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[dtxmania/dtxmania.git] / 110401(DTXMania089) / 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 SlimDX;\r
10 using SlimDX.Direct3D9;\r
11 using FDK;\r
12 \r
13 namespace DTXMania\r
14 {\r
15         /// <summary>\r
16         /// 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
17         /// </summary>\r
18         internal abstract class CStage演奏画面共通 : CStage\r
19         {\r
20                 // プロパティ\r
21 \r
22                 public bool bAUTOでないチップが1つでもバーを通過した\r
23                 {\r
24                         get;\r
25                         protected set;\r
26                 }\r
27 \r
28                 // メソッド\r
29 \r
30                 public void t演奏結果を格納する・ドラム( out CScoreIni.C演奏記録 Drums )\r
31                 {\r
32                         Drums = new CScoreIni.C演奏記録();\r
33 \r
34                         if ( CDTXMania.DTX.bチップがある.Drums && !CDTXMania.ConfigIni.bギタレボモード )\r
35                         {\r
36                                 Drums.nスコア = this.actScore.Get( E楽器パート.DRUMS );\r
37                                 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
38                                 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
39                                 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
40                                 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
41                                 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
42                                 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
43                                 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
44                                 Drums.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Drums.Perfect;\r
45                                 Drums.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Drums.Great;\r
46                                 Drums.nGood数・Auto含まない = this.nヒット数・Auto含まない.Drums.Good;\r
47                                 Drums.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Drums.Poor;\r
48                                 Drums.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Drums.Miss;\r
49                                 Drums.n最大コンボ数 = this.actCombo.n現在のコンボ数.Drums最高値;\r
50                                 Drums.n全チップ数 = CDTXMania.DTX.n可視チップ数.Drums;\r
51                                 for ( int i = 0; i < 10; i++ )\r
52                                 {\r
53                                         Drums.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
54                                 }\r
55                                 Drums.bTight = CDTXMania.ConfigIni.bTight;\r
56                                 for ( int i = 0; i < 3; i++ )\r
57                                 {\r
58                                         Drums.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
59                                         Drums.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
60                                         Drums.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
61                                         Drums.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
62                                         Drums.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
63                                         Drums.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
64                                         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
65                                 }\r
66                                 Drums.eDark = CDTXMania.ConfigIni.eDark;\r
67                                 Drums.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
68                                 Drums.n演奏速度分母 = 20;\r
69                                 Drums.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
70                                 Drums.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
71                                 Drums.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
72                                 Drums.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
73                                 Drums.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
74                                 Drums.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
75                                 Drums.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
76                                 Drums.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
77                                 Drums.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
78                                 Drums.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
79                                 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
80                                 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
81                                 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
82                                 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
83                                 Drums.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
84                                 Drums.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
85                                 Drums.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
86                                 Drums.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
87                                 Drums.strDTXManiaのバージョン = CDTXMania.VERSION;\r
88                                 Drums.最終更新日時 = DateTime.Now.ToString();\r
89                                 Drums.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Drums );\r
90                         }\r
91                 }\r
92                 public void t演奏結果を格納する・ギター( out CScoreIni.C演奏記録 Guitar )\r
93                 {\r
94                         Guitar = new CScoreIni.C演奏記録();\r
95 \r
96                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
97                         {\r
98                                 Guitar.nスコア = this.actScore.Get( E楽器パート.GUITAR );\r
99                                 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
100                                 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
101                                 Guitar.nPerfect数 = CDTXMania.ConfigIni.bAutoPlay.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
102                                 Guitar.nGreat数 = CDTXMania.ConfigIni.bAutoPlay.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
103                                 Guitar.nGood数 = CDTXMania.ConfigIni.bAutoPlay.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
104                                 Guitar.nPoor数 = CDTXMania.ConfigIni.bAutoPlay.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
105                                 Guitar.nMiss数 = CDTXMania.ConfigIni.bAutoPlay.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
106                                 Guitar.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Perfect;\r
107                                 Guitar.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Great;\r
108                                 Guitar.nGood数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Good;\r
109                                 Guitar.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Poor;\r
110                                 Guitar.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Guitar.Miss;\r
111                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
112                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
113                                 for ( int i = 0; i < 10; i++ )\r
114                                 {\r
115                                         Guitar.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
116                                 }\r
117                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
118                                 for ( int i = 0; i < 3; i++ )\r
119                                 {\r
120                                         Guitar.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
121                                         Guitar.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
122                                         Guitar.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
123                                         Guitar.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
124                                         Guitar.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
125                                         Guitar.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
126                                         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
127                                 }\r
128                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
129                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
130                                 Guitar.n演奏速度分母 = 20;\r
131                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
132                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
133                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
134                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
135                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
136                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
137                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
138                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
139                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
140                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
141                                 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
142                                 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
143                                 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
144                                 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
145                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
146                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
147                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
148                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
149                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
150                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
151                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
152                         }\r
153                 }\r
154                 public void t演奏結果を格納する・ベース( out CScoreIni.C演奏記録 Bass )\r
155                 {\r
156                         Bass = new CScoreIni.C演奏記録();\r
157 \r
158                         if ( CDTXMania.DTX.bチップがある.Bass )\r
159                         {\r
160                                 Bass.nスコア = this.actScore.Get( E楽器パート.BASS );\r
161                                 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
162                                 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
163                                 Bass.nPerfect数 = CDTXMania.ConfigIni.bAutoPlay.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
164                                 Bass.nGreat数 = CDTXMania.ConfigIni.bAutoPlay.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
165                                 Bass.nGood数 = CDTXMania.ConfigIni.bAutoPlay.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
166                                 Bass.nPoor数 = CDTXMania.ConfigIni.bAutoPlay.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
167                                 Bass.nMiss数 = CDTXMania.ConfigIni.bAutoPlay.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
168                                 Bass.nPerfect数・Auto含まない = this.nヒット数・Auto含まない.Bass.Perfect;\r
169                                 Bass.nGreat数・Auto含まない = this.nヒット数・Auto含まない.Bass.Great;\r
170                                 Bass.nGood数・Auto含まない = this.nヒット数・Auto含まない.Bass.Good;\r
171                                 Bass.nPoor数・Auto含まない = this.nヒット数・Auto含まない.Bass.Poor;\r
172                                 Bass.nMiss数・Auto含まない = this.nヒット数・Auto含まない.Bass.Miss;\r
173                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
174                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
175                                 for ( int i = 0; i < 10; i++ )\r
176                                 {\r
177                                         Bass.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
178                                 }\r
179                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
180                                 for ( int i = 0; i < 3; i++ )\r
181                                 {\r
182                                         Bass.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
183                                         Bass.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
184                                         Bass.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
185                                         Bass.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
186                                         Bass.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
187                                         Bass.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
188                                         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
189                                 }\r
190                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
191                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
192                                 Bass.n演奏速度分母 = 20;\r
193                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
194                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
195                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
196                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
197                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
198                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
199                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
200                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
201                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
202                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
203                                 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
204                                 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
205                                 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
206                                 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
207                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
208                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
209                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
210                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
211                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
212                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
213                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
214                         }\r
215                 }\r
216 \r
217                 // CStage 実装\r
218 \r
219                 public override void On活性化()\r
220                 {\r
221                         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
222                         this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
223                         this.L最後に再生したHHの実WAV番号 = new List<int>( 16 );\r
224                         this.n最後に再生したHHのチャンネル番号 = 0;\r
225                         this.n最後に再生したギターの実WAV番号 = -1;\r
226                         this.n最後に再生したベースの実WAV番号 = -1;\r
227                         for ( int i = 0; i < 50; i++ )\r
228                         {\r
229                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
230                         }\r
231                         this.r次にくるギターChip = null;\r
232                         this.r次にくるベースChip = null;\r
233                         for ( int j = 0; j < 10; j++ )\r
234                         {\r
235                                 this.r現在の空うちドラムChip[ j ] = null;\r
236                         }\r
237                         this.r現在の空うちギターChip = null;\r
238                         this.r現在の空うちベースChip = null;\r
239                         for ( int k = 0; k < 3; k++ )\r
240                         {\r
241                                 for ( int n = 0; n < 5; n++ )\r
242                                 {\r
243                                         this.nヒット数・Auto含まない[ k ] = new STHITCOUNTOFRANK();\r
244                                         this.nヒット数・Auto含む[ k ] = new STHITCOUNTOFRANK();\r
245                                 }\r
246                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
247                                 this.r現在の歓声Chip[ k ] = null;\r
248                         }\r
249                         for ( int i = 0; i < 3; i++ )\r
250                         {\r
251                                 this.b演奏にキーボードを使った[ i ] = false;\r
252                                 this.b演奏にジョイパッドを使った[ i ] = false;\r
253                                 this.b演奏にMIDI入力を使った[ i ] = false;\r
254                                 this.b演奏にマウスを使った[ i ] = false;\r
255                         }\r
256                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
257                         base.On活性化();\r
258                         this.tステータスパネルの選択();\r
259                         this.tパネル文字列の設定();\r
260 \r
261                         this.nInputAdjustTimeMs.Drums = CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums;           // #23580 2011.1.3 yyagi\r
262                         this.nInputAdjustTimeMs.Guitar = CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar;         //        2011.1.7 ikanick 修正\r
263                         this.nInputAdjustTimeMs.Bass = CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass;                     //\r
264                         //this.bIsAutoPlay.Drums = false;\r
265                         //this.bIsAutoPlay.Guitar = CDTXMania.ConfigIni.bAutoPlay.Guitar;\r
266                         //this.bIsAutoPlay.Bass = CDTXMania.ConfigIni.bAutoPlay.Bass;\r
267                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;                                                                       // #24239 2011.1.23 yyagi\r
268 \r
269                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass ) // #24063 2011.1.24 yyagi Gt/Bsの譜面情報入れ替え\r
