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[dtxmania/dtxmania.git] / DTXManiaプロジェクト / コード / ステージ / 07.演奏 / CStage演奏画面共通.cs
1 using System;\r
2 using System.Collections.Generic;\r
3 using System.Text;\r
4 using System.Runtime.InteropServices;\r
5 using System.Drawing;\r
6 using System.Drawing.Imaging;\r
7 using System.IO;\r
8 using System.Diagnostics;\r
9 using SlimDX;\r
10 using SlimDX.Direct3D9;\r
11 using FDK;\r
12 \r
13 namespace DTXMania\r
14 {\r
15         /// <summary>\r
16         /// 演奏画面の共通クラス (ドラム演奏画面, ギター演奏画面の継承元)\r
17         /// </summary>\r
18         internal abstract class CStage演奏画面共通 : CStage\r
19         {\r
20                 // プロパティ\r
21 \r
22                 public bool bAUTOでないチップが1つでもバーを通過した\r
23                 {\r
24                         get;\r
25                         protected set;\r
26                 }\r
27 \r
28                 // メソッド\r
29 \r
30                 public void t演奏結果を格納する・ドラム( out CScoreIni.C演奏記録 Drums )\r
31                 {\r
32                         Drums = new CScoreIni.C演奏記録();\r
33 \r
34                         if ( CDTXMania.DTX.bチップがある.Drums && !CDTXMania.ConfigIni.bギタレボモード )\r
35                         {\r
36                                 Drums.nスコア = this.actScore.Get( E楽器パート.DRUMS );\r
37                                 Drums.dbゲーム型スキル値 = CScoreIni.tゲーム型スキルを計算して返す( CDTXMania.DTX.LEVEL.Drums, CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数・Auto含まない.Drums.Perfect, this.actCombo.n現在のコンボ数.Drums最高値 );\r
38                                 Drums.db演奏型スキル値 = CScoreIni.t演奏型スキルを計算して返す( CDTXMania.DTX.n可視チップ数.Drums, this.nヒット数・Auto含まない.Drums.Perfect, this.nヒット数・Auto含まない.Drums.Great, this.nヒット数・Auto含まない.Drums.Good, this.nヒット数・Auto含まない.Drums.Poor, this.nヒット数・Auto含まない.Drums.Miss );\r
39                                 Drums.nPerfect数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Perfect : this.nヒット数・Auto含まない.Drums.Perfect;\r
40                                 Drums.nGreat数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Great : this.nヒット数・Auto含まない.Drums.Great;\r
41                                 Drums.nGood数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Good : this.nヒット数・Auto含まない.Drums.Good;\r
42                                 Drums.nPoor数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Poor : this.nヒット数・Auto含まない.Drums.Poor;\r
43                                 Drums.nMiss数 = CDTXMania.ConfigIni.bドラムが全部オートプレイである ? this.nヒット数・Auto含む.Drums.Miss : this.nヒット数・Auto含まない.Drums.Miss;\r
44                                 Drums.n最大コンボ数 = this.actCombo.n現在のコンボ数.Drums最高値;\r
45                                 Drums.n全チップ数 = CDTXMania.DTX.n可視チップ数.Drums;\r
46                                 for ( int i = 0; i < 10; i++ )\r
47                                 {\r
48                                         Drums.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
49                                 }\r
50                                 Drums.bTight = CDTXMania.ConfigIni.bTight;\r
51                                 for ( int i = 0; i < 3; i++ )\r
52                                 {\r
53                                         Drums.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
54                                         Drums.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
55                                         Drums.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
56                                         Drums.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
57                                         Drums.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
58                                         Drums.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
59                                         Drums.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
60                                 }\r
61                                 Drums.eDark = CDTXMania.ConfigIni.eDark;\r
62                                 Drums.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
63                                 Drums.n演奏速度分母 = 20;\r
64                                 Drums.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
65                                 Drums.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
66                                 Drums.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
67                                 Drums.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
68                                 Drums.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
69                                 Drums.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
70                                 Drums.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
71                                 Drums.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
72                                 Drums.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
73                                 Drums.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
74                                 Drums.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Drums;\r
75                                 Drums.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Drums;\r
76                                 Drums.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Drums;\r
77                                 Drums.b演奏にマウスを使用した = this.b演奏にマウスを使った.Drums;\r
78                                 Drums.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
79                                 Drums.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
80                                 Drums.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
81                                 Drums.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
82                                 Drums.strDTXManiaのバージョン = CDTXMania.VERSION;\r
83                                 Drums.最終更新日時 = DateTime.Now.ToString();\r
84                                 Drums.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Drums );\r
85                         }\r
86                 }\r
87                 public void t演奏結果を格納する・ギター( out CScoreIni.C演奏記録 Guitar )\r
88                 {\r
89                         Guitar = new CScoreIni.C演奏記録();\r
90 \r
91                         if ( CDTXMania.DTX.bチップがある.Guitar )\r
92                         {\r
93                                 Guitar.nスコア = this.actScore.Get( E楽器パート.GUITAR );\r
94                                 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
95                                 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
96                                 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
97                                 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
98                                 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
99                                 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
100                                 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
101                                 Guitar.n最大コンボ数 = this.actCombo.n現在のコンボ数.Guitar最高値;\r
102                                 Guitar.n全チップ数 = CDTXMania.DTX.n可視チップ数.Guitar;\r
103                                 for ( int i = 0; i < 10; i++ )\r
104                                 {\r
105                                         Guitar.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
106                                 }\r
107                                 Guitar.bTight = CDTXMania.ConfigIni.bTight;\r
108                                 for ( int i = 0; i < 3; i++ )\r
109                                 {\r
110                                         Guitar.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
111                                         Guitar.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
112                                         Guitar.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
113                                         Guitar.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
114                                         Guitar.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
115                                         Guitar.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
116                                         Guitar.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
117                                 }\r
118                                 Guitar.eDark = CDTXMania.ConfigIni.eDark;\r
119                                 Guitar.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
120                                 Guitar.n演奏速度分母 = 20;\r
121                                 Guitar.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
122                                 Guitar.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
123                                 Guitar.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
124                                 Guitar.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
125                                 Guitar.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
126                                 Guitar.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
127                                 Guitar.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
128                                 Guitar.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
129                                 Guitar.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
130                                 Guitar.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
131                                 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
132                                 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
133                                 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
134                                 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
135                                 Guitar.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
136                                 Guitar.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
137                                 Guitar.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
138                                 Guitar.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
139                                 Guitar.strDTXManiaのバージョン = CDTXMania.VERSION;\r
140                                 Guitar.最終更新日時 = DateTime.Now.ToString();\r
141                                 Guitar.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Guitar );\r
142                         }\r
143                 }\r
144                 public void t演奏結果を格納する・ベース( out CScoreIni.C演奏記録 Bass )\r
145                 {\r
146                         Bass = new CScoreIni.C演奏記録();\r
147 \r
148                         if ( CDTXMania.DTX.bチップがある.Bass )\r
149                         {\r
150                                 Bass.nスコア = this.actScore.Get( E楽器パート.BASS );\r
151                                 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
152                                 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
153                                 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
154                                 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
155                                 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
156                                 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
157                                 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
158                                 Bass.n最大コンボ数 = this.actCombo.n現在のコンボ数.Bass最高値;\r
159                                 Bass.n全チップ数 = CDTXMania.DTX.n可視チップ数.Bass;\r
160                                 for ( int i = 0; i < 10; i++ )\r
161                                 {\r
162                                         Bass.bAutoPlay[ i ] = CDTXMania.ConfigIni.bAutoPlay[ i ];\r
163                                 }\r
164                                 Bass.bTight = CDTXMania.ConfigIni.bTight;\r
165                                 for ( int i = 0; i < 3; i++ )\r
166                                 {\r
167                                         Bass.bSudden[ i ] = CDTXMania.ConfigIni.bSudden[ i ];\r
168                                         Bass.bHidden[ i ] = CDTXMania.ConfigIni.bHidden[ i ];\r
169                                         Bass.bReverse[ i ] = CDTXMania.ConfigIni.bReverse[ i ];\r
170                                         Bass.eRandom[ i ] = CDTXMania.ConfigIni.eRandom[ i ];\r
171                                         Bass.bLight[ i ] = CDTXMania.ConfigIni.bLight[ i ];\r
172                                         Bass.bLeft[ i ] = CDTXMania.ConfigIni.bLeft[ i ];\r
173                                         Bass.f譜面スクロール速度[ i ] = ( (float) ( CDTXMania.ConfigIni.n譜面スクロール速度[ i ] + 1 ) ) * 0.5f;\r
174                                 }\r
175                                 Bass.eDark = CDTXMania.ConfigIni.eDark;\r
176                                 Bass.n演奏速度分子 = CDTXMania.ConfigIni.n演奏速度;\r
177                                 Bass.n演奏速度分母 = 20;\r
178                                 Bass.eHHGroup = CDTXMania.ConfigIni.eHHGroup;\r
179                                 Bass.eFTGroup = CDTXMania.ConfigIni.eFTGroup;\r
180                                 Bass.eCYGroup = CDTXMania.ConfigIni.eCYGroup;\r
181                                 Bass.eHitSoundPriorityHH = CDTXMania.ConfigIni.eHitSoundPriorityHH;\r
182                                 Bass.eHitSoundPriorityFT = CDTXMania.ConfigIni.eHitSoundPriorityFT;\r
183                                 Bass.eHitSoundPriorityCY = CDTXMania.ConfigIni.eHitSoundPriorityCY;\r
184                                 Bass.bGuitar有効 = CDTXMania.ConfigIni.bGuitar有効;\r
185                                 Bass.bDrums有効 = CDTXMania.ConfigIni.bDrums有効;\r
186                                 Bass.bSTAGEFAILED有効 = CDTXMania.ConfigIni.bSTAGEFAILED有効;\r
187                                 Bass.eダメージレベル = CDTXMania.ConfigIni.eダメージレベル;\r
188                                 Bass.b演奏にキーボードを使用した = this.b演奏にキーボードを使った.Bass;                        // #24280 2011.1.29 yyagi\r
189                                 Bass.b演奏にMIDI入力を使用した = this.b演奏にMIDI入力を使った.Bass;                          //\r
190                                 Bass.b演奏にジョイパッドを使用した = this.b演奏にジョイパッドを使った.Bass;          //\r
191                                 Bass.b演奏にマウスを使用した = this.b演奏にマウスを使った.Bass;                                    //\r
192                                 Bass.nPerfectになる範囲ms = CDTXMania.nPerfect範囲ms;\r
193                                 Bass.nGreatになる範囲ms = CDTXMania.nGreat範囲ms;\r
194                                 Bass.nGoodになる範囲ms = CDTXMania.nGood範囲ms;\r
195                                 Bass.nPoorになる範囲ms = CDTXMania.nPoor範囲ms;\r
196                                 Bass.strDTXManiaのバージョン = CDTXMania.VERSION;\r
197                                 Bass.最終更新日時 = DateTime.Now.ToString();\r
198                                 Bass.Hash = CScoreIni.t演奏セクションのMD5を求めて返す( Bass );\r
199                         }\r
200                 }\r
201 \r
202                 // CStage 実装\r
203 \r
204                 public override void On活性化()\r
205                 {\r
206                         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
207                         this.n現在のトップChip = ( CDTXMania.DTX.listChip.Count > 0 ) ? 0 : -1;\r
208                         this.L最後に再生したHHの実WAV番号 = new List<int>( 16 );\r
209                         this.n最後に再生したHHのチャンネル番号 = 0;\r
210                         this.n最後に再生したギターの実WAV番号 = -1;\r
211                         this.n最後に再生したベースの実WAV番号 = -1;\r
212                         for ( int i = 0; i < 50; i++ )\r
213                         {\r
214                                 this.n最後に再生したBGMの実WAV番号[ i ] = -1;\r
215                         }\r
216                         this.r次にくるギターChip = null;\r
217                         this.r次にくるベースChip = null;\r
218                         for ( int j = 0; j < 10; j++ )\r
219                         {\r
220                                 this.r現在の空うちドラムChip[ j ] = null;\r
221                         }\r
222                         this.r現在の空うちギターChip = null;\r
223                         this.r現在の空うちベースChip = null;\r
224                         for ( int k = 0; k < 3; k++ )\r
225                         {\r
226                                 for ( int n = 0; n < 5; n++ )\r
227                                 {\r
228                                         this.nヒット数・Auto含まない[ k ] = new STHITCOUNTOFRANK();\r
229                                         this.nヒット数・Auto含む[ k ] = new STHITCOUNTOFRANK();\r
230                                 }\r
231                                 this.queWailing[ k ] = new Queue<CDTX.CChip>();\r
232                                 this.r現在の歓声Chip[ k ] = null;\r
233                         }\r
234                         for ( int i = 0; i < 3; i++ )\r
235                         {\r
236                                 this.b演奏にキーボードを使った[ i ] = false;\r
237                                 this.b演奏にジョイパッドを使った[ i ] = false;\r
238                                 this.b演奏にMIDI入力を使った[ i ] = false;\r
239                                 this.b演奏にマウスを使った[ i ] = false;\r
240                         }\r
241                         this.bAUTOでないチップが1つでもバーを通過した = false;\r
242                         base.On活性化();\r
243                         this.tステータスパネルの選択();\r
244                         this.tパネル文字列の設定();\r
245 \r
246                         this.nInputAdjustTimeMs.Drums = CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums;           // #23580 2011.1.3 yyagi\r
247                         this.nInputAdjustTimeMs.Guitar = CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar;         //        2011.1.7 ikanick 修正\r
248                         this.nInputAdjustTimeMs.Bass = CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass;                     //\r
249                         //this.bIsAutoPlay.Drums = false;\r
250                         //this.bIsAutoPlay.Guitar = CDTXMania.ConfigIni.bAutoPlay.Guitar;\r
251                         //this.bIsAutoPlay.Bass = CDTXMania.ConfigIni.bAutoPlay.Bass;\r
252                         this.bIsAutoPlay = CDTXMania.ConfigIni.bAutoPlay;                                                                       // #24239 2011.1.23 yyagi\r
253 \r
254                         if ( CDTXMania.ConfigIni.bIsSwappedGuitarBass ) // #24063 2011.1.24 yyagi Gt/Bsの譜面情報入れ替え\r
255                         {\r
256                                 CDTXMania.DTX.SwapGuitarBassInfos();\r
257                         }\r
258                 }\r
259                 public override void On非活性化()\r
260                 {\r
261                         this.L最後に再生したHHの実WAV番号.Clear();   // #23921 2011.1.4 yyagi\r
262                         this.L最後に再生したHHの実WAV番号 = null;    //\r
263                         for ( int i = 0; i < 3; i++ )\r
264                         {\r
265                                 this.queWailing[ i ] = null;\r
266                         }\r
267                         this.ctWailingチップ模様アニメ = null;\r
268                         this.ctチップ模様アニメ.Drums = null;\r
269                         this.ctチップ模様アニメ.Guitar = null;\r
270                         this.ctチップ模様アニメ.Bass = null;\r
