSongIndex].size(); ++i )
|
|
{
|
|
Attack a = m_asModifiersQueue[p][iSongIndex][i];
|
|
if( a.fStartSecond == 0 )
|
|
a.fStartSecond = -1; // now
|
|
|
|
GAMESTATE->LaunchAttack( p, a );
|
|
GAMESTATE->m_SongOptions.FromString( a.sModifier );
|
|
}
|
|
|
|
/* Now that course options are applied, load any needed note skins and unload old ones. */
|
|
m_Player[p].CacheAllUsedNoteSkins( true );
|
|
|
|
/* Update attack bOn flags. */
|
|
GAMESTATE->Update(0);
|
|
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( p );
|
|
|
|
/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
|
|
GAMESTATE->m_pPlayerState[p]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions;
|
|
}
|
|
|
|
void ScreenGameplay::LoadCourseSongNumber( int SongNumber )
|
|
{
|
|
if( !GAMESTATE->IsCourseMode() )
|
|
return;
|
|
|
|
const CString path = THEME->GetPathG( m_sName, ssprintf("course song %i",SongNumber+1), true );
|
|
if( path != "" )
|
|
m_sprCourseSongNumber.Load( path );
|
|
else
|
|
m_sprCourseSongNumber.UnloadTexture();
|
|
}
|
|
|
|
void ScreenGameplay::LoadNextSong()
|
|
{
|
|
GAMESTATE->ResetMusicStatistics();
|
|
|
|
FOREACH_EnabledPlayer( p )
|
|
{
|
|
STATSMAN->m_CurStageStats.m_player[p].iSongsPlayed++;
|
|
m_textCourseSongNumber[p].SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[p].iSongsPlayed) );
|
|
}
|
|
|
|
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );
|
|
|
|
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
|
|
iPlaySongIndex %= m_apSongsQueue.size();
|
|
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
|
|
STATSMAN->m_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
|
|
|
|
// No need to do this here. We do it in SongFinished().
|
|
//GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
// Restore the player's originally selected options.
|
|
GAMESTATE->RestoreSelectedOptions();
|
|
|
|
/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
|
|
* failed players can't step. */
|
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
|
|
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_IMMEDIATE;
|
|
|
|
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
|
|
|
|
FOREACH_EnabledPlayer( p )
|
|
{
|
|
SetupSong( p, iPlaySongIndex );
|
|
|
|
Song* pSong = GAMESTATE->m_pCurSong;
|
|
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
|
|
STATSMAN->m_CurStageStats.m_player[p].vpSteps.push_back( pSteps );
|
|
|
|
ASSERT( GAMESTATE->m_pCurSteps[p] );
|
|
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
|
|
|
|
/* Increment the play count even if the player fails. (It's still popular,
|
|
* even if the people playing it aren't good at it.) */
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox )
|
|
PROFILEMAN->IncrementStepsPlayCount( pSong, pSteps, p );
|
|
|
|
m_textPlayerOptions[p].SetText( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
|
|
m_ActiveAttackList[p].Refresh();
|
|
|
|
// reset oni game over graphic
|
|
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
|
|
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && STATSMAN->m_CurStageStats.m_player[p].bFailed ) // already failed
|
|
ShowOniGameOver(p);
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && !GAMESTATE->GetEventMode() && !GAMESTATE->m_bDemonstrationOrJukebox)
|
|
{
|
|
m_pLifeMeter[p]->UpdateNonstopLifebar(
|
|
GAMESTATE->GetStageIndex(),
|
|
PREFSMAN->m_iNumArcadeStages,
|
|
PREFSMAN->m_iProgressiveStageLifebar);
|
|
}
|
|
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP )
|
|
{
|
|
m_pLifeMeter[p]->UpdateNonstopLifebar(
|
|
GAMESTATE->GetCourseSongIndex(),
|
|
GAMESTATE->m_pCurCourse->GetEstimatedNumStages(),
|
|
PREFSMAN->m_iProgressiveNonstopLifebar);
|
|
}
|
|
|
|
m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] );
|
|
|
|
m_DifficultyMeter[p].SetName( m_sName + ssprintf(" DifficultyMeterP%d",p+1) );
|
|
m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
|
|
|
|
/* The actual note data for scoring is the base class of Player. This includes
|
|
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
|
|
m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p].m_NoteData );
|
|
if( m_pSecondaryScoreKeeper[p] )
|
|
m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p].m_NoteData );
|
|
|
|
if( GAMESTATE->m_bDemonstrationOrJukebox )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_CPU;
|
|
GAMESTATE->m_pPlayerState[p]->m_iCpuSkill = 5;
|
|
}
|
|
else if( GAMESTATE->IsCpuPlayer(p) )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_CPU;
|
|
int iMeter = GAMESTATE->m_pCurSteps[p]->GetMeter();
|
|
int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
|
|
/* Watch out: songs aren't actually bound by MAX_METER. */
|
|
iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
|
|
GAMESTATE->m_pPlayerState[p]->m_iCpuSkill = iNewSkill;
|
|
}
|
|
else if( PREFSMAN->m_bAutoPlay )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_AUTOPLAY;
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_HUMAN;
|
|
}
|
|
}
|
|
|
|
m_AutoKeysounds.FinishLoading();
|
|
m_pSoundMusic = m_AutoKeysounds.GetSound();
|
|
|
|
const bool bReverse[NUM_PLAYERS] =
|
|
{
|
|
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1,
|
|
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1
|
|
};
|
|
|
|
FOREACH_EnabledPlayer( p )
|
|
{
|
|
m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s",p+1,bReverse[p]?"Reverse":"") );
|
|
SET_XY( m_DifficultyIcon[p] );
|
|
|
|
m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d%s",p+1,bReverse[p]?"Reverse":"") );
|
|
SET_XY( m_DifficultyMeter[p] );
|
|
}
|
|
|
|
const bool bBothReverse = bReverse[PLAYER_1] && bReverse[PLAYER_2];
|
|
const bool bOneReverse = !bBothReverse && (bReverse[PLAYER_1] || bReverse[PLAYER_2]);
|
|
|
|
/* XXX: We want to put the lyrics out of the way, but it's likely that one
|
|
* player is in reverse and the other isn't. What to do? */
|
|
m_LyricDisplay.SetName( ssprintf( "Lyrics%s", bBothReverse? "Reverse": bOneReverse? "OneReverse": "") );
|
|
SET_XY( m_LyricDisplay );
|
|
|
|
/* Load the Oni transitions */
|
|
m_NextSongIn.Load( THEME->GetPathB(m_sName,"next song in") );
|
|
// Instead, load this right before it's used
|
|
// m_NextSongOut.Load( THEME->GetPathB(m_sName,"next song out") );
|
|
|
|
m_SongFinished.Load( THEME->GetPathB(m_sName,"song finished") );
|
|
|
|
// Load lyrics
|
|
// XXX: don't load this here
|
|
LyricsLoader LL;
|
|
if( GAMESTATE->m_pCurSong->HasLyrics() )
|
|
LL.LoadFromLRCFile(GAMESTATE->m_pCurSong->GetLyricsPath(), *GAMESTATE->m_pCurSong);
|
|
|
|
|
|
/* Set up song-specific graphics. */
|
|
|
|
|
|
// Check to see if any players are in beginner mode.
