consolidate battle modes

This commit is contained in:
Chris Danford
2003-08-19 04:27:50 +00:00
parent fa67577a4f
commit ffea51d6e6
13 changed files with 82 additions and 245 deletions
+17 -64
View File
@@ -429,8 +429,7 @@ NextScreen7=ScreenInstructions
NextScreen8=ScreenInstructions
NextScreenArcade=ScreenSelectGroup
NextScreenOni=ScreenInstructions
NextScreenCpubattle=ScreenInstructions
NextScreenHumanbattle=ScreenInstructions
NextScreenBattle=ScreenInstructions
NextScreenRave=ScreenInstructions
PictureP1OFFCommand=linear,0.15;zoomy,0
PictureP1ONCommand=zoomy,0;sleep,0.15;linear,0.15;zoomy,1
@@ -508,8 +507,7 @@ NextScreenArcade=ScreenSelectMusic
NextScreenNonstop=ScreenSelectCourse
NextScreenOni=ScreenSelectCourse
NextScreenEndless=ScreenSelectCourse
NextScreenCpubattle=ScreenSelectMusic
NextScreenHumanbattle=ScreenSelectMusic
NextScreenBattle=ScreenSelectMusic
NextScreenRave=ScreenSelectCharacter
HelpText=Press START to continue
TimerSeconds=15
@@ -652,22 +650,19 @@ PrevScreenArcade=ScreenTitleMenu
PrevScreenNonstop=ScreenTitleMenu
PrevScreenOni=ScreenTitleMenu
PrevScreenEndless=ScreenTitleMenu
PrevScreenCpubattle=ScreenTitleMenu
PrevScreenHumanbattle=ScreenTitleMenu
PrevScreenBattle=ScreenTitleMenu
PrevScreenRave=ScreenTitleMenu
NextScreenArcade=ScreenStage
NextScreenNonstop=ScreenStage
NextScreenOni=ScreenStage
NextScreenEndless=ScreenStage
NextScreenCpubattle=ScreenStage
NextScreenHumanbattle=ScreenStage
NextScreenBattle=ScreenStage
NextScreenRave=ScreenStage
NextOptionsScreenArcade=ScreenPlayerOptions
NextOptionsScreenNonstop=ScreenPlayerOptions
NextOptionsScreenOni=ScreenPlayerOptions
NextOptionsScreenEndless=ScreenPlayerOptions
NextOptionsScreenCpubattle=ScreenPlayerOptions
NextOptionsScreenHumanbattle=ScreenPlayerOptions
NextOptionsScreenBattle=ScreenPlayerOptions
NextOptionsScreenRave=ScreenRaveOptions
[ScreenEz2SelectMusic]
@@ -719,22 +714,19 @@ PrevScreenArcade=ScreenTitleMenu
PrevScreenNonstop=ScreenTitleMenu
PrevScreenOni=ScreenTitleMenu
PrevScreenEndless=ScreenTitleMenu
PrevScreenCpubattle=ScreenTitleMenu
PrevScreenHumanbattle=ScreenTitleMenu
PrevScreenBattle=ScreenTitleMenu
PrevScreenRave=ScreenTitleMenu
NextScreenArcade=ScreenStage
NextScreenNonstop=ScreenStage
NextScreenOni=ScreenStage
NextScreenEndless=ScreenStage
NextScreenCpubattle=ScreenStage
NextScreenHumanbattle=ScreenStage
NextScreenBattle=ScreenStage
NextScreenRave=ScreenStage
NextOptionsScreenArcade=ScreenPlayerOptions
NextOptionsScreenNonstop=ScreenPlayerOptions
NextOptionsScreenOni=ScreenPlayerOptions
NextOptionsScreenEndless=ScreenPlayerOptions
NextOptionsScreenCpubattle=ScreenPlayerOptions
NextOptionsScreenHumanbattle=ScreenPlayerOptions
NextOptionsScreenBattle=ScreenPlayerOptions
NextOptionsScreenRave=ScreenRaveOptions
[ScreenSelectCourse]
@@ -770,15 +762,13 @@ PrevScreenArcade=ScreenSelectMusic
PrevScreenNonstop=ScreenSelectCourse
PrevScreenOni=ScreenSelectCourse
PrevScreenEndless=ScreenSelectCourse
PrevScreenCpubattle=ScreenSelectMusic
PrevScreenHumanattle=ScreenSelectMusic
PrevScreenBattle=ScreenSelectMusic
PrevScreenRave=ScreenSelectMusic
NextScreenArcade=ScreenEvaluationStage
NextScreenNonstop=ScreenEvaluationNonstop
NextScreenOni=ScreenEvaluationOni
