#include "global.h" #include "ScreenContinue.h" #include "ScreenManager.h" #include "ActorUtil.h" #include "GameState.h" #include "RageLog.h" #include "InputEventPlus.h" #include "MenuTimer.h" #include "MemoryCardManager.h" REGISTER_SCREEN_CLASS( ScreenContinue ); void ScreenContinue::Init() { ScreenWithMenuElementsSimple::Init(); this->SubscribeToMessage( Message_PlayerJoined ); FORCE_TIMER_WAIT.Load( m_sName, "ForceTimerWait" ); } void ScreenContinue::BeginScreen() { GAMESTATE->SetCurrentStyle( NULL ); // Unjoin human players with 0 stages left and reset non-human players. // We need to reset non-human players because data in non-human (CPU) // players will be filled, and there may be stale pointers to things like // edit Steps. FOREACH_ENUM( PlayerNumber, p ) { if( GAMESTATE->IsHumanPlayer(p) ) { bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0; if( bPlayerDone ) { GAMESTATE->UnjoinPlayer( p ); MEMCARDMAN->UnlockCard( p ); } } else { GAMESTATE->ResetPlayer( p ); } } ScreenWithMenuElementsSimple::BeginScreen(); } bool ScreenContinue::Input( const InputEventPlus &input ) { if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS ) ResetTimer(); if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) ) return true; // handled if( IsTransitioning() ) return true; if( input.type == IET_FIRST_PRESS && GAMESTATE->IsHumanPlayer(input.pn) && FORCE_TIMER_WAIT ) { switch( input.MenuI ) { case GAME_BUTTON_START: case GAME_BUTTON_UP: case GAME_BUTTON_DOWN: case GAME_BUTTON_LEFT: case GAME_BUTTON_RIGHT: { float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f; fSeconds = max( fSeconds, 0.0001f ); // don't set to 0 m_MenuTimer->SetSeconds( fSeconds ); Message msg("HurryTimer"); msg.SetParam( "PlayerNumber", input.pn ); this->HandleMessage( msg ); return true; // handled } default: break; } } return ScreenWithMenuElementsSimple::Input( input ); } void ScreenContinue::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_MenuTimer ) { if( !IsTransitioning() ) StartTransitioningScreen( SM_GoToNextScreen ); return; } ScreenWithMenuElementsSimple::HandleScreenMessage( SM ); } void ScreenContinue::HandleMessage( const Message &msg ) { if( msg == Message_PlayerJoined ) { ResetTimer(); bool bAllPlayersAreEnabled = true; FOREACH_ENUM( PlayerNumber, p ) { if( !GAMESTATE->IsPlayerEnabled(p) ) bAllPlayersAreEnabled = false; } if( bAllPlayersAreEnabled ) { m_MenuTimer->Stop(); if( !IsTransitioning() ) StartTransitioningScreen( SM_GoToNextScreen ); } } ScreenWithMenuElementsSimple::HandleMessage( msg ); } /* * (c) 2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */