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#none リファクタ。基本的には変数名置換。一部if文の最適化など。
[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.InteropServices;\r
5 using System.Drawing;\r
6 using System.Drawing.Imaging;\r
7 using System.IO;\r
8 using System.Diagnostics;\r
9 using System.Threading;\r
10 using SlimDX;\r
11 using SlimDX.Direct3D9;\r
12 using FDK;\r
13 \r
14 namespace DTXMania\r
15 {\r
16         /// <summary>\r
17         /// 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
18         /// </summary>\r
19         internal abstract class CStage演奏画面共通 : CStage\r
20         {\r
21                 // プロパティ\r
22 \r
23                 public bool bAUTOでないチップが1つでもバーを通過した\r
24                 {\r
25                         get;\r
26                         protected set;\r
27                 }\r
28 \r
29                 // メソッド\r
30 \r
31                 public void t演奏結果を格納する・ドラム( out CScoreIni.C演奏記録 Drums )\r
32                 {\r
33                         Drums = new CScoreIni.C演奏記録();\r
34 \r
35                         if ( CDTXMania.DTX.bチップがある.Drums && !CDTXMania.ConfigIni.bギタレボモード )\r
36                         {\r
37                                 Drums.nスコア = this.actScore.Get( E楽器パート.DRUMS );\r
38                                 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
39                                 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
40                                 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
41                                 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
42                                 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
43                                 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
44                                 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
45                                 Drums.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Drums.Perfect;\r
46                                 Drums.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Drums.Great;\r
47                                 Drums.nGood数・Auto含まない = this.nヒット数・Auto含まない.Drums.Good;\r
48                                 Drums.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Drums.Poor;\r
49                                 Drums.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Drums.Miss;\r
50                                 Drums.n最大コンボ数 = this.actCombo.n現在のコンボ数.Drums最高値;\r
51                                 Drums.n全チップ数 = CDTXMania.DTX.n可視チップ数.Drums;\r
52                                 for ( int i = 0; i < 10; i++ )\r
53                                 {\r
54                                         Drums.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
55                                 }\r
56                                 Drums.bTight = CDTXMania.ConfigIni.bTight;\r
57                                 for ( int i = 0; i < 3; i++ )\r
58                                 {\r
59                                         Drums.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
60                                         Drums.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
61                                         Drums.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
62                                         Drums.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
63                                         Drums.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
64                                         Drums.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
65                                         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
66                                 }\r
67                                 Drums.eDark = CDTXMania.ConfigIni.eDark;\r
68                                 Drums.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
69                                 Drums.n演奏速度分母 = 20;\r
70                                 Drums.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
71                                 Drums.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
72                                 Drums.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
73                                 Drums.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
74                                 Drums.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
75                                 Drums.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
76                                 Drums.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
77                                 Drums.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
78                                 Drums.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
79                                 Drums.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
80                                 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
81                                 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
82                                 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
83                                 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
84                                 Drums.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
85                                 Drums.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
86                                 Drums.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
87                                 Drums.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
88                                 Drums.strDTXManiaのバージョン = CDTXMania.VERSION;\r
89                                 Drums.最終更新日時 = DateTime.Now.ToString();\r
90                                 Drums.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Drums );\r
91                         }\r
92                 }\r
93                 public void t演奏結果を格納する・ギター( out CScoreIni.C演奏記録 Guitar )\r
94                 {\r
95                         Guitar = new CScoreIni.C演奏記録();\r
96 \r
97                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
98                         {\r
99                                 Guitar.nスコア = this.actScore.Get( E楽器パート.GUITAR );\r
100                                 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
101                                 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
102                                 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
103                                 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
104                                 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
105                                 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
106                                 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
107                                 Guitar.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Perfect;\r
108                                 Guitar.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Great;\r
109                                 Guitar.nGood数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Good;\r
110                                 Guitar.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Poor;\r
111                                 Guitar.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Miss;\r
112                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
113                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
114                                 for ( int i = 0; i < 10; i++ )\r
115                                 {\r
116                                         Guitar.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
117                                 }\r
118                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
119                                 for ( int i = 0; i < 3; i++ )\r
120                                 {\r
121                                         Guitar.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
122                                         Guitar.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
123                                         Guitar.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
124                                         Guitar.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
125                                         Guitar.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
126                                         Guitar.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
127                                         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
128                                 }\r
129                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
130                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
131                                 Guitar.n演奏速度分母 = 20;\r
132                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
133                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
134                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
135                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
136                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
137                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
138                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
139                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
140                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
141                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
142                                 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
143                                 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
144                                 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
145                                 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
146                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
147                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
148                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
149                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
150                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
151                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
152                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
153                         }\r
154                 }\r
155                 public void t演奏結果を格納する・ベース( out CScoreIni.C演奏記録 Bass )\r
156                 {\r
157                         Bass = new CScoreIni.C演奏記録();\r
158 \r
159                         if ( CDTXMania.DTX.bチップがある.Bass )\r
160                         {\r
161                                 Bass.nスコア = this.actScore.Get( E楽器パート.BASS );\r
162                                 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
163                                 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
164                                 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
165                                 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
166                                 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
167                                 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
168                                 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
169                                 Bass.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Bass.Perfect;\r
170                                 Bass.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Bass.Great;\r
171                                 Bass.nGood数・Auto含まない = this.nヒット数・Auto含まない.Bass.Good;\r
172                                 Bass.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Bass.Poor;\r
173                                 Bass.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Bass.Miss;\r
174                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
175                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
176                                 for ( int i = 0; i < 10; i++ )\r
177                                 {\r
178                                         Bass.bAutoPlay[ i ] = bIsAutoPlay[ i ];\r
179                                 }\r
180                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
181                                 for ( int i = 0; i < 3; i++ )\r
182                                 {\r
183                                         Bass.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
184                                         Bass.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
185                                         Bass.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
186                                         Bass.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
187                                         Bass.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
188                                         Bass.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
189                                         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
190                                 }\r
191                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
192                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
193                                 Bass.n演奏速度分母 = 20;\r
194                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
195                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
196                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
197                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
198                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
199                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
200                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
201                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
202                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
203                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
204                                 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
205                                 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
206                                 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
207                                 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
208                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
209                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
210                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
211                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
212                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
213                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
214                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
215                         }\r
216                 }\r
217 \r
218                 // CStage 実装\r
219 \r
220                 public override void On活性化()\r
221                 {\r
222                         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
223                         this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
224                         this.L最後に再生したHHの実WAV番号 = new List<int>( 16 );\r
225                         this.n最後に再生したHHのチャンネル番号 = 0;\r
226                         this.n最後に再生したギターの実WAV番号 = -1;\r
227                         this.n最後に再生したベースの実WAV番号 = -1;\r
228                         for ( int i = 0; i < 50; i++ )\r
229                         {\r
230                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
231                         }\r
232                         this.r次にくるギターChip = null;\r
233                         this.r次にくるベースChip = null;\r
234                         for ( int j = 0; j < 10; j++ )\r
235                         {\r
236                                 this.r現在の空うちドラムChip[ j ] = null;\r
237                         }\r
238                         this.r現在の空うちギターChip = null;\r
239                         this.r現在の空うちベースChip = null;\r
240                         for ( int k = 0; k < 3; k++ )\r
241                         {\r
242                                 for ( int n = 0; n < 5; n++ )\r
243                                 {\r
244                                         this.nヒット数・Auto含まない[ k ] = new STHITCOUNTOFRANK();\r
245                                         this.nヒット数・Auto含む[ k ] = new STHITCOUNTOFRANK();\r
246                                 }\r
247                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
248                                 this.r現在の歓声Chip[ k ] = null;\r
249                         }\r
250                         for ( int i = 0; i < 3; i++ )\r
251                         {\r
252                                 this.b演奏にキーボードを使った[ i ] = false;\r
253                                 this.b演奏にジョイパッドを使った[ i ] = false;\r
254                                 this.b演奏にMIDI入力を使った[ i ] = false;\r
255                                 this.b演奏にマウスを使った[ i ] = false;\r
256                         }\r
257                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
258                         base.On活性化();\r
259                         this.tステータスパネルの選択();\r
260                         this.tパネル文字列の設定();\r
261 \r
262                         this.nInputAdjustTimeMs.Drums = CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums;           // #23580 2011.1.3 yyagi\r
263                         this.nInputAdjustTimeMs.Guitar = CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar;         //        2011.1.7 ikanick 修正\r
264                         this.nInputAdjustTimeMs.Bass = CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass;                     //\r
265                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;                                                                       // #24239 2011.1.23 yyagi\r
266 \r
267                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass ) // #24063 2011.1.24 yyagi Gt/Bsの譜面情報入れ替え\r
268                         {\r
269                                 CDTXMania.DTX.SwapGuitarBassInfos();\r
270                         }\r
271                         this.sw = new Stopwatch();\r
272                 }\r
273                 public override void On非活性化()\r
274                 {\r
275                         this.L最後に再生したHHの実WAV番号.Clear();   // #23921 2011.1.4 yyagi\r
276                         this.L最後に再生したHHの実WAV番号 = null;    //\r
277                         for ( int i = 0; i < 3; i++ )\r
278                         {\r
279                                 this.queWailing[ i ] = null;\r
280                         }\r
281                         this.ctWailingチップ模様アニメ = null;\r
282                         this.ctチップ模様アニメ.Drums = null;\r
283                         this.ctチップ模様アニメ.Guitar = null;\r
284                         this.ctチップ模様アニメ.Bass = null;\r
285                         base.On非活性化();\r
286                 }\r
287                 public override void OnManagedリソースの作成()\r
288                 {\r
289                         if ( !base.b活性化してない )\r
290                         {\r
291                                 this.t背景テクスチャの生成();\r
292 \r
293                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
294 \r
295                                 base.OnManagedリソースの作成();\r
296                         }\r
297                 }\r
298                 public override void OnManagedリソースの解放()\r
299                 {\r
300                         if ( !base.b活性化してない )\r
301                         {\r
302                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
303 \r
304                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
305                                 base.OnManagedリソースの解放();\r
306                         }\r
307                 }\r
308 \r
309                 // その他\r
310 \r
311                 #region [ protected ]\r
