705cd55a04
It should replace Simply Love restart hack. Now it is possible to assign any button to restart.
384 lines
14 KiB
C++
384 lines
14 KiB
C++
#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "BitmapText.h"
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#include "RageSound.h"
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#include "LocalizedString.h"
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "Attack.h"
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#include "AutoKeysounds.h"
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#include "ThemeMetric.h"
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#include "PlayerStageStats.h"
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#include "PlayerState.h"
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#include "InputEventPlus.h"
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#include "SoundEffectControl.h"
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#include "GameplayAssist.h"
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#include <vector>
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class LyricsLoader;
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class ActiveAttackList;
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class CombinedLifeMeter;
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class Player;
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class LifeMeter;
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class ScoreDisplay;
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class StepsDisplay;
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class Inventory;
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class ScoreKeeper;
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class Background;
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class Foreground;
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AutoScreenMessage( SM_NotesEnded );
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AutoScreenMessage( SM_BeginFailed );
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AutoScreenMessage( SM_LeaveGameplay );
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class PlayerInfo
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{
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public:
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PlayerInfo();
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~PlayerInfo();
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void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty );
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void LoadDummyP1( int iDummyIndex, int iAddToDifficulty );
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/** @brief The player has lost all of their lives: show the special game over. */
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void ShowOniGameOver();
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/**
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* @brief Retrieve the player's state and stage stats index.
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* @return the player's state and stage stats index.
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*/
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MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
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PlayerState *GetPlayerState();
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PlayerStageStats *GetPlayerStageStats();
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PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
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/**
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* @brief Determine if the player information is enabled.
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* @return its success or failure. */
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bool IsEnabled();
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/**
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* @brief Determine if we're in MultiPlayer.
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* @return true if it is MultiPlayer, false otherwise. */
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
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/**
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* @brief Retrieve the name of the Player based on the mode.
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* @return the name of the Player. */
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RString GetName() const
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{
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if( m_bIsDummy )
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return ssprintf("Dummy%d",m_iDummyIndex);
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if( IsMultiPlayer() )
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return MultiPlayerToString( m_mp );
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else
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return PlayerNumberToString( m_pn );
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}
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// Lua
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void PushSelf( lua_State *L );
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/** @brief The present Player's number. */
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PlayerNumber m_pn;
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/** @brief The present Player's multiplayer number. */
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MultiPlayer m_mp;
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bool m_bIsDummy;
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int m_iDummyIndex;
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int m_iAddToDifficulty; // if > 0, use the Nth harder Steps
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bool m_bPlayerEnabled; // IsEnabled cache for iterators
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PlayerState m_PlayerStateDummy;
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PlayerStageStats m_PlayerStageStatsDummy;
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SoundEffectControl m_SoundEffectControl;
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/**
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* @brief The list of Steps a player has to go through in this set.
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*
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* The size may be greater than 1 if playing a course. */
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std::vector<Steps*> m_vpStepsQueue;
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/**
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* @brief The list of attack modifiers a player has to go through in this set.
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*
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* The size may be greater than 1 if playing a course. */
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std::vector<AttackArray> m_asModifiersQueue;
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/** @brief The LifeMeter showing a Player's health. */
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LifeMeter *m_pLifeMeter;
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/** @brief The current Song number in a Course. */
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BitmapText *m_ptextCourseSongNumber;
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/** @brief The description of the current Steps. */
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BitmapText *m_ptextStepsDescription;
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/** @brief The display for the primary ScoreKeeper. */
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ScoreDisplay *m_pPrimaryScoreDisplay;
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/** @brief The display for the secondary ScoreKeeper. */
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ScoreDisplay *m_pSecondaryScoreDisplay;
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/** @brief The primary ScoreKeeper for keeping track of the score. */
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ScoreKeeper *m_pPrimaryScoreKeeper;
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/** @brief The secondary ScoreKeeper. Only used in PLAY_MODE_RAVE. */
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ScoreKeeper *m_pSecondaryScoreKeeper;
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/** @brief The current PlayerOptions that are activated. */
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BitmapText *m_ptextPlayerOptions;
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/** @brief The current attack modifiers that are in play for the moment. */
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ActiveAttackList *m_pActiveAttackList;
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/** @brief The NoteData the Player has to get through. */
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NoteData m_NoteData;
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/** @brief The specific Player that is going to play. */
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Player *m_pPlayer;
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/**
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* @brief The inventory of attacks.
