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#23559 Riskyのゲージ処理を追加。
[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / CStage演奏画面共通.cs
1 using System;\r
2 using System.Collections.Generic;\r
3 using System.Text;\r
4 using System.Runtime;\r
5 using System.Runtime.InteropServices;\r
6 using System.Drawing;\r
7 using System.Drawing.Imaging;\r
8 using System.IO;\r
9 using System.Diagnostics;\r
10 using System.Threading;\r
11 using SlimDX;\r
12 using SlimDX.Direct3D9;\r
13 using FDK;\r
14 \r
15 namespace DTXMania\r
16 {\r
17         /// <summary>\r
18         /// 演奏画面の共通クラス (ドラム演奏画面, ギター演奏画面の継承元)\r
19         /// </summary>\r
20         internal abstract class CStage演奏画面共通 : CStage\r
21         {\r
22                 // プロパティ\r
23 \r
24                 public bool bAUTOでないチップが1つでもバーを通過した\r
25                 {\r
26                         get;\r
27                         protected set;\r
28                 }\r
29 \r
30                 // メソッド\r
31 \r
32                 public void t演奏結果を格納する・ドラム( out CScoreIni.C演奏記録 Drums )\r
33                 {\r
34                         Drums = new CScoreIni.C演奏記録();\r
35 \r
36                         if ( CDTXMania.DTX.bチップがある.Drums && !CDTXMania.ConfigIni.bギタレボモード )\r
37                         {\r
38                                 Drums.nスコア = this.actScore.Get( E楽器パート.DRUMS );\r
39                                 Drums.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Drums, CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数・Auto含まない.Drums.Perfect, this.actCombo.n現在のコンボ数.Drums最高値 );\r
40                                 Drums.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数・Auto含まない.Drums.Perfect, this.nヒット数・Auto含まない.Drums.Great, this.nヒット数・Auto含まない.Drums.Good, this.nヒット数・Auto含まない.Drums.Poor, this.nヒット数・Auto含まない.Drums.Miss );\r
41                                 Drums.nPerfect数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Perfect : this.nヒット数・Auto含まない.Drums.Perfect;\r
42                                 Drums.nGreat数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Great : this.nヒット数・Auto含まない.Drums.Great;\r
43                                 Drums.nGood数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Good : this.nヒット数・Auto含まない.Drums.Good;\r
44                                 Drums.nPoor数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Poor : this.nヒット数・Auto含まない.Drums.Poor;\r
45                                 Drums.nMiss数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Miss : this.nヒット数・Auto含まない.Drums.Miss;\r
46                                 Drums.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Drums.Perfect;\r
47                                 Drums.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Drums.Great;\r
48                                 Drums.nGood数・Auto含まない = this.nヒット数・Auto含まない.Drums.Good;\r
49                                 Drums.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Drums.Poor;\r
50                                 Drums.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Drums.Miss;\r
51                                 Drums.n最大コンボ数 = this.actCombo.n現在のコンボ数.Drums最高値;\r
52                                 Drums.n全チップ数 = CDTXMania.DTX.n可視チップ数.Drums;\r
53                                 for ( int i = 0; i < 10; i++ )\r
54                                 {\r
55                                         Drums.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
56                                 }\r
57                                 Drums.bTight = CDTXMania.ConfigIni.bTight;\r
58                                 for ( int i = 0; i < 3; i++ )\r
59                                 {\r
60                                         Drums.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
61                                         Drums.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
62                                         Drums.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
63                                         Drums.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
64                                         Drums.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
65                                         Drums.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
66                                         Drums.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
67                                 }\r
68                                 Drums.eDark = CDTXMania.ConfigIni.eDark;\r
69                                 Drums.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
70                                 Drums.n演奏速度分母 = 20;\r
71                                 Drums.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
72                                 Drums.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
73                                 Drums.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
74                                 Drums.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
75                                 Drums.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
76                                 Drums.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
77                                 Drums.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
78                                 Drums.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
79                                 Drums.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
80                                 Drums.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
81                                 Drums.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Drums;\r
82                                 Drums.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Drums;\r
83                                 Drums.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Drums;\r
84                                 Drums.b演奏にマウスを使用した = this.b演奏にマウスを使った.Drums;\r
85                                 Drums.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
86                                 Drums.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
87                                 Drums.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
88                                 Drums.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
89                                 Drums.strDTXManiaのバージョン = CDTXMania.VERSION;\r
90                                 Drums.最終更新日時 = DateTime.Now.ToString();\r
91                                 Drums.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Drums );\r
92                         }\r
93                 }\r
94                 public void t演奏結果を格納する・ギター( out CScoreIni.C演奏記録 Guitar )\r
95                 {\r
96                         Guitar = new CScoreIni.C演奏記録();\r
97 \r
98                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
99                         {\r
100                                 Guitar.nスコア = this.actScore.Get( E楽器パート.GUITAR );\r
101                                 Guitar.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Guitar, CDTXMania.DTX.n可視チップ数.Guitar, this.nヒット数・Auto含まない.Guitar.Perfect, this.actCombo.n現在のコンボ数.Guitar最高値 );\r
102                                 Guitar.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Guitar, this.nヒット数・Auto含まない.Guitar.Perfect, this.nヒット数・Auto含まない.Guitar.Great, this.nヒット数・Auto含まない.Guitar.Good, this.nヒット数・Auto含まない.Guitar.Poor, this.nヒット数・Auto含まない.Guitar.Miss );\r
103                                 Guitar.nPerfect数 = bIsAutoPlay.Guitar ? this.nヒット数・Auto含む.Guitar.Perfect : this.nヒット数・Auto含まない.Guitar.Perfect;\r
104                                 Guitar.nGreat数 = bIsAutoPlay.Guitar ? this.nヒット数・Auto含む.Guitar.Great : this.nヒット数・Auto含まない.Guitar.Great;\r
105                                 Guitar.nGood数 = bIsAutoPlay.Guitar ? this.nヒット数・Auto含む.Guitar.Good : this.nヒット数・Auto含まない.Guitar.Good;\r
106                                 Guitar.nPoor数 = bIsAutoPlay.Guitar ? this.nヒット数・Auto含む.Guitar.Poor : this.nヒット数・Auto含まない.Guitar.Poor;\r
107                                 Guitar.nMiss数 = bIsAutoPlay.Guitar ? this.nヒット数・Auto含む.Guitar.Miss : this.nヒット数・Auto含まない.Guitar.Miss;\r
108                                 Guitar.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Perfect;\r
109                                 Guitar.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Great;\r
110                                 Guitar.nGood数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Good;\r
111                                 Guitar.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Poor;\r
112                                 Guitar.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Miss;\r
113                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
114                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
115                                 for ( int i = 0; i < 10; i++ )\r
116                                 {\r
117                                         Guitar.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
118                                 }\r
119                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
120                                 for ( int i = 0; i < 3; i++ )\r
121                                 {\r
122                                         Guitar.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
123                                         Guitar.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
124                                         Guitar.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
125                                         Guitar.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
126                                         Guitar.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
127                                         Guitar.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
128                                         Guitar.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
129                                 }\r
130                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
131                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
132                                 Guitar.n演奏速度分母 = 20;\r
133                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
134                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
135                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
136                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
137                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
138                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
139                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
140                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
141                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
142                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
143                                 Guitar.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Guitar;\r
144                                 Guitar.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Guitar;\r
145                                 Guitar.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Guitar;\r
146                                 Guitar.b演奏にマウスを使用した = this.b演奏にマウスを使った.Guitar;\r
147                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
148                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
149                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
150                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
151                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
152                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
153                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
154                         }\r
155                 }\r
156                 public void t演奏結果を格納する・ベース( out CScoreIni.C演奏記録 Bass )\r
157                 {\r
158                         Bass = new CScoreIni.C演奏記録();\r
159 \r
160                         if ( CDTXMania.DTX.bチップがある.Bass )\r
161                         {\r
162                                 Bass.nスコア = this.actScore.Get( E楽器パート.BASS );\r
163                                 Bass.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Bass, CDTXMania.DTX.n可視チップ数.Bass, this.nヒット数・Auto含まない.Bass.Perfect, this.actCombo.n現在のコンボ数.Bass最高値 );\r
164                                 Bass.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Bass, this.nヒット数・Auto含まない.Bass.Perfect, this.nヒット数・Auto含まない.Bass.Great, this.nヒット数・Auto含まない.Bass.Good, this.nヒット数・Auto含まない.Bass.Poor, this.nヒット数・Auto含まない.Bass.Miss );\r
165                                 Bass.nPerfect数 = bIsAutoPlay.Bass ? this.nヒット数・Auto含む.Bass.Perfect : this.nヒット数・Auto含まない.Bass.Perfect;\r
166                                 Bass.nGreat数 = bIsAutoPlay.Bass ? this.nヒット数・Auto含む.Bass.Great : this.nヒット数・Auto含まない.Bass.Great;\r
167                                 Bass.nGood数 = bIsAutoPlay.Bass ? this.nヒット数・Auto含む.Bass.Good : this.nヒット数・Auto含まない.Bass.Good;\r
168                                 Bass.nPoor数 = bIsAutoPlay.Bass ? this.nヒット数・Auto含む.Bass.Poor : this.nヒット数・Auto含まない.Bass.Poor;\r
169                                 Bass.nMiss数 = bIsAutoPlay.Bass ? this.nヒット数・Auto含む.Bass.Miss : this.nヒット数・Auto含まない.Bass.Miss;\r
170                                 Bass.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Bass.Perfect;\r
171                                 Bass.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Bass.Great;\r
172                                 Bass.nGood数・Auto含まない = this.nヒット数・Auto含まない.Bass.Good;\r
173                                 Bass.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Bass.Poor;\r
174                                 Bass.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Bass.Miss;\r
175                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
176                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
177                                 for ( int i = 0; i < 10; i++ )\r
178                                 {\r
179                                         Bass.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
180                                 }\r
181                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
182                                 for ( int i = 0; i < 3; i++ )\r
183                                 {\r
184                                         Bass.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
185                                         Bass.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
186                                         Bass.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
187                                         Bass.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
188                                         Bass.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
189                                         Bass.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
190                                         Bass.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
191                                 }\r
192                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
193                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
194                                 Bass.n演奏速度分母 = 20;\r
195                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
196                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
197                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
198                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
199                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
200                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
201                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
202                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
203                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
204                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
205                                 Bass.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Bass;                        // #24280 2011.1.29 yyagi\r
206                                 Bass.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Bass;                          //\r
207                                 Bass.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Bass;          //\r
208                                 Bass.b演奏にマウスを使用した = this.b演奏にマウスを使った.Bass;                                    //\r
209                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
210                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
211                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
212                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
213                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
214                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
215                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
216                         }\r
217                 }\r
218 \r
219                 // CStage 実装\r
220 \r
221                 public override void On活性化()\r
222                 {\r
223                         this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.継続;\r
224                         this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
225                         this.L最後に再生したHHの実WAV番号 = new List<int>( 16 );\r
226                         this.n最後に再生したHHのチャンネル番号 = 0;\r
227                         this.n最後に再生したギターの実WAV番号 = -1;\r
228                         this.n最後に再生したベースの実WAV番号 = -1;\r
229                         for ( int i = 0; i < 50; i++ )\r
230                         {\r
231                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
232                         }\r
233                         this.r次にくるギターChip = null;\r
234                         this.r次にくるベースChip = null;\r
235                         for ( int j = 0; j < 10; j++ )\r
236                         {\r
237                                 this.r現在の空うちドラムChip[ j ] = null;\r
238                         }\r
239                         this.r現在の空うちギターChip = null;\r
240                         this.r現在の空うちベースChip = null;\r
241                         for ( int k = 0; k < 3; k++ )\r
242                         {\r
243                                 for ( int n = 0; n < 5; n++ )\r
244                                 {\r
245                                         this.nヒット数・Auto含まない[ k ] = new STHITCOUNTOFRANK();\r
246                                         this.nヒット数・Auto含む[ k ] = new STHITCOUNTOFRANK();\r
247                                 }\r
248                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
249                                 this.r現在の歓声Chip[ k ] = null;\r
250                         }\r
251                         for ( int i = 0; i < 3; i++ )\r
252                         {\r
253                                 this.b演奏にキーボードを使った[ i ] = false;\r
254                                 this.b演奏にジョイパッドを使った[ i ] = false;\r
255                                 this.b演奏にMIDI入力を使った[ i ] = false;\r
256                                 this.b演奏にマウスを使った[ i ] = false;\r
257                         }\r
258                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
259                         base.On活性化();\r
260                         this.tステータスパネルの選択();\r
261                         this.tパネル文字列の設定();\r
262 \r
