ScreenEnding::ScreenEnding( const CString &sClassName ) : ScreenAttract( sClassName, false/*dont reset GAMESTATE*/ ) { if( PREFSMAN->m_bScreenTestMode ) { PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1); PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2); GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR; GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(), "versus" ); GAMESTATE->m_bSideIsJoined[PLAYER_1] = true; GAMESTATE->m_bSideIsJoined[PLAYER_2] = true; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_pCurSong = SONGMAN->GetRandomSong(); GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse(); GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->GetAllSteps()[0]; GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->GetAllSteps()[0]; g_CurStageStats.vpSteps[PLAYER_1].push_back( GAMESTATE->m_pCurSteps[PLAYER_1] ); g_CurStageStats.vpSteps[PLAYER_2].push_back( GAMESTATE->m_pCurSteps[PLAYER_2] ); GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2; GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2; GAMESTATE->m_iCurrentStageIndex = 0; GAMESTATE->m_PlayerOptions[PLAYER_1].ChooseRandomMofifiers(); GAMESTATE->m_PlayerOptions[PLAYER_2].ChooseRandomMofifiers(); for( float f = 0; f < 100.0f; f += 1.0f ) { float fP1 = fmodf(f/100*4+.3f,1); g_CurStageStats.SetLifeRecordAt( PLAYER_1, fP1, f ); g_CurStageStats.SetLifeRecordAt( PLAYER_2, 1-fP1, f ); } g_CurStageStats.iActualDancePoints[PLAYER_1] = rand()%3; g_CurStageStats.iPossibleDancePoints[PLAYER_1] = 2; g_CurStageStats.iActualDancePoints[PLAYER_2] = rand()&1; g_CurStageStats.iPossibleDancePoints[PLAYER_2] = 1; g_CurStageStats.iCurCombo[PLAYER_1] = 0; g_CurStageStats.UpdateComboList( PLAYER_1, 0, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 1; g_CurStageStats.UpdateComboList( PLAYER_1, 1, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 50; g_CurStageStats.UpdateComboList( PLAYER_1, 25, false ); g_CurStageStats.iCurCombo[PLAYER_1] = 250; g_CurStageStats.UpdateComboList( PLAYER_1, 100, false ); g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_MARVELOUS] = rand()&1; g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_PERFECT] = rand()&1; g_CurStageStats.iTapNoteScores[PLAYER_1][TNS_GREAT] = rand()&1; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_MARVELOUS] = rand()&1; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_PERFECT] = rand()&1; g_CurStageStats.iTapNoteScores[PLAYER_2][TNS_GREAT] = rand()&1; g_vPlayedStageStats.clear(); } // Update final profile stats before we load them for display below. GAMESTATE->FinishStage(); vector<Song*> arraySongs; SONGMAN->GetSongs( arraySongs ); SongUtil::SortSongPointerArrayByTitle( arraySongs ); const CString sStatsTitleFont = THEME->GetPathToF( "ScreenEnding stats title" ); const CString sStatsValueFont = THEME->GetPathToF( "ScreenEnding stats value" ); FOREACH_PlayerNumber( p ) { if( !GAMESTATE->IsHumanPlayer(p) ) continue; // skip Profile* pProfile = PROFILEMAN->GetProfile( p ); m_textPlayerName[p].LoadFromFont( THEME->GetPathToF("ScreenEnding player name") ); m_textPlayerName[p].SetText( pProfile ? pProfile->GetDisplayName() : CString("NO CARD") ); m_textPlayerName[p].SetName( ssprintf("PlayerNameP%d",p+1) ); SET_XY_AND_ON_COMMAND( m_textPlayerName[p] ); this->AddChild( &m_textPlayerName[p] ); if( pProfile == NULL ) continue; // don't show the stats lines FOREACH_EndingStatsLine( i ) { m_Lines[i][p].title.LoadFromFont( sStatsTitleFont ); m_Lines[i][p].title.SetText( GetStatsLineTitle(p, i) ); m_Lines[i][p].title.SetName( ssprintf("StatsTitleP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_Lines[i][p].title ); this->AddChild( &m_Lines[i][p].title ); m_Lines[i][p].value.LoadFromFont( sStatsValueFont ); m_Lines[i][p].value.SetText( GetStatsLineValue(p, i) ); m_Lines[i][p].value.SetName( ssprintf("StatsValueP%dLine%d",p+1,i+1) ); SET_XY_AND_ON_COMMAND( m_Lines[i][p].value ); this->AddChild( &m_Lines[i][p].value ); } } this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("music scroll") ); // Now that we've read the data from the profile, it's ok to Reset() GAMESTATE->Reset(); float fSecsUntilBeginFadingOut = m_Background.GetLengthSeconds() - m_Out.GetLengthSeconds(); if( fSecsUntilBeginFadingOut < 0 ) { LOG->Warn( "Screen '%s' Out BGAnimation (%f seconds) is longer than Background BGAnimation (%f seconds); background BGA will be truncated", m_sName.c_str(), m_Out.GetLengthSeconds(), m_Background.GetLengthSeconds() ); fSecsUntilBeginFadingOut = 0; } this->PostScreenMessage( SM_BeginFadingOut, fSecsUntilBeginFadingOut ); }
CString Profile::GetProfileDisplayNameFromDir( CString sDir ) { Profile profile; profile.LoadEditableDataFromDir( sDir ); return profile.GetDisplayName(); }