Files
itgmania212121/stepmania/src/ScreenNameEntryTraditional.cpp
T
Glenn Maynard 713c95b2b0 Stage refactoring:
- m_iPlayerCurrentStageIndexForCurrentCredit is changed to m_iPlayerStageTokens,
   counting the number of stages left.  This can be incremented and decremented
   (as a bonus or penalty) with no weird side-effects; it is not used to determine
   whether the player is on an extra stage.  This is less brittle; it eliminates
   special cases to avoid incrementing the counter and skipping into an extra stage.
 - Stage tokens are subtracted for each song played, and a player is unjoined
   when he runs out.
 - Stage tokens are subtracted at the start of gameplay.  If the player cancels,
   they're "refunded".  This differs from before, where the stage was incremented
   at the end of gameplay.  This makes the stage token counter meaningful during
   gameplay; if this is done at the end, then it would be too high during gameplay.
 - IsFinalStage is gone.  If needed, use GetSmallestNumStagesLeftForAnyHumanPlayer.
 - Extra stages are awarded by adding a stage token and incrementing
   m_iAwardedExtraStages.  If m_iAwardedExtraStages is 1, the player is
   on his first extra stage; if 2, his second.
2007-04-25 03:50:17 +00:00

336 lines
9.1 KiB
C++

#include "global.h"
#include "ScreenNameEntryTraditional.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "GameManager.h"
#include "StatsManager.h"
#include "SongManager.h"
#include "song.h"
#include "Style.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "InputEventPlus.h"
#include "RageInput.h"
#include "RageLog.h"
REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
void ScreenNameEntryTraditional::Init()
{
if( PREFSMAN->m_bScreenTestMode )
{
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
for( int z = 0; z < 3; ++z )
{
StageStats ss;
const vector<Song*> &apSongs = SONGMAN->GetSongs();
ss.m_vpPlayedSongs.push_back( apSongs[rand()%apSongs.size()] );
ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
ss.m_pStyle = GAMESTATE->GetCurrentStyle();
ss.m_playMode = GAMESTATE->m_PlayMode;
ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() );
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
FOREACH_PlayerNumber( p )
{
Steps *pSteps = ss.m_vpPlayedSongs[0]->GetAllSteps()[0];
ss.m_player[p].m_vpPlayedSteps.push_back( pSteps );
GAMESTATE->m_pCurSteps[p].Set( pSteps );
ss.m_player[p].m_iPossibleDancePoints = 100;
ss.m_player[p].m_iActualDancePoints = 100;
ss.m_player[p].m_iScore = 100;
ss.m_player[p].m_iPossibleDancePoints = 1000;
ss.m_player[p].m_iActualDancePoints = 985;
ss.m_player[p].m_vpPossibleSteps.push_back( pSteps );
HighScore hs;
hs.SetGrade( Grade_Tier03 );
hs.SetPercentDP( ss.m_player[p].GetPercentDancePoints() );
hs.SetScore( ss.m_player[p].m_iScore );
hs.SetDateTime( DateTime::GetNowDateTime() );
int a, b;
PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
}
STATSMAN->m_vPlayedStageStats.push_back( ss );
}
}
MAX_RANKING_NAME_LENGTH.Load( m_sName, "MaxRankingNameLength" );
ScreenWithMenuElements::Init();
}
void ScreenNameEntryTraditional::BeginScreen()
{
/* Find out if players are entering their name. */
FOREACH_PlayerNumber( pn )
{
vector<GameState::RankingFeat> aFeats;
GAMESTATE->GetRankingFeats( pn, aFeats );
bool bNoStagesLeft = GAMESTATE->m_iPlayerStageTokens[pn] <= 0;
m_bEnteringName[pn] = aFeats.size() > 0 && bNoStagesLeft;
m_bFinalized[pn] = !m_bEnteringName[pn];
}
FOREACH_HumanPlayer( pn )
{
if( !m_bEnteringName[pn] )
continue; // skip
m_sSelection[pn] = L"";
// load last used ranking name if any
const Profile *pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
{
m_sSelection[pn] = RStringToWstring( pProfile->m_sLastUsedHighScoreName );
if( (int) m_sSelection[pn].size() > MAX_RANKING_NAME_LENGTH )
m_sSelection[pn].erase( MAX_RANKING_NAME_LENGTH );
if( m_sSelection[pn].size() )
SelectChar( pn, "ENTER" );
}
UpdateSelectionText( pn );
}
ScreenWithMenuElements::BeginScreen();
}
void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_MenuTimer )
{
if( !m_Out.IsTransitioning() )
{
Message msg("MenuTimerExpired");