263                         this.nInputAdjustTimeMs.Drums = CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums;           // #23580 2011.1.3 yyagi\r
264                         this.nInputAdjustTimeMs.Guitar = CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar;         //        2011.1.7 ikanick 修正\r
265                         this.nInputAdjustTimeMs.Bass = CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass;                     //\r
266                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;                                                                       // #24239 2011.1.23 yyagi\r
267 //                      this.nRisky = CDTXMania.ConfigIni.nRisky;                                                                                       // #23559 2011.7.28 yyagi\r
268                         actGauge.Init( CDTXMania.ConfigIni.nRisky );                                                                    // #23559 2011.7.28 yyagi\r
269 \r
270                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass ) // #24063 2011.1.24 yyagi Gt/Bsの譜面情報入れ替え\r
271                         {\r
272                                 CDTXMania.DTX.SwapGuitarBassInfos();\r
273                         }\r
274                         this.sw = new Stopwatch();\r
275 //                      this.gclatencymode = GCSettings.LatencyMode;\r
276 //                      GCSettings.LatencyMode = GCLatencyMode.LowLatency;      // GCのgen2はせいぜい1演奏辺り1,2回しか発生しないので、ここでわざわざGC gen2は抑止しない\r
277                 }\r
278                 public override void On非活性化()\r
279                 {\r
280                         this.L最後に再生したHHの実WAV番号.Clear();   // #23921 2011.1.4 yyagi\r
281                         this.L最後に再生したHHの実WAV番号 = null;    //\r
282                         for ( int i = 0; i < 3; i++ )\r
283                         {\r
284                                 this.queWailing[ i ] = null;\r
285                         }\r
286                         this.ctWailingチップ模様アニメ = null;\r
287                         this.ctチップ模様アニメ.Drums = null;\r
288                         this.ctチップ模様アニメ.Guitar = null;\r
289                         this.ctチップ模様アニメ.Bass = null;\r
290 //                      GCSettings.LatencyMode = this.gclatencymode;\r
291                         base.On非活性化();\r
292                 }\r
293                 public override void OnManagedリソースの作成()\r
294                 {\r
295                         if ( !base.b活性化してない )\r
296                         {\r
297                                 this.t背景テクスチャの生成();\r
298 \r
299                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
300 \r
301                                 base.OnManagedリソースの作成();\r
302                         }\r
303                 }\r
304                 public override void OnManagedリソースの解放()\r
305                 {\r
306                         if ( !base.b活性化してない )\r
307                         {\r
308                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
309 \r
310                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
311                                 base.OnManagedリソースの解放();\r
312                         }\r
313                 }\r
314 \r
315                 // その他\r
316 \r
317                 #region [ protected ]\r
318                 //-----------------\r
319                 protected class STHITCOUNTOFRANK\r
320                 {\r
321                         // Fields\r
322                         public int Good;\r
323                         public int Great;\r
324                         public int Miss;\r
325                         public int Perfect;\r
326                         public int Poor;\r
327 \r
328                         // Properties\r
329                         public int this[ int index ]\r
330                         {\r
331                                 get\r
332                                 {\r
333                                         switch ( index )\r
334                                         {\r
335                                                 case 0:\r
336                                                         return this.Perfect;\r
337 \r
338                                                 case 1:\r
339                                                         return this.Great;\r
340 \r
341                                                 case 2:\r
342                                                         return this.Good;\r
343 \r
344                                                 case 3:\r
345                                                         return this.Poor;\r
346 \r
347                                                 case 4:\r
348                                                         return this.Miss;\r
349                                         }\r
350                                         throw new IndexOutOfRangeException();\r
351                                 }\r
352                                 set\r
353                                 {\r
354                                         switch ( index )\r
355                                         {\r
356                                                 case 0:\r
357                                                         this.Perfect = value;\r
358                                                         return;\r
359 \r
360                                                 case 1:\r
361                                                         this.Great = value;\r
362                                                         return;\r
363 \r
364                                                 case 2:\r
365                                                         this.Good = value;\r
366                                                         return;\r
367 \r
368                                                 case 3:\r
369                                                         this.Poor = value;\r
370                                                         return;\r
371 \r
372                                                 case 4:\r
373                                                         this.Miss = value;\r
374                                                         return;\r
375                                         }\r
376                                         throw new IndexOutOfRangeException();\r
377                                 }\r
378                         }\r
379                 }\r
380 \r
381                 [StructLayout( LayoutKind.Sequential )]\r
382                 protected struct STKARAUCHI\r
383                 {\r
384                         public CDTX.CChip HH;\r
385                         public CDTX.CChip SD;\r
386                         public CDTX.CChip BD;\r
387                         public CDTX.CChip HT;\r
388                         public CDTX.CChip LT;\r
389                         public CDTX.CChip FT;\r
390                         public CDTX.CChip CY;\r
391                         public CDTX.CChip HHO;\r
392                         public CDTX.CChip RD;\r
393                         public CDTX.CChip LC;\r
394                         public CDTX.CChip this[ int index ]\r
395                         {\r
396                                 get\r
397                                 {\r
398                                         switch ( index )\r
399                                         {\r
400                                                 case 0:\r
401                                                         return this.HH;\r
402 \r
403                                                 case 1:\r
404                                                         return this.SD;\r
405 \r
406                                                 case 2:\r
407                                                         return this.BD;\r
408 \r
409                                                 case 3:\r
410                                                         return this.HT;\r
411 \r
412                                                 case 4:\r
413                                                         return this.LT;\r
414 \r
415                                                 case 5:\r
416                                                         return this.FT;\r
417 \r
418                                                 case 6:\r
419                                                         return this.CY;\r
420 \r
421                                                 case 7:\r
422                                                         return this.HHO;\r
423 \r
424                                                 case 8:\r
425                                                         return this.RD;\r
426 \r
427                                                 case 9:\r
428                                                         return this.LC;\r
429                                         }\r
430                                         throw new IndexOutOfRangeException();\r
431                                 }\r
432                                 set\r
433                                 {\r
434                                         switch ( index )\r
435                                         {\r
436                                                 case 0:\r
437                                                         this.HH = value;\r
438                                                         return;\r
439 \r
440                                                 case 1:\r
441                                                         this.SD = value;\r
442                                                         return;\r
443 \r
444                                                 case 2:\r
445                                                         this.BD = value;\r
446                                                         return;\r
447 \r
448                                                 case 3:\r
449                                                         this.HT = value;\r
450                                                         return;\r
451 \r
452                                                 case 4:\r
453                                                         this.LT = value;\r
454                                                         return;\r
455 \r
456                                                 case 5:\r
457                                                         this.FT = value;\r
458                                                         return;\r
459 \r
460                                                 case 6:\r
461                                                         this.CY = value;\r
462                                                         return;\r
463 \r
464                                                 case 7:\r
465                                                         this.HHO = value;\r
466                                                         return;\r
467 \r
468                                                 case 8:\r
469                                                         this.RD = value;\r
470                                                         return;\r
471 \r
472                                                 case 9:\r
473                                                         this.LC = value;\r
474                                                         return;\r
475                                         }\r
476                                         throw new IndexOutOfRangeException();\r
477                                 }\r
478                         }\r
479                 }\r
480 \r
481                 protected CAct演奏AVI actAVI;\r
482                 protected CAct演奏BGA actBGA;\r
483 \r
484                 protected CAct演奏チップファイアGB actChipFireGB;\r
485                 protected CAct演奏Combo共通 actCombo;\r
486                 protected CAct演奏Danger共通 actDANGER;\r
487                 protected CActFIFOBlack actFI;\r
488                 protected CActFIFOBlack actFO;\r
489                 protected CActFIFOWhite actFOClear;\r
490                 protected CAct演奏ゲージ共通 actGauge;\r
491 \r
492                 protected CAct演奏判定文字列共通 actJudgeString;\r
493                 protected CAct演奏DrumsレーンフラッシュD actLaneFlushD;\r
494                 protected CAct演奏レーンフラッシュGB共通 actLaneFlushGB;\r
495                 protected CAct演奏パネル文字列 actPanel;\r
496                 protected CAct演奏演奏情報 actPlayInfo;\r
497                 protected CAct演奏RGB共通 actRGB;\r
498                 protected CAct演奏スコア共通 actScore;\r
499                 protected CAct演奏ステージ失敗 actStageFailed;\r
500                 protected CAct演奏ステータスパネル共通 actStatusPanels;\r
501                 protected CAct演奏WailingBonus共通 actWailingBonus;\r
502                 protected CAct演奏スクロール速度 act譜面スクロール速度;\r
503                 protected bool bPAUSE;\r
504                 protected STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
505                 protected STDGBVALUE<bool> b演奏にキーボードを使った;\r
506                 protected STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
507                 protected STDGBVALUE<bool> b演奏にマウスを使った;\r
508                 protected CCounter ctWailingチップ模様アニメ;\r
509                 protected STDGBVALUE<CCounter> ctチップ模様アニメ;\r
510 \r
511                 protected E演奏画面の戻り値 eフェードアウト完了時の戻り値;\r
512                 protected readonly int[,] nBGAスコープチャンネルマップ = new int[ , ] { { 0xc4, 0xc7, 0xd5, 0xd6, 0xd7, 0xd8, 0xd9, 0xe0 }, { 4, 7, 0x55, 0x56, 0x57, 0x58, 0x59, 0x60 } };\r
513                 protected readonly int[] nチャンネル0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 8, 0 };\r
514                 protected readonly int[] nチャンネル0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 7, 0 };\r
515                 protected readonly int[] nパッド0Atoチャンネル0A = new int[] { 0x11, 0x12, 0x13, 20, 0x15, 0x17, 0x16, 0x18, 0x19, 0x1a };\r
516                 protected readonly int[] nパッド0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 8, 0 };\r
517                 protected readonly int[] nパッド0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 7, 0 };\r
518                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含まない;\r
519                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含む;\r
520                 protected int n現在のトップChip = -1;\r
521                 protected int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
522                 protected int n最後に再生したHHのチャンネル番号;\r
523                 protected List<int> L最後に再生したHHの実WAV番号;            // #23921 2011.1.4 yyagi: change "int" to "List<int>", for recording multiple wav No.\r
524                 protected int n最後に再生したギターの実WAV番号;\r
525                 protected int n最後に再生したベースの実WAV番号;\r
526         \r
527                 protected STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
528                 protected STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
529                 protected CDTX.CChip r現在の空うちギターChip;\r
530                 protected STKARAUCHI r現在の空うちドラムChip;\r
531                 protected CDTX.CChip r現在の空うちベースChip;\r
532                 protected CDTX.CChip r次にくるギターChip;\r
533                 protected CDTX.CChip r次にくるベースChip;\r
534                 protected CTexture txWailing枠;\r
535                 protected CTexture txチップ;\r
536                 protected CTexture txヒットバー;\r
537 \r
538                 protected CTexture tx背景;\r
539 \r
540                 protected STDGBVALUE<int> nInputAdjustTimeMs;           // #23580 2011.1.3 yyagi\r
541                 protected CConfigIni.STAUTOPLAY bIsAutoPlay;            // #24239 2011.1.23 yyagi\r
542 //              protected int nRisky_InitialVar, nRiskyTime;            // #23559 2011.7.28 yyagi → CAct演奏ゲージ共通クラスに隠蔽\r
543 \r
544                 protected Stopwatch sw;         // 2011.6.13 最適化検討用のストップウォッチ\r
545 //              protected GCLatencyMode gclatencymode;\r
546 \r
547                 protected E判定 e指定時刻からChipのJUDGEを返す( long nTime, CDTX.CChip pChip, int nInputAdjustTime )\r
548                 {\r
549                         if ( pChip != null )\r
550                         {\r
551                                 pChip.nLag = (int) ( nTime + nInputAdjustTime - pChip.n発声時刻ms );                // #23580 2011.1.3 yyagi: add "nInputAdjustTime" to add input timing adjust feature\r
552                                 int nDeltaTime = Math.Abs( pChip.nLag );\r
553                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
554                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
555                                 {\r
556                                         return E判定.Perfect;\r
557                                 }\r
558                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
559                                 {\r
560                                         return E判定.Great;\r
561                                 }\r
562                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
563                                 {\r
564                                         return E判定.Good;\r
565                                 }\r
566                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
567                                 {\r
568                                         return E判定.Poor;\r
569                                 }\r
570                         }\r
571                         return E判定.Miss;\r
572                 }\r
573                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
574                 {\r
575                         switch ( part )\r
576                         {\r
577                                 case E楽器パート.DRUMS:\r
578                                         switch ( pad )\r
579                                         {\r
580                                                 case Eパッド.HH:\r
581                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
582                                                         {\r
583                                                                 return this.r現在の空うちドラムChip.HH;\r
584                                                         }\r
585                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
586                                                         {\r
587                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
588                                                                 {\r
589                                                                         return this.r現在の空うちドラムChip.HHO;\r
590                                                                 }\r
591                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
592                                                                 {\r
593                                                                         return this.r現在の空うちドラムChip.HHO;\r
594                                                                 }\r
595                                                         }\r
596                                                         return this.r現在の空うちドラムChip.LC;\r
597 \r
598                                                 case Eパッド.SD:\r
599                                                         return this.r現在の空うちドラムChip.SD;\r
600 \r
601                                                 case Eパッド.BD:\r
602                                                         return this.r現在の空うちドラムChip.BD;\r
603 \r
604                                                 case Eパッド.HT:\r
605                                                         return this.r現在の空うちドラムChip.HT;\r
606 \r
607                                                 case Eパッド.LT:\r
608                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
609                                                         {\r