270                         {\r
271                                 CDTXMania.DTX.SwapGuitarBassInfos();\r
272                         }\r
273                 }\r
274                 public override void On非活性化()\r
275                 {\r
276                         this.L最後に再生したHHの実WAV番号.Clear();   // #23921 2011.1.4 yyagi\r
277                         this.L最後に再生したHHの実WAV番号 = null;    //\r
278                         for ( int i = 0; i < 3; i++ )\r
279                         {\r
280                                 this.queWailing[ i ] = null;\r
281                         }\r
282                         this.ctWailingチップ模様アニメ = null;\r
283                         this.ctチップ模様アニメ.Drums = null;\r
284                         this.ctチップ模様アニメ.Guitar = null;\r
285                         this.ctチップ模様アニメ.Bass = null;\r
286                         base.On非活性化();\r
287                 }\r
288                 public override void OnManagedリソースの作成()\r
289                 {\r
290                         if ( !base.b活性化してない )\r
291                         {\r
292                                 this.t背景テクスチャの生成();\r
293 \r
294                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
295 \r
296                                 base.OnManagedリソースの作成();\r
297                         }\r
298                 }\r
299                 public override void OnManagedリソースの解放()\r
300                 {\r
301                         if ( !base.b活性化してない )\r
302                         {\r
303                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
304 \r
305                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
306                                 base.OnManagedリソースの解放();\r
307                         }\r
308                 }\r
309 \r
310                 // その他\r
311 \r
312                 #region [ protected ]\r
313                 //-----------------\r
314                 protected class STHITCOUNTOFRANK\r
315                 {\r
316                         // Fields\r
317                         public int Good;\r
318                         public int Great;\r
319                         public int Miss;\r
320                         public int Perfect;\r
321                         public int Poor;\r
322 \r
323                         // Properties\r
324                         public int this[ int index ]\r
325                         {\r
326                                 get\r
327                                 {\r
328                                         switch ( index )\r
329                                         {\r
330                                                 case 0:\r
331                                                         return this.Perfect;\r
332 \r
333                                                 case 1:\r
334                                                         return this.Great;\r
335 \r
336                                                 case 2:\r
337                                                         return this.Good;\r
338 \r
339                                                 case 3:\r
340                                                         return this.Poor;\r
341 \r
342                                                 case 4:\r
343                                                         return this.Miss;\r
344                                         }\r
345                                         throw new IndexOutOfRangeException();\r
346                                 }\r
347                                 set\r
348                                 {\r
349                                         switch ( index )\r
350                                         {\r
351                                                 case 0:\r
352                                                         this.Perfect = value;\r
353                                                         return;\r
354 \r
355                                                 case 1:\r
356                                                         this.Great = value;\r
357                                                         return;\r
358 \r
359                                                 case 2:\r
360                                                         this.Good = value;\r
361                                                         return;\r
362 \r
363                                                 case 3:\r
364                                                         this.Poor = value;\r
365                                                         return;\r
366 \r
367                                                 case 4:\r
368                                                         this.Miss = value;\r
369                                                         return;\r
370                                         }\r
371                                         throw new IndexOutOfRangeException();\r
372                                 }\r
373                         }\r
374                 }\r
375 \r
376                 [StructLayout( LayoutKind.Sequential )]\r
377                 protected struct STKARAUCHI\r
378                 {\r
379                         public CDTX.CChip HH;\r
380                         public CDTX.CChip SD;\r
381                         public CDTX.CChip BD;\r
382                         public CDTX.CChip HT;\r
383                         public CDTX.CChip LT;\r
384                         public CDTX.CChip FT;\r
385                         public CDTX.CChip CY;\r
386                         public CDTX.CChip HHO;\r
387                         public CDTX.CChip RD;\r
388                         public CDTX.CChip LC;\r
389                         public CDTX.CChip this[ int index ]\r
390                         {\r
391                                 get\r
392                                 {\r
393                                         switch ( index )\r
394                                         {\r
395                                                 case 0:\r
396                                                         return this.HH;\r
397 \r
398                                                 case 1:\r
399                                                         return this.SD;\r
400 \r
401                                                 case 2:\r
402                                                         return this.BD;\r
403 \r
404                                                 case 3:\r
405                                                         return this.HT;\r
406 \r
407                                                 case 4:\r
408                                                         return this.LT;\r
409 \r
410                                                 case 5:\r
411                                                         return this.FT;\r
412 \r
413                                                 case 6:\r
414                                                         return this.CY;\r
415 \r
416                                                 case 7:\r
417                                                         return this.HHO;\r
418 \r
419                                                 case 8:\r
420                                                         return this.RD;\r
421 \r
422                                                 case 9:\r
423                                                         return this.LC;\r
424                                         }\r
425                                         throw new IndexOutOfRangeException();\r
426                                 }\r
427                                 set\r
428                                 {\r
429                                         switch ( index )\r
430                                         {\r
431                                                 case 0:\r
432                                                         this.HH = value;\r
433                                                         return;\r
434 \r
435                                                 case 1:\r
436                                                         this.SD = value;\r
437                                                         return;\r
438 \r
439                                                 case 2:\r
440                                                         this.BD = value;\r
441                                                         return;\r
442 \r
443                                                 case 3:\r
444                                                         this.HT = value;\r
445                                                         return;\r
446 \r
447                                                 case 4:\r
448                                                         this.LT = value;\r
449                                                         return;\r
450 \r
451                                                 case 5:\r
452                                                         this.FT = value;\r
453                                                         return;\r
454 \r
455                                                 case 6:\r
456                                                         this.CY = value;\r
457                                                         return;\r
458 \r
459                                                 case 7:\r
460                                                         this.HHO = value;\r
461                                                         return;\r
462 \r
463                                                 case 8:\r
464                                                         this.RD = value;\r
465                                                         return;\r
466 \r
467                                                 case 9:\r
468                                                         this.LC = value;\r
469                                                         return;\r
470                                         }\r
471                                         throw new IndexOutOfRangeException();\r
472                                 }\r
473                         }\r
474                 }\r
475 \r
476                 protected CAct演奏AVI actAVI;\r
477                 protected CAct演奏BGA actBGA;\r
478 \r
479                 protected CAct演奏チップファイアGB actChipFireGB;\r
480                 protected CAct演奏Combo共通 actCombo;\r
481                 protected CAct演奏Danger共通 actDANGER;\r
482                 protected CActFIFOBlack actFI;\r
483                 protected CActFIFOBlack actFO;\r
484                 protected CActFIFOWhite actFOClear;\r
485                 protected CAct演奏ゲージ共通 actGauge;\r
486 \r
487                 protected CAct演奏判定文字列共通 actJudgeString;\r
488                 protected CAct演奏DrumsレーンフラッシュD actLaneFlushD;\r
489                 protected CAct演奏レーンフラッシュGB共通 actLaneFlushGB;\r
490                 protected CAct演奏パネル文字列 actPanel;\r
491                 protected CAct演奏演奏情報 actPlayInfo;\r
492                 protected CAct演奏RGB共通 actRGB;\r
493                 protected CAct演奏スコア共通 actScore;\r
494                 protected CAct演奏ステージ失敗 actStageFailed;\r
495                 protected CAct演奏ステータスパネル共通 actStatusPanels;\r
496                 protected CAct演奏WailingBonus共通 actWailingBonus;\r
497                 protected CAct演奏スクロール速度 act譜面スクロール速度;\r
498                 protected bool bPAUSE;\r
499                 protected STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
500                 protected STDGBVALUE<bool> b演奏にキーボードを使った;\r
501                 protected STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
502                 protected STDGBVALUE<bool> b演奏にマウスを使った;\r
503                 protected CCounter ctWailingチップ模様アニメ;\r
504                 protected STDGBVALUE<CCounter> ctチップ模様アニメ;\r
505 \r
506                 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
507                 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
508                 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
509                 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
510                 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
511                 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
512                 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
513                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含まない;\r
514                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含む;\r
515                 protected int n現在のトップChip = -1;\r
516                 protected int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
517                 protected int n最後に再生したHHのチャンネル番号;\r
518                 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
519                 protected int n最後に再生したギターの実WAV番号;\r
520                 protected int n最後に再生したベースの実WAV番号;\r
521         \r
522                 protected STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
523                 protected STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
524                 protected CDTX.CChip r現在の空うちギターChip;\r
525                 protected STKARAUCHI r現在の空うちドラムChip;\r
526                 protected CDTX.CChip r現在の空うちベースChip;\r
527                 protected CDTX.CChip r次にくるギターChip;\r
528                 protected CDTX.CChip r次にくるベースChip;\r
529                 protected CTexture txWailing枠;\r
530                 protected CTexture txチップ;\r
531                 protected CTexture txヒットバー;\r
532 \r
533                 protected CTexture tx背景;\r
534 \r
535                 protected STDGBVALUE<int> nInputAdjustTimeMs;           // #23580 2011.1.3 yyagi\r
536                 protected CConfigIni.STAUTOPLAY bIsAutoPlay;            // #24239 2011.1.23 yyagi\r
537 \r
538 \r
539 \r
540 \r
541                 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
542                 {\r
543                         if ( pChip != null )\r
544                         {\r
545                                 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
546                                 int nDeltaTime = Math.Abs( pChip.nLag );\r
547                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
548                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
549                                 {\r
550                                         return E判定.Perfect;\r
551                                 }\r
552                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
553                                 {\r
554                                         return E判定.Great;\r
555                                 }\r
556                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
557                                 {\r
558                                         return E判定.Good;\r
559                                 }\r
560                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
561                                 {\r
562                                         return E判定.Poor;\r
563                                 }\r
564                         }\r
565                         return E判定.Miss;\r
566                 }\r
567                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
568                 {\r
569                         switch ( part )\r
570                         {\r
571                                 case E楽器パート.DRUMS:\r
572                                         switch ( pad )\r
573                                         {\r
574                                                 case Eパッド.HH:\r
575                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
576                                                         {\r
577                                                                 return this.r現在の空うちドラムChip.HH;\r
578                                                         }\r
579                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
580                                                         {\r
581                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
582                                                                 {\r
583                                                                         return this.r現在の空うちドラムChip.HHO;\r
584                                                                 }\r
585                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
586                                                                 {\r
587                                                                         return this.r現在の空うちドラムChip.HHO;\r
588                                                                 }\r
589                                                         }\r
590                                                         return this.r現在の空うちドラムChip.LC;\r
591 \r
592                                                 case Eパッド.SD:\r
593                                                         return this.r現在の空うちドラムChip.SD;\r
594 \r
595                                                 case Eパッド.BD:\r
596                                                         return this.r現在の空うちドラムChip.BD;\r
597 \r
598                                                 case Eパッド.HT:\r
599                                                         return this.r現在の空うちドラムChip.HT;\r
600 \r
601                                                 case Eパッド.LT:\r
602                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
603                                                         {\r
604                                                                 return this.r現在の空うちドラムChip.LT;\r
605                                                         }\r
606                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
607                                                         {\r
608                                                                 return this.r現在の空うちドラムChip.FT;\r
609                                                         }\r
610                                                         return null;\r
611 \r
612                                                 case Eパッド.FT:\r
613                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
614                                                         {\r
615                                                                 return this.r現在の空うちドラムChip.FT;\r
616                                                         }\r
617                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
618                                                         {\r
619                                                                 return this.r現在の空うちドラムChip.LT;\r
620                                                         }\r
621                                                         return null;\r
622 \r
623                                                 case Eパッド.CY:\r