this->HandleMessage( msg );
}
return;
}
ScreenWithMenuElements::HandleScreenMessage( SM );
}
bool ScreenNameEntryTraditional::AnyStillEntering() const
{
FOREACH_PlayerNumber( pn )
if( !m_bFinalized[pn] )
return true;
return false;
}
bool ScreenNameEntryTraditional::AnyEntering() const
{
FOREACH_PlayerNumber( pn )
if( m_bEnteringName[pn] )
return true;
return false;
}
void ScreenNameEntryTraditional::Input( const InputEventPlus &input )
{
if( IsTransitioning() )
return;
ScreenWithMenuElements::Input( input );
}
bool ScreenNameEntryTraditional::Finish( PlayerNumber pn )
{
if( !AnyStillEntering() )
{
StartTransitioningScreen( SM_GoToNextScreen );
return true;
}
if( m_bFinalized[pn] )
return false;
m_bFinalized[pn] = true;
UpdateSelectionText( pn ); /* hide NAME_ cursor */
RString sSelection = WStringToRString( m_sSelection[pn] );
// save last used ranking name
Profile* pProfile = PROFILEMAN->GetProfile(pn);
pProfile->m_sLastUsedHighScoreName = sSelection;
TrimRight( sSelection, " " );
TrimLeft( sSelection, " " );
GAMESTATE->StoreRankingName( pn, sSelection );
{
Message msg("PlayerFinished");
msg.SetParam( "PlayerNumber", pn );
this->HandleMessage( msg );
}
if( !AnyStillEntering() )
StartTransitioningScreen( SM_GoToNextScreen );
return true;
}
void ScreenNameEntryTraditional::UpdateSelectionText( PlayerNumber pn )
{
wstring sText = m_sSelection[pn];
if( !m_bFinalized[pn] && (int) sText.size() < MAX_RANKING_NAME_LENGTH )
sText += L"_";
Message msg("EntryChanged");
msg.SetParam( "PlayerNumber", pn );
msg.SetParam( "Text", WStringToRString(sText) );
this->HandleMessage( msg );
}
bool ScreenNameEntryTraditional::EnterKey( PlayerNumber pn, wchar_t sLetter )
{
if( m_bFinalized[pn] )
return false; // ignore
/* If we have room, add a new character. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
{
SelectChar( pn, "BACK" );
return false;
}
m_sSelection[pn] += sLetter;
UpdateSelectionText( pn );
/* If that filled the string, set the cursor on OK. */
if( (int) m_sSelection[pn].size() == MAX_RANKING_NAME_LENGTH )
SelectChar( pn, "ENTER" );
return true;
}
void ScreenNameEntryTraditional::SelectChar( PlayerNumber pn, const RString &sKey )
{
Message msg("SelectKey");
msg.SetParam( "PlayerNumber", pn );
msg.SetParam( "Key", sKey );
this->HandleMessage( msg );
}
bool ScreenNameEntryTraditional::Backspace( PlayerNumber pn )
{
if( m_bFinalized[pn] )
return false; // ignore
if( !m_sSelection[pn].size() )
return false;
m_sSelection[pn].erase( m_sSelection[pn].size()-1, 1 );
UpdateSelectionText( pn );
return true;
}
// lua start
#include "LuaBinding.h"
class LunaScreenNameEntryTraditional: public Luna<ScreenNameEntryTraditional>
{
public:
static int EnterKey( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
RString sKey = SArg(2);
bool bRet = p->EnterKey( pn, utf8_get_char(sKey) );
LuaHelpers::Push( L, bRet );
return 1;
}
static int Finish( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
bool bRet = p->Finish( pn );
LuaHelpers::Push( L, bRet );
return 1;
}
static int Backspace( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
bool bRet = p->Backspace( pn );
LuaHelpers::Push( L, bRet );
return 1;
}
static int GetEnteringName( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
LuaHelpers::Push( L, p->m_bEnteringName[pn] );
return 1;
}
static int GetFinalized( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
LuaHelpers::Push( L, p->m_bFinalized[pn] );
return 1;
}
static int GetAnyEntering( T* p, lua_State *L )
{
LuaHelpers::Push( L, p->AnyEntering() );
return 1;
}
static int GetAnyStillEntering( T* p, lua_State *L )
{
LuaHelpers::Push( L, p->AnyStillEntering() );
return 1;
}
LunaScreenNameEntryTraditional()
{
ADD_METHOD( EnterKey );
ADD_METHOD( Finish );
ADD_METHOD( Backspace );
ADD_METHOD( GetEnteringName );
ADD_METHOD( GetAnyEntering );
ADD_METHOD( GetFinalized );
ADD_METHOD( GetAnyStillEntering );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenNameEntryTraditional, ScreenWithMenuElements )
// lua end
/*
* (c) 2001-2007 Glenn Maynard, Chris Danford
* 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.
*/