312                 //-----------------\r
313                 protected class STHITCOUNTOFRANK\r
314                 {\r
315                         // Fields\r
316                         public int Good;\r
317                         public int Great;\r
318                         public int Miss;\r
319                         public int Perfect;\r
320                         public int Poor;\r
321 \r
322                         // Properties\r
323                         public int this[ int index ]\r
324                         {\r
325                                 get\r
326                                 {\r
327                                         switch ( index )\r
328                                         {\r
329                                                 case 0:\r
330                                                         return this.Perfect;\r
331 \r
332                                                 case 1:\r
333                                                         return this.Great;\r
334 \r
335                                                 case 2:\r
336                                                         return this.Good;\r
337 \r
338                                                 case 3:\r
339                                                         return this.Poor;\r
340 \r
341                                                 case 4:\r
342                                                         return this.Miss;\r
343                                         }\r
344                                         throw new IndexOutOfRangeException();\r
345                                 }\r
346                                 set\r
347                                 {\r
348                                         switch ( index )\r
349                                         {\r
350                                                 case 0:\r
351                                                         this.Perfect = value;\r
352                                                         return;\r
353 \r
354                                                 case 1:\r
355                                                         this.Great = value;\r
356                                                         return;\r
357 \r
358                                                 case 2:\r
359                                                         this.Good = value;\r
360                                                         return;\r
361 \r
362                                                 case 3:\r
363                                                         this.Poor = value;\r
364                                                         return;\r
365 \r
366                                                 case 4:\r
367                                                         this.Miss = value;\r
368                                                         return;\r
369                                         }\r
370                                         throw new IndexOutOfRangeException();\r
371                                 }\r
372                         }\r
373                 }\r
374 \r
375                 [StructLayout( LayoutKind.Sequential )]\r
376                 protected struct STKARAUCHI\r
377                 {\r
378                         public CDTX.CChip HH;\r
379                         public CDTX.CChip SD;\r
380                         public CDTX.CChip BD;\r
381                         public CDTX.CChip HT;\r
382                         public CDTX.CChip LT;\r
383                         public CDTX.CChip FT;\r
384                         public CDTX.CChip CY;\r
385                         public CDTX.CChip HHO;\r
386                         public CDTX.CChip RD;\r
387                         public CDTX.CChip LC;\r
388                         public CDTX.CChip this[ int index ]\r
389                         {\r
390                                 get\r
391                                 {\r
392                                         switch ( index )\r
393                                         {\r
394                                                 case 0:\r
395                                                         return this.HH;\r
396 \r
397                                                 case 1:\r
398                                                         return this.SD;\r
399 \r
400                                                 case 2:\r
401                                                         return this.BD;\r
402 \r
403                                                 case 3:\r
404                                                         return this.HT;\r
405 \r
406                                                 case 4:\r
407                                                         return this.LT;\r
408 \r
409                                                 case 5:\r
410                                                         return this.FT;\r
411 \r
412                                                 case 6:\r
413                                                         return this.CY;\r
414 \r
415                                                 case 7:\r
416                                                         return this.HHO;\r
417 \r
418                                                 case 8:\r
419                                                         return this.RD;\r
420 \r
421                                                 case 9:\r
422                                                         return this.LC;\r
423                                         }\r
424                                         throw new IndexOutOfRangeException();\r
425                                 }\r
426                                 set\r
427                                 {\r
428                                         switch ( index )\r
429                                         {\r
430                                                 case 0:\r
431                                                         this.HH = value;\r
432                                                         return;\r
433 \r
434                                                 case 1:\r
435                                                         this.SD = value;\r
436                                                         return;\r
437 \r
438                                                 case 2:\r
439                                                         this.BD = value;\r
440                                                         return;\r
441 \r
442                                                 case 3:\r
443                                                         this.HT = value;\r
444                                                         return;\r
445 \r
446                                                 case 4:\r
447                                                         this.LT = value;\r
448                                                         return;\r
449 \r
450                                                 case 5:\r
451                                                         this.FT = value;\r
452                                                         return;\r
453 \r
454                                                 case 6:\r
455                                                         this.CY = value;\r
456                                                         return;\r
457 \r
458                                                 case 7:\r
459                                                         this.HHO = value;\r
460                                                         return;\r
461 \r
462                                                 case 8:\r
463                                                         this.RD = value;\r
464                                                         return;\r
465 \r
466                                                 case 9:\r
467                                                         this.LC = value;\r
468                                                         return;\r
469                                         }\r
470                                         throw new IndexOutOfRangeException();\r
471                                 }\r
472                         }\r
473                 }\r
474 \r
475                 protected CAct演奏AVI actAVI;\r
476                 protected CAct演奏BGA actBGA;\r
477 \r
478                 protected CAct演奏チップファイアGB actChipFireGB;\r
479                 protected CAct演奏Combo共通 actCombo;\r
480                 protected CAct演奏Danger共通 actDANGER;\r
481                 protected CActFIFOBlack actFI;\r
482                 protected CActFIFOBlack actFO;\r
483                 protected CActFIFOWhite actFOClear;\r
484                 protected CAct演奏ゲージ共通 actGauge;\r
485 \r
486                 protected CAct演奏判定文字列共通 actJudgeString;\r
487                 protected CAct演奏DrumsレーンフラッシュD actLaneFlushD;\r
488                 protected CAct演奏レーンフラッシュGB共通 actLaneFlushGB;\r
489                 protected CAct演奏パネル文字列 actPanel;\r
490                 protected CAct演奏演奏情報 actPlayInfo;\r
491                 protected CAct演奏RGB共通 actRGB;\r
492                 protected CAct演奏スコア共通 actScore;\r
493                 protected CAct演奏ステージ失敗 actStageFailed;\r
494                 protected CAct演奏ステータスパネル共通 actStatusPanels;\r
495                 protected CAct演奏WailingBonus共通 actWailingBonus;\r
496                 protected CAct演奏スクロール速度 act譜面スクロール速度;\r
497                 protected bool bPAUSE;\r
498                 protected STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
499                 protected STDGBVALUE<bool> b演奏にキーボードを使った;\r
500                 protected STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
501                 protected STDGBVALUE<bool> b演奏にマウスを使った;\r
502                 protected CCounter ctWailingチップ模様アニメ;\r
503                 protected STDGBVALUE<CCounter> ctチップ模様アニメ;\r
504 \r
505                 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
506                 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
507                 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
508                 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
509                 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
510                 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
511                 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
512                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含まない;\r
513                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含む;\r
514                 protected int n現在のトップChip = -1;\r
515                 protected int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
516                 protected int n最後に再生したHHのチャンネル番号;\r
517                 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
518                 protected int n最後に再生したギターの実WAV番号;\r
519                 protected int n最後に再生したベースの実WAV番号;\r
520         \r
521                 protected STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
522                 protected STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
523                 protected CDTX.CChip r現在の空うちギターChip;\r
524                 protected STKARAUCHI r現在の空うちドラムChip;\r
525                 protected CDTX.CChip r現在の空うちベースChip;\r
526                 protected CDTX.CChip r次にくるギターChip;\r
527                 protected CDTX.CChip r次にくるベースChip;\r
528                 protected CTexture txWailing枠;\r
529                 protected CTexture txチップ;\r
530                 protected CTexture txヒットバー;\r
531 \r
532                 protected CTexture tx背景;\r
533 \r
534                 protected STDGBVALUE<int> nInputAdjustTimeMs;           // #23580 2011.1.3 yyagi\r
535                 protected CConfigIni.STAUTOPLAY bIsAutoPlay;            // #24239 2011.1.23 yyagi\r
536 \r
537                 protected Stopwatch sw;         // 2011.6.13 最適化検討用のストップウォッチ\r
538 \r
539 \r
540                 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
541                 {\r
542                         if ( pChip != null )\r
543                         {\r
544                                 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
545                                 int nDeltaTime = Math.Abs( pChip.nLag );\r
546                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
547                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
548                                 {\r
549                                         return E判定.Perfect;\r
550                                 }\r
551                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
552                                 {\r
553                                         return E判定.Great;\r
554                                 }\r
555                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
556                                 {\r
557                                         return E判定.Good;\r
558                                 }\r
559                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
560                                 {\r
561                                         return E判定.Poor;\r
562                                 }\r
563                         }\r
564                         return E判定.Miss;\r
565                 }\r
566                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
567                 {\r
568                         switch ( part )\r
569                         {\r
570                                 case E楽器パート.DRUMS:\r
571                                         switch ( pad )\r
572                                         {\r
573                                                 case Eパッド.HH:\r
574                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
575                                                         {\r
576                                                                 return this.r現在の空うちドラムChip.HH;\r
577                                                         }\r
578                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
579                                                         {\r
580                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
581                                                                 {\r
582                                                                         return this.r現在の空うちドラムChip.HHO;\r
583                                                                 }\r
584                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
585                                                                 {\r
586                                                                         return this.r現在の空うちドラムChip.HHO;\r
587                                                                 }\r
588                                                         }\r
589                                                         return this.r現在の空うちドラムChip.LC;\r
590 \r
591                                                 case Eパッド.SD:\r
592                                                         return this.r現在の空うちドラムChip.SD;\r
593 \r
594                                                 case Eパッド.BD:\r
595                                                         return this.r現在の空うちドラムChip.BD;\r
596 \r
597                                                 case Eパッド.HT:\r
598                                                         return this.r現在の空うちドラムChip.HT;\r
599 \r
600                                                 case Eパッド.LT:\r
601                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
602                                                         {\r
603                                                                 return this.r現在の空うちドラムChip.LT;\r
604                                                         }\r
605                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
606                                                         {\r
607                                                                 return this.r現在の空うちドラムChip.FT;\r
608                                                         }\r
609                                                         return null;\r
610 \r
611                                                 case Eパッド.FT:\r
612                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
613                                                         {\r
614                                                                 return this.r現在の空うちドラムChip.FT;\r
615                                                         }\r
616                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
617                                                         {\r
618                                                                 return this.r現在の空うちドラムChip.LT;\r
619                                                         }\r
620                                                         return null;\r
621 \r
622                                                 case Eパッド.CY:\r
623                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
624                                                         {\r
625                                                                 return this.r現在の空うちドラムChip.CY;\r
626                                                         }\r
627                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
628                                                         {\r
629                                                                 return this.r現在の空うちドラムChip.RD;\r
630                                                         }\r
631                                                         return null;\r
632 \r
633                                                 case Eパッド.HHO:\r
634                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
635                                                         {\r
636                                                                 return this.r現在の空うちドラムChip.HHO;\r
637                                                         }\r
638                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
639                                                         {\r
640                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
641                                                                 {\r
642                                                                         return this.r現在の空うちドラムChip.HH;\r
643                                                                 }\r
644                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
645                                                                 {\r
646                                                                         return this.r現在の空うちドラムChip.HH;\r
647                                                                 }\r
648                                                         }\r
649                                                         return this.r現在の空うちドラムChip.LC;\r
650 \r
651                                                 case Eパッド.RD:\r
652                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
653                                                         {\r
654                                                                 return this.r現在の空うちドラムChip.RD;\r
655                                                         }\r
656                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
657                                                         {\r
658                                                                 return this.r現在の空うちドラムChip.CY;\r
659                                                         }\r
660                                                         return null;\r
661 \r
662                                                 case Eパッド.LC:\r
663                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
664                                                         {\r
665                                                                 return this.r現在の空うちドラムChip.LC;\r
666                                                         }\r
667                                                         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