624                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
625                                                         {\r
626                                                                 return this.r現在の空うちドラムChip.CY;\r
627                                                         }\r
628                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
629                                                         {\r
630                                                                 return this.r現在の空うちドラムChip.RD;\r
631                                                         }\r
632                                                         return null;\r
633 \r
634                                                 case Eパッド.HHO:\r
635                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
636                                                         {\r
637                                                                 return this.r現在の空うちドラムChip.HHO;\r
638                                                         }\r
639                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
640                                                         {\r
641                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
642                                                                 {\r
643                                                                         return this.r現在の空うちドラムChip.HH;\r
644                                                                 }\r
645                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
646                                                                 {\r
647                                                                         return this.r現在の空うちドラムChip.HH;\r
648                                                                 }\r
649                                                         }\r
650                                                         return this.r現在の空うちドラムChip.LC;\r
651 \r
652                                                 case Eパッド.RD:\r
653                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
654                                                         {\r
655                                                                 return this.r現在の空うちドラムChip.RD;\r
656                                                         }\r
657                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
658                                                         {\r
659                                                                 return this.r現在の空うちドラムChip.CY;\r
660                                                         }\r
661                                                         return null;\r
662 \r
663                                                 case Eパッド.LC:\r
664                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
665                                                         {\r
666                                                                 return this.r現在の空うちドラムChip.LC;\r
667                                                         }\r
668                                                         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
669                                                         {\r
670                                                                 return null;\r
671                                                         }\r
672                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
673                                                         {\r
674                                                                 return this.r現在の空うちドラムChip.HH;\r
675                                                         }\r
676                                                         return this.r現在の空うちドラムChip.HHO;\r
677                                         }\r
678                                         break;\r
679 \r
680                                 case E楽器パート.GUITAR:\r
681                                         return this.r現在の空うちギターChip;\r
682 \r
683                                 case E楽器パート.BASS:\r
684                                         return this.r現在の空うちベースChip;\r
685                         }\r
686                         return null;\r
687                 }\r
688                 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 nChannelFlag, int nInputAdjustTime )\r
689                 {\r
690                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
691 \r
692                         int num5;\r
693                         if ( this.n現在のトップChip == -1 )\r
694                         {\r
695                                 return null;\r
696                         }\r
697                         int count = CDTXMania.DTX.listChip.Count;\r
698                         int num4 = num5 = this.n現在のトップChip;\r
699                         if ( this.n現在のトップChip >= count )\r
700                         {\r
701                                 num4 = num5 = count - 1;\r
702                         }\r
703                         int num2 = num4;\r
704                         while ( num2 < count )\r
705                         {\r
706                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
707                                 if ( ( ( nChannelFlag >= 0x11 ) && ( nChannelFlag <= 0x1a ) ) && ( ( chip.nチャンネル番号 == nChannelFlag ) || ( chip.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) ) )\r
708                                 {\r
709                                         if ( chip.n発声時刻ms > nTime )\r
710                                         {\r
711                                                 break;\r
712                                         }\r
713                                         num5 = num2;\r
714                                 }\r
715                                 else if ( ( ( nChannelFlag == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) )\r
716                                 {\r
717                                         if ( chip.n発声時刻ms > nTime )\r
718                                         {\r
719                                                 break;\r
720                                         }\r
721                                         num5 = num2;\r
722                                 }\r
723                                 else if ( ( ( nChannelFlag == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 0xa0 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) )\r
724                                 {\r
725                                         if ( chip.n発声時刻ms > nTime )\r
726                                         {\r
727                                                 break;\r
728                                         }\r
729                                         num5 = num2;\r
730                                 }\r
731                                 num2++;\r
732                         }\r
733                         int num3 = num5;\r
734                         while ( num3 >= 0 )\r
735                         {\r
736                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
737                                 if ( ( nChannelFlag >= 0x11 ) && ( nChannelFlag <= 0x1a ) )\r
738                                 {\r
739                                         if ( ( chip2.nチャンネル番号 == nChannelFlag ) || ( chip2.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
740                                         {\r
741                                                 break;\r
742                                         }\r
743                                 }\r
744                                 else if ( ( ( nChannelFlag == 0x2f ) && ( chip2.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 0x28 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) )\r
745                                 {\r
746                                         if ( ( chip2.nチャンネル番号 >= 0x20 ) && ( chip2.nチャンネル番号 <= 0x28 ) )\r
747                                         {\r
748                                                 break;\r
749                                         }\r
750                                 }\r
751                                 else if ( ( ( ( nChannelFlag == 0xaf ) && ( chip2.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 0xa0 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) ) && ( ( chip2.nチャンネル番号 >= 0xa0 ) && ( chip2.nチャンネル番号 <= 0xa8 ) ) )\r
752                                 {\r
753                                         break;\r
754                                 }\r
755                                 num3--;\r
756                         }\r
757                         if ( ( num2 == count ) && ( num3 < 0 ) )\r
758                         {\r
759                                 return null;\r
760                         }\r
761                         if ( num2 == count )\r
762                         {\r
763                                 return CDTXMania.DTX.listChip[ num3 ];\r
764                         }\r
765                         if ( num3 < 0 )\r
766                         {\r
767                                 return CDTXMania.DTX.listChip[ num2 ];\r
768                         }\r
769                         CDTX.CChip chip3 = CDTXMania.DTX.listChip[ num2 ];\r
770                         CDTX.CChip chip4 = CDTXMania.DTX.listChip[ num3 ];\r
771                         int num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
772                         int num7 = Math.Abs( (int) ( nTime - chip4.n発声時刻ms ) );\r
773                         if ( num6 >= num7 )\r
774                         {\r
775                                 return chip4;\r
776                         }\r
777                         return chip3;\r
778                 }\r
779                 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
780                 {\r
781                         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
782                 }\r
783                 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
784                 {\r
785                         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
786                 }\r
787                 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
788                 {\r
789                         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
790                 }\r
791                 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
792                 {\r
793                         if ( pChip != null )\r
794                         {\r
795                                 switch ( part )\r
796                                 {\r
797                                         case E楽器パート.DRUMS:\r
798                                                 {\r
799                                                         int index = pChip.nチャンネル番号;\r
800                                                         if ( ( index >= 0x11 ) && ( index <= 0x1a ) )\r
801                                                         {\r
802                                                                 index -= 0x11;\r
803                                                         }\r
804                                                         else\r
805                                                         {\r
806                                                                 if ( ( index < 0x31 ) || ( index > 0x3a ) )\r
807                                                                 {\r
808                                                                         return;\r
809                                                                 }\r
810                                                                 index -= 0x31;\r
811                                                         }\r
812                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
813                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
814                                                                 ( 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
815                                                                 // 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
816                                                         )\r
817                                                         {\r
818                                                                 // #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
819 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
820                                                                 if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
821                                                                 {\r
822 #endif\r
823                                                                 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
824                                                                 {\r
825                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\r
826                                                                         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
827                                                                 }\r
828                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
829 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
830                                                                 }\r
831 #endif\r
832                                                                 //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
833                                                                 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
834                                                         }\r
835 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
836                                                         if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
837                                                         {\r
838 #endif\r
839                                                         if ( index == 7 || 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
840                                                         {\r
841                                                                 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
842                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
843                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
844                                                                 }\r
845                                                                 if ( this.L最後に再生したHHの実WAV番号.IndexOf( pChip.n整数値・内部番号 ) < 0 )      // チップ音がまだストックされてなければ\r
846                                                                 {\r
847                                                                         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
848                                                                 }\r
849                                                         }\r
850 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
851                                                         }\r
852 #endif\r
853                                                         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
854                                                         return;\r
855                                                 }\r
856                                         case E楽器パート.GUITAR:\r
857 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
858                                                 if (CDTXMania.DTX.bGUITAR演奏で直前のGUITARを消音する) {\r
859 #endif\r
860                                                 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
861 #if TEST_NOTEOFFMODE\r
862                                                 }\r
863 #endif\r
864                                                 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
865                                                 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
866                                                 return;\r
867 \r
868                                         case E楽器パート.BASS:\r
869 #if TEST_NOTEOFFMODE\r
870                                                 if (CDTXMania.DTX.bBASS演奏で直前のBASSを消音する) {\r
871 #endif\r
872                                                 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
873 #if TEST_NOTEOFFMODE\r
874                                                 }\r
875 #endif\r
876                                                 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
877                                                 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
878                                                 return;\r
879                                 }\r
880                         }\r
881                 }\r
882                 protected void tステータスパネルの選択()\r
883                 {\r
884                         if ( CDTXMania.bコンパクトモード )\r
885                         {\r
886                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
887                         }\r
888                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
889                         {\r
890                                 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
891                         }\r
892                 }\r
893                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip );\r
894                 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
895                 {\r
896                         pChip.bHit = true;\r
897                         bool bPChipIsAutoPlay = false;\r
898                         if ( (\r
899                                         ( ( pChip.e楽器パート == E楽器パート.DRUMS ) && CDTXMania.ConfigIni.bAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] ) ||\r
900                                         ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && CDTXMania.ConfigIni.bAutoPlay.Guitar )\r
901                                 ) ||\r
902                                         ( ( pChip.e楽器パート == E楽器パート.BASS ) && CDTXMania.ConfigIni.bAutoPlay.Bass )\r
903                           )\r
904                         {\r
905                                 bPChipIsAutoPlay = true;\r
906                         }\r
907                         else\r
908                         {\r
909                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
910                         }\r
911                         E判定 eJudgeResult = E判定.Auto;\r
912                         switch ( pChip.e楽器パート )\r
913                         {\r
914                                 case E楽器パート.DRUMS:\r
915                                         {\r
916                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Drums;\r
917                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
918                                                 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
919                                         }\r
920                                         break;\r
921 \r
922                                 case E楽器パート.GUITAR:\r
923                                         {\r
924                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Guitar;\r
925                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
926                                                 this.actJudgeString.Start( 10, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
927                                                 break;\r
928                                         }\r
929 \r
930                                 case E楽器パート.BASS:\r
931                                         {\r
932                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Bass;\r
933                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
934                                                 this.actJudgeString.Start( 11, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
935                                         }\r
936                                         break;\r
937                         }\r
938                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
939                         {\r
940                                 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
941                         }\r
942 \r
943                         switch ( pChip.e楽器パート )\r
944                         {\r
945                                 case E楽器パート.DRUMS:\r
946                                         switch ( eJudgeResult )\r
947                                         {\r
948                                                 case E判定.Miss:\r
949                                                 case E判定.Bad:\r
950                                                         this.nヒット数・Auto含む.Drums.Miss++;\r
951                                                         if ( !bPChipIsAutoPlay )\r
952                                                         {\r
953                                                                 this.nヒット数・Auto含まない.Drums.Miss++;\r
954                                                         }\r
955                                                         break;\r
956                                                 default:\r
957                                                         this.nヒット数・Auto含む.Drums[ (int) eJudgeResult ]++;\r
958                                                         if ( !bPChipIsAutoPlay )\r
959                                                         {\r
960                                                                 this.nヒット数・Auto含まない.Drums[ (int) eJudgeResult ]++;\r
961                                                         }\r
962                                                         break;\r
963                                         }\r
964 \r
965                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
966                                         {\r
967                                                 switch ( eJudgeResult )\r
968                                                 {\r
969                                                         case E判定.Perfect:\r
970                                                         case E判定.Great:\r
971                                                         case E判定.Good:\r
972                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
973                                                                 break;\r
974 \r
975                                                         default:\r
976                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
977                                                                 break;\r
978                                                 }\r
979                                         }\r
980                                         break;\r
981 \r
982                                 case E楽器パート.GUITAR:\r
983                                         switch ( eJudgeResult )\r
984                                         {\r
985                                                 case E判定.Miss:\r
986                                                 case E判定.Bad:\r
987                                                         this.nヒット数・Auto含む.Guitar.Miss++;\r
988                                                         if ( !bPChipIsAutoPlay )\r
989                                                         {\r
990                                                                 this.nヒット数・Auto含まない.Guitar.Miss++;\r
991                                                         }\r
992                                                         break;\r
993                                                 default:        // #24068 2011.1.10 ikanick changed\r
994                                                         // #24167 2011.1.16 yyagi changed\r
995                                                         this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
996                                                         if ( !bPChipIsAutoPlay )\r
997                                                         {\r
998                                                                 this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
999                                                         }\r
1000                                                         break;\r
1001                                         }\r
1002                                         switch ( eJudgeResult )\r
1003                                         {\r
1004                                                 case E判定.Perfect:\r
1005                                                 case E判定.Great:\r
1006                                                 case E判定.Good:\r
1007                                                         this.actCombo.n現在のコンボ数.Guitar++;\r
1008                                                         break;\r
1009 \r
1010                                                 default:\r
1011                                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1012                                                         break;\r
1013                                         }\r
1014                                         break;\r
1015 \r
1016                                 case E楽器パート.BASS:\r
1017                                         switch ( eJudgeResult )\r
1018                                         {\r
1019                                                 case E判定.Miss:\r
1020                                                 case E判定.Bad:\r
1021                                                         this.nヒット数・Auto含む.Bass.Miss++;\r
1022                                                         if ( !bPChipIsAutoPlay )\r
1023                                                         {\r
1024                                                                 this.nヒット数・Auto含まない.Bass.Miss++;\r
1025                                                         }\r
1026                                                         break;\r
1027                                                 default:        // #24068 2011.1.10 ikanick changed\r
1028                                                         this.nヒット数・Auto含む.Bass[ (int) eJudgeResult ]++;\r
1029                                                         if ( !bPChipIsAutoPlay )\r
1030                                                         {\r
1031                                                                 this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
1032                                                         }\r
1033                                                         break;\r
1034                                         }\r
1035 \r
1036                                         switch ( eJudgeResult )\r
1037                                         {\r
1038                                                 case E判定.Perfect:\r
1039                                                 case E判定.Great:\r
1040                                                 case E判定.Good:\r
1041                                                         this.actCombo.n現在のコンボ数.Bass++;\r
1042                                                         break;\r
1043 \r
1044                                                 default:\r
1045                                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1046                                                         break;\r
1047                                         }\r
1048                                         break;\r
1049 \r
1050                                 default:\r
1051                                         break;\r
1052                         }\r
1053                         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
1054                         {\r
1055                                 int nCombos = 0;\r
1056                                 switch ( pChip.e楽器パート )\r
1057                                 {\r
1058                                         case E楽器パート.DRUMS:\r
1059                                                 nCombos = this.actCombo.n現在のコンボ数.Drums;\r
1060                                                 break;\r
1061                                         case E楽器パート.GUITAR:\r
1062                                                 nCombos = this.actCombo.n現在のコンボ数.Guitar;\r
1063                                                 break;\r
1064                                         case E楽器パート.BASS:\r
1065                                                 nCombos = this.actCombo.n現在のコンボ数.Bass;\r
1066                                                 break;\r
1067                                 }\r
1068                                 long nScore = this.actScore.Get( pChip.e楽器パート );\r
1069                                 long[] numArray = new long[] { 350L, 200L, 50L, 0L };\r
1070                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1071                                 {\r
1072                                         nScore += numArray[ (int) eJudgeResult ] * nCombos;\r
1073                                 }\r
1074                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1075                                 {\r
1076                                         nScore += numArray[ (int) eJudgeResult ] * 500L;\r
1077                                 }\r
1078                                 this.actScore.Set( pChip.e楽器パート, nScore );\r
1079                         }\r
1080                         return eJudgeResult;\r
1081                 }\r
1082                 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
1083                 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
1084                 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
1085                 {\r
1086                         this.tチップのヒット処理・BadならびにTight時のMiss( part, 0, screenmode );\r
1087                 }\r
1088                 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
1089                 {\r
1090                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1091                         this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1092                         switch ( part )\r
1093                         {\r
1094                                 case E楽器パート.DRUMS:\r
1095                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1096                                         {\r
1097                                                 this.actJudgeString.Start( nLane, CDTXMania.ConfigIni.bAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1098                                         }\r
1099                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1100                                         return;\r
1101 \r
1102                                 case E楽器パート.GUITAR:\r
1103                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1104                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1105                                         return;\r
1106 \r
1107                                 case E楽器パート.BASS:\r
1108                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1109                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1110                                         break;\r
1111 \r
1112                                 default:\r
1113                                         return;\r
1114                         }\r
1115                 }\r
1116         \r
1117                 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
1118                 {\r
1119                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1120                 }\r
1121                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime, int n検索範囲時間ms )\r
1122                 {\r
1123                         nTime += nInputAdjustTime;\r
1124 \r
1125                         int num5;\r
1126                         int num6;\r
1127                         if ( this.n現在のトップChip == -1 )\r
1128                         {\r
1129                                 return null;\r
1130                         }\r
1131                         int count = CDTXMania.DTX.listChip.Count;\r
1132                         int num4 = num5 = this.n現在のトップChip;\r
1133                         if ( this.n現在のトップChip >= count )\r
1134                         {\r
1135                                 num4 = num5 = count - 1;\r
1136                         }\r
1137                         int num2 = num4;\r
1138                         while ( num2 < count )\r
1139                         {\r
1140                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
1141                                 if ( ( !chip.bHit && ( nChannelFlag >= 0x11 ) ) && ( nChannelFlag <= 0x1a ) )\r
1142                                 {\r
1143                                         if ( ( chip.nチャンネル番号 == nChannelFlag ) || ( chip.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
1144                                         {\r
1145                                                 if ( chip.n発声時刻ms > nTime )\r
1146                                                 {\r
1147                                                         break;\r
1148                                                 }\r
1149                                                 num5 = num2;\r
1150                                         }\r
1151                                 }\r
1152                                 else if ( !chip.bHit && ( ( ( nChannelFlag == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 40 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) ) )\r
1153                                 {\r
1154                                         if ( chip.n発声時刻ms > nTime )\r
1155                                         {\r
1156                                                 break;\r
1157                                         }\r
1158                                         num5 = num2;\r
1159                                 }\r
1160                                 else if ( !chip.bHit && ( ( ( nChannelFlag == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 160 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) ) )\r
1161                                 {\r
1162                                         if ( chip.n発声時刻ms > nTime )\r
1163                                         {\r
1164                                                 break;\r
1165                                         }\r
1166                                         num5 = num2;\r
1167                                 }\r
1168                                 num2++;\r
1169                         }\r
1170                         int num3 = num5;\r
1171                         while ( num3 >= 0 )\r
1172                         {\r
1173                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
1174                                 if ( ( ( ( !chip2.bHit && ( nChannelFlag >= 0x11 ) ) && ( ( nChannelFlag <= 0x1a ) && ( ( chip2.nチャンネル番号 == nChannelFlag ) || ( chip2.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) ) ) ) || ( !chip2.bHit && ( ( ( nChannelFlag == 0x2f ) && ( chip2.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 40 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) ) ) ) || ( !chip2.bHit && ( ( ( nChannelFlag == 0xaf ) && ( chip2.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 160 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) ) ) )\r
1175                                 {\r
1176                                         break;\r
1177                                 }\r
1178                                 num3--;\r
1179                         }\r
1180                         if ( ( num2 == count ) && ( num3 < 0 ) )\r
1181                         {\r
1182                                 return null;\r
1183                         }\r
1184                         CDTX.CChip chip3 = null;\r
1185                         if ( num2 == count )\r
1186                         {\r
1187                                 chip3 = CDTXMania.DTX.listChip[ num3 ];\r
1188                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1189                         }\r
1190                         else if ( num3 < 0 )\r
1191                         {\r
1192                                 chip3 = CDTXMania.DTX.listChip[ num2 ];\r
1193                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1194                         }\r
1195                         else\r
1196                         {\r
1197                                 int num7 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num2 ].n発声時刻ms ) );\r
1198                                 int num8 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num3 ].n発声時刻ms ) );\r
1199                                 if ( num7 < num8 )\r
1200                                 {\r
1201                                         chip3 = CDTXMania.DTX.listChip[ num2 ];\r
1202                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1203                                 }\r
1204                                 else\r
1205                                 {\r
1206                                         chip3 = CDTXMania.DTX.listChip[ num3 ];\r
1207                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1208                                 }\r
1209                         }\r
1210                         if ( ( n検索範囲時間ms > 0 ) && ( num6 > n検索範囲時間ms ) )\r
1211                         {\r
1212                                 return null;\r
1213                         }\r
1214                         return chip3;\r
1215                 }\r
1216                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1217                 {\r
