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Guitar.py
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Guitar.py
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#####################################################################
# -*- coding: utf-8 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyostila #
# 2008 Alarian #
# 2008 myfingershurt #
# 2008 Capo #
# 2008 Glorandwarf #
# 2008 QQStarS #
# 2008 Blazingamer #
# 2008 evilynux <evilynux@gmail.com> #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from copy import deepcopy
import math
import os
import OpenGL.GL as gl
import numpy as np
from fretwork import log
from fofix.game.guitarscene.instruments.Instrument import Instrument
from fofix.game.guitarscene.Neck import Neck
from fofix.game.song import Note, Tempo
from fofix.core.Image import draw3Dtex
from fofix.core.Shader import shaders
from fofix.core.Mesh import Mesh
from fofix.core import cmgl
class Guitar(Instrument):
def __init__(self, engine, playerObj, scene, player = 0, bass = False):
super(Guitar, self).__init__(engine, playerObj, scene, player=player)
self.isDrum = False
self.isBassGuitar = bass
self.isVocal = False
self.strings = 5
self.strings2 = 5
self.debugMode = False
self.gameMode2p = self.engine.world.multiMode
self.matchingNotes = []
self.logClassInits = self.engine.config.get("game", "log_class_inits")
if self.logClassInits == 1:
log.debug("Guitar class init...")
self.lastPlayedNotes = [] #MFH - for reverting when game discovers it implied incorrectly
self.missedNotes = []
self.freestyleHitFlameCounts = [0 for n in range(self.strings+1)] #MFH
self.fretWeight = [0.0] * self.strings
self.fretActivity = [0.0] * self.strings
self.drumFretButtons = None
self.sfxVolume = self.engine.config.get("audio", "SFX_volume")
#blazingamer
self.killfx = self.engine.config.get("performance", "killfx")
self.killCount = 0
self.bigMax = 1
#Get theme
#now theme determination logic is only in data.py:
self.theme = self.engine.data.theme
self.oFlash = None
self.lanenumber = float(5)
self.fretImgColNumber = float(3)
#myfingershurt:
self.bassGrooveNeckMode = self.engine.config.get("game", "bass_groove_neck")
self.tailsEnabled = True
self.loadImages()
self.twoChordMax = False
self.rockLevel = 0.0
self.neck = Neck(self.engine, self, playerObj)
def renderFrets(self, visibility, song, controls):
w = self.boardWidth / self.strings
size = (.22, .22)
v = 1.0 - visibility
gl.glEnable(gl.GL_DEPTH_TEST)
for n in range(self.strings2):
keyNumb = n
f = self.fretWeight[keyNumb]
c = list(self.fretColors[keyNumb])
y = v / 6
x = (self.strings / 2 - n) * w
if self.twoDkeys == True or not self.keyMesh:
fretColor = (1,1,1,1)
size = (self.boardWidth / self.strings / 2, self.boardWidth / self.strings / 2.4)
texSize = (n / self.lanenumber, n / self.lanenumber + 1 / self.lanenumber)
# fret normal guitar/bass/drums
texY = (0.0, 1.0 / self.fretImgColNumber)
# fret press
if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]):
texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)
#frets on note hit
elif self.hit[n]:
texY = (2.0 / self.fretImgColNumber,1.0)
draw3Dtex(self.fretButtons, vertex = (size[0],size[1],-size[0],-size[1]), texcoord = (texSize[0], texY[0], texSize[1], texY[1]),
coord = (x,v,0), multiples = True,color = fretColor, depth = True)
else:
self.keypos = self.engine.theme.keypos
self.keyrot = self.engine.theme.keyrot
if self.keytex:
texture = getattr(self,"keytex"+chr(97+n)).texture
else:
texture = None
c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
self.render3DKey(texture,self.keyMesh, x, y, c, n, f)
gl.glDisable(gl.GL_DEPTH_TEST)
def renderFreestyleFlames(self, visibility, controls):
if self.flameColors[0][0] == -1:
return
w = self.boardWidth / self.strings
v = 1.0 - visibility
flameLimit = 10.0
flameLimitHalf = round(flameLimit/2.0)
for fretNum in range(self.strings):
if controls.getState(self.keys[fretNum]) or controls.getState(self.keys[fretNum+5]):
if self.freestyleHitFlameCounts[fretNum] < flameLimit:
ms = math.sin(self.time) * .25 + 1
x = (self.strings / 2 - fretNum) * w
ff = 1 + 0.25
y = v + ff / 6
if self.theme == 2:
y -= 0.5
flameSize = self.hitFlameSize
if self.theme == 0 or self.theme == 1: #THIS SETS UP GH3 COLOR, ELSE ROCKBAND(which is DEFAULT in Theme.py)
flameColor = self.gh3flameColor
else: #MFH - fixing crash!
