After a console-marshaled race ends, the race loop now shows a RACE RESULTS screen (place / pilot / final score, sorted descending, with a CONTINUE button) before returning to the setup menu. Scores come from the local console's intake; single-player rows carry the pilot's own name, additional pods show their host number until the Steam roster maps IDs to personas. The setup menu also keeps the player's selections and pilot name across races now instead of resetting to defaults each cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
36 lines
1.4 KiB
C
36 lines
1.4 KiB
C
#pragma once
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#include "..\munga\style.h"
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//########################################################################
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//########################## RPL4 Local Console ##########################
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//########################################################################
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//
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// The single-player marshal. Hand-fed eggs are a developer shortcut: a
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// mission only ends on a console command, so without one the timer hits
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// 00:00 and just counts up forever. This is the in-process console for
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// front-end-launched games - it watches the mission, dispatches the
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// same StopMissionMessage TeslaConsole sent when the selected length
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// expires, and when the pod returns to WaitingForEgg it brings the race
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// setup back up and feeds the next egg (or quits if the player closes
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// the menu).
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//
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// Installs itself as the application manager's per-frame hook.
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//
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void
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RPL4LocalConsole_Install(int mission_seconds);
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// True when the last mission ended under the console's control (timer
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// stop or pilot exit). WinMain's single-binary race loop then cycles
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// back to the setup screen for the next race in the same process.
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Logical
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RPL4LocalConsole_MissionCompleted();
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// The last completed mission's final scores (what each pod reported at
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// mission end). Valid until the next mission starts running.
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int
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RPL4LocalConsole_ResultCount();
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Logical
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RPL4LocalConsole_GetResult(int index, int *host_ID, int *score);
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