1218                         int nInputAdjustTime = this.bIsAutoPlay.Guitar ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1219                         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
1220                         return this.r次にくるギターChip;\r
1221                 }\r
1222                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1223                 {\r
1224                         int nInputAdjustTime = this.bIsAutoPlay.Bass ? 0 : this.nInputAdjustTimeMs.Bass;\r
1225                         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
1226                         return this.r次にくるベースChip;\r
1227                 }\r
1228 \r
1229                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1230                 {\r
1231                         int part, offset = plusminus;\r
1232                         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
1233                         {\r
1234                                 part = (int) E楽器パート.GUITAR;\r
1235                         }\r
1236                         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
1237                         {\r
1238                                 part = (int) E楽器パート.BASS;\r
1239                         }\r
1240                         else    // Drums InputAdjustTime\r
1241                         {\r
1242                                 part = (int) E楽器パート.DRUMS;\r
1243                         }\r
1244                         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
1245                         {\r
1246                                 offset *= 10;\r
1247                         }\r
1248 \r
1249                         this.nInputAdjustTimeMs[ part ] += offset;\r
1250                         if ( this.nInputAdjustTimeMs[ part ] > 0 )\r
1251                         {\r
1252                                 this.nInputAdjustTimeMs[ part ] = 0;\r
1253                         }\r
1254                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1255                         {\r
1256                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1257                         }\r
1258                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1259                 }\r
1260 \r
1261                 protected abstract void t入力処理・ドラム();\r
1262 //              protected abstract void t入力処理・ギター();\r
1263 //              protected abstract void t入力処理・ベース();\r
1264                 protected abstract void ドラムスクロール速度アップ();\r
1265                 protected abstract void ドラムスクロール速度ダウン();\r
1266                 protected void tキー入力()\r
1267                 {\r
1268                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1269                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1270                                 ( 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
1271                         {       // shift+f1 (pause)\r
1272                                 this.bPAUSE = !this.bPAUSE;\r
1273                                 if ( this.bPAUSE )\r
1274                                 {\r
1275                                         CDTXMania.Timer.t一時停止();\r
1276                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1277                                 }\r
1278                                 else\r
1279                                 {\r
1280                                         CDTXMania.Timer.t再開();\r
1281                                         CDTXMania.DTX.t全チップの再生再開();\r
1282                                 }\r
1283                         }\r
1284                         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
1285                         {\r
1286                                 this.t入力処理・ドラム();\r
1287                                 this.t入力処理・ギター();\r
1288                                 this.t入力処理・ベース();\r
1289                                 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
1290                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1291                                         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
1292                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1293                                 }\r
1294                                 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
1295                                 {       // shift + DownArrow (BGMAdjust)\r
1296                                         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
1297                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1298                                 }\r
1299                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1300                                 {       // UpArrow(scrollspeed up)\r
1301                                         ドラムスクロール速度アップ();\r
1302                                 }\r
1303                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1304                                 {       // DownArrow (scrollspeed down)\r
1305                                         ドラムスクロール速度ダウン();\r
1306                                 }\r
1307                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1308                                 {       // del (debug info)\r
1309                                         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
1310                                 }\r
1311                                 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
1312                                 {\r
1313                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1314                                 }\r
1315                                 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
1316                                 {\r
1317                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1318                                 }\r
1319                                 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
1320                                 {       // escape (exit)\r
1321                                         this.actFO.tフェードアウト開始();\r
1322                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1323                                         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
1324                                 }\r
1325                         }\r
1326                 }\r
1327 \r
1328                 protected void t入力メソッド記憶( E楽器パート part )\r
1329                 {\r
1330                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1331                         {\r
1332                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1333                         }\r
1334                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1335                         {\r
1336                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1337                         }\r
1338                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1339                         {\r
1340                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1341                         }\r
1342                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1343                         {\r
1344                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1345                         }\r
1346                 }\r
1347 \r
1348 \r
1349                 protected abstract void t進行描画・AVI();\r
1350                 protected void t進行描画・AVI(int x, int y)\r
1351                 {\r
1352                         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
1353                         {\r
1354                                 this.actAVI.t進行描画( x, y );\r
1355                         }\r
1356                 }\r
1357                 protected abstract void t進行描画・BGA();\r
1358                 protected void t進行描画・BGA(int x, int y)\r
1359                 {\r
1360                         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
1361                         {\r
1362                                 this.actBGA.t進行描画( x, y );\r
1363                         }\r
1364                 }\r
1365                 protected abstract void t進行描画・DANGER();\r
1366                 protected void t進行描画・MIDIBGM()\r
1367                 {\r
1368                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1369                         {\r
1370                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1371                         }\r
1372                 }\r
1373                 protected void t進行描画・RGBボタン()\r
1374                 {\r
1375                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1376                         {\r
1377                                 this.actRGB.On進行描画();\r
1378                         }\r
1379                 }\r
1380                 protected void t進行描画・STAGEFAILED()\r
1381                 {\r
1382                         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
1383                         {\r
1384                                 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
1385                                 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
1386                                 this.actFO.tフェードアウト開始();\r
1387                         }\r
1388                 }\r
1389                 protected void t進行描画・WailingBonus()\r
1390                 {\r
1391                         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
1392                         {\r
1393                                 this.actWailingBonus.On進行描画();\r
1394                         }\r
1395                 }\r
1396                 protected abstract void t進行描画・Wailing枠();\r
1397                 protected void t進行描画・Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1398                 {\r
1399                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1400                         {\r
1401                                 if ( CDTXMania.DTX.bチップがある.Guitar && ( this.txWailing枠 != null ) )\r
1402                                 {\r
1403                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1404                                 }\r
1405                                 if ( CDTXMania.DTX.bチップがある.Bass && ( this.txWailing枠 != null ) )\r
1406                                 {\r
1407                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1408                                 }\r
1409                         }\r
1410                 }\r
1411 \r
1412 \r
1413                 protected void t進行描画・チップファイアGB()\r
1414                 {\r
1415                         this.actChipFireGB.On進行描画();\r
1416                 }\r
1417                 protected abstract void t進行描画・パネル文字列();\r
1418                 protected void t進行描画・パネル文字列(int x, int y)\r
1419                 {\r
1420                         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
1421                         {\r
1422                                 this.actPanel.t進行描画( x, y );\r
1423                         }\r
1424                 }\r
1425                 protected void tパネル文字列の設定()\r
1426                 {\r
1427                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1428                 }\r
1429 \r
1430 \r
1431                 protected void t進行描画・ゲージ()\r
1432                 {\r
1433                         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
1434                         {\r
1435                                 this.actGauge.On進行描画();\r
1436                         }\r
1437                 }\r
1438                 protected void t進行描画・コンボ()\r
1439                 {\r
1440                         this.actCombo.On進行描画();\r
1441                 }\r
1442                 protected void t進行描画・スコア()\r
1443                 {\r
1444                         this.actScore.On進行描画();\r
1445                 }\r
1446                 protected void t進行描画・ステータスパネル()\r
1447                 {\r
1448                         this.actStatusPanels.On進行描画();\r
1449                 }\r
1450                 protected bool t進行描画・チップ( E楽器パート ePlayMode )\r
1451                 {\r
1452                         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
1453                         {\r
1454                                 return true;\r
1455                         }\r
1456                         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
1457                         {\r
1458                                 return true;\r
1459                         }\r
1460                         int nCurrentTopChip = this.n現在のトップChip;\r
1461                         if ( nCurrentTopChip == -1 )\r
1462                         {\r
1463                                 return true;\r
1464                         }\r
1465 \r
1466                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1467                         double speed = 234.0;   // BPM150の時の1小節の長さ[dot]\r
1468 \r
1469                         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
1470                         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
1471                         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
1472 \r
1473                         CDTX dTX = CDTXMania.DTX;\r
1474                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1475                         while ( nCurrentTopChip < dTX.listChip.Count )\r
1476                         {\r
1477                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1478                                 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
1479                                 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
1480                                 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
1481                                 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
1482                                 {\r
1483                                         break;\r
1484                                 }\r
1485                                 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
1486                                 {\r
1487                                         this.n現在のトップChip++;\r
1488                                         nCurrentTopChip = this.n現在のトップChip;\r
1489                                         continue;\r
1490                                 }\r
1491 \r
1492                                 bool bPChipIsAutoPlay = false;\r
1493                                 if ( (\r
1494                                                 ( ( pChip.e楽器パート == E楽器パート.DRUMS ) && CDTXMania.ConfigIni.bAutoPlay[ this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ] ] ) ||\r
1495                                                 ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && CDTXMania.ConfigIni.bAutoPlay.Guitar )\r
1496                                         ) ||\r
1497                                                 ( ( pChip.e楽器パート == E楽器パート.BASS ) && CDTXMania.ConfigIni.bAutoPlay.Bass )\r
1498                                   )\r
1499                                 //                              if ((pChip.e楽器パート == E楽器パート.DRUMS) && CDTXMania.ConfigIni.bAutoPlay[this.nチャンネル0Atoレーン07[pChip.nチャンネル番号 - 0x11]])\r
1500                                 {\r
1501                                         bPChipIsAutoPlay = true;\r
1502                                 }\r
1503 \r
1504                                 int nInputAdjustTime = 0;\r
1505                                 if ( bPChipIsAutoPlay )\r
1506                                 {\r
1507                                         //nInputAdjustTime = 0;\r
1508                                 }\r
1509                                 else if ( pChip.e楽器パート == E楽器パート.UNKNOWN )\r
1510                                 {\r
1511                                         //nInputAdjustTime = 0;\r
1512                                 }\r
1513                                 else\r
1514                                 {\r
1515                                         nInputAdjustTime = this.nInputAdjustTimeMs[ (int) pChip.e楽器パート ];\r
1516                                 }\r
1517 \r
1518                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1519                                         ( ( 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
1520                                 {\r
1521                                         this.tチップのヒット処理( CDTXMania.Timer.n現在時刻, pChip );\r
1522                                 }\r
1523                                 switch ( pChip.nチャンネル番号 )\r
1524                                 {\r
1525                                         case 0x01:      // BGM\r
1526                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1527                                                 {\r
1528                                                         pChip.bHit = true;\r
1529                                                         if ( configIni.bBGM音を発声する )\r
1530                                                         {\r
1531                                                                 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
1532                                                         }\r
1533                                                 }\r
1534                                                 break;\r
1535 \r
1536                                         case 0x03:      // BPM変更\r
1537                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1538                                                 {\r
1539                                                         pChip.bHit = true;\r
1540                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1541                                                 }\r
1542                                                 break;\r
1543 \r
1544                                         case 0x04:      // レイヤーBGA\r
1545                                         case 0x07:\r
1546                                         case 0x55:\r
1547                                         case 0x56:\r
1548                                         case 0x57:\r
1549                                         case 0x58:\r
1550                                         case 0x59:\r
1551                                         case 0x60:\r
1552                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1553                                                 {\r
1554                                                         pChip.bHit = true;\r
1555                                                         if ( configIni.bBGA有効 )\r
1556                                                         {\r
1557                                                                 switch ( pChip.eBGA種別 )\r
1558                                                                 {\r
1559                                                                         case EBGA種別.BMPTEX:\r
