Files
itgmania212121/src/ScreenEvaluation.cpp
T
Arthur Eubanks ecfcb11a00 Remove implicit conversion operator from RString to const char*
This is required for the RString to std::string migration.

Mostly automated from https://github.com/aeubanks/rewriter/blob/main/c_str.cc, with some manual intervention required for fixing up `a + b.c_str()` to `(a + b).c_str()`.

Added some overloads for some common global functions like sm_crash to reduce the number of changes required here.
2025-05-15 21:14:54 -07:00

863 lines
30 KiB
C++

#include "global.h"
#include "ScreenEvaluation.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "Steps.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "GameSoundManager.h"
#include "ActorUtil.h"
#include "Course.h"
#include "LightsManager.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "Song.h"
#include "StatsManager.h"
#include "Grade.h"
#include "CodeDetector.h"
#include "RageDisplay.h"
#include "StepMania.h"
#include "CryptManager.h"
#include "MemoryCardManager.h"
#include "PlayerState.h"
#include "CommonMetrics.h"
#include "ScoreKeeperNormal.h"
#include "InputEventPlus.h"
#include <cmath>
#include <cstddef>
#include <vector>
// metrics that are common to all ScreenEvaluation classes
#define BANNER_WIDTH THEME->GetMetricF(m_sName,"BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight")
static const char *JudgmentLineNames[] =
{
"W1", "W2", "W3", "W4", "W5", "Miss", "Held", "MaxCombo"
};
XToString( JudgmentLine );
LuaXType( JudgmentLine );
XToLocalizedString( JudgmentLine );
LuaFunction( JudgmentLineToLocalizedString, JudgmentLineToLocalizedString(Enum::Check<JudgmentLine>(L, 1)) );
static const char *DetailLineNames[NUM_DetailLine] =
{
"NumSteps","Jumps", "Holds", "Mines", "Hands", "Rolls", "Lifts", "Fakes"
};
XToString( DetailLine );
#define DETAILLINE_FORMAT THEME->GetMetric (m_sName,"DetailLineFormat")
#define CHEER_DELAY_SECONDS THEME->GetMetricF(m_sName,"CheerDelaySeconds")
#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetricA(m_sName,"BarActualMaxCommand")
// metrics that are specific to classes derived from ScreenEvaluation
#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
#define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea")
#define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea")
#define SHOW_WIN_AREA THEME->GetMetricB(m_sName,"ShowWinArea")
#define SHOW_SHARED_JUDGMENT_LINE_LABELS THEME->GetMetricB(m_sName,"ShowSharedJudgmentLineLabels")
#define SHOW_JUDGMENT_LINE( l ) THEME->GetMetricB(m_sName,"ShowJudgmentLine"+JudgmentLineToString(l))
#define SHOW_DETAIL_AREA THEME->GetMetricB(m_sName,"ShowDetailArea")
#define SHOW_SCORE_AREA THEME->GetMetricB(m_sName,"ShowScoreArea")
#define SHOW_TIME_AREA THEME->GetMetricB(m_sName,"ShowTimeArea")
#define SHOW_RECORDS_AREA THEME->GetMetricB(m_sName,"ShowRecordsArea")
#define PLAYER_OPTIONS_HIDE_FAIL_TYPE THEME->GetMetricB(m_sName,"PlayerOptionsHideFailType")
#define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator")
#define CHECKPOINTS_WITH_JUDGMENTS THEME->GetMetricB(m_sName,"CheckpointsWithJudgments")
static ThemeMetric<TapNoteScore> g_MinScoreToMaintainCombo("Gameplay", "MinScoreToMaintainCombo");
static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
AutoScreenMessage( SM_PlayCheer );
REGISTER_SCREEN_CLASS( ScreenEvaluation );
ScreenEvaluation::ScreenEvaluation()
{
GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= false;
}
ScreenEvaluation::~ScreenEvaluation()
{
GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= true;
}
void ScreenEvaluation::Init()
{
LOG->Trace( "ScreenEvaluation::Init()" );
// debugging
// Only fill StageStats with fake info if we're the InitialScreen
// (i.e. StageStats not already filled)
if( PREFSMAN->m_sTestInitialScreen.Get() == m_sName )
{
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1);
PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
STATSMAN->m_vPlayedStageStats.clear();
STATSMAN->m_vPlayedStageStats.push_back( StageStats() );
StageStats &ss = STATSMAN->m_vPlayedStageStats.back();
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus"), PLAYER_INVALID );
ss.m_playMode = GAMESTATE->m_PlayMode;
ss.m_Stage = Stage_1st;
enum_add( ss.m_Stage, rand()%3 );
ss.m_EarnedExtraStage = (EarnedExtraStage)(rand() % NUM_EarnedExtraStage);
GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
ss.m_vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
ss.m_vpPossibleSongs.push_back( GAMESTATE->m_pCurSong );
GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() );
GAMESTATE->m_iCurrentStageIndex = 0;
FOREACH_ENUM( PlayerNumber, p )
GAMESTATE->m_iPlayerStageTokens[p] = 1;
FOREACH_PlayerNumber( p )
{
ss.m_player[p].m_pStyle = GAMESTATE->GetCurrentStyle(p);
if( RandomInt(2) )
PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_bTransforms, PlayerOptions::TRANSFORM_ECHO, true ); // show "disqualified"
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_fMusicRate, 1.1f );
GAMESTATE->JoinPlayer( p );
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
if( GAMESTATE->m_pCurCourse )
{
std::vector<Trail*> apTrails;
GAMESTATE->m_pCurCourse->GetAllTrails( apTrails );
if( apTrails.size() )
GAMESTATE->m_pCurTrail[p].Set( apTrails[0] );
}
ss.m_player[p].m_vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
ss.m_player[p].m_iStepsPlayed = 1;
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
}
for( float f = 0; f < 100.0f; f += 1.0f )
{
float fP1 = std::fmod(f/100*4+.3f,1);
ss.m_player[PLAYER_1].SetLifeRecordAt( fP1, f );
ss.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f );
}
FOREACH_PlayerNumber( p )
{
float fSeconds = GAMESTATE->m_pCurSong->GetStepsSeconds();
ss.m_player[p].m_iActualDancePoints = RandomInt( 3 );
ss.m_player[p].m_iPossibleDancePoints = 2;
if( RandomInt(2) )
ss.m_player[p].m_iCurCombo = RandomInt(15000);
else
ss.m_player[p].m_iCurCombo = 0;
ss.m_player[p].UpdateComboList( 0, true );
ss.m_player[p].m_iCurCombo += 50;
ss.m_player[p].UpdateComboList( 0.10f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 0;
ss.m_player[p].UpdateComboList( 0.15f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 1;
ss.m_player[p].UpdateComboList( 0.25f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 50;
ss.m_player[p].UpdateComboList( 0.35f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 0;
ss.m_player[p].UpdateComboList( 0.45f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 1;
ss.m_player[p].UpdateComboList( 0.50f * fSeconds, false );
ss.m_player[p].m_iCurCombo = 100;
ss.m_player[p].UpdateComboList( 1.00f * fSeconds, false );
if( RandomInt(5) == 0 )
{
ss.m_player[p].m_bFailed = true;
}
ss.m_player[p].m_iTapNoteScores[TNS_W1] = RandomInt( 3 );
ss.m_player[p].m_iTapNoteScores[TNS_W2] = RandomInt( 3 );