668                                                         {\r
669                                                                 return null;\r
670                                                         }\r
671                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
672                                                         {\r
673                                                                 return this.r現在の空うちドラムChip.HH;\r
674                                                         }\r
675                                                         return this.r現在の空うちドラムChip.HHO;\r
676                                         }\r
677                                         break;\r
678 \r
679                                 case E楽器パート.GUITAR:\r
680                                         return this.r現在の空うちギターChip;\r
681 \r
682                                 case E楽器パート.BASS:\r
683                                         return this.r現在の空うちベースChip;\r
684                         }\r
685                         return null;\r
686                 }\r
687                 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
688                 {\r
689                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
690 \r
691                         int nIndex_InitialPositionSearchingToPast;\r
692                         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
693                         {\r
694                                 return null;\r
695                         }\r
696                         int count = CDTXMania.DTX.listChip.Count;\r
697                         int nIndex_InitialPositionSearchingToFuture = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
698                         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
699                         {\r
700                                 nIndex_InitialPositionSearchingToFuture = nIndex_InitialPositionSearchingToPast = count - 1;\r
701                         }\r
702                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToFuture;\r
703                         while ( nIndex_NearestChip_Future < count )             // 未来方向への検索\r
704                         {\r
705                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
706                                 if ( ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) ) && ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) ) )\r
707                                 {\r
708                                         if ( chip.n発声時刻ms > nTime )\r
709                                         {\r
710                                                 break;\r
711                                         }\r
712                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
713                                 }\r
714                                 else if ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
715                                 {\r
716                                         if ( chip.n発声時刻ms > nTime )\r
717                                         {\r
718                                                 break;\r
719                                         }\r
720                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
721                                 }\r
722                                 else if ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannel >= 0xa0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) )\r
723                                 {\r
724                                         if ( chip.n発声時刻ms > nTime )\r
725                                         {\r
726                                                 break;\r
727                                         }\r
728                                         nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
729                                 }\r
730                                 nIndex_NearestChip_Future++;\r
731                         }\r
732                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
733                         while ( nIndex_NearestChip_Past >= 0 )                  // 過去方向への検索\r
734                         {\r
735                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
736                                 if ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) )\r
737                                 {\r
738                                         if ( ( chip2.nチャンネル番号 == nChannel ) || ( chip2.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
739                                         {\r
740                                                 break;\r
741                                         }\r
742                                 }\r
743                                 else if ( ( ( nChannel == 0x2f ) && ( chip2.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip2.nチャンネル番号 == nChannel ) ) )\r
744                                 {\r
745                                         if ( ( chip2.nチャンネル番号 >= 0x20 ) && ( chip2.nチャンネル番号 <= 0x28 ) )\r
746                                         {\r
747                                                 break;\r
748                                         }\r
749                                 }\r
750                                 else if ( ( ( ( nChannel == 0xaf ) && ( chip2.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannel >= 0xa0 ) && ( nChannel <= 0xa8 ) ) && ( chip2.nチャンネル番号 == nChannel ) ) ) && ( ( chip2.nチャンネル番号 >= 0xa0 ) && ( chip2.nチャンネル番号 <= 0xa8 ) ) )\r
751                                 {\r
752                                         break;\r
753                                 }\r
754                                 nIndex_NearestChip_Past--;\r
755                         }\r
756                         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
757                         {\r
758                                 return null;\r
759                         }\r
760                         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
761                         {\r
762                                 return CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
763                         }\r
764                         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
765                         {\r
766                                 return CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
767                         }\r
768                         CDTX.CChip nearestChip_Future = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
769                         CDTX.CChip nearestChip_Past   = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
770                         int nDiffTime_Future = Math.Abs( (int) ( nTime - nearestChip_Future.n発声時刻ms ) );\r
771                         int nDiffTIme_Past   = Math.Abs( (int) ( nTime - nearestChip_Past.n発声時刻ms ) );\r
772                         if ( nDiffTime_Future >= nDiffTIme_Past )\r
773                         {\r
774                                 return nearestChip_Past;\r
775                         }\r
776                         return nearestChip_Future;\r
777                 }\r
778                 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
779                 {\r
780                         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
781                 }\r
782                 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
783                 {\r
784                         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
785                 }\r
786                 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
787                 {\r
788                         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
789                 }\r
790                 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
791                 {\r
792                         if ( pChip != null )\r
793                         {\r
794                                 switch ( part )\r
795                                 {\r
796                                         case E楽器パート.DRUMS:\r
797                                                 {\r
798                                                         int index = pChip.nチャンネル番号;\r
799                                                         if ( ( index >= 0x11 ) && ( index <= 0x1a ) )\r
800                                                         {\r
801                                                                 index -= 0x11;\r
802                                                         }\r
803                                                         else\r
804                                                         {\r
805                                                                 if ( ( index < 0x31 ) || ( index > 0x3a ) )\r
806                                                                 {\r
807                                                                         return;\r
808                                                                 }\r
809                                                                 index -= 0x31;\r
810                                                         }\r
811                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
812                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
813                                                                 ( 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
814                                                                 // 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
815                                                         )\r
816                                                         // #24772 2011.4.4 yyagi\r
817                                                         // == HH mute condition == \r
818                                                         //                      current HH              So, the mute logics are:\r
819                                                         //                              HC      HO              1) All played HC/HOs should be queueing\r
820                                                         // last HH      HC  Yes Yes             2) If you aren't in "both current/last HH are HO", queued HH should be muted.\r
821                                                         //                      HO      Yes     No\r
822                                                         {\r
823                                                                 // #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
824 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
825                                                                 if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
826                                                                 {\r
827 #endif\r
828                                                                 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
829                                                                 {\r
830                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\r
831                                                                         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
832                                                                 }\r
833                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
834 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
835                                                                 }\r
836 #endif\r
837                                                                 //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
838                                                                 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
839                                                         }\r
840 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
841                                                         if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
842                                                         {\r
843 #endif\r
844                                                         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
845                                                         {                                                                                                                                                       // #24772 HC, 不可視HCも消音キューに追加\r
846                                                                 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
847                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
848                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
849                                                                 }\r
850                                                                 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
851                                                                 {\r
852                                                                         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
853                                                                 }\r
854                                                         }\r
855 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
856                                                         }\r
857 #endif\r
858                                                         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
859                                                         return;\r
860                                                 }\r
861                                         case E楽器パート.GUITAR:\r
862 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
863                                                 if (CDTXMania.DTX.bGUITAR演奏で直前のGUITARを消音する) {\r
864 #endif\r
865                                                 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
866 #if TEST_NOTEOFFMODE\r
867                                                 }\r
868 #endif\r
869                                                 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
870                                                 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
871                                                 return;\r
872 \r
873                                         case E楽器パート.BASS:\r
874 #if TEST_NOTEOFFMODE\r
875                                                 if (CDTXMania.DTX.bBASS演奏で直前のBASSを消音する) {\r
876 #endif\r
877                                                 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
878 #if TEST_NOTEOFFMODE\r
879                                                 }\r
880 #endif\r
881                                                 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
882                                                 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
883                                                 return;\r
884                                 }\r
885                         }\r
886                 }\r
887                 protected void tステータスパネルの選択()\r
888                 {\r
889                         if ( CDTXMania.bコンパクトモード )\r
890                         {\r
891                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
892                         }\r
893                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
894                         {\r
895                                 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
896                         }\r
897                 }\r
898                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip );\r
899                 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
900                 {\r
901                         pChip.bHit = true;\r
902                         bool bPChipIsAutoPlay = false;\r
903                         if ( (\r
904                                         ( ( 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
905                                         ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar )\r
906                                 ) ||\r
907                                         ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
908                           )\r
909                         {\r
910                                 bPChipIsAutoPlay = true;\r
911                         }\r
912                         else\r
913                         {\r
914                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
915                         }\r
916                         pChip.bIsAutoPlayed = bPChipIsAutoPlay;                 // 2011.6.10 yyagi\r
917                         E判定 eJudgeResult = E判定.Auto;\r
918                         switch ( pChip.e楽器パート )\r
919                         {\r
920                                 case E楽器パート.DRUMS:\r
921                                         {\r
922                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Drums;\r
923                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
924                                                 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
925                                         }\r
926                                         break;\r
927 \r
928                                 case E楽器パート.GUITAR:\r
929                                         {\r
930                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Guitar;\r
931                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
932                                                 this.actJudgeString.Start( 10, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
933                                                 break;\r
934                                         }\r
935 \r
936                                 case E楽器パート.BASS:\r
937                                         {\r
938                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Bass;\r
939                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
940                                                 this.actJudgeString.Start( 11, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
941                                         }\r
942                                         break;\r
943                         }\r
944                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
945                         {\r
946                                 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
947                         }\r
948 \r
949                         switch ( pChip.e楽器パート )\r
950                         {\r
951                                 case E楽器パート.DRUMS:\r
952                                         switch ( eJudgeResult )\r
953                                         {\r
954                                                 case E判定.Miss:\r
955                                                 case E判定.Bad:\r
956                                                         this.nヒット数・Auto含む.Drums.Miss++;\r
957                                                         if ( !bPChipIsAutoPlay )\r
958                                                         {\r
959                                                                 this.nヒット数・Auto含まない.Drums.Miss++;\r
960                                                         }\r
961                                                         break;\r
962                                                 default:\r
963                                                         this.nヒット数・Auto含む.Drums[ (int) eJudgeResult ]++;\r
964                                                         if ( !bPChipIsAutoPlay )\r
965                                                         {\r
966                                                                 this.nヒット数・Auto含まない.Drums[ (int) eJudgeResult ]++;\r
967                                                         }\r
968                                                         break;\r
969                                         }\r
970 \r
971                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
972                                         {\r
973                                                 switch ( eJudgeResult )\r
974                                                 {\r