flameColor = self.fretColors[fretNum]
if flameColor[0] == -2:
flameColor = self.fretColors[fretNum]
ff += 1.5 #ff first time is 2.75 after this
if self.freestyleHitFlameCounts[fretNum] < flameLimitHalf:
flamecol = tuple([flameColor[ifc] for ifc in range(3)])
rbStarColor = (.1, .1, .2, .3)
xOffset = (.0, - .005, .005, .0)
yOffset = (.20, .255, .255, .255)
scaleMod = .6 * ms * ff
scaleFix = (6.0, 5.5, 5.0, 4.7)
for step in range(4):
if self.starPowerActive and self.theme < 2:
flamecol = self.spColor
else: #Default starcolor (Rockband)
flamecol = (rbStarColor[step],)*3
hfCount = self.freestyleHitFlameCounts[fretNum]
if step == 0:
hfCount += 1
if self.disableFlameSFX != True:
draw3Dtex(self.hitflames2Drawing, coord = (x+xOffset[step], y+yOffset[step], 0), rot = (90, 1, 0, 0),
scale = (.25 + .05 * step + scaleMod, hfCount/scaleFix[step] + scaleMod, hfCount/scaleFix[step] + scaleMod),
vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)
else:
flameColorMod = 0.1 * (flameLimit - self.freestyleHitFlameCounts[fretNum])
flamecol = tuple([flameColor[ifc]*flameColorMod for ifc in range(3)])
xOffset = (.0, - .005, .005, .005)
yOffset = (.35, .405, .355, .355)
scaleMod = .6 * ms * ff
scaleFix = (3.0, 2.5, 2.0, 1.7)
for step in range(4):
hfCount = self.freestyleHitFlameCounts[fretNum]
if step == 0:
hfCount += 1
else:
if self.starPowerActive and self.theme < 2:
flamecol = self.spColor
else: #Default starcolor (Rockband)
flamecol = (.4+.1*step,)*3
if self.disableFlameSFX != True:
draw3Dtex(self.hitflames1Drawing, coord = (x+xOffset[step], y+yOffset[step], 0), rot = (90, 1, 0, 0),
scale = (.25 + .05 * step + scaleMod, hfCount/scaleFix[step] + scaleMod, hfCount/scaleFix[step] + scaleMod),
vertex = (-flameSize * ff,-flameSize * ff,flameSize * ff,flameSize * ff),
texcoord = (0.0,0.0,1.0,1.0), multiples = True, alpha = True, color = flamecol)
self.freestyleHitFlameCounts[fretNum] += 1
else: #MFH - flame count is done - reset it!
self.freestyleHitFlameCounts[fretNum] = 0 #MFH
def render(self, visibility, song, pos, controls, killswitch):
if shaders.turnon:
shaders.globals["dfActive"] = self.drumFillsActive
shaders.globals["breActive"] = self.freestyleActive
shaders.globals["rockLevel"] = self.rockLevel
if shaders.globals["killswitch"] != killswitch:
shaders.globals["killswitchPos"] = pos
shaders.globals["killswitch"] = killswitch
shaders.modVar("height",0.2,0.2,1.0,"tail")
if not self.starNotesSet == True:
self.totalNotes = 0
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
self.totalNotes += 1
stars = []
maxStars = []
maxPhrase = self.totalNotes/120
for q in range(0,maxPhrase):
for n in range(0,10):
stars.append(self.totalNotes/maxPhrase*(q)+n+maxPhrase/4)
maxStars.append(self.totalNotes/maxPhrase*(q)+10+maxPhrase/4)
i = 0
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
for a in stars:
if i == a:
self.starNotes.append(time)
event.star = True
for a in maxStars:
if i == a:
self.maxStars.append(time)
event.finalStar = True
i += 1
for time, event in song.track[self.player].getAllEvents():
if not isinstance(event, Note):
continue
for q in self.starNotes:
if time == q:
event.star = True
for q in self.maxStars:
if time == q: #MFH - no need to mark only the final SP phrase note as the finalStar as in drums, they will be hit simultaneously here.