|
|
// Note: steps can be different if turn modifiers are used.
|
|
if( PREFSMAN->m_bShowBeginnerHelper )
|
|
{
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
if( GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
|
|
m_BeginnerHelper.AddPlayer( p, &m_Player[p].m_NoteData );
|
|
}
|
|
}
|
|
|
|
if( m_BeginnerHelper.Initialize( 2 ) ) // Init for doubles
|
|
{
|
|
m_Background.Unload(); // BeginnerHelper has its own BG control.
|
|
m_Background.StopAnimating();
|
|
m_BeginnerHelper.SetX( SCREEN_CENTER_X );
|
|
m_BeginnerHelper.SetY( SCREEN_CENTER_Y );
|
|
}
|
|
else
|
|
{
|
|
/* BeginnerHelper disabled/failed to load. */
|
|
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
if( !GAMESTATE->m_bDemonstrationOrJukebox )
|
|
{
|
|
/* This will fade from a preset brightness to the actual brightness (based
|
|
* on prefs and "cover"). The preset brightness may be 0 (to fade from
|
|
* black), or it might be 1, if the stage screen has the song BG and we're
|
|
* coming from it (like Pump). This used to be done in SM_PlayReady, but
|
|
* that means it's impossible to snap to the new brightness immediately. */
|
|
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
|
|
m_Background.FadeToActualBrightness();
|
|
}
|
|
}
|
|
|
|
m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
|
|
m_fTimeSinceLastDancingComment = 0;
|
|
|
|
|
|
/* m_soundMusic and m_Background take a very long time to load,
|
|
* so cap fDelta at 0 so m_NextSongIn will show up on screen.
|
|
* -Chris */
|
|
m_bZeroDeltaOnNextUpdate = true;
|
|
|
|
//
|
|
// Load cabinet lights data
|
|
//
|
|
if( LIGHTSMAN->IsEnabled() )
|
|
{
|
|
m_CabinetLightsNoteData.Init();
|
|
ASSERT( GAMESTATE->m_pCurSong );
|
|
|
|
Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
|
|
if( pSteps != NULL )
|
|
{
|
|
pSteps->GetNoteData( m_CabinetLightsNoteData );
|
|
}
|
|
else
|
|
{
|
|
pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
|
|
if( pSteps )
|
|
{
|
|
NoteData TapNoteData;
|
|
pSteps->GetNoteData( TapNoteData );
|
|
NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
|
|
{
|
|
ASSERT(MinTimeToNotes >= 0);
|
|
ASSERT(MinTimeToMusic >= 0);
|
|
|
|
/* XXX: We want the first beat *in use*, so we don't delay needlessly. */
|
|
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
|
|
const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
|
|
float fStartSecond = fFirstSecond - MinTimeToNotes;
|
|
|
|
fStartSecond = min(fStartSecond, -MinTimeToMusic);
|
|
|
|
RageSoundParams p;
|
|
p.AccurateSync = true;
|
|
p.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
|
|
p.StopMode = RageSoundParams::M_CONTINUE;
|
|
p.m_StartSecond = fStartSecond;
|
|
|
|
ASSERT( !m_pSoundMusic->IsPlaying() );
|
|
m_pSoundMusic->Play( &p );
|
|
|
|
/* Make sure GAMESTATE->m_fMusicSeconds is set up. */
|
|
GAMESTATE->m_fMusicSeconds = -5000;
|
|
UpdateSongPosition(0);
|
|
|
|
ASSERT( GAMESTATE->m_fMusicSeconds > -4000 ); /* make sure the "fake timer" code doesn't trigger */
|
|
|
|
/* Return the amount of time until the first beat. */
|
|
return fFirstSecond - fStartSecond;
|
|
}
|
|
|
|
// play assist ticks
|
|
void ScreenGameplay::PlayTicks()
|
|
{
|
|
if( !GAMESTATE->m_SongOptions.m_bAssistTick )
|
|
return;
|
|
|
|
/* Sound cards have a latency between when a sample is Play()ed and when the sound
|
|
* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
|
|
* ahead. This is just to make sure that we request the sound early enough for it to
|
|
* come out on time; the actual precise timing is handled by SetStartTime. */
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
|
|
fPositionSeconds += SOUND->GetPlayLatency() + (float)TICK_EARLY_SECONDS + 0.250f;
|
|
const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
|
|
|
|
const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
|
|
static int iRowLastCrossed = -1;
|
|
if( iSongRow < iRowLastCrossed )
|
|
iRowLastCrossed = -1;
|
|
|
|
int iTickRow = -1;
|
|
// for each index we crossed since the last update:
|
|
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( m_Player[GAMESTATE->m_MasterPlayerNumber].m_NoteData, r, iRowLastCrossed+1, iSongRow+1 )
|
|
if( m_Player[GAMESTATE->m_MasterPlayerNumber].m_NoteData.IsThereATapOrHoldHeadAtRow( r ) )
|
|
iTickRow = r;
|
|
|
|
iRowLastCrossed = iSongRow;
|
|
|
|
if( iTickRow != -1 )
|
|
{
|
|
const float fTickBeat = NoteRowToBeat( iTickRow );
|
|
const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( fTickBeat );
|
|
float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
|
|
fSecondsUntil /= GAMESTATE->m_SongOptions.m_fMusicRate; /* 2x music rate means the time until the tick is halved */
|
|
|
|
RageSoundParams p;
|
|
p.StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
|
|
m_soundAssistTick.Play( &p );
|
|
}
|
|
}
|
|
|
|
/* Play announcer "type" if it's been at least fSeconds since the last announcer. */
|
|
void ScreenGameplay::PlayAnnouncer( CString type, float fSeconds )
|
|
{
|
|
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
|
|
return; // Shut the announcer up
|
|
|
|
/* Don't play in demonstration. */
|
|
if( GAMESTATE->m_bDemonstrationOrJukebox )
|
|
return;
|
|
|
|
/* Don't play before the first beat, or after we're finished. */
|
|
if( m_DancingState != STATE_DANCING )
|
|
return;
|
|
if( GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
|
|
GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat )
|
|
return;
|
|
|
|
|
|
if( m_fTimeSinceLastDancingComment < fSeconds )
|
|
return;
|
|
m_fTimeSinceLastDancingComment = 0;
|
|
|
|
SOUND->PlayOnceFromAnnouncer( type );
|
|
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->OnTaunt();
|
|
}
|
|
|
|
void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
|
|
{
|
|
if( !m_pSoundMusic->IsPlaying() )
|
|
return;
|
|
|
|
RageTimer tm;
|
|
const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
|
|
const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime );
|
|
GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_Timing, tm+fAdjust );
|
|
}
|
|
|
|
void ScreenGameplay::Update( float fDeltaTime )
|
|
{
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
{
|
|
/* ScreenDemonstration will move us to the next screen. We just need to
|
|
* survive for one update without crashing. We need to call Screen::Update
|
|
* to make sure we receive the next-screen message. */
|
|
Screen::Update( fDeltaTime );
|
|
return;
|
|
}
|
|
|
|
if( m_bFirstUpdate )
|
|
{
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
|
|
|
|
//
|
|
// Get the transitions rolling
|
|
//
|
|
if( GAMESTATE->m_bDemonstrationOrJukebox )
|
|
{
|
|
StartPlayingSong( 0, 0 ); // *kick* (no transitions)
|
|
}
|
|
else if ( NSMAN->useSMserver )
|
|
{
|
|
//If we're using networking, we must not have any
|
|
//delay. If we do this can cause inconsistancy
|
|
//on different computers and differet themes
|
|
|
|
StartPlayingSong( 0, 0 );
|
|
m_pSoundMusic->Stop();
|
|
|
|
float startOffset = g_fNetStartOffset;
|
|
|
|
NSMAN->StartRequest(1);
|
|
|
|
RageSoundParams p;
|
|
p.AccurateSync = true;
|
|
p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
|
|
p.StopMode = RageSoundParams::M_CONTINUE;
|
|
p.m_StartSecond = startOffset;
|
|
m_pSoundMusic->Play( &p );
|
|
|
|
UpdateSongPosition(0);
|
|
|
|
//We need to artifically trigger the sm_playeready so we can end game
|
|
//We want to post so this happens only after we're done what we're doing.