271                         base.On非活性化();\r
272                 }\r
273                 public override void OnManagedリソースの作成()\r
274                 {\r
275                         if ( !base.b活性化してない )\r
276                         {\r
277                                 this.t背景テクスチャの生成();\r
278 \r
279                                 this.txWailing枠 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\ScreenPlay wailing cursor.png" ) );\r
280 \r
281                                 base.OnManagedリソースの作成();\r
282                         }\r
283                 }\r
284                 public override void OnManagedリソースの解放()\r
285                 {\r
286                         if ( !base.b活性化してない )\r
287                         {\r
288                                 CDTXMania.tテクスチャの解放( ref this.tx背景 );\r
289 \r
290                                 CDTXMania.tテクスチャの解放( ref this.txWailing枠 );\r
291                                 base.OnManagedリソースの解放();\r
292                         }\r
293                 }\r
294 \r
295                 // その他\r
296 \r
297                 #region [ protected ]\r
298                 //-----------------\r
299                 protected class STHITCOUNTOFRANK\r
300                 {\r
301                         // Fields\r
302                         public int Good;\r
303                         public int Great;\r
304                         public int Miss;\r
305                         public int Perfect;\r
306                         public int Poor;\r
307 \r
308                         // Properties\r
309                         public int this[ int index ]\r
310                         {\r
311                                 get\r
312                                 {\r
313                                         switch ( index )\r
314                                         {\r
315                                                 case 0:\r
316                                                         return this.Perfect;\r
317 \r
318                                                 case 1:\r
319                                                         return this.Great;\r
320 \r
321                                                 case 2:\r
322                                                         return this.Good;\r
323 \r
324                                                 case 3:\r
325                                                         return this.Poor;\r
326 \r
327                                                 case 4:\r
328                                                         return this.Miss;\r
329                                         }\r
330                                         throw new IndexOutOfRangeException();\r
331                                 }\r
332                                 set\r
333                                 {\r
334                                         switch ( index )\r
335                                         {\r
336                                                 case 0:\r
337                                                         this.Perfect = value;\r
338                                                         return;\r
339 \r
340                                                 case 1:\r
341                                                         this.Great = value;\r
342                                                         return;\r
343 \r
344                                                 case 2:\r
345                                                         this.Good = value;\r
346                                                         return;\r
347 \r
348                                                 case 3:\r
349                                                         this.Poor = value;\r
350                                                         return;\r
351 \r
352                                                 case 4:\r
353                                                         this.Miss = value;\r
354                                                         return;\r
355                                         }\r
356                                         throw new IndexOutOfRangeException();\r
357                                 }\r
358                         }\r
359                 }\r
360 \r
361                 [StructLayout( LayoutKind.Sequential )]\r
362                 protected struct STKARAUCHI\r
363                 {\r
364                         public CDTX.CChip HH;\r
365                         public CDTX.CChip SD;\r
366                         public CDTX.CChip BD;\r
367                         public CDTX.CChip HT;\r
368                         public CDTX.CChip LT;\r
369                         public CDTX.CChip FT;\r
370                         public CDTX.CChip CY;\r
371                         public CDTX.CChip HHO;\r
372                         public CDTX.CChip RD;\r
373                         public CDTX.CChip LC;\r
374                         public CDTX.CChip this[ int index ]\r
375                         {\r
376                                 get\r
377                                 {\r
378                                         switch ( index )\r
379                                         {\r
380                                                 case 0:\r
381                                                         return this.HH;\r
382 \r
383                                                 case 1:\r
384                                                         return this.SD;\r
385 \r
386                                                 case 2:\r
387                                                         return this.BD;\r
388 \r
389                                                 case 3:\r
390                                                         return this.HT;\r
391 \r
392                                                 case 4:\r
393                                                         return this.LT;\r
394 \r
395                                                 case 5:\r
396                                                         return this.FT;\r
397 \r
398                                                 case 6:\r
399                                                         return this.CY;\r
400 \r
401                                                 case 7:\r
402                                                         return this.HHO;\r
403 \r
404                                                 case 8:\r
405                                                         return this.RD;\r
406 \r
407                                                 case 9:\r
408                                                         return this.LC;\r
409                                         }\r
410                                         throw new IndexOutOfRangeException();\r
411                                 }\r
412                                 set\r
413                                 {\r
414                                         switch ( index )\r
415                                         {\r
416                                                 case 0:\r
417                                                         this.HH = value;\r
418                                                         return;\r
419 \r
420                                                 case 1:\r
421                                                         this.SD = value;\r
422                                                         return;\r
423 \r
424                                                 case 2:\r
425                                                         this.BD = value;\r
426                                                         return;\r
427 \r
428                                                 case 3:\r
429                                                         this.HT = value;\r
430                                                         return;\r
431 \r
432                                                 case 4:\r
433                                                         this.LT = value;\r
434                                                         return;\r
435 \r
436                                                 case 5:\r
437                                                         this.FT = value;\r
438                                                         return;\r
439 \r
440                                                 case 6:\r
441                                                         this.CY = value;\r
442                                                         return;\r
443 \r
444                                                 case 7:\r
445                                                         this.HHO = value;\r
446                                                         return;\r
447 \r
448                                                 case 8:\r
449                                                         this.RD = value;\r
450                                                         return;\r
451 \r
452                                                 case 9:\r
453                                                         this.LC = value;\r
454                                                         return;\r
455                                         }\r
456                                         throw new IndexOutOfRangeException();\r
457                                 }\r
458                         }\r
459                 }\r
460 \r
461                 protected CAct演奏AVI actAVI;\r
462                 protected CAct演奏BGA actBGA;\r
463 \r
464                 protected CAct演奏チップファイアGB actChipFireGB;\r
465                 protected CAct演奏Combo共通 actCombo;\r
466                 protected CAct演奏Danger共通 actDANGER;\r
467                 protected CActFIFOBlack actFI;\r
468                 protected CActFIFOBlack actFO;\r
469                 protected CActFIFOWhite actFOClear;\r
470                 protected CAct演奏ゲージ共通 actGauge;\r
471 \r
472                 protected CAct演奏判定文字列共通 actJudgeString;\r
473                 protected CAct演奏DrumsレーンフラッシュD actLaneFlushD;\r
474                 protected CAct演奏レーンフラッシュGB共通 actLaneFlushGB;\r
475                 protected CAct演奏パネル文字列 actPanel;\r
476                 protected CAct演奏演奏情報 actPlayInfo;\r
477                 protected CAct演奏RGB共通 actRGB;\r
478                 protected CAct演奏スコア共通 actScore;\r
479                 protected CAct演奏ステージ失敗 actStageFailed;\r
480                 protected CAct演奏ステータスパネル共通 actStatusPanels;\r
481                 protected CAct演奏WailingBonus共通 actWailingBonus;\r
482                 protected CAct演奏スクロール速度 act譜面スクロール速度;\r
483                 protected bool bPAUSE;\r
484                 protected STDGBVALUE<bool> b演奏にMIDI入力を使った;\r
485                 protected STDGBVALUE<bool> b演奏にキーボードを使った;\r
486                 protected STDGBVALUE<bool> b演奏にジョイパッドを使った;\r
487                 protected STDGBVALUE<bool> b演奏にマウスを使った;\r
488                 protected CCounter ctWailingチップ模様アニメ;\r
489                 protected STDGBVALUE<CCounter> ctチップ模様アニメ;\r
490 \r
491                 protected E演奏画面の戻り値 eフェードアウト完了時の戻り値;\r
492                 protected readonly int[,] nBGAスコープチャンネルマップ = new int[ , ] { { 0xc4, 0xc7, 0xd5, 0xd6, 0xd7, 0xd8, 0xd9, 0xe0 }, { 4, 7, 0x55, 0x56, 0x57, 0x58, 0x59, 0x60 } };\r
493                 protected readonly int[] nチャンネル0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 8, 0 };\r
494                 protected readonly int[] nチャンネル0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 7, 6, 1, 7, 0 };\r
495                 protected readonly int[] nパッド0Atoチャンネル0A = new int[] { 0x11, 0x12, 0x13, 20, 0x15, 0x17, 0x16, 0x18, 0x19, 0x1a };\r
496                 protected readonly int[] nパッド0Atoパッド08 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 8, 0 };\r
497                 protected readonly int[] nパッド0Atoレーン07 = new int[] { 1, 2, 3, 4, 5, 6, 7, 1, 7, 0 };\r
498                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含まない;\r
499                 protected STDGBVALUE<STHITCOUNTOFRANK> nヒット数・Auto含む;\r
500                 protected int n現在のトップChip = -1;\r
501                 protected int[] n最後に再生したBGMの実WAV番号 = new int[ 50 ];\r
502                 protected int n最後に再生したHHのチャンネル番号;\r
503                 protected List<int> L最後に再生したHHの実WAV番号;            // #23921 2011.1.4 yyagi: change "int" to "List<int>", for recording multiple wav No.\r
504                 protected int n最後に再生したギターの実WAV番号;\r
505                 protected int n最後に再生したベースの実WAV番号;\r
506         \r
507                 protected STDGBVALUE<Queue<CDTX.CChip>> queWailing;\r
508                 protected STDGBVALUE<CDTX.CChip> r現在の歓声Chip;\r
509                 protected CDTX.CChip r現在の空うちギターChip;\r
510                 protected STKARAUCHI r現在の空うちドラムChip;\r
511                 protected CDTX.CChip r現在の空うちベースChip;\r
512                 protected CDTX.CChip r次にくるギターChip;\r
513                 protected CDTX.CChip r次にくるベースChip;\r
514                 protected CTexture txWailing枠;\r
515                 protected CTexture txチップ;\r
516                 protected CTexture txヒットバー;\r
517 \r
518                 protected CTexture tx背景;\r
519 \r
520                 protected STDGBVALUE<int> nInputAdjustTimeMs;           // #23580 2011.1.3 yyagi\r
521                 protected CConfigIni.STAUTOPLAY bIsAutoPlay;            // #24239 2011.1.23 yyagi\r
522 \r
523 \r
524 \r
525 \r
526                 protected E判定 e指定時刻からChipのJUDGEを返す( long nTime, CDTX.CChip pChip, int nInputAdjustTime )\r
527                 {\r
528                         if ( pChip != null )\r
529                         {\r
530                                 pChip.nLag = (int) ( nTime + nInputAdjustTime - pChip.n発声時刻ms );                // #23580 2011.1.3 yyagi: add "nInputAdjustTime" to add input timing adjust feature\r
531                                 int nDeltaTime = Math.Abs( pChip.nLag );\r
532                                 //Debug.WriteLine("nAbsTime=" + (nTime - pChip.n発声時刻ms) + ", nDeltaTime=" + (nTime + nInputAdjustTime - pChip.n発声時刻ms));\r
533                                 if ( nDeltaTime <= CDTXMania.nPerfect範囲ms )\r
534                                 {\r
535                                         return E判定.Perfect;\r
536                                 }\r
537                                 if ( nDeltaTime <= CDTXMania.nGreat範囲ms )\r
538                                 {\r
539                                         return E判定.Great;\r
540                                 }\r
541                                 if ( nDeltaTime <= CDTXMania.nGood範囲ms )\r
542                                 {\r
543                                         return E判定.Good;\r
544                                 }\r
545                                 if ( nDeltaTime <= CDTXMania.nPoor範囲ms )\r
546                                 {\r
547                                         return E判定.Poor;\r
548                                 }\r
549                         }\r
550                         return E判定.Miss;\r
551                 }\r
552                 protected CDTX.CChip r空うちChip( E楽器パート part, Eパッド pad )\r
553                 {\r
554                         switch ( part )\r
555                         {\r
556                                 case E楽器パート.DRUMS:\r
557                                         switch ( pad )\r
558                                         {\r
559                                                 case Eパッド.HH:\r
560                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
561                                                         {\r
562                                                                 return this.r現在の空うちドラムChip.HH;\r
563                                                         }\r
564                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
565                                                         {\r
566                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
567                                                                 {\r
568                                                                         return this.r現在の空うちドラムChip.HHO;\r
569                                                                 }\r
570                                                                 if ( this.r現在の空うちドラムChip.HHO != null )\r
571                                                                 {\r
572                                                                         return this.r現在の空うちドラムChip.HHO;\r
573                                                                 }\r
574                                                         }\r
575                                                         return this.r現在の空うちドラムChip.LC;\r
576 \r
577                                                 case Eパッド.SD:\r
578                                                         return this.r現在の空うちドラムChip.SD;\r
579 \r
580                                                 case Eパッド.BD:\r
581                                                         return this.r現在の空うちドラムChip.BD;\r
582 \r
583                                                 case Eパッド.HT:\r
584                                                         return this.r現在の空うちドラムChip.HT;\r
585 \r
586                                                 case Eパッド.LT:\r
587                                                         if ( this.r現在の空うちドラムChip.LT != null )\r
588                                                         {\r
589                                                                 return this.r現在の空うちドラムChip.LT;\r
590                                                         }\r
591                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
592                                                         {\r
593                                                                 return this.r現在の空うちドラムChip.FT;\r
594                                                         }\r
595                                                         return null;\r
596 \r
597                                                 case Eパッド.FT:\r
598                                                         if ( this.r現在の空うちドラムChip.FT != null )\r
599                                                         {\r
600                                                                 return this.r現在の空うちドラムChip.FT;\r
601                                                         }\r
602                                                         if ( CDTXMania.ConfigIni.eFTGroup == EFTGroup.共通 )\r
603                                                         {\r
604                                                                 return this.r現在の空うちドラムChip.LT;\r
605                                                         }\r
606                                                         return null;\r
607 \r
608                                                 case Eパッド.CY:\r
609                                                         if ( this.r現在の空うちドラムChip.CY != null )\r
610                                                         {\r
611                                                                 return this.r現在の空うちドラムChip.CY;\r
612                                                         }\r
613                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
614                                                         {\r
615                                                                 return this.r現在の空うちドラムChip.RD;\r
616                                                         }\r
617                                                         return null;\r