975                                                         case E判定.Perfect:\r
976                                                         case E判定.Great:\r
977                                                         case E判定.Good:\r
978                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
979                                                                 break;\r
980 \r
981                                                         default:\r
982                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
983                                                                 break;\r
984                                                 }\r
985                                         }\r
986                                         break;\r
987 \r
988                                 case E楽器パート.GUITAR:\r
989                                         switch ( eJudgeResult )\r
990                                         {\r
991                                                 case E判定.Miss:\r
992                                                 case E判定.Bad:\r
993                                                         this.nヒット数・Auto含む.Guitar.Miss++;\r
994                                                         if ( !bPChipIsAutoPlay )\r
995                                                         {\r
996                                                                 this.nヒット数・Auto含まない.Guitar.Miss++;\r
997                                                         }\r
998                                                         break;\r
999                                                 default:        // #24068 2011.1.10 ikanick changed\r
1000                                                         // #24167 2011.1.16 yyagi changed\r
1001                                                         this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
1002                                                         if ( !bPChipIsAutoPlay )\r
1003                                                         {\r
1004                                                                 this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
1005                                                         }\r
1006                                                         break;\r
1007                                         }\r
1008                                         switch ( eJudgeResult )\r
1009                                         {\r
1010                                                 case E判定.Perfect:\r
1011                                                 case E判定.Great:\r
1012                                                 case E判定.Good:\r
1013                                                         this.actCombo.n現在のコンボ数.Guitar++;\r
1014                                                         break;\r
1015 \r
1016                                                 default:\r
1017                                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1018                                                         break;\r
1019                                         }\r
1020                                         break;\r
1021 \r
1022                                 case E楽器パート.BASS:\r
1023                                         switch ( eJudgeResult )\r
1024                                         {\r
1025                                                 case E判定.Miss:\r
1026                                                 case E判定.Bad:\r
1027                                                         this.nヒット数・Auto含む.Bass.Miss++;\r
1028                                                         if ( !bPChipIsAutoPlay )\r
1029                                                         {\r
1030                                                                 this.nヒット数・Auto含まない.Bass.Miss++;\r
1031                                                         }\r
1032                                                         break;\r
1033                                                 default:        // #24068 2011.1.10 ikanick changed\r
1034                                                         this.nヒット数・Auto含む.Bass[ (int) eJudgeResult ]++;\r
1035                                                         if ( !bPChipIsAutoPlay )\r
1036                                                         {\r
1037                                                                 this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
1038                                                         }\r
1039                                                         break;\r
1040                                         }\r
1041 \r
1042                                         switch ( eJudgeResult )\r
1043                                         {\r
1044                                                 case E判定.Perfect:\r
1045                                                 case E判定.Great:\r
1046                                                 case E判定.Good:\r
1047                                                         this.actCombo.n現在のコンボ数.Bass++;\r
1048                                                         break;\r
1049 \r
1050                                                 default:\r
1051                                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1052                                                         break;\r
1053                                         }\r
1054                                         break;\r
1055 \r
1056                                 default:\r
1057                                         break;\r
1058                         }\r
1059                         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
1060                         {\r
1061                                 int nCombos = 0;\r
1062                                 switch ( pChip.e楽器パート )\r
1063                                 {\r
1064                                         case E楽器パート.DRUMS:\r
1065                                                 nCombos = this.actCombo.n現在のコンボ数.Drums;\r
1066                                                 break;\r
1067                                         case E楽器パート.GUITAR:\r
1068                                                 nCombos = this.actCombo.n現在のコンボ数.Guitar;\r
1069                                                 break;\r
1070                                         case E楽器パート.BASS:\r
1071                                                 nCombos = this.actCombo.n現在のコンボ数.Bass;\r
1072                                                 break;\r
1073                                 }\r
1074                                 long nScore = this.actScore.Get( pChip.e楽器パート );\r
1075                                 long[] numArray = new long[] { 350L, 200L, 50L, 0L };\r
1076                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1077                                 {\r
1078                                         nScore += numArray[ (int) eJudgeResult ] * nCombos;\r
1079                                 }\r
1080                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1081                                 {\r
1082                                         nScore += numArray[ (int) eJudgeResult ] * 500L;\r
1083                                 }\r
1084                                 this.actScore.Set( pChip.e楽器パート, nScore );\r
1085                         }\r
1086                         return eJudgeResult;\r
1087                 }\r
1088                 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
1089                 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
1090                 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
1091                 {\r
1092                         this.tチップのヒット処理・BadならびにTight時のMiss( part, 0, screenmode );\r
1093                 }\r
1094                 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
1095                 {\r
1096                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1097                         this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1098                         switch ( part )\r
1099                         {\r
1100                                 case E楽器パート.DRUMS:\r
1101                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1102                                         {\r
1103                                                 this.actJudgeString.Start( nLane, bIsAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1104                                         }\r
1105                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1106                                         return;\r
1107 \r
1108                                 case E楽器パート.GUITAR:\r
1109                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1110                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1111                                         return;\r
1112 \r
1113                                 case E楽器パート.BASS:\r
1114                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1115                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1116                                         break;\r
1117 \r
1118                                 default:\r
1119                                         return;\r
1120                         }\r
1121                 }\r
1122         \r
1123                 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
1124                 {\r
1125                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1126                 }\r
1127                 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
1128                 {\r
1129                         nTime += nInputAdjustTime;\r
1130 \r
1131                         int nIndex_InitialPositionSearchingToPast;\r
1132                         int nTimeDiff;\r
1133                         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
1134                         {\r
1135                                 return null;\r
1136                         }\r
1137                         int count = CDTXMania.DTX.listChip.Count;\r
1138                         int nIndex_InitialPositionSearchingToFuture = nIndex_InitialPositionSearchingToPast = this.n現在のトップChip;\r
1139                         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
1140                         {\r
1141                                 nIndex_InitialPositionSearchingToFuture = nIndex_InitialPositionSearchingToPast = count - 1;\r
1142                         }\r
1143                         int nIndex_NearestChip_Future = nIndex_InitialPositionSearchingToFuture;\r
1144 //                      while ( nIndex_NearestChip_Future < count )     // 未来方向への検索\r
1145                         for ( ; nIndex_NearestChip_Future < count; nIndex_NearestChip_Future++ )\r
1146                         {\r
1147                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1148                                 if ( !chip.bHit )\r
1149                                 {\r
1150                                         if ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) &&\r
1151                                                 ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1152                                         )\r
1153                                         {\r
1154                                                 if ( chip.n発声時刻ms > nTime )\r
1155                                                 {\r
1156                                                         break;\r
1157                                                 }\r
1158                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1159                                         }\r
1160                                         else if ( ( ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1161                                         {\r
1162                                                 if ( chip.n発声時刻ms > nTime )\r
1163                                                 {\r
1164                                                         break;\r
1165                                                 }\r
1166                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1167                                         }\r
1168                                         else if ( ( ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannel >= 0xA0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) ) ) )\r
1169                                         {\r
1170                                                 if ( chip.n発声時刻ms > nTime )\r
1171                                                 {\r
1172                                                         break;\r
1173                                                 }\r
1174                                                 nIndex_InitialPositionSearchingToPast = nIndex_NearestChip_Future;\r
1175                                         }\r
1176                                 }\r
1177 //                              nIndex_NearestChip_Future++;\r
1178                         }\r
1179                         int nIndex_NearestChip_Past = nIndex_InitialPositionSearchingToPast;\r
1180 //                      while ( nIndex_NearestChip_Past >= 0 )          // 過去方向への検索\r
1181                         for ( ; nIndex_NearestChip_Past >= 0; nIndex_NearestChip_Past-- )\r
1182                         {\r
1183                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1184                                 if ( (!chip.bHit) &&\r
1185                                                 (\r
1186                                                         ( ( nChannel >= 0x11 ) && ( nChannel <= 0x1a ) &&\r
1187                                                                 ( ( chip.nチャンネル番号 == nChannel ) || ( chip.nチャンネル番号 == ( nChannel + 0x20 ) ) )\r
1188                                                         )\r
1189                                                         ||\r
1190                                                         (\r
1191                                                                 ( ( nChannel == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) ||\r
1192                                                                 ( ( ( nChannel >= 0x20 ) && ( nChannel <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1193                                                         )\r
1194                                                         ||\r
1195                                                         (\r
1196                                                                 ( ( nChannel == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) ||\r
1197                                                                 ( ( ( nChannel >= 0xA0 ) && ( nChannel <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannel ) )\r
1198                                                         )\r
1199                                                 )\r
1200                                         )\r
1201                                         {\r
1202                                                 break;\r
1203                                         }\r
1204 //                              nIndex_NearestChip_Past--;\r
1205                         }\r
1206                         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
1207                         {\r
1208                                 return null;\r
1209                         }\r
1210                         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
1211                         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
1212                         {\r
1213                                 nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1214 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1215                         }\r
1216                         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
1217                         {\r
1218                                 nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1219 //                              nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1220                         }\r
1221                         else\r
1222                         {\r
1223                                 int nTimeDiff_Future = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ].n発声時刻ms ) );\r
1224                                 int nTimeDiff_Past   = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ nIndex_NearestChip_Past   ].n発声時刻ms ) );\r
1225                                 if ( nTimeDiff_Future < nTimeDiff_Past )\r
1226                                 {\r
1227                                         nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Future ];\r
1228 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1229                                 }\r
1230                                 else\r
1231                                 {\r
1232                                         nearestChip = CDTXMania.DTX.listChip[ nIndex_NearestChip_Past ];\r
1233 //                                      nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1234                                 }\r
1235                         }\r
1236                         nTimeDiff = Math.Abs( (int) ( nTime - nearestChip.n発声時刻ms ) );\r
1237                         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
1238                         {\r
1239                                 return null;\r
1240                         }\r
1241                         return nearestChip;\r
1242                 }\r
1243                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1244                 {\r
1245                         int nInputAdjustTime = this.bIsAutoPlay.Guitar ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1246                         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
1247                         return this.r次にくるギターChip;\r
1248                 }\r
1249                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1250                 {\r
1251                         int nInputAdjustTime = this.bIsAutoPlay.Bass ? 0 : this.nInputAdjustTimeMs.Bass;\r
1252                         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
1253                         return this.r次にくるベースChip;\r
1254                 }\r
1255 \r
1256                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1257                 {\r
1258                         int part, offset = plusminus;\r
1259                         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
1260                         {\r
1261                                 part = (int) E楽器パート.GUITAR;\r
1262                         }\r
1263                         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
1264                         {\r
1265                                 part = (int) E楽器パート.BASS;\r
1266                         }\r
1267                         else    // Drums InputAdjustTime\r
1268                         {\r
1269                                 part = (int) E楽器パート.DRUMS;\r
1270                         }\r
1271                         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
1272                         {\r
1273                                 offset *= 10;\r
1274                         }\r
1275 \r
1276                         this.nInputAdjustTimeMs[ part ] += offset;\r
1277                         if ( this.nInputAdjustTimeMs[ part ] > 0 )\r
1278                         {\r
1279                                 this.nInputAdjustTimeMs[ part ] = 0;\r
1280                         }\r
1281                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1282                         {\r
1283                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1284                         }\r
1285                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1286                 }\r
1287 \r
1288                 protected abstract void t入力処理・ドラム();\r
1289 //              protected abstract void t入力処理・ギター();\r
1290 //              protected abstract void t入力処理・ベース();\r
1291                 protected abstract void ドラムスクロール速度アップ();\r
1292                 protected abstract void ドラムスクロール速度ダウン();\r
1293                 protected void tキー入力()\r