1560                                                                                 if ( pChip.rBMPTEX != null )\r
1561                                                                                 {\r
1562                                                                                         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
1563                                                                                 }\r
1564                                                                                 break;\r
1565 \r
1566                                                                         case EBGA種別.BGA:\r
1567                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1568                                                                                 {\r
1569                                                                                         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
1570                                                                                 }\r
1571                                                                                 break;\r
1572 \r
1573                                                                         case EBGA種別.BGAPAN:\r
1574                                                                                 if ( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1575                                                                                 {\r
1576                                                                                         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
1577                                                                                 }\r
1578                                                                                 break;\r
1579 \r
1580                                                                         default:\r
1581                                                                                 if ( pChip.rBMP != null )\r
1582                                                                                 {\r
1583                                                                                         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
1584                                                                                 }\r
1585                                                                                 break;\r
1586                                                                 }\r
1587                                                         }\r
1588                                                 }\r
1589                                                 break;\r
1590 \r
1591                                         case 0x08:      // BPM変更(拡張)\r
1592                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1593                                                 {\r
1594                                                         pChip.bHit = true;\r
1595                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値・内部番号 ) )\r
1596                                                         {\r
1597                                                                 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
1598                                                         }\r
1599                                                 }\r
1600                                                 break;\r
1601 \r
1602                                         case 0x11:      // ドラム演奏\r
1603                                         case 0x12:\r
1604                                         case 0x13:\r
1605                                         case 0x14:\r
1606                                         case 0x15:\r
1607                                         case 0x16:\r
1608                                         case 0x17:\r
1609                                         case 0x18:\r
1610                                         case 0x19:\r
1611                                         case 0x1a:\r
1612                                                 this.t進行描画・チップ・ドラムス( configIni, ref dTX, ref pChip );\r
1613                                                 break;\r
1614 \r
1615                                         case 0x1f:      // フィルインサウンド(ドラム)\r
1616                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1617                                                 {\r
1618                                                         pChip.bHit = true;\r
1619                                                         this.r現在の歓声Chip.Drums = pChip;\r
1620                                                 }\r
1621                                                 break;\r
1622 \r
1623                                         case 0x20:      // ギター演奏\r
1624                                         case 0x21:\r
1625                                         case 0x22:\r
1626                                         case 0x23:\r
1627                                         case 0x24:\r
1628                                         case 0x25:\r
1629                                         case 0x26:\r
1630                                         case 0x27:\r
1631                                                 this.t進行描画・チップ・ギター( configIni, ref dTX, ref pChip );\r
1632                                                 break;\r
1633 \r
1634                                         case 0x28:      // ウェイリング(ギター)\r
1635                                                 this.t進行描画・チップ・ギター・ウェイリング( configIni, ref dTX, ref pChip );\r
1636                                                 break;\r
1637 \r
1638                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
1639                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1640                                                 {\r
1641                                                         pChip.bHit = true;\r
1642                                                         this.r現在の歓声Chip.Guitar = pChip;\r
1643                                                 }\r
1644                                                 break;\r
1645 \r
1646                                         case 0x31:      // 不可視チップ配置(ドラム)\r
1647                                         case 0x32:\r
1648                                         case 0x33:\r
1649                                         case 0x34:\r
1650                                         case 0x35:\r
1651                                         case 0x36:\r
1652                                         case 0x37:\r
1653                                         case 0x38:\r
1654                                         case 0x39:\r
1655                                         case 0x3a:\r
1656                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1657                                                 {\r
1658                                                         pChip.bHit = true;\r
1659                                                 }\r
1660                                                 break;\r
1661 \r
1662                                         case 0x50:      // 小節線\r
1663                                                 {\r
1664                                                         this.t進行描画・チップ・小節線( configIni, ref dTX, ref pChip );\r
1665                                                         break;\r
1666                                                 }\r
1667                                         case 0x51:      // 拍線\r
1668                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1669                                                 {\r
1670                                                         pChip.bHit = true;\r
1671                                                 }\r
1672                                                 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
1673                                                 {\r
1674                                                         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
1675                                                 }\r
1676                                                 break;\r
1677 \r
1678                                         case 0x52:      // MIDIコーラス\r
1679                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1680                                                 {\r
1681                                                         pChip.bHit = true;\r
1682                                                 }\r
1683                                                 break;\r
1684 \r
1685                                         case 0x53:      // フィルイン\r
1686                                                 this.t進行描画・チップ・フィルイン( configIni, ref dTX, ref pChip );\r
1687                                                 break;\r
1688 \r
1689                                         case 0x54:      // 動画再生\r
1690                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1691                                                 {\r
1692                                                         pChip.bHit = true;\r
1693                                                         if ( configIni.bAVI有効 )\r
1694                                                         {\r
1695                                                                 switch ( pChip.eAVI種別 )\r
1696                                                                 {\r
1697                                                                         case EAVI種別.AVI:\r
1698                                                                                 if ( pChip.rAVI != null )\r
1699                                                                                 {\r
1700                                                                                         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
1701                                                                                 }\r
1702                                                                                 break;\r
1703 \r
1704                                                                         case EAVI種別.AVIPAN:\r
1705                                                                                 if ( pChip.rAVIPan != null )\r
1706                                                                                 {\r
1707                                                                                         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
1708                                                                                 }\r
1709                                                                                 break;\r
1710                                                                 }\r
1711                                                         }\r
1712                                                 }\r
1713                                                 break;\r
1714 \r
1715                                         case 0x61:\r
1716                                         case 0x62:\r
1717                                         case 0x63:\r
1718                                         case 0x64:      // 自動再生(BGM, SE)\r
1719                                         case 0x65:\r
1720                                         case 0x66:\r
1721                                         case 0x67:\r
1722                                         case 0x68:\r
1723                                         case 0x69:\r
1724                                         case 0x70:\r
1725                                         case 0x71:\r
1726                                         case 0x72:\r
1727                                         case 0x73:\r
1728                                         case 0x74:\r
1729                                         case 0x75:\r
1730                                         case 0x76:\r
1731                                         case 0x77:\r
1732                                         case 0x78:\r
1733                                         case 0x79:\r
1734                                         case 0x80:\r
1735                                         case 0x81:\r
1736                                         case 0x82:\r
1737                                         case 0x83:\r
1738                                         case 0x84:\r
1739                                         case 0x85:\r
1740                                         case 0x86:\r
1741                                         case 0x87:\r
1742                                         case 0x88:\r
1743                                         case 0x89:\r
1744                                         case 0x90:\r
1745                                         case 0x91:\r
1746                                         case 0x92:\r
1747                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1748                                                 {\r
1749                                                         pChip.bHit = true;\r
1750                                                         if ( configIni.bBGM音を発声する )\r
1751                                                         {\r
1752                                                                 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
1753                                                                 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
1754                                                                 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
1755                                                         }\r
1756                                                 }\r
1757                                                 break;\r
1758 \r
1759                                         case 0xa0:      // ベース演奏\r
1760                                         case 0xa1:\r
1761                                         case 0xa2:\r
1762                                         case 0xa3:\r
1763                                         case 0xa4:\r
1764                                         case 0xa5:\r
1765                                         case 0xa6:\r
1766                                         case 0xa7:\r
1767                                                 this.t進行描画・チップ・ベース( configIni, ref dTX, ref pChip );\r
1768                                                 break;\r
1769 \r
1770                                         case 0xa8:      // ウェイリング(ベース)\r
1771                                                 this.t進行描画・チップ・ベース・ウェイリング( configIni, ref dTX, ref pChip );\r
1772                                                 break;\r
1773 \r
1774                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
1775                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1776                                                 {\r
1777                                                         pChip.bHit = true;\r
1778                                                         this.r現在の歓声Chip.Bass = pChip;\r
1779                                                 }\r
1780                                                 break;\r
1781 \r
1782                                         case 0xb1:      // 空打ち音設定(ドラム)\r
1783                                         case 0xb2:\r
1784                                         case 0xb3:\r
1785                                         case 0xb4:\r
1786                                         case 0xb5:\r
1787                                         case 0xb6:\r
1788                                         case 0xb7:\r
1789                                         case 0xb8:\r
1790                                         case 0xb9:\r
1791                                         case 0xbc:\r
1792                                                 this.t進行描画・チップ・空打ち音設定・ドラム( configIni, ref dTX, ref pChip );\r
1793                                                 break;\r
1794 \r
1795                                         case 0xba:      // 空打ち音設定(ギター)\r
1796                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1797                                                 {\r
1798                                                         pChip.bHit = true;\r
1799                                                         this.r現在の空うちギターChip = pChip;\r
1800                                                         pChip.nチャンネル番号 = 0x20;\r
1801                                                 }\r
1802                                                 break;\r
1803 \r
1804                                         case 0xbb:      // 空打ち音設定(ベース)\r
1805                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1806                                                 {\r
1807                                                         pChip.bHit = true;\r
1808                                                         this.r現在の空うちベースChip = pChip;\r
1809                                                         pChip.nチャンネル番号 = 0xA0;\r
1810                                                 }\r
1811                                                 break;\r
1812 \r
1813                                         case 0xc4:\r
1814                                         case 0xc7:\r
1815                                         case 0xd5:\r
1816                                         case 0xd6:      // BGA画像入れ替え\r
1817                                         case 0xd7:\r
1818                                         case 0xd8:\r
1819                                         case 0xd9:\r
1820                                         case 0xe0:\r
1821                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1822                                                 {\r
1823                                                         pChip.bHit = true;\r
1824                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
1825                                                         {\r
1826                                                                 for ( int i = 0; i < 8; i++ )\r
1827                                                                 {\r
1828                                                                         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
1829                                                                         {\r
1830                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
1831                                                                         }\r
1832                                                                 }\r
1833                                                         }\r
1834                                                 }\r
1835                                                 break;\r
1836 \r
1837                                         default:\r
1838                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1839                                                 {\r