NextScreenEndless=ScreenEvaluationEndless
NextScreenCpubattle=ScreenEvaluationCpubattle
NextScreenHumanbattle=ScreenEvaluationHumanbattle
NextScreenBattle=ScreenEvaluationBattle
NextScreenRave=ScreenEvaluationRave
BPMX=999 // don't show by default
BPMY=999
@@ -1491,38 +1481,7 @@ JudgeSoundTimeOK=-1
JudgeSoundTimeMaxCombo=-1
JudgeSoundIfJudgeGraphicsFullAlpha=0
[ScreenEvaluationCpubattle]
NextScreen=ScreenSelectMusic
EndScreen=ScreenEvaluationSummary
ShowBannerArea=1
ShowGradeArea=1
ShowPointsArea=0
ShowBonusArea=0
ShowSurvivedArea=0
ShowWinArea=1
ShowMarvelous=1
ShowPerfect=1
ShowGreat=1
ShowGood=1
ShowBoo=1
ShowMiss=1
ShowOK=1
ShowMaxCombo=0
ShowScoreArea=1
ShowTimeArea=0
HelpText=Press START to continue
TimerSeconds=15
JudgeSoundTimeMarvelous=-1
JudgeSoundTimePerfect=-1
JudgeSoundTimeGreat=-1
JudgeSoundTimeGood=-1
JudgeSoundTimeBoo=-1
JudgeSoundTimeMiss=-1
JudgeSoundTimeOK=-1
JudgeSoundTimeMaxCombo=-1
JudgeSoundIfJudgeGraphicsFullAlpha=0
[ScreenEvaluationHumanbattle]
[ScreenEvaluationBattle]
NextScreen=ScreenSelectMusic
EndScreen=ScreenEvaluationSummary
ShowBannerArea=1
@@ -2337,15 +2296,13 @@ PrevScreenArcade=ScreenSelectMusic
PrevScreenNonstop=ScreenSelectCourse
PrevScreenOni=ScreenSelectCourse
PrevScreenEndless=ScreenSelectCourse
PrevScreenCpubattle=ScreenSelectMusic
PrevScreenHumanbattle=ScreenSelectMusic
PrevScreenBattle=ScreenSelectMusic
PrevScreenRave=ScreenSelectMusic
NextScreenArcade=ScreenSongOptions
NextScreenNonstop=ScreenSongOptions
NextScreenOni=ScreenSongOptions
NextScreenEndless=ScreenSongOptions
NextScreenCpubattle=ScreenSongOptions
NextScreenHumanbattle=ScreenSongOptions
NextScreenBattle=ScreenSongOptions
NextScreenRave=ScreenSongOptions
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
TimerSeconds=30
@@ -2361,15 +2318,13 @@ PrevScreenArcade= // should never get here
PrevScreenNonstop= // should never get here
PrevScreenOni= // should never get here
PrevScreenEndless= // should never get here
PrevScreenCpubattle= // should never get here
PrevScreenHumanbattle= // should never get here
PrevScreenBattle= // should never get here
PrevScreenRave=ScreenSelectMusic
NextScreenArcade= // should never get here
NextScreenNonstop= // should never get here
NextScreenOni= // should never get here
NextScreenEndless= // should never get here
NextScreenCpubattle= // should never get here
NextScreenHumanbattle= // should never get here
NextScreenBattle= // should never get here
NextScreenRave=ScreenSongOptions
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
TimerSeconds=30
@@ -2379,15 +2334,13 @@ PrevScreenArcade=ScreenPlayerOptions
PrevScreenNonstop=ScreenPlayerOptions
PrevScreenOni=ScreenPlayerOptions
PrevScreenEndless=ScreenPlayerOptions
PrevScreenCpubattle=ScreenPlayerOptions
PrevScreenHumanbattle=ScreenPlayerOptions
PrevScreenBattle=ScreenPlayerOptions
PrevScreenRave=ScreenRaveOptions
NextScreenArcade=ScreenStage
NextScreenNonstop=ScreenStage
NextScreenOni=ScreenStage
NextScreenEndless=ScreenStage
NextScreenCpubattle=ScreenStage
NextScreenHumanbattle=ScreenStage
NextScreenBattle=ScreenStage
NextScreenRave=ScreenStage
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
Game=Change the current game type with this option.
