Various bug fixes. See changelog.

This commit is contained in:
Chris Danford
2002-07-23 01:41:40 +00:00
parent 83d773d239
commit 317c352a9b
129 changed files with 3744 additions and 1949 deletions
+21 -22
View File
@@ -13,7 +13,7 @@
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "ScreenSelectGroup.h"
#include "ScreenTitleMenu.h"
#include "GameManager.h"
@@ -21,6 +21,7 @@
#include "GameConstantsAndTypes.h"
#include "AnnouncerManager.h"
#include "ScreenSelectCourse.h"
#include "GameState.h"
const float MORE_ARROWS_X[NUM_PAGES] = { SCREEN_RIGHT-60, SCREEN_WIDTH + SCREEN_LEFT+60};
@@ -73,7 +74,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
LOG->WriteLine( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
// Reset the current PlayMode
PREFSMAN->m_PlayMode = PLAY_MODE_INVALID;
GAMESTATE->m_PlayMode = PLAY_MODE_INVALID;
int p;
@@ -84,7 +85,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
ssprintf("Use %c %c to select, then press START", char(1), char(2)),
false, true, 40
);
this->AddActor( &m_Menu );
this->AddSubActor( &m_Menu );
for( int d=0; d<NUM_DIFFICULTY_ITEMS; d++ )
@@ -103,26 +104,26 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_sprPicture[d].SetXY( DIFFICULTY_ITEM_X[d], DIFFICULTY_ITEM_Y[d] );
m_sprPicture[d].SetVertAlign( align_bottom );
m_sprPicture[d].TurnShadowOff();
m_framePages.AddActor( &m_sprPicture[d] );
m_framePages.AddSubActor( &m_sprPicture[d] );
m_sprHeader[d].Load( THEME->GetPathTo(te_header) );
m_sprHeader[d].SetXY( DIFFICULTY_ITEM_X[d], DIFFICULTY_ITEM_Y[d] );
m_sprHeader[d].SetVertAlign( align_top );
m_sprHeader[d].TurnShadowOff();
m_framePages.AddActor( &m_sprHeader[d] );
m_framePages.AddSubActor( &m_sprHeader[d] );
}
for( p=0; p<NUM_PAGES; p++ )
{
m_sprMoreArrows[p].Load( THEME->GetPathTo( p==0 ? GRAPHIC_ARROWS_RIGHT : GRAPHIC_ARROWS_LEFT ) );
m_sprMoreArrows[p].SetXY( MORE_ARROWS_X[p], MORE_ARROWS_Y[p] );
m_framePages.AddActor( &m_sprMoreArrows[p] );
m_framePages.AddSubActor( &m_sprMoreArrows[p] );
m_sprExplanation[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EXPLANATION) );
m_sprExplanation[p].SetXY( EXPLANATION_X[p], EXPLANATION_Y[p] );
m_sprExplanation[p].StopAnimating();
m_sprExplanation[p].SetState( p );
m_framePages.AddActor( &m_sprExplanation[p] );
m_framePages.AddSubActor( &m_sprExplanation[p] );
}
@@ -131,7 +132,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_iSelection[p] = 1; // Select "medium"
m_bChosen[p] = false;
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
continue;
m_sprArrowShadow[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_ARROWS) );
@@ -139,7 +140,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_sprArrowShadow[p].SetState( p );
m_sprArrowShadow[p].TurnShadowOff();
m_sprArrowShadow[p].SetDiffuseColor( D3DXCOLOR(0,0,0,0.6f) );
m_framePages.AddActor( &m_sprArrowShadow[p] );
m_framePages.AddSubActor( &m_sprArrowShadow[p] );
m_sprArrow[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_ARROWS) );
m_sprArrow[p].StopAnimating();
@@ -147,13 +148,13 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_sprArrow[p].TurnShadowOff();
m_sprArrow[p].SetDiffuseColor( PlayerToColor((PlayerNumber)p) );
m_sprArrow[p].SetEffectGlowing();
m_framePages.AddActor( &m_sprArrow[p] );
m_framePages.AddSubActor( &m_sprArrow[p] );
m_sprOK[p].Load( THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_OK) );
m_framePages.AddActor( &m_sprOK[p] );
m_framePages.AddSubActor( &m_sprOK[p] );
}
this->AddActor( &m_framePages );
this->AddSubActor( &m_framePages );
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_DIFFICULTY_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
@@ -216,9 +217,9 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
for( int p=0; p<NUM_PLAYERS; p++ )
switch( m_iSelection[p] )
{
case 0: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_EASY; break;
case 1: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_MEDIUM; break;
case 2: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_HARD; break;
case 0: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_EASY; break;
case 1: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_MEDIUM; break;
case 2: GAMESTATE->m_PreferredDifficultyClass[p] = CLASS_HARD; break;
}
}
@@ -227,12 +228,12 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
case 0:
case 1:
case 2: // something on page 1 was chosen
PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case 3:
case 4:
PREFSMAN->m_PlayMode = PLAY_MODE_ONI;
GAMESTATE->m_PlayMode = PLAY_MODE_ONI;
SCREENMAN->SetNewScreen( new ScreenSelectCourse );
break;
default:
@@ -378,7 +379,7 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
// check to see if everyone has chosen
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMEMAN->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
return;
}
this->SendScreenMessage( SM_StartTweeningOffScreen, 0.7f );
@@ -405,7 +406,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
continue;
m_sprArrow[p].BeginTweening( 0.3f );
@@ -449,8 +450,6 @@ void ScreenSelectDifficulty::TweenOnScreen()
{
int p;
m_Menu.TweenOnScreenFromMenu( SM_None );
for( p=0; p<NUM_PAGES; p++ )
{
m_sprExplanation[p].SetXY( EXPLANATION_OFF_SCREEN_X[p], EXPLANATION_OFF_SCREEN_Y[p] );
@@ -464,7 +463,7 @@ void ScreenSelectDifficulty::TweenOnScreen()
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
continue;
int iSelection = m_iSelection[p];