|
|
SCREENMAN->PostMessageToTopScreen( SM_PlayReady, 0.0 );
|
|
}
|
|
else
|
|
{
|
|
float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
|
|
float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
|
|
|
|
/*
|
|
* Tell the music to start, but don't actually make any noise for
|
|
* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
|
|
*
|
|
* This is only a minimum: the music might be started later, to meet
|
|
* the minimum-time-to-notes value. If you're writing song data,
|
|
* and you want to make sure we get ideal timing here, make sure there's
|
|
* a bit of space at the beginning of the music with no steps.
|
|
*/
|
|
|
|
/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
|
|
|
|
m_In.StartTransitioning( SM_PlayReady );
|
|
}
|
|
}
|
|
|
|
|
|
UpdateSongPosition( fDeltaTime );
|
|
|
|
if( m_bZeroDeltaOnNextUpdate )
|
|
{
|
|
Screen::Update( 0 );
|
|
m_bZeroDeltaOnNextUpdate = false;
|
|
}
|
|
else
|
|
{
|
|
Screen::Update( fDeltaTime );
|
|
}
|
|
|
|
/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
|
|
* PREFSMAN->m_bDelayedScreenLoad. */
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
return;
|
|
/* This can happen if ScreenDemonstration::HandleScreenMessage sets a new screen when
|
|
* !PREFSMAN->m_bDelayedScreenLoad. (The new screen was loaded when we called Screen::Update,
|
|
* and the ctor might set a new GAMESTATE->m_pCurSong, so the above check can fail.) */
|
|
if( SCREENMAN->GetTopScreen() != this )
|
|
return;
|
|
|
|
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID && !m_MaxCombo.GetHidden() )
|
|
m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
|
|
|
|
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
|
|
|
|
m_BeginnerHelper.Update(fDeltaTime);
|
|
|
|
m_AutoKeysounds.Update(fDeltaTime);
|
|
|
|
//
|
|
// update GameState HealthState
|
|
//
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::DEAD;
|
|
}
|
|
else if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::HOT;
|
|
}
|
|
else if(
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::DANGER;
|
|
}
|
|
else
|
|
{
|
|
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::ALIVE;
|
|
}
|
|
}
|
|
|
|
|
|
switch( m_DancingState )
|
|
{
|
|
case STATE_DANCING:
|
|
/* Set STATSMAN->m_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
|
|
* SM_BeginFailed if all players failed, and kill dead Oni players. */
|
|
switch( GAMESTATE->m_SongOptions.m_FailType )
|
|
{
|
|
case SongOptions::FAIL_OFF:
|
|
// don't allow fail
|
|
break;
|
|
default:
|
|
// check for individual fail
|
|
FOREACH_EnabledPlayer( pn )
|
|
{
|
|
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
|
|
continue; /* isn't failing */
|
|
if( STATSMAN->m_CurStageStats.m_player[pn].bFailed )
|
|
continue; /* failed and is already dead */
|
|
|
|
/* If recovery is enabled, only set fail if both are failing.
|
|
* There's no way to recover mid-song in battery mode. */
|
|
if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
|
|
PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
|
|
continue;
|
|
|
|
LOG->Trace("Player %d failed", (int)pn);
|
|
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
|
|
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
|
|
{
|
|
if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
|
|
{
|
|
// kill them!
