Files
itgmania212121/src/ScreenGameplay.h
T
Yauhen Artsiukhou 705cd55a04 Add native restart menu button
It should replace Simply Love restart hack.
Now it is possible to assign any button to restart.
2024-08-26 10:52:19 -07:00

384 lines
14 KiB
C++

#ifndef SCREEN_GAMEPLAY_H
#define SCREEN_GAMEPLAY_H
#include "ScreenWithMenuElements.h"
#include "Sprite.h"
#include "Transition.h"
#include "BitmapText.h"
#include "RageSound.h"
#include "LocalizedString.h"
#include "BeginnerHelper.h"
#include "LyricDisplay.h"
#include "Attack.h"
#include "AutoKeysounds.h"
#include "ThemeMetric.h"
#include "PlayerStageStats.h"
#include "PlayerState.h"
#include "InputEventPlus.h"
#include "SoundEffectControl.h"
#include "GameplayAssist.h"
#include <vector>
class LyricsLoader;
class ActiveAttackList;
class CombinedLifeMeter;
class Player;
class LifeMeter;
class ScoreDisplay;
class StepsDisplay;
class Inventory;
class ScoreKeeper;
class Background;
class Foreground;
AutoScreenMessage( SM_NotesEnded );
AutoScreenMessage( SM_BeginFailed );
AutoScreenMessage( SM_LeaveGameplay );
class PlayerInfo
{
public:
PlayerInfo();
~PlayerInfo();
void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty );
void LoadDummyP1( int iDummyIndex, int iAddToDifficulty );
/** @brief The player has lost all of their lives: show the special game over. */
void ShowOniGameOver();
/**
* @brief Retrieve the player's state and stage stats index.
* @return the player's state and stage stats index.
*/
MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
PlayerState *GetPlayerState();
PlayerStageStats *GetPlayerStageStats();
PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
/**
* @brief Determine if the player information is enabled.
* @return its success or failure. */
bool IsEnabled();
/**
* @brief Determine if we're in MultiPlayer.
* @return true if it is MultiPlayer, false otherwise. */
bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
/**
* @brief Retrieve the name of the Player based on the mode.
* @return the name of the Player. */
RString GetName() const
{
if( m_bIsDummy )
return ssprintf("Dummy%d",m_iDummyIndex);
if( IsMultiPlayer() )
return MultiPlayerToString( m_mp );
else
return PlayerNumberToString( m_pn );
}
// Lua
void PushSelf( lua_State *L );
/** @brief The present Player's number. */
PlayerNumber m_pn;
/** @brief The present Player's multiplayer number. */
MultiPlayer m_mp;
bool m_bIsDummy;
int m_iDummyIndex;
int m_iAddToDifficulty; // if > 0, use the Nth harder Steps
bool m_bPlayerEnabled; // IsEnabled cache for iterators
PlayerState m_PlayerStateDummy;
PlayerStageStats m_PlayerStageStatsDummy;
SoundEffectControl m_SoundEffectControl;
/**
* @brief The list of Steps a player has to go through in this set.
*
* The size may be greater than 1 if playing a course. */
std::vector<Steps*> m_vpStepsQueue;
/**
* @brief The list of attack modifiers a player has to go through in this set.
*
* The size may be greater than 1 if playing a course. */
std::vector<AttackArray> m_asModifiersQueue;
/** @brief The LifeMeter showing a Player's health. */
LifeMeter *m_pLifeMeter;
/** @brief The current Song number in a Course. */
BitmapText *m_ptextCourseSongNumber;
/** @brief The description of the current Steps. */
BitmapText *m_ptextStepsDescription;
/** @brief The display for the primary ScoreKeeper. */
ScoreDisplay *m_pPrimaryScoreDisplay;
/** @brief The display for the secondary ScoreKeeper. */
ScoreDisplay *m_pSecondaryScoreDisplay;
/** @brief The primary ScoreKeeper for keeping track of the score. */
ScoreKeeper *m_pPrimaryScoreKeeper;
/** @brief The secondary ScoreKeeper. Only used in PLAY_MODE_RAVE. */
ScoreKeeper *m_pSecondaryScoreKeeper;
/** @brief The current PlayerOptions that are activated. */
BitmapText *m_ptextPlayerOptions;
/** @brief The current attack modifiers that are in play for the moment. */
ActiveAttackList *m_pActiveAttackList;
/** @brief The NoteData the Player has to get through. */
NoteData m_NoteData;
/** @brief The specific Player that is going to play. */
Player *m_pPlayer;
/**
* @brief The inventory of attacks.
