make Rave a separate PlayMode

This commit is contained in:
Chris Danford
2003-04-07 05:14:27 +00:00
parent f63ab036de
commit 149d213ae9
19 changed files with 334 additions and 64 deletions
+16 -1
View File
@@ -25,6 +25,7 @@
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayOni.h"
#include "ScoreDisplayBattle.h"
#include "ScoreDisplayRave.h"
#include "ScreenPrompt.h"
#include "GrooveRadar.h"
#include "NotesLoaderSM.h"
@@ -286,6 +287,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenGameplay stage "+GAMESTATE->GetStageText()) );
m_sprStage.SetXY( STAGE_X, STAGE_Y(bExtra) );
this->AddChild( &m_sprStage );
@@ -346,6 +348,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
case PLAY_MODE_BATTLE:
m_pScoreDisplay[p] = new ScoreDisplayBattle;
break;
case PLAY_MODE_RAVE:
m_pScoreDisplay[p] = new ScoreDisplayRave;
break;
default:
ASSERT(0);
}
@@ -402,6 +407,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
{
m_Inventory[p].Load( (PlayerNumber)p );
this->AddChild( &m_Inventory[p] );
m_RaveHelper[p].Load( (PlayerNumber)p );
this->AddChild( &m_RaveHelper[p] );
}
@@ -869,6 +877,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( OneIsHot() ) m_announcerHot.PlayRandom();
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
else m_announcerGood.PlayRandom();
@@ -1077,7 +1086,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
}
if( iItemSlot != -1 )
m_Inventory[MenuI.player].UseAttack( iItemSlot );
m_Inventory[MenuI.player].UseItem( iItemSlot );
}
}
@@ -1107,6 +1116,7 @@ void SaveChanges()
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
GAMESTATE->m_pCurSong->Save();
break;
case PLAY_MODE_NONSTOP:
@@ -1130,6 +1140,7 @@ void DontSaveChanges()
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
ld.LoadFromSMFile(GAMESTATE->m_pCurSong->GetCacheFilePath(),
*GAMESTATE->m_pCurSong);
break;
@@ -1157,6 +1168,7 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
sMessage = ssprintf(
"You have changed the offset or BPM of\n"
"%s.\n"
@@ -1418,6 +1430,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
// SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
SCREENMAN->SetNewScreen( SONGSEL_SCREEN );
break;
@@ -1445,6 +1458,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
break;
case PLAY_MODE_NONSTOP:
@@ -1506,6 +1520,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( PREFSMAN->m_bEventMode )
HandleScreenMessage( SM_GoToScreenAfterBack );
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )