track the current Trail in GameState

This commit is contained in:
Chris Danford
2004-06-03 08:22:02 +00:00
parent 956698079b
commit 61581479d8
31 changed files with 303 additions and 240 deletions
+6 -7
View File
@@ -323,8 +323,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
Steps* pSteps = ss.pSteps[p];
Course* pCourse = GAMESTATE->m_pCurCourse;
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
Trail* pTrail = pCourse ? pCourse->GetTrail( st, cd ) : NULL;
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
int iHighScoreIndex = -1; // -1 means "out of ranking"
Grade grade = ss.GetGrade( p );
@@ -341,7 +340,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
const HighScoreList& hsl =
GAMESTATE->IsCourseMode() ?
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, pTrail) :
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail) :
PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps);
for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
@@ -378,7 +377,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
{
display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
display.m_Grade.Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
display.m_Grade.SetGrade( (PlayerNumber)p, grade );
display.m_Grade.SetGrade( p, grade );
SET_ON( display.m_Grade );
this->AddChild( &display.m_Grade );
}
@@ -386,14 +385,14 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
display.m_Difficulty.Load( THEME->GetPathToG("ScreenNameEntryTraditional difficulty icons") );
if( GAMESTATE->IsCourseMode() )
display.m_Difficulty.SetFromCourseDifficulty( (PlayerNumber)p, GAMESTATE->m_PreferredCourseDifficulty[p] );
display.m_Difficulty.SetFromTrail( p, pTrail );
else
display.m_Difficulty.SetFromSteps( (PlayerNumber)p, pSteps );
display.m_Difficulty.SetFromSteps( p, pSteps );
SET_ON( display.m_Difficulty );
this->AddChild( &display.m_Difficulty );
display.m_textScore.SetName( "ScreenNameEntryTraditional Percent" );
display.m_textScore.Load( (PlayerNumber)p, &ss, false );
display.m_textScore.Load( p, &ss, false );
display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
SET_ON( display.m_textScore );
this->AddChild( &display.m_textScore );