618 \r
619                                                 case Eパッド.HHO:\r
620                                                         if ( this.r現在の空うちドラムChip.HHO != null )\r
621                                                         {\r
622                                                                 return this.r現在の空うちドラムChip.HHO;\r
623                                                         }\r
624                                                         if ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける )\r
625                                                         {\r
626                                                                 if ( CDTXMania.ConfigIni.eHHGroup == EHHGroup.左シンバルのみ打ち分ける )\r
627                                                                 {\r
628                                                                         return this.r現在の空うちドラムChip.HH;\r
629                                                                 }\r
630                                                                 if ( this.r現在の空うちドラムChip.HH != null )\r
631                                                                 {\r
632                                                                         return this.r現在の空うちドラムChip.HH;\r
633                                                                 }\r
634                                                         }\r
635                                                         return this.r現在の空うちドラムChip.LC;\r
636 \r
637                                                 case Eパッド.RD:\r
638                                                         if ( this.r現在の空うちドラムChip.RD != null )\r
639                                                         {\r
640                                                                 return this.r現在の空うちドラムChip.RD;\r
641                                                         }\r
642                                                         if ( CDTXMania.ConfigIni.eCYGroup == ECYGroup.共通 )\r
643                                                         {\r
644                                                                 return this.r現在の空うちドラムChip.CY;\r
645                                                         }\r
646                                                         return null;\r
647 \r
648                                                 case Eパッド.LC:\r
649                                                         if ( this.r現在の空うちドラムChip.LC != null )\r
650                                                         {\r
651                                                                 return this.r現在の空うちドラムChip.LC;\r
652                                                         }\r
653                                                         if ( ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.ハイハットのみ打ち分ける ) && ( CDTXMania.ConfigIni.eHHGroup != EHHGroup.全部共通 ) )\r
654                                                         {\r
655                                                                 return null;\r
656                                                         }\r
657                                                         if ( this.r現在の空うちドラムChip.HH != null )\r
658                                                         {\r
659                                                                 return this.r現在の空うちドラムChip.HH;\r
660                                                         }\r
661                                                         return this.r現在の空うちドラムChip.HHO;\r
662                                         }\r
663                                         break;\r
664 \r
665                                 case E楽器パート.GUITAR:\r
666                                         return this.r現在の空うちギターChip;\r
667 \r
668                                 case E楽器パート.BASS:\r
669                                         return this.r現在の空うちベースChip;\r
670                         }\r
671                         return null;\r
672                 }\r
673                 protected CDTX.CChip r指定時刻に一番近いChip・ヒット未済問わず不可視考慮( long nTime, int nChannelFlag, int nInputAdjustTime )\r
674                 {\r
675                         nTime += nInputAdjustTime;                                              // #24239 2011.1.23 yyagi InputAdjust\r
676 \r
677                         int num5;\r
678                         if ( this.n現在のトップChip == -1 )\r
679                         {\r
680                                 return null;\r
681                         }\r
682                         int count = CDTXMania.DTX.listChip.Count;\r
683                         int num4 = num5 = this.n現在のトップChip;\r
684                         if ( this.n現在のトップChip >= count )\r
685                         {\r
686                                 num4 = num5 = count - 1;\r
687                         }\r
688                         int num2 = num4;\r
689                         while ( num2 < count )\r
690                         {\r
691                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
692                                 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
693                                 {\r
694                                         if ( chip.n発声時刻ms > nTime )\r
695                                         {\r
696                                                 break;\r
697                                         }\r
698                                         num5 = num2;\r
699                                 }\r
700                                 else if ( ( ( nChannelFlag == 0x2f ) && ( chip.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 0x28 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) )\r
701                                 {\r
702                                         if ( chip.n発声時刻ms > nTime )\r
703                                         {\r
704                                                 break;\r
705                                         }\r
706                                         num5 = num2;\r
707                                 }\r
708                                 else if ( ( ( nChannelFlag == 0xaf ) && ( chip.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 0xa0 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip.nチャンネル番号 == nChannelFlag ) ) )\r
709                                 {\r
710                                         if ( chip.n発声時刻ms > nTime )\r
711                                         {\r
712                                                 break;\r
713                                         }\r
714                                         num5 = num2;\r
715                                 }\r
716                                 num2++;\r
717                         }\r
718                         int num3 = num5;\r
719                         while ( num3 >= 0 )\r
720                         {\r
721                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
722                                 if ( ( nChannelFlag >= 0x11 ) && ( nChannelFlag <= 0x1a ) )\r
723                                 {\r
724                                         if ( ( chip2.nチャンネル番号 == nChannelFlag ) || ( chip2.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
725                                         {\r
726                                                 break;\r
727                                         }\r
728                                 }\r
729                                 else if ( ( ( nChannelFlag == 0x2f ) && ( chip2.e楽器パート == E楽器パート.GUITAR ) ) || ( ( ( nChannelFlag >= 0x20 ) && ( nChannelFlag <= 0x28 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) )\r
730                                 {\r
731                                         if ( ( chip2.nチャンネル番号 >= 0x20 ) && ( chip2.nチャンネル番号 <= 0x28 ) )\r
732                                         {\r
733                                                 break;\r
734                                         }\r
735                                 }\r
736                                 else if ( ( ( ( nChannelFlag == 0xaf ) && ( chip2.e楽器パート == E楽器パート.BASS ) ) || ( ( ( nChannelFlag >= 0xa0 ) && ( nChannelFlag <= 0xa8 ) ) && ( chip2.nチャンネル番号 == nChannelFlag ) ) ) && ( ( chip2.nチャンネル番号 >= 0xa0 ) && ( chip2.nチャンネル番号 <= 0xa8 ) ) )\r
737                                 {\r
738                                         break;\r
739                                 }\r
740                                 num3--;\r
741                         }\r
742                         if ( ( num2 == count ) && ( num3 < 0 ) )\r
743                         {\r
744                                 return null;\r
745                         }\r
746                         if ( num2 == count )\r
747                         {\r
748                                 return CDTXMania.DTX.listChip[ num3 ];\r
749                         }\r
750                         if ( num3 < 0 )\r
751                         {\r
752                                 return CDTXMania.DTX.listChip[ num2 ];\r
753                         }\r
754                         CDTX.CChip chip3 = CDTXMania.DTX.listChip[ num2 ];\r
755                         CDTX.CChip chip4 = CDTXMania.DTX.listChip[ num3 ];\r
756                         int num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
757                         int num7 = Math.Abs( (int) ( nTime - chip4.n発声時刻ms ) );\r
758                         if ( num6 >= num7 )\r
759                         {\r
760                                 return chip4;\r
761                         }\r
762                         return chip3;\r
763                 }\r
764                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part )\r
765                 {\r
766                         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
767                 }\r
768                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量 )\r
769                 {\r
770                         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
771                 }\r
772                 protected void tサウンド再生( CDTX.CChip rChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ )\r
773                 {\r
774                         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
775                 }\r
776                 protected void tサウンド再生( CDTX.CChip pChip, long n再生開始システム時刻ms, E楽器パート part, int n音量, bool bモニタ, bool b音程をずらして再生 )\r
777                 {\r
778                         if ( pChip != null )\r
779                         {\r
780                                 switch ( part )\r
781                                 {\r
782                                         case E楽器パート.DRUMS:\r
783                                                 {\r
784                                                         int index = pChip.nチャンネル番号;\r
785                                                         if ( ( index >= 0x11 ) && ( index <= 0x1a ) )\r
786                                                         {\r
787                                                                 index -= 0x11;\r
788                                                         }\r
789                                                         else\r
790                                                         {\r
791                                                                 if ( ( index < 0x31 ) || ( index > 0x3a ) )\r
792                                                                 {\r
793                                                                         return;\r
794                                                                 }\r
795                                                                 index -= 0x31;\r
796                                                         }\r
797                                                         int nLane = this.nチャンネル0Atoレーン07[ index ];\r
798                                                         if ( ( nLane == 1 ) &&  // 今回演奏するのがHC or HO\r
799                                                                 ( 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
800                                                                 // HCを演奏するか、またはHO演奏&以前HO演奏でない&以前不可視HO演奏でない\r
801                                                         )\r
802                                                         {\r
803                                                                 // #23921 2011.1.4 yyagi: 2種類以上のオープンハイハットが発音済みだと、最後のHHOしか消せない問題に対応。\r
804 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
805                                                                 if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
806                                                                 {\r
807 #endif\r
808                                                                 for ( int i = 0; i < this.L最後に再生したHHの実WAV番号.Count; i++ )          // #23921 2011.1.4 yyagi\r
809                                                                 {\r
810                                                                         // CDTXMania.DTX.tWavの再生停止(this.L最後に再生したHHの実WAV番号);\r
811                                                                         CDTXMania.DTX.tWavの再生停止( this.L最後に再生したHHの実WAV番号[ i ] ); // #23921 yyagi ストック分全て消音する\r
812                                                                 }\r
813                                                                 this.L最後に再生したHHの実WAV番号.Clear();\r
814 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
815                                                                 }\r
816 #endif\r
817                                                                 //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
818                                                                 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
819                                                         }\r
820 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
821                                                         if (CDTXMania.DTX.bHH演奏で直前のHHを消音する)\r
822                                                         {\r
823 #endif\r
824                                                         if ( index == 7 || index == 0x27 )                                              // #23921 HOまたは不可視HO演奏時はそのチップ番号をストックしておく\r
825                                                         {\r
826                                                                 if ( this.L最後に再生したHHの実WAV番号.Count >= 16 ) // #23921 ただしストック数が16以上になるようなら、頭の1個を削って常に16未満に抑える\r
827                                                                 {                                                                                                       // (ストックが増えてList<>のrealloc()が発生するのを予防する)\r
828                                                                         this.L最後に再生したHHの実WAV番号.RemoveAt( 0 );\r
829                                                                 }\r
830                                                                 if ( this.L最後に再生したHHの実WAV番号.IndexOf( pChip.n整数値・内部番号 ) < 0 )      // チップ音がまだストックされてなければ\r
831                                                                 {\r
832                                                                         this.L最後に再生したHHの実WAV番号.Add( pChip.n整数値・内部番号 );                    // ストックする\r
833                                                                 }\r
834                                                         }\r
835 #if TEST_NOTEOFFMODE    // 2011.1.4 yyagi test\r
836                                                         }\r
837 #endif\r
838                                                         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
839                                                         return;\r
840                                                 }\r
841                                         case E楽器パート.GUITAR:\r
842 #if TEST_NOTEOFFMODE    // 2011.1.1 yyagi test\r
843                                                 if (CDTXMania.DTX.bGUITAR演奏で直前のGUITARを消音する) {\r
844 #endif\r
845                                                 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
846 #if TEST_NOTEOFFMODE\r
847                                                 }\r
848 #endif\r
849                                                 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
850                                                 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
851                                                 return;\r
852 \r
853                                         case E楽器パート.BASS:\r
854 #if TEST_NOTEOFFMODE\r
855                                                 if (CDTXMania.DTX.bBASS演奏で直前のBASSを消音する) {\r
856 #endif\r
857                                                 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
858 #if TEST_NOTEOFFMODE\r
859                                                 }\r
860 #endif\r
861                                                 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
862                                                 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
863                                                 return;\r
864                                 }\r
865                         }\r
866                 }\r
867                 protected void tステータスパネルの選択()\r
868                 {\r
869                         if ( CDTXMania.bコンパクトモード )\r
870                         {\r
871                                 this.actStatusPanels.tラベル名からステータスパネルを決定する( null );\r
872                         }\r
873                         else if ( CDTXMania.stage選曲.r確定された曲 != null )\r
874                         {\r
875                                 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
876                         }\r
877                 }\r
878                 protected abstract E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip );\r
879                 protected E判定 tチップのヒット処理( long nHitTime, CDTX.CChip pChip, E楽器パート screenmode )          // E楽器パート screenmode\r
880                 {\r
881                         pChip.bHit = true;\r
882                         bool bPChipIsAutoPlay = false;\r
883                         if ( (\r
884                                         ( ( 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
885                                         ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && CDTXMania.ConfigIni.bAutoPlay.Guitar )\r
886                                 ) ||\r
887                                         ( ( pChip.e楽器パート == E楽器パート.BASS ) && CDTXMania.ConfigIni.bAutoPlay.Bass )\r
888                           )\r
889                         {\r
890                                 bPChipIsAutoPlay = true;\r
891                         }\r
892                         else\r
893                         {\r
894                                 this.bAUTOでないチップが1つでもバーを通過した = true;\r
895                         }\r
896                         E判定 eJudgeResult = E判定.Auto;\r
897                         switch ( pChip.e楽器パート )\r
898                         {\r
899                                 case E楽器パート.DRUMS:\r
900                                         {\r
901                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Drums;\r
902                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
903                                                 this.actJudgeString.Start( this.nチャンネル0Atoレーン07[ pChip.nチャンネル番号 - 0x11 ], bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