1294                 {\r
1295                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1296                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1297                                 ( 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
1298                         {       // shift+f1 (pause)\r
1299                                 this.bPAUSE = !this.bPAUSE;\r
1300                                 if ( this.bPAUSE )\r
1301                                 {\r
1302                                         CDTXMania.Timer.t一時停止();\r
1303                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1304                                 }\r
1305                                 else\r
1306                                 {\r
1307                                         CDTXMania.Timer.t再開();\r
1308                                         CDTXMania.DTX.t全チップの再生再開();\r
1309                                 }\r
1310                         }\r
1311                         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
1312                         {\r
1313                                 this.t入力処理・ドラム();\r
1314                                 this.t入力処理・ギター();\r
1315                                 this.t入力処理・ベース();\r
1316                                 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
1317                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1318                                         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
1319                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1320                                 }\r
1321                                 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
1322                                 {       // shift + DownArrow (BGMAdjust)\r
1323                                         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
1324                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1325                                 }\r
1326                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1327                                 {       // UpArrow(scrollspeed up)\r
1328                                         ドラムスクロール速度アップ();\r
1329                                 }\r
1330                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1331                                 {       // DownArrow (scrollspeed down)\r
1332                                         ドラムスクロール速度ダウン();\r
1333                                 }\r
1334                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1335                                 {       // del (debug info)\r
1336                                         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
1337                                 }\r
1338                                 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
1339                                 {\r
1340                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1341                                 }\r
1342                                 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
1343                                 {\r
1344                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1345                                 }\r
1346                                 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
1347                                 {       // escape (exit)\r
1348                                         this.actFO.tフェードアウト開始();\r
1349                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1350                                         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
1351                                 }\r
1352                         }\r
1353                 }\r
1354 \r
1355                 protected void t入力メソッド記憶( E楽器パート part )\r
1356                 {\r
1357                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1358                         {\r
1359                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1360                         }\r
1361                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1362                         {\r
1363                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1364                         }\r
1365                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1366                         {\r
1367                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1368                         }\r
1369                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1370                         {\r
1371                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1372                         }\r
1373                 }\r
1374 \r
1375 \r
1376                 protected abstract void t進行描画・AVI();\r
1377                 protected void t進行描画・AVI(int x, int y)\r
1378                 {\r
1379                         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
1380                         {\r
1381                                 this.actAVI.t進行描画( x, y );\r
1382                         }\r
1383                 }\r
1384                 protected abstract void t進行描画・BGA();\r
1385                 protected void t進行描画・BGA(int x, int y)\r
1386                 {\r
1387                         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
1388                         {\r
1389                                 this.actBGA.t進行描画( x, y );\r
1390                         }\r
1391                 }\r
1392                 protected abstract void t進行描画・DANGER();\r
1393                 protected void t進行描画・MIDIBGM()\r
1394                 {\r
1395                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1396                         {\r
1397                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1398                         }\r
1399                 }\r
1400                 protected void t進行描画・RGBボタン()\r
1401                 {\r
1402                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1403                         {\r
1404                                 this.actRGB.On進行描画();\r
1405                         }\r
1406                 }\r
1407                 protected void t進行描画・STAGEFAILED()\r
1408                 {\r
1409                         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
1410                         {\r
1411                                 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
1412                                 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                                 this.actFO.tフェードアウト開始();\r
1414                         }\r
1415                 }\r
1416                 protected void t進行描画・WailingBonus()\r
1417                 {\r
1418                         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
1419                         {\r
1420                                 this.actWailingBonus.On進行描画();\r
1421                         }\r
1422                 }\r
1423                 protected abstract void t進行描画・Wailing枠();\r
1424                 protected void t進行描画・Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1425                 {\r
1426                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1427                         {\r
1428                                 if ( CDTXMania.DTX.bチップがある.Guitar && ( this.txWailing枠 != null ) )\r
1429                                 {\r
1430                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1431                                 }\r
1432                                 if ( CDTXMania.DTX.bチップがある.Bass && ( this.txWailing枠 != null ) )\r
1433                                 {\r
1434                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1435                                 }\r
1436                         }\r
1437                 }\r
1438 \r
1439 \r
1440                 protected void t進行描画・チップファイアGB()\r
1441                 {\r
1442                         this.actChipFireGB.On進行描画();\r
1443                 }\r
1444                 protected abstract void t進行描画・パネル文字列();\r
1445                 protected void t進行描画・パネル文字列(int x, int y)\r
1446                 {\r
1447                         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
1448                         {\r
1449                                 this.actPanel.t進行描画( x, y );\r
1450                         }\r
1451                 }\r
1452                 protected void tパネル文字列の設定()\r
1453                 {\r
1454                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1455                 }\r
1456 \r
1457 \r
1458                 protected void t進行描画・ゲージ()\r
1459                 {\r
1460                         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
1461                         {\r
1462                                 this.actGauge.On進行描画();\r
1463                         }\r
1464                 }\r
1465                 protected void t進行描画・コンボ()\r
1466                 {\r
1467                         this.actCombo.On進行描画();\r
1468                 }\r
1469                 protected void t進行描画・スコア()\r
1470                 {\r
1471                         this.actScore.On進行描画();\r
1472                 }\r
1473                 protected void t進行描画・ステータスパネル()\r
1474                 {\r
1475                         this.actStatusPanels.On進行描画();\r
1476                 }\r
1477                 protected bool t進行描画・チップ( E楽器パート ePlayMode )\r
1478                 {\r
1479                         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
1480                         {\r
1481                                 return true;\r
1482                         }\r
1483                         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
1484                         {\r
1485                                 return true;\r
1486                         }\r
1487                         int nCurrentTopChip = this.n現在のトップChip;\r
1488                         if ( nCurrentTopChip == -1 )\r
1489                         {\r
1490                                 return true;\r
1491                         }\r
1492 \r
1493                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1494                         const double speed = 234.0;     // BPM150の時の1小節の長さ[dot]\r
1495 \r
1496                         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
1497                         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
1498                         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
1499 \r
1500                         CDTX dTX = CDTXMania.DTX;\r
1501                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1502                         while ( nCurrentTopChip < dTX.listChip.Count )\r
1503                         {\r
1504                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1505                                 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
1506                                 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
1507                                 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
1508                                 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
1509                                 {\r
1510                                         break;\r
1511                                 }\r
1512                                 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
1513                                 {\r
1514                                         this.n現在のトップChip++;\r
1515                                         nCurrentTopChip = this.n現在のトップChip;\r
1516                                         continue;\r
1517                                 }\r
1518 \r
1519                                 bool bPChipIsAutoPlay = false;\r
1520                                 if ( (\r
1521                                                 ( ( 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
1522                                                 ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && bIsAutoPlay.Guitar ) ) ||\r
1523                                                 ( ( pChip.e楽器パート == E楽器パート.BASS ) && bIsAutoPlay.Bass )\r
1524                                   )\r
1525                                 //                              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
1526                                 {\r
1527                                         bPChipIsAutoPlay = true;\r
1528                                 }\r
1529 \r
1530                                 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
1531 \r
1532                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1533                                         ( ( 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
1534                                 {\r
1535                                         this.tチップのヒット処理( CDTXMania.Timer.n現在時刻, pChip );\r
1536                                 }\r
1537                                 switch ( pChip.nチャンネル番号 )\r
1538                                 {\r
1539                                         #region [ 01: BGM ]\r
1540                                         case 0x01:      // BGM\r
1541                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1542                                                 {\r
1543                                                         pChip.bHit = true;\r
1544                                                         if ( configIni.bBGM音を発声する )\r
1545                                                         {\r
1546                                                                 // 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
1547                                                                 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
1548                                                         }\r
1549                                                 }\r
1550                                                 break;\r
1551                                         #endregion\r
1552                                         #region [ 03: BPM変更 ]\r
1553                                         case 0x03:      // BPM変更\r
1554                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1555                                                 {\r
1556                                                         pChip.bHit = true;\r
1557                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1558                                                 }\r
1559                                                 break;\r
1560                                         #endregion\r
1561                                         #region [ 04, 07, 55, 56,57, 58, 59, 60:レイヤーBGA ]\r
1562                                         case 0x04:      // レイヤーBGA\r
1563                                         case 0x07:\r
1564                                         case 0x55:\r
1565                                         case 0x56:\r
1566                                         case 0x57:\r
1567                                         case 0x58:\r
1568                                         case 0x59:\r
1569                                         case 0x60:\r
1570                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1571                                                 {\r
1572                                                         pChip.bHit = true;\r
1573                                                         if ( configIni.bBGA有効 )\r
1574                                                         {\r
1575                                                                 switch ( pChip.eBGA種別 )\r
1576                                                                 {\r
1577                                                                         case EBGA種別.BMPTEX:\r
1578                                                                                 if ( pChip.rBMPTEX != null )\r
1579                                                                                 {\r
1580                                                                                         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
1581                                                                                 }\r
1582                                                                                 break;\r
1583 \r
1584                                                                         case EBGA種別.BGA:\r
1585                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1586                                                                                 {\r
1587                                                                                         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
1588                                                                                 }\r
1589                                                                                 break;\r
1590 \r
1591                                                                         case EBGA種別.BGAPAN:\r
1592                                                                                 if ( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1593                                                                                 {\r
1594                                                                                         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
1595                                                                                 }\r
1596                                                                                 break;\r
1597 \r
1598                                                                         default:\r
1599                                                                                 if ( pChip.rBMP != null )\r
1600                                                                                 {\r
1601                                                                                         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
1602                                                                                 }\r
1603                                                                                 break;\r
1604                                                                 }\r
1605                                                         }\r
1606                                                 }\r
1607                                                 break;\r
1608                                         #endregion\r
1609                                         #region [ 08: BPM変更(拡張) ]\r
1610                                         case 0x08:      // BPM変更(拡張)\r
1611                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1612                                                 {\r
1613                                                         pChip.bHit = true;\r
1614                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値・内部番号 ) )\r
1615                                                         {\r
1616                                                                 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
1617                                                         }\r
1618                                                 }\r
1619                                                 break;\r
1620                                         #endregion\r
1621                                         #region [ 11-1a: ドラム演奏 ]\r
1622                                         case 0x11:      // ドラム演奏\r
1623                                         case 0x12:\r
1624                                         case 0x13:\r
1625                                         case 0x14:\r
1626                                         case 0x15:\r
1627                                         case 0x16:\r
1628                                         case 0x17:\r
1629                                         case 0x18:\r
1630                                         case 0x19:\r
1631                                         case 0x1a:\r
1632                                                 this.t進行描画・チップ・ドラムス( configIni, ref dTX, ref pChip );\r
1633                                                 break;\r
1634                                         #endregion\r
1635                                         #region [ 1f: フィルインサウンド(ドラム) ]\r
1636                                         case 0x1f:      // フィルインサウンド(ドラム)\r
1637                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1638                                                 {\r
1639                                                         pChip.bHit = true;\r
1640                                                         this.r現在の歓声Chip.Drums = pChip;\r
1641                                                 }\r
1642                                                 break;\r
1643                                         #endregion\r
1644                                         #region [ 20-27: ギター演奏 ]\r
1645                                         case 0x20:      // ギター演奏\r
1646                                         case 0x21:\r
1647                                         case 0x22:\r
1648                                         case 0x23:\r
1649                                         case 0x24:\r
1650                                         case 0x25:\r
1651                                         case 0x26:\r
1652                                         case 0x27:\r
1653                                                 this.t進行描画・チップ・ギター( configIni, ref dTX, ref pChip );\r
1654                                                 break;\r
1655                                         #endregion\r
1656                                         #region [ 28: ウェイリング(ギター) ]\r
1657                                         case 0x28:      // ウェイリング(ギター)\r
1658                                                 this.t進行描画・チップ・ギター・ウェイリング( configIni, ref dTX, ref pChip );\r
1659                                                 break;\r
1660                                         #endregion\r
1661                                         #region [ 2f: ウェイリングサウンド(ギター) ]\r
1662                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
1663                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1664                                                 {\r
1665                                                         pChip.bHit = true;\r
1666                                                         this.r現在の歓声Chip.Guitar = pChip;\r
1667                                                 }\r
1668                                                 break;\r
1669                                         #endregion\r
1670                                         #region [ 31-3a: 不可視チップ配置(ドラム) ]\r
1671                                         case 0x31:      // 不可視チップ配置(ドラム)\r
1672                                         case 0x32:\r
1673                                         case 0x33:\r
1674                                         case 0x34:\r
1675                                         case 0x35:\r
1676                                         case 0x36:\r
1677                                         case 0x37:\r
1678                                         case 0x38:\r
1679                                         case 0x39:\r
1680                                         case 0x3a:\r
1681                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1682                                                 {\r
1683                                                         pChip.bHit = true;\r
1684                                                 }\r
1685                                                 break;\r
1686                                         #endregion\r
1687                                         #region [ 50: 小節線 ]\r
1688                                         case 0x50:      // 小節線\r
1689                                                 {\r
1690                                                         this.t進行描画・チップ・小節線( configIni, ref dTX, ref pChip );\r
1691                                                         break;\r
1692                                                 }\r
1693                                         #endregion\r
1694                                         #region [ 51: 拍線 ]\r
1695                                         case 0x51:      // 拍線\r
1696                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1697                                                 {\r
1698                                                         pChip.bHit = true;\r
1699                                                 }\r
1700                                                 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
1701                                                 {\r
1702                                                         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
1703                                                 }\r
1704                                                 break;\r
1705                                         #endregion\r
1706                                         #region [ 52: MIDIコーラス ]\r
1707                                         case 0x52:      // MIDIコーラス\r
1708                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1709                                                 {\r
1710                                                         pChip.bHit = true;\r
1711                                                 }\r
1712                                                 break;\r
1713                                         #endregion\r
1714                                         #region [ 53: フィルイン ]\r
1715                                         case 0x53:      // フィルイン\r
1716                                                 this.t進行描画・チップ・フィルイン( configIni, ref dTX, ref pChip );\r
1717                                                 break;\r
1718                                         #endregion\r
1719                                         #region [ 54: 動画再生 ]\r
1720                                         case 0x54:      // 動画再生\r
1721                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1722                                                 {\r
1723                                                         pChip.bHit = true;\r
1724                                                         if ( configIni.bAVI有効 )\r
1725                                                         {\r
1726                                                                 switch ( pChip.eAVI種別 )\r
1727                                                                 {\r
1728                                                                         case EAVI種別.AVI:\r
1729                                                                                 if ( pChip.rAVI != null )\r
1730                                                                                 {\r
1731                                                                                         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
1732                                                                                 }\r
1733                                                                                 break;\r
1734 \r
1735                                                                         case EAVI種別.AVIPAN:\r
1736                                                                                 if ( pChip.rAVIPan != null )\r
1737                                                                                 {\r
1738                                                                                         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
1739                                                                                 }\r
1740                                                                                 break;\r
1741                                                                 }\r
1742                                                         }\r
1743                                                 }\r
1744                                                 break;\r
1745                                         #endregion\r
1746                                         #region [ 61-92: 自動再生(BGM, SE) ]\r
1747                                         case 0x61:\r
1748                                         case 0x62:\r
1749                                         case 0x63:\r
1750                                         case 0x64:      // 自動再生(BGM, SE)\r
1751                                         case 0x65:\r
1752                                         case 0x66:\r
1753                                         case 0x67:\r
1754                                         case 0x68:\r
1755                                         case 0x69:\r
1756                                         case 0x70:\r
1757                                         case 0x71:\r
1758                                         case 0x72:\r
1759                                         case 0x73:\r
1760                                         case 0x74:\r
1761                                         case 0x75:\r
1762                                         case 0x76:\r
1763                                         case 0x77:\r
1764                                         case 0x78:\r
1765                                         case 0x79:\r
1766                                         case 0x80:\r
1767                                         case 0x81:\r
1768                                         case 0x82:\r
1769                                         case 0x83:\r
1770                                         case 0x84:\r
1771                                         case 0x85:\r
1772                                         case 0x86:\r
1773                                         case 0x87:\r
1774                                         case 0x88:\r
1775                                         case 0x89:\r
1776                                         case 0x90:\r
1777                                         case 0x91:\r
1778                                         case 0x92:\r
1779                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1780                                                 {\r
1781                                                         pChip.bHit = true;\r
1782                                                         if ( configIni.bBGM音を発声する )\r
1783                                                         {\r
1784                                                                 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
1785                                                                 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
1786                                                                 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
1787                                                         }\r
1788                                                 }\r
1789                                                 break;\r
1790                                         #endregion\r
1791                                         #region [ a0-a7: ベース演奏 ]\r
1792                                         case 0xa0:      // ベース演奏\r
1793                                         case 0xa1:\r
1794                                         case 0xa2:\r
1795                                         case 0xa3:\r
1796                                         case 0xa4:\r
1797                                         case 0xa5:\r
1798                                         case 0xa6:\r
1799                                         case 0xa7:\r
1800                                                 this.t進行描画・チップ・ベース( configIni, ref dTX, ref pChip );\r
1801                                                 break;\r
1802                                         #endregion\r
1803                                         #region [ a8: ウェイリング(ベース) ]\r
1804                                         case 0xa8:      // ウェイリング(ベース)\r
1805                                                 this.t進行描画・チップ・ベース・ウェイリング( configIni, ref dTX, ref pChip );\r
1806                                                 break;\r
1807                                         #endregion\r
1808                                         #region [ af: ウェイリングサウンド(ベース) ]\r
1809                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
1810                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1811                                                 {\r
1812                                                         pChip.bHit = true;\r
1813                                                         this.r現在の歓声Chip.Bass = pChip;\r
1814                                                 }\r
1815                                                 break;\r
1816                                         #endregion\r
1817                                         #region [ b1-b9, bc: 空打ち音設定(ドラム) ]\r
1818                                         case 0xb1:      // 空打ち音設定(ドラム)\r
1819                                         case 0xb2:\r
1820                                         case 0xb3:\r
1821                                         case 0xb4:\r
1822                                         case 0xb5:\r
1823                                         case 0xb6:\r
1824                                         case 0xb7:\r
1825                                         case 0xb8:\r
1826                                         case 0xb9:\r
1827                                         case 0xbc:\r
1828                                                 this.t進行描画・チップ・空打ち音設定・ドラム( configIni, ref dTX, ref pChip );\r
1829                                                 break;\r
1830                                         #endregion\r
1831                                         #region [ ba: 空打ち音設定(ギター) ]\r
1832                                         case 0xba:      // 空打ち音設定(ギター)\r
1833                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1834                                                 {\r
1835                                                         pChip.bHit = true;\r
1836                                                         this.r現在の空うちギターChip = pChip;\r
1837                                                         pChip.nチャンネル番号 = 0x20;\r
1838                                                 }\r
1839                                                 break;\r
1840                                         #endregion\r
1841                                         #region [ bb: 空打ち音設定(ベース) ]\r
1842                                         case 0xbb:      // 空打ち音設定(ベース)\r
1843                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1844                                                 {\r
1845                                                         pChip.bHit = true;\r
1846                                                         this.r現在の空うちベースChip = pChip;\r
1847                                                         pChip.nチャンネル番号 = 0xA0;\r
1848                                                 }\r
1849                                                 break;\r
1850                                         #endregion\r
1851                                         #region [ c4, c7, d5-d9, e0: BGA画像入れ替え ]\r
1852                                         case 0xc4:\r
1853                                         case 0xc7:\r
1854                                         case 0xd5:\r
1855                                         case 0xd6:      // BGA画像入れ替え\r
1856                                         case 0xd7:\r
1857                                         case 0xd8:\r
1858                                         case 0xd9:\r
1859                                         case 0xe0:\r
1860                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1861                                                 {\r
1862                                                         pChip.bHit = true;\r
1863                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
1864                                                         {\r
1865                                                                 for ( int i = 0; i < 8; i++ )\r
1866                                                                 {\r
1867                                                                         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
1868                                                                         {\r
1869                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
1870                                                                         }\r
1871                                                                 }\r
1872                                                         }\r
1873                                                 }\r
1874                                                 break;\r
1875                                         #endregion\r
1876                                         #region [ その他(未定義) ]\r
1877                                         default:\r
1878                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1879                                                 {\r
1880                                                         pChip.bHit = true;\r
1881                                                 }\r
1882                                                 break;\r
1883                                         #endregion \r
1884                                 }\r
1885 \r
1886                                 nCurrentTopChip++;\r
1887                         }\r
1888                         return false;\r
1889                 }\r
1890                 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
1891                 protected abstract void t進行描画・チップ・ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1892                 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
1893                 {\r
1894                         if ( configIni.bGuitar有効 )\r
1895                         {\r
1896                                 if ( configIni.bSudden.Guitar )\r
1897                                 {\r
1898                                         pChip.b可視 = pChip.nバーからの距離dot.Guitar < 200;\r
1899                                 }\r
1900                                 if ( configIni.bHidden.Guitar && ( pChip.nバーからの距離dot.Guitar < 100 ) )\r
1901                                 {\r
1902                                         pChip.b可視 = false;\r
1903                                 }\r
1904                                 //\r
1905                                 // 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
1906                                 //\r
1907                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1908                                 {\r
1909                                         if ( pChip.nバーからの距離dot.Guitar < -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
1910                                         {\r
1911                                                 pChip.bHit = true;\r
1912                                         }\r
1913                                         if ( configIni.bAutoPlay.Guitar )\r
1914                                         {\r
1915                                                 pChip.bHit = true;                                                      // #25253 2011.5.29 yyagi: Set pChip.bHit=true if autoplay.\r
1916                                                 this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
1917                                         }\r
1918                                 }\r
1919                                 return;\r
1920                         }\r
1921                         pChip.bHit = true;\r
1922 \r
1923                 }\r
1924                 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
1925                 protected abstract void t進行描画・チップ・小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1926                 protected abstract void t進行描画・チップ・ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1927                 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
1928                 {\r
1929                         if ( configIni.bGuitar有効 )\r
1930                         {\r
1931                                 if ( configIni.bSudden.Bass)\r
1932                                 {\r