ss.m_player[p].m_iTapNoteScores[TNS_W3] = RandomInt( 3 );
ss.m_player[p].m_iPossibleGradePoints = 4*ScoreKeeperNormal::TapNoteScoreToGradePoints(TNS_W1, false);
ss.m_player[p].m_fLifeRemainingSeconds = randomf( 90, 580 );
ss.m_player[p].m_iScore = rand() % (900*1000*1000);
ss.m_player[p].m_iPersonalHighScoreIndex = (rand() % 3) - 1;
ss.m_player[p].m_iMachineHighScoreIndex = (rand() % 3) - 1;
ss.m_player[p].m_PeakComboAward = (PeakComboAward)(rand()%NUM_PeakComboAward);
ss.m_player[p].m_StageAward = (StageAward)(rand()%NUM_StageAward);
FOREACH_ENUM( RadarCategory, rc )
{
switch( rc )
{
case RadarCategory_Stream:
case RadarCategory_Voltage:
case RadarCategory_Air:
case RadarCategory_Freeze:
case RadarCategory_Chaos:
ss.m_player[p].m_radarPossible[rc] = randomf( 0, 1 );
ss.m_player[p].m_radarActual[rc] = randomf( 0, ss.m_player[p].m_radarPossible[rc] );
break;
case RadarCategory_TapsAndHolds:
case RadarCategory_Jumps:
case RadarCategory_Holds:
case RadarCategory_Mines:
case RadarCategory_Hands:
case RadarCategory_Rolls:
case RadarCategory_Lifts:
case RadarCategory_Fakes:
ss.m_player[p].m_radarPossible[rc] = float(1 + (rand() % 200));
ss.m_player[p].m_radarActual[rc] = float(rand() % (int)(ss.m_player[p].m_radarPossible[rc]));
break;
default: break;
}
; // filled in by ScreenGameplay on start of notes
}
}
}
if(STATSMAN->m_vPlayedStageStats.empty())
{
LuaHelpers::ReportScriptError("PlayerStageStats is empty! Do not use SM_GoToNextScreen on ScreenGameplay, use SM_DoNextScreen instead so that ScreenGameplay can clean up properly.");
STATSMAN->m_vPlayedStageStats.push_back(STATSMAN->m_CurStageStats);
}
m_pStageStats = &STATSMAN->m_vPlayedStageStats.back();
ZERO( m_bSavedScreenshot );
// Figure out which statistics and songs we're going to display
SUMMARY.Load( m_sName, "Summary" );
if( SUMMARY )
{
STATSMAN->GetFinalEvalStageStats( m_FinalEvalStageStats );
m_pStageStats = &m_FinalEvalStageStats;
}
// update persistent statistics
if( SUMMARY )
m_pStageStats->FinalizeScores( true );
// Run this here, so STATSMAN->m_CurStageStats is available to overlays.
ScreenWithMenuElements::Init();
// Calculate grades
Grade grade[NUM_PLAYERS];
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerEnabled(p) )
grade[p] = m_pStageStats->m_player[p].GetGrade();
else
grade[p] = Grade_Failed;
}
// load sounds
m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
// init banner area
if( SHOW_BANNER_AREA )
{
if( SUMMARY )
{
for( size_t i=0; i<m_pStageStats->m_vpPlayedSongs.size()
&& i < MAX_SONGS_TO_SHOW; i++ )
{
Song *pSong = m_pStageStats->m_vpPlayedSongs[i];
m_SmallBanner[i].LoadFromSong( pSong );
m_SmallBanner[i].ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
m_SmallBanner[i].SetName( ssprintf("SmallBanner%u",(unsigned)i+1) );
ActorUtil::LoadAllCommands( m_SmallBanner[i], m_sName );
SET_XY( m_SmallBanner[i] );
this->AddChild( &m_SmallBanner[i] );
m_sprSmallBannerFrame[i].Load( THEME->GetPathG(m_sName,"BannerFrame") );
m_sprSmallBannerFrame[i]->SetName( ssprintf("SmallBanner%u",(unsigned)i+1) );
ActorUtil::LoadAllCommands( *m_sprSmallBannerFrame[i], m_sName );
SET_XY( m_sprSmallBannerFrame[i] );
this->AddChild( m_sprSmallBannerFrame[i] );
}
}
else
{
if( GAMESTATE->IsCourseMode() )
m_LargeBanner.LoadFromCourse( GAMESTATE->m_pCurCourse );
else
m_LargeBanner.LoadFromSong( GAMESTATE->m_pCurSong );
m_LargeBanner.ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