904                                         }\r
905                                         break;\r
906 \r
907                                 case E楽器パート.GUITAR:\r
908                                         {\r
909                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Guitar;\r
910                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
911                                                 this.actJudgeString.Start( 10, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
912                                                 break;\r
913                                         }\r
914 \r
915                                 case E楽器パート.BASS:\r
916                                         {\r
917                                                 int nInputAdjustTime = bPChipIsAutoPlay ? 0 : this.nInputAdjustTimeMs.Bass;\r
918                                                 eJudgeResult = this.e指定時刻からChipのJUDGEを返す( nHitTime, pChip, nInputAdjustTime );\r
919                                                 this.actJudgeString.Start( 11, bPChipIsAutoPlay ? E判定.Auto : eJudgeResult, pChip.nLag );\r
920                                         }\r
921                                         break;\r
922                         }\r
923                         if ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) )\r
924                         {\r
925                                 this.t判定にあわせてゲージを増減する( screenmode, pChip.e楽器パート, eJudgeResult );\r
926                         }\r
927 \r
928                         switch ( pChip.e楽器パート )\r
929                         {\r
930                                 case E楽器パート.DRUMS:\r
931                                         switch ( eJudgeResult )\r
932                                         {\r
933                                                 case E判定.Miss:\r
934                                                 case E判定.Bad:\r
935                                                         this.nヒット数・Auto含む.Drums.Miss++;\r
936                                                         if ( !bPChipIsAutoPlay )\r
937                                                         {\r
938                                                                 this.nヒット数・Auto含まない.Drums.Miss++;\r
939                                                         }\r
940                                                         break;\r
941                                                 default:\r
942                                                         this.nヒット数・Auto含む.Drums[ (int) eJudgeResult ]++;\r
943                                                         if ( !bPChipIsAutoPlay )\r
944                                                         {\r
945                                                                 this.nヒット数・Auto含まない.Drums[ (int) eJudgeResult ]++;\r
946                                                         }\r
947                                                         break;\r
948                                         }\r
949 \r
950                                         if ( CDTXMania.ConfigIni.bドラムが全部オートプレイである || !bPChipIsAutoPlay )\r
951                                         {\r
952                                                 switch ( eJudgeResult )\r
953                                                 {\r
954                                                         case E判定.Perfect:\r
955                                                         case E判定.Great:\r
956                                                         case E判定.Good:\r
957                                                                 this.actCombo.n現在のコンボ数.Drums++;\r
958                                                                 break;\r
959 \r
960                                                         default:\r
961                                                                 this.actCombo.n現在のコンボ数.Drums = 0;\r
962                                                                 break;\r
963                                                 }\r
964                                         }\r
965                                         break;\r
966 \r
967                                 case E楽器パート.GUITAR:\r
968                                         switch ( eJudgeResult )\r
969                                         {\r
970                                                 case E判定.Miss:\r
971                                                 case E判定.Bad:\r
972                                                         this.nヒット数・Auto含む.Guitar.Miss++;\r
973                                                         if ( !bPChipIsAutoPlay )\r
974                                                         {\r
975                                                                 this.nヒット数・Auto含まない.Guitar.Miss++;\r
976                                                         }\r
977                                                         break;\r
978                                                 default:        // #24068 2011.1.10 ikanick changed\r
979                                                         // #24167 2011.1.16 yyagi changed\r
980                                                         this.nヒット数・Auto含む.Guitar[ (int) eJudgeResult ]++;\r
981                                                         if ( !bPChipIsAutoPlay )\r
982                                                         {\r
983                                                                 this.nヒット数・Auto含まない.Guitar[ (int) eJudgeResult ]++;\r
984                                                         }\r
985                                                         break;\r
986                                         }\r
987                                         switch ( eJudgeResult )\r
988                                         {\r
989                                                 case E判定.Perfect:\r
990                                                 case E判定.Great:\r
991                                                 case E判定.Good:\r
992                                                         this.actCombo.n現在のコンボ数.Guitar++;\r
993                                                         break;\r
994 \r
995                                                 default:\r
996                                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
997                                                         break;\r
998                                         }\r
999                                         break;\r
1000 \r
1001                                 case E楽器パート.BASS:\r
1002                                         switch ( eJudgeResult )\r
1003                                         {\r
1004                                                 case E判定.Miss:\r
1005                                                 case E判定.Bad:\r
1006                                                         this.nヒット数・Auto含む.Bass.Miss++;\r
1007                                                         if ( !bPChipIsAutoPlay )\r
1008                                                         {\r
1009                                                                 this.nヒット数・Auto含まない.Bass.Miss++;\r
1010                                                         }\r
1011                                                         break;\r
1012                                                 default:        // #24068 2011.1.10 ikanick changed\r
1013                                                         this.nヒット数・Auto含む.Bass[ (int) eJudgeResult ]++;\r
1014                                                         if ( !bPChipIsAutoPlay )\r
1015                                                         {\r
1016                                                                 this.nヒット数・Auto含まない.Bass[ (int) eJudgeResult ]++;\r
1017                                                         }\r
1018                                                         break;\r
1019                                         }\r
1020 \r
1021                                         switch ( eJudgeResult )\r
1022                                         {\r
1023                                                 case E判定.Perfect:\r
1024                                                 case E判定.Great:\r
1025                                                 case E判定.Good:\r
1026                                                         this.actCombo.n現在のコンボ数.Bass++;\r
1027                                                         break;\r
1028 \r
1029                                                 default:\r
1030                                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1031                                                         break;\r
1032                                         }\r
1033                                         break;\r
1034 \r
1035                                 default:\r
1036                                         break;\r
1037                         }\r
1038                         if ( ( !bPChipIsAutoPlay && ( pChip.e楽器パート != E楽器パート.UNKNOWN ) ) && ( eJudgeResult != E判定.Miss ) && ( eJudgeResult != E判定.Bad ) )\r
1039                         {\r
1040                                 int nCombos = 0;\r
1041                                 switch ( pChip.e楽器パート )\r
1042                                 {\r
1043                                         case E楽器パート.DRUMS:\r
1044                                                 nCombos = this.actCombo.n現在のコンボ数.Drums;\r
1045                                                 break;\r
1046                                         case E楽器パート.GUITAR:\r
1047                                                 nCombos = this.actCombo.n現在のコンボ数.Guitar;\r
1048                                                 break;\r
1049                                         case E楽器パート.BASS:\r
1050                                                 nCombos = this.actCombo.n現在のコンボ数.Bass;\r
1051                                                 break;\r
1052                                 }\r
1053                                 long nScore = this.actScore.Get( pChip.e楽器パート );\r
1054                                 long[] numArray = new long[] { 350L, 200L, 50L, 0L };\r
1055                                 if ( ( nCombos <= 500 ) || ( eJudgeResult == E判定.Good ) )\r
1056                                 {\r
1057                                         nScore += numArray[ (int) eJudgeResult ] * nCombos;\r
1058                                 }\r
1059                                 else if ( ( eJudgeResult == E判定.Perfect ) || ( eJudgeResult == E判定.Great ) )\r
1060                                 {\r
1061                                         nScore += numArray[ (int) eJudgeResult ] * 500L;\r
1062                                 }\r
1063                                 this.actScore.Set( pChip.e楽器パート, nScore );\r
1064                         }\r
1065                         return eJudgeResult;\r
1066                 }\r
1067                 protected abstract void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part );\r
1068                 protected abstract void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, int nLane );\r
1069                 protected void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, E楽器パート screenmode )\r
1070                 {\r
1071                         this.tチップのヒット処理・BadならびにTight時のMiss( part, 0, screenmode );\r
1072                 }\r
1073                 protected void tチップのヒット処理・BadならびにTight時のMiss( E楽器パート part, int nLane, E楽器パート screenmode )\r
1074                 {\r
1075                         this.bAUTOでないチップが1つでもバーを通過した = true;\r
1076                         this.t判定にあわせてゲージを増減する( screenmode, part, E判定.Miss );\r
1077                         switch ( part )\r
1078                         {\r
1079                                 case E楽器パート.DRUMS:\r
1080                                         if ( ( nLane >= 0 ) && ( nLane <= 7 ) )\r
1081                                         {\r
1082                                                 this.actJudgeString.Start( nLane, CDTXMania.ConfigIni.bAutoPlay[ nLane ] ? E判定.Auto : E判定.Miss, 999 );\r
1083                                         }\r
1084                                         this.actCombo.n現在のコンボ数.Drums = 0;\r
1085                                         return;\r
1086 \r
1087                                 case E楽器パート.GUITAR:\r
1088                                         this.actJudgeString.Start( 10, E判定.Bad, 999 );\r
1089                                         this.actCombo.n現在のコンボ数.Guitar = 0;\r
1090                                         return;\r
1091 \r
1092                                 case E楽器パート.BASS:\r
1093                                         this.actJudgeString.Start( 11, E判定.Bad, 999 );\r
1094                                         this.actCombo.n現在のコンボ数.Bass = 0;\r
1095                                         break;\r
1096 \r
1097                                 default:\r
1098                                         return;\r
1099                         }\r
1100                 }\r
1101         \r
1102                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime )\r
1103                 {\r
1104                         return this.r指定時刻に一番近い未ヒットChip( nTime, nChannelFlag, nInputAdjustTime, 0 );\r
1105                 }\r
1106                 protected CDTX.CChip r指定時刻に一番近い未ヒットChip( long nTime, int nChannelFlag, int nInputAdjustTime, int n検索範囲時間ms )\r
1107                 {\r
1108                         nTime += nInputAdjustTime;\r
1109 \r
1110                         int num5;\r
1111                         int num6;\r
1112                         if ( this.n現在のトップChip == -1 )\r
1113                         {\r
1114                                 return null;\r
1115                         }\r
1116                         int count = CDTXMania.DTX.listChip.Count;\r
1117                         int num4 = num5 = this.n現在のトップChip;\r
1118                         if ( this.n現在のトップChip >= count )\r
1119                         {\r
1120                                 num4 = num5 = count - 1;\r
1121                         }\r
1122                         int num2 = num4;\r
1123                         while ( num2 < count )\r
1124                         {\r
1125                                 CDTX.CChip chip = CDTXMania.DTX.listChip[ num2 ];\r
1126                                 if ( ( !chip.bHit && ( nChannelFlag >= 0x11 ) ) && ( nChannelFlag <= 0x1a ) )\r
1127                                 {\r
1128                                         if ( ( chip.nチャンネル番号 == nChannelFlag ) || ( chip.nチャンネル番号 == ( nChannelFlag + 0x20 ) ) )\r
1129                                         {\r
1130                                                 if ( chip.n発声時刻ms > nTime )\r
1131                                                 {\r
1132                                                         break;\r
1133                                                 }\r
1134                                                 num5 = num2;\r
1135                                         }\r
1136                                 }\r
1137                                 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
1138                                 {\r
1139                                         if ( chip.n発声時刻ms > nTime )\r
1140                                         {\r
1141                                                 break;\r
1142                                         }\r
1143                                         num5 = num2;\r
1144                                 }\r
1145                                 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
1146                                 {\r
1147                                         if ( chip.n発声時刻ms > nTime )\r
1148                                         {\r
1149                                                 break;\r
1150                                         }\r
1151                                         num5 = num2;\r
1152                                 }\r
1153                                 num2++;\r
1154                         }\r
1155                         int num3 = num5;\r
1156                         while ( num3 >= 0 )\r
1157                         {\r
1158                                 CDTX.CChip chip2 = CDTXMania.DTX.listChip[ num3 ];\r
1159                                 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
1160                                 {\r
1161                                         break;\r
1162                                 }\r
1163                                 num3--;\r
1164                         }\r
1165                         if ( ( num2 == count ) && ( num3 < 0 ) )\r
1166                         {\r
1167                                 return null;\r
1168                         }\r
1169                         CDTX.CChip chip3 = null;\r
1170                         if ( num2 == count )\r
1171                         {\r
1172                                 chip3 = CDTXMania.DTX.listChip[ num3 ];\r
1173                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1174                         }\r
1175                         else if ( num3 < 0 )\r
1176                         {\r
1177                                 chip3 = CDTXMania.DTX.listChip[ num2 ];\r
1178                                 num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1179                         }\r
1180                         else\r
1181                         {\r
1182                                 int num7 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num2 ].n発声時刻ms ) );\r
1183                                 int num8 = Math.Abs( (int) ( nTime - CDTXMania.DTX.listChip[ num3 ].n発声時刻ms ) );\r
1184                                 if ( num7 < num8 )\r
1185                                 {\r
1186                                         chip3 = CDTXMania.DTX.listChip[ num2 ];\r
1187                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1188                                 }\r
1189                                 else\r
1190                                 {\r
1191                                         chip3 = CDTXMania.DTX.listChip[ num3 ];\r
1192                                         num6 = Math.Abs( (int) ( nTime - chip3.n発声時刻ms ) );\r
1193                                 }\r
1194                         }\r
1195                         if ( ( n検索範囲時間ms > 0 ) && ( num6 > n検索範囲時間ms ) )\r
1196                         {\r
1197                                 return null;\r
1198                         }\r
1199                         return chip3;\r
1200                 }\r
1201                 protected CDTX.CChip r次にくるギターChipを更新して返す()\r
1202                 {\r
1203                         int nInputAdjustTime = this.bIsAutoPlay.Guitar ? 0 : this.nInputAdjustTimeMs.Guitar;\r
1204                         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
1205                         return this.r次にくるギターChip;\r
1206                 }\r
1207                 protected CDTX.CChip r次にくるベースChipを更新して返す()\r
1208                 {\r
1209                         int nInputAdjustTime = this.bIsAutoPlay.Bass ? 0 : this.nInputAdjustTimeMs.Bass;\r
1210                         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
1211                         return this.r次にくるベースChip;\r
1212                 }\r
1213 \r