1933                                         pChip.b可視 = pChip.nバーからの距離dot.Bass < 200;\r
1934                                 }\r
1935                                 if ( configIni.bHidden.Bass && ( pChip.nバーからの距離dot.Bass < 100 ) )\r
1936                                 {\r
1937                                         pChip.b可視 = false;\r
1938                                 }\r
1939                                 //\r
1940                                 // 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
1941                                 //\r
1942                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1943                                 {\r
1944                                         if ( pChip.nバーからの距離dot.Bass < -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
1945                                         {\r
1946                                                 pChip.bHit = true;\r
1947                                         }\r
1948                                         //\r
1949                                         // 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
1950                                         //\r
1951                                         \r
1952                                         if ( configIni.bAutoPlay.Bass )\r
1953                                         {\r
1954                                                 this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
1955                                                 pChip.bHit = true;                                                      // #25253 2011.5.29 yyagi: Set pChip.bHit=true if autoplay.\r
1956                                         }\r
1957                                 }\r
1958                                 return;\r
1959                         }\r
1960                         pChip.bHit = true;\r
1961                 }\r
1962                 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
1963                 protected void t進行描画・チップアニメ()\r
1964                 {\r
1965                         for ( int i = 0; i < 3; i++ )                   // drums: 0-3 gt/bs: 1-3\r
1966                         {\r
1967                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
1968                                 {\r
1969                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
1970                                 }\r
1971                         }\r
1972                         this.ctWailingチップ模様アニメ.t進行Loop();\r
1973                 }\r
1974 \r
1975                 protected bool t進行描画・フェードイン・アウト()\r
1976                 {\r
1977                         switch ( base.eフェーズID )\r
1978                         {\r
1979                                 case CStage.Eフェーズ.共通_フェードイン:\r
1980                                         if ( this.actFI.On進行描画() != 0 )\r
1981                                         {\r
1982                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
1983                                         }\r
1984                                         break;\r
1985 \r
1986                                 case CStage.Eフェーズ.共通_フェードアウト:\r
1987                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
1988                                         if ( this.actFO.On進行描画() != 0 )\r
1989                                         {\r
1990                                                 return true;\r
1991                                         }\r
1992                                         break;\r
1993 \r
1994                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
1995                                         if ( this.actFOClear.On進行描画() == 0 )\r
1996                                         {\r
1997                                                 break;\r
1998                                         }\r
1999                                         return true;\r
2000                 \r
2001                         }\r
2002                         return false;\r
2003                 }\r
2004                 protected void t進行描画・レーンフラッシュD()\r
2005                 {\r
2006                         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
2007                         {\r
2008                                 this.actLaneFlushD.On進行描画();\r
2009                         }\r
2010                 }\r
2011                 protected void t進行描画・レーンフラッシュGB()\r
2012                 {\r
2013                         if ( ( ( CDTXMania.ConfigIni.eDark != Eダークモード.HALF ) && ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) ) && CDTXMania.ConfigIni.bGuitar有効 )\r
2014                         {\r
2015                                 this.actLaneFlushGB.On進行描画();\r
2016                         }\r
2017                 }\r
2018                 protected abstract void t進行描画・演奏情報();\r
2019                 protected void t進行描画・演奏情報(int x, int y)\r
2020                 {\r
2021                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
2022                         {\r
2023                                 this.actPlayInfo.t進行描画( x, y );\r
2024                         }\r
2025                 }\r
2026                 protected void t進行描画・背景()\r
2027                 {\r
2028                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
2029                         {\r
2030                                 if ( this.tx背景 != null )\r
2031                                 {\r
2032                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
2033                                 }\r
2034                         }\r
2035                         else\r
2036                         {\r
2037                                 CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
2038                         }\r
2039                 }\r
2040 \r
2041                 protected void t進行描画・判定ライン()\r
2042                 {\r
2043                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
2044                         {\r
2045                                 int y = CDTXMania.ConfigIni.bReverse.Drums ? 0x35 : 0x1a3;\r
2046                                 for ( int i = 0x20; i < 0x14f; i += 8 )\r
2047                                 {\r
2048                                         if ( this.txヒットバー != null )\r
2049                                         {\r
2050                                                 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
2051                                         }\r
2052                                 }\r
2053                         }\r
2054                 }\r
2055                 protected void t進行描画・判定文字列()\r
2056                 {\r
2057                         this.actJudgeString.On進行描画();\r
2058                 }\r
2059                 protected void t進行描画・判定文字列1・通常位置指定の場合()\r
2060                 {\r
2061                         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
2062                         {\r
2063                                 this.actJudgeString.On進行描画();\r
2064                         }\r
2065                 }\r
2066                 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
2067                 {\r
2068                         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
2069                         {\r
2070                                 this.actJudgeString.On進行描画();\r
2071                         }\r
2072                 }\r
2073 \r
2074                 protected void t進行描画・譜面スクロール速度()\r
2075                 {\r
2076                         this.act譜面スクロール速度.On進行描画();\r
2077                 }\r
2078 \r
2079                 protected abstract void t背景テクスチャの生成();\r
2080                 protected void t背景テクスチャの生成( string DefaultBgFilename, Rectangle bgrect, string bgfilename )\r
2081                 {\r
2082                         Bitmap image = null;\r
2083                         bool flag = true;\r
2084 \r
2085                         if ( bgfilename != null && File.Exists( bgfilename ) )\r
2086                         {\r
2087                                 try\r
2088                                 {\r
2089                                         Bitmap bitmap2 = null;\r
2090                                         bitmap2 = new Bitmap( bgfilename );\r
2091                                         if ( ( bitmap2.Size.Width == 0 ) && ( bitmap2.Size.Height == 0 ) )\r
2092                                         {\r
2093                                                 this.tx背景 = null;\r
2094                                                 return;\r
2095                                         }\r
2096                                         Bitmap bitmap3 = new Bitmap( 640, 480 );\r
2097                                         Graphics graphics = Graphics.FromImage( bitmap3 );\r
2098                                         for ( int i = 0; i < 480; i += bitmap2.Size.Height )\r
2099                                         {\r
2100                                                 for ( int j = 0; j < 640; j += bitmap2.Size.Width )\r
2101                                                 {\r
2102                                                         graphics.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
2103                                                 }\r
2104                                         }\r
2105                                         graphics.Dispose();\r
2106                                         bitmap2.Dispose();\r
2107                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );\r
2108                                         graphics = Graphics.FromImage( image );\r
2109                                         ColorMatrix matrix2 = new ColorMatrix();\r
2110                                         matrix2.Matrix00 = 1f;\r
2111                                         matrix2.Matrix11 = 1f;\r
2112                                         matrix2.Matrix22 = 1f;\r
2113                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
2114                                         matrix2.Matrix44 = 1f;\r
2115                                         ColorMatrix newColorMatrix = matrix2;\r
2116                                         ImageAttributes imageAttr = new ImageAttributes();\r
2117                                         imageAttr.SetColorMatrix( newColorMatrix );\r
2118                                         graphics.DrawImage( bitmap3, new Rectangle( 0, 0, 640, 480 ), 0, 0, 640, 480, GraphicsUnit.Pixel, imageAttr );\r
2119                                         imageAttr.Dispose();\r
2120                                         graphics.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
2121                                         graphics.Dispose();\r
2122                                         bitmap3.Dispose();\r
2123                                         flag = false;\r
2124                                 }\r
2125                                 catch\r
2126                                 {\r
2127                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2128                                 }\r
2129                         }\r
2130                         if ( flag )\r
2131                         {\r
2132                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
2133                                 try\r
2134                                 {\r
2135                                         image = new Bitmap( bgfilename );\r
2136                                 }\r
2137                                 catch\r
2138                                 {\r
2139                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2140                                         this.tx背景 = null;\r
2141                                         return;\r
2142                                 }\r
2143                         }\r
2144                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) )\r
2145                         {\r
2146                                 Graphics graphics2 = Graphics.FromImage( image );\r
2147                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
2148                                 graphics2.Dispose();\r
2149                         }\r
2150                         try\r
2151                         {\r
2152                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
2153                         }\r
2154                         catch ( CTextureCreateFailedException )\r
2155                         {\r
2156                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
2157                                 this.tx背景 = null;\r
2158                         }\r
2159                         image.Dispose();\r
2160                 }\r
2161 \r
2162                 protected virtual void t入力処理・ギター()\r
2163                 {\r
2164                         #region [ スクロール速度変更 ]\r
2165                         if ( CDTXMania.Pad.b押されている( E楽器パート.GUITAR, Eパッド.Decide ) && CDTXMania.Pad.b押された( E楽器パート.GUITAR, Eパッド.B ) )\r
2166                         {\r
2167                                 CDTXMania.ConfigIni.n譜面スクロール速度.Guitar = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度.Guitar + 1, 0x7cf );\r
2168                         }\r
2169                         if ( CDTXMania.Pad.b押されている( E楽器パート.GUITAR, Eパッド.Decide ) && CDTXMania.Pad.b押された( E楽器パート.GUITAR, Eパッド.R ) )\r
2170                         {\r
2171                                 CDTXMania.ConfigIni.n譜面スクロール速度.Guitar = Math.Max( CDTXMania.ConfigIni.n譜面スクロール速度.Guitar - 1, 0 );\r
2172                         }\r
2173                         #endregion\r
2174 \r
2175                         if ( !CDTXMania.ConfigIni.bGuitar有効 || !CDTXMania.DTX.bチップがある.Guitar )\r
2176                         {\r
2177                                 return;\r
2178                         }\r
2179                                 if ( bIsAutoPlay.Guitar )\r
2180                                 {\r
2181                                         CDTX.CChip chip = this.r次にくるギターChipを更新して返す();\r
2182                                         if ( chip != null )\r
2183                                         {\r
2184                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2185                                                 {\r
2186                                                         this.actLaneFlushGB.Start( 0 );\r
2187                                                         this.actRGB.Push( 0 );\r
2188                                                 }\r
2189                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2190                                                 {\r
2191                                                         this.actLaneFlushGB.Start( 1 );\r
2192                                                         this.actRGB.Push( 1 );\r
2193                                                 }\r
2194                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2195                                                 {\r
2196                                                         this.actLaneFlushGB.Start( 2 );\r
2197                                                         this.actRGB.Push( 2 );\r
2198                                                 }\r
2199                                         }\r
2200                                 }\r
2201                                 else\r
2202                                 {\r
2203                                         int flagR = CDTXMania.Pad.b押されている( E楽器パート.GUITAR, Eパッド.R ) ? 4 : 0;\r
2204                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2205                                         int flagG = CDTXMania.Pad.b押されている( E楽器パート.GUITAR, Eパッド.G ) ? 2 : 0;\r
2206                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2207                                         int flagB = CDTXMania.Pad.b押されている( E楽器パート.GUITAR, Eパッド.B ) ? 1 : 0;\r
2208                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2209                                         int flagRGB = flagR | flagG | flagB;\r
2210                                         if ( flagR != 0 )\r
2211                                         {\r
2212                                                 this.actLaneFlushGB.Start( 0 );\r
2213                                                 this.actRGB.Push( 0 );\r
2214                                         }\r
2215                                         if ( flagG != 0 )\r
2216                                         {\r
2217                                                 this.actLaneFlushGB.Start( 1 );\r
2218                                                 this.actRGB.Push( 1 );\r
2219                                         }\r
2220                                         if ( flagB != 0 )\r
2221                                         {\r
2222                                                 this.actLaneFlushGB.Start( 2 );\r
2223                                                 this.actRGB.Push( 2 );\r
2224                                         }\r
2225                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Pick );\r
2226                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2227                                         {\r
2228                                                 foreach ( STInputEvent event2 in events )\r
2229                                                 {\r
2230                                                         if ( !event2.b押された )\r
2231                                                         {\r
2232                                                                 continue;\r
2233                                                         }\r
2234                                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2235                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2236                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0x2f, this.nInputAdjustTimeMs.Guitar );\r
2237                                                         E判定 e判定 = this.e指定時刻からChipのJUDGEを返す( nTime, pChip, this.nInputAdjustTimeMs.Guitar );\r
2238                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2239                                                         {\r
2240                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2241                                                                 {\r
2242                                                                         this.actChipFireGB.Start( 0 );\r
2243                                                                 }\r
2244                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2245                                                                 {\r
2246                                                                         this.actChipFireGB.Start( 1 );\r
2247                                                                 }\r
2248                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2249                                                                 {\r
2250                                                                         this.actChipFireGB.Start( 2 );\r
2251                                                                 }\r
2252                                                                 this.tチップのヒット処理( nTime, pChip );\r
2253                                                                 this.tサウンド再生( pChip, CDTXMania.Timer.nシステム時刻, E楽器パート.GUITAR, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する.Guitar, e判定 == E判定.Poor );\r
2254                                                                 CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip( nTime, 0x28, this.nInputAdjustTimeMs.Guitar, 140 );\r
2255                                                                 if ( item != null )\r
2256                                                                 {\r
2257                                                                         this.queWailing.Guitar.Enqueue( item );\r
2258                                                                 }\r
2259                                                                 continue;\r
2260                                                         }\r
2261 \r
2262                                                         CDTX.CChip chipPicked;\r