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*
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* This is mainly used in PLAY_MODE_BATTLE. */
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Inventory *m_pInventory;
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StepsDisplay *m_pStepsDisplay;
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AutoActor m_sprOniGameOver;
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};
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/** @brief The music plays, the notes scroll, and the Player is pressing buttons. */
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class ScreenGameplay : public ScreenWithMenuElements
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{
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public:
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ScreenGameplay();
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virtual void Init();
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virtual ~ScreenGameplay();
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virtual void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual bool Input( const InputEventPlus &input );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleMessage( const Message &msg );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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virtual void DrawPrimitives();
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/**
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* @brief Retrieve the current ScreenType.
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* @return the gameplay ScreenType. */
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virtual ScreenType GetScreenType() const { return gameplay; }
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/**
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* @brief Determine if we are to center the columns for just one player.
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* @return true if we center the solo player, false otherwise. */
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bool Center1Player() const;
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bool MenuRestart( const InputEventPlus &input );
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// Lua
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virtual void PushSelf( lua_State *L );
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Song *GetNextCourseSong() const;
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LifeMeter *GetLifeMeter( PlayerNumber pn );
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PlayerInfo *GetPlayerInfo( PlayerNumber pn );
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PlayerInfo *GetDummyPlayerInfo( int iDummyIndex );
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void Pause(bool bPause) { PauseGame(bPause); }
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bool IsPaused() const { return m_bPaused; }
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float GetHasteRate();
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void FailFadeRemovePlayer(PlayerInfo* pi);
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void FailFadeRemovePlayer(PlayerNumber pn);
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void BeginBackingOutFromGameplay();
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std::vector<float> m_HasteTurningPoints; // Values at which the meaning of GAMESTATE->m_fHasteRate changes.
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std::vector<float> m_HasteAddAmounts; // Amounts that are added to speed depending on what turning point has been passed.
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float m_fHasteTimeBetweenUpdates; // Seconds between haste updates.
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float m_fHasteLifeSwitchPoint; // Life amount below which GAMESTATE->m_fHasteRate is based on the life amount.
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protected:
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virtual void UpdateStageStats( MultiPlayer /* mp */ ) {}; // overridden for multiplayer
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virtual bool UseSongBackgroundAndForeground() const { return true; }
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ThemeMetric<RString> PLAYER_TYPE;
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ThemeMetric<RString> SCORE_DISPLAY_TYPE;
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ThemeMetric<apActorCommands> PLAYER_INIT_COMMAND;
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LocalizedString GIVE_UP_START_TEXT;
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LocalizedString GIVE_UP_BACK_TEXT;
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LocalizedString GIVE_UP_ABORTED_TEXT;
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LocalizedString SKIP_SONG_TEXT;
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ThemeMetric<float> GIVE_UP_SECONDS;
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ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
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ThemeMetric<float> OUT_TRANSITION_LENGTH;
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ThemeMetric<float> COURSE_TRANSITION_LENGTH;
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ThemeMetric<float> BEGIN_FAILED_DELAY;
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ThemeMetric<float> MIN_SECONDS_TO_STEP;
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ThemeMetric<float> MIN_SECONDS_TO_MUSIC;
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ThemeMetric<float> MIN_SECONDS_TO_STEP_NEXT_SONG;
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ThemeMetric<bool> START_GIVES_UP;
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ThemeMetric<bool> BACK_GIVES_UP;
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ThemeMetric<bool> SELECT_SKIPS_SONG;
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ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
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/** @brief The miss combo a player needs to fail out of a song. */
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ThemeMetric<int> FAIL_ON_MISS_COMBO;
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ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
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ThemeMetric<bool> UNPAUSE_WITH_START;
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ThemeMetric<RString> SONG_NUMBER_FORMAT;
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ThemeMetric<bool> SURVIVAL_MOD_OVERRIDE;
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bool IsLastSong();
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void SetupSong( int iSongIndex );
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void ReloadCurrentSong();
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virtual void LoadNextSong();
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( const RString &type, float fSeconds, float *fDeltaSeconds );
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void PlayAnnouncer( const RString &type, float fSeconds ) { PlayAnnouncer(type, fSeconds, &m_fTimeSinceLastDancingComment); }
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void UpdateLights();
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void SendCrossedMessages();
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void PlayTicks();
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void UpdateSongPosition( float fDeltaTime );
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void UpdateLyrics( float fDeltaTime );
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void SongFinished();
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virtual void SaveStats();
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virtual void StageFinished( bool bBackedOut );
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void SaveReplay();
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//bool LoadReplay();
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bool AllAreFailing();
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virtual void InitSongQueues();
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void UpdateHasteRate();
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float m_fCurrHasteRate;
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// These exist so that the haste rate isn't recalculated every time GetHasteRate is called, which is at least once per frame. -Kyz
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/** @brief The different game states of ScreenGameplay. */
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enum DancingState {
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STATE_INTRO = 0, /**< The starting state, pressing Back isn't allowed here. */
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STATE_DANCING, /**< The main state where notes have to be pressed. */
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STATE_OUTRO, /**< The ending state, pressing Back isn't allowed here. */
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NUM_DANCING_STATES
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}
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/** @brief The specific point within ScreenGameplay. */ m_DancingState;
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private:
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bool m_bPaused;
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// set_paused_internal exists because GameState's pause variable needs to
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// be kept in sync with ScreenGameplay's.
