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[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / ギター画面 / CStage演奏ギター画面.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.Direct3D9;\r
10 using FDK;\r
11 \r
12 namespace DTXMania\r
13 {\r
14         internal class CStage演奏ギター画面 : CStage\r
15         {\r
16                 // プロパティ\r
17 \r
18                 public bool bAUTOでないチップが1つでもバーを通過した\r
19                 {\r
20                         get;\r
21                         private set;\r
22                 }\r
23 \r
24 \r
25                 // コンストラクタ\r
26 \r
27                 public CStage演奏ギター画面()\r
28                 {\r
29                         base.eステージID = CStage.Eステージ.演奏;\r
30                         base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
31                         base.b活性化してない = true;\r
32                         base.list子Activities.Add( this.actStageFailed = new CAct演奏ステージ失敗() );\r
33                         base.list子Activities.Add( this.actAVI = new CAct演奏AVI() );\r
34                         base.list子Activities.Add( this.actBGA = new CAct演奏BGA() );\r
35                         base.list子Activities.Add( this.actPanel = new CAct演奏パネル文字列() );\r
36                         base.list子Activities.Add( this.act譜面スクロール速度 = new CAct演奏スクロール速度() );\r
37                         base.list子Activities.Add( this.actStatusPanels = new CAct演奏Guitarステータスパネル() );\r
38                         base.list子Activities.Add( this.actWailingBonus = new CAct演奏GuitarWailingBonus() );\r
39                         base.list子Activities.Add( this.actScore = new CAct演奏Guitarスコア() );\r
40                         base.list子Activities.Add( this.actRGB = new CAct演奏GuitarRGB() );\r
41                         base.list子Activities.Add( this.actLaneFlushGB = new CAct演奏GuitarレーンフラッシュGB() );\r
42                         base.list子Activities.Add( this.actJudgeString = new CAct演奏Guitar判定文字列() );\r
43                         base.list子Activities.Add( this.actGauge = new CAct演奏Guitarゲージ() );\r
44                         base.list子Activities.Add( this.actCombo = new CAct演奏Guitarコンボ() );\r
45                         base.list子Activities.Add( this.actChipFire = new CAct演奏Guitarチップファイア() );\r
46                         base.list子Activities.Add( this.actPlayInfo = new CAct演奏演奏情報() );\r
47                         base.list子Activities.Add( this.actFI = new CActFIFOBlack() );\r
48                         base.list子Activities.Add( this.actFO = new CActFIFOBlack() );\r
49                         base.list子Activities.Add( this.actFOClear = new CActFIFOWhite() );\r
50                 }\r
51 \r
52 \r
53                 // メソッド\r
54 \r
55                 public void t演奏結果を格納する( out CScoreIni.C演奏記録 Drums, out CScoreIni.C演奏記録 Guitar, out CScoreIni.C演奏記録 Bass )\r
56                 {\r
57                         Drums = new CScoreIni.C演奏記録();\r
58                         Guitar = new CScoreIni.C演奏記録();\r
59                         Bass = new CScoreIni.C演奏記録();\r
60                         if( CDTXMania.DTX.bチップがある.Guitar )\r
61                         {\r
62                                 Guitar.nスコア = this.actScore.Get( E楽器パート.GUITAR );\r
63                                 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
64                                 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
65                                 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
66                                 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
67                                 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
68                                 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
69                                 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
70                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
71                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
72                                 for( int i = 0; i < 10; i++ )\r
73                                 {\r
74                                         Guitar.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
75                                 }\r
76                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
77                                 for( int j = 0; j < 3; j++ )\r
78                                 {\r
79                                         Guitar.bSudden[ j ] = CDTXMania.ConfigIni.bSudden[ j ];\r
80                                         Guitar.bHidden[ j ] = CDTXMania.ConfigIni.bHidden[ j ];\r
81                                         Guitar.bReverse[ j ] = CDTXMania.ConfigIni.bReverse[ j ];\r
82                                         Guitar.eRandom[ j ] = CDTXMania.ConfigIni.eRandom[ j ];\r
83                                         Guitar.bLight[ j ] = CDTXMania.ConfigIni.bLight[ j ];\r
84                                         Guitar.bLeft[ j ] = CDTXMania.ConfigIni.bLeft[ j ];\r
85                                         Guitar.f譜面スクロール速度[ j ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ j ] + 1 ) ) * 0.5f;\r
86                                 }\r
87                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
88                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
89                                 Guitar.n演奏速度分母 = 20;\r
90                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
91                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
92                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
93                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
94                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
95                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
96                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
97                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
98                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
99                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
100                                 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
101                                 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
102                                 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
103                                 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
104                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
105                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
106                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
107                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
108                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
109                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
110                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
111                         }\r
112                         if( CDTXMania.DTX.bチップがある.Bass )\r
113                         {\r
114                                 Bass.nスコア = this.actScore.Get( E楽器パート.BASS );\r
115                                 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
116                                 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
117                                 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
118                                 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
119                                 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
120                                 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
121                                 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
122                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
123                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
124                                 for( int k = 0; k < 10; k++ )\r
125                                 {\r
126                                         Bass.bAutoPlay[ k ] = CDTXMania.ConfigIni.bAutoPlay[ k ];\r
127                                 }\r
128                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
129                                 for( int m = 0; m < 3; m++ )\r
130                                 {\r
131                                         Bass.bSudden[ m ] = CDTXMania.ConfigIni.bSudden[ m ];\r
132                                         Bass.bHidden[ m ] = CDTXMania.ConfigIni.bHidden[ m ];\r
133                                         Bass.bReverse[ m ] = CDTXMania.ConfigIni.bReverse[ m ];\r
134                                         Bass.eRandom[ m ] = CDTXMania.ConfigIni.eRandom[ m ];\r
135                                         Bass.bLight[ m ] = CDTXMania.ConfigIni.bLight[ m ];\r
136                                         Bass.bLeft[ m ] = CDTXMania.ConfigIni.bLeft[ m ];\r
137                                         Bass.f譜面スクロール速度[ m ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ m ] + 1 ) ) * 0.5f;\r
138                                 }\r
139                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
140                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
141                                 Bass.n演奏速度分母 = 20;\r
142                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
143                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
144                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
145                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
146                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
147                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
148                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
149                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
150                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
151                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
152                                 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.Guitar;\r
153                                 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.Guitar;\r
154                                 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.Guitar;\r
155                                 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.Guitar;\r
156                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
157                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
158                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
159                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
160                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
161                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
162                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
163                         }\r
164                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass )         // #24063 2011.1.24 yyagi Gt/Bsを入れ替えていたなら、演奏結果も入れ替える\r
165                         {\r
166                                 CScoreIni.C演奏記録 t;\r
167                                 t = Guitar;\r
168                                 Guitar = Bass;\r
169                                 Bass = t;\r
170                         }\r
171                 }\r
172                 \r
173 \r
174                 // CStage 実装\r
175 \r
176                 public override void On活性化()\r
177                 {\r
178                         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
179                         this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
180                         this.n最後に再生したHHの実WAV番号 = -1;\r
181                         this.n最後に再生したHHのチャンネル番号 = 0;\r
182                         this.n最後に再生したギターの実WAV番号 = -1;\r
183                         this.n最後に再生したベースの実WAV番号 = -1;\r
184                         for( int i = 0; i < 50; i++ )\r
185                         {\r
186                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
187                         }\r
188                         this.r次にくるギターChip = null;\r
189                         this.r次にくるベースChip = null;\r
190                         for( int j = 0; j < 10; j++ )\r
191                         {\r
192                                 this.r現在の空うちドラムChip[ j ] = null;\r
193                         }\r
194                         this.r現在の空うちギターChip = null;\r
195                         this.r現在の空うちベースChip = null;\r
196                         for( int k = 0; k < 3; k++ )\r
197                         {\r
198                                 for( int n = 0; n < 5; n++ )\r
199                                 {\r
200                                         this.nヒット数・Auto含まない[ k ] = new STHITCOUNTOFRANK();\r
201                                         this.nヒット数・Auto含む[ k ] = new STHITCOUNTOFRANK();\r
202                                 }\r
203                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
204                         }\r
205                         for( int m = 0; m < 3; m++ )\r
206                         {\r
207                                 this.b演奏にキーボードを使った[ m ] = false;\r
208                                 this.b演奏にジョイパッドを使った[ m ] = false;\r
209                                 this.b演奏にMIDI入力を使った[ m ] = false;\r
210                                 this.b演奏にマウスを使った[ m ] = false;\r
211                         }\r
212                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
213                         base.On活性化();\r
214                         this.tステータスパネルの選択();\r
215                         this.tパネル文字列の設定();\r
216 \r
217                         this.nInputAdjustTimeMs.Drums = CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums;           // #23580 2011.1.3 yyagi\r
218             this.nInputAdjustTimeMs.Guitar = CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar;             //        2011.1.7 ikanick 修正\r
219                         this.nInputAdjustTimeMs.Bass = CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass;                     //\r
220                         this.bIsAutoPlay.Drums = false;\r
221                         this.bIsAutoPlay.Guitar = CDTXMania.ConfigIni.bAutoPlay.Guitar;\r
222                         this.bIsAutoPlay.Bass = CDTXMania.ConfigIni.bAutoPlay.Bass;\r
223                 }\r
224                 public override void OnManagedリソースの作成()\r
225                 {\r
226                         if( !base.b活性化してない )\r
227                         {\r
228                                 this.t背景テクスチャの生成();\r
229                                 this.txチップ = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayGuitar chips.png" ) );\r
230                                 this.txヒットバー = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlayGuitar hit-bar.png" ) );\r
231                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
232                                 base.OnManagedリソースの作成();\r
233                         }\r
234                 }\r
235                 public override void OnManagedリソースの解放()\r
236                 {\r
237                         if( !base.b活性化してない )\r
238                         {\r
239                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
240                                 CDTXMania.tテクスチャの解放( ref this.txチップ );\r
241                                 CDTXMania.tテクスチャの解放( ref this.txヒットバー );\r
242                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
243                                 base.OnManagedリソースの解放();\r
244                         }\r
245                 }\r
246                 public override int On進行描画()\r
247                 {\r
248                         if( !base.b活性化してない )\r
249                         {\r
250                                 bool flag = false;\r
251                                 bool flag2 = false;\r
252 \r
253                                 if( base.b初めての進行描画 )\r
254                                 {\r
255                                         CDTXMania.Timer.tリセット();\r
256                                         this.ctチップ模様アニメ.Guitar = new CCounter( 0, 0x17, 20, CDTXMania.Timer );\r
257                                         this.ctチップ模様アニメ.Bass = new CCounter( 0, 0x17, 20, CDTXMania.Timer );\r
258                                         this.ctWailingチップ模様アニメ = new CCounter( 0, 4, 50, CDTXMania.Timer );\r
259                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードイン;\r
260                                         this.actFI.tフェードイン開始();\r
261                                         base.b初めての進行描画 = false;\r
262                                 }\r
263                                 if( CDTXMania.ConfigIni.bSTAGEFAILED有効 && ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) )\r
264                                 {\r
265 //                                      bool flag3 = ( CDTXMania.ConfigIni.bAutoPlay.Guitar || !CDTXMania.DTX.bチップがある.Guitar ) || ( this.actGauge.db現在のゲージ値.Guitar <= -0.1 );                         // #23630\r
266 //                                      bool flag4 = ( CDTXMania.ConfigIni.bAutoPlay.Bass || !CDTXMania.DTX.bチップがある.Bass ) || ( this.actGauge.db現在のゲージ値.Bass <= -0.1 );                                       // #23630\r
267                                         bool bFailedGuitar = ((!CDTXMania.DTX.bチップがある.Guitar) || (this.actGauge.db現在のゲージ値.Guitar <= -0.1));           // #23630 2011.11.12 yyagi: deleted AutoPlay condition: not to be failed at once\r
268                                         bool bFailedBass   = ((!CDTXMania.DTX.bチップがある.Bass)   || (this.actGauge.db現在のゲージ値.Bass   <= -0.1));           // #23630 \r
269                                         if (bFailedGuitar && bFailedBass)\r
270                                         {\r
271                                                 this.actStageFailed.Start();\r
272                                                 CDTXMania.DTX.t全チップの再生停止();\r
273                                                 base.eフェーズID = CStage.Eフェーズ.演奏_STAGE_FAILED;\r
274                                         }\r
275                                 }\r
276                                 this.t進行描画・背景();\r
277                                 this.t進行描画・MIDIBGM();\r
278                                 this.t進行描画・パネル文字列();\r
279                                 this.t進行描画・スコア();\r
280                                 this.t進行描画・AVI();\r
281                                 this.t進行描画・BGA();\r
282                                 this.t進行描画・ステータスパネル();\r
283                                 this.t進行描画・レーンフラッシュGB();\r
284                                 this.t進行描画・ギターベース判定ライン();\r
285                                 this.t進行描画・ゲージ();\r
286                                 this.t進行描画・DANGER();\r
287                                 this.t進行描画・RGBボタン();\r
288                                 this.t進行描画・判定文字列();\r
289                                 this.t進行描画・コンボ();\r
290                                 this.t進行描画・WailingBonus();\r
291                                 this.t進行描画・譜面スクロール速度();\r
292                                 this.t進行描画・チップアニメ();\r
293                                 flag = this.t進行描画・チップ();\r
294                                 this.t進行描画・演奏情報();\r
295                                 this.t進行描画・Wailing枠();\r
296                                 this.t進行描画・チップファイアGB();\r
297                                 this.t進行描画・STAGEFAILED();\r
298                                 flag2 = this.t進行描画・フェードイン・アウト();\r
299                                 if( flag && ( base.eフェーズID == CStage.Eフェーズ.共通_通常状態 ) )\r
300                                 {\r
301                                         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.ステージクリア;\r
302                                         base.eフェーズID = CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト;\r
303                                         this.actFOClear.tフェードアウト開始();\r
304                                 }\r
305                                 if( flag2 )\r
306                                 {\r
307                                         return (int) this.eフェードアウト完了時の戻り値;\r
308                                 }\r
309 \r
310                                 // キー入力\r
311 \r
312                                 if( CDTXMania.act現在入力を占有中のプラグイン == null )\r
313                                 {\r
314                                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
315                                         if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.F1 ) && ( 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
316                                         {\r
317                                                 this.bPAUSE = !this.bPAUSE;\r
318                                                 if( this.bPAUSE )\r
319                                                 {\r
320                                                         CDTXMania.Timer.t一時停止();\r
321                                                         CDTXMania.DTX.t全チップの再生一時停止();\r
322                                                 }\r
323                                                 else\r
324                                                 {\r
325                                                         CDTXMania.Timer.t再開();\r
326                                                         CDTXMania.DTX.t全チップの再生再開();\r
327                                                 }\r
328                                         }\r
329                                         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
330                                         {\r
331                                                 this.t入力処理・ギター();\r
332                                                 this.t入力処理・ベース();\r
333                                                 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
334                                                 {       // shift (+ctrl) + Uparrow (BGMAdjust)\r
335                                                         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
336                                                         CDTXMania.DTX.tWave再生位置自動補正();\r
337                                                 }\r
338                                                 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
339                                                 {\r
340                                                         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
341                                                         CDTXMania.DTX.tWave再生位置自動補正();\r
342                                                 }\r
343                                                 else if ( keyboard.bキーが押された( (int)SlimDX.DirectInput.Key.Delete ) )\r
344                                                 {\r
345                                                         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
346                                                 }\r
347                                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.LeftArrow ) )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
348                                                 {\r
349                                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
350                                                 }\r
351                                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
352                                                 {\r
353                                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
354                                                 }\r
355                                                 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
356                                                 {\r
357                                                         this.actFO.tフェードアウト開始();\r
358                                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
359                                                         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
360                                                 }\r
361                                         }\r
362                                 }\r
363                         }\r
364                         return 0;\r
365                 }\r
366                 private void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )             // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
367                 {\r
368                         int part, offset = plusminus;\r
369                         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
370                         {\r
371                                 part = (int) E楽器パート.GUITAR;\r
372                         }\r
373                         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
374                         {\r
375                                 part = (int) E楽器パート.BASS;\r
376                         }\r
377                         else    // Drums InputAdjustTime\r
378                         {\r
379                                 part = (int) E楽器パート.DRUMS;\r
380                         }\r
381                         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
382                         {\r
383                                 offset *= 10;\r
384                         }\r
385 \r
386                         this.nInputAdjustTimeMs[ part ] += offset;\r
387                         if ( this.nInputAdjustTimeMs[ part ] > 99 )\r
388                         {\r
389                                 this.nInputAdjustTimeMs[ part ] = 99;\r
390                         }\r
391                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
392                         {\r
393                                 this.nInputAdjustTimeMs[ part ] = -99;\r
394                         }\r
395                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
396                 }\r
397 \r
398 \r
399                 // その他\r
400 \r
401                 #region [ private ]\r
402                 //-----------------\r
403                 private class STHITCOUNTOFRANK\r
404                 {\r
405                         // Fields\r
406                         public int Good;\r
407                         public int Great;\r
408                         public int Miss;\r
409                         public int Perfect;\r
410                         public int Poor;\r
411 \r
412                         // Properties\r
413                         public int this[ int index ]\r
414                         {\r
415                                 get\r
416                                 {\r
417                                         switch( index )\r
418                                         {\r
419                                                 case 0:\r
420                                                         return this.Perfect;\r
421 \r
422                                                 case 1:\r
423                                                         return this.Great;\r
424 \r
425                                                 case 2:\r
426                                                         return this.Good;\r
427 \r
428                                                 case 3:\r
429                                                         return this.Poor;\r
430 \r
431                                                 case 4:\r
432                                                         return this.Miss;\r
433                                         }\r
434                                         throw new IndexOutOfRangeException();\r
435                                 }\r
436                                 set\r
437                                 {\r
438                                         switch( index )\r
439                                         {\r
440                                                 case 0:\r
441                                                         this.Perfect = value;\r
442                                                         return;\r
443 \r
444                                                 case 1:\r
445                                                         this.Great = value;\r
446                                                         return;\r
447 \r
448                                                 case 2:\r
449                                                         this.Good = value;\r
450                                                         return;\r
451 \r
452                                                 case 3:\r
453                                                         this.Poor = value;\r
454                                                         return;\r
455 \r
456                                                 case 4:\r
457                                                         this.Miss = value;\r
458                                                         return;\r
459                                         }\r
460                                         throw new IndexOutOfRangeException();\r
461                                 }\r
462                         }\r
463                 }\r
464 \r
465                 [StructLayout( LayoutKind.Sequential )]\r
466                 private struct STKARAUCHI\r
467                 {\r
468                         public CDTX.CChip HH;\r
469                         public CDTX.CChip SD;\r
470                         public CDTX.CChip BD;\r
471                         public CDTX.CChip HT;\r
472                         public CDTX.CChip LT;\r
473                         public CDTX.CChip FT;\r
474                         public CDTX.CChip CY;\r
475                         public CDTX.CChip HHO;\r
476                         public CDTX.CChip RD;\r
477                         public CDTX.CChip LC;\r
478                         public CDTX.CChip this[ int index ]\r
479                         {\r
480                                 get\r
481                                 {\r
482                                         switch( index )\r
483                                         {\r
484                                                 case 0:\r
485                                                         return this.HH;\r
486 \r
487                                                 case 1:\r
488                                                         return this.SD;\r
489 \r
490                                                 case 2:\r
491                                                         return this.BD;\r
492 \r
493                                                 case 3:\r
494                                                         return this.HT;\r
495 \r
496                                                 case 4:\r
497                                                         return this.LT;\r
498 \r
499                                                 case 5:\r
500                                                         return this.FT;\r
501 \r
502                                                 case 6:\r
503                                                         return this.CY;\r
504 \r
505                                                 case 7:\r
506                                                         return this.HHO;\r
507 \r
508                                                 case 8:\r
509                                                         return this.RD;\r
510 \r
511                                                 case 9:\r
512                                                         return this.LC;\r
513                                         }\r
514                                         throw new IndexOutOfRangeException();\r
515                                 }\r
516                                 set\r
517                                 {\r
518                                         switch( index )\r
519                                         {\r
520                                                 case 0:\r
521                                                         this.HH = value;\r
522                                                         return;\r
523 \r
524                                                 case 1:\r
525                                                         this.SD = value;\r
526                                                         return;\r
527 \r
528                                                 case 2:\r
529                                                         this.BD = value;\r
530                                                         return;\r
531 \r
532                                                 case 3:\r
533                                                         this.HT = value;\r
534                                                         return;\r
535 \r
536                                                 case 4:\r
537                                                         this.LT = value;\r
538                                                         return;\r
539 \r
540                                                 case 5:\r
541                                                         this.FT = value;\r
542                                                         return;\r
543 \r
544                                                 case 6:\r
545                                                         this.CY = value;\r
546                                                         return;\r
547 \r
548                                                 case 7:\r
549                                                         this.HHO = value;\r
550                                                         return;\r
551 \r
552                                                 case 8:\r
553                                                         this.RD = value;\r
554                                                         return;\r
555 \r
556                                                 case 9:\r
557                                                         this.LC = value;\r
558                                                         return;\r
559                                         }\r
560                                         throw new IndexOutOfRangeException();\r
561                                 }\r
562                         }\r
563                 }\r
564 \r
565                 private CAct演奏AVI actAVI;\r
566                 private CAct演奏BGA actBGA;\r
567                 private CAct演奏Guitarチップファイア actChipFire;\r
568                 private CAct演奏Guitarコンボ actCombo;\r
569                 private CActFIFOBlack actFI;\r
570                 private CActFIFOBlack actFO;\r
571                 private CActFIFOWhite actFOClear;\r
572                 private CAct演奏Guitarゲージ actGauge;\r
573                 private CAct演奏Guitar判定文字列 actJudgeString;\r
574                 private CAct演奏GuitarレーンフラッシュGB actLaneFlushGB;\r
575                 private CAct演奏パネル文字列 actPanel;\r
576                 private CAct演奏演奏情報 actPlayInfo;\r
577                 private CAct演奏GuitarRGB actRGB;\r
578                 private CAct演奏Guitarスコア actScore;\r
579                 private CAct演奏ステージ失敗 actStageFailed;\r
580                 private CAct演奏Guitarステータスパネル actStatusPanels;\r
581                 private CAct演奏GuitarWailingBonus actWailingBonus;\r
582                 private CAct演奏スクロール速度 act譜面スクロール速度;\r
583                 private bool bPAUSE;\r
584                 private STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
585                 private STDGBVALUE<bool> b演奏にキーボードを使った;\r
586                 private STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
587                 private STDGBVALUE<bool> b演奏にマウスを使った;\r
588                 private CCounter ctWailingチップ模様アニメ;\r
589                 private STDGBVALUE<CCounter> ctチップ模様アニメ;\r
590                 private 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
591                 private 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
592                 private 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
593                 private 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
594                 private 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
595                 private readonly int[] nパッド0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 8, 0 };\r
596                 private readonly int[] nパッド0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 7, 0 };\r
597                 private STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含まない;\r
598                 private STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含む;\r
599                 private int n現在のトップChip = -1;\r
600                 private int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
601                 private int n最後に再生したHHのチャンネル番号;\r
602                 private int n最後に再生したHHの実WAV番号;\r
603                 private int n最後に再生したギターの実WAV番号;\r
604                 private int n最後に再生したベースの実WAV番号;\r
605                 private STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
606                 private STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
607                 private CDTX.CChip r現在の空うちギターChip;\r
608                 private STKARAUCHI r現在の空うちドラムChip;\r
609                 private CDTX.CChip r現在の空うちベースChip;\r
610                 private CDTX.CChip r次にくるギターChip;\r
611                 private CDTX.CChip r次にくるベースChip;\r
612                 private CTexture txWailing枠;\r
613                 private CTexture txチップ;\r
614                 private CTexture txヒットバー;\r
615                 private CTexture tx背景;\r
616                 private STDGBVALUE<int> nInputAdjustTimeMs;             // #23580 2011.1.3 yyagi\r
617                 private STDGBVALUE<bool> bIsAutoPlay;                           // #24239 2011.1.23 yyagi\r
618 \r
619                 private E判定 e指定時刻からChipのJUDGEを返す( long nTime, CDTX.CChip pChip, int nInputAdjustTime )\r
620                 {\r
621                         if( pChip != null )\r
622                         {\r
623                                 int nDeltaTime = Math.Abs( (int) ( nTime + nInputAdjustTime - pChip.n発声時刻ms ) );                // #23580 2011.1.3 yyagi: add "nInputAdjustTime" to add input timing adjust feature\r
624 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
625                                 if( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
626                                 {\r
627                                         return E判定.Perfect;\r
628                                 }\r
629                                 if( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
630                                 {\r
631                                         return E判定.Great;\r
632                                 }\r
633                                 if( nDeltaTime <= CDTXMania.nGood範囲ms )\r
634                                 {\r
635                                         return E判定.Good;\r
636                                 }\r
637                                 if( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
638                                 {\r
639                                         return E判定.Poor;\r
640                                 }\r
641                         }\r
642                         return E判定.Miss;\r
643                 }\r
644                 private CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
645                 {\r
646                         switch( part )\r
647                         {\r
648                                 case E楽器パート.GUITAR:\r
649                                         return this.r現在の空うちギターChip;\r
650 \r
651                                 case E楽器パート.BASS:\r
652                                         return this.r現在の空うちベースChip;\r
653                         }\r
654                         return null;\r
655                 }\r
656                 private 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
657                 {\r
658                         nTime += nInputAdjustTime;\r
659         \r
660                         int num5;\r
661                         if( this.n現在のトップChip == -1 )\r
662                         {\r
663                                 return null;\r
664                         }\r
665                         int count = CDTXMania.DTX.listChip.Count;\r
666                         int num4 = num5 = this.n現在のトップChip;\r
667                         if( this.n現在のトップChip >= count )\r
668                         {\r
669                                 num4 = num5 = count - 1;\r
670                         }\r
671                         int num2 = num4;\r
672                         while( num2 < count )\r
673                         {\r
674                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
675                                 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
676                                 {\r
677                                         if( chip.n発声時刻ms > nTime )\r
678                                         {\r
679                                                 break;\r
680                                         }\r
681                                         num5 = num2;\r
682                                 }\r