610                                                                 return this.r現在の空うちドラムChip.LT;\r
611                                                         }\r
612                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
613                                                         {\r
614                                                                 return this.r現在の空うちドラムChip.FT;\r
615                                                         }\r
616                                                         return null;\r
617 \r
618                                                 case Eパッド.FT:\r
619                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
620                                                         {\r
621                                                                 return this.r現在の空うちドラムChip.FT;\r
622                                                         }\r
623                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
624                                                         {\r
625                                                                 return this.r現在の空うちドラムChip.LT;\r
626                                                         }\r
627                                                         return null;\r
628 \r
629                                                 case Eパッド.CY:\r
630                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
631                                                         {\r
632                                                                 return this.r現在の空うちドラムChip.CY;\r
633                                                         }\r
634                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
635                                                         {\r
636                                                                 return this.r現在の空うちドラムChip.RD;\r
637                                                         }\r
638                                                         return null;\r
639 \r
640                                                 case Eパッド.HHO:\r
641                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
642                                                         {\r
643                                                                 return this.r現在の空うちドラムChip.HHO;\r
644                                                         }\r
645                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
646                                                         {\r
647                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
648                                                                 {\r
649                                                                         return this.r現在の空うちドラムChip.HH;\r
650                                                                 }\r
651                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
652                                                                 {\r
653                                                                         return this.r現在の空うちドラムChip.HH;\r
654                                                                 }\r
655                                                         }\r
656                                                         return this.r現在の空うちドラムChip.LC;\r
657 \r
658                                                 case Eパッド.RD:\r
659                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
660                                                         {\r
661                                                                 return this.r現在の空うちドラムChip.RD;\r
662                                                         }\r
663                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
664                                                         {\r
665                                                                 return this.r現在の空うちドラムChip.CY;\r
666                                                         }\r
667                                                         return null;\r
668 \r
669                                                 case Eパッド.LC:\r
670                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
671                                                         {\r
672                                                                 return this.r現在の空うちドラムChip.LC;\r
673                                                         }\r
674                                                         if ( ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける ) && ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.全部共通 ) )\r
675                                                         {\r
676                                                                 return null;\r
677                                                         }\r
678                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
679                                                         {\r
680                                                                 return this.r現在の空うちドラムChip.HH;\r
681                                                         }\r
682                                                         return this.r現在の空うちドラムChip.HHO;\r
683                                         }\r
684                                         break;\r
685 \r
686                                 case E楽器パート.GUITAR:\r
687                                         return this.r現在の空うちギターChip;\r
688 \r
689                                 case E楽器パート.BASS:\r
690                                         return this.r現在の空うちベースChip;\r
691                         }\r
692                         return null;\r
693                 }\r
694                 protected CDTX.CChip r指定時刻に一番近いChip・ヒット未済問わず不可視考慮( long nTime, int nChannel, int nInputAdjustTime )\r
695                 {\r
696                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
697 \r
698                         int nIndex_InitialPositionSearchingToPast;\r
699                         if ( this.n現在のトップChip == -1 )                               // 演奏データとして1個もチップがない場合は\r
700                         {\r
701                                 return null;\r
702                         }\r
703                         int count = CDTXMania.DTX.listChip.Count;\r
704                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
705                         if ( this.n現在のトップChip >= count )                    // その時点で演奏すべきチップが既に全部無くなっていたら\r
706                         {\r
707                                 nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = count - 1;\r
708                         }\r
709                         //int nIndex_NearestChip_Future;        // = nIndex_InitialPositionSearchingToFuture;\r
710                         //while ( nIndex_NearestChip_Future < count )           // 未来方向への検索\r
711                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++)\r
712                         {\r
713                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
714                                 if ( ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) ) )\r
715                                 {\r
716                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
717                                         {\r
718                                                 if ( chip.n発声時刻ms > nTime )\r
719                                                 {\r
720                                                         break;\r
721                                                 }\r
722                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
723                                         }\r
724                                         continue;       // ほんの僅かながら高速化\r
725                                 }\r
726                                 else if ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
727                                 {\r
728                                         if ( chip.n発声時刻ms > nTime )\r
729                                         {\r
730                                                 break;\r
731                                         }\r
732                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
733                                 }\r
734                                 else if ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
735                                 {\r
736                                         if ( chip.n発声時刻ms > nTime )\r
737                                         {\r
738                                                 break;\r
739                                         }\r
740                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
741                                 }\r
742                                 // nIndex_NearestChip_Future++;\r
743                         }\r
744                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
745                         //while ( nIndex_NearestChip_Past >= 0 )                        // 過去方向への検索\r
746                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
747                         {\r
748                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
749                                 if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
750                                 {\r
751                                         if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
752                                         {\r
753                                                 break;\r
754                                         }\r
755                                 }\r
756                                 else if ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
757                                 {\r
758                                         if ( ( 0x20 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0x28 ) )\r
759                                         {\r
760                                                 break;\r
761                                         }\r
762                                 }\r
763                                 else if ( ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
764                                         && ( ( 0xa0 <= chip.nチャンネル番号 ) && ( chip.nチャンネル番号 <= 0xa8 ) ) )\r
765                                 {\r
766                                         break;\r
767                                 }\r
768                                 // nIndex_NearestChip_Past--;\r
769                         }\r
770 \r
771                         if ( nIndex_NearestChip_Future >= count )\r
772                         {\r
773                                 if ( nIndex_NearestChip_Past < 0 )      // 検索対象が過去未来どちらにも見つからなかった場合\r
774                                 {\r
775                                         return null;\r
776                                 }\r
777                                 else                                                            // 検索対象が未来方向には見つからなかった(しかし過去方向には見つかった)場合\r
778                                 {\r
779                                         return CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
780                                 }\r
781                         }\r
782                         else if ( nIndex_NearestChip_Past < 0 ) // 検索対象が過去方向には見つからなかった(しかし未来方向には見つかった)場合\r
783                         {\r
784                                 return CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
785                         }\r
786                                                                                                         // 検索対象が過去未来の双方に見つかったなら、より近い方を採用する\r
787                         CDTX.CChip nearestChip_Future = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
788                         CDTX.CChip nearestChip_Past   = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
789                         int nDiffTime_Future = Math.Abs( (int) ( nTime - nearestChip_Future.n発声時刻ms ) );\r
790                         int nDiffTime_Past   = Math.Abs( (int) ( nTime - nearestChip_Past.n発声時刻ms ) );\r
791                         if ( nDiffTime_Future >= nDiffTime_Past )\r
792                         {\r
793                                 return nearestChip_Past;\r
794                         }\r
795                         return nearestChip_Future;\r
796                 }\r
797                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part )\r
798                 {\r
799                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, CDTXMania.ConfigIni.n手動再生音量, false, false );\r
800                 }\r
801                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量 )\r
802                 {\r
803                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, n音量, false, false );\r
804                 }\r
805                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ )\r
806                 {\r
807                         this.tサウンド再生( rChip, n再生開始システム時刻ms, part, n音量, bモニタ, false );\r
808                 }\r
809                 protected void tサウンド再生( CDTX.CChip pChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ, bool b音程をずらして再生 )\r
810                 {\r
811                         if ( pChip != null )\r
812                         {\r
813                                 switch ( part )\r
814                                 {\r
815                                         case E楽器パート.DRUMS:\r
816                                                 {\r
817                                                         int index = pChip.nチャンネル番号;\r
818                                                         if ( ( index >= 0x11 ) && ( index <= 0x1a ) )\r
819                                                         {\r
820                                                                 index -= 0x11;\r
821                                                         }\r
822                                                         else\r
823                                                         {\r
824                                                                 if ( ( index < 0x31 ) || ( index > 0x3a ) )\r
825                                                                 {\r
826                                                                         return;\r
827                                                                 }\r
828                                                                 index -= 0x31;\r
829                                                         }\r
830                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
831                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
832                                                                 ( index == 0 || ( index == 7 && this.n最後に再生したHHのチャンネル番号 != 0x18 && this.n最後に再生したHHのチャンネル番号 != 0x38 ) )\r
833                                                                 // HCを演奏するか、またはHO演奏&以前HO演奏でない&以前不可視HO演奏でない\r
834                                                         )\r
835                                                         // #24772 2011.4.4 yyagi\r
836                                                         // == HH mute condition == \r
837                                                         //                      current HH              So, the mute logics are:\r
838                                                         //                              HC      HO              1) All played HC/HOs should be queueing\r
839                                                         // last HH      HC  Yes Yes             2) If you aren't in "both current/last HH are HO", queued HH should be muted.\r
840                                                         //                      HO      Yes     No\r
841                                                         {\r
842                                                                 // #23921 2011.1.4 yyagi: 2種類以上のオープンハイハットが発音済みだと、最後のHHOしか消せない問題に対応。\r
843 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
844                                                                 if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
845                                                                 {\r
846 #endif\r
847                                                                 for ( int i = 0; i < this.L最後に再生したHHの実WAV番号.Count; i++ )          // #23921 2011.1.4 yyagi\r
848                                                                 {\r
849                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\r
850                                                                         CDTXMania.DTX.tWavの再生停止( this.L最後に再生したHHの実WAV番号[ i ] ); // #23921 yyagi ストック分全て消音する\r
851                                                                 }\r
852                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
853 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
854                                                                 }\r
855 #endif\r
856                                                                 //this.n最後に再生したHHの実WAV番号 = pChip.n整数値・内部番号;\r
857                                                                 this.n最後に再生したHHのチャンネル番号 = pChip.nチャンネル番号;\r
858                                                         }\r
859 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
860                                                         if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
861                                                         {\r
862 #endif\r
863                                                         if ( index == 0 || index == 7 || index == 0x20 || index == 0x27 )                       // #23921 HOまたは不可視HO演奏時はそのチップ番号をストックしておく\r
864                                                         {                                                                                                                                                       // #24772 HC, 不可視HCも消音キューに追加\r
865                                                                 if ( this.L最後に再生したHHの実WAV番号.Count >= 16 ) // #23921 ただしストック数が16以上になるようなら、頭の1個を削って常に16未満に抑える\r
866                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
867                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
868                                                                 }\r
869                                                                 if ( !this.L最後に再生したHHの実WAV番号.Contains( pChip.n整数値・内部番号 ) )        // チップ音がまだストックされてなければ\r
870                                                                 {\r
871                                                                         this.L最後に再生したHHの実WAV番号.Add( pChip.n整数値・内部番号 );                    // ストックする\r
872                                                                 }\r
873                                                         }\r
874 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
875                                                         }\r
876 #endif\r
877                                                         CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, nLane, n音量, bモニタ );\r
878                                                         return;\r
879                                                 }\r
880                                         case E楽器パート.GUITAR:\r
881 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
882                                                 if (CDTXMania.DTX.bGUITAR演奏で直前のGUITARを消音する) {\r
883 #endif\r
884                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生したギターの実WAV番号 );\r
885 #if TEST_NOTEOFFMODE\r
886                                                 }\r
887 #endif\r