event.finalStar = True
self.starNotesSet = True
if not (self.coOpFailed and not self.coOpRestart):
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_COLOR_MATERIAL)
if self.leftyMode:
gl.glScalef(-1, 1, 1)
if self.freestyleActive:
self.renderFreestyleLanes(visibility, song, pos, None) #MFH - render the lanes on top of the notes.
self.renderFrets(visibility, song, controls)
self.renderFreestyleFlames(visibility, controls) #MFH - freestyle hit flames
else:
self.renderTails(visibility, song, pos, killswitch)
if self.fretsUnderNotes: #MFH
if self.twoDnote == True:
self.renderFrets(visibility, song, controls)
self.renderNotes(visibility, song, pos)
else:
self.renderNotes(visibility, song, pos)
self.renderFrets(visibility, song, controls)
else:
self.renderNotes(visibility, song, pos)
self.renderFrets(visibility, song, controls)
self.renderFreestyleLanes(visibility, song, pos, None) #MFH - render the lanes on top of the notes.
self.renderHitGlow()
self.renderHitTrails(controls)
self.renderAnimatedFlames(song, pos)
self.renderFlames(song, pos) #MFH - only when freestyle inactive!
if self.leftyMode:
gl.glScalef(-1, 1, 1)
def controlsMatchNotes3(self, controls, notes, hopo = False):
def matchNotes(chordTuple, requiredKeys):
if len(chordTuple) > 1: #Chords must match exactly
for n in range(self.strings):
if (n in requiredKeys and not (controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]))) or (n not in requiredKeys and (controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]))):
return False
else: #Single Note must match that note
requiredKey = requiredKeys[0]
if not controls.getState(self.keys[requiredKey]) and not controls.getState(self.keys[requiredKey+5]):
return False
# Check for higher numbered frets
for n, k in enumerate(self.keys):
if (n > requiredKey and n < 5) or (n > 4 and n > requiredKey + 5):
#higher numbered frets cannot be held
if controls.getState(k):
return False
return True
# no notes?
if not notes:
return False
# check each valid chord
chords = {}
for time, note in notes:
if note.hopod == True and (controls.getState(self.keys[note.number]) or controls.getState(self.keys[note.number + 5])):
self.playedNotes = []
return True
if not time in chords:
chords[time] = []
chords[time].append((time, note))
#Make sure the notes are in the right time order
chordlist = chords.values()
chordlist.sort(key=lambda a: a[0][0])
self.missedNotes = []
twochord = 0
for chord in chordlist:
# matching keys?
requiredKeys = self.uniqify([note.number for time, note in chord])
if len(requiredKeys) > 2 and self.twoChordMax == True:
twochord = 0
for n, k in enumerate(self.keys):
if controls.getState(k):
twochord += 1
if twochord == 2:
skipped = len(requiredKeys) - 2
requiredKeys = [min(requiredKeys), max(requiredKeys)]
else:
twochord = 0
if (matchNotes(chord, requiredKeys)):
if twochord != 2:
for time, note in chord:
note.played = True
else:
self.twoChordApply = True
for time, note in chord:
note.skipped = True
chord[0][1].skipped = False
chord[-1][1].skipped = False
chord[0][1].played = True
chord[-1][1].played = True
break
if hopo == True:
break
self.missedNotes.append(chord)
else:
self.missedNotes = []
for chord in self.missedNotes:
for time, note in chord:
note.skipped = True
note.played = False
if twochord == 2:
self.twoChord += skipped
return True
def uniqify(self, seq):
result = []
for marker in seq:
if marker in result:
continue
result.append(marker)
return result
def startPick3(self, song, pos, controls, hopo = False):
if not song:
return False
if not song.readyToGo:
return False
self.lastPlayedNotes = self.playedNotes
self.playedNotes = []
self.controlsMatchNotes3(controls, self.matchingNotes, hopo=hopo)
#myfingershurt
for time, note in self.matchingNotes:
if note.played != True:
continue