|
|
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
|
|
ShowOniGameOver(pn);
|
|
m_Player[pn].m_NoteData.Init(); // remove all notes and scoring
|
|
m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
|
|
bool bBeginFailed = false;
|
|
SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
|
|
if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->IsCourseMode() && GAMESTATE->GetCourseSongIndex()==0 )
|
|
{
|
|
// take the least harsh of the two FailTypes
|
|
ft = max( ft, SongOptions::FAIL_COMBO_OF_30_MISSES );
|
|
}
|
|
switch( ft )
|
|
{
|
|
case SongOptions::FAIL_IMMEDIATE:
|
|
if( GAMESTATE->AllAreDead() )
|
|
bBeginFailed = true;
|
|
break;
|
|
case SongOptions::FAIL_COMBO_OF_30_MISSES:
|
|
if( GAMESTATE->AllHaveComboOf30OrMoreMisses() )
|
|
bBeginFailed = true;
|
|
break;
|
|
}
|
|
|
|
if( bBeginFailed )
|
|
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
|
|
|
|
//
|
|
// Update living players' alive time
|
|
//
|
|
FOREACH_EnabledPlayer(pn)
|
|
if(!STATSMAN->m_CurStageStats.m_player[pn].bFailed)
|
|
STATSMAN->m_CurStageStats.m_player[pn].fAliveSeconds += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
// update fGameplaySeconds
|
|
STATSMAN->m_CurStageStats.fGameplaySeconds += fDeltaTime;
|
|
|
|
//
|
|
// Check for end of song
|
|
//
|
|
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
|
|
|
|
/* Make sure we keep going long enough to register a miss for the last note. */
|
|
fSecondsToStop += Player::GetMaxStepDistanceSeconds();
|
|
|
|
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSongOut.IsTransitioning() )
|
|
m_SongFinished.StartTransitioning( SM_NotesEnded );
|
|
|
|
//
|
|
// update 2d dancing characters
|
|
//
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
|
|
if( pCharacter != NULL )
|
|
{
|
|
TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
|
|
|
|
ANIM_STATES_2D StateMap[NUM_TAP_NOTE_SCORES] =
|
|
{
|
|
AS2D_MISS, /* TNS_NONE (shouldn't happen) */
|
|
AS2D_MISS, /* TNS_HIT_MINE (shouldn't happen) */
|
|
AS2D_MISS, /* TNS_MISS */
|
|
AS2D_MISS, /* TNS_BOO */
|
|
AS2D_GOOD, /* TNS_GOOD */
|
|
AS2D_GOOD, /* TNS_GREAT */
|
|
AS2D_GREAT, /* TNS_PERFECT */
|
|
AS2D_GREAT /* TNS_MARVELOUS */
|
|
};
|
|
|
|
ANIM_STATES_2D state = StateMap[tns];
|
|
if( state == AS2D_GREAT && m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
|
|
state = AS2D_FEVER;
|
|
|
|
pCharacter->Change2DAnimState( p, state );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Check for enemy death in enemy battle
|
|
//
|
|
static float fLastSeenEnemyHealth = 1;
|
|
if( fLastSeenEnemyHealth != GAMESTATE->m_fOpponentHealthPercent )
|
|
{
|
|
fLastSeenEnemyHealth = GAMESTATE->m_fOpponentHealthPercent;
|
|
|
|
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
|
|
{
|
|
// HACK: Load incorrect directory on purpose for now.
|
|
PlayAnnouncer( "gameplay battle damage level3", 0 );
|
|
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
FOREACH_CpuPlayer(p)
|
|
{
|
|
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
|
|
ShowOniGameOver( p );
|
|
m_Player[p].m_NoteData.Init(); // remove all notes and scoring
|
|
m_Player[p].FadeToFail(); // tell the NoteField to fade to white
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Check to see if it's time to play a ScreenGameplay comment
|
|
//
|
|
m_fTimeSinceLastDancingComment += fDeltaTime;
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_REGULAR:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
if( GAMESTATE->OneIsHot() )
|
|
PlayAnnouncer( "gameplay comment hot", SECONDS_BETWEEN_COMMENTS );
|
|
else if( GAMESTATE->AllAreInDangerOrWorse() )
|
|
PlayAnnouncer( "gameplay comment danger", SECONDS_BETWEEN_COMMENTS );
|
|
else
|
|
PlayAnnouncer( "gameplay comment good", SECONDS_BETWEEN_COMMENTS );
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
PlayAnnouncer( "gameplay comment oni", SECONDS_BETWEEN_COMMENTS );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
//
|
|
// update give up timer
|
|
//
|
|
if( !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 4.0f )
|
|
{
|
|
m_GiveUpTimer.SetZero();
|
|
/* Unless we're in FailOff, giving up means failing the song. */
|
|
switch( GAMESTATE->m_SongOptions.m_FailType )
|
|
{
|
|
case SongOptions::FAIL_IMMEDIATE:
|
|
case SongOptions::FAIL_COMBO_OF_30_MISSES:
|
|
case SongOptions::FAIL_END_OF_SONG:
|
|
FOREACH_EnabledPlayer(pn)
|
|
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
|
|
}
|
|
|
|
this->PostScreenMessage( SM_NotesEnded, 0 );
|
|
}
|
|
|
|
//
|
|
// update bpm display
|
|
//
|
|
if( m_fLastBPS != GAMESTATE->m_fCurBPS && !m_BPMDisplay.GetHidden() )
|
|
{
|
|
m_fLastBPS = GAMESTATE->m_fCurBPS;
|
|
m_BPMDisplay.SetBPM( GAMESTATE->m_fCurBPS * 60.0f );
|
|
}
|
|
|
|
//
|
|
// play assist ticks
|
|
//
|
|
PlayTicks();
|
|
|
|
//
|
|
// update lights
|
|
//
|
|
UpdateLights();
|
|
|
|
if( NSMAN->useSMserver )
|
|
{
|
|
FOREACH_EnabledPlayer( pn2 )
|
|
if( m_pLifeMeter[pn2] )
|
|
NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
|
|
|
|
FOREACH_NSScoreBoardColumn(cn)
|
|
if( m_ShowScoreboard && NSMAN->ChangedScoreboard(cn) )
|
|
m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::UpdateLights()
|
|
{
|
|
if( !LIGHTSMAN->IsEnabled() )
|
|
return;
|
|
|
|
const Style* pStyle = GAMESTATE->GetCurrentStyle();
|
|
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
|
|
bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
|
|
ZERO( bBlinkCabinetLight );
|
|
ZERO( bBlinkGameButton );
|
|
bool bCrossedABeat = false;
|
|
{
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
|
|
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
|
|
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
iRowNow = max( 0, iRowNow );
|
|
static int iRowLastCrossed = 0;
|
|
|
|
float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
|
|
float fBeatNow = roundf(NoteRowToBeat(iRowNow));
|
|
|
|
bCrossedABeat = fBeatLast != fBeatNow;
|
|
|
|
FOREACH_CabinetLight( cl )
|
|
{
|
|
// for each index we crossed since the last update:
|
|
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iRowNow )
|
|
{
|
|
bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
|
|
bBlinkCabinetLight[cl] |= bBlink;
|
|
}
|
|
|
|
if( m_CabinetLightsNoteData.IsHoldNoteAtBeat( cl, iRowNow ) )
|
|
bBlinkCabinetLight[cl] |= true;
|
|
}
|
|
|
|
FOREACH_EnabledPlayer( pn )
|
|
{
|
|
for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
|
|
{
|
|
// for each index we crossed since the last update:
|
|
FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iRowNow )
|
|
{
|
|
TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
|
|
bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
|
|
if( bBlink )
|
|
{
|
|
StyleInput si( pn, t );
|
|
GameInput gi = pStyle->StyleInputToGameInput( si );
|
|
bBlinkGameButton[gi.controller][gi.button] |= bBlink;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
iRowLastCrossed = iRowNow;
|
|
}
|
|
|
|
{
|
|
// check for active HoldNotes
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
|
|
float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
|
|
const int iSongRow = BeatToNoteRow( fSongBeat );
|
|
|
|
FOREACH_EnabledPlayer( pn )
|
|
{
|
|
// check if a hold should be active
|
|
for( int t=0; t < m_Player[pn].m_NoteData.GetNumTracks(); ++t )
|
|
{
|
|
if( m_Player[pn].m_NoteData.IsHoldNoteAtBeat( t, iSongRow ) )
|
|
{
|
|
StyleInput si( pn, t );
|
|
GameInput gi = pStyle->StyleInputToGameInput( si );
|
|
bBlinkGameButton[gi.controller][gi.button] |= true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Before the first beat of the song, blink all cabinet lights (except for
|
|
// menu buttons) on the beat.