683                                 else if( ( ( 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
684                                 {\r
685                                         if( chip.n発声時刻ms > nTime )\r
686                                         {\r
687                                                 break;\r
688                                         }\r
689                                         num5 = num2;\r
690                                 }\r
691                                 else if( ( ( 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
692                                 {\r
693                                         if( chip.n発声時刻ms > nTime )\r
694                                         {\r
695                                                 break;\r
696                                         }\r
697                                         num5 = num2;\r
698                                 }\r
699                                 num2++;\r
700                         }\r
701                         int num3 = num5;\r
702                         while( num3 >= 0 )\r
703                         {\r
704                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
705                                 if( ( nChannelFlag >= 0x11 ) && ( nChannelFlag <= 0x1a ) )\r
706                                 {\r
707                                         if( ( chip2.nチャンネル番号 == nChannelFlag ) || ( chip2.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
708                                         {\r
709                                                 break;\r
710                                         }\r
711                                 }\r
712                                 else if( ( ( 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 ) ) )\r
713                                 {\r
714                                         if( ( chip2.nチャンネル番号 >= 0x20 ) && ( chip2.nチャンネル番号 <= 40 ) )\r
715                                         {\r
716                                                 break;\r
717                                         }\r
718                                 }\r
719                                 else if( ( ( ( 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 ) ) ) && ( ( chip2.nチャンネル番号 >= 160 ) && ( chip2.nチャンネル番号 <= 0xa8 ) ) )\r
720                                 {\r
721                                         break;\r
722                                 }\r
723                                 num3--;\r
724                         }\r
725                         if( ( num2 == count ) && ( num3 < 0 ) )\r
726                         {\r
727                                 return null;\r
728                         }\r
729                         if( num2 == count )\r
730                         {\r
731                                 return CDTXMania.DTX.listChip[ num3 ];\r
732                         }\r
733                         if( num3 < 0 )\r
734                         {\r
735                                 return CDTXMania.DTX.listChip[ num2 ];\r
736                         }\r
737                         CDTX.CChip chip3 = CDTXMania.DTX.listChip[ num2 ];\r
738                         CDTX.CChip chip4 = CDTXMania.DTX.listChip[ num3 ];\r
739                         int num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
740                         int num7 = Math.Abs( (int) ( nTime - chip4.n発声時刻ms ) );\r
741                         if( num6 >= num7 )\r
742                         {\r
743                                 return chip4;\r
744                         }\r
745                         return chip3;\r
746                 }\r
747 //              private CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag )\r
748 //              {\r
749 //                      return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, 0, 0 );\r
750 //              }\r
751 //              private CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime )\r
752 //              {\r
753 //                      return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, 0, nInputAdjustTime );\r
754 //              }\r
755                 private 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
756                 {\r
757                         nTime += nInputAdjustTime;\r
758 \r
759                         int num5;\r
760                         int num6;\r
761                         if( this.n現在のトップChip == -1 )\r
762                         {\r
763                                 return null;\r
764                         }\r
765                         int count = CDTXMania.DTX.listChip.Count;\r
766                         int num4 = num5 = this.n現在のトップChip;\r
767                         if( this.n現在のトップChip >= count )\r
768                         {\r
769                                 num4 = num5 = count - 1;\r
770                         }\r
771                         int num2 = num4;\r
772                         while( num2 < count )\r
773                         {\r
774                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
775                                 if( ( !chip.bHit && ( nChannelFlag >= 0x11 ) ) && ( nChannelFlag <= 0x1a ) )\r
776                                 {\r
777                                         if( ( chip.nチャンネル番号 == nChannelFlag ) || ( chip.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
778                                         {\r
779                                                 if( chip.n発声時刻ms > nTime )\r
780                                                 {\r
781                                                         break;\r
782                                                 }\r
783                                                 num5 = num2;\r
784                                         }\r
785                                 }\r
786                                 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
787                                 {\r
788                                         if( chip.n発声時刻ms > nTime )\r
789                                         {\r
790                                                 break;\r
791                                         }\r
792                                         num5 = num2;\r
793                                 }\r
794                                 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
795                                 {\r
796                                         if( chip.n発声時刻ms > nTime )\r
797                                         {\r
798                                                 break;\r
799                                         }\r
800                                         num5 = num2;\r
801                                 }\r
802                                 num2++;\r
803                         }\r
804                         int num3 = num5;\r
805                         while( num3 >= 0 )\r
806                         {\r
807                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
808                                 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
809                                 {\r
810                                         break;\r
811                                 }\r
812                                 num3--;\r
813                         }\r
814                         if( ( num2 == count ) && ( num3 < 0 ) )\r
815                         {\r
816                                 return null;\r
817                         }\r
818                         CDTX.CChip chip3 = null;\r
819                         if( num2 == count )\r
820                         {\r
821                                 chip3 = CDTXMania.DTX.listChip[ num3 ];\r
822                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
823                         }\r
824                         else if( num3 < 0 )\r
825                         {\r
826                                 chip3 = CDTXMania.DTX.listChip[ num2 ];\r
827                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
828                         }\r
829                         else\r
830                         {\r
831                                 int num7 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num2 ].n発声時刻ms ) );\r
832                                 int num8 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num3 ].n発声時刻ms ) );\r
833                                 if( num7 < num8 )\r
834                                 {\r
835                                         chip3 = CDTXMania.DTX.listChip[ num2 ];\r
836                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
837                                 }\r
838                                 else\r
839                                 {\r
840                                         chip3 = CDTXMania.DTX.listChip[ num3 ];\r
841                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
842                                 }\r
843                         }\r
844                         if( ( n検索範囲時間ms > 0 ) && ( num6 > n検索範囲時間ms ) )\r
845                         {\r
846                                 return null;\r
847                         }\r
848                         return chip3;\r
849                 }\r
850                 private CDTX.CChip r次にくるギターChipを更新して返す()\r
851                 {\r
852                         int nInputAdjustTime = this.bIsAutoPlay.Guitar ? 0 : this.nInputAdjustTimeMs.Guitar;\r
853                         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
854                         return this.r次にくるギターChip;\r
855                 }\r
856                 private CDTX.CChip r次にくるベースChipを更新して返す()\r
857                 {\r
858                         int nInputAdjustTime = this.bIsAutoPlay.Bass ? 0 : this.nInputAdjustTimeMs.Bass;\r
859                         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
860                         return this.r次にくるベースChip;\r
861                 }\r
862                 private 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
863                 {\r
864                         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
865                 }\r
866                 private 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
867                 {\r
868                         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
869                 }\r
870                 private 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
871                 {\r
872                         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
873                 }\r
874                 private 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
875                 {\r
876                         if( pChip != null )\r
877                         {\r
878                                 switch( part )\r
879                                 {\r
880                                         case E楽器パート.DRUMS:\r
881                                                 if( CDTXMania.ConfigIni.bドラム打音を発声する )\r
882                                                 {\r
883                                                         int index = pChip.nチャンネル番号;\r
884                                                         if( ( index >= 0x11 ) && ( index <= 0x1a ) )\r
885                                                         {\r
886                                                                 index -= 0x11;\r
887                                                         }\r
888                                                         else\r
889                                                         {\r
890                                                                 if( ( index < 0x31 ) || ( index > 0x3a ) )\r
891                                                                 {\r
892                                                                         return;\r
893                                                                 }\r
894                                                                 index -= 0x31;\r
895                                                         }\r
896                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
897                                                         if( ( nLane == 1 ) && ( ( 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
898                                                         {\r
899 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
900                                                                 if (CDTXMania.DTX.bHH演奏で直前のHHを消音する) {\r
901 #endif\r
902                                                                         CDTXMania.DTX.tWavの再生停止(this.n最後に再生したHHの実WAV番号);\r
903 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
904                                                                 }\r
905 #endif\r
906                                                                 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
907                                                                 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
908                                                         }\r
909                                                         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
910                                                         return;\r
911                                                 }\r
912                                                 return;\r
913 \r
914                                         case E楽器パート.GUITAR:\r
915 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
916                                                 if (CDTXMania.DTX.bGUITAR演奏で直前のGUITARを消音する) {\r
917 #endif\r
918                                                         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
919 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
920                                                 }\r
921 #endif\r
922                                                 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
923                                                 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
924                                                 return;\r
925 \r
926                                         case E楽器パート.BASS:\r
927 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
928                                                 if (CDTXMania.DTX.bBASS演奏で直前のBASSを消音する) {\r
929 #endif\r
930                                                         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
931 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi TEST\r
932                                                 }\r
933 #endif\r
934                                                 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
935                                                 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
936                                                 return;\r
937                                 }\r
938                         }\r
939                 }\r
940                 private void tステータスパネルの選択()\r
941                 {\r
942                         if( CDTXMania.bコンパクトモード )\r
943                         {\r
944                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
945                         }\r
946                         else if( CDTXMania.stage選曲.r確定された曲 != null )\r
947                         {\r
948                                 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
949                         }\r
950                 }\r
951                 private E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip )\r
952                 {\r
953                         pChip.bHit = true;\r
954                         bool bIsAutoPlay = false;\r
955                         if( ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && CDTXMania.ConfigIni.bAutoPlay.Guitar ) ||\r
956                                 ( ( pChip.e楽器パート == E楽器パート.BASS ) && CDTXMania.ConfigIni.bAutoPlay.Bass ) )\r
957                         {\r
958                                 bIsAutoPlay = true;\r
959                         }\r
960                         else\r
961                         {\r
962                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
963                         }\r
964                         E判定 eJudgeResult = E判定.Auto;\r
965                         switch (pChip.e楽器パート)\r
966                         {\r
967                                 case E楽器パート.GUITAR:\r
968                                         eJudgeResult = this.e指定時刻からChipのJUDGEを返す(nHitTime, pChip, bIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Guitar);\r
969                                         this.actJudgeString.Start(10, bIsAutoPlay ? E判定.Auto : eJudgeResult);\r
970                                         break;\r
971 \r
972                                 case E楽器パート.BASS:\r
973                                         eJudgeResult = this.e指定時刻からChipのJUDGEを返す(nHitTime, pChip, bIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Bass);\r
974                                         this.actJudgeString.Start(11, bIsAutoPlay ? E判定.Auto : eJudgeResult);\r
975                                         break;\r
976                         }\r
977                         if( !bIsAutoPlay )\r
978                         {\r
979                                 this.t判定にあわせてゲージを増減する( pChip.e楽器パート, eJudgeResult );\r
980                         }\r
981                         int num = 0;\r
982                         switch( pChip.e楽器パート )\r
983                         {\r
984                                 case E楽器パート.DRUMS:\r
985                                         switch (eJudgeResult)\r
986                                         {\r
987                                                 case E判定.Miss:\r
988                                                 case E判定.Bad:\r
989                                                         this.nヒット数・Auto含む.Drums.Miss++;\r
990                                                         break;\r
991                                                 default:\r
992                                                         this.nヒット数・Auto含む.Drums[(int)eJudgeResult]++;\r
993                                                         break;\r
994                                         }\r
995                                         break;\r
996 \r
997                                 case E楽器パート.GUITAR:\r
998                                         switch (eJudgeResult)\r
999                                         {\r
1000                                                 case E判定.Miss:\r
1001                                                 case E判定.Bad:\r
1002                                                         this.nヒット数・Auto含む.Guitar.Miss++;\r
1003                                                         if ( !bIsAutoPlay )\r
1004                                                         {\r
1005                                                                 this.nヒット数・Auto含まない.Guitar.Miss++;\r
1006                                                         }\r
1007                                                         break;\r
1008                                                 default:        // #24068 2011.1.10 ikanick changed\r
1009                                                                         // #24167 2011.1.16 yyagi changed\r
1010                                                         this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
1011                                                         if ( !bIsAutoPlay )\r
1012                                                         {\r
1013                                                                 this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
1014                                                         }\r
1015                                                         break;\r
1016                                         }\r
1017                                         switch (eJudgeResult)\r
1018                                         {\r
1019                                                 case E判定.Perfect:\r
1020                                                 case E判定.Great:\r
1021                                                 case E判定.Good:\r
1022                                                         this.actCombo.n現在のコンボ数.Guitar++;\r
1023                                                         break;\r
1024 \r
1025                                                 default:\r
1026                                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1027                                                         break;\r
