Moved more constants into theme metrics
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@@ -26,13 +26,12 @@
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#define STAGE_SCREEN_TYPE THEME->GetMetricI("General","StageScreenType")
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enum StageScreenTypes // magic number nuker! for use with the metrics
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#define STAGE_TYPE THEME->GetMetricI("General","StageType")
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enum StageType // for use with the metric above
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{
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SCREENTYPE_DANCE,
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SCREENTYPE_PUMP,
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SCREENTYPE_EZ2
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STAGE_TYPE_MAX = 0,
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STAGE_TYPE_PUMP,
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STAGE_TYPE_EZ2
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};
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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@@ -40,14 +39,14 @@ const ScreenMessage SM_DoneFadingIn = ScreenMessage(SM_User + 2);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
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enum StageType
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enum StageMode
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{
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TYPE_NORMAL,
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TYPE_FINAL,
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TYPE_EXTRA1,
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TYPE_EXTRA2,
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TYPE_ONI,
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TYPE_ENDLESS
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MODE_NORMAL,
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MODE_FINAL,
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MODE_EXTRA1,
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MODE_EXTRA2,
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MODE_ONI,
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MODE_ENDLESS
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};
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ScreenStage::ScreenStage()
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@@ -76,18 +75,18 @@ ScreenStage::ScreenStage()
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m_frameStage.SetTweenY( CENTER_Y );
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StageType stage_type;
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI ) stage_type = TYPE_ONI;
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else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ) stage_type = TYPE_ENDLESS;
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else if( GAMESTATE->IsExtraStage() ) stage_type = TYPE_EXTRA1;
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else if( GAMESTATE->IsExtraStage2() ) stage_type = TYPE_EXTRA2;
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else if( GAMESTATE->IsFinalStage() ) stage_type = TYPE_FINAL;
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else stage_type = TYPE_NORMAL;
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StageMode stage_mode;
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI ) stage_mode = MODE_ONI;
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else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ) stage_mode = MODE_ENDLESS;
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else if( GAMESTATE->IsExtraStage() ) stage_mode = MODE_EXTRA1;
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else if( GAMESTATE->IsExtraStage2() ) stage_mode = MODE_EXTRA2;
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else if( GAMESTATE->IsFinalStage() ) stage_mode = MODE_FINAL;
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else stage_mode = MODE_NORMAL;
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switch( stage_type )
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switch( stage_mode )
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{
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case TYPE_NORMAL:
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case MODE_NORMAL:
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{
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const int iStageNo = GAMESTATE->GetStageIndex()+1;
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switch( iStageNo )
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@@ -101,19 +100,19 @@ ScreenStage::ScreenStage()
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}
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}
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break;
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case TYPE_FINAL:
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case MODE_FINAL:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
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break;
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case TYPE_EXTRA1:
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case MODE_EXTRA1:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA1) );
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break;
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case TYPE_EXTRA2:
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case MODE_EXTRA2:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA2) );
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break;
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case TYPE_ONI:
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case MODE_ONI:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ONI) );
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break;
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case TYPE_ENDLESS:
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case MODE_ENDLESS:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ENDLESS) );
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break;
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default:
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@@ -126,7 +125,7 @@ ScreenStage::ScreenStage()
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// the ez2Final is so that when we're in normal we can go and see if we're really
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// FINAL or not. at the end of normal, if we WERE FINAL, we set it back to final
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// hacky or what? =)
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_EZ2 && stage_type == TYPE_FINAL )
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if( STAGE_TYPE == STAGE_TYPE_EZ2 && stage_mode == MODE_FINAL )
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{
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for( int i=0; i<4; i++ )
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{
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@@ -134,12 +133,12 @@ ScreenStage::ScreenStage()
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m_sprNumbers[i].StopAnimating();
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}
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ez2Final=1;
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stage_type = TYPE_NORMAL;
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stage_mode = MODE_NORMAL;
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}
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switch( stage_type )
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switch( stage_mode )
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{
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case TYPE_NORMAL:
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case MODE_NORMAL:
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{
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const int iStageNo = GAMESTATE->GetStageIndex()+1;
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@@ -187,7 +186,7 @@ ScreenStage::ScreenStage()
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// EZ2 TYPE DEFINITION //
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/////////////////////////
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_EZ2) // Initialize and manipulate existing graphics for Ez2dancer Screen Type
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if ( STAGE_TYPE == STAGE_TYPE_EZ2) // Initialize and manipulate existing graphics for Ez2dancer Screen Type
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{
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for( i=0; i<iNumChars; i++ )
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{
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@@ -410,7 +409,7 @@ ScreenStage::ScreenStage()
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{
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m_stagename.SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) );
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m_stagename.SetText( "THE FINAL STAGE" );
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stage_type = TYPE_FINAL; // set back to final again.
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stage_mode = MODE_FINAL; // set back to final again.
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ez2Final = 0;
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}
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@@ -437,23 +436,23 @@ ScreenStage::ScreenStage()
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m_frameStage.AddSubActor( &m_sprStage );
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}
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break;
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case TYPE_FINAL:
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case MODE_FINAL:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage final") );
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m_frameStage.AddSubActor( &m_sprStage );
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break;
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case TYPE_EXTRA1:
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case MODE_EXTRA1:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra1") );
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m_frameStage.AddSubActor( &m_sprStage );
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break;
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case TYPE_EXTRA2:
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case MODE_EXTRA2:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra2") );
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m_frameStage.AddSubActor( &m_sprStage );
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break;
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case TYPE_ONI:
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case MODE_ONI:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage oni") );
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m_frameStage.AddSubActor( &m_sprStage );
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break;
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case TYPE_ENDLESS:
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case MODE_ENDLESS:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage endless") );
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m_frameStage.AddSubActor( &m_sprStage );
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break;
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@@ -482,7 +481,7 @@ void ScreenStage::DrawPrimitives()
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{
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DISPLAY->EnableZBuffer();
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_DANCE) // only DANCE uses the quadmask
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if ( STAGE_TYPE == STAGE_TYPE_MAX) // only DANCE uses the quadmask
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m_quadMask.Draw();
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m_frameStage.Draw();
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@@ -490,7 +489,7 @@ void ScreenStage::DrawPrimitives()
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m_Fade.Draw();
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_PUMP) // only PUMP uses the song background on the stage screen
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if ( STAGE_TYPE == STAGE_TYPE_PUMP) // only PUMP uses the song background on the stage screen
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m_sprSongBackground.Draw();
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}
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