self.pickStartPos = max(pos, time)
if shaders.turnon:
shaders.var["fret"][self.player][note.number]=shaders.time()
shaders.var["fretpos"][self.player][note.number]=pos
if hopo:
note.hopod = True
else:
note.played = True
if note.tappable == 1 or note.tappable == 2:
self.hopoActive = time
self.wasLastNoteHopod = True
elif note.tappable == 3:
self.hopoActive = -time
self.wasLastNoteHopod = True
if hopo: #MFH - you just tapped a 3 - make a note of it. (har har)
self.hopoProblemNoteNum = note.number
self.sameNoteHopoString = True
else:
self.hopoActive = 0
self.wasLastNoteHopod = False
self.hopoLast = note.number
self.playedNotes.append([time, note])
if self.guitarSolo:
self.currentGuitarSoloHitNotes += 1
#myfingershurt: be sure to catch when a chord is played
if len(self.playedNotes) > 1:
lastPlayedNote = None
for time, note in self.playedNotes:
if isinstance(lastPlayedNote, Note):
if note.tappable == 1 and lastPlayedNote.tappable == 1:
self.LastStrumWasChord = True
else:
self.LastStrumWasChord = False
lastPlayedNote = note
elif len(self.playedNotes) > 0: #ensure at least that a note was played here
self.LastStrumWasChord = False
if len(self.playedNotes) != 0:
return True
return False
#MFH - TODO - handle freestyle picks here
def freestylePick(self, song, pos, controls):
numHits = 0
#if not song:
# return numHits
if not controls.getState(self.actions[0]) and not controls.getState(self.actions[1]):
return 0
for theFret in range(5):
self.freestyleHit[theFret] = controls.getState(self.keys[theFret])
if self.freestyleHit[theFret]:
if shaders.turnon:
shaders.var["fret"][self.player][theFret]=shaders.time()
shaders.var["fretpos"][self.player][theFret]=pos
numHits += 1
return numHits
def getPickLength(self, pos):
if not self.playedNotes:
return 0.0
# The pick length is limited by the played notes
pickLength = pos - self.pickStartPos
for time, note in self.playedNotes:
pickLength = min(pickLength, note.length)
return pickLength
def run(self, ticks, pos, controls):
if not self.paused:
self.time += ticks
self.matchingNotes = self.getRequiredNotes(self.scene.song, pos)
#MFH - Determine which frame to display for starpower notes
if self.noteSpin:
self.indexCount = self.indexCount + 1
if self.indexCount > self.Animspeed-1:
self.indexCount = 0
self.noteSpinFrameIndex = (self.indexCount * self.noteSpinFrames - (self.indexCount * self.noteSpinFrames) % self.Animspeed) / self.Animspeed
if self.noteSpinFrameIndex > self.noteSpinFrames - 1:
self.noteSpinFrameIndex = 0
#myfingershurt: must not decrease SP if paused.
if self.starPowerActive == True and self.paused == False:
self.starPower -= ticks/self.starPowerDecreaseDivisor
if self.starPower <= 0:
self.starPower = 0
self.starPowerActive = False
self.engine.data.starDeActivateSound.play()
activeFrets = [note.number for time, note in self.playedNotes]
for n in range(self.strings):
if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]):
self.fretWeight[n] = 0.5
else:
self.fretWeight[n] = max(self.fretWeight[n] - ticks / 64.0, 0.0)
if n in activeFrets:
self.fretActivity[n] = min(self.fretActivity[n] + ticks / 32.0, 1.0)
else:
self.fretActivity[n] = max(self.fretActivity[n] - ticks / 64.0, 0.0)
#MFH - THIS is where note sustains should be determined... NOT in renderNotes / renderFrets / renderFlames -.-
if self.fretActivity[n]:
self.hit[n] = True
else:
self.hit[n] = False
if self.vbpmLogicType == 0: #MFH - VBPM (old)
if self.currentBpm != self.targetBpm:
diff = self.targetBpm - self.currentBpm
if (round((diff * .03), 4) != 0):
self.currentBpm = round(self.currentBpm + (diff * .03), 4)
else:
self.currentBpm = self.targetBpm
self.setBPM(self.currentBpm) # glorandwarf: was setDynamicBPM(self.currentBpm)
for time, note in self.playedNotes:
if pos > time + note.length:
return False
return True