|
|
bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat) && bCrossedABeat;
|
|
FOREACH_CabinetLight( cl )
|
|
{
|
|
switch( cl )
|
|
{
|
|
case LIGHT_BUTTONS_LEFT:
|
|
case LIGHT_BUTTONS_RIGHT:
|
|
// don't blink
|
|
break;
|
|
default:
|
|
bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Send blink data.
|
|
FOREACH_CabinetLight( cl )
|
|
{
|
|
if( bBlinkCabinetLight[cl] )
|
|
LIGHTSMAN->BlinkCabinetLight( cl );
|
|
}
|
|
|
|
FOREACH_GameController( gc )
|
|
{
|
|
FOREACH_GameButton( gb )
|
|
{
|
|
if( bBlinkGameButton[gc][gb] )
|
|
LIGHTSMAN->BlinkGameButton( GameInput(gc,gb) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::AbortGiveUp()
|
|
{
|
|
if( m_GiveUpTimer.IsZero() )
|
|
return;
|
|
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetText("Don't give up!");
|
|
m_textDebug.BeginTweening( 1/2.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
m_GiveUpTimer.SetZero();
|
|
}
|
|
|
|
void ScreenGameplay::DrawPrimitives()
|
|
{
|
|
m_BeginnerHelper.DrawPrimitives();
|
|
Screen::DrawPrimitives();
|
|
}
|
|
|
|
|
|
void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
//LOG->Trace( "ScreenGameplay::Input()" );
|
|
|
|
if( type == IET_LEVEL_CHANGED )
|
|
return;
|
|
|
|
if( MenuI.IsValid() &&
|
|
m_DancingState != STATE_OUTRO &&
|
|
!m_Back.IsTransitioning() )
|
|
{
|
|
/* Allow bailing out by holding the START button of all active players. This
|
|
* gives a way to "give up" when a back button isn't available. Doing this is
|
|
* treated as failing the song, unlike BACK, since it's always available.
|
|
*
|
|
* However, if this is also a style button, don't do this. (pump center = start) */
|
|
if( MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() )
|
|
{
|
|
/* No PREFSMAN->m_bDelayedEscape; always delayed. */
|
|
if( type==IET_RELEASE )
|
|
AbortGiveUp();
|
|
else if( type==IET_FIRST_PRESS && m_GiveUpTimer.IsZero() )
|
|
{
|
|
m_textDebug.SetText( "Continue holding START to give up" );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_GiveUpTimer.Touch(); /* start the timer */
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK &&
|
|
((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
|
|
(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
|
|
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
|
|
{
|
|
/* I had battle mode back out on me mysteriously once. -glenn */
|
|
LOG->Trace("Player %i went back", MenuI.player+1);
|
|
|
|
m_DancingState = STATE_OUTRO;
|
|
SCREENMAN->PlayBackSound();
|
|
/* Hmm. There are a bunch of subtly different ways we can
|
|
* tween out:
|
|
* 1. Keep rendering the song, and keep it moving. This might
|
|
* cause problems if the cancel and the end of the song overlap.
|
|
* 2. Stop the song completely, so all song motion under the tween
|
|
* ceases.
|
|
* 3. Stop the song, but keep effects (eg. Drunk) running.
|
|
* 4. Don't display the song at all.
|
|
*
|
|
* We're doing #3. I'm not sure which is best.
|
|
*/
|
|
|
|
m_pSoundMusic->StopPlaying();
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
|
|
this->ClearMessageQueue();
|
|
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
|
return;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS)
|
|
{
|
|
m_textDebug.SetText( "Continue holding BACK to quit" );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
return;
|
|
}
|
|
|
|
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedBack && type==IET_RELEASE )
|
|
{
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Nothing below cares about releases. */
|
|
if(type == IET_RELEASE) return;
|
|
|
|
// Handle special keys to adjust the offset
|
|
if( DeviceI.device == DEVICE_KEYBOARD )
|
|
{
|
|
switch( DeviceI.button )
|
|
{
|
|
case KEY_F5:
|
|
this->HandleScreenMessage( SM_NotesEnded );
|
|
break;
|
|
case KEY_F6:
|
|
m_bChangedOffsetOrBPM = true;
|
|
GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
|
|
UpdateAutoPlayText();
|
|
break;
|
|
case KEY_F7:
|
|
GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
|
|
|
|
/* Store this change, so it sticks if we change songs: */
|
|
GAMESTATE->m_StoredSongOptions.m_bAssistTick = GAMESTATE->m_SongOptions.m_bAssistTick;
|
|
|
|
m_textDebug.SetText( ssprintf("Assist Tick is %s", GAMESTATE->m_SongOptions.m_bAssistTick?"ON":"OFF") );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
break;
|
|
case KEY_F8:
|
|
{
|
|
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
|
|
UpdateAutoPlayText();
|
|
bool bIsHoldingShift =
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT));
|
|
FOREACH_HumanPlayer(p)
|
|
{
|
|
if( bIsHoldingShift )
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_CPU : PC_HUMAN;
|
|
else
|
|
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_AUTOPLAY : PC_HUMAN;
|
|
}
|
|
}
|
|
break;
|
|
case KEY_F9:
|
|
case KEY_F10:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case KEY_F9: fOffsetDelta = -0.020f; break;
|
|
case KEY_F10: fOffsetDelta = +0.020f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
|
|
fOffsetDelta /= 2; /* .010 */
|
|
else if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 10;
|
|
BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
|
|
|
|
seg.m_fBPS += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.GetBPM()) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
case KEY_F11:
|
|
case KEY_F12:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case KEY_F11: fOffsetDelta = -0.02f; break;
|
|
case KEY_F12: fOffsetDelta = +0.02f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
|
|
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
|
|
fOffsetDelta /= 20; /* 1ms */
|
|
else switch( type )
|
|
{
|
|
case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
|
|
case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
|
|
}
|
|
