203 lines
6.3 KiB
C++
203 lines
6.3 KiB
C++
#ifndef SCREENGAMEPLAY_H
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#define SCREENGAMEPLAY_H
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/*
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-----------------------------------------------------------------------------
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Class: ScreenGameplay
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Desc: The music plays, the notes scroll, and the Player is pressing buttons.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Screen.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 "Player.h"
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#include "RandomSample.h"
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#include "RageSound.h"
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#include "Background.h"
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#include "LifeMeter.h"
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#include "ScoreDisplay.h"
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#include "DifficultyIcon.h"
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#include "BPMDisplay.h"
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class Inventory;
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "TimingAssist.h"
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#include "Character.h"
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#include "Attack.h"
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// messages sent by Combo
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const ScreenMessage SM_PlayToasty = ScreenMessage(SM_User+104);
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const ScreenMessage SM_100Combo = ScreenMessage(SM_User+200);
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const ScreenMessage SM_200Combo = ScreenMessage(SM_User+201);
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const ScreenMessage SM_300Combo = ScreenMessage(SM_User+202);
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const ScreenMessage SM_400Combo = ScreenMessage(SM_User+203);
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const ScreenMessage SM_500Combo = ScreenMessage(SM_User+204);
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const ScreenMessage SM_600Combo = ScreenMessage(SM_User+205);
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const ScreenMessage SM_700Combo = ScreenMessage(SM_User+206);
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const ScreenMessage SM_800Combo = ScreenMessage(SM_User+207);
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const ScreenMessage SM_900Combo = ScreenMessage(SM_User+208);
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const ScreenMessage SM_1000Combo = ScreenMessage(SM_User+209);
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const ScreenMessage SM_ComboStopped = ScreenMessage(SM_User+210);
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const ScreenMessage SM_ComboContinuing = ScreenMessage(SM_User+211);
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const ScreenMessage SM_MissComboAborted = ScreenMessage(SM_User+212);
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const ScreenMessage SM_BattleTrickLevel1 = ScreenMessage(SM_User+301);
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const ScreenMessage SM_BattleTrickLevel2 = ScreenMessage(SM_User+302);
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const ScreenMessage SM_BattleTrickLevel3 = ScreenMessage(SM_User+303);
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const ScreenMessage SM_BattleDamageLevel1 = ScreenMessage(SM_User+304);
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const ScreenMessage SM_BattleDamageLevel2 = ScreenMessage(SM_User+305);
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const ScreenMessage SM_BattleDamageLevel3 = ScreenMessage(SM_User+306);
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class LyricsLoader;
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class ScreenGameplay : public Screen
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{
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public:
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ScreenGameplay( CString sName, bool bDemonstration = false );
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virtual ~ScreenGameplay();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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void TweenOnScreen();
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void TweenOffScreen();
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bool IsLastSong();
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void LoadNextSong();
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
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bool OneIsHot();
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bool AllAreInDanger();
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bool AllAreFailing();
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bool AllFailedEarlier();
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bool IsTimeToPlayTicks() const;
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void UpdateLyrics( float fDeltaTime );
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void UpdateCheckFail();
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_DANCING,
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STATE_OUTRO, // not allowed to press Back
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NUM_DANCING_STATES
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} m_DancingState;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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vector<Steps*> m_apNotesQueue[NUM_PLAYERS]; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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bool m_bChangedOffsetOrBPM;
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float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
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LyricDisplay m_LyricDisplay;
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TimingAssist m_TimingAssist;
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Background m_Background;
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Transition m_NextSongIn; // shows between songs in a course
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Transition m_NextSongOut; // shows between songs in a course
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Sprite m_sprStaticBackground;
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Sprite m_sprLifeFrame;
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LifeMeter* m_pLifeMeter[NUM_PLAYERS];
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CombinedLifeMeter* m_pCombinedLifeMeter;
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Sprite m_sprStage;
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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BPMDisplay m_BPMDisplay;
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Sprite m_sprScoreFrame;
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ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
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ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
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ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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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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void AbortGiveUp();
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BitmapText m_textAutoPlay; // for AutoPlay, AutoAdjust
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void UpdateAutoPlayText();
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BitmapText m_MaxCombo;
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Transition m_Ready;
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Transition m_Go;
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Transition m_Cleared;
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Transition m_Failed;
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Transition m_Extra;
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Transition m_Toasty; // easter egg
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Transition m_Win[NUM_PLAYERS];
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Transition m_Draw;
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Transition m_In;
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Transition m_Back;
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BitmapText m_textSurviveTime; // used in extra stage
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BitmapText m_textSongTitle;
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Player m_Player[NUM_PLAYERS];
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// used in PLAY_MODE_BATTLE
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Inventory* m_pInventory[NUM_PLAYERS];
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DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
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BGAnimation m_bgaBH;
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Sprite m_sprBH;
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Sprite m_sprOniGameOver[NUM_PLAYERS];
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void ShowOniGameOver( PlayerNumber pn );
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RandomSample m_soundOniDie;
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RandomSample m_announcerReady;
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RandomSample m_announcerHereWeGo;
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RandomSample m_announcerDanger;
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RandomSample m_announcerGood;
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RandomSample m_announcerHot;
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RandomSample m_announcerOni;
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RandomSample m_announcer100Combo;
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RandomSample m_announcer200Combo;
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RandomSample m_announcer300Combo;
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RandomSample m_announcer400Combo;
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RandomSample m_announcer500Combo;
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RandomSample m_announcer600Combo;
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RandomSample m_announcer700Combo;
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RandomSample m_announcer800Combo;
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RandomSample m_announcer900Combo;
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RandomSample m_announcer1000Combo;
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RandomSample m_announcerComboStopped;
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RandomSample m_announcerComboContinuing;
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RandomSample m_announcerBattleTrickLevel1;
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RandomSample m_announcerBattleTrickLevel2;
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RandomSample m_announcerBattleTrickLevel3;
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RandomSample m_soundBattleTrickLevel1;
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RandomSample m_soundBattleTrickLevel2;
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RandomSample m_soundBattleTrickLevel3;
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RandomSample m_announcerBattleDamageLevel1;
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RandomSample m_announcerBattleDamageLevel2;
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RandomSample m_announcerBattleDamageLevel3;
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RandomSample m_announcerBattleDie;
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bool m_bZeroDeltaOnNextUpdate;
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bool m_bDemonstration;
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RageSound m_soundAssistTick;
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RageSound m_soundMusic;
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BeginnerHelper m_BeginnerHelper;
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};
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#endif
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