m_LargeBanner.SetName( "LargeBanner" );
ActorUtil::LoadAllCommands( m_LargeBanner, m_sName );
SET_XY( m_LargeBanner );
this->AddChild( &m_LargeBanner );
m_sprLargeBannerFrame.Load( THEME->GetPathG(m_sName,"BannerFrame") );
m_sprLargeBannerFrame->SetName( "LargeBannerFrame" );
ActorUtil::LoadAllCommands( *m_sprLargeBannerFrame, m_sName );
SET_XY( m_sprLargeBannerFrame );
this->AddChild( m_sprLargeBannerFrame );
}
}
{
if( !SUMMARY )
{
FOREACH_EnabledPlayer( p )
{
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
ActorUtil::LoadAllCommands( m_textPlayerOptions[p], m_sName );
SET_XY( m_textPlayerOptions[p] );
std::vector<RString> v;
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list
po.GetLocalizedMods( v );
RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
m_textPlayerOptions[p].SetText( sPO );
this->AddChild( &m_textPlayerOptions[p] );
}
{
m_textSongOptions.LoadFromFont( THEME->GetPathF(m_sName,"SongOptions") );
m_textSongOptions.SetName( "SongOptions" );
ActorUtil::LoadAllCommands( m_textSongOptions, m_sName );
SET_XY( m_textSongOptions );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetStage().GetLocalizedString() );
this->AddChild( &m_textSongOptions );
}
}
// Dairy Queen'd (disqualified)
FOREACH_EnabledPlayer( p )
{
m_sprDisqualified[p].Load( THEME->GetPathG(m_sName,"Disqualified") );
m_sprDisqualified[p]->SetName( ssprintf("DisqualifiedP%d",p+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprDisqualified[p] );
m_sprDisqualified[p]->SetVisible( m_pStageStats->m_player[p].m_bDisqualified );
this->AddChild( m_sprDisqualified[p] );
}
}
// init grade area
if( SHOW_GRADE_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprGradeFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("GradeFrame p%d",p+1)) );
m_sprGradeFrame[p]->SetName( ssprintf("GradeFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprGradeFrame[p], m_sName );
SET_XY( m_sprGradeFrame[p] );
this->AddChild( m_sprGradeFrame[p] );
// TODO: Re-add scrolling grade functionality
m_Grades[p].Load( "GradeDisplayEval" );
m_Grades[p].SetGrade( grade[p] );
m_Grades[p].SetName( ssprintf("GradeP%d",p+1) );
ActorUtil::LoadAllCommands( m_Grades[p], m_sName );
SET_XY( m_Grades[p] );
this->AddChild( &m_Grades[p] );
}
}
// init points area
if( SHOW_POINTS_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprPercentFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("PercentFrame p%d",p+1)) );
m_sprPercentFrame[p]->SetName( ssprintf("PercentFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprPercentFrame[p], m_sName );
SET_XY( m_sprPercentFrame[p] );
this->AddChild( m_sprPercentFrame[p] );
/* Use "ScreenEvaluation Percent" in the [metrics], but position and
* tween it with "PercentP1X", etc. */
m_Percent[p].SetName( ssprintf("PercentP%d",p+1) );
m_Percent[p].Load( GAMESTATE->m_pPlayerState[p], &m_pStageStats->m_player[p], "ScreenEvaluation Percent", true );
ActorUtil::LoadAllCommands( m_Percent[p], m_sName );
SET_XY( m_Percent[p] );
this->AddChild( &m_Percent[p] );
}
}
// init bonus area
if( SHOW_BONUS_AREA )
{
// In course mode, we need to make sure the bar doesn't overflow. -aj
float fDivider = 1.0f;
if( GAMESTATE->IsCourseMode() )
fDivider = fDivider / GAMESTATE->m_pCurCourse->m_vEntries.size();
FOREACH_EnabledPlayer( p )
{
m_sprBonusFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("BonusFrame p%d",p+1)) );