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Offset = %.3f", GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// handle a step or battle item activate
|
|
//
|
|
if( type==IET_FIRST_PRESS &&
|
|
StyleI.IsValid() &&
|
|
GAMESTATE->IsHumanPlayer( StyleI.player ) )
|
|
{
|
|
AbortGiveUp();
|
|
|
|
if( !PREFSMAN->m_bAutoPlay )
|
|
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
|
|
}
|
|
// else if( type==IET_FIRST_PRESS &&
|
|
// !PREFSMAN->m_bAutoPlay &&
|
|
// MenuI.IsValifd() &&
|
|
// GAMESTATE->IsPlayerEnabled( MenuI.player ) &&
|
|
// GAMESTATE->IsBattleMode() )
|
|
// {
|
|
// int iItemSlot;
|
|
// switch( MenuI.button )
|
|
// {
|
|
// case MENU_BUTTON_LEFT: iItemSlot = 0; break;
|
|
// case MENU_BUTTON_START: iItemSlot = 1; break;
|
|
// case MENU_BUTTON_RIGHT: iItemSlot = 2; break;
|
|
// default: iItemSlot = -1; break;
|
|
// }
|
|
//
|
|
// if( iItemSlot != -1 )
|
|
// m_pInventory[MenuI.player]->UseItem( iItemSlot );
|
|
// }
|
|
}
|
|
|
|
void ScreenGameplay::UpdateAutoPlayText()
|
|
{
|
|
CString sText;
|
|
|
|
if( PREFSMAN->m_bAutoPlay )
|
|
sText += "AutoPlay ";
|
|
if( GAMESTATE->m_SongOptions.m_bAutoSync )
|
|
sText += "AutoSync ";
|
|
|
|
if( sText.length() > 0 )
|
|
sText.resize( sText.length()-5 );
|
|
|
|
m_textAutoPlay.SetText( sText );
|
|
}
|
|
|
|
void SaveChanges( void* papSongsQueue )
|
|
{
|
|
vector<Song*>& apSongsQueue = *(vector<Song*>*)papSongsQueue;
|
|
for( unsigned i=0; i<apSongsQueue.size(); i++ )
|
|
apSongsQueue[i]->Save();
|
|
}
|
|
|
|
void RevertChanges( void* papSongsQueue )
|
|
{
|
|
vector<Song*>& apSongsQueue = *(vector<Song*>*)papSongsQueue;
|
|
FOREACH( Song*, apSongsQueue, pSong )
|
|
{
|
|
SONGMAN->RevertFromDisk( *pSong );
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::ShowSavePrompt( ScreenMessage SM_SendWhenDone )
|
|
{
|
|
CString sMessage;
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_REGULAR:
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"%s\n",
|
|
GAMESTATE->m_pCurSong->GetFullDisplayTitle().c_str() );
|
|
|
|
if( fabs(GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds - g_fOldOffset) > 0.001 )
|
|
{
|
|
sMessage += ssprintf(
|
|
"\n"
|
|
"Offset was changed from %.3f to %.3f (%.3f).\n",
|
|
g_fOldOffset,
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds,
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds - g_fOldOffset );
|
|
}
|
|
|
|
sMessage +=
|
|
"\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file?\n"
|
|
"Choosing NO will discard your changes.";
|
|
|
|
break;
|
|
case PLAY_MODE_NONSTOP:
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"one or more songs in this course.\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file(s)?\n"
|
|
"Choosing NO will discard your changes." );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
SCREENMAN->Prompt( SM_SendWhenDone, sMessage, true, false, SaveChanges, RevertChanges, &m_apSongsQueue );
|
|
}
|
|
|
|
/*
|
|
* Saving StageStats that are affected by the note pattern is a little tricky:
|
|
*
|
|
* Stats are cumulative for course play.
|
|
*
|
|
* For regular songs, it doesn't matter how we do it; the pattern doesn't change
|
|
* during play.
|
|
*
|
|
* The pattern changes during play in battle and course mode. We want to include these
|
|
* changes, so run stats for a song after the song finishes.
|
|
*
|
|
* If we fail, be sure to include the current song in stats, with the current modifier set.
|
|
*
|
|
* So:
|
|
*
|
|
* 1. At the end of a song in any mode, pass or fail, add stats for that song (from m_Player).
|
|
* 2. At the end of gameplay in course mode, add stats for any songs that weren't played,
|
|
* applying the modifiers the song would have been played with. This doesn't include songs
|
|
* that were played but failed; that was done in #1.
|
|
*/
|
|
void ScreenGameplay::SongFinished()
|
|
{
|
|
LOG->Trace("SongFinished");
|
|
// save any statistics
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
/* Note that adding stats is only meaningful for the counters (eg. RADAR_NUM_JUMPS),
|
|
* not for the percentages (RADAR_AIR). */
|
|
RadarValues v;
|
|
|
|
NoteDataUtil::GetRadarValues( m_Player[p].m_NoteData, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
|
|
STATSMAN->m_CurStageStats.m_player[p].radarPossible += v;
|
|
|
|
NoteDataWithScoring::GetActualRadarValues( m_Player[p].m_NoteData, p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
|
|
STATSMAN->m_CurStageStats.m_player[p].radarActual += v;
|
|
}
|
|
|
|
/* Extremely important: if we don't remove attacks before moving on to the next
|
|
* screen, they'll still be turned on eventually. */
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
FOREACH_EnabledPlayer( p )
|
|
m_ActiveAttackList[p].Refresh();
|
|
}
|
|
|
|
void ScreenGameplay::StageFinished( bool bBackedOut )
|
|
{
|
|
if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
|
|
{
|
|
LOG->Trace("Stage finished at index %i/%i", GAMESTATE->GetCourseSongIndex(), (int) m_apSongsQueue.size() );
|
|
/* +1 to skip the current song; that's done already. */
|
|
for( unsigned iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
|
|
iPlaySongIndex < m_apSongsQueue.size(); ++iPlaySongIndex )
|
|
{
|
|
LOG->Trace("Running stats for %i", iPlaySongIndex );
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
SetupSong( p, iPlaySongIndex );
|
|
m_Player[p].ApplyWaitingTransforms();
|
|
SongFinished();
|
|
}
|
|
}
|
|
}
|
|
|
|
// save current stage stats
|
|
if( !bBackedOut )
|
|
STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
|
|
|
|
/* Reset options. */
|
|
GAMESTATE->RestoreSelectedOptions();
|
|
}
|
|
|
|
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
|
|
switch( SM )
|
|
{
|
|
case SM_PlayReady:
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay ready" );
|
|
m_Ready.StartTransitioning( SM_PlayGo );
|
|
break;
|
|
|
|
case SM_PlayGo:
