Move the last global to the class.
Make m_iSelectedStyle a bitfield, which simplifies some things. Don't select player 1 if player 2 selects at the last second.
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@@ -54,8 +54,6 @@ const float OPT_Y[NUM_EZ2_GRAPHICS] = {
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float ez2_bounce=0.f; // used for the bouncing of the '1p' and '2p' images
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/************************************
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ScreenEz2SelectPlayer (Constructor)
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Desc: Sets up the screen display
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@@ -64,8 +62,9 @@ Desc: Sets up the screen display
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ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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{
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ?
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m_iSelectedStyle=0;
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GAMESTATE->m_CurStyle = STYLE_NONE;
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ez2_bounce=0.f;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
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// Load in the sprites we will be working with.
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@@ -182,30 +181,39 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_MenuTimer:
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MenuStart(PLAYER_1); // Automatically Choose Player 1
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/* If a player has already chosen, then he chose within the last second
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* of the menu timer; just stop and let it come through as if the menu
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* timer didn't expire. */
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if(!m_iSelectedStyle)
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MenuStart(PLAYER_1);
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break;
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case SM_PlayersChosen:
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if (m_iSelectedStyle == 0) // only the left pad was selected
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if (m_iSelectedStyle & EZ2_PLAYER_1)
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{
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
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if (m_iSelectedStyle & EZ2_PLAYER_2)
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{
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// they both selected
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
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} else {
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// only the left pad was selected
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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}
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}
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else if (m_iSelectedStyle == 1) // only the right pad was selected
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{
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else if (m_iSelectedStyle & EZ2_PLAYER_2) {
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// only the right pad was selected
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_2;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
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}
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else // they both selected
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{
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
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}
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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} else ASSERT(0);
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MUSIC->Stop();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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TweenOffScreen();
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break;
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case SM_GoToPrevState:
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@@ -257,44 +265,30 @@ presses the button bound to start
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************************************/
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void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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{
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//disallow multiple presses of the menu start.
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if ( (m_iSelectedStyle == 0 && p == PLAYER_1) || (m_iSelectedStyle == 1 && p == PLAYER_2))
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{
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return;
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}
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int this_player_bit = (p == PLAYER_1)? EZ2_PLAYER_1:EZ2_PLAYER_2;
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// disallow multiple presses of the menu start.
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if ( m_iSelectedStyle & this_player_bit )
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return;
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// figure out whether we should add a player into the fray or not
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// if( GAMESTATE->m_MasterPlayerNumber != PLAYER_2 && GAMESTATE->m_MasterPlayerNumber != PLAYER_1 )
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if (m_iSelectedStyle == 3)
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if (m_iSelectedStyle == 0)
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{
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// GAMESTATE->m_MasterPlayerNumber = p;
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if (p == PLAYER_1)
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{
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// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
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m_iSelectedStyle = 0;
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}
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else
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{
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m_iSelectedStyle = 1;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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}
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m_soundSelect.PlayRandom();
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// wait for a bit incase another player wants to join before moving on.
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this->ClearMessageQueue();
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m_iSelectedStyle |= this_player_bit;
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// wait for a bit in case another player wants to join before moving on.
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SCREENMAN->SendMessageToTopScreen( SM_PlayersChosen, 1.f );
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}
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else
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{
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m_iSelectedStyle = 2;
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// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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m_soundSelect.PlayRandom();
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m_iSelectedStyle |= this_player_bit;
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}
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m_soundSelect.PlayRandom();
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TweenOffScreen();
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}
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/************************************
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@@ -304,18 +298,18 @@ changes state.
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************************************/
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void ScreenEz2SelectPlayer::TweenOffScreen()
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{
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if (m_iSelectedStyle == 0 || m_iSelectedStyle == 2)
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{
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m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[1].SetTweenZoomY( 0 );
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m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[2].SetTweenZoomY( 0 );
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}
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if (m_iSelectedStyle == 1 || m_iSelectedStyle == 2)
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{
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m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[3].SetTweenZoomY( 0 );
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}
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if (m_iSelectedStyle & EZ2_PLAYER_1)
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{
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m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[1].SetTweenZoomY( 0 );
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m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[2].SetTweenZoomY( 0 );
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}
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if (m_iSelectedStyle & EZ2_PLAYER_2)
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{
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m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
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m_sprOpt[3].SetTweenZoomY( 0 );
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}
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}
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@@ -44,9 +44,15 @@ private:
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MenuElements m_Menu;
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Sprite m_sprOpt[NUM_EZ2_GRAPHICS];
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/* Bitflags for m_iSelectedStyle. */
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enum { EZ2_PLAYER_1 = 0x01,
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EZ2_PLAYER_2 = 0x02 };
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int m_iSelectedStyle;
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RandomSample m_soundChange;
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RandomSample m_soundSelect;
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RandomSample m_soundInvalid;
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// used for the bouncing of the '1p' and '2p' images
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float ez2_bounce;
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};
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