m_sprBonusFrame[p]->SetName( ssprintf("BonusFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprBonusFrame[p], m_sName );
SET_XY( m_sprBonusFrame[p] );
this->AddChild( m_sprBonusFrame[p] );
// todo: convert this to use category names instead of numbers? -aj
for( int r=0; r<NUM_SHOWN_RADAR_CATEGORIES; r++ ) // foreach line
{
float possible= m_pStageStats->m_player[p].m_radarPossible[r];
float actual= m_pStageStats->m_player[p].m_radarActual[r];
if(possible > 1.0)
{
actual /= possible;
possible /= possible;
}
m_sprPossibleBar[p][r].Load( THEME->GetPathG(m_sName,ssprintf("BarPossible p%d",p+1)) );
m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * possible * fDivider );
m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) );
ActorUtil::LoadAllCommands( m_sprPossibleBar[p][r], m_sName );
SET_XY( m_sprPossibleBar[p][r] );
this->AddChild( &m_sprPossibleBar[p][r] );
m_sprActualBar[p][r].Load( THEME->GetPathG(m_sName,ssprintf("BarActual p%d",p+1)) );
// should be out of the possible bar, not actual (whatever value that is at)
m_sprActualBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * actual * fDivider );
float value = (float)100 * m_sprActualBar[p][r].GetUnzoomedWidth() / m_sprPossibleBar[p][r].GetUnzoomedWidth();
LOG->Trace("Radar bar %d of 5 - %f percent", r, value);
m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
ActorUtil::LoadAllCommands( m_sprActualBar[p][r], m_sName );
SET_XY( m_sprActualBar[p][r] );
// .99999 is fairly close to 1.00, so we use that.
// todo: allow extra commands for AAA/AAAA? -aj
if( actual > 0.99999f )
m_sprActualBar[p][r].RunCommands( BAR_ACTUAL_MAX_COMMAND );
this->AddChild( &m_sprActualBar[p][r] );
}
}
}
// init survived area
if( SHOW_SURVIVED_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprSurvivedFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("SurvivedFrame p%d",p+1)) );
m_sprSurvivedFrame[p]->SetName( ssprintf("SurvivedFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprSurvivedFrame[p], m_sName );
SET_XY( m_sprSurvivedFrame[p] );
this->AddChild( m_sprSurvivedFrame[p] );
m_textSurvivedNumber[p].LoadFromFont( THEME->GetPathF(m_sName, "SurvivedNumber") );
// curewater: edited the "# stages cleared" text so it deducts one if you failed.
// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
m_textSurvivedNumber[p].SetText( ssprintf("%02d", m_pStageStats->m_player[p].m_iSongsPassed) );
m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) );
ActorUtil::LoadAllCommands( m_textSurvivedNumber[p], m_sName );
SET_XY( m_textSurvivedNumber[p] );
this->AddChild( &m_textSurvivedNumber[p] );
}
}
// init win area
if( SHOW_WIN_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprWinFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("win frame p%d",p+1)) );
m_sprWinFrame[p]->SetName( ssprintf("WinFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprWinFrame[p], m_sName );
SET_XY( m_sprWinFrame[p] );
this->AddChild( m_sprWinFrame[p] );
m_sprWin[p].Load( THEME->GetPathG(m_sName,ssprintf("win p%d 1x3",p+1)) );
m_sprWin[p].StopAnimating();
int iFrame = GAMESTATE->GetStageResult( p );
m_sprWin[p].SetState( iFrame );
m_sprWin[p].SetName( ssprintf("WinP%d",p+1) );
ActorUtil::LoadAllCommands( m_sprWin[p], m_sName );
SET_XY( m_sprWin[p] );
this->AddChild( &m_sprWin[p] );
}
}
// init judgment area
ROLLING_NUMBERS_CLASS.Load( m_sName, "RollingNumbersClass" );
