Add GiveUpGoesToNextScreen. Used in workout so that giving up doesn't loose everything you've done in the stage so far.

This commit is contained in:
Chris Danford
2005-04-10 06:21:59 +00:00
parent 74f17609dc
commit d9eb540d4c
3 changed files with 85 additions and 71 deletions
+83 -71
View File
@@ -78,6 +78,7 @@ AutoScreenMessage( SM_SaveChangedBeforeGoingBack )
AutoScreenMessage( SM_GoToScreenAfterBack )
AutoScreenMessage( SM_BeginFailed )
AutoScreenMessage( SM_LeaveGameplay )
// received while STATE_INTRO
AutoScreenMessage( SM_StartHereWeGo )
@@ -95,6 +96,7 @@ ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
START_GIVES_UP.Load( sName, "StartGivesUp" );
BACK_GIVES_UP.Load( sName, "BackGivesUp" );
GIVING_UP_FAILS.Load( sName, "GivingUpFails" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
}
void ScreenGameplay::Init()
@@ -1523,6 +1525,11 @@ void ScreenGameplay::Update( float fDeltaTime )
this->PostScreenMessage( SM_NotesEnded, 0 );
}
else if( GIVING_UP_GOES_TO_NEXT_SCREEN )
{
HandleScreenMessage( SM_LeaveGameplay );
return;
}
else
{
BackOutFromGameplay();
@@ -2129,77 +2136,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
if( bStopCourseEarly || bAllReallyFailed || bIsLastSong )
{
// Time to leave from ScreenGameplay
// update dancing characters for win / lose
DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
if( Dancers )
{
FOREACH_EnabledPlayer(p)
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
else
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
}
}
/* End round. */
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
return; // ignore
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayer( p )
m_ActiveAttackList[p].Refresh();
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
if( bAllReallyFailed )
{
this->PostScreenMessage( SM_BeginFailed, 0 );
return;
}
// do they deserve an extra stage?
if( GAMESTATE->HasEarnedExtraStage() )
{
TweenOffScreen();
m_Extra.StartTransitioning( SM_GoToNextScreen );
SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
}
else
{
TweenOffScreen();
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
PlayerNumber winner = GAMESTATE->GetBestPlayer();
switch( winner )
{
case PLAYER_INVALID:
m_Draw.StartTransitioning( SM_GoToNextScreen );
break;
default:
m_Win[winner].StartTransitioning( SM_GoToNextScreen );
break;
}
}
break;
default:
m_Cleared.StartTransitioning( SM_GoToNextScreen );
break;
}
SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
}
HandleScreenMessage( SM_LeaveGameplay );
}
else
{
@@ -2213,6 +2150,81 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
return;
}
}
else if( SM == SM_LeaveGameplay )
{
// update dancing characters for win / lose
DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
if( Dancers )
{
FOREACH_EnabledPlayer(p)
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
else
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
}
}
/* End round. */
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
return; // ignore
m_DancingState = STATE_OUTRO;
AbortGiveUp( false );
GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayer( p )
m_ActiveAttackList[p].Refresh();
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ALL_CLEARED );
bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
if( bAllReallyFailed )
{
this->PostScreenMessage( SM_BeginFailed, 0 );
return;
}
// do they deserve an extra stage?
if( GAMESTATE->HasEarnedExtraStage() )
{
TweenOffScreen();
m_Extra.StartTransitioning( SM_GoToNextScreen );
SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
}
else
{
TweenOffScreen();
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
PlayerNumber winner = GAMESTATE->GetBestPlayer();
switch( winner )
{
case PLAYER_INVALID:
m_Draw.StartTransitioning( SM_GoToNextScreen );
break;
default:
m_Win[winner].StartTransitioning( SM_GoToNextScreen );
break;
}
}
break;
default:
m_Cleared.StartTransitioning( SM_GoToNextScreen );
break;
}
SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
}
}
else if( SM == SM_StartLoadingNextSong )
{
m_pSoundMusic->Stop();