+7 -8
View File
@@ -67,14 +67,13 @@ CString PlayModeToString( PlayMode pm )
{
switch( pm )
{
case PLAY_MODE_ARCADE: return "arcade";
case PLAY_MODE_ONI: return "oni";
case PLAY_MODE_NONSTOP: return "nonstop";
case PLAY_MODE_ENDLESS: return "endless";
case PLAY_MODE_HUMAN_BATTLE: return "humanbattle";
case PLAY_MODE_CPU_BATTLE: return "cpubattle";
case PLAY_MODE_RAVE: return "rave";
default: ASSERT(0); return "";
case PLAY_MODE_ARCADE: return "arcade";
case PLAY_MODE_ONI: return "oni";
case PLAY_MODE_NONSTOP: return "nonstop";
case PLAY_MODE_ENDLESS: return "endless";
case PLAY_MODE_BATTLE: return "battle";
case PLAY_MODE_RAVE: return "rave";
default: ASSERT(0); return "";
}
}
+2 -3
View File
@@ -92,9 +92,8 @@ enum PlayMode
PLAY_MODE_NONSTOP, // DDR EX Nonstop
PLAY_MODE_ONI, // DDR EX Challenge
PLAY_MODE_ENDLESS, // DDR PlayStation Endless
PLAY_MODE_CPU_BATTLE, // inventory battle vs non-player CPU
PLAY_MODE_HUMAN_BATTLE, // inventory battle vs human player or CPU-controlled player
PLAY_MODE_RAVE, // DDR Disney Rave "Dance Magic"
PLAY_MODE_BATTLE, // manually launched attacks
PLAY_MODE_RAVE, // automatically launched attacks - DDR Disney Rave "Dance Magic"
NUM_PLAY_MODES,
PLAY_MODE_INVALID
};
+8 -15
View File
@@ -310,14 +310,13 @@ bool GameState::IsPlayable( const ModeChoice& mc )
bool GameState::IsPlayerEnabled( PlayerNumber pn )
{
// In rave, all players are present. Non-human players are CPU controlled.
if( m_PlayMode == PLAY_MODE_RAVE )
switch( m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return true;
// In cpu battle, show cpu player only if there's room on the screen.
if( m_PlayMode == PLAY_MODE_CPU_BATTLE )
if( GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
return true;
}
return IsHumanPlayer( pn );
}
@@ -374,8 +373,7 @@ bool GameState::IsBattleMode() const
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
return true;
default:
return false;
@@ -430,11 +428,7 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
if( IsHumanPlayer(pn) )
return (m_fOpponentHealthPercent==0)?RESULT_WIN:RESULT_LOSE;
else
return (m_fOpponentHealthPercent==0)?RESULT_LOSE:RESULT_WIN;
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
switch( pn )
{
@@ -442,7 +436,6 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
case PLAYER_2: return (m_fTugLifePercentP1<0.5f)?RESULT_WIN:RESULT_LOSE;
default: ASSERT(0); return RESULT_LOSE;
}
case PLAY_MODE_HUMAN_BATTLE:
default:
return (GetBestPlayer()==pn)?RESULT_WIN:RESULT_LOSE;
}
+2 -10
View File
@@ -58,8 +58,7 @@ Inventory::Inventory()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_BATTLE:
break;
default:
ASSERT(0);
@@ -85,8 +84,7 @@ void Inventory::Load( PlayerNumber pn )
// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
m_soundAcquireItem.Load( THEME->GetPathToS("Inventory aquire item") );
for( unsigned i=0; i<g_Items.size(); i++ )
{
@@ -202,12 +200,6 @@ void Inventory::UseItem( int iSlot )
asInventory[iSlot].MakeBlank();
m_vpSoundUseItem[a.level]->Play();
// Item has no effect if CPU is already dead
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->m_fOpponentHealthPercent==0 )
return;
GAMESTATE->LaunchAttack( pnToAttack, a );
float fPercentHealthToDrain = (a.level+1) / 10.f;
+3 -6
View File
@@ -370,8 +370,7 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
@@ -507,8 +506,7 @@ int ScoreKeeper5th::TapNoteScoreToDancePoints( TapNoteScore tns )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
@@ -544,8 +542,7 @@ int ScoreKeeper5th::HoldNoteScoreToDancePoints( HoldNoteScore hns )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
+3 -6
View File
@@ -352,8 +352,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