1028                                         }\r
1029                                         break;\r
1030 \r
1031                                 case E楽器パート.BASS:\r
1032                                         switch( eJudgeResult )\r
1033                                         {\r
1034                                                 case E判定.Miss:\r
1035                                                 case E判定.Bad:\r
1036                                                         this.nヒット数・Auto含む.Bass.Miss++;\r
1037                                                         if( !bIsAutoPlay )\r
1038                                                         {\r
1039                                                                 this.nヒット数・Auto含まない.Bass.Miss++;\r
1040                                                         }\r
1041                                                         break;\r
1042                                                 default:     // #24068 2011.1.10 ikanick changed\r
1043                                                         this.nヒット数・Auto含む.Bass[(int)eJudgeResult]++;\r
1044                                                         if ( !bIsAutoPlay )\r
1045                                                         {\r
1046                                                                 this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
1047                                                         }\r
1048                                                         break;\r
1049                                         }\r
1050                                         switch (eJudgeResult)\r
1051                                         {\r
1052                                                 case E判定.Perfect:\r
1053                                                 case E判定.Great:\r
1054                                                 case E判定.Good:\r
1055                                                         this.actCombo.n現在のコンボ数.Bass++;\r
1056                                                         break;\r
1057 \r
1058                                                 default:\r
1059                                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1060                                                         break;\r
1061                                         }\r
1062                                         break;\r
1063 \r
1064                                 default:\r
1065                                         break;\r
1066                         }\r
1067                         if( ( !bIsAutoPlay && ( eJudgeResult != E判定.Miss ) ) && ( eJudgeResult != E判定.Bad ) )\r
1068                         {\r
1069                                 int nCombos = 0;\r
1070                                 switch ( pChip.e楽器パート )\r
1071                                 {\r
1072                                         case E楽器パート.GUITAR:\r
1073                                                 nCombos = this.actCombo.n現在のコンボ数.Guitar;\r
1074                                                 break;\r
1075                                         case E楽器パート.BASS:\r
1076                                                 nCombos = this.actCombo.n現在のコンボ数.Bass;\r
1077                                                 break;\r
1078                                 }\r
1079                                 long nScore = this.actScore.Get( pChip.e楽器パート );\r
1080                                 long[] numArray = new long[] { 350L, 200L, 50L, 0L };\r
1081                                 if( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1082                                 {\r
1083                                         nScore += numArray[ (int) eJudgeResult ] * nCombos;\r
1084                                 }\r
1085                                 else if( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1086                                 {\r
1087                                         nScore += numArray[ (int) eJudgeResult ] * 500L;\r
1088                                 }\r
1089                                 this.actScore.Set( pChip.e楽器パート, nScore );\r
1090                         }\r
1091                         return eJudgeResult;\r
1092                 }\r
1093                 private 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
1094                 {\r
1095                         this.tチップのヒット処理・BadならびにTight時のMiss( part, 0 );\r
1096                 }\r
1097                 private 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
1098                 {\r
1099                         this.t判定にあわせてゲージを増減する( part, E判定.Miss );\r
1100                         switch( part )\r
1101                         {\r
1102                                 case E楽器パート.DRUMS:\r
1103                                         break;\r
1104 \r
1105                                 case E楽器パート.GUITAR:\r
1106                                         this.actJudgeString.Start( 10, E判定.Bad );\r
1107                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1108                                         return;\r
1109 \r
1110                                 case E楽器パート.BASS:\r
1111                                         this.actJudgeString.Start( 11, E判定.Bad );\r
1112                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1113                                         break;\r
1114 \r
1115                                 default:\r
1116                                         return;\r
1117                         }\r
1118                 }\r
1119                 private void tパネル文字列の設定()\r
1120                 {\r
1121                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1122                 }\r
1123                 private void t進行描画・AVI()\r
1124                 {\r
1125                         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
1126                         {\r
1127                                 this.actAVI.t進行描画( 0xb5, 50 );\r
1128                         }\r
1129                 }\r
1130                 private void t進行描画・BGA()\r
1131                 {\r
1132                         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
1133                         {\r
1134                                 this.actBGA.t進行描画( 0xb5, 50 );\r
1135                         }\r
1136                 }\r
1137                 private void t進行描画・DANGER()\r
1138                 {\r
1139                 }\r
1140                 private void t進行描画・MIDIBGM()\r
1141                 {\r
1142                         if( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1143                         {\r
1144                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1145                         }\r
1146                 }\r
1147                 private void t進行描画・RGBボタン()\r
1148                 {\r
1149                         if( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1150                         {\r
1151                                 this.actRGB.On進行描画();\r
1152                         }\r
1153                 }\r
1154                 private void t進行描画・STAGEFAILED()\r
1155                 {\r
1156                         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
1157                         {\r
1158                                 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
1159                                 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
1160                                 this.actFO.tフェードアウト開始();\r
1161                         }\r
1162                 }\r
1163                 private void t進行描画・WailingBonus()\r
1164                 {\r
1165                         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
1166                         {\r
1167                                 this.actWailingBonus.On進行描画();\r
1168                         }\r
1169                 }\r
1170                 private void t進行描画・Wailing枠()\r
1171                 {\r
1172                         if( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1173                         {\r
1174                                 if( CDTXMania.DTX.bチップがある.Guitar && ( this.txWailing枠 != null ) )\r
1175                                 {\r
1176                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, 0x8b, CDTXMania.ConfigIni.bReverse.Guitar ? 340 : 11 );\r
1177                                 }\r
1178                                 if( CDTXMania.DTX.bチップがある.Bass && ( this.txWailing枠 != null ) )\r
1179                                 {\r
1180                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, 0x251, CDTXMania.ConfigIni.bReverse.Bass ? 340 : 11 );\r
1181                                 }\r
1182                         }\r
1183                 }\r
1184                 private void t進行描画・ギターベース判定ライン()\r
1185                 {\r
1186                         if( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1187                         {\r
1188                                 if( CDTXMania.DTX.bチップがある.Guitar )\r
1189                                 {\r
1190                                         int y = ( CDTXMania.ConfigIni.bReverse.Guitar ? 0x171 : 40 ) - 3;\r
1191                                         for( int i = 0; i < 4; i++ )\r
1192                                         {\r
1193                                                 if( this.txヒットバー != null )\r
1194                                                 {\r
1195                                                         this.txヒットバー.t2D描画( CDTXMania.app.Device, 0x17 + ( 0x1c * i ), y, new Rectangle( 0, i * 8, 0x1c, 8 ) );\r
1196                                                 }\r
1197                                         }\r
1198                                 }\r
1199                                 if( CDTXMania.DTX.bチップがある.Bass )\r
1200                                 {\r
1201                                         int num3 = ( CDTXMania.ConfigIni.bReverse.Bass ? 0x171 : 40 ) - 3;\r
1202                                         for( int j = 0; j < 4; j++ )\r
1203                                         {\r
1204                                                 if( this.txヒットバー != null )\r
1205                                                 {\r
1206                                                         this.txヒットバー.t2D描画( CDTXMania.app.Device, 0x1dd + ( 0x1c * j ), num3, new Rectangle( 0, j * 8, 0x1c, 8 ) );\r
1207                                                 }\r
1208                                         }\r
1209                                 }\r
1210                         }\r
1211                 }\r
1212                 private void t進行描画・ゲージ()\r
1213                 {\r
1214                         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
1215                         {\r
1216                                 this.actGauge.On進行描画();\r
1217                         }\r
1218                 }\r
1219                 private void t進行描画・コンボ()\r
1220                 {\r
1221                         this.actCombo.On進行描画();\r
1222                 }\r
1223                 private void t進行描画・スコア()\r
1224                 {\r
1225                         this.actScore.On進行描画();\r
1226                 }\r
1227                 private void t進行描画・ステータスパネル()\r
1228                 {\r
1229                         this.actStatusPanels.On進行描画();\r
1230                 }\r
1231                 private bool t進行描画・チップ()\r
1232                 {\r
1233                         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
1234                         {\r
1235                                 return true;\r
1236                         }\r
1237                         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
1238                         {\r
1239                                 return true;\r
1240                         }\r
1241                         int num = this.n現在のトップChip;\r
1242                         if( num == -1 )\r
1243                         {\r
1244                                 return true;\r
1245                         }\r
1246 \r
1247                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1248                         double speed = 234.0;   // BPM150の時の1小節の長さ[dot]\r
1249 \r
1250                         double num2 = ( ( ( ( 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
1251                         double num3 = ( ( ( ( ( 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
1252                         double num4 = ( ( ( ( ( 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
1253 \r
1254                         CDTX dTX = CDTXMania.DTX;\r
1255                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1256                         while( num < dTX.listChip.Count )\r
1257                         {\r
1258                                 CDTX.CChip pChip = dTX.listChip[ num ];\r
1259                                 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 ) * num2 );\r
1260                                 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 ) * num3 );\r
1261                                 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 ) * num4 );\r
1262                                 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
1263                                 {\r
1264                                         break;\r
1265                                 }\r
1266                                 if( ( ( num == this.n現在のトップChip ) && ( pChip.nバーからの距離dot.Drums < -65 ) ) && pChip.bHit )\r
1267                                 {\r
1268                                         this.n現在のトップChip++;\r
1269                                         num = this.n現在のトップChip;\r
1270                                         continue;\r
1271                                 }\r
1272 \r
1273                                 bool bIsAutoPlay = false;\r
1274                                 if ((\r
1275                                                 ((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
1276                                                 ((pChip.e楽器パート == E楽器パート.GUITAR) && CDTXMania.ConfigIni.bAutoPlay.Guitar)\r
1277                                         ) ||\r
1278                                                 ((pChip.e楽器パート == E楽器パート.BASS) && CDTXMania.ConfigIni.bAutoPlay.Bass)\r
1279                                   )\r
1280                                 //                              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
1281                                 {\r
1282                                         bIsAutoPlay = true;\r
1283                                 }\r
1284 \r
1285                                 int nInputAdjustTime = 0;\r
1286                                 if (bIsAutoPlay)\r
1287                                 {\r
1288                                         //nInputAdjustTime = 0;\r
1289                                 }\r
1290                                 else if (pChip.e楽器パート == E楽器パート.UNKNOWN)\r
1291                                 {\r
1292                                         //nInputAdjustTime = 0;\r
1293                                 }\r
1294                                 else\r
1295                                 {\r
1296                                         //int[] nInputAdjustTimes = new int[] { this.nInputAdjustTimeMs.Drums, this.nInputAdjustTimeMs.Guitar, this.nInputAdjustTimeMs.Bass };\r
1297                                         //nInputAdjustTime = nInputAdjustTimes[(int)pChip.e楽器パート];\r
1298                                         nInputAdjustTime = this.nInputAdjustTimeMs[(int)pChip.e楽器パート];\r
1299                                 }\r
1300                                 \r
1301                                 if( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1302                                         ((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
1303                                 {\r
1304                                         this.tチップのヒット処理( CDTXMania.Timer.n現在時刻, pChip );\r
1305                                 }\r
1306                                 switch( pChip.nチャンネル番号 )\r
1307                                 {\r
1308                                         case 1:\r
1309                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1310                                                 {\r
1311                                                         pChip.bHit = true;\r
1312                                                         if( configIni.bBGM音を発声する )\r
1313                                                         {\r
1314                                                                 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
1315                                                         }\r
1316                                                 }\r
1317                                                 break;\r
1318 \r
1319                                         case 3:\r
1320                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1321                                                 {\r
1322                                                         pChip.bHit = true;\r
1323                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1324                                                 }\r
1325                                                 break;\r
1326 \r
1327                                         case 4:\r
1328                                         case 7:\r
1329                                         case 0x55:\r
1330                                         case 0x56:\r
1331                                         case 0x57:\r
1332                                         case 0x58:\r
1333                                         case 0x59:\r
1334                                         case 0x60:\r
1335                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1336                                                 {\r
1337                                                         pChip.bHit = true;\r
1338                                                         if( configIni.bBGA有効 )\r
1339                                                         {\r
1340                                                                 switch( pChip.eBGA種別 )\r
1341                                                                 {\r
1342                                                                         case EBGA種別.BMPTEX:\r
1343                                                                                 if( pChip.rBMPTEX != null )\r
1344                                                                                 {\r
1345                                                                                         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
1346                                                                                 }\r
1347                                                                                 break;\r
1348 \r
1349                                                                         case EBGA種別.BGA:\r
1350                                                                                 if( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1351                                                                                 {\r
1352                                                                                         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
1353                                                                                 }\r
1354                                                                                 break;\r
1355 \r
1356                                                                         case EBGA種別.BGAPAN:\r
1357                                                                                 if( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1358                                                                                 {\r
1359                                                                                         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
1360                                                                                 }\r
1361                                                                                 break;\r
1362 \r
1363                                                                         default:\r
1364                                                                                 if( pChip.rBMP != null )\r
1365                                                                                 {\r