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void set_paused_internal(bool p);
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protected:
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GameController m_PauseController;
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/**
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* @brief The songs left to play.
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*
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* The size can be greater than 1 if playing a course. */
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std::vector<Song*> m_apSongsQueue;
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float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
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LyricDisplay m_LyricDisplay;
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Background *m_pSongBackground;
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Foreground *m_pSongForeground;
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/** @brief Used between songs in a course to show the next song. */
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Transition m_NextSong;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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BitmapText m_textSongOptions;
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BitmapText m_textDebug;
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RageTimer m_GiveUpTimer;
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bool m_gave_up;
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RageTimer m_SkipSongTimer;
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bool m_skipped_song;
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void AbortGiveUpText(bool show_abort_text);
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void AbortSkipSong(bool show_text);
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void AbortGiveUp( bool bShowText );
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void ResetGiveUpTimers(bool show_text);
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Transition m_Ready;
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Transition m_Go;
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/** @brief The transition to use when all players have failed. */
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Transition m_Failed;
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/** @brief The transition to use when one player earns an easter egg. */
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Transition m_Toasty;
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/**
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* @brief How much time has the player survived in the extra stage?
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*
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* TODO: Move this into a BGA. */
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BitmapText m_textSurviveTime;
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AutoKeysounds m_AutoKeysounds;
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RageSound m_soundBattleTrickLevel1;
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RageSound m_soundBattleTrickLevel2;
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RageSound m_soundBattleTrickLevel3;
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bool m_bZeroDeltaOnNextUpdate;
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GameplayAssist m_GameplayAssist;
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RageSound *m_pSoundMusic;
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BeginnerHelper m_BeginnerHelper;
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/** @brief The NoteData that controls the lights on an arcade cabinet. */
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NoteData m_CabinetLightsNoteData;
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std::vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in FillPlayerInfo
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virtual void FillPlayerInfo( std::vector<PlayerInfo> &vPlayerInfoOut ) = 0;
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
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RageTimer m_timerGameplaySeconds;
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// m_delaying_ready_announce is for handling a case where the ready
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// announcer sound needs to be delayed. See HandleScreenMessage for more.
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// -Kyz
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bool m_delaying_ready_announce;
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};
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std::vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
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std::vector<PlayerInfo>::iterator GetNextEnabledPlayerInfoNotDummy ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
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std::vector<PlayerInfo>::iterator GetNextEnabledPlayerNumberInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
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std::vector<PlayerInfo>::iterator GetNextPlayerNumberInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
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std::vector<PlayerInfo>::iterator GetNextVisiblePlayerInfo ( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v );
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/** @brief Get each enabled Player's info. */
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#define FOREACH_EnabledPlayerInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfo(++pi,v) )
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/** @brief Get each enabled Player's info as long as it's not a dummy player. */
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#define FOREACH_EnabledPlayerInfoNotDummy( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfoNotDummy (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfoNotDummy(++pi,v) )
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/** @brief Get each enabled Player Number's info. */
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#define FOREACH_EnabledPlayerNumberInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerNumberInfo(++pi,v) )
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/** @brief Get each Player Number's info, regardless of whether it's enabled or not. */
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#define FOREACH_PlayerNumberInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextPlayerNumberInfo(++pi,v) )
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/** @brief Get each visible Player's info. */
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#define FOREACH_VisiblePlayerInfo( v, pi ) for( std::vector<PlayerInfo>::iterator pi = GetNextVisiblePlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextVisiblePlayerInfo(++pi,v) )
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#endif
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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