@@ -488,8 +487,7 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
@@ -525,8 +523,7 @@ int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
+1 -2
View File
@@ -312,8 +312,7 @@ Screen* Screen::Create( CString sClassName )
IF_RETURN( ScreenEvaluationNonstop );
IF_RETURN( ScreenEvaluationOni );
IF_RETURN( ScreenEvaluationEndless );
IF_RETURN( ScreenEvaluationCpubattle );
IF_RETURN( ScreenEvaluationHumanbattle );
IF_RETURN( ScreenEvaluationBattle );
IF_RETURN( ScreenEvaluationRave );
IF_RETURN( ScreenEz2SelectPlayer );
IF_RETURN( ScreenGameOver );
+1 -2
View File
@@ -663,8 +663,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
case stage:
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
{
bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN;
if( bWon )
+2 -8
View File
@@ -133,16 +133,10 @@ public:
ScreenEvaluationEndless() : ScreenEvaluation("ScreenEvaluationEndless",ScreenEvaluation::course) {};
};
class ScreenEvaluationCpubattle : public ScreenEvaluation
class ScreenEvaluationBattle : public ScreenEvaluation
{
public:
ScreenEvaluationCpubattle() : ScreenEvaluation("ScreenEvaluationCpubattle",ScreenEvaluation::stage) {};
};
class ScreenEvaluationHumanbattle : public ScreenEvaluation
{
public:
ScreenEvaluationHumanbattle() : ScreenEvaluation("ScreenEvaluationHumanbattle",ScreenEvaluation::stage) {};
ScreenEvaluationBattle() : ScreenEvaluation("ScreenEvaluationBattle",ScreenEvaluation::stage) {};
};
class ScreenEvaluationRave : public ScreenEvaluation
+26 -83
View File
@@ -40,7 +40,6 @@
#include "NoteSkinManager.h"
#include "RageTextureManager.h"
#include "RageSounds.h"
#include "CombinedLifeMeterEnemy.h"
#include "CombinedLifeMeterTug.h"
#include "Inventory.h"
#include "Course.h"
@@ -121,8 +120,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
// cache NoteSkin graphics
@@ -298,19 +296,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
m_pCombinedLifeMeter = new CombinedLifeMeterEnemy;
break;
case PLAY_MODE_RAVE:
m_pCombinedLifeMeter = new CombinedLifeMeterTug;
break;
default:
ASSERT(0);
}
m_pCombinedLifeMeter = new CombinedLifeMeterTug;
m_pCombinedLifeMeter->SetName( ssprintf("CombinedLife%s",bExtra?"Extra":"") );
SET_XY( *m_pCombinedLifeMeter );
this->AddChild( m_pCombinedLifeMeter );
@@ -326,15 +314,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
case PLAY_MODE_ONI:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_BATTLE:
for( p=0; p<NUM_PLAYERS; p++ )
{
// CPU players don't have an individual life meter in CPU battle
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE &&
GAMESTATE->IsCpuPlayer(p) )
continue; // skip
if( !GAMESTATE->IsPlayerEnabled(p) && !SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
continue; // skip
@@ -377,8 +359,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_sprStage.Load( THEME->GetPathToG("ScreenGameplay stage "+GAMESTATE->GetStageText()) );
this->AddChild( &m_sprStage );
@@ -439,16 +420,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
case PLAY_MODE_ENDLESS:
m_pScoreDisplay[p] = new ScoreDisplayOni;
break;
case PLAY_MODE_CPU_BATTLE:
// CPU controlled player is vanity only. It has no
// effect on gameplay, and thus no score.
if( GAMESTATE->IsCpuPlayer(p) )
continue; // skip
m_pScoreDisplay[p] = new ScoreDisplayBattle;
break;
case PLAY_MODE_HUMAN_BATTLE:
m_pScoreDisplay[p] = new ScoreDisplayBattle;
break;
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_pScoreDisplay[p] = new ScoreDisplayRave;
break;
@@ -489,10 +461,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenGameplay difficulty icons 2x5") );
// UGLY HACK: Don't show difficulty icon for CPU.