1366                                                                                         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
1367                                                                                 }\r
1368                                                                                 break;\r
1369                                                                 }\r
1370                                                         }\r
1371                                                 }\r
1372                                                 break;\r
1373 \r
1374                                         case 8:\r
1375                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1376                                                 {\r
1377                                                         pChip.bHit = true;\r
1378                                                         if( dTX.listBPM.ContainsKey( pChip.n整数値・内部番号 ) )\r
1379                                                         {\r
1380                                                                 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
1381                                                         }\r
1382                                                 }\r
1383                                                 break;\r
1384 \r
1385                                         case 0x11:\r
1386                                         case 0x12:\r
1387                                         case 0x13:\r
1388                                         case 0x14:\r
1389                                         case 0x15:\r
1390                                         case 0x16:\r
1391                                         case 0x17:\r
1392                                         case 0x18:\r
1393                                         case 0x19:\r
1394                                         case 0x1a:\r
1395                                                 {\r
1396                                                         int num1 = this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ];\r
1397                                                         if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1398                                                         {\r
1399                                                                 pChip.bHit = true;\r
1400                                                                 this.tサウンド再生( 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, E楽器パート.DRUMS, dTX.nモニタを考慮した音量( E楽器パート.DRUMS ) );\r
1401                                                         }\r
1402                                                         break;\r
1403                                                 }\r
1404                                         case 0x1f:\r
1405                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1406                                                 {\r
1407                                                         pChip.bHit = true;\r
1408                                                         this.r現在の歓声Chip.Drums = pChip;\r
1409                                                 }\r
1410                                                 break;\r
1411 \r
1412                                         case 0x20:\r
1413                                         case 0x21:\r
1414                                         case 0x22:\r
1415                                         case 0x23:\r
1416                                         case 0x24:\r
1417                                         case 0x25:\r
1418                                         case 0x26:\r
1419                                         case 0x27:\r
1420                                                 if( configIni.bGuitar有効 )\r
1421                                                 {\r
1422                                                         if( configIni.bSudden.Guitar )\r
1423                                                         {\r
1424                                                                 pChip.b可視 = pChip.nバーからの距離dot.Guitar < 200;\r
1425                                                         }\r
1426                                                         if( configIni.bHidden.Guitar && ( pChip.nバーからの距離dot.Guitar < 100 ) )\r
1427                                                         {\r
1428                                                                 pChip.b可視 = false;\r
1429                                                         }\r
1430                                                         if( !pChip.bHit && pChip.b可視 )\r
1431                                                         {\r
1432                                                                 int num6 = configIni.bReverse.Guitar ? ( 0x171 - pChip.nバーからの距離dot.Guitar ) : ( 40 + pChip.nバーからの距離dot.Guitar );\r
1433                                                                 if( ( num6 > 0 ) && ( num6 < 0x199 ) )\r
1434                                                                 {\r
1435                                                                         int num7 = this.ctチップ模様アニメ.Guitar.n現在の値;\r
1436                                                                         if( pChip.nチャンネル番号 == 0x20 )\r
1437                                                                         {\r
1438                                                                                 if( this.txチップ != null )\r
1439                                                                                 {\r
1440                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x1a, num6 - 4, new Rectangle( 0, 0xc0 + ( ( num7 % 5 ) * 8 ), 0x67, 8 ) );\r
1441                                                                                 }\r
1442                                                                         }\r
1443                                                                         else if( !configIni.bLeft.Guitar )\r
1444                                                                         {\r
1445                                                                                 Rectangle rectangle = new Rectangle( 0, num7 * 8, 0x20, 8 );\r
1446                                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) && ( this.txチップ != null ) )\r
1447                                                                                 {\r
1448                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x1a, num6 - 4, rectangle );\r
1449                                                                                 }\r
1450                                                                                 rectangle.X += 0x20;\r
1451                                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) && ( this.txチップ != null ) )\r
1452                                                                                 {\r
1453                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x3e, num6 - 4, rectangle );\r
1454                                                                                 }\r
1455                                                                                 rectangle.X += 0x20;\r
1456                                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) && ( this.txチップ != null ) )\r
1457                                                                                 {\r
1458                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x62, num6 - 4, rectangle );\r
1459                                                                                 }\r
1460                                                                         }\r
1461                                                                         else\r
1462                                                                         {\r
1463                                                                                 Rectangle rectangle2 = new Rectangle( 0, num7 * 8, 0x20, 8 );\r
1464                                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) && ( this.txチップ != null ) )\r
1465                                                                                 {\r
1466                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x62, num6 - 4, rectangle2 );\r
1467                                                                                 }\r
1468                                                                                 rectangle2.X += 0x20;\r
1469                                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) && ( this.txチップ != null ) )\r
1470                                                                                 {\r
1471                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x3e, num6 - 4, rectangle2 );\r
1472                                                                                 }\r
1473                                                                                 rectangle2.X += 0x20;\r
1474                                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) && ( this.txチップ != null ) )\r
1475                                                                                 {\r
1476                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x1a, num6 - 4, rectangle2 );\r
1477                                                                                 }\r
1478                                                                         }\r
1479                                                                 }\r
1480                                                         }\r
1481                                                         if( ( configIni.bAutoPlay.Guitar && !pChip.bHit ) && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1482                                                         {\r
1483                                                                 pChip.bHit = true;\r
1484                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) || ( pChip.nチャンネル番号 == 0x20 ) )\r
1485                                                                 {\r
1486                                                                         this.actChipFire.Start( 0 );\r
1487                                                                 }\r
1488                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) || ( pChip.nチャンネル番号 == 0x20 ) )\r
1489                                                                 {\r
1490                                                                         this.actChipFire.Start( 1 );\r
1491                                                                 }\r
1492                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) || ( pChip.nチャンネル番号 == 0x20 ) )\r
1493                                                                 {\r
1494                                                                         this.actChipFire.Start( 2 );\r
1495                                                                 }\r
1496                                                                 this.tサウンド再生( 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, E楽器パート.GUITAR, dTX.nモニタを考慮した音量( E楽器パート.GUITAR ) );\r
1497                                                                 this.r次にくるギターChip = null;\r
1498                                                                 this.tチップのヒット処理( pChip.n発声時刻ms, pChip );\r
1499                                                         }\r
1500                                                         break;\r
1501                                                 }\r
1502                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1503                                                 {\r
1504                                                         pChip.bHit = true;\r
1505                                                         this.tサウンド再生( 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, E楽器パート.GUITAR, dTX.nモニタを考慮した音量( E楽器パート.GUITAR ) );\r
1506                                                 }\r
1507                                                 break;\r
1508 \r
1509                                         case 40:\r
1510                                                 if( configIni.bGuitar有効 )\r
1511                                                 {\r
1512                                                         if( configIni.bSudden.Guitar )\r
1513                                                         {\r
1514                                                                 pChip.b可視 = pChip.nバーからの距離dot.Guitar < 200;\r
1515                                                         }\r
1516                                                         if( configIni.bHidden.Guitar && ( pChip.nバーからの距離dot.Guitar < 100 ) )\r
1517                                                         {\r
1518                                                                 pChip.b可視 = false;\r
1519                                                         }\r
1520                                                         if( !pChip.bHit && pChip.b可視 )\r
1521                                                         {\r
1522                                                                 int num10 = 0x19;\r
1523                                                                 int num11 = configIni.bReverse.Guitar ? ( 0x171 - pChip.nバーからの距離dot.Guitar ) : ( 40 + pChip.nバーからの距離dot.Guitar );\r
1524                                                                 int num12 = num11;\r
1525                                                                 int num13 = 0;\r
1526                                                                 if( ( num12 < ( 0x199 + num10 ) ) && ( num12 > -num10 ) )\r
1527                                                                 {\r
1528                                                                         int num14 = this.ctWailingチップ模様アニメ.n現在の値;\r
1529                                                                         Rectangle rectangle5 = new Rectangle( 0x60 + ( num14 * 20 ), 0, 20, 50 );\r
1530                                                                         if( num12 < num10 )\r
1531                                                                         {\r
1532                                                                                 rectangle5.Y += num10 - num12;\r
1533                                                                                 rectangle5.Height -= num10 - num12;\r
1534                                                                                 num13 = num10 - num12;\r
1535                                                                         }\r
1536                                                                         if( num12 > ( 0x199 - num10 ) )\r
1537                                                                         {\r
1538                                                                                 rectangle5.Height -= num12 - ( 0x199 - num10 );\r
1539                                                                         }\r
1540                                                                         if( ( rectangle5.Bottom > rectangle5.Top ) && ( this.txチップ != null ) )\r
1541                                                                         {\r
1542                                                                                 this.txチップ.t2D描画( CDTXMania.app.Device, 0x8b, ( num11 - num10 ) + num13, rectangle5 );\r
1543                                                                         }\r
1544                                                                 }\r
1545                                                         }\r
1546                                                         if( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1547                                                         {\r
1548                                                                 pChip.bHit = true;\r
1549                                                                 if( configIni.bAutoPlay.Guitar )\r
1550                                                                 {\r
1551                                                                         this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
1552                                                                 }\r
1553                                                         }\r
1554                                                         break;\r
1555                                                 }\r
1556                                                 pChip.bHit = true;\r
1557                                                 break;\r
1558 \r
1559                                         case 0x2f:\r
1560                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1561                                                 {\r
1562                                                         pChip.bHit = true;\r
1563                                                         this.r現在の歓声Chip.Guitar = pChip;\r
1564                                                 }\r
1565                                                 break;\r
1566 \r
1567                                         case 0x31:\r
1568                                         case 50:\r
1569                                         case 0x33:\r
1570                                         case 0x34:\r
1571                                         case 0x35:\r
1572                                         case 0x36:\r
1573                                         case 0x37:\r
1574                                         case 0x38:\r
1575                                         case 0x39:\r
1576                                         case 0x3a:\r
1577                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1578                                                 {\r
1579                                                         pChip.bHit = true;\r
1580                                                 }\r
1581                                                 break;\r
1582 \r
1583                                         case 80:\r
1584                                                 {\r
1585                                                         int num20 = pChip.n発声位置 / 0x180;\r
1586                                                         if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1587                                                         {\r
1588                                                                 pChip.bHit = true;\r
1589                                                                 this.actPlayInfo.n小節番号 = num20 - 1;\r
1590                                                                 if( configIni.bWave再生位置自動調整機能有効 )\r
1591                                                                 {\r
1592                                                                         dTX.tWave再生位置自動補正();\r
1593                                                                 }\r
1594                                                         }\r
1595                                                         if( ( pChip.b可視 && configIni.bGuitar有効 ) && ( configIni.eDark != Eダークモード.FULL ) )\r
1596                                                         {\r
1597                                                                 int y = configIni.bReverse.Guitar ? ( ( 0x171 - pChip.nバーからの距離dot.Guitar ) - 1 ) : ( ( 40 + pChip.nバーからの距離dot.Guitar ) - 1 );\r
1598                                                                 if( ( dTX.bチップがある.Guitar && ( y > 0 ) ) && ( ( y < 0x199 ) && ( this.txチップ != null ) ) )\r
1599                                                                 {\r
1600                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x1a, y, new Rectangle( 0, 0xeb, 0x68, 1 ) );\r
1601                                                                 }\r
1602                                                                 y = configIni.bReverse.Bass ? ( ( 0x171 - pChip.nバーからの距離dot.Bass ) - 1 ) : ( ( 40 + pChip.nバーからの距離dot.Bass ) - 1 );\r
1603                                                                 if( ( dTX.bチップがある.Bass && ( y > 0 ) ) && ( ( y < 0x199 ) && ( this.txチップ != null ) ) )\r
1604                                                                 {\r
1605                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 480, y, new Rectangle( 0, 0xeb, 0x68, 1 ) );\r
1606                                                                 }\r
1607                                                         }\r
1608                                                         break;\r
1609                                                 }\r