1840                                                         pChip.bHit = true;\r
1841                                                 }\r
1842                                                 break;\r
1843                                 }\r
1844 \r
1845                                 nCurrentTopChip++;\r
1846                         }\r
1847                         return false;\r
1848                 }\r
1849                 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
1850                 protected abstract void t進行描画・チップ・ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1851                 protected abstract 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
1852                 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
1853                 protected abstract void t進行描画・チップ・小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1854                 protected abstract void t進行描画・チップ・ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1855                 protected abstract 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
1856                 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
1857                 protected void t進行描画・チップアニメ()\r
1858                 {\r
1859                         for ( int i = 0; i < 3; i++ )                   // drums: 0-3 gt/bs: 1-3\r
1860                         {\r
1861                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
1862                                 {\r
1863                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
1864                                 }\r
1865                         }\r
1866                         this.ctWailingチップ模様アニメ.t進行Loop();\r
1867                 }\r
1868 \r
1869                 protected bool t進行描画・フェードイン・アウト()\r
1870                 {\r
1871                         switch ( base.eフェーズID )\r
1872                         {\r
1873                                 case CStage.Eフェーズ.共通_フェードイン:\r
1874                                         if ( this.actFI.On進行描画() != 0 )\r
1875                                         {\r
1876                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
1877                                         }\r
1878                                         break;\r
1879 \r
1880                                 case CStage.Eフェーズ.共通_フェードアウト:\r
1881                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
1882                                         if ( this.actFO.On進行描画() != 0 )\r
1883                                         {\r
1884                                                 return true;\r
1885                                         }\r
1886                                         break;\r
1887 \r
1888                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
1889                                         if ( this.actFOClear.On進行描画() == 0 )\r
1890                                         {\r
1891                                                 break;\r
1892                                         }\r
1893                                         return true;\r
1894                 \r
1895                         }\r
1896                         return false;\r
1897                 }\r
1898                 protected void t進行描画・レーンフラッシュD()\r
1899                 {\r
1900                         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
1901                         {\r
1902                                 this.actLaneFlushD.On進行描画();\r
1903                         }\r
1904                 }\r
1905                 protected void t進行描画・レーンフラッシュGB()\r
1906                 {\r
1907                         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
1908                         {\r
1909                                 this.actLaneFlushGB.On進行描画();\r
1910                         }\r
1911                 }\r
1912                 protected abstract void t進行描画・演奏情報();\r
1913                 protected void t進行描画・演奏情報(int x, int y)\r
1914                 {\r
1915                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
1916                         {\r
1917                                 this.actPlayInfo.t進行描画( x, y );\r
1918                         }\r
1919                 }\r
1920                 protected void t進行描画・背景()\r
1921                 {\r
1922                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
1923                         {\r
1924                                 if ( this.tx背景 != null )\r
1925                                 {\r
1926                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
1927                                 }\r
1928                         }\r
1929                         else\r
1930                         {\r
1931                                 CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
1932                         }\r
1933                 }\r
1934 \r
1935                 protected void t進行描画・判定ライン()\r
1936                 {\r
1937                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1938                         {\r
1939                                 int y = CDTXMania.ConfigIni.bReverse.Drums ? 0x35 : 0x1a3;\r
1940                                 for ( int i = 0x20; i < 0x14f; i += 8 )\r
1941                                 {\r
1942                                         if ( this.txヒットバー != null )\r
1943                                         {\r
1944                                                 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
1945                                         }\r
1946                                 }\r
1947                         }\r
1948                 }\r
1949                 protected void t進行描画・判定文字列()\r
1950                 {\r
1951                         this.actJudgeString.On進行描画();\r
1952                 }\r
1953                 protected void t進行描画・判定文字列1・通常位置指定の場合()\r
1954                 {\r
1955                         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
1956                         {\r
1957                                 this.actJudgeString.On進行描画();\r
1958                         }\r
1959                 }\r
1960                 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
1961                 {\r
1962                         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
1963                         {\r
1964                                 this.actJudgeString.On進行描画();\r
1965                         }\r
1966                 }\r
1967 \r
1968                 protected void t進行描画・譜面スクロール速度()\r
1969                 {\r
1970                         this.act譜面スクロール速度.On進行描画();\r
1971                 }\r
1972 \r
1973                 protected abstract void t背景テクスチャの生成();\r
1974                 protected void t背景テクスチャの生成( string DefaultBgFilename, Rectangle bgrect, string bgfilename )\r
1975                 {\r
1976                         Bitmap image = null;\r
1977                         bool flag = true;\r
1978 \r
1979                         if ( bgfilename != null && File.Exists( bgfilename ) )\r
1980                         {\r
1981                                 try\r
1982                                 {\r
1983                                         Bitmap bitmap2 = null;\r
1984                                         bitmap2 = new Bitmap( bgfilename );\r
1985                                         if ( ( bitmap2.Size.Width == 0 ) && ( bitmap2.Size.Height == 0 ) )\r
1986                                         {\r
1987                                                 this.tx背景 = null;\r
1988                                                 return;\r
1989                                         }\r
1990                                         Bitmap bitmap3 = new Bitmap( 640, 480 );\r
1991                                         Graphics graphics = Graphics.FromImage( bitmap3 );\r
1992                                         for ( int i = 0; i < 480; i += bitmap2.Size.Height )\r
1993                                         {\r
1994                                                 for ( int j = 0; j < 640; j += bitmap2.Size.Width )\r
1995                                                 {\r
1996                                                         graphics.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
1997                                                 }\r
1998                                         }\r
1999                                         graphics.Dispose();\r
2000                                         bitmap2.Dispose();\r
2001                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );\r
2002                                         graphics = Graphics.FromImage( image );\r
2003                                         ColorMatrix matrix2 = new ColorMatrix();\r
2004                                         matrix2.Matrix00 = 1f;\r
2005                                         matrix2.Matrix11 = 1f;\r
2006                                         matrix2.Matrix22 = 1f;\r
2007                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
2008                                         matrix2.Matrix44 = 1f;\r
2009                                         ColorMatrix newColorMatrix = matrix2;\r
2010                                         ImageAttributes imageAttr = new ImageAttributes();\r
2011                                         imageAttr.SetColorMatrix( newColorMatrix );\r
2012                                         graphics.DrawImage( bitmap3, new Rectangle( 0, 0, 640, 480 ), 0, 0, 640, 480, GraphicsUnit.Pixel, imageAttr );\r
2013                                         imageAttr.Dispose();\r
2014                                         graphics.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
2015                                         graphics.Dispose();\r
2016                                         bitmap3.Dispose();\r
2017                                         flag = false;\r
2018                                 }\r
2019                                 catch\r
2020                                 {\r
2021                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2022                                 }\r
2023                         }\r
2024                         if ( flag )\r
2025                         {\r
2026                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
2027                                 try\r
2028                                 {\r
2029                                         image = new Bitmap( bgfilename );\r
2030                                 }\r
2031                                 catch\r
2032                                 {\r
2033                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2034                                         this.tx背景 = null;\r
2035                                         return;\r
2036                                 }\r
2037                         }\r
2038                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) )\r
2039                         {\r
2040                                 Graphics graphics2 = Graphics.FromImage( image );\r
2041                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
2042                                 graphics2.Dispose();\r
2043                         }\r
2044                         try\r
2045                         {\r
2046                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
2047                         }\r
2048                         catch ( CTextureCreateFailedException )\r
2049                         {\r
2050                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
2051                                 this.tx背景 = null;\r
2052                         }\r
2053                         image.Dispose();\r
2054                 }\r
2055 \r
2056                 protected virtual void t入力処理・ギター()\r
2057                 {\r
2058                         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
2059                         {\r
2060                                 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
2061                         }\r
2062                         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
2063                         {\r
2064                                 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
2065                         }\r
2066 \r
2067                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Guitar )\r
2068                         {\r
2069                                 if ( bIsAutoPlay.Guitar )\r
2070                                 {\r
2071                                         CDTX.CChip chip = this.r次にくるギターChipを更新して返す();\r
2072                                         if ( chip != null )\r
2073                                         {\r
2074                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2075                                                 {\r
2076                                                         this.actLaneFlushGB.Start( 0 );\r
2077                                                         this.actRGB.Push( 0 );\r
2078                                                 }\r
2079                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2080                                                 {\r
2081                                                         this.actLaneFlushGB.Start( 1 );\r
2082                                                         this.actRGB.Push( 1 );\r
2083                                                 }\r
2084                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2085                                                 {\r
2086                                                         this.actLaneFlushGB.Start( 2 );\r
2087                                                         this.actRGB.Push( 2 );\r
2088                                                 }\r
2089                                         }\r
2090                                 }\r
2091                                 else\r
2092                                 {\r
2093                                         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
2094                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2095                                         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
2096                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2097                                         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
2098                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2099                                         int flagRGB = flagR | flagG | flagB;\r
2100                                         if ( flagR != 0 )\r
2101                                         {\r
2102                                                 this.actLaneFlushGB.Start( 0 );\r
2103                                                 this.actRGB.Push( 0 );\r
2104                                         }\r
2105                                         if ( flagG != 0 )\r
2106                                         {\r
2107                                                 this.actLaneFlushGB.Start( 1 );\r
2108                                                 this.actRGB.Push( 1 );\r
2109                                         }\r
2110                                         if ( flagB != 0 )\r
2111                                         {\r
2112                                                 this.actLaneFlushGB.Start( 2 );\r
2113                                                 this.actRGB.Push( 2 );\r
2114                                         }\r
2115                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Pick );\r
2116                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2117                                         {\r
2118                                                 foreach ( STInputEvent event2 in events )\r
2119                                                 {\r
2120                                                         CDTX.CChip chip4;\r
2121                                                         if ( !event2.b押された )\r
2122                                                         {\r
2123                                                                 continue;\r
2124                                                         }\r
2125                                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2126                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2127                                                         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
2128                                                         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
2129                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2130                                                         {\r
2131                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2132                                                                 {\r
2133                                                                         this.actChipFireGB.Start( 0 );\r
2134                                                                 }\r
2135                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2136                                                                 {\r
2137                                                                         this.actChipFireGB.Start( 1 );\r
2138                                                                 }\r
2139                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2140                                                                 {\r
2141                                                                         this.actChipFireGB.Start( 2 );\r
2142                                                                 }\r
2143                                                                 this.tチップのヒット処理( nTime, pChip );\r
2144                                                                 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
2145                                                                 CDTX.CChip item = this.r指定時刻に一番近い未ヒットChip( nTime, 40, this.nInputAdjustTimeMs.Guitar, 140 );\r
2146                                                                 if ( item != null )\r
2147                                                                 {\r
2148                                                                         this.queWailing.Guitar.Enqueue( item );\r
2149                                                                 }\r
2150                                                                 continue;\r
2151                                                         }\r