ROLLING_NUMBERS_MAX_COMBO_CLASS.Load( m_sName, "RollingNumbersMaxComboClass" );
FOREACH_ENUM( JudgmentLine, l )
{
if( l == JudgmentLine_W1 && !GAMESTATE->ShowW1() )
continue; // skip
if( SHOW_JUDGMENT_LINE(l) )
{
if( SHOW_SHARED_JUDGMENT_LINE_LABELS )
{
LuaThreadVariable var2( "JudgmentLine", LuaReference::Create(l) );
m_sprSharedJudgmentLineLabels[l].Load( THEME->GetPathG(m_sName,"JudgmentLabel " + JudgmentLineToString(l)) );
m_sprSharedJudgmentLineLabels[l]->SetName( JudgmentLineToString(l)+"Label" );
ActorUtil::LoadAllCommands( m_sprSharedJudgmentLineLabels[l], m_sName );
SET_XY( m_sprSharedJudgmentLineLabels[l] );
this->AddChild( m_sprSharedJudgmentLineLabels[l] );
}
FOREACH_EnabledPlayer( p )
{
m_textJudgmentLineNumber[l][p].LoadFromFont( THEME->GetPathF(m_sName, "JudgmentLineNumber") );
m_textJudgmentLineNumber[l][p].SetName( JudgmentLineToString(l)+ssprintf("NumberP%d",p+1) );
if( JudgmentLineToString(l) == "MaxCombo" )
m_textJudgmentLineNumber[l][p].Load( ROLLING_NUMBERS_MAX_COMBO_CLASS );
else
m_textJudgmentLineNumber[l][p].Load( ROLLING_NUMBERS_CLASS );
ActorUtil::LoadAllCommands( m_textJudgmentLineNumber[l][p], m_sName );
SET_XY( m_textJudgmentLineNumber[l][p] );
this->AddChild( &m_textJudgmentLineNumber[l][p] );
int iValue;
switch( l )
{
/* xxx: This doesn't seem to handle checkpoints correctly.
* Something about checkpoints needing to be tied into
* the correct judgments instead of just W1/W2. Misses are ok. */
case JudgmentLine_W1:
iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W1];
if( CHECKPOINTS_WITH_JUDGMENTS && GAMESTATE->ShowW1() )
{
iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointHit];
}
break;
case JudgmentLine_W2:
iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W2];
if( CHECKPOINTS_WITH_JUDGMENTS && !GAMESTATE->ShowW1() )
{
iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointHit];
}
break;
case JudgmentLine_W3: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W3]; break;
case JudgmentLine_W4: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W4]; break;
case JudgmentLine_W5: iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_W5]; break;
case JudgmentLine_Miss:
iValue = m_pStageStats->m_player[p].m_iTapNoteScores[TNS_Miss];
if( CHECKPOINTS_WITH_JUDGMENTS )
{
iValue += m_pStageStats->m_player[p].m_iTapNoteScores[TNS_CheckpointMiss];
}
break;
case JudgmentLine_Held: iValue = m_pStageStats->m_player[p].m_iHoldNoteScores[HNS_Held]; break;
case JudgmentLine_MaxCombo: iValue = m_pStageStats->m_player[p].GetMaxCombo().m_cnt; break;
DEFAULT_FAIL( l );
}
m_textJudgmentLineNumber[l][p].SetTargetNumber( float(iValue) );
}
}
}
// init detail area
if( SHOW_DETAIL_AREA )
{
FOREACH_EnabledPlayer( p )
{
m_sprDetailFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("DetailFrame p%d",p+1)) );
m_sprDetailFrame[p]->SetName( ssprintf("DetailFrameP%d",p+1) );
ActorUtil::LoadAllCommands( *m_sprDetailFrame[p], m_sName );
SET_XY( m_sprDetailFrame[p] );
this->AddChild( m_sprDetailFrame[p] );
}
FOREACH_ENUM( DetailLine, l )
{
FOREACH_EnabledPlayer( p )
{
m_textDetailText[l][p].LoadFromFont( THEME->GetPathF(m_sName,"DetailLineNumber") );
m_textDetailText[l][p].SetName( DetailLineToString(l)+ssprintf("NumberP%d",p+1) );
ActorUtil::LoadAllCommands( m_textDetailText[l][p], m_sName );
SET_XY( m_textDetailText[l][p] );
this->AddChild( &m_textDetailText[l][p] );