1610                                         case 0x51:\r
1611                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1612                                                         pChip.bHit = true;\r
1613                                                 break;\r
1614 \r
1615                                         case 0x52:\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                                                 }\r
1620                                                 break;\r
1621 \r
1622                                         case 0x53:\r
1623                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1624                                                 {\r
1625                                                         pChip.bHit = true;\r
1626                                                 }\r
1627                                                 break;\r
1628 \r
1629                                         case 0x54:\r
1630                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1631                                                 {\r
1632                                                         pChip.bHit = true;\r
1633                                                         if( configIni.bAVI有効 )\r
1634                                                         {\r
1635                                                                 switch( pChip.eAVI種別 )\r
1636                                                                 {\r
1637                                                                         case EAVI種別.AVI:\r
1638                                                                                 if( pChip.rAVI != null )\r
1639                                                                                 {\r
1640                                                                                         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
1641                                                                                 }\r
1642                                                                                 break;\r
1643 \r
1644                                                                         case EAVI種別.AVIPAN:\r
1645                                                                                 if( pChip.rAVIPan != null )\r
1646                                                                                 {\r
1647                                                                                         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
1648                                                                                 }\r
1649                                                                                 break;\r
1650                                                                 }\r
1651                                                         }\r
1652                                                 }\r
1653                                                 break;\r
1654 \r
1655                                         case 0x61:\r
1656                                         case 0x62:\r
1657                                         case 0x63:\r
1658                                         case 0x64:\r
1659                                         case 0x65:\r
1660                                         case 0x66:\r
1661                                         case 0x67:\r
1662                                         case 0x68:\r
1663                                         case 0x69:\r
1664                                         case 0x70:\r
1665                                         case 0x71:\r
1666                                         case 0x72:\r
1667                                         case 0x73:\r
1668                                         case 0x74:\r
1669                                         case 0x75:\r
1670                                         case 0x76:\r
1671                                         case 0x77:\r
1672                                         case 0x78:\r
1673                                         case 0x79:\r
1674                                         case 0x80:\r
1675                                         case 0x81:\r
1676                                         case 0x82:\r
1677                                         case 0x83:\r
1678                                         case 0x84:\r
1679                                         case 0x85:\r
1680                                         case 0x86:\r
1681                                         case 0x87:\r
1682                                         case 0x88:\r
1683                                         case 0x89:\r
1684                                         case 0x90:\r
1685                                         case 0x91:\r
1686                                         case 0x92:\r
1687                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1688                                                 {\r
1689                                                         pChip.bHit = true;\r
1690                                                         if( configIni.bBGM音を発声する )\r
1691                                                         {\r
1692                                                                 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
1693                                                                 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
1694                                                                 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
1695                                                         }\r
1696                                                 }\r
1697                                                 break;\r
1698 \r
1699                                         case 160:\r
1700                                         case 0xa1:\r
1701                                         case 0xa2:\r
1702                                         case 0xa3:\r
1703                                         case 0xa4:\r
1704                                         case 0xa5:\r
1705                                         case 0xa6:\r
1706                                         case 0xa7:\r
1707                                                 if( configIni.bGuitar有効 )\r
1708                                                 {\r
1709                                                         if( configIni.bSudden.Bass )\r
1710                                                         {\r
1711                                                                 pChip.b可視 = pChip.nバーからの距離dot.Bass < 200;\r
1712                                                         }\r
1713                                                         if( configIni.bHidden.Bass && ( pChip.nバーからの距離dot.Bass < 100 ) )\r
1714                                                         {\r
1715                                                                 pChip.b可視 = false;\r
1716                                                         }\r
1717                                                         if( !pChip.bHit && pChip.b可視 )\r
1718                                                         {\r
1719                                                                 int num8 = configIni.bReverse.Bass ? ( 0x171 - pChip.nバーからの距離dot.Bass ) : ( 40 + pChip.nバーからの距離dot.Bass );\r
1720                                                                 if( ( num8 > 0 ) && ( num8 < 0x199 ) )\r
1721                                                                 {\r
1722                                                                         int num9 = this.ctチップ模様アニメ.Bass.n現在の値;\r
1723                                                                         if( pChip.nチャンネル番号 == 160 )\r
1724                                                                         {\r
1725                                                                                 if( this.txチップ != null )\r
1726                                                                                 {\r
1727                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 480, num8 - 4, new Rectangle( 0, 0xc0 + ( ( num9 % 5 ) * 8 ), 0x67, 8 ) );\r
1728                                                                                 }\r
1729                                                                         }\r
1730                                                                         else if( !configIni.bLeft.Bass )\r
1731                                                                         {\r
1732                                                                                 Rectangle rectangle3 = new Rectangle( 0, num9 * 8, 0x20, 8 );\r
1733                                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) && ( this.txチップ != null ) )\r
1734                                                                                 {\r
1735                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 480, num8 - 4, rectangle3 );\r
1736                                                                                 }\r
1737                                                                                 rectangle3.X += 0x20;\r
1738                                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) && ( this.txチップ != null ) )\r
1739                                                                                 {\r
1740                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x204, num8 - 4, rectangle3 );\r
1741                                                                                 }\r
1742                                                                                 rectangle3.X += 0x20;\r
1743                                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) && ( this.txチップ != null ) )\r
1744                                                                                 {\r
1745                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x228, num8 - 4, rectangle3 );\r
1746                                                                                 }\r
1747                                                                         }\r
1748                                                                         else\r
1749                                                                         {\r
1750                                                                                 Rectangle rectangle4 = new Rectangle( 0, num9 * 8, 0x20, 8 );\r
1751                                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) && ( this.txチップ != null ) )\r
1752                                                                                 {\r
1753                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x228, num8 - 4, rectangle4 );\r
1754                                                                                 }\r
1755                                                                                 rectangle4.X += 0x20;\r
1756                                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) && ( this.txチップ != null ) )\r
1757                                                                                 {\r
1758                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x204, num8 - 4, rectangle4 );\r
1759                                                                                 }\r
1760                                                                                 rectangle4.X += 0x20;\r
1761                                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) && ( this.txチップ != null ) )\r
1762                                                                                 {\r
1763                                                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 480, num8 - 4, rectangle4 );\r
1764                                                                                 }\r
1765                                                                         }\r
1766                                                                 }\r
1767                                                         }\r
1768                                                         if( ( configIni.bAutoPlay.Bass && !pChip.bHit ) && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1769                                                         {\r
1770                                                                 pChip.bHit = true;\r
1771                                                                 if( ( ( pChip.nチャンネル番号 & 4 ) != 0 ) || ( pChip.nチャンネル番号 == 160 ) )\r
1772                                                                 {\r
1773                                                                         this.actChipFire.Start( 3 );\r
1774                                                                 }\r
1775                                                                 if( ( ( pChip.nチャンネル番号 & 2 ) != 0 ) || ( pChip.nチャンネル番号 == 160 ) )\r
1776                                                                 {\r
1777                                                                         this.actChipFire.Start( 4 );\r
1778                                                                 }\r
1779                                                                 if( ( ( pChip.nチャンネル番号 & 1 ) != 0 ) || ( pChip.nチャンネル番号 == 160 ) )\r
1780                                                                 {\r
1781                                                                         this.actChipFire.Start( 5 );\r
1782                                                                 }\r
1783                                                                 this.tサウンド再生( 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, E楽器パート.BASS, dTX.nモニタを考慮した音量( E楽器パート.BASS ) );\r
1784                                                                 this.r次にくるベースChip = null;\r
1785                                                                 this.tチップのヒット処理( pChip.n発声時刻ms, pChip );\r
1786                                                         }\r
1787                                                         break;\r
1788                                                 }\r
1789                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1790                                                 {\r
1791                                                         pChip.bHit = true;\r
1792                                                         this.tサウンド再生( 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, E楽器パート.BASS, dTX.nモニタを考慮した音量( E楽器パート.BASS ) );\r
1793                                                 }\r
1794                                                 break;\r
1795 \r
1796                                         case 0xa8:\r
1797                                                 if( configIni.bGuitar有効 )\r
1798                                                 {\r
1799                                                         if( configIni.bSudden.Bass )\r
1800                                                         {\r
1801                                                                 pChip.b可視 = pChip.nバーからの距離dot.Bass < 200;\r
1802                                                         }\r
1803                                                         if( configIni.bHidden.Bass && ( pChip.nバーからの距離dot.Bass < 100 ) )\r
1804                                                         {\r
1805                                                                 pChip.b可視 = false;\r
1806                                                         }\r
1807                                                         if( !pChip.bHit && pChip.b可視 )\r
1808                                                         {\r
1809                                                                 int num15 = 0x19;\r
1810                                                                 int num16 = configIni.bReverse.Bass ? ( 0x171 - pChip.nバーからの距離dot.Bass ) : ( 40 + pChip.nバーからの距離dot.Bass );\r
1811                                                                 int num17 = num16;\r
1812                                                                 int num18 = 0;\r
1813                                                                 if( ( num17 < ( 0x199 + num15 ) ) && ( num17 > -num15 ) )\r
1814                                                                 {\r
1815                                                                         int num19 = this.ctWailingチップ模様アニメ.n現在の値;\r
1816                                                                         Rectangle rectangle6 = new Rectangle( 0x60 + ( num19 * 20 ), 0, 20, 50 );\r
1817                                                                         if( num17 < num15 )\r
1818                                                                         {\r
1819                                                                                 rectangle6.Y += num15 - num17;\r
1820                                                                                 rectangle6.Height -= num15 - num17;\r
1821                                                                                 num18 = num15 - num17;\r
1822                                                                         }\r
1823                                                                         if( num17 > ( 0x199 - num15 ) )\r
1824                                                                         {\r
1825                                                                                 rectangle6.Height -= num17 - ( 0x199 - num15 );\r
1826                                                                         }\r
1827                                                                         if( ( rectangle6.Bottom > rectangle6.Top ) && ( this.txチップ != null ) )\r
1828                                                                         {\r
1829                                                                                 this.txチップ.t2D描画( CDTXMania.app.Device, 0x251, ( num16 - num15 ) + num18, rectangle6 );\r
1830                                                                         }\r
1831                                                                 }\r
1832                                                         }\r
1833                                                         if( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1834                                                         {\r
1835                                                                 pChip.bHit = true;\r
1836                                                                 if( configIni.bAutoPlay.Bass )\r
1837                                                                 {\r
1838                                                                         this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
1839                                                                 }\r
1840                                                         }\r
1841                                                         break;\r
1842                                                 }\r
1843                                                 pChip.bHit = true;\r
1844                                                 break;\r
1845 \r
1846                                         case 0xaf:\r
1847                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1848                                                 {\r
1849                                                         pChip.bHit = true;\r
1850                                                         this.r現在の歓声Chip.Bass = pChip;\r
1851                                                 }\r
1852                                                 break;\r
1853 \r
1854                                         case 0xb1:\r
1855                                         case 0xb2:\r
1856                                         case 0xb3:\r
1857                                         case 180:\r
1858                                         case 0xb5:\r
1859                                         case 0xb6:\r
1860                                         case 0xb7:\r
1861                                         case 0xb8:\r
1862                                         case 0xb9:\r
1863                                         case 0xbc:\r
1864                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1865                                                 {\r
1866                                                         pChip.bHit = true;\r
1867                                                 }\r