*
* This is mainly used in PLAY_MODE_BATTLE. */
Inventory *m_pInventory;
StepsDisplay *m_pStepsDisplay;
AutoActor m_sprOniGameOver;
};
/** @brief The music plays, the notes scroll, and the Player is pressing buttons. */
class ScreenGameplay : public ScreenWithMenuElements
{
public:
ScreenGameplay();
virtual void Init();
virtual ~ScreenGameplay();
virtual void BeginScreen();
virtual void Update( float fDeltaTime );
virtual bool Input( const InputEventPlus &input );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void HandleMessage( const Message &msg );
virtual void Cancel( ScreenMessage smSendWhenDone );
virtual void DrawPrimitives();
/**
* @brief Retrieve the current ScreenType.
* @return the gameplay ScreenType. */
virtual ScreenType GetScreenType() const { return gameplay; }
/**
* @brief Determine if we are to center the columns for just one player.
* @return true if we center the solo player, false otherwise. */
bool Center1Player() const;
bool MenuRestart( const InputEventPlus &input );
// Lua
virtual void PushSelf( lua_State *L );
Song *GetNextCourseSong() const;
LifeMeter *GetLifeMeter( PlayerNumber pn );
PlayerInfo *GetPlayerInfo( PlayerNumber pn );
PlayerInfo *GetDummyPlayerInfo( int iDummyIndex );
void Pause(bool bPause) { PauseGame(bPause); }
bool IsPaused() const { return m_bPaused; }
float GetHasteRate();
void FailFadeRemovePlayer(PlayerInfo* pi);
void FailFadeRemovePlayer(PlayerNumber pn);
void BeginBackingOutFromGameplay();
std::vector<float> m_HasteTurningPoints; // Values at which the meaning of GAMESTATE->m_fHasteRate changes.
std::vector<float> m_HasteAddAmounts; // Amounts that are added to speed depending on what turning point has been passed.
float m_fHasteTimeBetweenUpdates; // Seconds between haste updates.
float m_fHasteLifeSwitchPoint; // Life amount below which GAMESTATE->m_fHasteRate is based on the life amount.
protected:
virtual void UpdateStageStats( MultiPlayer /* mp */ ) {}; // overridden for multiplayer
virtual bool UseSongBackgroundAndForeground() const { return true; }
ThemeMetric<RString> PLAYER_TYPE;
ThemeMetric<RString> SCORE_DISPLAY_TYPE;
ThemeMetric<apActorCommands> PLAYER_INIT_COMMAND;
LocalizedString GIVE_UP_START_TEXT;
LocalizedString GIVE_UP_BACK_TEXT;
LocalizedString GIVE_UP_ABORTED_TEXT;
LocalizedString SKIP_SONG_TEXT;
ThemeMetric<float> GIVE_UP_SECONDS;
ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
ThemeMetric<float> OUT_TRANSITION_LENGTH;
ThemeMetric<float> COURSE_TRANSITION_LENGTH;
ThemeMetric<float> BEGIN_FAILED_DELAY;
ThemeMetric<float> MIN_SECONDS_TO_STEP;
ThemeMetric<float> MIN_SECONDS_TO_MUSIC;
ThemeMetric<float> MIN_SECONDS_TO_STEP_NEXT_SONG;
ThemeMetric<bool> START_GIVES_UP;
ThemeMetric<bool> BACK_GIVES_UP;
ThemeMetric<bool> SELECT_SKIPS_SONG;
ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
/** @brief The miss combo a player needs to fail out of a song. */
ThemeMetric<int> FAIL_ON_MISS_COMBO;
ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
ThemeMetric<bool> UNPAUSE_WITH_START;
ThemeMetric<RString> SONG_NUMBER_FORMAT;
ThemeMetric<bool> SURVIVAL_MOD_OVERRIDE;
bool IsLastSong();
void SetupSong( int iSongIndex );
void ReloadCurrentSong();
virtual void LoadNextSong();
void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
void LoadLights();
void PauseGame( bool bPause, GameController gc = GameController_Invalid );
void PlayAnnouncer( const RString &type, float fSeconds, float *fDeltaSeconds );
void PlayAnnouncer( const RString &type, float fSeconds ) { PlayAnnouncer(type, fSeconds, &m_fTimeSinceLastDancingComment); }
void UpdateLights();
void SendCrossedMessages();
void PlayTicks();
void UpdateSongPosition( float fDeltaTime );
void UpdateLyrics( float fDeltaTime );
void SongFinished();
virtual void SaveStats();
virtual void StageFinished( bool bBackedOut );
void SaveReplay();
//bool LoadReplay();
bool AllAreFailing();
virtual void InitSongQueues();
void UpdateHasteRate();
float m_fCurrHasteRate;
// These exist so that the haste rate isn't recalculated every time GetHasteRate is called, which is at least once per frame. -Kyz
/** @brief The different game states of ScreenGameplay. */
enum DancingState {
STATE_INTRO = 0, /**< The starting state, pressing Back isn't allowed here. */
STATE_DANCING, /**< The main state where notes have to be pressed. */
STATE_OUTRO, /**< The ending state, pressing Back isn't allowed here. */
NUM_DANCING_STATES
}
/** @brief The specific point within ScreenGameplay. */ m_DancingState;
private:
bool m_bPaused;
// set_paused_internal exists because GameState's pause variable needs to
// be kept in sync with ScreenGameplay's.