1214                 protected void ChangeInputAdjustTimeInPlaying( IInputDevice keyboard, int plusminus )           // #23580 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1215                 {\r
1216                         int part, offset = plusminus;\r
1217                         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
1218                         {\r
1219                                 part = (int) E楽器パート.GUITAR;\r
1220                         }\r
1221                         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
1222                         {\r
1223                                 part = (int) E楽器パート.BASS;\r
1224                         }\r
1225                         else    // Drums InputAdjustTime\r
1226                         {\r
1227                                 part = (int) E楽器パート.DRUMS;\r
1228                         }\r
1229                         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
1230                         {\r
1231                                 offset *= 10;\r
1232                         }\r
1233 \r
1234                         this.nInputAdjustTimeMs[ part ] += offset;\r
1235                         if ( this.nInputAdjustTimeMs[ part ] > 0 )\r
1236                         {\r
1237                                 this.nInputAdjustTimeMs[ part ] = 0;\r
1238                         }\r
1239                         else if ( this.nInputAdjustTimeMs[ part ] < -99 )\r
1240                         {\r
1241                                 this.nInputAdjustTimeMs[ part ] = -99;\r
1242                         }\r
1243                         CDTXMania.ConfigIni.nInputAdjustTimeMs[ part ] = this.nInputAdjustTimeMs[ part ];\r
1244                 }\r
1245 \r
1246                 protected abstract void t入力処理・ドラム();\r
1247 //              protected abstract void t入力処理・ギター();\r
1248 //              protected abstract void t入力処理・ベース();\r
1249                 protected abstract void ドラムスクロール速度アップ();\r
1250                 protected abstract void ドラムスクロール速度ダウン();\r
1251                 protected void tキー入力()\r
1252                 {\r
1253                         IInputDevice keyboard = CDTXMania.Input管理.Keyboard;\r
1254                         if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.F1 ) &&\r
1255                                 ( 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
1256                         {       // shift+f1 (pause)\r
1257                                 this.bPAUSE = !this.bPAUSE;\r
1258                                 if ( this.bPAUSE )\r
1259                                 {\r
1260                                         CDTXMania.Timer.t一時停止();\r
1261                                         CDTXMania.DTX.t全チップの再生一時停止();\r
1262                                 }\r
1263                                 else\r
1264                                 {\r
1265                                         CDTXMania.Timer.t再開();\r
1266                                         CDTXMania.DTX.t全チップの再生再開();\r
1267                                 }\r
1268                         }\r
1269                         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
1270                         {\r
1271                                 this.t入力処理・ドラム();\r
1272                                 this.t入力処理・ギター();\r
1273                                 this.t入力処理・ベース();\r
1274                                 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
1275                                 {       // shift (+ctrl) + UpArrow (BGMAdjust)\r
1276                                         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
1277                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1278                                 }\r
1279                                 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
1280                                 {       // shift + DownArrow (BGMAdjust)\r
1281                                         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
1282                                         CDTXMania.DTX.tWave再生位置自動補正();\r
1283                                 }\r
1284                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.UpArrow ) )\r
1285                                 {       // UpArrow(scrollspeed up)\r
1286                                         ドラムスクロール速度アップ();\r
1287                                 }\r
1288                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.DownArrow ) )\r
1289                                 {       // DownArrow (scrollspeed down)\r
1290                                         ドラムスクロール速度ダウン();\r
1291                                 }\r
1292                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.Delete ) )\r
1293                                 {       // del (debug info)\r
1294                                         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
1295                                 }\r
1296                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.LeftArrow ) )           // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1297                                 {\r
1298                                         ChangeInputAdjustTimeInPlaying( keyboard, -1 );\r
1299                                 }\r
1300                                 else if ( keyboard.bキーが押された( (int) SlimDX.DirectInput.Key.RightArrow ) )          // #24243 2011.1.16 yyagi UI for InputAdjustTime in playing screen.\r
1301                                 {\r
1302                                         ChangeInputAdjustTimeInPlaying( keyboard, +1 );\r
1303                                 }\r
1304                                 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
1305                                 {       // escape (exit)\r
1306                                         this.actFO.tフェードアウト開始();\r
1307                                         base.eフェーズID = CStage.Eフェーズ.共通_フェードアウト;\r
1308                                         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
1309                                 }\r
1310                         }\r
1311                 }\r
1312 \r
1313                 protected void t入力メソッド記憶( E楽器パート part )\r
1314                 {\r
1315                         if ( CDTXMania.Pad.st検知したデバイス.Keyboard )\r
1316                         {\r
1317                                 this.b演奏にキーボードを使った[ (int) part ] = true;\r
1318                         }\r
1319                         if ( CDTXMania.Pad.st検知したデバイス.Joypad )\r
1320                         {\r
1321                                 this.b演奏にジョイパッドを使った[ (int) part ] = true;\r
1322                         }\r
1323                         if ( CDTXMania.Pad.st検知したデバイス.MIDIIN )\r
1324                         {\r
1325                                 this.b演奏にMIDI入力を使った[ (int) part ] = true;\r
1326                         }\r
1327                         if ( CDTXMania.Pad.st検知したデバイス.Mouse )\r
1328                         {\r
1329                                 this.b演奏にマウスを使った[ (int) part ] = true;\r
1330                         }\r
1331                 }\r
1332 \r
1333 \r
1334                 protected abstract void t進行描画・AVI();\r
1335                 protected void t進行描画・AVI(int x, int y)\r
1336                 {\r
1337                         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
1338                         {\r
1339                                 this.actAVI.t進行描画( x, y );\r
1340                         }\r
1341                 }\r
1342                 protected abstract void t進行描画・BGA();\r
1343                 protected void t進行描画・BGA(int x, int y)\r
1344                 {\r
1345                         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
1346                         {\r
1347                                 this.actBGA.t進行描画( x, y );\r
1348                         }\r
1349                 }\r
1350                 protected abstract void t進行描画・DANGER();\r
1351                 protected void t進行描画・MIDIBGM()\r
1352                 {\r
1353                         if ( base.eフェーズID != CStage.Eフェーズ.演奏_STAGE_FAILED )\r
1354                         {\r
1355                                 CStage.Eフェーズ eフェーズid1 = base.eフェーズID;\r
1356                         }\r
1357                 }\r
1358                 protected void t進行描画・RGBボタン()\r
1359                 {\r
1360                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1361                         {\r
1362                                 this.actRGB.On進行描画();\r
1363                         }\r
1364                 }\r
1365                 protected void t進行描画・STAGEFAILED()\r
1366                 {\r
1367                         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
1368                         {\r
1369                                 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
1370                                 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
1371                                 this.actFO.tフェードアウト開始();\r
1372                         }\r
1373                 }\r
1374                 protected void t進行描画・WailingBonus()\r
1375                 {\r
1376                         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
1377                         {\r
1378                                 this.actWailingBonus.On進行描画();\r
1379                         }\r
1380                 }\r
1381                 protected abstract void t進行描画・Wailing枠();\r
1382                 protected void t進行描画・Wailing枠(int GtWailingFrameX, int BsWailingFrameX, int GtWailingFrameY, int BsWailingFrameY)\r
1383                 {\r
1384                         if ( ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL ) && CDTXMania.ConfigIni.bGuitar有効 )\r
1385                         {\r
1386                                 if ( CDTXMania.DTX.bチップがある.Guitar && ( this.txWailing枠 != null ) )\r
1387                                 {\r
1388                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, GtWailingFrameX, GtWailingFrameY );\r
1389                                 }\r
1390                                 if ( CDTXMania.DTX.bチップがある.Bass && ( this.txWailing枠 != null ) )\r
1391                                 {\r
1392                                         this.txWailing枠.t2D描画( CDTXMania.app.Device, BsWailingFrameX, BsWailingFrameY );\r
1393                                 }\r
1394                         }\r
1395                 }\r
1396 \r
1397 \r
1398                 protected void t進行描画・チップファイアGB()\r
1399                 {\r
1400                         this.actChipFireGB.On進行描画();\r
1401                 }\r
1402                 protected abstract void t進行描画・パネル文字列();\r
1403                 protected void t進行描画・パネル文字列(int x, int y)\r
1404                 {\r
1405                         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
1406                         {\r
1407                                 this.actPanel.t進行描画( x, y );\r
1408                         }\r
1409                 }\r
1410                 protected void tパネル文字列の設定()\r
1411                 {\r
1412                         this.actPanel.SetPanelString( string.IsNullOrEmpty( CDTXMania.DTX.PANEL ) ? CDTXMania.DTX.TITLE : CDTXMania.DTX.PANEL );\r
1413                 }\r
1414 \r
1415 \r
1416                 protected void t進行描画・ゲージ()\r
1417                 {\r
1418                         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
1419                         {\r
1420                                 this.actGauge.On進行描画();\r
1421                         }\r
1422                 }\r
1423                 protected void t進行描画・コンボ()\r
1424                 {\r
1425                         this.actCombo.On進行描画();\r
1426                 }\r
1427                 protected void t進行描画・スコア()\r
1428                 {\r
1429                         this.actScore.On進行描画();\r
1430                 }\r
1431                 protected void t進行描画・ステータスパネル()\r
1432                 {\r
1433                         this.actStatusPanels.On進行描画();\r
1434                 }\r
1435                 protected bool t進行描画・チップ( E楽器パート ePlayMode )\r
1436                 {\r
1437                         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
1438                         {\r
1439                                 return true;\r
1440                         }\r
1441                         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
1442                         {\r
1443                                 return true;\r
1444                         }\r
1445                         int nCurrentTopChip = this.n現在のトップChip;\r
1446                         if ( nCurrentTopChip == -1 )\r
1447                         {\r
1448                                 return true;\r
1449                         }\r
1450 \r
1451                         //double speed = 264.0; // BPM150の時の1小節の長さ[dot]\r
1452                         double speed = 234.0;   // BPM150の時の1小節の長さ[dot]\r
1453 \r
1454                         double ScrollSpeedDrums = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Drums + 1.0 ) * 0.5 * 37.5 * speed / 60000.0;\r
1455                         double ScrollSpeedGuitar = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Guitar + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1456                         double ScrollSpeedBass = ( this.act譜面スクロール速度.db現在の譜面スクロール速度.Bass + 1.0 ) * 0.5 * 0.5 * 37.5 * speed / 60000.0;\r
1457 \r
1458                         CDTX dTX = CDTXMania.DTX;\r
1459                         CConfigIni configIni = CDTXMania.ConfigIni;\r
1460                         while ( nCurrentTopChip < dTX.listChip.Count )\r
1461                         {\r
1462                                 CDTX.CChip pChip = dTX.listChip[ nCurrentTopChip ];\r
1463                                 pChip.nバーからの距離dot.Drums = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedDrums );\r
1464                                 pChip.nバーからの距離dot.Guitar = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedGuitar );\r
1465                                 pChip.nバーからの距離dot.Bass = (int) ( ( pChip.n発声時刻ms - CDTXMania.Timer.n現在時刻 ) * ScrollSpeedBass );\r
1466                                 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
1467                                 {\r
1468                                         break;\r
1469                                 }\r
1470                                 if ( ( ( nCurrentTopChip == this.n現在のトップChip ) && ( pChip.nバーからの距離dot.Drums < -65 ) ) && pChip.bHit )\r
1471                                 {\r
1472                                         this.n現在のトップChip++;\r
1473                                         nCurrentTopChip = this.n現在のトップChip;\r
1474                                         continue;\r
1475                                 }\r
1476 \r
1477                                 bool bPChipIsAutoPlay = false;\r
1478                                 if ( (\r
1479                                                 ( ( 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
1480                                                 ( ( pChip.e楽器パート == E楽器パート.GUITAR ) && CDTXMania.ConfigIni.bAutoPlay.Guitar )\r
1481                                         ) ||\r
1482                                                 ( ( pChip.e楽器パート == E楽器パート.BASS ) && CDTXMania.ConfigIni.bAutoPlay.Bass )\r
1483                                   )\r
1484                                 //                              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
1485                                 {\r
1486                                         bPChipIsAutoPlay = true;\r
1487                                 }\r
1488 \r
1489                                 int nInputAdjustTime = 0;\r
1490                                 if ( bPChipIsAutoPlay )\r
1491                                 {\r
1492                                         //nInputAdjustTime = 0;\r
1493                                 }\r
1494                                 else if ( pChip.e楽器パート == E楽器パート.UNKNOWN )\r
1495                                 {\r
1496                                         //nInputAdjustTime = 0;\r
1497                                 }\r
1498                                 else\r
1499                                 {\r
1500                                         nInputAdjustTime = this.nInputAdjustTimeMs[ (int) pChip.e楽器パート ];\r
1501                                 }\r
1502 \r
1503                                 if ( ( ( pChip.e楽器パート != E楽器パート.UNKNOWN ) && !pChip.bHit ) &&\r
1504                                         ( ( 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
1505                                 {\r
1506                                         this.tチップのヒット処理( CDTXMania.Timer.n現在時刻, pChip );\r
1507                                 }\r
1508                                 switch ( pChip.nチャンネル番号 )\r
1509                                 {\r
1510                                         case 0x01:      // BGM\r
1511                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1512                                                 {\r
1513                                                         pChip.bHit = true;\r
1514                                                         if ( configIni.bBGM音を発声する )\r
1515                                                         {\r
1516                                                                 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
1517                                                         }\r
1518                                                 }\r
1519                                                 break;\r
1520 \r
1521                                         case 0x03:      // BPM変更\r
1522                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1523                                                 {\r
1524                                                         pChip.bHit = true;\r
1525                                                         this.actPlayInfo.dbBPM = ( pChip.n整数値 * ( ( (double) configIni.n演奏速度 ) / 20.0 ) ) + dTX.BASEBPM;\r
1526                                                 }\r
1527                                                 break;\r
1528 \r
1529                                         case 0x04:      // レイヤーBGA\r
1530                                         case 0x07:\r
1531                                         case 0x55:\r
1532                                         case 0x56:\r
1533                                         case 0x57:\r
1534                                         case 0x58:\r
1535                                         case 0x59:\r
1536                                         case 0x60:\r
1537                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1538                                                 {\r
1539                                                         pChip.bHit = true;\r
1540                                                         if ( configIni.bBGA有効 )\r
1541                                                         {\r
1542                                                                 switch ( pChip.eBGA種別 )\r
1543                                                                 {\r
1544                                                                         case EBGA種別.BMPTEX:\r
1545                                                                                 if ( pChip.rBMPTEX != null )\r