1868                                                 break;\r
1869 \r
1870                                         case 0xba:\r
1871                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1872                                                 {\r
1873                                                         pChip.bHit = true;\r
1874                                                         this.r現在の空うちギターChip = pChip;\r
1875                                                         pChip.nチャンネル番号 = 0x20;\r
1876                                                 }\r
1877                                                 break;\r
1878 \r
1879                                         case 0xbb:\r
1880                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1881                                                 {\r
1882                                                         pChip.bHit = true;\r
1883                                                         this.r現在の空うちベースChip = pChip;\r
1884                                                         pChip.nチャンネル番号 = 160;\r
1885                                                 }\r
1886                                                 break;\r
1887 \r
1888                                         case 0xc4:\r
1889                                         case 0xc7:\r
1890                                         case 0xd5:\r
1891                                         case 0xd6:\r
1892                                         case 0xd7:\r
1893                                         case 0xd8:\r
1894                                         case 0xd9:\r
1895                                         case 0xe0:\r
1896                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1897                                                 {\r
1898                                                         pChip.bHit = true;\r
1899                                                         if( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
1900                                                         {\r
1901                                                                 for( int i = 0; i < 8; i++ )\r
1902                                                                 {\r
1903                                                                         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
1904                                                                         {\r
1905                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
1906                                                                         }\r
1907                                                                 }\r
1908                                                         }\r
1909                                                 }\r
1910                                                 break;\r
1911 \r
1912                                         default:\r
1913                                                 if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1914                                                 {\r
1915                                                         pChip.bHit = true;\r
1916                                                 }\r
1917                                                 break;\r
1918                                 }\r
1919 \r
1920                                 num++;\r
1921                         }\r
1922                         return false;\r
1923                 }\r
1924                 private void t進行描画・チップアニメ()\r
1925                 {\r
1926                         for( int i = 1; i < 3; i++ )\r
1927                         {\r
1928                                 this.ctチップ模様アニメ[ i ].t進行Loop();\r
1929                         }\r
1930                         this.ctWailingチップ模様アニメ.t進行Loop();\r
1931                 }\r
1932                 private void t進行描画・チップファイアGB()\r
1933                 {\r
1934                         this.actChipFire.On進行描画();\r
1935                 }\r
1936                 private void t進行描画・パネル文字列()\r
1937                 {\r
1938                         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
1939                         {\r
1940                                 this.actPanel.t進行描画( 0xb5, 430 );\r
1941                         }\r
1942                 }\r
1943                 private bool t進行描画・フェードイン・アウト()\r
1944                 {\r
1945                         switch( base.eフェーズID )\r
1946                         {\r
1947                                 case CStage.Eフェーズ.共通_フェードイン:\r
1948                                         if( this.actFI.On進行描画() != 0 )\r
1949                                         {\r
1950                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
1951                                         }\r
1952                                         break;\r
1953 \r
1954                                 case CStage.Eフェーズ.共通_フェードアウト:\r
1955                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
1956                                         if( this.actFO.On進行描画() != 0 )\r
1957                                         {\r
1958                                                 return true;\r
1959                                         }\r
1960                                         break;\r
1961 \r
1962                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
1963                                         if( this.actFOClear.On進行描画() == 0 )\r
1964                                         {\r
1965                                                 break;\r
1966                                         }\r
1967                                         return true;\r
1968                         }\r
1969                         return false;\r
1970                 }\r
1971                 private void t進行描画・レーンフラッシュGB()\r
1972                 {\r
1973                         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
1974                         {\r
1975                                 this.actLaneFlushGB.On進行描画();\r
1976                         }\r
1977                 }\r
1978                 private void t進行描画・演奏情報()\r
1979                 {\r
1980                         if( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
1981                         {\r
1982                                 this.actPlayInfo.t進行描画( 0xb5, 50 );\r
1983                         }\r
1984                 }\r
1985                 private void t進行描画・背景()\r
1986                 {\r
1987                         if( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
1988                         {\r
1989                                 if( this.tx背景 != null )\r
1990                                 {\r
1991                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
1992                                 }\r
1993                         }\r
1994                         else\r
1995                         {\r
1996                                 CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
1997                         }\r
1998                 }\r
1999                 private void t進行描画・判定文字列()\r
2000                 {\r
2001                         this.actJudgeString.On進行描画();\r
2002                 }\r
2003                 private void t進行描画・譜面スクロール速度()\r
2004                 {\r
2005                         this.act譜面スクロール速度.On進行描画();\r
2006                 }\r
2007                 private void t入力メソッド記憶( E楽器パート part )\r
2008                 {\r
2009                         if( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
2010                         {\r
2011                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
2012                         }\r
2013                         if( CDTXMania.Pad.st検知したデバイス.Joypad )\r
2014                         {\r
2015                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
2016                         }\r
2017                         if( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
2018                         {\r
2019                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
2020                         }\r
2021                         if( CDTXMania.Pad.st検知したデバイス.Mouse )\r
2022                         {\r
2023                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
2024                         }\r
2025                 }\r
2026                 private void t入力処理・ギター()\r
2027                 {\r
2028                         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
2029                         {\r
2030                                 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
2031                         }\r
2032                         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
2033                         {\r
2034                                 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
2035                         }\r
2036 \r
2037                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Guitar )\r
2038                         {\r
2039                                 if( bIsAutoPlay.Guitar )\r
2040                                 {\r
2041                                         CDTX.CChip chip = this.r次にくるギターChipを更新して返す();\r
2042                                         if( chip != null )\r
2043                                         {\r
2044                                                 if( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2045                                                 {\r
2046                                                         this.actLaneFlushGB.Start( 0 );\r
2047                                                         this.actRGB.Push( 0 );\r
2048                                                 }\r
2049                                                 if( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2050                                                 {\r
2051                                                         this.actLaneFlushGB.Start( 1 );\r
2052                                                         this.actRGB.Push( 1 );\r
2053                                                 }\r
2054                                                 if( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2055                                                 {\r
2056                                                         this.actLaneFlushGB.Start( 2 );\r
2057                                                         this.actRGB.Push( 2 );\r
2058                                                 }\r
2059                                         }\r
2060                                 }\r
2061                                 else\r
2062                                 {\r
2063                                         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
2064                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2065                                         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
2066                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2067                                         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
2068                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2069                                         int flagRGB = flagR | flagG | flagB;\r
2070                                         if( flagR != 0 )\r
2071                                         {\r
2072                                                 this.actLaneFlushGB.Start( 0 );\r
2073                                                 this.actRGB.Push( 0 );\r
2074                                         }\r
2075                                         if( flagG != 0 )\r
2076                                         {\r
2077                                                 this.actLaneFlushGB.Start( 1 );\r
2078                                                 this.actRGB.Push( 1 );\r
2079                                         }\r
2080                                         if( flagB != 0 )\r
2081                                         {\r
2082                                                 this.actLaneFlushGB.Start( 2 );\r
2083                                                 this.actRGB.Push( 2 );\r
2084                                         }\r
2085                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Pick );\r
2086                                         if( ( events != null ) && ( events.Count > 0 ) )\r
2087                                         {\r
2088                                                 foreach( STInputEvent event2 in events )\r
2089                                                 {\r
2090                                                         CDTX.CChip chip4;\r
2091                                                         if( !event2.b押された )\r
2092                                                         {\r
2093                                                                 continue;\r
2094                                                         }\r
2095                                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2096                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2097                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0x2f, this.nInputAdjustTimeMs.Guitar, 0 );\r
2098                                                         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
2099                                                         if (((pChip != null) && ((pChip.nチャンネル番号 & 15) == flagRGB)) && (e判定 != E判定.Miss))\r
2100                                                         {\r
2101                                                                 if( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2102                                                                 {\r
2103                                                                         this.actChipFire.Start( 0 );\r
2104                                                                 }\r
2105                                                                 if( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2106                                                                 {\r
2107                                                                         this.actChipFire.Start( 1 );\r
2108                                                                 }\r
2109                                                                 if( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2110                                                                 {\r
2111                                                                         this.actChipFire.Start( 2 );\r
2112                                                                 }\r
2113                                                                 this.tチップのヒット処理( nTime, pChip );\r
2114                                                                 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
2115                                                                 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
2116                                                                 if( item != null )\r
2117                                                                 {\r
2118                                                                         this.queWailing.Guitar.Enqueue( item );\r
2119                                                                 }\r
2120                                                                 continue;\r
2121                                                         }\r
2122                                                         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
2123                                                         {\r
2124                                                                 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
2125                                                         }\r
2126                                                         if( !CDTXMania.ConfigIni.bLight.Guitar )\r
2127                                                         {\r
2128                                                                 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
2129                                                         }\r
2130                                                 }\r
2131                                         }\r
2132                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Wail );\r
2133                                         if( ( list2 != null ) && ( list2.Count > 0 ) )\r
2134                                         {\r
2135                                                 foreach( STInputEvent event3 in list2 )\r
2136                                                 {\r
2137                                                         CDTX.CChip chip5;\r
2138                                                         if( !event3.b押された )\r
2139                                                         {\r
2140                                                                 continue;\r
2141                                                         }\r
2142                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2143                                                         while( ( this.queWailing.Guitar.Count > 0 ) && ( ( chip5 = this.queWailing.Guitar.Dequeue() ) != null ) )\r
2144                                                         {\r
2145                                                                 if( ( num6 - chip5.n発声時刻ms ) <= 800 )\r
2146                                                                 {\r
2147                                                                         chip5.bHit = true;\r
2148                                                                         this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
2149                                                                         if( !bIsAutoPlay.Guitar )\r
2150                                                                         {\r
2151                                                                                 this.actScore.Set( E楽器パート.GUITAR, this.actScore.Get( E楽器パート.GUITAR) + ( this.actCombo.n現在のコンボ数.Guitar * 3000L ) );    // #24245 2011.1.24 yyagi changed: DRUMS->GUITAR\r
2152                                                                         }\r
2153                                                                 }\r
2154                                                         }\r
2155                                                 }\r
2156                                         }\r
2157                                 }\r
2158                         }\r
2159                 }\r
2160                 private void t入力処理・ベース()\r
2161                 {\r
2162                         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
2163                         {\r
2164                                 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
2165                         }\r
2166                         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
2167                         {\r
2168                                 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
2169                         }\r
2170 \r
2171                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Bass )\r
2172                         {\r
2173                                 if( bIsAutoPlay.Bass )\r
2174                                 {\r
2175                                         CDTX.CChip chip = this.r次にくるベースChipを更新して返す();\r
2176                                         if( chip != null )\r
2177                                         {\r
2178                                                 if( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2179                                                 {\r
2180                                                         this.actLaneFlushGB.Start( 3 );\r
2181                                                         this.actRGB.Push( 3 );\r
2182                                                 }\r
2183                                                 if( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2184                                                 {\r
2185                                                         this.actLaneFlushGB.Start( 4 );\r
2186                                                         this.actRGB.Push( 4 );\r
2187                                                 }\r
2188                                                 if( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2189                                                 {\r