static const int indices[NUM_DetailLine] =
{
RadarCategory_TapsAndHolds, RadarCategory_Jumps, RadarCategory_Holds, RadarCategory_Mines,
RadarCategory_Hands, RadarCategory_Rolls, RadarCategory_Lifts, RadarCategory_Fakes
};
const int ind = indices[l];
const int iActual = std::lrint(m_pStageStats->m_player[p].m_radarActual[ind]);
const int iPossible = std::lrint(m_pStageStats->m_player[p].m_radarPossible[ind]);
// todo: check if format string is valid
// (two integer values in DETAILLINE_FORMAT) -aj
m_textDetailText[l][p].SetText( ssprintf(DETAILLINE_FORMAT.c_str(),iActual,iPossible) );
}
}
}
// init score area
if( SHOW_SCORE_AREA )
{
m_sprScoreLabel.Load( THEME->GetPathG(m_sName,"ScoreLabel") );
m_sprScoreLabel->SetName( "ScoreLabel" );
ActorUtil::LoadAllCommands( *m_sprScoreLabel, m_sName );
SET_XY( m_sprScoreLabel );
this->AddChild( m_sprScoreLabel );
FOREACH_EnabledPlayer( p )
{
m_textScore[p].LoadFromFont( THEME->GetPathF(m_sName, "ScoreNumber") );
m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
m_textScore[p].Load( "RollingNumbersEvaluation" );
ActorUtil::LoadAllCommands( m_textScore[p], m_sName );
SET_XY( m_textScore[p] );
m_textScore[p].SetTargetNumber( float(m_pStageStats->m_player[p].m_iScore) );
this->AddChild( &m_textScore[p] );
}
}
// init time area
if( SHOW_TIME_AREA )
{
m_sprTimeLabel.Load( THEME->GetPathG(m_sName,"TimeLabel") );
m_sprTimeLabel->SetName( "TimeLabel" );
ActorUtil::LoadAllCommands( *m_sprTimeLabel, m_sName );
SET_XY( m_sprTimeLabel );
this->AddChild( m_sprTimeLabel );
FOREACH_EnabledPlayer( p )
{
m_textTime[p].LoadFromFont( THEME->GetPathF(m_sName, "time") );
m_textTime[p].SetShadowLength( 0 );
m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) );
ActorUtil::LoadAllCommands( m_textTime[p], m_sName );
SET_XY( m_textTime[p] );
m_textTime[p].SetText( SecondsToMMSSMsMs(m_pStageStats->m_player[p].m_fAliveSeconds) );
this->AddChild( &m_textTime[p] );
}
}
// init records area
bool bOneHasNewTopRecord = false;
bool bOneHasFullW1Combo = false;
bool bOneHasFullW2Combo = false;
bool bOneHasFullW3Combo = false;
bool bOneHasFullW4Combo = false;
FOREACH_PlayerNumber( p )
{
if(GAMESTATE->IsPlayerEnabled(p))
{
if( (m_pStageStats->m_player[p].m_iMachineHighScoreIndex == 0 ||
m_pStageStats->m_player[p].m_iPersonalHighScoreIndex == 0) )
{
bOneHasNewTopRecord = true;
}
if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W4) )
bOneHasFullW4Combo = true;
if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W3) )
bOneHasFullW3Combo = true;
if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W2) )
bOneHasFullW2Combo = true;
if( m_pStageStats->m_player[p].FullComboOfScore(TNS_W1) )
bOneHasFullW1Combo = true;
}
}
Grade best_grade = Grade_NoData;
FOREACH_PlayerNumber( p )
best_grade = std::min( best_grade, grade[p] );
if( m_pStageStats->m_EarnedExtraStage != EarnedExtraStage_No )
{
SOUND->PlayOnce( THEME->GetPathS(m_sName,"try " + EarnedExtraStageToString(m_pStageStats->m_EarnedExtraStage)) );
}
else if( bOneHasNewTopRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation new record") );
}
else if( bOneHasFullW4Combo && g_MinScoreToMaintainCombo == TNS_W4 )
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation full combo W4") );
}
else if( (bOneHasFullW1Combo || bOneHasFullW2Combo || bOneHasFullW3Combo) )
{
