Don't respond to players joining by catching GB_START; other code can cause a join, too. Watch the Message_PlayerJoined message instead.

This commit is contained in:
Glenn Maynard
2008-05-28 00:48:15 +00:00
parent e333836a89
commit 7e86936af7
2 changed files with 42 additions and 31 deletions
+41 -31
View File
@@ -88,6 +88,8 @@ void ScreenSelectMusic::Init()
ScreenWithMenuElements::Init();
this->SubscribeToMessage( Message_PlayerJoined );
/* Cache: */
m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
m_sSortMusicPath = THEME->GetPathS(m_sName,"sort music");
@@ -324,6 +326,45 @@ void ScreenSelectMusic::Update( float fDeltaTime )
CheckBackgroundRequests( false );
}
void ScreenSelectMusic::HandleMessage( const Message &msg )
{
if( msg == Message_PlayerJoined )
{
// The current steps may no longer be playable. If one player has double steps
// selected, they are no longer playable now that P2 has joined.
// TODO: Invalidate the CurSteps only if they are no longer playable. That way,
// after music change will clamp to the nearest in the DifficultyList.
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
FOREACH_ENUM( PlayerNumber, p )
GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
/* If a course is selected, it may no longer be playable. Let MusicWheel know
* about the late join. */
m_MusicWheel.PlayerJoined();
AfterMusicChange();
int iSel = 0;
PlayerNumber pn;
bool b = msg.GetParam( "Player", pn );
ASSERT( b );
m_iSelection[pn] = iSel;
if( GAMESTATE->IsCourseMode() )
{
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
}
else
{
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
}
}
ScreenWithMenuElements::HandleMessage( msg );
}
void ScreenSelectMusic::Input( const InputEventPlus &input )
{
@@ -347,38 +388,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
// Handle late joining
if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
{
// The current steps may no longer be playable. If one player has double steps
// selected, they are no longer playable now that P2 has joined.
// TODO: Invalidate the CurSteps only if they are no longer playable. That way,
// after music change will clamp to the nearest in the DifficultyList.
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
FOREACH_ENUM( PlayerNumber, p )
GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
/* If a course is selected, it may no longer be playable. Let MusicWheel know
* about the late join. */
m_MusicWheel.PlayerJoined();
AfterMusicChange();
int iSel = 0;
PlayerNumber pn = input.pn;
m_iSelection[pn] = iSel;
if( GAMESTATE->IsCourseMode() )
{
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurTrail[pn].Set( pTrail );
}
else
{
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
}
return; // don't handle this press again below
}
if( !GAMESTATE->IsHumanPlayer(input.pn) )
return;
+1
View File
@@ -35,6 +35,7 @@ public:
virtual void Update( float fDeltaTime );
virtual void Input( const InputEventPlus &input );
virtual void HandleMessage( const Message &msg );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual bool AllowLateJoin() const { return true; }