add "success/try again" looping logic to lesson mode
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@@ -56,7 +56,8 @@ static const CString MessageNames[] = {
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"AutosyncChanged",
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"PreferredSongGroupChanged",
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"PreferredCourseGroupChanged",
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"SortOrderChanged"
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"SortOrderChanged",
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"LessonYourTurn",
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};
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XToString( Message, NUM_Message );
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@@ -72,6 +72,7 @@ enum Message
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Message_PreferredSongGroupChanged,
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Message_PreferredCourseGroupChanged,
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Message_SortOrderChanged,
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Message_LessonYourTurn,
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NUM_Message, // leave this at the end
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Message_Invalud
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};
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@@ -220,6 +220,68 @@ float PlayerStageStats::GetCurMaxPercentDancePoints() const
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return fCurMaxPercentDancePoints;
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}
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int PlayerStageStats::GetLessonScoreActual() const
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{
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int iScore = 0;
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FOREACH_TapNoteScore( tns )
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{
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switch( tns )
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{
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case TNS_AVOIDED_MINE:
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case TNS_MISS:
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case TNS_BOO:
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case TNS_GOOD:
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case TNS_GREAT:
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case TNS_PERFECT:
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case TNS_MARVELOUS:
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iScore += iTapNoteScores[tns];
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break;
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}
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}
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FOREACH_HoldNoteScore( hns )
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{
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switch( hns )
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{
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case HNS_OK:
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iScore += iHoldNoteScores[hns];
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break;
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}
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}
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return iScore;
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}
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int PlayerStageStats::GetLessonScorePossible() const
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{
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int iScore = 0;
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FOREACH_TapNoteScore( tns )
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iScore += iTapNoteScores[tns];
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FOREACH_HoldNoteScore( hns )
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iScore += iHoldNoteScores[hns];
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return iScore;
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}
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void PlayerStageStats::ResetScoreForLesson()
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{
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iCurPossibleDancePoints = 0;
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iActualDancePoints = 0;
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FOREACH_TapNoteScore( tns )
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iTapNoteScores[tns] = 0;
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FOREACH_HoldNoteScore( hns )
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iHoldNoteScores[hns] = 0;
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iCurCombo = 0;
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iMaxCombo = 0;
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iCurMissCombo = 0;
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iScore = 0;
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iCurMaxScore = 0;
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iMaxScore = 0;
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}
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void PlayerStageStats::SetLifeRecordAt( float fLife, float fStepsSecond )
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{
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// Don't save life stats in endless courses, or could run OOM in a few hours.
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@@ -462,6 +524,8 @@ public:
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static int FullCombo( T* p, lua_State *L ) { lua_pushnumber(L, p->FullCombo()); return 1; }
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static int MaxCombo( T* p, lua_State *L ) { lua_pushnumber(L, p->GetMaxCombo().cnt); return 1; }
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static int GetGrade( T* p, lua_State *L ) { lua_pushnumber(L, p->GetGrade()); return 1; }
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static int GetLessonScoreActual( T* p, lua_State *L ) { lua_pushnumber(L, p->GetLessonScoreActual()); return 1; }
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static int GetLessonScorePossible( T* p, lua_State *L ) { lua_pushnumber(L, p->GetLessonScorePossible()); return 1; }
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static void Register(lua_State *L)
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{
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@@ -471,6 +535,8 @@ public:
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ADD_METHOD( FullCombo )
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ADD_METHOD( MaxCombo )
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ADD_METHOD( GetGrade )
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ADD_METHOD( GetLessonScoreActual )
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ADD_METHOD( GetLessonScorePossible )
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Luna<T>::Register( L );
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}
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};
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@@ -23,6 +23,10 @@ public:
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float GetPercentDancePoints() const;
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float GetCurMaxPercentDancePoints() const;
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int GetLessonScoreActual() const;
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int GetLessonScorePossible() const;
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void ResetScoreForLesson();
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vector<Steps*> vpPlayedSteps;
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vector<Steps*> vpPossibleSteps;
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float fAliveSeconds; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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@@ -82,9 +82,6 @@ AutoScreenMessage( SM_StartLoadingNextSong )
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// received while STATE_OUTRO
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AutoScreenMessage( SM_GoToScreenAfterBack )