1546                                                                                 {\r
1547                                                                                         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
1548                                                                                 }\r
1549                                                                                 break;\r
1550 \r
1551                                                                         case EBGA種別.BGA:\r
1552                                                                                 if ( ( pChip.rBGA != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1553                                                                                 {\r
1554                                                                                         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
1555                                                                                 }\r
1556                                                                                 break;\r
1557 \r
1558                                                                         case EBGA種別.BGAPAN:\r
1559                                                                                 if ( ( pChip.rBGAPan != null ) && ( ( pChip.rBMP != null ) || ( pChip.rBMPTEX != null ) ) )\r
1560                                                                                 {\r
1561                                                                                         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
1562                                                                                 }\r
1563                                                                                 break;\r
1564 \r
1565                                                                         default:\r
1566                                                                                 if ( pChip.rBMP != null )\r
1567                                                                                 {\r
1568                                                                                         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
1569                                                                                 }\r
1570                                                                                 break;\r
1571                                                                 }\r
1572                                                         }\r
1573                                                 }\r
1574                                                 break;\r
1575 \r
1576                                         case 0x08:      // BPM変更(拡張)\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                                                         if ( dTX.listBPM.ContainsKey( pChip.n整数値・内部番号 ) )\r
1581                                                         {\r
1582                                                                 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
1583                                                         }\r
1584                                                 }\r
1585                                                 break;\r
1586 \r
1587                                         case 0x11:      // ドラム演奏\r
1588                                         case 0x12:\r
1589                                         case 0x13:\r
1590                                         case 0x14:\r
1591                                         case 0x15:\r
1592                                         case 0x16:\r
1593                                         case 0x17:\r
1594                                         case 0x18:\r
1595                                         case 0x19:\r
1596                                         case 0x1a:\r
1597                                                 this.t進行描画・チップ・ドラムス( configIni, ref dTX, ref pChip );\r
1598                                                 break;\r
1599 \r
1600                                         case 0x1f:      // フィルインサウンド(ドラム)\r
1601                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1602                                                 {\r
1603                                                         pChip.bHit = true;\r
1604                                                         this.r現在の歓声Chip.Drums = pChip;\r
1605                                                 }\r
1606                                                 break;\r
1607 \r
1608                                         case 0x20:      // ギター演奏\r
1609                                         case 0x21:\r
1610                                         case 0x22:\r
1611                                         case 0x23:\r
1612                                         case 0x24:\r
1613                                         case 0x25:\r
1614                                         case 0x26:\r
1615                                         case 0x27:\r
1616                                                 this.t進行描画・チップ・ギター( configIni, ref dTX, ref pChip );\r
1617                                                 break;\r
1618 \r
1619                                         case 0x28:      // ウェイリング(ギター)\r
1620                                                 this.t進行描画・チップ・ギター・ウェイリング( configIni, ref dTX, ref pChip );\r
1621                                                 break;\r
1622 \r
1623                                         case 0x2f:      // ウェイリングサウンド(ギター)\r
1624                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1625                                                 {\r
1626                                                         pChip.bHit = true;\r
1627                                                         this.r現在の歓声Chip.Guitar = pChip;\r
1628                                                 }\r
1629                                                 break;\r
1630 \r
1631                                         case 0x31:      // 不可視チップ配置(ドラム)\r
1632                                         case 0x32:\r
1633                                         case 0x33:\r
1634                                         case 0x34:\r
1635                                         case 0x35:\r
1636                                         case 0x36:\r
1637                                         case 0x37:\r
1638                                         case 0x38:\r
1639                                         case 0x39:\r
1640                                         case 0x3a:\r
1641                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1642                                                 {\r
1643                                                         pChip.bHit = true;\r
1644                                                 }\r
1645                                                 break;\r
1646 \r
1647                                         case 0x50:      // 小節線\r
1648                                                 {\r
1649                                                         this.t進行描画・チップ・小節線( configIni, ref dTX, ref pChip );\r
1650                                                         break;\r
1651                                                 }\r
1652                                         case 0x51:      // 拍線\r
1653                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1654                                                 {\r
1655                                                         pChip.bHit = true;\r
1656                                                 }\r
1657                                                 if ( ( ePlayMode == E楽器パート.DRUMS ) && ( configIni.eDark != Eダークモード.FULL ) && pChip.b可視 && ( this.txチップ != null ) )\r
1658                                                 {\r
1659                                                         this.txチップ.t2D描画( CDTXMania.app.Device, 0x23, configIni.bReverse.Drums ? ( ( 0x38 + pChip.nバーからの距離dot.Drums ) - 1 ) : ( ( 0x1a6 - pChip.nバーからの距離dot.Drums ) - 1 ), new Rectangle( 0, 0x1bf, 0x128, 1 ) );\r
1660                                                 }\r
1661                                                 break;\r
1662 \r
1663                                         case 0x52:      // MIDIコーラス\r
1664                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1665                                                 {\r
1666                                                         pChip.bHit = true;\r
1667                                                 }\r
1668                                                 break;\r
1669 \r
1670                                         case 0x53:      // フィルイン\r
1671                                                 this.t進行描画・チップ・フィルイン( configIni, ref dTX, ref pChip );\r
1672                                                 break;\r
1673 \r
1674                                         case 0x54:      // 動画再生\r
1675                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1676                                                 {\r
1677                                                         pChip.bHit = true;\r
1678                                                         if ( configIni.bAVI有効 )\r
1679                                                         {\r
1680                                                                 switch ( pChip.eAVI種別 )\r
1681                                                                 {\r
1682                                                                         case EAVI種別.AVI:\r
1683                                                                                 if ( pChip.rAVI != null )\r
1684                                                                                 {\r
1685                                                                                         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
1686                                                                                 }\r
1687                                                                                 break;\r
1688 \r
1689                                                                         case EAVI種別.AVIPAN:\r
1690                                                                                 if ( pChip.rAVIPan != null )\r
1691                                                                                 {\r
1692                                                                                         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
1693                                                                                 }\r
1694                                                                                 break;\r
1695                                                                 }\r
1696                                                         }\r
1697                                                 }\r
1698                                                 break;\r
1699 \r
1700                                         case 0x61:\r
1701                                         case 0x62:\r
1702                                         case 0x63:\r
1703                                         case 0x64:      // 自動再生(BGM, SE)\r
1704                                         case 0x65:\r
1705                                         case 0x66:\r
1706                                         case 0x67:\r
1707                                         case 0x68:\r
1708                                         case 0x69:\r
1709                                         case 0x70:\r
1710                                         case 0x71:\r
1711                                         case 0x72:\r
1712                                         case 0x73:\r
1713                                         case 0x74:\r
1714                                         case 0x75:\r
1715                                         case 0x76:\r
1716                                         case 0x77:\r
1717                                         case 0x78:\r
1718                                         case 0x79:\r
1719                                         case 0x80:\r
1720                                         case 0x81:\r
1721                                         case 0x82:\r
1722                                         case 0x83:\r
1723                                         case 0x84:\r
1724                                         case 0x85:\r
1725                                         case 0x86:\r
1726                                         case 0x87:\r
1727                                         case 0x88:\r
1728                                         case 0x89:\r
1729                                         case 0x90:\r
1730                                         case 0x91:\r
1731                                         case 0x92:\r
1732                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1733                                                 {\r
1734                                                         pChip.bHit = true;\r
1735                                                         if ( configIni.bBGM音を発声する )\r
1736                                                         {\r
1737                                                                 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
1738                                                                 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
1739                                                                 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
1740                                                         }\r
1741                                                 }\r
1742                                                 break;\r
1743 \r
1744                                         case 0xa0:      // ベース演奏\r
1745                                         case 0xa1:\r
1746                                         case 0xa2:\r
1747                                         case 0xa3:\r
1748                                         case 0xa4:\r
1749                                         case 0xa5:\r
1750                                         case 0xa6:\r
1751                                         case 0xa7:\r
1752                                                 this.t進行描画・チップ・ベース( configIni, ref dTX, ref pChip );\r
1753                                                 break;\r
1754 \r
1755                                         case 0xa8:      // ウェイリング(ベース)\r
1756                                                 this.t進行描画・チップ・ベース・ウェイリング( configIni, ref dTX, ref pChip );\r
1757                                                 break;\r
1758 \r
1759                                         case 0xaf:      // ウェイリングサウンド(ベース)\r
1760                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1761                                                 {\r
1762                                                         pChip.bHit = true;\r
1763                                                         this.r現在の歓声Chip.Bass = pChip;\r
1764                                                 }\r
1765                                                 break;\r
1766 \r
1767                                         case 0xb1:      // 空打ち音設定(ドラム)\r
1768                                         case 0xb2:\r
1769                                         case 0xb3:\r
1770                                         case 0xb4:\r
1771                                         case 0xb5:\r
1772                                         case 0xb6:\r
1773                                         case 0xb7:\r
1774                                         case 0xb8:\r
1775                                         case 0xb9:\r
1776                                         case 0xbc:\r
1777                                                 this.t進行描画・チップ・空打ち音設定・ドラム( configIni, ref dTX, ref pChip );\r
1778                                                 break;\r
1779 \r
1780                                         case 0xba:      // 空打ち音設定(ギター)\r
1781                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Guitar < 0 ) )\r
1782                                                 {\r
1783                                                         pChip.bHit = true;\r
1784                                                         this.r現在の空うちギターChip = pChip;\r
1785                                                         pChip.nチャンネル番号 = 0x20;\r
1786                                                 }\r
1787                                                 break;\r
1788 \r
1789                                         case 0xbb:      // 空打ち音設定(ベース)\r
1790                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Bass < 0 ) )\r
1791                                                 {\r
1792                                                         pChip.bHit = true;\r
1793                                                         this.r現在の空うちベースChip = pChip;\r
1794                                                         pChip.nチャンネル番号 = 0xA0;\r
1795                                                 }\r
1796                                                 break;\r
1797 \r
1798                                         case 0xc4:\r
1799                                         case 0xc7:\r
1800                                         case 0xd5:\r
1801                                         case 0xd6:      // BGA画像入れ替え\r
1802                                         case 0xd7:\r
1803                                         case 0xd8:\r
1804                                         case 0xd9:\r
1805                                         case 0xe0:\r
1806                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1807                                                 {\r
1808                                                         pChip.bHit = true;\r
1809                                                         if ( ( configIni.bBGA有効 && ( pChip.eBGA種別 == EBGA種別.BMP ) ) || ( pChip.eBGA種別 == EBGA種別.BMPTEX ) )\r
1810                                                         {\r
1811                                                                 for ( int i = 0; i < 8; i++ )\r
1812                                                                 {\r
1813                                                                         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
1814                                                                         {\r
1815                                                                                 this.actBGA.ChangeScope( this.nBGAスコープチャンネルマップ[ 1, i ], pChip.rBMP, pChip.rBMPTEX );\r
1816                                                                         }\r
1817                                                                 }\r
1818                                                         }\r
1819                                                 }\r
1820                                                 break;\r
1821 \r
1822                                         default:\r
1823                                                 if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )\r
1824                                                 {\r
1825                                                         pChip.bHit = true;\r
1826                                                 }\r
1827                                                 break;\r
1828                                 }\r
1829 \r
1830                                 nCurrentTopChip++;\r
1831                         }\r
1832                         return false;\r
1833                 }\r
1834                 protected abstract void t進行描画・チップ・ドラムス( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1835                 protected abstract void t進行描画・チップ・ギター( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1836                 protected abstract void t進行描画・チップ・ギター・ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1837                 protected abstract void t進行描画・チップ・フィルイン( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1838                 protected abstract void t進行描画・チップ・小節線( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1839                 protected abstract void t進行描画・チップ・ベース( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1840                 protected abstract void t進行描画・チップ・ベース・ウェイリング( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1841                 protected abstract void t進行描画・チップ・空打ち音設定・ドラム( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip );\r
1842                 protected void t進行描画・チップアニメ()\r
1843                 {\r
1844                         for ( int i = 0; i < 3; i++ )                   // drums: 0-3 gt/bs: 1-3\r
1845                         {\r
1846                                 if ( this.ctチップ模様アニメ[ i ] != null )\r
1847                                 {\r
1848                                         this.ctチップ模様アニメ[ i ].t進行Loop();\r
1849                                 }\r
1850                         }\r
1851                         this.ctWailingチップ模様アニメ.t進行Loop();\r
1852                 }\r
1853 \r
1854                 protected bool t進行描画・フェードイン・アウト()\r
1855                 {\r
1856                         switch ( base.eフェーズID )\r
1857                         {\r
1858                                 case CStage.Eフェーズ.共通_フェードイン:\r
1859                                         if ( this.actFI.On進行描画() != 0 )\r
1860                                         {\r
1861                                                 base.eフェーズID = CStage.Eフェーズ.共通_通常状態;\r
1862                                         }\r
1863                                         break;\r
1864 \r
1865                                 case CStage.Eフェーズ.共通_フェードアウト:\r
1866                                 case CStage.Eフェーズ.演奏_STAGE_FAILED_フェードアウト:\r
1867                                         if ( this.actFO.On進行描画() != 0 )\r
1868                                         {\r
1869                                                 return true;\r
1870                                         }\r
1871                                         break;\r
1872 \r
1873                                 case CStage.Eフェーズ.演奏_STAGE_CLEAR_フェードアウト:\r
1874                                         if ( this.actFOClear.On進行描画() == 0 )\r
1875                                         {\r
1876                                                 break;\r
1877                                         }\r
1878                                         return true;\r
1879                 \r
1880                         }\r
1881                         return false;\r
1882                 }\r
1883                 protected void t進行描画・レーンフラッシュD()\r
1884                 {\r
1885                         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
1886                         {\r
1887                                 this.actLaneFlushD.On進行描画();\r
1888                         }\r
1889                 }\r
1890                 protected void t進行描画・レーンフラッシュGB()\r
1891                 {\r
1892                         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
1893                         {\r
1894                                 this.actLaneFlushGB.On進行描画();\r
1895                         }\r
1896                 }\r
1897                 protected abstract void t進行描画・演奏情報();\r
1898                 protected void t進行描画・演奏情報(int x, int y)\r
1899                 {\r
1900                         if ( !CDTXMania.ConfigIni.b演奏情報を表示しない )\r
1901                         {\r
1902                                 this.actPlayInfo.t進行描画( x, y );\r
1903                         }\r
1904                 }\r
1905                 protected void t進行描画・背景()\r
1906                 {\r
1907                         if ( CDTXMania.ConfigIni.eDark == Eダークモード.OFF )\r
1908                         {\r
1909                                 if ( this.tx背景 != null )\r
1910                                 {\r
1911                                         this.tx背景.t2D描画( CDTXMania.app.Device, 0, 0 );\r
1912                                 }\r
1913                         }\r
1914                         else\r
1915                         {\r
1916                                 CDTXMania.app.Device.Clear( ClearFlags.ZBuffer | ClearFlags.Target, Color.Black, 0f, 0 );\r
1917                         }\r
1918                 }\r
1919 \r
1920                 protected void t進行描画・判定ライン()\r
1921                 {\r
1922                         if ( CDTXMania.ConfigIni.eDark != Eダークモード.FULL )\r
1923                         {\r
1924                                 int y = CDTXMania.ConfigIni.bReverse.Drums ? 0x35 : 0x1a3;\r
1925                                 for ( int i = 0x20; i < 0x14f; i += 8 )\r
1926                                 {\r
1927                                         if ( this.txヒットバー != null )\r
1928                                         {\r
1929                                                 this.txヒットバー.t2D描画( CDTXMania.app.Device, i, y, new Rectangle( 0, 0, ( ( i + 8 ) >= 0x14f ) ? ( 7 - ( ( i + 8 ) - 0x14f ) ) : 8, 8 ) );\r
1930                                         }\r
1931                                 }\r
1932                         }\r
1933                 }\r
1934                 protected void t進行描画・判定文字列()\r
1935                 {\r
1936                         this.actJudgeString.On進行描画();\r
1937                 }\r
1938                 protected void t進行描画・判定文字列1・通常位置指定の場合()\r
1939                 {\r
1940                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) != E判定文字表示位置.判定ライン上または横 )\r
1941                         {\r
1942                                 this.actJudgeString.On進行描画();\r
1943                         }\r
1944                 }\r
1945                 protected void t進行描画・判定文字列2・判定ライン上指定の場合()\r
1946                 {\r
1947                         if ( ( (E判定文字表示位置) CDTXMania.ConfigIni.判定文字表示位置.Drums ) == E判定文字表示位置.判定ライン上または横 )\r
1948                         {\r
1949                                 this.actJudgeString.On進行描画();\r
1950                         }\r
1951                 }\r
1952 \r
1953                 protected void t進行描画・譜面スクロール速度()\r
1954                 {\r
1955                         this.act譜面スクロール速度.On進行描画();\r
1956                 }\r
1957 \r
1958                 protected abstract void t背景テクスチャの生成();\r
1959                 protected void t背景テクスチャの生成( string DefaultBgFilename, Rectangle bgrect, string bgfilename )\r
1960                 {\r
1961                         Bitmap image = null;\r
1962                         bool flag = true;\r
1963 \r
1964                         if ( bgfilename != null && File.Exists( bgfilename ) )\r
1965                         {\r
1966                                 try\r
1967                                 {\r
1968                                         Bitmap bitmap2 = null;\r
1969                                         bitmap2 = new Bitmap( bgfilename );\r
1970                                         if ( ( bitmap2.Size.Width == 0 ) && ( bitmap2.Size.Height == 0 ) )\r
1971                                         {\r
1972                                                 this.tx背景 = null;\r
1973                                                 return;\r
1974                                         }\r
1975                                         Bitmap bitmap3 = new Bitmap( 640, 480 );\r
1976                                         Graphics graphics = Graphics.FromImage( bitmap3 );\r
1977                                         for ( int i = 0; i < 480; i += bitmap2.Size.Height )\r
1978                                         {\r
1979                                                 for ( int j = 0; j < 640; j += bitmap2.Size.Width )\r
1980                                                 {\r
1981                                                         graphics.DrawImage( bitmap2, j, i, bitmap2.Width, bitmap2.Height );\r
1982                                                 }\r
1983                                         }\r
1984                                         graphics.Dispose();\r
1985                                         bitmap2.Dispose();\r
1986                                         image = new Bitmap( CSkin.Path( DefaultBgFilename ) );\r
1987                                         graphics = Graphics.FromImage( image );\r
1988                                         ColorMatrix matrix2 = new ColorMatrix();\r
1989                                         matrix2.Matrix00 = 1f;\r
1990                                         matrix2.Matrix11 = 1f;\r
1991                                         matrix2.Matrix22 = 1f;\r
1992                                         matrix2.Matrix33 = ( (float) CDTXMania.ConfigIni.n背景の透過度 ) / 255f;\r
1993                                         matrix2.Matrix44 = 1f;\r
1994                                         ColorMatrix newColorMatrix = matrix2;\r
1995                                         ImageAttributes imageAttr = new ImageAttributes();\r
1996                                         imageAttr.SetColorMatrix( newColorMatrix );\r
1997                                         graphics.DrawImage( bitmap3, new Rectangle( 0, 0, 640, 480 ), 0, 0, 640, 480, GraphicsUnit.Pixel, imageAttr );\r
1998                                         imageAttr.Dispose();\r
1999                                         graphics.DrawImage( bitmap3, bgrect, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height, GraphicsUnit.Pixel );\r
2000                                         graphics.Dispose();\r
2001                                         bitmap3.Dispose();\r
2002                                         flag = false;\r
2003                                 }\r
2004                                 catch\r
2005                                 {\r
2006                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2007                                 }\r
2008                         }\r
2009                         if ( flag )\r
2010                         {\r
2011                                 bgfilename = CSkin.Path( DefaultBgFilename );\r
2012                                 try\r
2013                                 {\r
2014                                         image = new Bitmap( bgfilename );\r
2015                                 }\r
2016                                 catch\r
2017                                 {\r
2018                                         Trace.TraceError( "背景画像の読み込みに失敗しました。({0})", new object[] { bgfilename } );\r
2019                                         this.tx背景 = null;\r
2020                                         return;\r
2021                                 }\r
2022                         }\r
2023                         if ( ( CDTXMania.DTX.listBMP.Count > 0 ) || ( CDTXMania.DTX.listBMPTEX.Count > 0 ) )\r
2024                         {\r
2025                                 Graphics graphics2 = Graphics.FromImage( image );\r
2026                                 graphics2.FillRectangle( Brushes.Black, bgrect.X, bgrect.Y, bgrect.Width, bgrect.Height );\r
2027                                 graphics2.Dispose();\r
2028                         }\r
2029                         try\r
2030                         {\r
2031                                 this.tx背景 = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );\r
2032                         }\r
2033                         catch ( CTextureCreateFailedException )\r
2034                         {\r
2035                                 Trace.TraceError( "背景テクスチャの生成に失敗しました。" );\r
2036                                 this.tx背景 = null;\r
2037                         }\r
2038                         image.Dispose();\r
2039                 }\r
2040 \r
2041                 protected virtual void t入力処理・ギター()\r
2042                 {\r
2043                         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
2044                         {\r
2045                                 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
2046                         }\r
2047                         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
2048                         {\r
2049                                 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
2050                         }\r
2051 \r
2052                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Guitar )\r
2053                         {\r
2054                                 if ( bIsAutoPlay.Guitar )\r
2055                                 {\r
2056                                         CDTX.CChip chip = this.r次にくるギターChipを更新して返す();\r
2057                                         if ( chip != null )\r
2058                                         {\r
2059                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2060                                                 {\r
2061                                                         this.actLaneFlushGB.Start( 0 );\r
2062                                                         this.actRGB.Push( 0 );\r
2063                                                 }\r
2064                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2065                                                 {\r
2066                                                         this.actLaneFlushGB.Start( 1 );\r
2067                                                         this.actRGB.Push( 1 );\r
2068                                                 }\r
2069                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2070                                                 {\r
2071                                                         this.actLaneFlushGB.Start( 2 );\r
2072                                                         this.actRGB.Push( 2 );\r
2073                                                 }\r
2074                                         }\r
2075                                 }\r
2076                                 else\r
2077                                 {\r
2078                                         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
2079                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2080                                         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
2081                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2082                                         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
2083                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2084                                         int flagRGB = flagR | flagG | flagB;\r
2085                                         if ( flagR != 0 )\r
2086                                         {\r
2087                                                 this.actLaneFlushGB.Start( 0 );\r
2088                                                 this.actRGB.Push( 0 );\r
2089                                         }\r
2090                                         if ( flagG != 0 )\r
2091                                         {\r
2092                                                 this.actLaneFlushGB.Start( 1 );\r
2093                                                 this.actRGB.Push( 1 );\r
2094                                         }\r
2095                                         if ( flagB != 0 )\r
2096                                         {\r
2097                                                 this.actLaneFlushGB.Start( 2 );\r
2098                                                 this.actRGB.Push( 2 );\r
2099                                         }\r
2100                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Pick );\r
2101                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2102                                         {\r
2103                                                 foreach ( STInputEvent event2 in events )\r
2104                                                 {\r
2105                                                         CDTX.CChip chip4;\r
2106                                                         if ( !event2.b押された )\r
2107                                                         {\r
2108                                                                 continue;\r
2109                                                         }\r
2110                                                         this.t入力メソッド記憶( E楽器パート.GUITAR );\r
2111                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2112                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0x2f, this.nInputAdjustTimeMs.Guitar );\r
2113                                                         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
2114                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2115                                                         {\r
2116                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2117                                                                 {\r
2118                                                                         this.actChipFireGB.Start( 0 );\r
2119                                                                 }\r
2120                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2121                                                                 {\r
2122                                                                         this.actChipFireGB.Start( 1 );\r
2123                                                                 }\r
2124                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2125                                                                 {\r
2126                                                                         this.actChipFireGB.Start( 2 );\r
2127                                                                 }\r
2128                                                                 this.tチップのヒット処理( nTime, pChip );\r
2129                                                                 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
2130                                                                 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
2131                                                                 if ( item != null )\r
2132                                                                 {\r
2133                                                                         this.queWailing.Guitar.Enqueue( item );\r
2134                                                                 }\r
2135                                                                 continue;\r
2136                                                         }\r
2137                                                         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
2138                                                         {\r
2139                                                                 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