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->IsCpuPlayer(p) )
m_DifficultyIcon[p].SetZoom( 0 );
/* Position it in LoadNextSong. */
this->AddChild( &m_DifficultyIcon[p] );
}
@@ -519,8 +487,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
m_pInventory[p] = new Inventory;
m_pInventory[p]->Load( (PlayerNumber)p );
this->AddChild( m_pInventory[p] );
@@ -552,8 +519,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
// only load if we're going to use it
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
for( p=0; p<NUM_PLAYERS; p++ )
{
@@ -628,7 +594,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
m_announcerBattleTrickLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle trick level1") );
m_announcerBattleTrickLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle trick level2") );
m_announcerBattleTrickLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle trick level3") );
@@ -1167,8 +1133,7 @@ void ScreenGameplay::Update( float fDeltaTime )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( OneIsHot() ) m_announcerHot.PlayRandom();
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
@@ -1415,52 +1380,32 @@ void SaveChanges()
* special case play modes. Need to make sure m_pCurCourse gets erased
* correctly, though. -glenn */
/* That's a very clever idea! I should look into this. -Chris */
switch( GAMESTATE->m_PlayMode )
if( GAMESTATE->IsCourseMode() )
{
// FIXME!!!
//for( int i=0; i<m_apSongsQueue.size(); i++ )
// m_apSongsQueue[i]->Save();
}
else
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_RAVE:
GAMESTATE->m_pCurSong->Save();
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
// FIXME!!!
//for( int i=0; i<m_apSongsQueue.size(); i++ )
// m_apSongsQueue[i]->Save();
}
break;
default:
ASSERT(0);
}
}
void DontSaveChanges()
{
switch( GAMESTATE->m_PlayMode )
if( GAMESTATE->IsCourseMode() )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_RAVE:
GAMESTATE->m_pCurSong->RevertFromDisk();
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
// FIXME
// FIXME
// for( unsigned i=0; i<m_apSongsQueue.size(); i++ )
// {
// Song* pSong = m_apSongsQueue[i];
// ld.LoadFromSMFile( pSong->GetCacheFilePath(), *pSong );
// }
}
break;
default:
ASSERT(0);
}
else
{
GAMESTATE->m_pCurSong->RevertFromDisk();
}
}
@@ -1470,8 +1415,7 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
sMessage = ssprintf(
"You have changed the offset or BPM of\n"
@@ -1610,7 +1554,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
PlayerNumber winner = GAMESTATE->GetBestPlayer();
@@ -1851,8 +1795,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
if( PREFSMAN->m_bEventMode )
HandleScreenMessage( SM_GoToScreenAfterBack );
+6 -15
View File
@@ -198,8 +198,7 @@ ScreenNameEntry::ScreenNameEntry() : Screen("ScreenNameEntry")
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
StageStats SS;
@@ -409,21 +408,13 @@ void ScreenNameEntry::MenuStart( PlayerNumber pn )
if( m_sSelectedName[pn] == "" )
m_sSelectedName[pn] = DEFAULT_RANKING_NAME;
switch( GAMESTATE->m_PlayMode )
if( GAMESTATE->IsCourseMode() )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_RAVE:
SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
GAMESTATE->m_pRankingCourse->m_RankingScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
break;
default:
ASSERT(0);
}
else
{
SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
}
bool bAnyStillEntering = false;
+4 -23
View File
@@ -65,7 +65,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\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 $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -102,7 +102,7 @@ IntDir=.\Debug
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(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 $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -142,7 +142,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(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 $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -183,7 +183,7 @@ IntDir=.\StepMania___Xbox_Release
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(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 $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -2870,25 +2870,6 @@ SOURCE=.\Background.h
# End Source File
# Begin Source File
SOURCE=.\CombinedLifeMeterEnemy.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\CombinedLifeMeterEnemy.h
# End Source File
# Begin Source File
SOURCE=.\CombinedLifeMeterTug.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"