make the stage count work if the eval screen isn't shown at all

This commit is contained in:
Glenn Maynard
2004-01-22 03:11:40 +00:00
parent e76d268c8e
commit 6021c6e7da
6 changed files with 41 additions and 13 deletions
+27 -7
View File
@@ -420,10 +420,15 @@ float GameState::GetSongPercent( float beat ) const
return (beat - m_pCurSong->m_fFirstBeat) / m_pCurSong->m_fLastBeat;
}
void GameState::IncrementStageIndex()
/* Called by ScreenGameplay. Set the length of the current song. */
void GameState::BeginStage()
{
// Increment the stage counter.
int iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
if( m_pCurSong )
m_iNumStagesOfThisSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
else if( m_pCurCourse )
m_iNumStagesOfThisSong = 1;
else
FAIL_M("fail"); /* what are we playing? */
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
@@ -433,10 +438,23 @@ void GameState::IncrementStageIndex()
*
* We can't simply not choose long songs as extra stages: if there are no
* regular songs to choose, we'll end up with no song to use as an extra stage. */
iNumStagesOfLastSong = 1;
m_iNumStagesOfThisSong = 1;
}
}
m_iCurrentStageIndex += iNumStagesOfLastSong;
/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just played a
* song. Might be called more than once. */
void GameState::FinishStage()
{
/* If m_iNumStagesOfThisSong is 0, we've been called more than once before calling
* BeginStage. This can happen when backing out of the player options screen. */
if( !m_iNumStagesOfThisSong )
return;
// Increment the stage counter.
m_iCurrentStageIndex += m_iNumStagesOfThisSong;
m_iNumStagesOfThisSong = 0;
}
int GameState::GetStageIndex() const
@@ -457,11 +475,13 @@ bool GameState::IsFinalStage() const
{
if( PREFSMAN->m_bEventMode )
return false;
/* This changes dynamically on ScreenSelectMusic as the wheel turns. */
int iPredictedStageForCurSong = 1;
if( m_pCurSong != NULL )
iPredictedStageForCurSong = SongManager::GetNumStagesForSong( m_pCurSong );
return m_iCurrentStageIndex + iPredictedStageForCurSong == PREFSMAN->m_iNumArcadeStages;
return m_iCurrentStageIndex + m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages;
}
bool GameState::IsExtraStage() const
@@ -708,7 +728,7 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
return win;
}
void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut )
void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ) const
{
statsOut = StageStats();