2152                                                         if ( ( ( chip4 = this.r現在の空うちギターChip ) != null ) || ( ( chip4 = 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
2153                                                         {\r
2154                                                                 this.tサウンド再生( chip4, 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
2155                                                         }\r
2156                                                         if ( !CDTXMania.ConfigIni.bLight.Guitar )\r
2157                                                         {\r
2158                                                                 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
2159                                                         }\r
2160                                                 }\r
2161                                         }\r
2162                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Wail );\r
2163                                         if ( ( list2 != null ) && ( list2.Count > 0 ) )\r
2164                                         {\r
2165                                                 foreach ( STInputEvent event3 in list2 )\r
2166                                                 {\r
2167                                                         CDTX.CChip chip5;\r
2168                                                         if ( !event3.b押された )\r
2169                                                         {\r
2170                                                                 continue;\r
2171                                                         }\r
2172                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2173                                                         while ( ( this.queWailing.Guitar.Count > 0 ) && ( ( chip5 = this.queWailing.Guitar.Dequeue() ) != null ) )\r
2174                                                         {\r
2175                                                                 if ( ( num6 - chip5.n発声時刻ms ) <= 1000 )         // #24245 2011.1.26 yyagi: 800 -> 1000\r
2176                                                                 {\r
2177                                                                         chip5.bHit = true;\r
2178                                                                         this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
2179                                                                         if ( !bIsAutoPlay.Guitar )\r
2180                                                                         {\r
2181                                                                                 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
2182                                                                                 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
2183                                                                         }\r
2184                                                                 }\r
2185                                                         }\r
2186                                                 }\r
2187                                         }\r
2188                                 }\r
2189                         }\r
2190                 }\r
2191                 protected virtual void t入力処理・ベース()\r
2192                 {\r
2193                         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
2194                         {\r
2195                                 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
2196                         }\r
2197                         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
2198                         {\r
2199                                 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
2200                         }\r
2201 \r
2202                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Bass )\r
2203                         {\r
2204                                 if ( bIsAutoPlay.Bass )\r
2205                                 {\r
2206                                         CDTX.CChip chip = this.r次にくるベースChipを更新して返す();\r
2207                                         if ( chip != null )\r
2208                                         {\r
2209                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2210                                                 {\r
2211                                                         this.actLaneFlushGB.Start( 3 );\r
2212                                                         this.actRGB.Push( 3 );\r
2213                                                 }\r
2214                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2215                                                 {\r
2216                                                         this.actLaneFlushGB.Start( 4 );\r
2217                                                         this.actRGB.Push( 4 );\r
2218                                                 }\r
2219                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2220                                                 {\r
2221                                                         this.actLaneFlushGB.Start( 5 );\r
2222                                                         this.actRGB.Push( 5 );\r
2223                                                 }\r
2224                                         }\r
2225                                 }\r
2226                                 else\r
2227                                 {\r
2228                                         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
2229                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2230                                         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
2231                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2232                                         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
2233                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2234                                         int flagRGB = flagR | flagG | flagB;\r
2235                                         if ( flagR != 0 )\r
2236                                         {\r
2237                                                 this.actLaneFlushGB.Start( 3 );\r
2238                                                 this.actRGB.Push( 3 );\r
2239                                         }\r
2240                                         if ( flagG != 0 )\r
2241                                         {\r
2242                                                 this.actLaneFlushGB.Start( 4 );\r
2243                                                 this.actRGB.Push( 4 );\r
2244                                         }\r
2245                                         if ( flagB != 0 )\r
2246                                         {\r
2247                                                 this.actLaneFlushGB.Start( 5 );\r
2248                                                 this.actRGB.Push( 5 );\r
2249                                         }\r
2250                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Pick );\r
2251                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2252                                         {\r
2253                                                 foreach ( STInputEvent event2 in events )\r
2254                                                 {\r
2255                                                         CDTX.CChip chip4;\r
2256                                                         if ( !event2.b押された )\r
2257                                                         {\r
2258                                                                 continue;\r
2259                                                         }\r
2260                                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2261                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2262                                                         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
2263                                                         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
2264                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2265                                                         {\r
2266                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2267                                                                 {\r
2268                                                                         this.actChipFireGB.Start( 3 );\r
2269                                                                 }\r
2270                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2271                                                                 {\r
2272                                                                         this.actChipFireGB.Start( 4 );\r
2273                                                                 }\r
2274                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2275                                                                 {\r
2276                                                                         this.actChipFireGB.Start( 5 );\r
2277                                                                 }\r
2278                                                                 this.tチップのヒット処理( nTime, pChip );\r
2279                                                                 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
2280                                                                 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
2281                                                                 if ( item != null )\r
2282                                                                 {\r
2283                                                                         this.queWailing.Bass.Enqueue( item );\r
2284                                                                 }\r
2285                                                                 continue;\r
2286                                                         }\r
2287                                                         if ( ( ( chip4 = this.r現在の空うちベースChip ) != null ) || ( ( chip4 = 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
2288                                                         {\r
2289                                                                 this.tサウンド再生( chip4, 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
2290                                                         }\r
2291                                                         if ( !CDTXMania.ConfigIni.bLight.Bass )\r
2292                                                         {\r
2293                                                                 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
2294                                                         }\r
2295                                                 }\r
2296                                         }\r
2297                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Wail );\r
2298                                         if ( ( list2 != null ) && ( list2.Count > 0 ) )\r
2299                                         {\r
2300                                                 foreach ( STInputEvent event3 in list2 )\r
2301                                                 {\r
2302                                                         CDTX.CChip chip5;\r
2303                                                         if ( !event3.b押された )\r
2304                                                         {\r
2305                                                                 continue;\r
2306                                                         }\r
2307                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2308                                                         while ( ( this.queWailing.Bass.Count > 0 ) && ( ( chip5 = this.queWailing.Bass.Dequeue() ) != null ) )\r
2309                                                         {\r
2310                                                                 if ( ( num6 - chip5.n発声時刻ms ) <= 1000 )         // #24245 2011.1.26 yyagi: 800 -> 1000\r
2311                                                                 {\r
2312                                                                         chip5.bHit = true;\r
2313                                                                         this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
2314                                                                         if ( !bIsAutoPlay.Bass )\r
2315                                                                         {\r
2316                                                                                 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
2317                                                                                 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
2318                                                                         }\r
2319                                                                 }\r
2320                                                         }\r
2321                                                 }\r
2322                                         }\r
2323                                 }\r
2324                         }\r
2325                 }\r
2326 \r
2327 #if true                // DAMAGELEVELTUNING\r
2328 #region [ DAMAGELEVELTUNING ]\r
2329                 // ----------------------------------\r
2330                 public float[ , ] fDamageGaugeDelta = {                 // #23625 2011.1.10 ickw_284: tuned damage/recover factors\r
2331                         // drums,   guitar,  bass\r
2332                         {  0.004f,  0.006f,  0.006f  },\r
2333                         {  0.002f,  0.003f,  0.003f  },\r
2334                         {  0.000f,  0.000f,  0.000f  },\r
2335                         { -0.020f, -0.030f,     -0.030f  },\r
2336                         { -0.050f, -0.050f, -0.050f  }\r
2337                 };\r
2338                 public float[] fDamageLevelFactor = {\r
2339                         0.5f, 1.0f, 1.5f\r
2340                 };\r
2341                 // ----------------------------------\r
2342 #endregion\r
2343 #endif\r
2344 \r
2345                 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
2346                 {\r
2347                         double fDamage;\r
2348 \r
2349 #if true        // DAMAGELEVELTUNING\r
2350                         switch ( e今回の判定 )\r
2351                         {\r
2352                                 case E判定.Perfect:\r
2353                                 case E判定.Great:\r
2354                                 case E判定.Good:\r
2355                                 case E判定.Poor:\r
2356                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2357                                         break;\r
2358                                 case E判定.Miss:\r
2359                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2360                                         switch ( CDTXMania.ConfigIni.eダメージレベル )\r
2361                                         {\r
2362                                                 case Eダメージレベル.少ない:\r
2363                                                 case Eダメージレベル.普通:\r
2364                                                 case Eダメージレベル.大きい:\r
2365                                                         fDamage *= fDamageLevelFactor[ (int) CDTXMania.ConfigIni.eダメージレベル ];\r
2366                                                         break;\r
2367                                         }\r
2368                                         break;\r
2369 \r
2370                                 default:\r
2371                                         fDamage = 0.0f;\r
2372                                         break;\r
2373                         }\r
2374 #else                                                                                                   // before applying #23625 modifications\r
2375                         switch (e今回の判定)\r
2376                         {\r
2377                                 case E判定.Perfect:\r
2378                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.01 : 0.015;\r
2379                                         break;\r
2380 \r
2381                                 case E判定.Great:\r
2382                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.006 : 0.009;\r
2383                                         break;\r
2384 \r
2385                                 case E判定.Good:\r
2386                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.002 : 0.003;\r
2387                                         break;\r
2388 \r
2389                                 case E判定.Poor:\r
2390                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.0 : 0.0;\r
2391                                         break;\r
2392 \r
2393                                 case E判定.Miss:\r
2394                                         fDamage = ( part == E楽器パート.DRUMS ) ? -0.035 : -0.035;\r
2395                                         switch( CDTXMania.ConfigIni.eダメージレベル )\r
2396                                         {\r
2397                                                 case Eダメージレベル.少ない:\r
2398                                                         fDamage *= 0.6;\r
2399                                                         break;\r
2400 \r
2401                                                 case Eダメージレベル.普通:\r
2402                                                         fDamage *= 1.0;\r
2403                                                         break;\r
2404 \r
2405                                                 case Eダメージレベル.大きい:\r
2406                                                         fDamage *= 1.6;\r
2407                                                         break;\r
2408                                         }\r
2409                                         break;\r
2410 \r
2411                                 default:\r
2412                                         fDamage = 0.0;\r
2413                                         break;\r
2414                         }\r
2415 #endif\r
2416                         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
2417                         {\r
2418                                 part = E楽器パート.DRUMS;\r
2419                         }\r
2420                         this.actGauge.db現在のゲージ値[ (int) part ] += fDamage;\r
2421 \r
2422                         if ( this.actGauge.db現在のゲージ値[ (int) part ] > 1.0 )\r
2423                                 this.actGauge.db現在のゲージ値[ (int) part ] = 1.0;\r
2424                 }\r
2425                 //-----------------\r
2426                 #endregion\r
2427         }\r
2428 }\r