void ScreenGameplaySyncMachine::Init() { m_bForceNoNetwork = true; GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) ); AdjustSync::ResetOriginalSyncData(); RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music"); // Allow themers to use either a .ssc or .sm file for this. -aj SSCLoader loaderSSC; SMLoader loaderSM; if(sFile.Right(4) == ".ssc") loaderSSC.LoadFromSimfile( sFile, m_Song ); else loaderSM.LoadFromSimfile( sFile, m_Song ); m_Song.SetSongDir( Dirname(sFile) ); m_Song.TidyUpData(); GAMESTATE->m_pCurSong.Set( &m_Song ); // Needs proper StepsType -freem vector<Steps*> vpSteps; SongUtil::GetPlayableSteps( &m_Song, vpSteps ); ASSERT_M(vpSteps.size() > 0, "No playable steps for ScreenGameplaySyncMachine"); Steps *pSteps = vpSteps[0]; GAMESTATE->m_pCurSteps[GAMESTATE->GetFirstHumanPlayer()].Set( pSteps ); GamePreferences::m_AutoPlay.Set( PC_HUMAN ); ScreenGameplayNormal::Init(); SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_AutosyncType, SongOptions::AUTOSYNC_MACHINE ); ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc. GAMESTATE->m_bGameplayLeadIn.Set( false ); m_DancingState = STATE_DANCING; m_textSyncInfo.SetName( "SyncInfo" ); m_textSyncInfo.LoadFromFont( THEME->GetPathF(m_sName,"SyncInfo") ); ActorUtil::LoadAllCommands( m_textSyncInfo, m_sName ); this->AddChild( &m_textSyncInfo ); this->SubscribeToMessage( Message_AutosyncChanged ); RefreshText(); }
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 ) { 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 = fmodf(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] = 1 + (rand() % 200); ss.m_player[p].m_radarActual[rc] = rand() % (int)(ss.m_player[p].m_radarPossible[rc]); break; default: break; } ; // filled in by ScreenGameplay on start of notes } } }