2263                                                         if ( ( ( chipPicked = this.r現在の空うちギターChip ) != 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, 0x2f, this.nInputAdjustTimeMs.Guitar ) ) != null ) )\r
2264                                                         {\r
2265                                                                 this.tサウンド再生( chipPicked, CDTXMania.Timer.nシステム時刻, E楽器パート.GUITAR, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する.Guitar, true );\r
2266                                                         }\r
2267                                                         if ( !CDTXMania.ConfigIni.bLight.Guitar )\r
2268                                                         {\r
2269                                                                 this.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.GUITAR );\r
2270                                                         }\r
2271                                                 }\r
2272                                         }\r
2273                                         List<STInputEvent> list = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Wail );\r
2274                                         if ( ( list != null ) && ( list.Count > 0 ) )\r
2275                                         {\r
2276                                                 foreach ( STInputEvent eventWailed in list )\r
2277                                                 {\r
2278                                                         if ( !eventWailed.b押された )\r
2279                                                         {\r
2280                                                                 continue;\r
2281                                                         }\r
2282                                                         long nTimeWailed = eventWailed.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2283                                                         CDTX.CChip chipWailing;\r
2284                                                         while ( ( this.queWailing.Guitar.Count > 0 ) && ( ( chipWailing = this.queWailing.Guitar.Dequeue() ) != null ) )\r
2285                                                         {\r
2286                                                                 if ( ( nTimeWailed - chipWailing.n発声時刻ms ) <= 1000 )            // #24245 2011.1.26 yyagi: 800 -> 1000\r
2287                                                                 {\r
2288                                                                         chipWailing.bHit = true;\r
2289                                                                         this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
2290                                                                         if ( !bIsAutoPlay.Guitar )\r
2291                                                                         {\r
2292                                                                                 int nCombo = ( this.actCombo.n現在のコンボ数.Guitar < 500 ) ? this.actCombo.n現在のコンボ数.Guitar : 500;\r
2293                                                                                 this.actScore.Set( E楽器パート.GUITAR, this.actScore.Get( E楽器パート.GUITAR ) + ( nCombo * 3000L ) );                // #24245 2011.1.26 yyagi changed DRUMS->GUITAR, add nCombo conditions\r
2294                                                                         }\r
2295                                                                 }\r
2296                                                         }\r
2297                                                 }\r
2298                                         }\r
2299                                 }\r
2300                 }\r
2301                 protected virtual void t入力処理・ベース()\r
2302                 {\r
2303                         #region [ スクロール速度変更 ]\r
2304                         if ( CDTXMania.Pad.b押されている( E楽器パート.BASS, Eパッド.Decide ) && CDTXMania.Pad.b押された( E楽器パート.BASS, Eパッド.B ) )\r
2305                         {\r
2306                                 CDTXMania.ConfigIni.n譜面スクロール速度.Bass = Math.Min( CDTXMania.ConfigIni.n譜面スクロール速度.Bass + 1, 0x7cf );\r
2307                         }\r
2308                         if ( CDTXMania.Pad.b押されている( E楽器パート.BASS, Eパッド.Decide ) && CDTXMania.Pad.b押された( E楽器パート.BASS, Eパッド.R ) )\r
2309                         {\r
2310                                 CDTXMania.ConfigIni.n譜面スクロール速度.Bass = Math.Max( CDTXMania.ConfigIni.n譜面スクロール速度.Bass - 1, 0 );\r
2311                         }\r
2312                         #endregion\r
2313 \r
2314                         if ( !CDTXMania.ConfigIni.bGuitar有効 || !CDTXMania.DTX.bチップがある.Bass )\r
2315                         {\r
2316                                 return;\r
2317                         }\r
2318                                 if ( bIsAutoPlay.Bass )\r
2319                                 {\r
2320                                         CDTX.CChip chip = this.r次にくるベースChipを更新して返す();\r
2321                                         if ( chip != null )\r
2322                                         {\r
2323                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2324                                                 {\r
2325                                                         this.actLaneFlushGB.Start( 3 );\r
2326                                                         this.actRGB.Push( 3 );\r
2327                                                 }\r
2328                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2329                                                 {\r
2330                                                         this.actLaneFlushGB.Start( 4 );\r
2331                                                         this.actRGB.Push( 4 );\r
2332                                                 }\r
2333                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2334                                                 {\r
2335                                                         this.actLaneFlushGB.Start( 5 );\r
2336                                                         this.actRGB.Push( 5 );\r
2337                                                 }\r
2338                                         }\r
2339                                 }\r
2340                                 else\r
2341                                 {\r
2342                                         int flagR = CDTXMania.Pad.b押されている( E楽器パート.BASS, Eパッド.R ) ? 4 : 0;\r
2343                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2344                                         int flagG = CDTXMania.Pad.b押されている( E楽器パート.BASS, Eパッド.G ) ? 2 : 0;\r
2345                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2346                                         int flagB = CDTXMania.Pad.b押されている( E楽器パート.BASS, Eパッド.B ) ? 1 : 0;\r
2347                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2348                                         int flagRGB = flagR | flagG | flagB;\r
2349                                         if ( flagR != 0 )\r
2350                                         {\r
2351                                                 this.actLaneFlushGB.Start( 3 );\r
2352                                                 this.actRGB.Push( 3 );\r
2353                                         }\r
2354                                         if ( flagG != 0 )\r
2355                                         {\r
2356                                                 this.actLaneFlushGB.Start( 4 );\r
2357                                                 this.actRGB.Push( 4 );\r
2358                                         }\r
2359                                         if ( flagB != 0 )\r
2360                                         {\r
2361                                                 this.actLaneFlushGB.Start( 5 );\r
2362                                                 this.actRGB.Push( 5 );\r
2363                                         }\r
2364                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Pick );\r
2365                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2366                                         {\r
2367                                                 foreach ( STInputEvent event2 in events )\r
2368                                                 {\r
2369                                                         if ( !event2.b押された )\r
2370                                                         {\r
2371                                                                 continue;\r
2372                                                         }\r
2373                                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2374                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2375                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0xaf, this.nInputAdjustTimeMs.Bass );\r
2376                                                         E判定 e判定 = this.e指定時刻からChipのJUDGEを返す( nTime, pChip, this.nInputAdjustTimeMs.Bass );\r
2377                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2378                                                         {\r
2379                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2380                                                                 {\r
2381                                                                         this.actChipFireGB.Start( 3 );\r
2382                                                                 }\r
2383                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2384                                                                 {\r
2385                                                                         this.actChipFireGB.Start( 4 );\r
2386                                                                 }\r
2387                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2388                                                                 {\r
2389                                                                         this.actChipFireGB.Start( 5 );\r
2390                                                                 }\r
2391                                                                 this.tチップのヒット処理( nTime, pChip );\r
2392                                                                 this.tサウンド再生( pChip, CDTXMania.Timer.nシステム時刻, E楽器パート.BASS, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する.Bass, e判定 == E判定.Poor );\r
2393                                                                 CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip( nTime, 0xa8, this.nInputAdjustTimeMs.Bass, 140 );\r
2394                                                                 if ( item != null )\r
2395                                                                 {\r
2396                                                                         this.queWailing.Bass.Enqueue( item );\r
2397                                                                 }\r
2398                                                                 continue;\r
2399                                                         }\r
2400 \r
2401                                                         CDTX.CChip chipPicked;\r
2402                                                         if ( ( ( chipPicked = this.r現在の空うちベースChip ) != 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, 0xaf, this.nInputAdjustTimeMs.Bass ) ) != null ) )\r
2403                                                         {\r
2404                                                                 this.tサウンド再生( chipPicked, CDTXMania.Timer.nシステム時刻, E楽器パート.BASS, CDTXMania.ConfigIni.n手動再生音量, CDTXMania.ConfigIni.b演奏音を強調する.Bass, true );\r
2405                                                         }\r
2406                                                         if ( !CDTXMania.ConfigIni.bLight.Bass )\r
2407                                                         {\r
2408                                                                 this.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.BASS );\r
2409                                                         }\r
2410                                                 }\r
2411                                         }\r
2412                                         List<STInputEvent> list = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Wail );\r
2413                                         if ( ( list != null ) && ( list.Count > 0 ) )\r
2414                                         {\r
2415                                                 foreach ( STInputEvent eventWailed in list )\r
2416                                                 {\r
2417                                                         if ( !eventWailed.b押された )\r
2418                                                         {\r
2419                                                                 continue;\r
2420                                                         }\r
2421                                                         long nTimeWailed = eventWailed.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2422                                                         CDTX.CChip chipWailing;\r
2423                                                         while ( ( this.queWailing.Bass.Count > 0 ) && ( ( chipWailing = this.queWailing.Bass.Dequeue() ) != null ) )\r
2424                                                         {\r
2425                                                                 if ( ( nTimeWailed - chipWailing.n発声時刻ms ) <= 1000 )            // #24245 2011.1.26 yyagi: 800 -> 1000\r
2426                                                                 {\r
2427                                                                         chipWailing.bHit = true;\r
2428                                                                         this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
2429                                                                         if ( !bIsAutoPlay.Bass )\r
2430                                                                         {\r
2431                                                                                 int nCombo = ( this.actCombo.n現在のコンボ数.Bass < 500 ) ? this.actCombo.n現在のコンボ数.Bass : 500;\r
2432                                                                                 this.actScore.Set( E楽器パート.BASS, this.actScore.Get( E楽器パート.BASS ) + ( nCombo * 3000L ) );            // #24245 2011.1.26 yyagi changed DRUMS->BASS, add nCombo conditions\r
2433                                                                         }\r
2434                                                                 }\r
2435                                                         }\r
2436                                                 }\r
2437                                         }\r
2438                                 }\r
2439                 }\r
2440 \r
2441 #if true                // DAMAGELEVELTUNING\r
2442 #region [ DAMAGELEVELTUNING ]\r
2443                 // ----------------------------------\r
2444                 public float[ , ] fDamageGaugeDelta = {                 // #23625 2011.1.10 ickw_284: tuned damage/recover factors\r
2445                         // drums,   guitar,  bass\r
2446                         {  0.004f,  0.006f,  0.006f  },\r
2447                         {  0.002f,  0.003f,  0.003f  },\r
2448                         {  0.000f,  0.000f,  0.000f  },\r
2449                         { -0.020f, -0.030f,     -0.030f  },\r
2450                         { -0.050f, -0.050f, -0.050f  }\r
2451                 };\r
2452                 public float[] fDamageLevelFactor = {\r
2453                         0.5f, 1.0f, 1.5f\r
2454                 };\r
2455                 // ----------------------------------\r
2456 #endregion\r
2457 #endif\r
2458 \r
2459                 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
2460                 {\r
2461                         double fDamage;\r
2462 \r
2463 #if true        // DAMAGELEVELTUNING\r
2464                         switch ( e今回の判定 )\r
2465                         {\r
2466                                 case E判定.Perfect:\r
2467                                 case E判定.Great:\r
2468                                 case E判定.Good:\r
2469                                 case E判定.Poor:\r
2470                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2471                                         break;\r
2472                                 case E判定.Miss:\r
2473                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2474                                         switch ( CDTXMania.ConfigIni.eダメージレベル )\r
2475                                         {\r
2476                                                 case Eダメージレベル.少ない:\r
2477                                                 case Eダメージレベル.普通:\r
2478                                                 case Eダメージレベル.大きい:\r
2479                                                         fDamage *= fDamageLevelFactor[ (int) CDTXMania.ConfigIni.eダメージレベル ];\r
2480                                                         break;\r
2481                                         }\r
2482                                         break;\r
2483 \r
2484                                 default:\r
2485                                         fDamage = 0.0f;\r
2486                                         break;\r
2487                         }\r
2488 #else                                                                                                   // before applying #23625 modifications\r
2489                         switch (e今回の判定)\r
2490                         {\r
2491                                 case E判定.Perfect:\r
2492                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.01 : 0.015;\r
2493                                         break;\r
2494 \r
2495                                 case E判定.Great:\r
2496                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.006 : 0.009;\r
2497                                         break;\r
2498 \r
2499                                 case E判定.Good:\r
2500                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.002 : 0.003;\r
2501                                         break;\r
2502 \r
2503                                 case E判定.Poor:\r
2504                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.0 : 0.0;\r
2505                                         break;\r
2506 \r
2507                                 case E判定.Miss:\r
2508                                         fDamage = ( part == E楽器パート.DRUMS ) ? -0.035 : -0.035;\r
2509                                         switch( CDTXMania.ConfigIni.eダメージレベル )\r
2510                                         {\r
2511                                                 case Eダメージレベル.少ない:\r
2512                                                         fDamage *= 0.6;\r
2513                                                         break;\r
2514 \r
2515                                                 case Eダメージレベル.普通:\r
2516                                                         fDamage *= 1.0;\r
2517                                                         break;\r
2518 \r
2519                                                 case Eダメージレベル.大きい:\r
2520                                                         fDamage *= 1.6;\r
2521                                                         break;\r
2522                                         }\r
2523                                         break;\r
2524 \r
2525                                 default:\r
2526                                         fDamage = 0.0;\r
2527                                         break;\r
2528                         }\r
2529 #endif\r
2530                         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
2531                         {\r
2532                                 part = E楽器パート.DRUMS;\r
2533                         }\r
2534                         this.actGauge.db現在のゲージ値[ (int) part ] += fDamage;\r
2535 \r
2536                         if ( this.actGauge.db現在のゲージ値[ (int) part ] > 1.0 )\r
2537                                 this.actGauge.db現在のゲージ値[ (int) part ] = 1.0;\r
2538                 }\r
2539                 //-----------------\r
2540                 #endregion\r
2541         }\r
2542 }\r