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay here we go extra" );
|
|
else if( GAMESTATE->IsFinalStage() )
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay here we go final" );
|
|
else
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
|
|
|
|
m_Go.StartTransitioning( SM_None );
|
|
GAMESTATE->m_bPastHereWeGo = true;
|
|
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
|
|
break;
|
|
|
|
// received while STATE_DANCING
|
|
case SM_NotesEnded:
|
|
{
|
|
/* Do this in LoadNextSong, so we don't tween off old attacks until
|
|
* m_NextSongOut finishes. */
|
|
// GAMESTATE->RemoveAllActiveAttacks();
|
|
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
/* If either player's passmark is enabled, check it. */
|
|
if( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark > 0 &&
|
|
m_pLifeMeter[p] &&
|
|
m_pLifeMeter[p]->GetLife() < GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark )
|
|
{
|
|
LOG->Trace("Player %i failed: life %f is under %f",
|
|
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark );
|
|
STATSMAN->m_CurStageStats.m_player[p].bFailed = true;
|
|
}
|
|
|
|
/* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
|
|
if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF &&
|
|
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
|
|
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
|
|
STATSMAN->m_CurStageStats.m_player[p].bFailed = true;
|
|
|
|
if( !STATSMAN->m_CurStageStats.m_player[p].bFailed )
|
|
STATSMAN->m_CurStageStats.m_player[p].iSongsPassed++;
|
|
}
|
|
|
|
/* If all players have *really* failed (bFailed, not the life meter or
|
|
* bFailedEarlier): */
|
|
const bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
|
|
|
|
if( !bAllReallyFailed && !IsLastSong() )
|
|
{
|
|
/* Next song. */
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
if( !STATSMAN->m_CurStageStats.m_player[p].bFailed )
|
|
{
|
|
// give a little life back between stages
|
|
if( m_pLifeMeter[p] )
|
|
m_pLifeMeter[p]->OnSongEnded();
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->OnSongEnded();
|
|
}
|
|
}
|
|
|
|
// HACK: Temporarily set the song pointer to the next song so that
|
|
// this m_NextSongOut will show the next song banner
|
|
Song* pCurSong = GAMESTATE->m_pCurSong;
|
|
|
|
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
|
|
iPlaySongIndex %= m_apSongsQueue.size();
|
|
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
|
|
|
|
m_NextSongOut.Load( THEME->GetPathB(m_sName,"next song out") );
|
|
GAMESTATE->m_pCurSong.Set( pCurSong );
|
|
|
|
m_NextSongOut.StartTransitioning( SM_LoadNextSong );
|
|
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
|
|
COMMAND( m_sprCourseSongNumber, "ChangeIn" );
|
|
return;
|
|
}
|
|
|
|
// update dancing characters for win / lose
|
|
DancingCharacters *Dancers = m_Background.GetDancingCharacters();
|
|
if( Dancers )
|
|
FOREACH_EnabledPlayer(p)
|
|
{
|
|
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
|
|
if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
|
|
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
|
|
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
|
|
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
|
|
else
|
|
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
|
|
}
|
|
|
|
/* End round. */
|
|
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
|
|
return; // ignore
|
|
m_DancingState = STATE_OUTRO;
|
|
|
|
GAMESTATE->RemoveAllActiveAttacks();
|
|
FOREACH_EnabledPlayer( p )
|
|
m_ActiveAttackList[p].Refresh();
|
|
|
|
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
|
|
|
|
|
|
if( bAllReallyFailed )
|
|
{
|
|
this->PostScreenMessage( SM_BeginFailed, 0 );
|
|
return;
|
|
}
|
|
|
|
// do they deserve an extra stage?
|
|
if( GAMESTATE->HasEarnedExtraStage() )
|
|
{
|
|
TweenOffScreen();
|
|
m_Extra.StartTransitioning( SM_GoToNextScreen );
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
|
|
}
|
|
else
|
|
{
|
|
TweenOffScreen();
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_BATTLE:
|
|
case PLAY_MODE_RAVE:
|
|
{
|
|
PlayerNumber winner = GAMESTATE->GetBestPlayer();
|
|
switch( winner )
|
|
{
|
|
case PLAYER_INVALID:
|
|
m_Draw.StartTransitioning( SM_GoToNextScreen );
|
|
break;
|
|
default:
|
|
m_Win[winner].StartTransitioning( SM_GoToNextScreen );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
m_Cleared.StartTransitioning( SM_GoToNextScreen );
|
|
break;
|
|
}
|
|
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case SM_LoadNextSong:
|
|
SongFinished();
|
|
|
|
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
|
|
|
|
LoadNextSong();
|
|
GAMESTATE->m_bPastHereWeGo = true;
|
|
/* We're fading in, so don't hit any notes for a few seconds; they'll be
|
|
* obscured by the fade. */
|
|
StartPlayingSong( m_NextSongIn.GetLengthSeconds()+2, 0 );
|
|
m_NextSongIn.StartTransitioning( SM_None );
|
|
break;
|
|
|
|
case SM_PlayToasty:
|
|
if( PREFSMAN->m_bEasterEggs )
|
|
if( !m_Toasty.IsTransitioning() && !m_Toasty.IsFinished() ) // don't play if we've already played it once
|
|
m_Toasty.StartTransitioning();
|
|
break;
|
|
|
|
#define SECS_SINCE_LAST_COMMENT (SECONDS_BETWEEN_COMMENTS-m_fTimeLeftBeforeDancingComment)
|
|
case SM_100Combo:
|
|
PlayAnnouncer( "gameplay 100 combo", 2 );
|
|
break;
|
|
case SM_200Combo:
|
|
PlayAnnouncer( "gameplay 200 combo", 2 );
|
|
break;
|
|
case SM_300Combo:
|
|
PlayAnnouncer( "gameplay 300 combo", 2 );
|
|
break;
|
|
case SM_400Combo:
|
|
PlayAnnouncer( "gameplay 400 combo", 2 );
|
|
break;
|
|
case SM_500Combo:
|
|
PlayAnnouncer( "gameplay 500 combo", 2 );
|
|
break;
|
|
case SM_600Combo:
|
|
PlayAnnouncer( "gameplay 600 combo", 2 );
|
|
break;
|
|
case SM_700Combo:
|
|
PlayAnnouncer( "gameplay 700 combo", 2 );
|
|
break;
|
|
case SM_800Combo:
|
|
PlayAnnouncer( "gameplay 800 combo", 2 );
|
|
break;
|
