Adding ScreenEndlessBreak capability

This commit is contained in:
Kevin Slaughter
2003-09-29 12:32:12 +00:00
parent cfc49824dc
commit c098747e02
5 changed files with 214 additions and 31 deletions
+9
View File
@@ -103,6 +103,9 @@ PrefsManager::PrefsManager()
m_bForceLogFlush = false;
m_bLogging = true;
m_bShowBeginnerHelper = false;
m_bEndlessBreakEnabled = true;
m_iEndlessNumStagesUntilBreak = 5;
m_iEndlessBreakLength = 5;
#ifdef DEBUG
m_bShowLogWindow = true;
#else
@@ -281,6 +284,9 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
ini.GetValueB( "Options", "ShowLogWindow", m_bShowLogWindow );
ini.GetValueB( "Options", "ShowBeginnerHelper", m_bShowBeginnerHelper );
ini.GetValue ( "Options", "Language", m_sLanguage );
ini.GetValueB( "Options", "EndlessBreakEnabled", m_bEndlessBreakEnabled );
ini.GetValueI( "Options", "EndlessStagesUntilBreak", m_iEndlessNumStagesUntilBreak );
ini.GetValueI( "Options", "EndlessBreakLength", m_iEndlessBreakLength );
ini.GetValue ( "Options", "CustomSpeedMod", m_sCustomSpeedMod );
@@ -402,6 +408,9 @@ void PrefsManager::SaveGlobalPrefsToDisk()
ini.SetValueI( "Options", "ProgressiveNonstopLifebar", m_iProgressiveNonstopLifebar );
ini.SetValueB( "Options", "ShowBeginnerHelper", m_bShowBeginnerHelper );
ini.SetValue ( "Options", "Language", m_sLanguage );
ini.SetValueB( "Options", "EndlessBreakEnabled", m_bEndlessBreakEnabled );
ini.SetValueI( "Options", "EndlessStagesUntilBreak", m_iEndlessNumStagesUntilBreak );
ini.SetValueI( "Options", "EndlessBreakLength", m_iEndlessBreakLength );
ini.SetValue ( "Options", "CustomSpeedMod", m_sCustomSpeedMod );
+3
View File
@@ -95,6 +95,9 @@ public:
int m_iProgressiveStageLifebar;
int m_iProgressiveNonstopLifebar;
bool m_bShowBeginnerHelper;
bool m_bEndlessBreakEnabled;
int m_iEndlessNumStagesUntilBreak;
int m_iEndlessBreakLength;
CString m_sLanguage;
CString m_sDefaultProfile[NUM_PLAYERS]; // directory name of profile on HD
+107
View File
@@ -0,0 +1,107 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEndlessBreak
Desc: See header
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Kevin Slaughter
-----------------------------------------------------------------------------
*/
//TODO:: Add scripting support
#include "RageLog.h"
#include "ScreenManager.h"
#include "ScreenEndlessBreak.h"
ScreenEndlessBreak::ScreenEndlessBreak( CString sName ) : Screen( sName )
{
LOG->Trace("ScreenEndlessBreak()");
ASSERT(GAMESTATE->GetNumPlayersEnabled() > 0); // This should never happen.. but just in case
PostScreenMessage( SM_BreakInitiated, 0 );
bool m_bPicLoaded = false; // I don't know of a better way to see if we failed to load a break picture. If someone does, please do it.
if( (int)PREFSMAN->m_ShowDancingCharacters != 0 )
{
if( GAMESTATE->GetNumPlayersEnabled() == 1 )
if( GAMESTATE->m_pCurCharacters[0] != NULL )
m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[0] );
else
m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
else if( GAMESTATE->GetNumPlayersEnabled() > 1 ) // More than 1 player is present.
{
int PlayerToUse = 999; /* If this was 0 by default, the first player would
always be selected. Make it an insane number so
we always generate a random player. */
while (!GAMESTATE->IsPlayerEnabled(PlayerToUse))
{
PlayerToUse = (int)(rand()*NUM_PLAYERS); // Is there a danger of this becoming an endless loop??
if( (GAMESTATE->IsPlayerEnabled(PlayerToUse)) && (GAMESTATE->m_pCurCharacters[PlayerToUse] != NULL) )
{
m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[PlayerToUse] );
break;
}
}
}
}
else // Characters not enabled.
m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
m_sprBreakPicture.SetX( CENTER_X );
m_sprBreakPicture.SetY( CENTER_Y );
this->AddChild(&m_sprBreakPicture);
// Set up our countdown clock.
m_fCountdownSecs = (PREFSMAN->m_iEndlessBreakLength*60); // Stored in minutes.
