add StopCourseEarly for use in workout
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@@ -58,6 +58,7 @@
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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@@ -2120,11 +2121,89 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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/* If all players have *really* failed (bFailed, not the life meter or
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* bFailedEarlier): */
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const bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
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const bool bStopCourseEarly = STOP_COURSE_EARLY;
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const bool bIsLastSong = IsLastSong();
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LOG->Trace( "bAllReallyFailed = %d, bStopCourseEarly = %d, bIsLastSong = %d", bAllReallyFailed, bStopCourseEarly, bIsLastSong );
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if( !bAllReallyFailed && !IsLastSong() )
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if( bStopCourseEarly || bAllReallyFailed || bIsLastSong )
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{
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/* Load the next course song. First, fade out and stop the music. */
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// Time to leave from ScreenGameplay
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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{
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FOREACH_EnabledPlayer(p)
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
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Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
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else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
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else
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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}
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}
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/* End round. */
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if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
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return; // ignore
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m_DancingState = STATE_OUTRO;
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AbortGiveUp( false );
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GAMESTATE->RemoveAllActiveAttacks();
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FOREACH_EnabledPlayer( p )
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m_ActiveAttackList[p].Refresh();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
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if( bAllReallyFailed )
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{
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this->PostScreenMessage( SM_BeginFailed, 0 );
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return;
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}
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// do they deserve an extra stage?
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if( GAMESTATE->HasEarnedExtraStage() )
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{
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TweenOffScreen();
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m_Extra.StartTransitioning( SM_GoToNextScreen );
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SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
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}
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else
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{
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TweenOffScreen();
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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PlayerNumber winner = GAMESTATE->GetBestPlayer();
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switch( winner )
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{
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case PLAYER_INVALID:
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m_Draw.StartTransitioning( SM_GoToNextScreen );
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break;
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default:
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m_Win[winner].StartTransitioning( SM_GoToNextScreen );
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break;
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}
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}
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break;
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default:
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m_Cleared.StartTransitioning( SM_GoToNextScreen );
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break;
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}
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SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
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}
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}
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else
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{
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/* Load the next song in the course. First, fade out and stop the music. */
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float fFadeLengthSeconds = MUSIC_FADE_OUT_SECONDS;
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RageSoundParams p = m_pSoundMusic->GetParams();
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p.m_FadeLength = fFadeLengthSeconds;
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@@ -2133,77 +2212,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->PostMessageToTopScreen( SM_StartLoadingNextSong, fFadeLengthSeconds );
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return;
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}
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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{
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FOREACH_EnabledPlayer(p)
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
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Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
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else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
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else
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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}
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}
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/* End round. */
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if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
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return; // ignore
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m_DancingState = STATE_OUTRO;
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AbortGiveUp( false );
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GAMESTATE->RemoveAllActiveAttacks();
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FOREACH_EnabledPlayer( p )
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m_ActiveAttackList[p].Refresh();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
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if( bAllReallyFailed )
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{
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this->PostScreenMessage( SM_BeginFailed, 0 );
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return;
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}
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// do they deserve an extra stage?
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if( GAMESTATE->HasEarnedExtraStage() )
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{
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TweenOffScreen();
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m_Extra.StartTransitioning( SM_GoToNextScreen );
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SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
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}
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else
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{
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TweenOffScreen();
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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PlayerNumber winner = GAMESTATE->GetBestPlayer();
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switch( winner )
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{
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case PLAYER_INVALID:
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m_Draw.StartTransitioning( SM_GoToNextScreen );
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break;
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default:
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m_Win[winner].StartTransitioning( SM_GoToNextScreen );
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break;
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}
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}
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break;
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default:
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m_Cleared.StartTransitioning( SM_GoToNextScreen );
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break;
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}
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SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
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}
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}
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else if( SM == SM_StartLoadingNextSong )
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{
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