2190                                                         this.actLaneFlushGB.Start( 5 );\r
2191                                                         this.actRGB.Push( 5 );\r
2192                                                 }\r
2193                                         }\r
2194                                 }\r
2195                                 else\r
2196                                 {\r
2197                                         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
2198                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2199                                         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
2200                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2201                                         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
2202                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2203                                         int flagRGB = flagR | flagG | flagB;\r
2204                                         if( flagR != 0 )\r
2205                                         {\r
2206                                                 this.actLaneFlushGB.Start( 3 );\r
2207                                                 this.actRGB.Push( 3 );\r
2208                                         }\r
2209                                         if( flagG != 0 )\r
2210                                         {\r
2211                                                 this.actLaneFlushGB.Start( 4 );\r
2212                                                 this.actRGB.Push( 4 );\r
2213                                         }\r
2214                                         if( flagB != 0 )\r
2215                                         {\r
2216                                                 this.actLaneFlushGB.Start( 5 );\r
2217                                                 this.actRGB.Push( 5 );\r
2218                                         }\r
2219                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Pick );\r
2220                                         if( ( events != null ) && ( events.Count > 0 ) )\r
2221                                         {\r
2222                                                 foreach( STInputEvent event2 in events )\r
2223                                                 {\r
2224                                                         CDTX.CChip chip4;\r
2225                                                         if( !event2.b押された )\r
2226                                                         {\r
2227                                                                 continue;\r
2228                                                         }\r
2229                                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2230                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2231                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0xaf, this.nInputAdjustTimeMs.Bass, 0 );\r
2232                                                         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
2233                                                         if (((pChip != null) && ((pChip.nチャンネル番号 & 15) == flagRGB)) && (e判定 != E判定.Miss))\r
2234                                                         {\r
2235                                                                 if( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2236                                                                 {\r
2237                                                                         this.actChipFire.Start( 3 );\r
2238                                                                 }\r
2239                                                                 if( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2240                                                                 {\r
2241                                                                         this.actChipFire.Start( 4 );\r
2242                                                                 }\r
2243                                                                 if( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2244                                                                 {\r
2245                                                                         this.actChipFire.Start( 5 );\r
2246                                                                 }\r
2247                                                                 this.tチップのヒット処理( nTime, pChip );\r
2248                                                                 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
2249                                                                 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
2250                                                                 if( item != null )\r
2251                                                                 {\r
2252                                                                         this.queWailing.Bass.Enqueue( item );\r
2253                                                                 }\r
2254                                                                 continue;\r
2255                                                         }\r
2256                                                         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
2257                                                         {\r
2258                                                                 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
2259                                                         }\r
2260                                                         if( !CDTXMania.ConfigIni.bLight.Bass )\r
2261                                                         {\r
2262                                                                 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
2263                                                         }\r
2264                                                 }\r
2265                                         }\r
2266                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Wail );\r
2267                                         if( ( list2 != null ) && ( list2.Count > 0 ) )\r
2268                                         {\r
2269                                                 foreach( STInputEvent event3 in list2 )\r
2270                                                 {\r
2271                                                         CDTX.CChip chip5;\r
2272                                                         if( !event3.b押された )\r
2273                                                         {\r
2274                                                                 continue;\r
2275                                                         }\r
2276                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2277                                                         while( ( this.queWailing.Bass.Count > 0 ) && ( ( chip5 = this.queWailing.Bass.Dequeue() ) != null ) )\r
2278                                                         {\r
2279                                                                 if( ( num6 - chip5.n発声時刻ms ) <= 800 )\r
2280                                                                 {\r
2281                                                                         chip5.bHit = true;\r
2282                                                                         this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
2283                                                                         if( !bIsAutoPlay.Bass )\r
2284                                                                         {\r
2285                                                                                 this.actScore.Set( E楽器パート.BASS, this.actScore.Get( E楽器パート.BASS ) + ( this.actCombo.n現在のコンボ数.Bass * 3000L ) ); // #24245 2011.1.24 yyagi changed: DRUMS->GUITAR\r
2286                                                                         }\r
2287                                                                 }\r
2288                                                         }\r
2289                                                 }\r
2290                                         }\r
2291                                 }\r
2292                         }\r
2293                 }\r
2294                 private void t背景テクスチャの生成()\r
2295                 {\r
2296                         Bitmap image = null;\r
2297                         string path = "";\r
2298                         bool flag = true;\r
2299                         if( !CDTXMania.ConfigIni.bストイックモード )\r
2300                         {\r
2301                                 string bACKGROUND = null;\r
2302                                 if( ( CDTXMania.DTX.BACKGROUND_GR != null ) && ( CDTXMania.DTX.BACKGROUND_GR.Length > 0 ) )\r
2303                                 {\r
2304                                         bACKGROUND = CDTXMania.DTX.BACKGROUND_GR;\r
2305                                 }\r
2306                                 else if( ( CDTXMania.DTX.BACKGROUND != null ) && ( CDTXMania.DTX.BACKGROUND.Length > 0 ) )\r
2307                                 {\r
2308                                         bACKGROUND = CDTXMania.DTX.BACKGROUND;\r
2309                                 }\r
2310                                 if( ( bACKGROUND != null ) && ( bACKGROUND.Length > 0 ) )\r
2311                                 {\r
2312                                         path = CDTXMania.DTX.strフォルダ名 + bACKGROUND;\r
2313                                         if( File.Exists( path ) )\r
2314                                         {\r
2315                                                 try\r
2316                                                 {\r
2317                                                         Bitmap bitmap2 = null;\r
2318                                                         bitmap2 = new Bitmap( path );\r
2319                                                         if( ( bitmap2.Size.Width == 0 ) && ( bitmap2.Size.Height == 0 ) )\r
2320                                                         {\r
2321                                                                 this.tx背景 = null;\r
2322                                                                 return;\r
2323                                                         }\r
2324                                                         Bitmap bitmap3 = new Bitmap( 640, 480 );\r
2325                                                         Graphics graphics = Graphics.FromImage( bitmap3 );\r
2326                                                         for( int i = 0; i < 480; i += bitmap2.Size.Height )\r
2327                                                         {\r
2328                                                                 for( int j = 0; j < 640; j += bitmap2.Size.Width )\r
2329                                                                 {\r
2330                                                                         graphics.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
2331                                                                 }\r
2332                                                         }\r
2333                                                         graphics.Dispose();\r
2334                                                         bitmap2.Dispose();\r
2335                                                         image = new Bitmap( CSkin.Path( @"Graphics\\ScreenPlayGuitar background.jpg" ) );\r
2336                                                         graphics = Graphics.FromImage( image );\r
2337                                                         ColorMatrix matrix2 = new ColorMatrix();\r
2338                                                         matrix2.Matrix00 = 1f;\r
2339                                                         matrix2.Matrix11 = 1f;\r
2340                                                         matrix2.Matrix22 = 1f;\r
2341                                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
2342                                                         matrix2.Matrix44 = 1f;\r
2343                                                         ColorMatrix newColorMatrix = matrix2;\r
2344                                                         ImageAttributes imageAttr = new ImageAttributes();\r
2345                                                         imageAttr.SetColorMatrix( newColorMatrix );\r
2346                                                         graphics.DrawImage( bitmap3, new Rectangle( 0, 0, 640, 480 ), 0, 0, 640, 480, GraphicsUnit.Pixel, imageAttr );\r
2347                                                         imageAttr.Dispose();\r
2348                                                         graphics.DrawImage( bitmap3, new Rectangle( 0xb5, 50, 0x116, 0x163 ), 0xb5, 50, 0x116, 0x163, GraphicsUnit.Pixel );\r
2349                                                         graphics.Dispose();\r
2350                                                         bitmap3.Dispose();\r
2351                                                         flag = false;\r
2352                                                 }\r
2353                                                 catch\r
2354                                                 {\r
2355                                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { path } );\r
2356                                                 }\r
2357                                         }\r
2358                                 }\r
2359                         }\r
2360                         if( flag )\r
2361                         {\r
2362                                 path = CSkin.Path( @"Graphics\ScreenPlayGuitar background.jpg" );\r
2363                                 try\r
2364                                 {\r
2365                                         image = new Bitmap( path );\r
2366                                 }\r
2367                                 catch\r
2368                                 {\r
2369                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { path } );\r
2370                                         this.tx背景 = null;\r
2371                                         return;\r
2372                                 }\r
2373                         }\r
2374                         if( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) )\r
2375                         {\r
2376                                 Graphics graphics2 = Graphics.FromImage( image );\r
2377                                 graphics2.FillRectangle( Brushes.Black, 0xb5, 50, 0x116, 0x163 );\r
2378                                 graphics2.Dispose();\r
2379                         }\r
2380                         try\r
2381                         {\r
2382                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
2383                         }\r
2384                         catch( CTextureCreateFailedException )\r
2385                         {\r
2386                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
2387                                 this.tx背景 = null;\r
2388                         }\r
2389                         image.Dispose();\r
2390                 }\r
2391 #if true        // DAMAGELEVELTUNING\r
2392                 // ----------------------------------\r
2393                 public float[,] fDamageGaugeDelta = {                   // #23625 2011.1.10 ickw_284: tuned damage/recover factors\r
2394                         // drums,   guitar,  bass\r
2395                         {  0.004f,  0.006f,  0.006f  },\r
2396                         {  0.002f,  0.003f,  0.003f  },\r
2397                         {  0.000f,  0.000f,  0.000f  },\r
2398                         { -0.020f, -0.030f,     -0.030f  },\r
2399                         { -0.050f, -0.050f, -0.050f  }\r
2400                 };\r
2401                 public float[] fDamageLevelFactor = {\r
2402                         0.5f, 1.0f, 1.5f\r
2403                 };\r
2404                 // ----------------------------------\r
2405 #endif\r
2406 \r
2407                 private void t判定にあわせてゲージを増減する(E楽器パート part, E判定 e今回の判定)\r
2408                 {\r
2409                         double fDamage;\r
2410 \r
2411 #if true        // DAMAGELEVELTUNING\r
2412                         switch (e今回の判定)                                               // #23625 2011.1.10 ickw_284\r
2413                         {\r
2414                                 case E判定.Perfect:\r
2415                                 case E判定.Great:\r
2416                                 case E判定.Good:\r
2417                                 case E判定.Poor:\r
2418                                         fDamage = fDamageGaugeDelta[(int)e今回の判定, (int)part];\r
2419                                         break;\r
2420                                 case E判定.Miss:\r
2421                                         fDamage = fDamageGaugeDelta[(int)e今回の判定, (int)part];\r
2422                                         switch (CDTXMania.ConfigIni.eダメージレベル)\r
2423                                         {\r
2424                                                 case Eダメージレベル.少ない:\r
2425                                                 case Eダメージレベル.普通:\r
2426                                                 case Eダメージレベル.大きい:\r
2427                                                         fDamage *= fDamageLevelFactor[(int)CDTXMania.ConfigIni.eダメージレベル];\r
2428                                                         break;\r
2429                                         }\r
2430                                         break;\r
2431 \r
2432                                 default:\r
2433                                         fDamage = 0.0;\r
2434                                         break;\r
2435                         }\r
2436 #else                                                                                                   // before applying #23625 modifications\r
2437                         switch (e今回の判定)\r
2438                         {\r
2439                                 case E判定.Perfect:\r
2440                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.01 : 0.015;\r
2441                                         break;\r
2442 \r
2443                                 case E判定.Great:\r
2444                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.006 : 0.009;\r
2445                                         break;\r
2446 \r
2447                                 case E判定.Good:\r
2448                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.002 : 0.003;\r
2449                                         break;\r
2450 \r
2451                                 case E判定.Poor:\r
2452                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.0 : 0.0;\r
2453                                         break;\r
2454 \r
2455                                 case E判定.Miss:\r
2456                                         fDamage = ( part == E楽器パート.DRUMS ) ? -0.035 : -0.035;\r
2457                                         switch( CDTXMania.ConfigIni.eダメージレベル )\r
2458                                         {\r
2459                                                 case Eダメージレベル.少ない:\r
2460                                                         fDamage *= 0.6;\r
2461                                                         break;\r
2462 \r
2463                                                 case Eダメージレベル.普通:\r
2464                                                         fDamage *= 1.0;\r
2465                                                         break;\r
2466 \r
2467                                                 case Eダメージレベル.大きい:\r
2468                                                         fDamage *= 1.6;\r
2469                                                         break;\r
2470                                         }\r
2471                                         break;\r
2472 \r
2473                                 default:\r
2474                                         fDamage = 0.0;\r
2475                                         break;\r
2476                         }\r
2477 #endif\r
2478                         this.actGauge.db現在のゲージ値[(int)part] += fDamage;\r
2479 \r
2480                         if( this.actGauge.db現在のゲージ値[ (int) part ] > 1.0 )\r
2481                                 this.actGauge.db現在のゲージ値[ (int) part ] = 1.0;\r
2482                 }\r
2483                 //-----------------\r
2484                 #endregion\r
2485         }\r
2486 }\r