//BitmapText stuff
m_textTimeRemaining.LoadFromFont( THEME->GetPathToF("Common Normal") );
m_textTimeRemaining.SetText( SecondsToTime(m_fCountdownSecs) );
m_textTimeRemaining.SetX( CENTER_X );
m_textTimeRemaining.SetY( CENTER_Y );
//Transition stuff
m_In.Load( THEME->GetPathToB("ScreenEndlessBreak In") );
this->AddChild(&m_In);
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenEndlessBreak Out") );
this->AddChild(&m_Out);
m_bExiting = false;
}
void ScreenEndlessBreak::Update(float fDeltaTime)
{
m_textTimeRemaining.SetText( SecondsToTime(m_fCountdownSecs) );
if( !m_bExiting )
if(m_fCountdownSecs <= 0)
{
m_bExiting = true;
SCREENMAN->PopTopScreen(SM_BreakCompleted); // Destroy this screen and let ScreenGameplay get the message.
m_Out.StartTransitioning();
}
else
//m_fCountdownSecs--;
m_fCountdownSecs = (m_fCountdownSecs - fDeltaTime);
Screen::Update( fDeltaTime );
}
void ScreenEndlessBreak::DrawPrimitives()
{
Screen::DrawPrimitives(); // Draw all other elements below our TakingABreak pic.
m_sprBreakPicture.Draw();
m_textTimeRemaining.Draw(); // Draw the time remaining on top of everything.
}
void ScreenEndlessBreak::Input(const DeviceInput &DeviceI, const InputEventType type, const GameInput *GameI, const MenuInput &MenuI, const StyleInput &StyleI)
{
//Why is this not working..?
switch( MenuI.button )
{
case MENU_BUTTON_START: m_fCountdownSecs = 0; break;
}
//Compiler bitching over this..
//Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
+45
View File
@@ -0,0 +1,45 @@
#ifndef SCREENENDLESSBREAK_H
#define SCREENENDLESSBREAK_H
/*
-----------------------------------------------------------------------------
Class: ScreenEndlessBreak
Desc: Screen for break periods during endless mode.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Kevin Slaughter
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "PrefsManager.h"
#include "Banner.h"
#include "Character.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "BitmapText.h"
#include "Transition.h"
// Sent to ScreenGameplay so it can keep all it's data ready for when we resume play.
const ScreenMessage SM_BreakInitiated = ScreenMessage(SM_User+100);
const ScreenMessage SM_BreakCompleted = ScreenMessage(SM_User+101);
class ScreenEndlessBreak : public Screen
{
public:
ScreenEndlessBreak( CString sName );
virtual void DrawPrimitives();
virtual void Update(float fDeltaTime);
virtual void Input(const DeviceInput &DeviceI, const InputEventType type, const GameInput *GameI, const MenuInput &MenuI, const StyleInput &StyleI);
private:
Banner m_sprBreakPicture;
BitmapText m_textTimeRemaining;
float m_fCountdownSecs;
Transition m_In;
Transition m_Out;
bool m_bExiting;
};
#endif
+50 -31
View File
@@ -62,10 +62,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\temp\stepmania
TargetDir=\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -82,23 +82,23 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /D "OGG_ONLY" /YX /FD /G6 /Ztmp /c
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
# ADD LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
LINK32=link.exe
# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
# ADD LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /D "OGG_ONLY" /YX /FD /G6 /Ztmp /c
# Begin Special Build Tool
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -135,10 +135,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /verbose /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\temp\stepmania
TargetDir=\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -156,26 +156,26 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
# PROP Intermediate_Dir "StepMania___Xbox_Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "NDEBUG" /YX"global.h" /FD /c
# SUBTRACT CPP /Fr
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
LINK32=link.exe
# ADD BASE LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# ADD LINK32 $(intdir)\verstub.obj xapilib.lib d3d8.lib d3dx8.lib xgraphics.lib dsound.lib dmusic.lib xnet.lib xboxkrnl.lib libcmt.lib /nologo /incremental:no /pdb:"../release6xbox/StepMania.pdb" /machine:I386 /nodefaultlib:"libc" /nodefaultlib:"libcmtd" /out:"../StepManiaXbox.exe" /subsystem:xbox /fixed:no /TMP /OPT:REF
# SUBTRACT LINK32 /pdb:none /map /debug
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "NDEBUG" /YX"global.h" /FD /c
# SUBTRACT CPP /Fr
# Begin Special Build Tool
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -4183,6 +4183,25 @@ SOURCE=.\ScreenEditMenu.h
# End Source File
# Begin Source File
SOURCE=.\ScreenEndlessBreak.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\ScreenEndlessBreak.h
# End Source File
# Begin Source File
SOURCE=.\ScreenEvaluation.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"