888                                                 CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, 8, n音量, bモニタ, b音程をずらして再生 );\r
889                                                 this.n最後に再生したギターの実WAV番号 = pChip.n整数値・内部番号;\r
890                                                 return;\r
891 \r
892                                         case E楽器パート.BASS:\r
893 #if TEST_NOTEOFFMODE\r
894                                                 if (CDTXMania.DTX.bBASS演奏で直前のBASSを消音する) {\r
895 #endif\r
896                                                 CDTXMania.DTX.tWavの再生停止( this.n最後に再生したベースの実WAV番号 );\r
897 #if TEST_NOTEOFFMODE\r
898                                                 }\r
899 #endif\r
900                                                 CDTXMania.DTX.tチップの再生( pChip, n再生開始システム時刻ms, 9, n音量, bモニタ, b音程をずらして再生 );\r
901                                                 this.n最後に再生したベースの実WAV番号 = pChip.n整数値・内部番号;\r
902                                                 return;\r
903                                 }\r
904                         }\r
905                 }\r
906                 protected void tステータスパネルの選択()\r
907                 {\r
908                         if ( CDTXMania.bコンパクトモード )\r
909                         {\r
910                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
911                         }\r
912                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
913                         {\r
914                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( CDTXMania.stage選曲.r確定された曲.ar難易度ラベル[ CDTXMania.stage選曲.n確定された曲の難易度 ] );\r
915                         }\r
916                 }\r
917                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip );\r
918                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, E楽器パート screenmode )          // E楽器パート screenmode\r
919                 {\r
920                         pChip.bHit = true;\r
921                         bool bPChipIsAutoPlay = false;\r
922                         if ( (\r
923                                         ( ( pChip.e楽器パート == E楽器パート.DRUMS ) && bIsAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] ) ||\r
924                                         ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar )\r
925                                 ) ||\r
926                                         ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
927                           )\r
928                         {\r
929                                 bPChipIsAutoPlay = true;\r
930                         }\r
931                         else\r
932                         {\r
933                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
934                         }\r
935                         pChip.bIsAutoPlayed = bPChipIsAutoPlay;                 // 2011.6.10 yyagi\r
936                         E判定 eJudgeResult = E判定.Auto;\r
937                         switch ( pChip.e楽器パート )\r
938                         {\r
939                                 case E楽器パート.DRUMS:\r
940                                         {\r
941                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Drums;\r
942                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
943                                                 this.actJudgeString.Start( this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ], bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
944                                         }\r
945                                         break;\r
946 \r
947                                 case E楽器パート.GUITAR:\r
948                                         {\r
949                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Guitar;\r
950                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
951                                                 this.actJudgeString.Start( 10, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
952                                                 break;\r
953                                         }\r
954 \r
955                                 case E楽器パート.BASS:\r
956                                         {\r
957                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Bass;\r
958                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
959                                                 this.actJudgeString.Start( 11, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
960                                         }\r
961                                         break;\r
962                         }\r
963                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
964                         {\r
965                                 // this.t判定にあわせてゲージを増減する( screenmode, pChip.e楽器パート, eJudgeResult );\r
966                                 actGauge.Damage( screenmode, pChip.e楽器パート, eJudgeResult );\r
967                         }\r
968 \r
969                         switch ( pChip.e楽器パート )\r
970                         {\r
971                                 case E楽器パート.DRUMS:\r
972                                         switch ( eJudgeResult )\r
973                                         {\r
974                                                 case E判定.Miss:\r
975                                                 case E判定.Bad:\r
976                                                         this.nヒット数・Auto含む.Drums.Miss++;\r
977                                                         if ( !bPChipIsAutoPlay )\r
978                                                         {\r
979                                                                 this.nヒット数・Auto含まない.Drums.Miss++;\r
980                                                         }\r
981                                                         break;\r
982                                                 default:\r
983                                                         this.nヒット数・Auto含む.Drums[ (int) eJudgeResult ]++;\r
984                                                         if ( !bPChipIsAutoPlay )\r
985                                                         {\r
986                                                                 this.nヒット数・Auto含まない.Drums[ (int) eJudgeResult ]++;\r
987                                                         }\r
988                                                         break;\r
989                                         }\r
990 \r
991                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
992                                         {\r
993                                                 switch ( eJudgeResult )\r
994                                                 {\r
995                                                         case E判定.Perfect:\r
996                                                         case E判定.Great:\r
997                                                         case E判定.Good:\r
998                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
999                                                                 break;\r
1000 \r
1001                                                         default:\r
1002                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
1003                                                                 break;\r
1004                                                 }\r
1005                                         }\r
1006                                         break;\r
1007 \r
1008                                 case E楽器パート.GUITAR:\r
1009                                 case E楽器パート.BASS:\r
1010                                         int indexInst = (int) pChip.e楽器パート;\r
1011                                         switch ( eJudgeResult )\r
1012                                         {\r
1013                                                 case E判定.Miss:\r
1014                                                 case E判定.Bad:\r
1015                                                         this.nヒット数・Auto含む[ indexInst ].Miss++;\r
1016                                                         if ( !bPChipIsAutoPlay )\r
1017                                                         {\r
1018                                                                 this.nヒット数・Auto含まない[ indexInst ].Miss++;\r
1019                                                         }\r
1020                                                         break;\r
1021                                                 default:        // #24068 2011.1.10 ikanick changed\r
1022                                                         // #24167 2011.1.16 yyagi changed\r
1023                                                         this.nヒット数・Auto含む[ indexInst ][ (int) eJudgeResult ]++;\r
1024                                                         if ( !bPChipIsAutoPlay )\r
1025                                                         {\r
1026                                                                 this.nヒット数・Auto含まない[ indexInst ][ (int) eJudgeResult ]++;\r
1027                                                         }\r
1028                                                         break;\r
1029                                         }\r
1030                                         switch ( eJudgeResult )\r
1031                                         {\r
1032                                                 case E判定.Perfect:\r
1033                                                 case E判定.Great:\r
1034                                                 case E判定.Good:\r
1035                                                         this.actCombo.n現在のコンボ数[ indexInst ]++;\r
1036                                                         break;\r
1037 \r
1038                                                 default:\r
1039                                                         this.actCombo.n現在のコンボ数[ indexInst ] = 0;\r
1040                                                         break;\r
1041                                         }\r
1042                                         break;\r
1043 \r
1044                                 default:\r
1045                                         break;\r
1046                         }\r
1047                         if ( ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) ) && ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
1048                         {\r
1049                                 int nCombos = this.actCombo.n現在のコンボ数[ (int) pChip.e楽器パート ];\r
1050                                 long nScore = this.actScore.Get( pChip.e楽器パート );\r
1051                                 long[] nComboScoreDelta = new long[] { 350L, 200L, 50L, 0L };\r
1052                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1053                                 {\r
1054                                         nScore += nComboScoreDelta[ (int) eJudgeResult ] * nCombos;\r
1055                                 }\r
1056                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1057                                 {\r
1058                                         nScore += nComboScoreDelta[ (int) eJudgeResult ] * 500L;\r
1059                                 }\r
1060                                 this.actScore.Set( pChip.e楽器パート, nScore );\r
1061                         }\r
1062                         return eJudgeResult;\r
1063                 }\r
1064                 protected abstract void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part );\r
1065                 protected abstract void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, int nLane );\r
1066                 protected void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, E楽器パート screenmode )\r
1067                 {\r
1068                         this.tチップのヒット処理・BadならびにTight時のMiss( part, 0, screenmode );\r
1069                 }\r
1070                 protected void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, int nLane, E楽器パート screenmode )\r
1071                 {\r
1072                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1073                         //this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1074                         actGauge.Damage( screenmode, part, E判定.Miss );\r
1075                         switch ( part )\r
1076                         {\r
1077                                 case E楽器パート.DRUMS:\r
1078                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1079                                         {\r
1080                                                 this.actJudgeString.Start( nLane, bIsAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1081                                         }\r
1082                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1083                                         return;\r
1084 \r
1085                                 case E楽器パート.GUITAR:\r
1086                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1087                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1088                                         return;\r
1089 \r
1090                                 case E楽器パート.BASS:\r
1091                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1092                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1093                                         break;\r
1094 \r
1095                                 default:\r
1096                                         return;\r
1097                         }\r
1098                 }\r
1099         \r
1100                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime )\r
1101                 {\r
1102                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1103                 }\r
1104                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannel, int nInputAdjustTime, int n検索範囲時間ms )\r
1105                 {\r
1106                         nTime += nInputAdjustTime;\r
1107 \r
1108                         int nIndex_InitialPositionSearchingToPast;\r
1109                         int nTimeDiff;\r
1110                         if ( this.n現在のトップChip == -1 )                       // 演奏データとして1個もチップがない場合は\r
1111                         {\r
1112                                 return null;\r
1113                         }\r
1114                         int count = CDTXMania.DTX.listChip.Count;\r
1115                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
1116                         if ( this.n現在のトップChip >= count )            // その時点で演奏すべきチップが既に全部無くなっていたら\r
1117                         {\r
1118                                 nIndex_NearestChip_Future  = nIndex_InitialPositionSearchingToPast = count - 1;\r
1119                         }\r
1120                         // int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToFuture;\r
1121 //                      while ( nIndex_NearestChip_Future < count )     // 未来方向への検索\r
1122                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++ )\r
1123                         {\r
1124                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1125                                 if ( !chip.bHit )\r
1126                                 {\r
1127                                         if ( ( 0x11 <= nChannel ) && ( nChannel <= 0x1a ) )\r
1128                                         {\r
1129                                                 if ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1130                                                 {\r
1131                                                         if ( chip.n発声時刻ms > nTime )\r
1132                                                         {\r
1133                                                                 break;\r
1134                                                         }\r
1135                                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1136                                                 }\r
1137                                                 continue;\r
1138                                         }\r
1139                                         else if ( ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( 0x20 <= nChannel ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1140                                         {\r
1141                                                 if ( chip.n発声時刻ms > nTime )\r
1142                                                 {\r
1143                                                         break;\r
1144                                                 }\r
1145                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1146                                         }\r
1147                                         else if ( ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( 0xa0 <= nChannel ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1148                                         {\r
1149                                                 if ( chip.n発声時刻ms > nTime )\r
1150                                                 {\r
1151                                                         break;\r
1152                                                 }\r
1153                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1154                                         }\r
1155                                 }\r
1156 //                              nIndex_NearestChip_Future++;\r
1157                         }\r
1158                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
1159 //                      while ( nIndex_NearestChip_Past >= 0 )          // 過去方向への検索\r
1160                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
1161                         {\r
1162                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1163                                 if ( (!chip.bHit) &&\r
1164                                                 (\r
1165                                                         ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) &&\r
1166                                                                 ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1167                                                         )\r
1168                                                         ||\r
1169                                                         (\r
1170                                                                 ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) ||\r
1171                                                                 ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1172                                                         )\r
1173                                                         ||\r
1174                                                         (\r
1175                                                                 ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) ||\r
1176                                                                 ( ( ( nChannel >= 0xA0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1177                                                         )\r
1178                                                 )\r
1179                                         )\r
1180                                         {\r
1181                                                 break;\r
1182                                         }\r
1183 //                              nIndex_NearestChip_Past--;\r
1184                         }\r
1185                         if ( ( nIndex_NearestChip_Future >= count ) && ( nIndex_NearestChip_Past < 0 ) )        // 検索対象が過去未来どちらにも見つからなかった場合\r
1186                         {\r
1187                                 return null;\r
1188                         }\r