void set_paused_internal(bool p);
protected:
GameController m_PauseController;
/**
* @brief The songs left to play.
*
* The size can be greater than 1 if playing a course. */
std::vector<Song*> m_apSongsQueue;
float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
LyricDisplay m_LyricDisplay;
Background *m_pSongBackground;
Foreground *m_pSongForeground;
/** @brief Used between songs in a course to show the next song. */
Transition m_NextSong;
CombinedLifeMeter* m_pCombinedLifeMeter;
BitmapText m_textSongOptions;
BitmapText m_textDebug;
RageTimer m_GiveUpTimer;
bool m_gave_up;
RageTimer m_SkipSongTimer;
bool m_skipped_song;
void AbortGiveUpText(bool show_abort_text);
void AbortSkipSong(bool show_text);
void AbortGiveUp( bool bShowText );
void ResetGiveUpTimers(bool show_text);
Transition m_Ready;
Transition m_Go;
/** @brief The transition to use when all players have failed. */
Transition m_Failed;
/** @brief The transition to use when one player earns an easter egg. */
Transition m_Toasty;
/**
* @brief How much time has the player survived in the extra stage?
*
* TODO: Move this into a BGA. */
BitmapText m_textSurviveTime;
AutoKeysounds m_AutoKeysounds;
RageSound m_soundBattleTrickLevel1;
RageSound m_soundBattleTrickLevel2;
RageSound m_soundBattleTrickLevel3;
bool m_bZeroDeltaOnNextUpdate;
GameplayAssist m_GameplayAssist;
RageSound *m_pSoundMusic;
BeginnerHelper m_BeginnerHelper;
/** @brief The NoteData that controls the lights on an arcade cabinet. */
NoteData m_CabinetLightsNoteData;
std::vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in FillPlayerInfo
virtual void FillPlayerInfo( std::vector<PlayerInfo> &vPlayerInfoOut ) = 0;
virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
RageTimer m_timerGameplaySeconds;
// m_delaying_ready_announce is for handling a case where the ready
// announcer sound needs to be delayed. See HandleScreenMessage for more.
// -Kyz
bool m_delaying_ready_announce;
};
std::vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
std::vector<PlayerInfo>::iterator GetNextEnabledPlayerInfoNotDummy ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
std::vector<PlayerInfo>::iterator GetNextEnabledPlayerNumberInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
std::vector<PlayerInfo>::iterator GetNextPlayerNumberInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
std::vector<PlayerInfo>::iterator GetNextVisiblePlayerInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
/** @brief Get each enabled Player's info. */
#define FOREACH_EnabledPlayerInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfo(++pi,v) )
/** @brief Get each enabled Player's info as long as it's not a dummy player. */
#define FOREACH_EnabledPlayerInfoNotDummy( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfoNotDummy (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfoNotDummy(++pi,v) )
/** @brief Get each enabled Player Number's info. */
#define FOREACH_EnabledPlayerNumberInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerNumberInfo(++pi,v) )
/** @brief Get each Player Number's info, regardless of whether it's enabled or not. */
#define FOREACH_PlayerNumberInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextPlayerNumberInfo(++pi,v) )
/** @brief Get each visible Player's info. */
#define FOREACH_VisiblePlayerInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextVisiblePlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextVisiblePlayerInfo(++pi,v) )
#endif
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* 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.
*/