Adding basic coin support
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@@ -96,17 +96,13 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
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ScreenGameplay::ScreenGameplay( bool bLoadSounds )
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ScreenGameplay::ScreenGameplay( bool bDemonstration )
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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/* Important! Don't do any with GAMESTATE in the ScreenGameplay constructor.
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* ScreenDemonstration sets the song and other properties in its constructor,
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* which is always called after the ScreenGameplay constructor. Instead,
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* do this initialization in FirstUpdate()
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*/
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int p;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_pLifeMeter[p] = NULL;
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m_pScoreDisplay[p] = NULL;
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@@ -114,58 +110,14 @@ ScreenGameplay::ScreenGameplay( bool bLoadSounds )
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g_fTickEarlySecondsCache = TICK_EARLY_SECONDS;
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SOUNDMAN->music->StopPlaying();
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m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
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if( bLoadSounds ) // don't load sounds if just playing demonstration
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
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else if( GAMESTATE->IsFinalStage() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
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else
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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}
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m_iRowLastCrossed = -1;
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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}
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void ScreenGameplay::FirstUpdate()
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{
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Screen::FirstUpdate();
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/* It's OK to operate on GAMESTATE here, but not in the constructor */
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/* It's OK to operate on GAMESTATE here, but not in the constructor */
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GAMESTATE->ResetStageStatistics(); // clear values
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// Update possible dance points
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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@@ -466,6 +418,44 @@ void ScreenGameplay::FirstUpdate()
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this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
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LoadNextSong( true );
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m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
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if( bDemonstration ) // don't load sounds if just playing demonstration
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
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else if( GAMESTATE->IsFinalStage() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
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else
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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}
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m_iRowLastCrossed = -1;
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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}
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ScreenGameplay::~ScreenGameplay()
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