1189                         CDTX.CChip nearestChip; // = null;      // 以下のifブロックのいずれかで必ずnearestChipには非nullが代入されるので、null初期化を削除\r
1190                         if ( nIndex_NearestChip_Future >= count )                                                                                       // 検索対象が未来方向には見つからなかった(しかし過去方向には見つかった)場合\r
1191                         {\r
1192                                 nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1193 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1194                         }\r
1195                         else if ( nIndex_NearestChip_Past < 0 )                                                                                         // 検索対象が過去方向には見つからなかった(しかし未来方向には見つかった)場合\r
1196                         {\r
1197                                 nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1198 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1199                         }\r
1200                         else\r
1201                         {\r
1202                                 int nTimeDiff_Future = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ].n発声時刻ms ) );\r
1203                                 int nTimeDiff_Past   = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ nIndex_NearestChip_Past   ].n発声時刻ms ) );\r
1204                                 if ( nTimeDiff_Future < nTimeDiff_Past )\r
1205                                 {\r
1206                                         nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1207 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1208                                 }\r
1209                                 else\r
1210                                 {\r
1211                                         nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1212 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1213                                 }\r
1214                         }\r
1215                         nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1216                         if ( ( n検索範囲時間ms > 0 ) && ( nTimeDiff > n検索範囲時間ms ) )                                   // チップは見つかったが、検索範囲時間外だった場合\r
1217                         {\r
1218                                 return null;\r
1219                         }\r
1220                         return nearestChip;\r
1221                 }\r
1222 \r
1223                 protected CDTX.CChip r次に来る指定楽器Chipを更新して返す( E楽器パート inst )\r
1224                 {\r
1225                         switch ( (int) inst )\r
1226                         {\r
1227                                 case (int)E楽器パート.GUITAR:\r
1228                                         return r次にくるギターChipを更新して返す();\r
1229                                 case (int)E楽器パート.BASS:\r
1230                                         return r次にくるベースChipを更新して返す();\r
1231                                 default:\r
1232                                         return null;\r
1233                         }\r
1234                 }\r
1235                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1236                 {\r
1237                         int nInputAdjustTime = this.bIsAutoPlay.Guitar ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1238                         this.r次にくるギターChip = this.r指定時刻に一番近い未ヒットChip( CDTXMania.Timer.n現在時刻, 0x2f, nInputAdjustTime, 500 );\r
1239                         return this.r次にくるギターChip;\r
1240                 }\r
1241                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1242                 {\r
1243                         int nInputAdjustTime = this.bIsAutoPlay.Bass ? 0 : this.nInputAdjustTimeMs.Bass;\r
1244                         this.r次にくるベースChip = this.r指定時刻に一番近い未ヒットChip( CDTXMania.Timer.n現在時刻, 0xaf, nInputAdjustTime, 500 );\r
1245                         return this.r次にくるベースChip;\r
1246                 }\r
1247 \r
1248                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1249                 {\r
1250                         int part, offset = plusminus;\r
1251                         if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) )      // Guitar InputAdjustTime\r
1252                         {\r
1253                                 part = (int) E楽器パート.GUITAR;\r
1254                         }\r
1255                         else if ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftAlt ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightAlt ) )     // Bass InputAdjustTime\r
1256                         {\r
1257                                 part = (int) E楽器パート.BASS;\r
1258                         }\r
1259                         else    // Drums InputAdjustTime\r
1260                         {\r
1261                                 part = (int) E楽器パート.DRUMS;\r
1262                         }\r
1263                         if ( !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) && !keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) )\r
1264                         {\r
1265                                 offset *= 10;\r
1266                         }\r
1267 \r
1268                         this.nInputAdjustTimeMs[ part ] += offset;\r
1269                         if ( this.nInputAdjustTimeMs[ part ] > 0 )\r
1270                         {\r
1271                                 this.nInputAdjustTimeMs[ part ] = 0;\r
1272                         }\r
1273                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1274                         {\r
1275                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1276                         }\r
1277                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1278                 }\r
1279 \r
1280                 protected abstract void t入力処理・ドラム();\r
1281 //              protected abstract void t入力処理・ギター();\r
1282 //              protected abstract void t入力処理・ベース();\r
1283                 protected abstract void ドラムスクロール速度アップ();\r
1284                 protected abstract void ドラムスクロール速度ダウン();\r
1285                 protected void tキー入力()\r
1286                 {\r
1287                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1288                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1289                                 ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1290                         {       // shift+f1 (pause)\r
1291                                 this.bPAUSE = !this.bPAUSE;\r
1292                                 if ( this.bPAUSE )\r
1293                                 {\r
1294                                         CDTXMania.Timer.t一時停止();\r
1295                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1296                                 }\r
1297                                 else\r
1298                                 {\r
1299                                         CDTXMania.Timer.t再開();\r
1300                                         CDTXMania.DTX.t全チップの再生再開();\r
1301                                 }\r
1302                         }\r
1303                         if ( ( !this.bPAUSE && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1304                         {\r
1305                                 this.t入力処理・ドラム();\r
1306                                 //this.t入力処理・ギター();\r
1307                                 //this.t入力処理・ベース();\r
1308                                 this.t入力処理・ギターベース( E楽器パート.GUITAR );\r
1309                                 this.t入力処理・ギターベース( E楽器パート.BASS );\r
1310                                 if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) && ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1311                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1312                                         CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) ) ? 1 : 10 );\r
1313                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1314                                 }\r
1315                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) && ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightShift ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftShift ) ) )\r
1316                                 {       // shift + DownArrow (BGMAdjust)\r
1317                                         CDTXMania.DTX.t各自動再生音チップの再生時刻を変更する( ( keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.LeftControl ) || keyboard.bキーが押されている( (int) SlimDX.DirectInput.Key.RightControl ) ) ? -1 : -10 );\r
1318                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1319                                 }\r
1320                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1321                                 {       // UpArrow(scrollspeed up)\r
1322                                         ドラムスクロール速度アップ();\r
1323                                 }\r
1324                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1325                                 {       // DownArrow (scrollspeed down)\r
1326                                         ドラムスクロール速度ダウン();\r
1327                                 }\r
1328                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1329                                 {       // del (debug info)\r
1330                                         CDTXMania.ConfigIni.b演奏情報を表示する = !CDTXMania.ConfigIni.b演奏情報を表示する;\r
1331                                 }\r
1332                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.LeftArrow ) )           // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1333                                 {\r
1334                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1335                                 }\r
1336                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1337                                 {\r
1338                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1339                                 }\r
1340                                 else if ( ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) && ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Escape ) || CDTXMania.Pad.b押されたGB( Eパッド.FT ) ) )\r
1341                                 {       // escape (exit)\r
1342                                         this.actFO.tフェードアウト開始();\r
1343                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1344                                         this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.演奏中断;\r
1345                                 }\r
1346                         }\r
1347                 }\r
1348 \r
1349                 protected void t入力メソッド記憶( E楽器パート part )\r
1350                 {\r
1351                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1352                         {\r
1353                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1354                         }\r
1355                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1356                         {\r
1357                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1358                         }\r
1359                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1360                         {\r
1361                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1362                         }\r
1363                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1364                         {\r
1365                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1366                         }\r
1367                 }\r
1368 \r
1369 \r
1370                 protected abstract void t進行描画・AVI();\r
1371                 protected void t進行描画・AVI(int x, int y)\r
1372                 {\r
1373                         if ( ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( !CDTXMania.ConfigIni.bストイックモード && CDTXMania.ConfigIni.bAVI有効 ) )\r
1374                         {\r
1375                                 this.actAVI.t進行描画( x, y );\r
1376                         }\r
1377                 }\r
1378                 protected abstract void t進行描画・BGA();\r
1379                 protected void t進行描画・BGA(int x, int y)\r
1380                 {\r
1381                         if ( ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( !CDTXMania.ConfigIni.bストイックモード && CDTXMania.ConfigIni.bBGA有効 ) )\r
1382                         {\r
1383                                 this.actBGA.t進行描画( x, y );\r
1384                         }\r
1385                 }\r
1386                 protected abstract void t進行描画・DANGER();\r
1387                 protected void t進行描画・MIDIBGM()\r
1388                 {\r
1389                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1390                         {\r
1391                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1392                         }\r
1393                 }\r
1394                 protected void t進行描画・RGBボタン()\r
1395                 {\r
1396                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1397                         {\r
1398                                 this.actRGB.On進行描画();\r
1399                         }\r
1400                 }\r
1401                 protected void t進行描画・STAGEFAILED()\r
1402                 {\r
1403                         if ( ( ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED ) || ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) && ( ( this.actStageFailed.On進行描画() != 0 ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) )\r
1404                         {\r
1405                                 this.eフェードアウト完了時の戻り値 = E演奏画面の戻り値.ステージ失敗;\r
1406                                 base.eフェーズID = CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト;\r
1407                                 this.actFO.tフェードアウト開始();\r
1408                         }\r
1409                 }\r
1410                 protected void t進行描画・WailingBonus()\r
1411                 {\r
1412                         if ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1413                         {\r
1414                                 this.actWailingBonus.On進行描画();\r
1415                         }\r
1416                 }\r
1417                 protected abstract void t進行描画・Wailing枠();\r
1418                 protected void t進行描画・Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1419                 {\r
1420                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1421                         {\r
1422                                 if ( CDTXMania.DTX.bチップがある.Guitar && ( this.txWailing枠 != null ) )\r
1423                                 {\r
1424                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1425                                 }\r
1426                                 if ( CDTXMania.DTX.bチップがある.Bass && ( this.txWailing枠 != null ) )\r
1427                                 {\r
1428                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1429                                 }\r
1430                         }\r
1431                 }\r
1432 \r
1433 \r
1434                 protected void t進行描画・チップファイアGB()\r
1435                 {\r
1436                         this.actChipFireGB.On進行描画();\r
1437                 }\r
1438                 protected abstract void t進行描画・パネル文字列();\r
1439                 protected void t進行描画・パネル文字列(int x, int y)\r
1440                 {\r
1441                         if ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1442                         {\r
1443                                 this.actPanel.t進行描画( x, y );\r
1444                         }\r
1445                 }\r
1446                 protected void tパネル文字列の設定()\r
1447                 {\r
1448                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1449                 }\r
1450 \r
1451 \r
1452                 protected void t進行描画・ゲージ()\r
1453                 {\r
1454                         if ( ( ( CDTXMania.ConfigIni.eDark != Eダークモード.HALF ) && ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) ) && ( ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) ) )\r
1455                         {\r
1456                                 this.actGauge.On進行描画();\r
1457                         }\r
1458                 }\r
1459                 protected void t進行描画・コンボ()\r
1460                 {\r
1461                         this.actCombo.On進行描画();\r
1462                 }\r
1463                 protected void t進行描画・スコア()\r
1464                 {\r
1465                         this.actScore.On進行描画();\r
1466                 }\r
1467                 protected void t進行描画・ステータスパネル()\r
1468                 {\r
1469                         this.actStatusPanels.On進行描画();\r
1470                 }\r
1471                 protected bool t進行描画・チップ( E楽器パート ePlayMode )\r
1472                 {\r
1473                         if ( ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED ) || ( base.eフェーズID == CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1474                         {\r
1475                                 return true;\r
1476                         }\r
1477                         if ( ( this.n現在のトップChip == -1 ) || ( this.n現在のトップChip >= CDTXMania.DTX.listChip.Count ) )\r
1478                         {\r
1479                                 return true;\r
1480                         }\r
1481                         int nCurrentTopChip = this.n現在のトップChip;\r
1482                         if ( nCurrentTopChip == -1 )\r
1483                         {\r
1484                                 return true;\r
1485                         }\r
1486 \r
1487                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1488                         const double speed = 234.0;     // BPM150の時の1小節の長さ[dot]\r
1489 \r
1490                         double ScrollSpeedDrums = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Drums + 1.0 ) * 0.5 * 37.5 * speed / 60000.0;\r
1491                         double ScrollSpeedGuitar = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Guitar + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1492                         double ScrollSpeedBass = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Bass + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1493 \r
1494                         CDTX dTX = CDTXMania.DTX;\r
1495                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1496 //                      while ( nCurrentTopChip < dTX.listChip.Count )\r
1497                         for ( ; nCurrentTopChip < dTX.listChip.Count; nCurrentTopChip++ )\r
1498                         {\r
1499                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1500                                 pChip.nバーからの距離dot.Drums = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedDrums );\r
1501                                 pChip.nバーからの距離dot.Guitar = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedGuitar );\r
1502                                 pChip.nバーからの距離dot.Bass = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedBass );\r
1503                                 if ( Math.Min( Math.Min( pChip.nバーからの距離dot.Drums, pChip.nバーからの距離dot.Guitar ), pChip.nバーからの距離dot.Bass ) > 450 )\r
1504                                 {\r
1505                                         break;\r
1506                                 }\r
1507                                 if ( ( ( nCurrentTopChip == this.n現在のトップChip ) && ( pChip.nバーからの距離dot.Drums < -65 ) ) && pChip.bHit )\r
1508                                 {\r
1509                                         //this.n現在のトップChip++;\r
1510                                         nCurrentTopChip = ++this.n現在のトップChip;\r
1511                                         continue;\r
1512                                 }\r
1513 \r
1514                                 bool bPChipIsAutoPlay = false;\r
1515                                 if ( (\r