|
case SM_900Combo:
|
|
PlayAnnouncer( "gameplay 900 combo", 2 );
|
|
break;
|
|
case SM_1000Combo:
|
|
PlayAnnouncer( "gameplay 1000 combo", 2 );
|
|
break;
|
|
case SM_ComboStopped:
|
|
PlayAnnouncer( "gameplay combo stopped", 2 );
|
|
break;
|
|
case SM_ComboContinuing:
|
|
PlayAnnouncer( "gameplay combo overflow", 2 );
|
|
break;
|
|
case SM_BattleTrickLevel1:
|
|
PlayAnnouncer( "gameplay battle trick level1", 3 );
|
|
m_soundBattleTrickLevel1.Play();
|
|
break;
|
|
case SM_BattleTrickLevel2:
|
|
PlayAnnouncer( "gameplay battle trick level2", 3 );
|
|
m_soundBattleTrickLevel2.Play();
|
|
break;
|
|
case SM_BattleTrickLevel3:
|
|
PlayAnnouncer( "gameplay battle trick level3", 3 );
|
|
m_soundBattleTrickLevel3.Play();
|
|
break;
|
|
|
|
case SM_BattleDamageLevel1:
|
|
PlayAnnouncer( "gameplay battle damage level1", 3 );
|
|
break;
|
|
case SM_BattleDamageLevel2:
|
|
PlayAnnouncer( "gameplay battle damage level2", 3 );
|
|
break;
|
|
case SM_BattleDamageLevel3:
|
|
PlayAnnouncer( "gameplay battle damage level3", 3 );
|
|
break;
|
|
|
|
case SM_SaveChangedBeforeGoingBack:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterBack );
|
|
break;
|
|
}
|
|
|
|
HandleScreenMessage( SM_GoToScreenAfterBack );
|
|
break;
|
|
|
|
case SM_GoToScreenAfterBack:
|
|
SongFinished();
|
|
StageFinished( true );
|
|
|
|
GAMESTATE->CancelStage();
|
|
|
|
SCREENMAN->DeletePreparedScreens();
|
|
SCREENMAN->SetNewScreen( PREV_SCREEN );
|
|
break;
|
|
|
|
case SM_GoToNextScreen:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToNextScreen );
|
|
break;
|
|
}
|
|
|
|
SongFinished();
|
|
StageFinished( false );
|
|
|
|
SCREENMAN->SetNewScreen( NEXT_SCREEN );
|
|
break;
|
|
|
|
case SM_LoseFocus:
|
|
/* We might have turned the song timer off. Be sure to turn it back on. */
|
|
SOUND->HandleSongTimer( true );
|
|
break;
|
|
|
|
case SM_BeginFailed:
|
|
m_DancingState = STATE_OUTRO;
|
|
m_pSoundMusic->StopPlaying();
|
|
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
|
TweenOffScreen();
|
|
m_Failed.StartTransitioning( SM_GoToNextScreen );
|
|
|
|
// show the survive time if extra stage
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
float fMaxSurviveSeconds = 0;
|
|
FOREACH_EnabledPlayer(p)
|
|
fMaxSurviveSeconds = max( fMaxSurviveSeconds, STATSMAN->m_CurStageStats.m_player[p].fAliveSeconds );
|
|
ASSERT( fMaxSurviveSeconds > 0 );
|
|
m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxSurviveSeconds) );
|
|
SET_XY_AND_ON_COMMAND( m_textSurviveTime );
|
|
}
|
|
|
|
// Feels hackish. Feel free to make cleaner.
|
|
if( GAMESTATE->IsCourseMode() )
|
|
if( GAMESTATE->GetCourseSongIndex() > (int(m_apSongsQueue.size() / 2) - 1 ) )
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay oni failed halfway" );
|
|
else
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay oni failed" );
|
|
else
|
|
SOUND->PlayOnceFromAnnouncer( "gameplay failed" );
|
|
break;
|
|
|
|
case SM_StopMusic:
|
|
m_pSoundMusic->Stop();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenGameplay::TweenOnScreen()
|
|
{
|
|
ON_COMMAND( m_sprLifeFrame );
|
|
ON_COMMAND( m_sprStage );
|
|
ON_COMMAND( m_sprCourseSongNumber );
|
|
ON_COMMAND( m_sprStageFrame );
|
|
ON_COMMAND( m_textSongOptions );
|
|
ON_COMMAND( m_sprScoreFrame );
|
|
ON_COMMAND( m_BPMDisplay );
|
|
ON_COMMAND( m_MaxCombo );
|
|
|
|
if( m_pCombinedLifeMeter )
|
|
ON_COMMAND( *m_pCombinedLifeMeter );
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
if( m_pLifeMeter[p] )
|
|
ON_COMMAND( *m_pLifeMeter[p] );
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
ON_COMMAND( m_textCourseSongNumber[p] );
|
|
ON_COMMAND( m_textStepsDescription[p] );
|
|
if( m_pPrimaryScoreDisplay[p] )
|
|
ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
|
if( m_pSecondaryScoreDisplay[p] )
|
|
ON_COMMAND( *m_pSecondaryScoreDisplay[p] );
|
|
ON_COMMAND( m_textPlayerOptions[p] );
|
|
ON_COMMAND( m_ActiveAttackList[p] );
|
|
ON_COMMAND( m_DifficultyIcon[p] );
|
|
ON_COMMAND( m_DifficultyMeter[p] );
|
|
}
|
|
|
|
if (m_ShowScoreboard)
|
|
FOREACH_NSScoreBoardColumn( sc )
|
|
ON_COMMAND( m_Scoreboard[sc] );
|
|
|
|
if( m_Overlay.IsLoaded() )
|
|
m_Overlay->PlayCommand("On");
|
|
}
|
|
|
|
void ScreenGameplay::TweenOffScreen()
|
|
{
|
|
OFF_COMMAND( m_sprLifeFrame );
|
|
OFF_COMMAND( m_sprStage );
|
|
OFF_COMMAND( m_sprCourseSongNumber );
|
|
OFF_COMMAND( m_sprStageFrame );
|
|
OFF_COMMAND( m_textSongOptions );
|
|
OFF_COMMAND( m_sprScoreFrame );
|
|
OFF_COMMAND( m_BPMDisplay );
|
|
OFF_COMMAND( m_MaxCombo );
|
|
|
|
if( m_pCombinedLifeMeter )
|
|
OFF_COMMAND( *m_pCombinedLifeMeter );
|
|
FOREACH_PlayerNumber(p)
|
|
{
|
|
if( m_pLifeMeter[p] )
|
|
OFF_COMMAND( *m_pLifeMeter[p] );
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
OFF_COMMAND( m_textCourseSongNumber[p] );
|
|
OFF_COMMAND( m_textStepsDescription[p] );
|
|
if( m_pPrimaryScoreDisplay[p] )
|
|
OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
|
|
if( m_pSecondaryScoreDisplay[p] )
|
|
OFF_COMMAND( *m_pSecondaryScoreDisplay[p] );
|
|
OFF_COMMAND( m_textPlayerOptions[p] );
|
|
OFF_COMMAND( m_ActiveAttackList[p] );
|
|
OFF_COMMAND( m_DifficultyIcon[p] );
|
|
OFF_COMMAND( m_DifficultyMeter[p] );
|
|
}
|
|
m_Overlay->PlayCommand("Off");
|
|
|
|
if (m_ShowScoreboard)
|
|
FOREACH_NSScoreBoardColumn( sc )
|
|
OFF_COMMAND( m_Scoreboard[sc] );
|
|
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 1/8.f );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
|
|
void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
|
|
{
|
|
m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
|
|
m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
|
|
m_sprOniGameOver[pn].SetY( SCREEN_CENTER_Y );
|
|
m_sprOniGameOver[pn].SetEffectBob( 4, RageVector3(0,6,0) );
|
|
}
|
|
|
|
/*
|
|
* (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.
|
|
*/
|