add PerDifficulty and PeakCombo awards
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenAward
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenAward.h"
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#include "ScreenManager.h"
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#include "AnnouncerManager.h"
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#include "RageSounds.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "Steps.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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ScreenAward::ScreenAward( CString sName ) : Screen( sName )
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{
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bool bEitherPlayerHasAward = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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CString sAward;
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CString sDescription;
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if( !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() )
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{
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PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p].front();
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GAMESTATE->m_vLastPerDifficultyAwards[p].pop_front();
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sAward = PerDifficultyAwardToString( pda );
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sDescription =
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PerDifficultyAwardToThemedString( pda ) + "\n" +
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SONGMAN->GetDifficultyThemeName( GAMESTATE->m_pCurNotes[p]->GetDifficulty() );
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}
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else if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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{
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PeakComboAward pca = GAMESTATE->m_vLastPeakComboAwards[p].front();
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GAMESTATE->m_vLastPeakComboAwards[p].pop_front();
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sAward = PeakComboAwardToString( pca );
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sDescription = PeakComboAwardToThemedString( pca );
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}
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if( sAward.empty() )
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continue; // skip this player
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bEitherPlayerHasAward = true;
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m_Received[p].Load( THEME->GetPathG(m_sName,"received") );
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m_Received[p]->SetName( ssprintf("ReceivedP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_Received[p] );
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this->AddChild( m_Received[p] );
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m_Trophy[p].Load( THEME->GetPathG(m_sName,"trophy "+sAward) );
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m_Trophy[p]->SetName( ssprintf("TrophyP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_Trophy[p] );
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this->AddChild( m_Trophy[p] );
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m_textDescription[p].LoadFromFont( THEME->GetPathF(m_sName,"description") );
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m_textDescription[p].SetName( ssprintf("DescriptionP%d",p+1) );
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m_textDescription[p].SetText( sDescription );
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SET_XY_AND_ON_COMMAND( m_textDescription[p] );
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this->AddChild( &m_textDescription[p] );
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}
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if( !bEitherPlayerHasAward )
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{
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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m_Menu.Load( m_sName );
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this->AddChild( &m_Menu );
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SOUND->PlayMusic( THEME->GetPathToS( m_sName + " music") );
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}
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void ScreenAward::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenAward::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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// LOG->Trace( "ScreenAward::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenAward::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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MenuStart( PLAYER_INVALID );
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break;
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case SM_GoToNextScreen:
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// TRICKY: Keep looping on this screen until all awards are shown
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bool bMoreAwardsLeft = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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if( !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() ||
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!GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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{
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bMoreAwardsLeft = true;
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}
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}
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if( bMoreAwardsLeft )
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SCREENMAN->SetNewScreen( m_sName );
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else
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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void ScreenAward::MenuStart( PlayerNumber pn )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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OFF_COMMAND( m_Received[p] );
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OFF_COMMAND( m_Trophy[p] );
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OFF_COMMAND( m_textDescription[p] );
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}
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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