smsvn -> ssc-hg glue: rearrange directory structure
This commit is contained in:
@@ -0,0 +1,219 @@
|
||||
#include "global.h"
|
||||
#include "ScreenGameplayLesson.h"
|
||||
#include "RageLog.h"
|
||||
#include "GameState.h"
|
||||
#include "GamePreferences.h"
|
||||
#include "StatsManager.h"
|
||||
#include "Song.h"
|
||||
|
||||
REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
|
||||
ScreenGameplayLesson::ScreenGameplayLesson()
|
||||
{
|
||||
m_iCurrentPageIndex = 0;
|
||||
m_Try = Try_1;
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::Init()
|
||||
{
|
||||
ASSERT( GAMESTATE->GetCurrentStyle() );
|
||||
ASSERT( GAMESTATE->m_pCurSong );
|
||||
|
||||
/* Now that we've set up, init the base class. */
|
||||
ScreenGameplayNormal::Init();
|
||||
|
||||
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
|
||||
|
||||
GAMESTATE->m_bGameplayLeadIn.Set( false );
|
||||
|
||||
m_DancingState = STATE_DANCING;
|
||||
|
||||
|
||||
// Load pages
|
||||
Song *pSong = GAMESTATE->m_pCurSong;
|
||||
RString sDir = pSong->GetSongDir();
|
||||
vector<RString> vs;
|
||||
GetDirListing( sDir+"Page*", vs, true, true );
|
||||
m_vPages.resize( vs.size() );
|
||||
FOREACH( RString, vs, s )
|
||||
{
|
||||
int i = s - vs.begin();
|
||||
AutoActor &aa = m_vPages[i];
|
||||
|
||||
LuaThreadVariable iIndex( "PageIndex", LuaReference::Create(i) );
|
||||
LuaThreadVariable iPages( "NumPages", LuaReference::Create( (int)vs.size() ) );
|
||||
aa.Load( *s );
|
||||
|
||||
|
||||
aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
|
||||
this->AddChild( aa );
|
||||
}
|
||||
|
||||
FOREACH( AutoActor, m_vPages, aa )
|
||||
{
|
||||
bool bIsFirst = aa == m_vPages.begin();
|
||||
(*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" );
|
||||
(*aa)->PlayCommand( "On" );
|
||||
}
|
||||
|
||||
// Reset stage number (not relevant in lessons)
|
||||
GAMESTATE->m_iCurrentStageIndex = 0;
|
||||
FOREACH_ENUM( PlayerNumber, p )
|
||||
GAMESTATE->m_iPlayerStageTokens[p] = 1;
|
||||
|
||||
// Autoplay during demonstration
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::Input( const InputEventPlus &input )
|
||||
{
|
||||
//LOG->Trace( "ScreenGameplayLesson::Input()" );
|
||||
|
||||
if( m_iCurrentPageIndex != -1 )
|
||||
{
|
||||
// show a lesson page
|
||||
Screen::Input( input );
|
||||
}
|
||||
else
|
||||
{
|
||||
// in the "your turn" section"
|
||||
ScreenGameplay::Input( input );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
|
||||
{
|
||||
if( SM == SM_NotesEnded )
|
||||
{
|
||||
bool bShowingAPage = m_iCurrentPageIndex != -1;
|
||||
|
||||
// While showing a page, loop the music.
|
||||
if( bShowingAPage )
|
||||
{
|
||||
ResetAndRestartCurrentSong();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerStageStats &pss = STATSMAN->m_CurStageStats.m_player[PLAYER_1];
|
||||
int iActual = pss.GetLessonScoreActual();
|
||||
int iNeeded = pss.GetLessonScoreNeeded();
|
||||
bool bCleared = iActual >= iNeeded;
|
||||
bool bAnyTriesLeft = m_Try + 1 < NUM_Try;
|
||||
|
||||
if( bCleared )
|
||||
{
|
||||
MESSAGEMAN->Broadcast( Message_LessonCleared );
|
||||
this->HandleScreenMessage( SM_LeaveGameplay );
|
||||
|
||||
// Commit scores here since we don't go through an eval screen.
|
||||
// Only commit if we've cleared. Don't commit if we've failed all 3 tries.
|
||||
STATSMAN->m_CurStageStats.FinalizeScores( false );
|
||||
}
|
||||
else if( bAnyTriesLeft )
|
||||
{
|
||||
ResetAndRestartCurrentSong();
|
||||
|
||||
m_Try = (Try)(m_Try+1);
|
||||
MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
|
||||
}
|
||||
else
|
||||
{
|
||||
this->HandleScreenMessage( SM_BeginFailed );
|
||||
MESSAGEMAN->Broadcast( Message_LessonFailed );
|
||||
}
|
||||
}
|
||||
return; // handled
|
||||
}
|
||||
|
||||
ScreenGameplay::HandleScreenMessage( SM );
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::MenuStart( const InputEventPlus &input )
|
||||
{
|
||||
// XXX: Allow repeats?
|
||||
if( m_iCurrentPageIndex == -1 )
|
||||
return;
|
||||
ChangeLessonPage( +1 );
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::MenuBack( const InputEventPlus &input )
|
||||
{
|
||||
// XXX: Allow repeats?
|
||||
if( m_iCurrentPageIndex == 0 )
|
||||
{
|
||||
BeginBackingOutFromGameplay();
|
||||
return;
|
||||
}
|
||||
if( m_iCurrentPageIndex == -1 )
|
||||
return;
|
||||
ChangeLessonPage( -1 );
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::ChangeLessonPage( int iDir )
|
||||
{
|
||||
if( m_iCurrentPageIndex + iDir < 0 )
|
||||
{
|
||||
// don't change
|
||||
return;
|
||||
}
|
||||
else if( m_iCurrentPageIndex + iDir >= (int)m_vPages.size() )
|
||||
{
|
||||
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
|
||||
m_iCurrentPageIndex = -1;
|
||||
|
||||
ResetAndRestartCurrentSong();
|
||||
|
||||
MESSAGEMAN->Broadcast( (MessageID)(Message_LessonTry1+m_Try) );
|
||||
|
||||
// Change back to the current autoplay setting (in most cases, human controlled).
|
||||
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
|
||||
{
|
||||
/* Mike: I'm not sure if you can actually have the player options enabled in this mode,
|
||||
* but I'm putting the check here anyways to play it safe. If it's unnecessary, then it
|
||||
* should be removed. */
|
||||
if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
|
||||
pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
|
||||
else
|
||||
pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
|
||||
m_iCurrentPageIndex += iDir;
|
||||
m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenGameplayLesson::ResetAndRestartCurrentSong()
|
||||
{
|
||||
STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson();
|
||||
m_pSoundMusic->Stop();
|
||||
ReloadCurrentSong();
|
||||
StartPlayingSong( 2, 0 );
|
||||
}
|
||||
|
||||
/*
|
||||
* (c) 2003-2004 Chris Danford
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
Reference in New Issue
Block a user