2140                                                         }\r
2141                                                         if ( !CDTXMania.ConfigIni.bLight.Guitar )\r
2142                                                         {\r
2143                                                                 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
2144                                                         }\r
2145                                                 }\r
2146                                         }\r
2147                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.GUITAR, Eパッド.Wail );\r
2148                                         if ( ( list2 != null ) && ( list2.Count > 0 ) )\r
2149                                         {\r
2150                                                 foreach ( STInputEvent event3 in list2 )\r
2151                                                 {\r
2152                                                         CDTX.CChip chip5;\r
2153                                                         if ( !event3.b押された )\r
2154                                                         {\r
2155                                                                 continue;\r
2156                                                         }\r
2157                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2158                                                         while ( ( this.queWailing.Guitar.Count > 0 ) && ( ( chip5 = this.queWailing.Guitar.Dequeue() ) != null ) )\r
2159                                                         {\r
2160                                                                 if ( ( num6 - chip5.n発声時刻ms ) <= 1000 )         // #24245 2011.1.26 yyagi: 800 -> 1000\r
2161                                                                 {\r
2162                                                                         chip5.bHit = true;\r
2163                                                                         this.actWailingBonus.Start( E楽器パート.GUITAR, this.r現在の歓声Chip.Guitar );\r
2164                                                                         if ( !bIsAutoPlay.Guitar )\r
2165                                                                         {\r
2166                                                                                 int nCombo = ( this.actCombo.n現在のコンボ数.Guitar < 500 ) ? this.actCombo.n現在のコンボ数.Guitar : 500;\r
2167                                                                                 this.actScore.Set( E楽器パート.GUITAR, this.actScore.Get( E楽器パート.GUITAR ) + ( nCombo * 3000L ) );                // #24245 2011.1.26 yyagi changed DRUMS->GUITAR, add nCombo conditions\r
2168                                                                         }\r
2169                                                                 }\r
2170                                                         }\r
2171                                                 }\r
2172                                         }\r
2173                                 }\r
2174                         }\r
2175                 }\r
2176                 protected virtual void t入力処理・ベース()\r
2177                 {\r
2178                         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
2179                         {\r
2180                                 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
2181                         }\r
2182                         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
2183                         {\r
2184                                 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
2185                         }\r
2186 \r
2187                         if ( CDTXMania.ConfigIni.bGuitar有効 && CDTXMania.DTX.bチップがある.Bass )\r
2188                         {\r
2189                                 if ( bIsAutoPlay.Bass )\r
2190                                 {\r
2191                                         CDTX.CChip chip = this.r次にくるベースChipを更新して返す();\r
2192                                         if ( chip != null )\r
2193                                         {\r
2194                                                 if ( ( chip.nチャンネル番号 & 4 ) != 0 )\r
2195                                                 {\r
2196                                                         this.actLaneFlushGB.Start( 3 );\r
2197                                                         this.actRGB.Push( 3 );\r
2198                                                 }\r
2199                                                 if ( ( chip.nチャンネル番号 & 2 ) != 0 )\r
2200                                                 {\r
2201                                                         this.actLaneFlushGB.Start( 4 );\r
2202                                                         this.actRGB.Push( 4 );\r
2203                                                 }\r
2204                                                 if ( ( chip.nチャンネル番号 & 1 ) != 0 )\r
2205                                                 {\r
2206                                                         this.actLaneFlushGB.Start( 5 );\r
2207                                                         this.actRGB.Push( 5 );\r
2208                                                 }\r
2209                                         }\r
2210                                 }\r
2211                                 else\r
2212                                 {\r
2213                                         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
2214                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2215                                         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
2216                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2217                                         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
2218                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2219                                         int flagRGB = flagR | flagG | flagB;\r
2220                                         if ( flagR != 0 )\r
2221                                         {\r
2222                                                 this.actLaneFlushGB.Start( 3 );\r
2223                                                 this.actRGB.Push( 3 );\r
2224                                         }\r
2225                                         if ( flagG != 0 )\r
2226                                         {\r
2227                                                 this.actLaneFlushGB.Start( 4 );\r
2228                                                 this.actRGB.Push( 4 );\r
2229                                         }\r
2230                                         if ( flagB != 0 )\r
2231                                         {\r
2232                                                 this.actLaneFlushGB.Start( 5 );\r
2233                                                 this.actRGB.Push( 5 );\r
2234                                         }\r
2235                                         List<STInputEvent> events = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Pick );\r
2236                                         if ( ( events != null ) && ( events.Count > 0 ) )\r
2237                                         {\r
2238                                                 foreach ( STInputEvent event2 in events )\r
2239                                                 {\r
2240                                                         CDTX.CChip chip4;\r
2241                                                         if ( !event2.b押された )\r
2242                                                         {\r
2243                                                                 continue;\r
2244                                                         }\r
2245                                                         this.t入力メソッド記憶( E楽器パート.BASS );\r
2246                                                         long nTime = event2.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2247                                                         CDTX.CChip pChip = this.r指定時刻に一番近い未ヒットChip( nTime, 0xaf, this.nInputAdjustTimeMs.Bass );\r
2248                                                         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
2249                                                         if ( ( ( pChip != null ) && ( ( pChip.nチャンネル番号 & 15 ) == flagRGB ) ) && ( e判定 != E判定.Miss ) )\r
2250                                                         {\r
2251                                                                 if ( ( flagR != 0 ) || ( flagRGB == 0 ) )\r
2252                                                                 {\r
2253                                                                         this.actChipFireGB.Start( 3 );\r
2254                                                                 }\r
2255                                                                 if ( ( flagG != 0 ) || ( flagRGB == 0 ) )\r
2256                                                                 {\r
2257                                                                         this.actChipFireGB.Start( 4 );\r
2258                                                                 }\r
2259                                                                 if ( ( flagB != 0 ) || ( flagRGB == 0 ) )\r
2260                                                                 {\r
2261                                                                         this.actChipFireGB.Start( 5 );\r
2262                                                                 }\r
2263                                                                 this.tチップのヒット処理( nTime, pChip );\r
2264                                                                 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
2265                                                                 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
2266                                                                 if ( item != null )\r
2267                                                                 {\r
2268                                                                         this.queWailing.Bass.Enqueue( item );\r
2269                                                                 }\r
2270                                                                 continue;\r
2271                                                         }\r
2272                                                         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
2273                                                         {\r
2274                                                                 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
2275                                                         }\r
2276                                                         if ( !CDTXMania.ConfigIni.bLight.Bass )\r
2277                                                         {\r
2278                                                                 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
2279                                                         }\r
2280                                                 }\r
2281                                         }\r
2282                                         List<STInputEvent> list2 = CDTXMania.Pad.GetEvents( E楽器パート.BASS, Eパッド.Wail );\r
2283                                         if ( ( list2 != null ) && ( list2.Count > 0 ) )\r
2284                                         {\r
2285                                                 foreach ( STInputEvent event3 in list2 )\r
2286                                                 {\r
2287                                                         CDTX.CChip chip5;\r
2288                                                         if ( !event3.b押された )\r
2289                                                         {\r
2290                                                                 continue;\r
2291                                                         }\r
2292                                                         long num6 = event3.nTimeStamp - CDTXMania.Timer.n前回リセットした時のシステム時刻;\r
2293                                                         while ( ( this.queWailing.Bass.Count > 0 ) && ( ( chip5 = this.queWailing.Bass.Dequeue() ) != null ) )\r
2294                                                         {\r
2295                                                                 if ( ( num6 - chip5.n発声時刻ms ) <= 1000 )         // #24245 2011.1.26 yyagi: 800 -> 1000\r
2296                                                                 {\r
2297                                                                         chip5.bHit = true;\r
2298                                                                         this.actWailingBonus.Start( E楽器パート.BASS, this.r現在の歓声Chip.Bass );\r
2299                                                                         if ( !bIsAutoPlay.Bass )\r
2300                                                                         {\r
2301                                                                                 int nCombo = ( this.actCombo.n現在のコンボ数.Bass < 500 ) ? this.actCombo.n現在のコンボ数.Bass : 500;\r
2302                                                                                 this.actScore.Set( E楽器パート.BASS, this.actScore.Get( E楽器パート.BASS ) + ( nCombo * 3000L ) );            // #24245 2011.1.26 yyagi changed DRUMS->BASS, add nCombo conditions\r
2303                                                                         }\r
2304                                                                 }\r
2305                                                         }\r
2306                                                 }\r
2307                                         }\r
2308                                 }\r
2309                         }\r
2310                 }\r
2311 \r
2312 #if true                // DAMAGELEVELTUNING\r
2313 #region [ DAMAGELEVELTUNING ]\r
2314                 // ----------------------------------\r
2315                 public float[ , ] fDamageGaugeDelta = {                 // #23625 2011.1.10 ickw_284: tuned damage/recover factors\r
2316                         // drums,   guitar,  bass\r
2317                         {  0.004f,  0.006f,  0.006f  },\r
2318                         {  0.002f,  0.003f,  0.003f  },\r
2319                         {  0.000f,  0.000f,  0.000f  },\r
2320                         { -0.020f, -0.030f,     -0.030f  },\r
2321                         { -0.050f, -0.050f, -0.050f  }\r
2322                 };\r
2323                 public float[] fDamageLevelFactor = {\r
2324                         0.5f, 1.0f, 1.5f\r
2325                 };\r
2326                 // ----------------------------------\r
2327 #endregion\r
2328 #endif\r
2329 \r
2330                 protected void t判定にあわせてゲージを増減する( E楽器パート screenmode, E楽器パート part, E判定 e今回の判定 )\r
2331                 {\r
2332                         double fDamage;\r
2333 \r
2334 #if true        // DAMAGELEVELTUNING\r
2335                         switch ( e今回の判定 )\r
2336                         {\r
2337                                 case E判定.Perfect:\r
2338                                 case E判定.Great:\r
2339                                 case E判定.Good:\r
2340                                 case E判定.Poor:\r
2341                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2342                                         break;\r
2343                                 case E判定.Miss:\r
2344                                         fDamage = fDamageGaugeDelta[ (int) e今回の判定, (int) part ];\r
2345                                         switch ( CDTXMania.ConfigIni.eダメージレベル )\r
2346                                         {\r
2347                                                 case Eダメージレベル.少ない:\r
2348                                                 case Eダメージレベル.普通:\r
2349                                                 case Eダメージレベル.大きい:\r
2350                                                         fDamage *= fDamageLevelFactor[ (int) CDTXMania.ConfigIni.eダメージレベル ];\r
2351                                                         break;\r
2352                                         }\r
2353                                         break;\r
2354 \r
2355                                 default:\r
2356                                         fDamage = 0.0f;\r
2357                                         break;\r
2358                         }\r
2359 #else                                                                                                   // before applying #23625 modifications\r
2360                         switch (e今回の判定)\r
2361                         {\r
2362                                 case E判定.Perfect:\r
2363                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.01 : 0.015;\r
2364                                         break;\r
2365 \r
2366                                 case E判定.Great:\r
2367                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.006 : 0.009;\r
2368                                         break;\r
2369 \r
2370                                 case E判定.Good:\r
2371                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.002 : 0.003;\r
2372                                         break;\r
2373 \r
2374                                 case E判定.Poor:\r
2375                                         fDamage = ( part == E楽器パート.DRUMS ) ? 0.0 : 0.0;\r
2376                                         break;\r
2377 \r
2378                                 case E判定.Miss:\r
2379                                         fDamage = ( part == E楽器パート.DRUMS ) ? -0.035 : -0.035;\r
2380                                         switch( CDTXMania.ConfigIni.eダメージレベル )\r
2381                                         {\r
2382                                                 case Eダメージレベル.少ない:\r
2383                                                         fDamage *= 0.6;\r
2384                                                         break;\r
2385 \r
2386                                                 case Eダメージレベル.普通:\r
2387                                                         fDamage *= 1.0;\r
2388                                                         break;\r
2389 \r
2390                                                 case Eダメージレベル.大きい:\r
2391                                                         fDamage *= 1.6;\r
2392                                                         break;\r
2393                                         }\r
2394                                         break;\r
2395 \r
2396                                 default:\r
2397                                         fDamage = 0.0;\r
2398                                         break;\r
2399                         }\r
2400 #endif\r
2401                         if ( screenmode == E楽器パート.DRUMS )                     // ドラム演奏画面なら、ギター/ベースのダメージも全部ドラムのゲージに集約する\r
2402                         {\r
2403                                 part = E楽器パート.DRUMS;\r
2404                         }\r
2405                         this.actGauge.db現在のゲージ値[ (int) part ] += fDamage;\r
2406 \r
2407                         if ( this.actGauge.db現在のゲージ値[ (int) part ] > 1.0 )\r
2408                                 this.actGauge.db現在のゲージ値[ (int) part ] = 1.0;\r
2409                 }\r
2410                 //-----------------\r
2411                 #endregion\r
2412         }\r
2413 }\r