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AutoScreenMessage( SM_BeginFailed )
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AutoScreenMessage( SM_LeaveGameplay )
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// received while STATE_INTRO
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AutoScreenMessage( SM_StartHereWeGo )
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AutoScreenMessage( SM_StopHereWeGo )
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@@ -1051,6 +1048,14 @@ void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
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SCREENMAN->ZeroNextUpdate();
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}
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void ScreenGameplay::ReloadCurrentSong()
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{
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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pi->GetPlayerStageStats()->iSongsPlayed--;
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LoadNextSong();
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}
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void ScreenGameplay::LoadNextSong()
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{
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GAMESTATE->ResetMusicStatistics();
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@@ -34,6 +34,8 @@ class ScoreKeeper;
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class PlayerScoreList;
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AutoScreenMessage( SM_NotesEnded )
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AutoScreenMessage( SM_BeginFailed )
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AutoScreenMessage( SM_LeaveGameplay )
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class PlayerInfo
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{
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@@ -132,6 +134,7 @@ protected:
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bool IsLastSong();
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void SetupSong( int iSongIndex );
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void ReloadCurrentSong();
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void LoadNextSong();
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void LoadCourseSongNumber( int SongNumber );
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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@@ -3,13 +3,15 @@
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#include "RageLog.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "StatsManager.h"
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REGISTER_SCREEN_CLASS( ScreenGameplayLesson );
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ScreenGameplayLesson::ScreenGameplayLesson( CString sName ) : ScreenGameplayNormal( sName )
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{
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LOG->Trace( "ScreenGameplayLesson::ScreenGameplayLesson()" );
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m_iCurrentLessonPageIndex = 0;
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m_iCurrentPageIndex = 0;
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m_Try = Try_1;
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}
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void ScreenGameplayLesson::Init()
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@@ -27,16 +29,16 @@ void ScreenGameplayLesson::Init()
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m_DancingState = STATE_DANCING;
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// Load lessons
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// Load pages
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Song *pSong = GAMESTATE->m_pCurSong;
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CString sDir = pSong->GetSongDir();
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vector<CString> vs;
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GetDirListing( sDir+"Page*", vs, true, true );
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m_vLessonPages.resize( vs.size() );
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m_vPages.resize( vs.size() );
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FOREACH( CString, vs, s )
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{
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int i = s - vs.begin();
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AutoActor &aa = m_vLessonPages[i];
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AutoActor &aa = m_vPages[i];
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LUA->SetGlobal( "PageIndex", i );
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@@ -46,28 +48,44 @@ void ScreenGameplayLesson::Init()
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LUA->UnsetGlobal( "NumPages" );
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aa->SetDrawOrder( DRAW_ORDER_OVERLAY );
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aa->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
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this->AddChild( aa );
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}
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this->SortByDrawOrder();
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// Show the first lesson page
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if( !m_vLessonPages.empty() )
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if( !m_vPages.empty() )
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{
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AutoActor &aa = m_vLessonPages[0];
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aa->PlayCommand( "Show" );
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AutoActor &aa = m_vPages[0];
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}
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FOREACH( AutoActor, m_vLessonPages, aa )
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FOREACH( AutoActor, m_vPages, aa )
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{
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bool bIsFirst = aa == m_vPages.begin();
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(*aa)->PlayCommand( bIsFirst ? "Show" : "Hide" );
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(*aa)->PlayCommand( "On" );
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}
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// load Try graphics
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for( int i=0; i<NUM_Try; i++ )
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{
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CString s = ssprintf("Try%d",i+1);
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m_sprTry[i].Load( THEME->GetPathB(m_sName,s) );
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m_sprTry[i]->PlayCommand( "Hide" );
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m_sprTry[i]->SetDrawOrder( DRAW_ORDER_OVERLAY+1 );
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this->AddChild( m_sprTry[i] );
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}
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this->SortByDrawOrder();
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}
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void ScreenGameplayLesson::Input( const InputEventPlus &input )
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{
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//LOG->Trace( "ScreenGameplayLesson::Input()" );
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if( m_iCurrentLessonPageIndex != -1 )
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if( m_iCurrentPageIndex != -1 )
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{
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// show a lesson page
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Screen::Input( input );
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@@ -83,16 +101,37 @@ void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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bool bShowingAPage = m_iCurrentLessonPageIndex != -1;
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bool bShowingAPage = m_iCurrentPageIndex != -1;
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// While showing a page, loop the music.