1516                                                 ( ( pChip.e楽器パート == E楽器パート.DRUMS ) && bIsAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] ) ||\r
1517                                                 ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar ) ) ||\r
1518                                                 ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
1519                                   )\r
1520                                 //                              if ((pChip.e楽器パート == E楽器パート.DRUMS) && bIsAutoPlay[this.nチャンネル0Atoレーン07[pChip.nチャンネル番号 - 0x11]])\r
1521                                 {\r
1522                                         bPChipIsAutoPlay = true;\r
1523                                 }\r
1524 \r
1525                                 int nInputAdjustTime = ( bPChipIsAutoPlay || (pChip.e楽器パート == E楽器パート.UNKNOWN) )? 0 : this.nInputAdjustTimeMs[ (int) pChip.e楽器パート ];\r
1526 \r
1527                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1528                                         ( ( pChip.nバーからの距離dot.Drums < 0 ) && ( this.e指定時刻からChipのJUDGEを返す( CDTXMania.Timer.n現在時刻, pChip, nInputAdjustTime ) == E判定.Miss ) ) )\r
1529                                 {\r
1530                                         this.tチップのヒット処理( CDTXMania.Timer.n現在時刻, pChip );\r
1531                                 }\r
1532                                 switch ( pChip.nチャンネル番号 )\r
1533                                 {\r
1534                                         #region [ 01: BGM ]\r
1535                                         case 0x01:      // BGM\r
1536                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1537                                                 {\r
1538                                                         pChip.bHit = true;\r
1539                                                         if ( configIni.bBGM音を発声する )\r
1540                                                         {\r
1541                                                                 // yyagi: 10レーン目(RD?)でBGMを再生するよりは、あまり使われないFTレーンを使った方が負荷が軽くならないか?\r
1542                                                                 dTX.tチップの再生( pChip, CDTXMania.Timer.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, 10, dTX.nモニタを考慮した音量( E楽器パート.UNKNOWN ) );\r
1543                                                         }\r
1544                                                 }\r
1545                                                 break;\r
1546                                         #endregion\r
1547                                         #region [ 03: BPM変更 ]\r
1548                                         case 0x03:      // BPM変更\r
1549                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1550                                                 {\r
1551                                                         pChip.bHit = true;\r
1552                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1553                                                 }\r
1554                                                 break;\r
1555                                         #endregion\r
1556                                         #region [ 04, 07, 55, 56,57, 58, 59, 60:レイヤーBGA ]\r
1557                                         case 0x04:      // レイヤーBGA\r
1558                                         case 0x07:\r
1559                                         case 0x55:\r
1560                                         case 0x56:\r
1561                                         case 0x57:\r
1562                                         case 0x58:\r
1563                                         case 0x59:\r
1564                                         case 0x60:\r
1565                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1566                                                 {\r
1567                                                         pChip.bHit = true;\r
1568                                                         if ( configIni.bBGA有効 )\r
1569                                                         {\r
1570                                                                 switch ( pChip.eBGA種別 )\r
1571                                                                 {\r
1572                                                                         case EBGA種別.BMPTEX:\r
1573                                                                                 if ( pChip.rBMPTEX != null )\r
1574                                                                                 {\r
1575                                                                                         this.actBGA.Start( pChip.nチャンネル番号, null, pChip.rBMPTEX, pChip.rBMPTEX.tx画像.sz画像サイズ.Width, pChip.rBMPTEX.tx画像.sz画像サイズ.Height, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\r
1576                                                                                 }\r
1577                                                                                 break;\r
1578 \r
1579                                                                         case EBGA種別.BGA:\r
1580                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1581                                                                                 {\r
1582                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, pChip.rBMPTEX, pChip.rBGA.pt画像側右下座標.X - pChip.rBGA.pt画像側左上座標.X, pChip.rBGA.pt画像側右下座標.Y - pChip.rBGA.pt画像側左上座標.Y, 0, 0, pChip.rBGA.pt画像側左上座標.X, pChip.rBGA.pt画像側左上座標.Y, 0, 0, pChip.rBGA.pt表示座標.X, pChip.rBGA.pt表示座標.Y, 0, 0, 0 );\r
1583                                                                                 }\r
1584                                                                                 break;\r
1585 \r
1586                                                                         case EBGA種別.BGAPAN:\r
1587                                                                                 if ( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1588                                                                                 {\r
1589                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, pChip.rBMPTEX, pChip.rBGAPan.sz開始サイズ.Width, pChip.rBGAPan.sz開始サイズ.Height, pChip.rBGAPan.sz終了サイズ.Width, pChip.rBGAPan.sz終了サイズ.Height, pChip.rBGAPan.pt画像側開始位置.X, pChip.rBGAPan.pt画像側開始位置.Y, pChip.rBGAPan.pt画像側終了位置.X, pChip.rBGAPan.pt画像側終了位置.Y, pChip.rBGAPan.pt表示側開始位置.X, pChip.rBGAPan.pt表示側開始位置.Y, pChip.rBGAPan.pt表示側終了位置.X, pChip.rBGAPan.pt表示側終了位置.Y, pChip.n総移動時間 );\r
1590                                                                                 }\r
1591                                                                                 break;\r
1592 \r
1593                                                                         default:\r
1594                                                                                 if ( pChip.rBMP != null )\r
1595                                                                                 {\r
1596                                                                                         this.actBGA.Start( pChip.nチャンネル番号, pChip.rBMP, null, pChip.rBMP.n幅, pChip.rBMP.n高さ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\r
1597                                                                                 }\r
1598                                                                                 break;\r
1599                                                                 }\r
1600                                                         }\r
1601                                                 }\r
1602                                                 break;\r
1603                                         #endregion\r
1604                                         #region [ 08: BPM変更(拡張) ]\r
1605                                         case 0x08:      // BPM変更(拡張)\r
1606                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1607                                                 {\r
1608                                                         pChip.bHit = true;\r
1609                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値・内部番号 ) )\r
1610                                                         {\r
1611                                                                 this.actPlayInfo.dbBPM = ( dTX.listBPM[ pChip.n整数値・内部番号 ].dbBPM値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1612                                                         }\r
1613                                                 }\r
1614                                                 break;\r
1615                                         #endregion\r
1616                                         #region [ 11-1a: ドラム演奏 ]\r
1617                                         case 0x11:      // ドラム演奏\r
1618                                         case 0x12:\r
1619                                         case 0x13:\r
1620                                         case 0x14:\r
1621                                         case 0x15:\r
1622                                         case 0x16:\r
1623                                         case 0x17:\r
1624                                         case 0x18:\r
1625                                         case 0x19:\r
1626                                         case 0x1a:\r
1627                                                 this.t進行描画・チップ・ドラムス( configIni, ref dTX, ref pChip );\r
1628                                                 break;\r
1629                                         #endregion\r
1630                                         #region [ 1f: フィルインサウンド(ドラム) ]\r
1631                                         case 0x1f:      // フィルインサウンド(ドラム)\r
1632                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1633                                                 {\r
1634                                                         pChip.bHit = true;\r
1635                                                         this.r現在の歓声Chip.Drums = pChip;\r
1636                                                 }\r
1637                                                 break;\r
1638                                         #endregion\r
1639                                         #region [ 20-27: ギター演奏 ]\r
1640                                         case 0x20:      // ギター演奏\r
1641                                         case 0x21:\r
1642                                         case 0x22:\r
1643                                         case 0x23:\r
1644                                         case 0x24:\r
1645                                         case 0x25:\r
1646                                         case 0x26:\r
1647                                         case 0x27:\r
1648                                                 this.t進行描画・チップ・ギター( configIni, ref dTX, ref pChip );\r
1649                                                 break;\r
1650                                         #endregion\r
1651                                         #region [ 28: ウェイリング(ギター) ]\r
1652                                         case 0x28:      // ウェイリング(ギター)\r
1653                                                 this.t進行描画・チップ・ギター・ウェイリング( configIni, ref dTX, ref pChip );\r
1654                                                 break;\r
1655                                         #endregion\r
1656                                         #region [ 2f: ウェイリングサウンド(ギター) ]\r
1657                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
1658                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1659                                                 {\r
1660                                                         pChip.bHit = true;\r
1661                                                         this.r現在の歓声Chip.Guitar = pChip;\r
1662                                                 }\r
1663                                                 break;\r
1664                                         #endregion\r
1665                                         #region [ 31-3a: 不可視チップ配置(ドラム) ]\r
1666                                         case 0x31:      // 不可視チップ配置(ドラム)\r
1667                                         case 0x32:\r
1668                                         case 0x33:\r
1669                                         case 0x34:\r
1670                                         case 0x35:\r
1671                                         case 0x36:\r
1672                                         case 0x37:\r
1673                                         case 0x38:\r
1674                                         case 0x39:\r
1675                                         case 0x3a:\r
1676                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1677                                                 {\r
1678                                                         pChip.bHit = true;\r
1679                                                 }\r
1680                                                 break;\r
1681                                         #endregion\r
1682                                         #region [ 50: 小節線 ]\r
1683                                         case 0x50:      // 小節線\r
1684                                                 {\r
1685                                                         this.t進行描画・チップ・小節線( configIni, ref dTX, ref pChip );\r
1686                                                         break;\r
1687                                                 }\r
1688                                         #endregion\r
1689                                         #region [ 51: 拍線 ]\r
1690                                         case 0x51:      // 拍線\r
1691                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1692                                                 {\r
1693                                                         pChip.bHit = true;\r
1694                                                 }\r
1695                                                 if ( ( ePlayMode == E楽器パート.DRUMS ) && ( configIni.eDark != Eダークモード.FULL ) && pChip.b可視 && ( this.txチップ != null ) )\r
1696                                                 {\r
1697                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x23, configIni.bReverse.Drums ? ( ( 0x38 + pChip.nバーからの距離dot.Drums ) - 1 ) : ( ( 0x1a6 - pChip.nバーからの距離dot.Drums ) - 1 ), new Rectangle( 0, 0x1bf, 0x128, 1 ) );\r
1698                                                 }\r
1699                                                 break;\r
1700                                         #endregion\r
1701                                         #region [ 52: MIDIコーラス ]\r
1702                                         case 0x52:      // MIDIコーラス\r
1703                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1704                                                 {\r
1705                                                         pChip.bHit = true;\r
1706                                                 }\r
1707                                                 break;\r
1708                                         #endregion\r
1709                                         #region [ 53: フィルイン ]\r
1710                                         case 0x53:      // フィルイン\r
1711                                                 this.t進行描画・チップ・フィルイン( configIni, ref dTX, ref pChip );\r
1712                                                 break;\r
1713                                         #endregion\r
1714                                         #region [ 54: 動画再生 ]\r
1715                                         case 0x54:      // 動画再生\r
1716                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1717                                                 {\r
1718                                                         pChip.bHit = true;\r
1719                                                         if ( configIni.bAVI有効 )\r
1720                                                         {\r
1721                                                                 switch ( pChip.eAVI種別 )\r
1722                                                                 {\r
1723                                                                         case EAVI種別.AVI:\r
1724                                                                                 if ( pChip.rAVI != null )\r
1725                                                                                 {\r
1726                                                                                         this.actAVI.Start( pChip.nチャンネル番号, pChip.rAVI, 0x116, 0x163, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, pChip.n発声時刻ms );\r
1727                                                                                 }\r
1728                                                                                 break;\r
1729 \r
1730                                                                         case EAVI種別.AVIPAN:\r
1731                                                                                 if ( pChip.rAVIPan != null )\r
1732                                                                                 {\r
1733                                                                                         this.actAVI.Start( pChip.nチャンネル番号, pChip.rAVI, pChip.rAVIPan.sz開始サイズ.Width, pChip.rAVIPan.sz開始サイズ.Height, pChip.rAVIPan.sz終了サイズ.Width, pChip.rAVIPan.sz終了サイズ.Height, pChip.rAVIPan.pt動画側開始位置.X, pChip.rAVIPan.pt動画側開始位置.Y, pChip.rAVIPan.pt動画側終了位置.X, pChip.rAVIPan.pt動画側終了位置.Y, pChip.rAVIPan.pt表示側開始位置.X, pChip.rAVIPan.pt表示側開始位置.Y, pChip.rAVIPan.pt表示側終了位置.X, pChip.rAVIPan.pt表示側終了位置.Y, pChip.n総移動時間, pChip.n発声時刻ms );\r
1734                                                                                 }\r
1735                                                                                 break;\r
1736                                                                 }\r
1737                                                         }\r
1738                                                 }\r
1739                                                 break;\r
1740                                         #endregion\r
1741                                         #region [ 61-92: 自動再生(BGM, SE) ]\r
1742                                         case 0x61:\r
1743                                         case 0x62:\r
1744                                         case 0x63:\r
1745                                         case 0x64:      // 自動再生(BGM, SE)\r
1746                                         case 0x65:\r
1747                                         case 0x66:\r
1748                                         case 0x67:\r
1749                                         case 0x68:\r
1750                                         case 0x69:\r
1751                                         case 0x70:\r
1752                                         case 0x71:\r
1753                                         case 0x72:\r
1754                                         case 0x73:\r
1755                                         case 0x74:\r
1756                                         case 0x75:\r
1757                                         case 0x76:\r
1758                                         case 0x77:\r
1759                                         case 0x78:\r
1760                                         case 0x79:\r
1761                                         case 0x80:\r
1762                                         case 0x81:\r
1763                                         case 0x82:\r
1764                                         case 0x83:\r
1765                                         case 0x84:\r
1766                                         case 0x85:\r
1767                                         case 0x86:\r