RString sComboType = bOneHasFullW1Combo ? "W1" : ( bOneHasFullW2Combo ? "W2" : "W3" );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation full combo "+sComboType) );
}
else
{
if( SUMMARY || GAMESTATE->IsCourseMode() )
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation final "+GradeToOldString(best_grade)) );
}
else
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
{
bool bWon = GAMESTATE->GetStageResult(GAMESTATE->GetMasterPlayerNumber()) == RESULT_WIN;
RString sResult = bWon ? "win" : "lose";
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+sResult) );
}
break;
default:
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation "+GradeToOldString(best_grade)) );
break;
}
}
}
switch( GradeToOldGrade(best_grade) )
{
case Grade_Tier01:
case Grade_Tier02:
case Grade_Tier03:
this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
default:
break;
}
}
bool ScreenEvaluation::Input( const InputEventPlus &input )
{
if( IsTransitioning() )
return false;
if (input.MenuI == GAME_BUTTON_RESTART && input.type == IET_FIRST_PRESS &&
GAMESTATE->IsEventMode() && !GAMESTATE->IsCourseMode())
{
return MenuRestart(input);
}
if( input.GameI.IsValid() )
{
if( CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT1) ||
CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT2) )
{
PlayerNumber pn = input.pn;
if( !m_bSavedScreenshot[pn] && // only allow one screenshot
PROFILEMAN->IsPersistentProfile(pn) )
{
if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) )
MEMCARDMAN->MountCard( pn );
Profile* pProfile = PROFILEMAN->GetProfile(pn);
RString sDir = PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
RString sFileName = StepMania::SaveScreenshot( sDir, true, true, "", "" );
if( !sFileName.empty() )
{
RString sPath = sDir+sFileName;
const HighScore &hs = m_pStageStats->m_player[pn].m_HighScore;
Screenshot screenshot;
screenshot.sFileName = sFileName;
screenshot.sMD5 = BinaryToHex( CRYPTMAN->GetMD5ForFile(sPath) );
screenshot.highScore = hs;
pProfile->AddScreenshot( screenshot );
}
if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) )
MEMCARDMAN->UnmountCard( pn );
m_bSavedScreenshot[pn] = true;
return true; // handled
}
}
}
return ScreenWithMenuElements::Input( input );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_PlayCheer )
{
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
}
ScreenWithMenuElements::HandleScreenMessage( SM );
}
bool ScreenEvaluation::MenuBack( const InputEventPlus &input )
{
return MenuStart( input );
}
bool ScreenEvaluation::MenuStart( const InputEventPlus &input )
{
if( IsTransitioning() )
return false;
m_soundStart.Play(true);
HandleMenuStart();
return true;
}
bool ScreenEvaluation::MenuRestart( const InputEventPlus &input )
{
if (IsTransitioning()) {
return false;
}
SCREENMAN->GetTopScreen()->SetNextScreenName("ScreenGameplay");
StartTransitioningScreen( SM_GoToNextScreen );
return true;
}
void ScreenEvaluation::HandleMenuStart()
{
StartTransitioningScreen( SM_GoToNextScreen );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ScreenEvaluation. */
class LunaScreenEvaluation: public Luna<ScreenEvaluation>
{
public:
static int GetStageStats( T* p, lua_State *L ) { LuaHelpers::Push( L, p->GetStageStats() ); return 1; }
LunaScreenEvaluation()
{
ADD_METHOD( GetStageStats );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenEvaluation, ScreenWithMenuElements )
// lua end
/*
* (c) 2001-2004 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.
*/