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if( bShowingAPage )
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{
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// reload and loop
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ResetAndRestartCurrentSong();
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}
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else
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{
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// show finish message if passed, loop if failed
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bool bCleared = false; // TODO
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bool bAnyTriesLeft = m_Try + 1 < NUM_Try;
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if( bCleared )
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{
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this->HandleScreenMessage( SM_LeaveGameplay );
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}
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else if( bAnyTriesLeft )
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{
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ResetAndRestartCurrentSong();
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m_sprTry[m_Try]->PlayCommand( "Hide" );
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m_Try = (Try)(m_Try+1);
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m_sprTry[m_Try]->PlayCommand( "Show" );
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}
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else
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{
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m_sprTry[m_Try]->PlayCommand( "Hide" );
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this->HandleScreenMessage( SM_BeginFailed );
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}
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}
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return; // handled
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}
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ScreenGameplay::HandleScreenMessage( SM );
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@@ -100,41 +139,51 @@ void ScreenGameplayLesson::HandleScreenMessage( const ScreenMessage SM )
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void ScreenGameplayLesson::MenuStart( PlayerNumber pn )
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{
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if( m_iCurrentLessonPageIndex == -1 )
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if( m_iCurrentPageIndex == -1 )
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return;
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ChangeLessonPage( +1 );
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}
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void ScreenGameplayLesson::MenuBack( PlayerNumber pn )
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{
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if( m_iCurrentLessonPageIndex == -1 )
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if( m_iCurrentPageIndex == -1 )
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return;
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ChangeLessonPage( -1 );
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}
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void ScreenGameplayLesson::ChangeLessonPage( int iDir )
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{
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if( m_iCurrentLessonPageIndex + iDir < 0 )
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if( m_iCurrentPageIndex + iDir < 0 )
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{
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// don't change
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return;
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}
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else if( m_iCurrentLessonPageIndex + iDir >= m_vLessonPages.size() )
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else if( m_iCurrentPageIndex + iDir >= m_vPages.size() )
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{
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// dismissed the last page. Proceed to the "your turn" portion.
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FOREACH( AutoActor, m_vLessonPages, aa )
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(*aa)->PlayCommand( "Off" );
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
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m_iCurrentPageIndex = -1;
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m_sprTry[m_Try]->PlayCommand( "Show" );
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m_iCurrentLessonPageIndex = -1;
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ResetAndRestartCurrentSong();
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MESSAGEMAN->Broadcast( Message_LessonYourTurn );
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}
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else
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{
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m_vLessonPages[m_iCurrentLessonPageIndex]->PlayCommand( "Hide" );
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m_iCurrentLessonPageIndex += iDir;
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m_vLessonPages[m_iCurrentLessonPageIndex]->PlayCommand( "Show" );
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Hide" );
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m_iCurrentPageIndex += iDir;
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m_vPages[m_iCurrentPageIndex]->PlayCommand( "Show" );
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}
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}
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void ScreenGameplayLesson::ResetAndRestartCurrentSong()
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{
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].ResetScoreForLesson();
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m_pSoundMusic->Stop();
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ReloadCurrentSong();
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StartPlayingSong( 2, 0 );
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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@@ -1,4 +1,4 @@
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/* ScreenGameplayLesson - Plays whole songs continuously. */
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/* ScreenGameplayLesson - Shows some explanation pages, then allows 3 tries to pass a song. */
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#ifndef ScreenGameplayLesson_H
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#define ScreenGameplayLesson_H
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@@ -20,9 +20,20 @@ public:
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protected:
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void ChangeLessonPage( int iDir );
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void ResetAndRestartCurrentSong();
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vector<AutoActor> m_vLessonPages;
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int m_iCurrentLessonPageIndex;
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vector<AutoActor> m_vPages;
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int m_iCurrentPageIndex;
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enum Try
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{
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Try_1,
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Try_2,
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Try_3,
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NUM_Try
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};
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AutoActor m_sprTry[NUM_Try];
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Try m_Try;
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};
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#endif
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