1768                                         case 0x87:\r
1769                                         case 0x88:\r
1770                                         case 0x89:\r
1771                                         case 0x90:\r
1772                                         case 0x91:\r
1773                                         case 0x92:\r
1774                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1775                                                 {\r
1776                                                         pChip.bHit = true;\r
1777                                                         if ( configIni.bBGM音を発声する )\r
1778                                                         {\r
1779                                                                 dTX.tWavの再生停止( this.n最後に再生したBGMの実WAV番号[ pChip.nチャンネル番号 - 0x61 ] );\r
1780                                                                 dTX.tチップの再生( pChip, CDTXMania.Timer.n前回リセットした時のシステム時刻 + pChip.n発声時刻ms, 10, dTX.nモニタを考慮した音量( E楽器パート.UNKNOWN ) );\r
1781                                                                 this.n最後に再生したBGMの実WAV番号[ pChip.nチャンネル番号 - 0x61 ] = pChip.n整数値・内部番号;\r
1782                                                         }\r
1783                                                 }\r
1784                                                 break;\r
1785                                         #endregion\r
1786                                         #region [ a0-a7: ベース演奏 ]\r
1787                                         case 0xa0:      // ベース演奏\r
1788                                         case 0xa1:\r
1789                                         case 0xa2:\r
1790                                         case 0xa3:\r
1791                                         case 0xa4:\r
1792                                         case 0xa5:\r
1793                                         case 0xa6:\r
1794                                         case 0xa7:\r
1795                                                 this.t進行描画・チップ・ベース( configIni, ref dTX, ref pChip );\r
1796                                                 break;\r
1797                                         #endregion\r
1798                                         #region [ a8: ウェイリング(ベース) ]\r
1799                                         case 0xa8:      // ウェイリング(ベース)\r
1800                                                 this.t進行描画・チップ・ベース・ウェイリング( configIni, ref dTX, ref pChip );\r
1801                                                 break;\r
1802                                         #endregion\r
1803                                         #region [ af: ウェイリングサウンド(ベース) ]\r
1804                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
1805                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1806                                                 {\r
1807                                                         pChip.bHit = true;\r
1808                                                         this.r現在の歓声Chip.Bass = pChip;\r
1809                                                 }\r
1810                                                 break;\r
1811                                         #endregion\r
1812                                         #region [ b1-b9, bc: 空打ち音設定(ドラム) ]\r
1813                                         case 0xb1:      // 空打ち音設定(ドラム)\r
1814                                         case 0xb2:\r
1815                                         case 0xb3:\r
1816                                         case 0xb4:\r
1817                                         case 0xb5:\r
1818                                         case 0xb6:\r
1819                                         case 0xb7:\r
1820                                         case 0xb8:\r
1821                                         case 0xb9:\r
1822                                         case 0xbc:\r
1823                                                 this.t進行描画・チップ・空打ち音設定・ドラム( configIni, ref dTX, ref pChip );\r
1824                                                 break;\r
1825                                         #endregion\r
1826                                         #region [ ba: 空打ち音設定(ギター) ]\r
1827                                         case 0xba:      // 空打ち音設定(ギター)\r
1828                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1829                                                 {\r
1830                                                         pChip.bHit = true;\r
1831                                                         this.r現在の空うちギターChip = pChip;\r
1832                                                         pChip.nチャンネル番号 = 0x20;\r
1833                                                 }\r
1834                                                 break;\r
1835                                         #endregion\r
1836                                         #region [ bb: 空打ち音設定(ベース) ]\r
1837                                         case 0xbb:      // 空打ち音設定(ベース)\r
1838                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1839                                                 {\r
1840                                                         pChip.bHit = true;\r
1841                                                         this.r現在の空うちベースChip = pChip;\r
1842                                                         pChip.nチャンネル番号 = 0xA0;\r
1843                                                 }\r
1844                                                 break;\r
1845                                         #endregion\r
1846                                         #region [ c4, c7, d5-d9, e0: BGA画像入れ替え ]\r
1847                                         case 0xc4:\r
1848                                         case 0xc7:\r
1849                                         case 0xd5:\r
1850                                         case 0xd6:      // BGA画像入れ替え\r
1851                                         case 0xd7:\r
1852                                         case 0xd8:\r
1853                                         case 0xd9:\r
1854                                         case 0xe0:\r
1855                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1856                                                 {\r
1857                                                         pChip.bHit = true;\r
1858                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
1859                                                         {\r
1860                                                                 for ( int i = 0; i < 8; i++ )\r
1861                                                                 {\r
1862                                                                         if ( this.nBGAスコープチャンネルマップ[ 0, i ] == pChip.nチャンネル番号 )\r
1863                                                                         {\r
1864                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
1865                                                                         }\r
1866                                                                 }\r
1867                                                         }\r
1868                                                 }\r
1869                                                 break;\r
1870                                         #endregion\r
1871                                         #region [ その他(未定義) ]\r
1872                                         default:\r
1873                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1874                                                 {\r
1875                                                         pChip.bHit = true;\r
1876                                                 }\r
1877                                                 break;\r
1878                                         #endregion \r
1879                                 }\r
1880 \r
1881 //                              nCurrentTopChip++;\r
1882                         }\r
1883                         return false;\r
1884                 }\r
1885                 protected abstract void t進行描画・チップ・ドラムス( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1886                 protected abstract void t進行描画・チップ・ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1887                 protected virtual void t進行描画・チップ・ギターベース・ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, E楽器パート inst )\r
1888                 {\r
1889                         int indexInst = (int) inst;\r
1890                         if ( configIni.bGuitar有効 )\r
1891                         {\r
1892                                 if ( configIni.bSudden[indexInst] )\r
1893                                 {\r
1894                                         pChip.b可視 = pChip.nバーからの距離dot[indexInst] < 200;\r
1895                                 }\r
1896                                 if ( configIni.bHidden[indexInst] && ( pChip.nバーからの距離dot[indexInst] < 100 ) )\r
1897                                 {\r
1898                                         pChip.b可視 = false;\r
1899                                 }\r
1900                                 //\r
1901                                 // ここにチップ更新処理が入る(overrideで入れる)。といっても座標とチップサイズが違うだけで処理はまるまる同じ。\r
1902                                 //\r
1903                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot[indexInst] < 0 ) )\r
1904                                 {\r
1905                                         if ( pChip.nバーからの距離dot[indexInst] < -234 )        // #25253 2011.5.29 yyagi: Don't set pChip.bHit=true for wailing at once. It need to 1sec-delay (234pix per 1sec). \r
1906                                         {\r
1907                                                 pChip.bHit = true;\r
1908                                         }\r
1909                                         if ( configIni.bAutoPlay[ ((int) Eドラムレーン.GT - 1) + indexInst ] )    // このような、バグの入りやすい書き方(GT/BSのindex値が他と異なる)はいずれ見直したい\r
1910                                         {\r
1911                                                 pChip.bHit = true;                                                              // #25253 2011.5.29 yyagi: Set pChip.bHit=true if autoplay.\r
1912                                                 this.actWailingBonus.Start( inst, this.r現在の歓声Chip[indexInst] );\r
1913                                         }\r
1914                                 }\r
1915                                 return;\r
1916                         }\r
1917                         pChip.bHit = true;\r
1918                 }\r
1919                 protected virtual void t進行描画・チップ・ギター・ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip )\r
1920                 {\r
1921                         t進行描画・チップ・ギターベース・ウェイリング( configIni, ref dTX, ref pChip, E楽器パート.GUITAR );\r
1922                 }\r
1923                 protected abstract void t進行描画・チップ・フィルイン( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1924                 protected abstract void t進行描画・チップ・小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1925                 protected abstract void t進行描画・チップ・ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1926                 protected virtual void t進行描画・チップ・ベース・ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip )\r
1927                 {\r
1928                         t進行描画・チップ・ギターベース・ウェイリング( configIni, ref dTX, ref pChip, E楽器パート.BASS );\r
1929                 }\r
1930                 protected abstract void t進行描画・チップ・空打ち音設定・ドラム( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1931                 protected void t進行描画・チップアニメ()\r
1932                 {\r
1933                         for ( int i = 0; i < 3; i++ )                   // drums: 0-3 gt/bs: 1-3\r
1934                         {\r
1935                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
1936                                 {\r
1937                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
1938                                 }\r
1939                         }\r
1940                         this.ctWailingチップ模様アニメ.t進行Loop();\r
1941                 }\r
1942 \r
1943                 protected bool t進行描画・フェードイン・アウト()\r
1944                 {\r
1945                         switch ( base.eフェーズID )\r
1946                         {\r
1947                                 case CStage.Eフェーズ.共通_フェードイン:\r
1948                                         if ( this.actFI.On進行描画() != 0 )\r
1949                                         {\r
1950                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
1951                                         }\r
1952                                         break;\r
1953 \r
1954                                 case CStage.Eフェーズ.共通_フェードアウト:\r
1955                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
1956                                         if ( this.actFO.On進行描画() != 0 )\r
1957                                         {\r
1958                                                 return true;\r
1959                                         }\r
1960                                         break;\r
1961 \r
1962                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
1963                                         if ( this.actFOClear.On進行描画() == 0 )\r
1964                                         {\r
1965                                                 break;\r
1966                                         }\r
1967                                         return true;\r
1968                 \r
1969                         }\r
1970                         return false;\r
1971                 }\r
1972                 protected void t進行描画・レーンフラッシュD()\r
1973                 {\r
1974                         if ( ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED ) && ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト ) )\r
1975                         {\r
1976                                 this.actLaneFlushD.On進行描画();\r
1977                         }\r
1978                 }\r
1979                 protected void t進行描画・レーンフラッシュGB()\r
1980                 {\r
1981                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.OFF ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1982                         {\r
1983                                 this.actLaneFlushGB.On進行描画();\r
1984                         }\r
1985                 }\r
1986                 protected abstract void t進行描画・演奏情報();\r
1987                 protected void t進行描画・演奏情報(int x, int y)\r
1988                 {\r
1989                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
1990                         {\r
1991                                 this.actPlayInfo.t進行描画( x, y );\r
1992                         }\r
1993                 }\r
1994                 protected void t進行描画・背景()\r
1995                 {\r
1996                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
1997                         {\r
1998                                 if ( this.tx背景 != null )\r
1999                                 {\r
2000                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
2001                                 }\r
2002                         }\r
2003                         else\r
2004                         {\r
2005                                 CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
2006                         }\r
2007                 }\r
2008 \r
2009                 protected void t進行描画・判定ライン()\r
2010                 {\r
2011                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
2012                         {\r
2013                                 int y = CDTXMania.ConfigIni.bReverse.Drums ? 0x35 : 0x1a3;\r
2014                                 for ( int i = 0x20; i < 0x14f; i += 8 )\r
2015                                 {\r
2016                                         if ( this.txヒットバー != null )\r
2017                                         {\r
2018                                                 this.txヒットバー.t2D描画( CDTXMania.app.Device, i, y, new Rectangle( 0, 0, ( ( i + 8 ) >= 0x14f ) ? ( 7 - ( ( i + 8 ) - 0x14f ) ) : 8, 8 ) );\r
2019                                         }\r
2020                                 }\r
2021                         }\r
2022                 }\r
2023                 protected void t進行描画・判定文字列()\r
2024                 {\r
2025                         this.actJudgeString.On進行描画();\r
2026                 }\r
2027                 protected void t進行描画・判定文字列1・通常位置指定の場合()\r
2028                 {\r
2029                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) != E判定文字表示位置.判定ライン上または横 )\r
2030                         {\r
2031                                 this.actJudgeString.On進行描画();\r
2032                         }\r
2033                 }\r
2034                 protected void t進行描画・判定文字列2・判定ライン上指定の場合()\r
2035                 {\r
2036                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) == E判定文字表示位置.判定ライン上または横 )\r
2037                         {\r
2038                                 this.actJudgeString.On進行描画();\r
2039                         }\r
2040                 }\r
2041 \r
2042                 protected void t進行描画・譜面スクロール速度()\r
2043                 {\r
2044                         this.act譜面スクロール速度.On進行描画();\r
2045                 }\r
2046 \r
2047                 protected abstract void t背景テクスチャの生成();\r
2048                 protected void t背景テクスチャの生成( string DefaultBgFilename, Rectangle bgrect, string bgfilename )\r
2049                 {\r
2050                         Bitmap image = null;\r
2051                         bool flag = true;\r
2052 \r
2053                         if ( bgfilename != null && File.Exists( bgfilename ) )\r
2054                         {\r
2055                                 try\r
2056                                 {\r
2057                                         Bitmap bitmap2 = null;\r
2058                                         bitmap2 = new Bitmap( bgfilename );\r
2059                                         if ( ( bitmap2.Size.Width == 0 ) && ( bitmap2.Size.Height == 0 ) )\r
2060                                         {\r
2061                                                 this.tx背景 = null;\r
2062                                                 return;\r
2063                                         }\r
2064                                         Bitmap bitmap3 = new Bitmap( 640, 480 );\r
2065                                         Graphics graphics = Graphics.FromImage( bitmap3 );\r
2066                                         for ( int i = 0; i < 480; i += bitmap2.Size.Height )\r
2067                                         {\r
2068                                                 for ( int j = 0; j < 640; j += bitmap2.Size.Width )\r
2069                                                 {\r
2070                                                         graphics.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
2071                                                 }\r
2072                                         }\r
2073                                         graphics.Dispose();\r
2074                                         bitmap2.Dispose();\r
2075                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );\r
2076                                         graphics = Graphics.FromImage( image );\r
2077                                         ColorMatrix matrix2 = new ColorMatrix();\r
2078                                         matrix2.Matrix00 = 1f;\r
2079                                         matrix2.Matrix11 = 1f;\r
2080                                         matrix2.Matrix22 = 1f;\r
2081                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
2082                                         matrix2.Matrix44 = 1f;\r
2083                                         ColorMatrix newColorMatrix = matrix2;\r
2084                                         ImageAttributes imageAttr = new ImageAttributes();\r
2085                                         imageAttr.SetColorMatrix( newColorMatrix );\r
2086                                         graphics.DrawImage( bitmap3, new Rectangle( 0, 0, 640, 480 ), 0, 0, 640, 480, GraphicsUnit.Pixel, imageAttr );\r
2087                                         imageAttr.Dispose();\r
2088                                         graphics.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
2089                                         graphics.Dispose();\r
2090                                         bitmap3.Dispose();\r
2091                                         flag = false;\r
2092                                 }\r
2093                                 catch\r
2094                                 {\r
2095                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2096                                 }\r
2097                         }\r
2098                         if ( flag )\r
2099                         {\r
2100                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
2101                                 try\r
2102                                 {\r
2103                                         image = new Bitmap( bgfilename );\r
2104                                 }\r
2105                                 catch\r
2106                                 {\r
2107                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2108                                         this.tx背景 = null;\r
2109                                         return;\r
2110                                 }\r
2111                         }\r
2112                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) )\r
2113                         {\r
2114                                 Graphics graphics2 = Graphics.FromImage( image );\r
2115                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
2116                                 graphics2.Dispose();\r
2117                         }\r
2118                         try\r
2119                         {\r
2120                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
2121                         }\r
2122                         catch ( CTextureCreateFailedException )\r
2123                         {\r
2124                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
2125                                 this.tx背景 = null;\r
2126                         }\r
2127                         image.Dispose();\r
2128                 }\r
2129 \r
2130                 protected virtual void t入力処理・ギター()\r
2131                 {\r
2132                         t入力処理・ギターベース( E楽器パート.GUITAR );\r
2133                 }\r
2134                 protected virtual void t入力処理・ベース()\r
2135                 {\r
2136                         t入力処理・ギターベース( E楽器パート.BASS );\r
2137                 }\r
2138 \r
2139 \r
2140                 protected virtual void t入力処理・ギターベース(E楽器パート inst)\r
2141                 {\r
2142                         int indexInst = (int) inst;\r
2143                         #region [ スクロール速度変更 ]\r
2144                         if ( CDTXMania.Pad.b押されている( inst, Eパッド.Decide ) && CDTXMania.Pad.b押された( inst, Eパッド.B ) )\r
2145                         {\r
2146                                 CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] + 1, 0x7cf );\r
2147                         }\r
2148                         if ( CDTXMania.Pad.b押されている( inst, Eパッド.Decide ) && CDTXMania.Pad.b押された( inst, Eパッド.R ) )\r
2149                         {\r
2150                                 CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] = Math.Max( CDTXMania.ConfigIni.n譜面スクロール速度[indexInst] - 1, 0 );\r
2151                         }\r
2152                         #endregion\r
2153 \r
2154                         if ( !CDTXMania.ConfigIni.bGuitar有効 || !CDTXMania.DTX.bチップがある[indexInst] )\r
2155                         {\r
2156                                 return;\r
2157                         }\r
2158 \r
2159                         int R = ( inst == E楽器パート.GUITAR ) ? 0 : 3;\r
2160                         int G = R + 1;\r
2161                         int B = R + 2;\r
2162                         if ( bIsAutoPlay[ (int)Eドラムレーン.CY + indexInst ] )\r
2163                         {\r
2164                                 CDTX.CChip chip = this.r次に来る指定楽器Chipを更新して返す(inst);\r
2165                                 if ( chip != null )\r
2166                                 {\r
2167                                         if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2168                                         {\r
2169                                                 this.actLaneFlushGB.Start( R );\r
2170                                                 this.actRGB.Push( R );\r
2171                                         }\r
2172                                         if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2173                                         {\r
2174                                                 this.actLaneFlushGB.Start( G );\r
2175                                                 this.actRGB.Push( G );\r
2176                                         }\r
2177                                         if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2178                                         {\r
2179                                                 this.actLaneFlushGB.Start( B );\r
2180                                                 this.actRGB.Push( B );\r
2181                                         }\r
2182                                 }\r
2183                         }\r
2184                         else\r
2185                         {\r
2186                                 int flagR = CDTXMania.Pad.b押されている( inst, Eパッド.R ) ? 4 : 0;\r
2187                                 this.t入力メソッド記憶( inst );\r
2188                                 int flagG = CDTXMania.Pad.b押されている( inst, Eパッド.G ) ? 2 : 0;\r
2189                                 this.t入力メソッド記憶( inst );\r
2190                                 int flagB = CDTXMania.Pad.b押されている( inst, Eパッド.B ) ? 1 : 0;\r
2191                                 this.t入力メソッド記憶( inst );\r
2192                                 int flagRGB = flagR | flagG | flagB;\r
2193                                 if ( flagR != 0 )\r
2194                                 {\r
2195                                         this.actLaneFlushGB.Start( R );\r
2196                                         this.actRGB.Push( R );\r
2197                                 }\r
2198                                 if ( flagG != 0 )\r
2199                                 {\r
2200                                         this.actLaneFlushGB.Start( G );\r
2201                                         this.actRGB.Push( G );\r
2202                                 }\r
2203                                 if ( flagB != 0 )\r
2204                                 {\r
2205                                         this.actLaneFlushGB.Start( B );\r
2206                                         this.actRGB.Push( B );\r
2207                                 }\r
2208                                 List<STInputEvent> events = CDTXMania.Pad.GetEvents( inst, Eパッド.Pick );\r
2209                                 if ( ( events != null ) && ( events.Count > 0 ) )\r
2210                                 {\r
2211                                         foreach ( STInputEvent event2 in events )\r
2212                                         {\r
2213                                                 if ( !event2.b押された )\r
2214                                                 {\r
2215                                                         continue;\r
2216                                                 }\r
2217                                                 this.t入力メソッド記憶( inst );\r
2218                                                 long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2219                                                 int chWailingSound = ( inst == E楽器パート.GUITAR ) ? 0x2F : 0xAF;\r
2220                                                 CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, chWailingSound, this.nInputAdjustTimeMs[indexInst] );\r
2221                                                 E判定 e判定 = this.e指定時刻からChipのJUDGEを返す( nTime, pChip, this.nInputAdjustTimeMs[indexInst] );\r
2222                                                 if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2223                                                 {\r
2224                                                         if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2225                                                         {\r
2226                                                                 this.actChipFireGB.Start( R );\r
2227                                                         }\r
2228                                                         if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2229                                                         {\r
2230                                                                 this.actChipFireGB.Start( G );\r
2231                                                         }\r
2232                                                         if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2233                                                         {\r
2234                                                                 this.actChipFireGB.Start( B );\r
2235                                                         }\r
2236                                                         this.tチップのヒット処理( nTime, pChip );\r
2237                                                         this.tサウンド再生( pChip, CDTXMania.Timer.nシステム時刻, inst, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する[indexInst], e判定 == E判定.Poor );\r
2238                                                         int chWailingChip = ( inst == E楽器パート.GUITAR ) ? 0x28 : 0xA8;\r
2239                                                         CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip( nTime, chWailingChip, this.nInputAdjustTimeMs[ indexInst ], 140 );\r
2240                                                         if ( item != null )\r
2241                                                         {\r
2242                                                                 this.queWailing[indexInst].Enqueue( item );\r
2243                                                         }\r
2244                                                         continue;\r
2245                                                 }\r
2246 \r
2247                                                 CDTX.CChip chipPicked;\r
2248                                                 CDTX.CChip NoChip = ( inst == E楽器パート.GUITAR ) ? this.r現在の空うちギターChip : this.r現在の空うちベースChip;\r
2249                                                 if ( ( ( chipPicked = NoChip) != null ) || ( ( chipPicked = this.r指定時刻に一番近いChip・ヒット未済問わず不可視考慮( nTime, chWailingSound, this.nInputAdjustTimeMs[indexInst] ) ) != null ) )\r
2250                                                 {\r
2251                                                         this.tサウンド再生( chipPicked, CDTXMania.Timer.nシステム時刻, inst, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する[indexInst], true );\r
2252                                                 }\r
2253                                                 if ( !CDTXMania.ConfigIni.bLight[indexInst] )\r
2254                                                 {\r
2255                                                         this.tチップのヒット処理・BadならびにTight時のMiss( inst );\r
2256                                                 }\r
2257                                         }\r
2258                                 }\r
2259                                 List<STInputEvent> list = CDTXMania.Pad.GetEvents(inst, Eパッド.Wail );\r
2260                                 if ( ( list != null ) && ( list.Count > 0 ) )\r
2261                                 {\r
2262                                         foreach ( STInputEvent eventWailed in list )\r
2263                                         {\r
2264                                                 if ( !eventWailed.b押された )\r
2265                                                 {\r
2266                                                         continue;\r
2267                                                 }\r
2268                                                 long nTimeWailed = eventWailed.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2269                                                 CDTX.CChip chipWailing;\r
2270                                                 while ( ( this.queWailing[indexInst].Count > 0 ) && ( ( chipWailing = this.queWailing[indexInst].Dequeue() ) != null ) )\r
2271                                                 {\r
2272                                                         if ( ( nTimeWailed - chipWailing.n発声時刻ms ) <= 1000 )            // #24245 2011.1.26 yyagi: 800 -> 1000\r
2273                                                         {\r
2274                                                                 chipWailing.bHit = true;\r
2275                                                                 this.actWailingBonus.Start( inst, this.r現在の歓声Chip[indexInst] );\r
2276                                                                 if ( !bIsAutoPlay[indexInst] )\r
2277                                                                 {\r
2278                                                                         int nCombo = ( this.actCombo.n現在のコンボ数[indexInst] < 500 ) ? this.actCombo.n現在のコンボ数[indexInst] : 500;\r
2279                                                                         this.actScore.Set( inst, this.actScore.Get( inst ) + ( nCombo * 3000L ) );              // #24245 2011.1.26 yyagi changed DRUMS->BASS, add nCombo conditions\r
2280                                                                 }\r
2281                                                         }\r
2282                                                 }\r
2283                                         }\r
2284                                 }\r
2285                         }\r
2286                 }\r
2287 \r
2288 // ダメージ/回復計算は、全部CAct演奏ゲージ共通クラスに隠蔽\r
2289 //#if true              // DAMAGELEVELTUNING\r
2290 //#region [ DAMAGELEVELTUNING ]\r
2291 //        // ----------------------------------\r
2292 //        public float[ , ] fDamageGaugeDelta = {                       // #23625 2011.1.10 ickw_284: tuned damage/recover factors\r
2293 //            // drums,   guitar,  bass\r
2294 //            {  0.004f,  0.006f,  0.006f  },\r
2295 //            {  0.002f,  0.003f,  0.003f  },\r
2296 //            {  0.000f,  0.000f,  0.000f  },\r
2297 //            { -0.020f, -0.030f,       -0.030f  },\r
2298 //            { -0.050f, -0.050f, -0.050f  }\r
2299 //        };\r
2300 //        public float[] fDamageLevelFactor = {\r
2301 //            0.5f, 1.0f, 1.5f\r
2302 //        };\r
2303 //        // ----------------------------------\r
2304 //#endregion\r
2305 //#endif\r
2306 \r
2307 //        protected void t判定にあわせてゲージを増減する( E楽器パート screenmode, E楽器パート part, E判定 e今回の判定 )\r
2308 //        {\r
2309 //            double fDamage;\r
2310 //            int nRisky = this.nRisky_InitialVar;\r
2311 \r
2312 //#if true      // DAMAGELEVELTUNING\r
2313 //            switch ( e今回の判定 )\r
2314 //            {\r
2315 //                case E判定.Perfect:\r
2316 //                case E判定.Great:\r
2317 //                case E判定.Good:\r
2318 //                    fDamage = ( nRisky > 0 ) ? 0 : fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2319 //                    break;\r
2320 //                case E判定.Poor:\r
2321 //                case E判定.Miss:\r
2322 //                    if ( nRisky > 0 )\r
2323 //                    {\r
2324 //                        fDamage = -1.0 / nRisky;\r
2325 //                        nRiskyTime--;\r
2326 //                    }\r
2327 //                    else\r
2328 //                    {\r
2329 //                        fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2330 //                    }\r
2331 //                    if ( e今回の判定 == E判定.Miss && nRisky == 0 )\r
2332 //                    {\r
2333 //                        fDamage *= fDamageLevelFactor[ (int) CDTXMania.ConfigIni.eダメージレベル ];\r
2334 //                    }\r
2335 //                    break;\r
2336 \r
2337 //                default:\r
2338 //                    fDamage = 0.0f;\r
2339 //                    break;\r
2340 //            }\r
2341 //#else                                                                                                 // before applying #23625 modifications\r
2342 //            switch (e今回の判定)\r
2343 //            {\r
2344 //                case E判定.Perfect:\r
2345 //                    fDamage = ( part == E楽器パート.DRUMS ) ? 0.01 : 0.015;\r
2346 //                    break;\r
2347 \r
2348 //                case E判定.Great:\r
2349 //                    fDamage = ( part == E楽器パート.DRUMS ) ? 0.006 : 0.009;\r
2350 //                    break;\r
2351 \r
2352 //                case E判定.Good:\r
2353 //                    fDamage = ( part == E楽器パート.DRUMS ) ? 0.002 : 0.003;\r
2354 //                    break;\r
2355 \r
2356 //                case E判定.Poor:\r
2357 //                    fDamage = ( part == E楽器パート.DRUMS ) ? 0.0 : 0.0;\r
2358 //                    break;\r
2359 \r
2360 //                case E判定.Miss:\r
2361 //                    fDamage = ( part == E楽器パート.DRUMS ) ? -0.035 : -0.035;\r
2362 //                    switch( CDTXMania.ConfigIni.eダメージレベル )\r
2363 //                    {\r
2364 //                        case Eダメージレベル.少ない:\r
2365 //                            fDamage *= 0.6;\r
2366 //                            break;\r
2367 \r
2368 //                        case Eダメージレベル.普通:\r
2369 //                            fDamage *= 1.0;\r
2370 //                            break;\r
2371 \r
2372 //                        case Eダメージレベル.大きい:\r
2373 //                            fDamage *= 1.6;\r
2374 //                            break;\r
2375 //                    }\r
2376 //                    break;\r
2377 \r
2378 //                default:\r
2379 //                    fDamage = 0.0;\r
2380 //                    break;\r
2381 //            }\r
2382 //#endif\r
2383 //            if ( screenmode == E楽器パート.DRUMS )                       // ドラム演奏画面なら、ギター/ベースのダメージも全部ドラムのゲージに集約する\r
2384 //            {\r
2385 //                part = E楽器パート.DRUMS;\r
2386 //                this.actGauge.db現在のゲージ値[ (int) part ] += fDamage;\r
2387 //            }\r
2388 //            else\r
2389 //            {\r
2390 //                if ( nRisky > 0 )                                     // ギター画面且つRISKYなら、ギターとベースのゲージをセットで減少\r
2391 //                {\r
2392 //                    this.actGauge.db現在のゲージ値[ (int) E楽器パート.GUITAR ] += fDamage;\r
2393 //                    this.actGauge.db現在のゲージ値[ (int) E楽器パート.BASS   ] += fDamage;\r
2394 //                }\r
2395 //                else\r
2396 //                {\r
2397 //                    this.actGauge.db現在のゲージ値[ (int) part ] += fDamage;\r
2398 //                }\r
2399 //            }\r
2400 \r
2401 //            if ( this.actGauge.db現在のゲージ値[ (int) part ] > 1.0 )          // RISKY時は決してゲージが増加しないので、ギタレボモード時のギター/ベース両チェックはしなくて良い\r
2402 //                this.actGauge.db現在のゲージ値[ (int) part ] = 1.0;\r
2403 //        }\r
2404 //        //-----------------\r
2405         #endregion\r
2406         }\r
2407 }\r