Files
itgmania212121/stepmania/src/GameManager.cpp
T

180 lines
5.9 KiB
C++
Raw Normal View History

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: GameManager
Desc: See Header.
Copyright (c) 2001-2002 by the names listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameManager.h"
#include "D3DXmath.h"
GameManager* GAME = NULL; // global and accessable from anywhere in our program
GameManager::GameManager()
{
m_DanceStyle = STYLE_SINGLE;
}
GameManager::~GameManager()
{
}
bool GameManager::IsPlayerEnabled( PlayerNumber PlayerNo )
{
switch( m_DanceStyle )
{
case STYLE_VERSUS:
case STYLE_COUPLE:
if( PlayerNo == PLAYER_1 )
return true;
if( PlayerNo == PLAYER_2 )
return true;
break;
case STYLE_SINGLE:
case STYLE_SOLO:
case STYLE_DOUBLE:
if( PlayerNo == PLAYER_1 )
return true;
if( PlayerNo == PLAYER_2 )
return false;
break;
default:
ASSERT( false ); // invalid StyleDef
}
return false;
}
StyleDef GameManager::GetStyleDef( DanceStyle mode )
{
2002-04-01 02:04:43 +00:00
StyleDef sd;
2002-04-01 02:04:43 +00:00
/*
CMap<TapNote, TapNote, float, float> mapTapNoteToRotation; // arrow facing left is rotation 0
mapTapNoteToRotation[NOTE_PAD1_LEFT] = 0;
mapTapNoteToRotation[NOTE_PAD1_UPLEFT] = D3DX_PI/4.0f;
mapTapNoteToRotation[NOTE_PAD1_DOWN] = -D3DX_PI/2.0f;
mapTapNoteToRotation[NOTE_PAD1_UP] = D3DX_PI/2.0f;
mapTapNoteToRotation[NOTE_PAD1_UPRIGHT] = D3DX_PI*3.0f/4.0f;
mapTapNoteToRotation[NOTE_PAD1_RIGHT] = D3DX_PI;
mapTapNoteToRotation[NOTE_PAD2_LEFT] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
mapTapNoteToRotation[NOTE_PAD2_UPLEFT] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
mapTapNoteToRotation[NOTE_PAD2_DOWN] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
mapTapNoteToRotation[NOTE_PAD2_UP] = mapTapNoteToRotation[NOTE_PAD1_UP];
mapTapNoteToRotation[NOTE_PAD2_UPRIGHT] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
mapTapNoteToRotation[NOTE_PAD2_RIGHT] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
2002-04-01 02:04:43 +00:00
*/
switch( mode )
{
case STYLE_SINGLE:
case STYLE_DOUBLE:
case STYLE_SOLO:
2002-04-01 02:04:43 +00:00
sd.m_iNumPlayers = 1;
break;
case STYLE_VERSUS:
case STYLE_COUPLE:
2002-04-01 02:04:43 +00:00
sd.m_iNumPlayers = 2;
break;
default:
ASSERT( false ); // invalid GameMode
}
switch( mode )
{
case STYLE_SINGLE:
case STYLE_VERSUS:
case STYLE_COUPLE:
2002-04-01 02:04:43 +00:00
sd.m_iNumColumns = 4;
sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
sd.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
sd.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
sd.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
sd.m_sColumnToNoteName[0] = "left";
sd.m_sColumnToNoteName[1] = "down";
sd.m_sColumnToNoteName[2] = "up";
sd.m_sColumnToNoteName[3] = "right";
/* sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
*/ break;
case STYLE_SOLO:
2002-04-01 02:04:43 +00:00
sd.m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
sd.m_ColumnToTapNote[1] = NOTE_PAD1_UPLEFT;
sd.m_ColumnToTapNote[2] = NOTE_PAD1_DOWN;
sd.m_ColumnToTapNote[3] = NOTE_PAD1_UP;
sd.m_ColumnToTapNote[4] = NOTE_PAD1_UPRIGHT;
sd.m_ColumnToTapNote[5] = NOTE_PAD1_RIGHT;
sd.m_sColumnToNoteName[0] = "left";
sd.m_sColumnToNoteName[1] = "upleft";
sd.m_sColumnToNoteName[2] = "down";
sd.m_sColumnToNoteName[3] = "up";
sd.m_sColumnToNoteName[4] = "upright";
sd.m_sColumnToNoteName[5] = "right";
/* sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_UP];
sd.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
sd.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
*/ break;
case STYLE_DOUBLE:
2002-04-01 02:04:43 +00:00
sd.m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
sd.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
sd.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
sd.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
sd.m_ColumnToTapNote[4] = NOTE_PAD2_LEFT;
sd.m_ColumnToTapNote[5] = NOTE_PAD2_DOWN;
sd.m_ColumnToTapNote[6] = NOTE_PAD2_UP;
sd.m_ColumnToTapNote[7] = NOTE_PAD2_RIGHT;
sd.m_ColumnToTapNote[8] = NOTE_PAD1_UPLEFT;// Even though this isn't used, Need them here so
sd.m_ColumnToTapNote[9] = NOTE_PAD1_UPRIGHT;// TapNoteToColumnNumber doesn't get confused by them
sd.m_ColumnToTapNote[10] = NOTE_PAD2_UPLEFT;
sd.m_ColumnToTapNote[11] = NOTE_PAD2_UPRIGHT;
sd.m_sColumnToNoteName[0] = "left";
sd.m_sColumnToNoteName[1] = "upleft";
sd.m_sColumnToNoteName[2] = "down";
sd.m_sColumnToNoteName[3] = "up";
sd.m_sColumnToNoteName[4] = "upright";
sd.m_sColumnToNoteName[5] = "right";
sd.m_sColumnToNoteName[6] = "left";
sd.m_sColumnToNoteName[7] = "upleft";
sd.m_sColumnToNoteName[8] = "down";
sd.m_sColumnToNoteName[9] = "up";
sd.m_sColumnToNoteName[10] = "upright";
sd.m_sColumnToNoteName[11] = "right";
/*
sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
sd.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD2_LEFT];
sd.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD2_DOWN];
sd.m_ColumnToRotation[6] = mapTapNoteToRotation[NOTE_PAD2_UP];
sd.m_ColumnToRotation[7] = mapTapNoteToRotation[NOTE_PAD2_RIGHT];
sd.m_ColumnToRotation[8] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
sd.m_ColumnToRotation[9] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
sd.m_ColumnToRotation[10] = mapTapNoteToRotation[NOTE_PAD2_UPLEFT];
sd.m_ColumnToRotation[11] = mapTapNoteToRotation[NOTE_PAD2_UPRIGHT];
*/
break;
default:
ASSERT( false ); // invalid GameMode
}
2002-04-01 02:04:43 +00:00
return sd;
}