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itgmania212121/src/ScreenSelectCharacter.cpp
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#include "global.h"
#include "ScreenSelectCharacter.h"
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include "GameState.h"
#include "Character.h"
#include "PrefsManager.h"
#include "RageTextureManager.h"
#include "CharacterManager.h"
#include "InputEventPlus.h"
#define TITLE_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
#define TITLE_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOffCommand",p+1))
#define CARD_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardP%dOnCommand",p+1))
#define CARD_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardP%dOffCommand",p+1))
#define CARD_ARROWS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardArrowsP%dOnCommand",p+1))
#define CARD_ARROWS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardArrowsP%dOffCommand",p+1))
#define EXPLANATION_ON_COMMAND THEME->GetMetricA("ScreenSelectCharacter","ExplanationOnCommand")
#define EXPLANATION_OFF_COMMAND THEME->GetMetricA("ScreenSelectCharacter","ExplanationOffCommand")
#define ATTACK_FRAME_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackFrameP%dOnCommand",p+1))
#define ATTACK_FRAME_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackFrameP%dOffCommand",p+1))
#define ATTACK_ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","AttackIconWidth")
#define ATTACK_ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","AttackIconHeight")
#define ATTACK_ICONS_START_X( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("AttackIconsP%dStartX",p+1))
#define ATTACK_ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("AttackIconsP%dStartY",p+1))
#define ATTACK_ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","AttackIconsSpacingX")
#define ATTACK_ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectCharacter","AttackIconsSpacingY")
#define ATTACK_ICONS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackIconsP%dOnCommand",p+1))
#define ATTACK_ICONS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackIconsP%dOffCommand",p+1))
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
#define ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","IconWidth")
#define ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","IconHeight")
#define ICONS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
#define ICONS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("IconsP%dOffCommand",p+1))
#define LEVEL_CURSOR_X( p, l ) ( ICONS_START_X(p)+ICONS_SPACING_X*((NUM_ATTACKS_PER_LEVEL-1)/2.f) )
#define LEVEL_CURSOR_Y( p, l ) ( ICONS_START_Y(p)+ICONS_SPACING_Y*l )
const PlayerNumber CPU_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
REGISTER_SCREEN_CLASS( ScreenSelectCharacter );
void ScreenSelectCharacter::Init()
{
ScreenWithMenuElements::Init();
vector<Character*> apCharacters;
CHARMAN->GetCharacters( apCharacters );
if( apCharacters.empty() )
{
this->PostScreenMessage( SM_GoToNextScreen, 0 );
return;
}
switch( GAMESTATE->m_PlayMode )
{
// For Rave/Battle mode, we force the players to select characters
// (by not returning in this switch)
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
break;
default:
/* Non Rave/Battle mode, just skip this screen if disabled. */
if( PREFSMAN->m_ShowDancingCharacters != SDC_Select )
{
this->PostScreenMessage( SM_GoToNextScreen, 0 );
return;
}
}
FOREACH_PlayerNumber( p )
{
m_iSelectedCharacter[p] = 0;
if( GAMESTATE->IsHumanPlayer(p) )
m_SelectionRow[p] = CHOOSING_HUMAN_CHARACTER;
}
FOREACH_EnabledPlayer( p )
{
m_sprTitle[p].Load( THEME->GetPathG("ScreenSelectCharacter","title 2x2") );
m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
m_sprTitle[p].StopAnimating();
m_sprTitle[p].RunCommands( TITLE_ON_COMMAND(p) );
this->AddChild( &m_sprTitle[p] );
m_sprCard[p].RunCommands( CARD_ON_COMMAND(p) );
this->AddChild( &m_sprCard[p] );
m_sprCardArrows[p].Load( THEME->GetPathG("ScreenSelectCharacter","card arrows") );
m_sprCardArrows[p].RunCommands( CARD_ARROWS_ON_COMMAND(p) );
this->AddChild( &m_sprCardArrows[p] );
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
{
m_sprIcons[p][i].ScaleToClipped( ICON_WIDTH, ICON_HEIGHT );
this->AddChild( &m_sprIcons[p][i] );
}
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].Load( THEME->GetPathG("ScreenSelectCharacter","attack frame 1x2") );
m_sprAttackFrame[p].StopAnimating();
m_sprAttackFrame[p].SetState( p );
m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_ON_COMMAND(p) );
this->AddChild( &m_sprAttackFrame[p] );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
{
float fX = ATTACK_ICONS_START_X(p) + ATTACK_ICONS_SPACING_X*j;
float fY = ATTACK_ICONS_START_Y(p) + ATTACK_ICONS_SPACING_Y*i;
m_AttackIcons[p][i][j].SetXY( fX, fY );
m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_ON_COMMAND(p) );
this->AddChild( &m_AttackIcons[p][i][j] );
}
}
}
m_sprExplanation.Load( THEME->GetPathG("ScreenSelectCharacter","explanation") );
m_sprExplanation.RunCommands( EXPLANATION_ON_COMMAND );
this->AddChild( &m_sprExplanation );
m_soundChange.Load( THEME->GetPathS("ScreenSelectCharacter","change"), true );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group intro") );
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsHumanPlayer(p) )
{
AfterRowChange( p );
AfterValueChange( p );
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].RunCommands( ICONS_ON_COMMAND(p) );
}
}
ScreenSelectCharacter::~ScreenSelectCharacter()
{
LOG->Trace( "ScreenSelectCharacter::~ScreenSelectCharacter()" );
}
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bool ScreenSelectCharacter::Input( const InputEventPlus &input )
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{
LOG->Trace( "ScreenSelectCharacter::Input()" );
if( IsTransitioning() )
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return false;
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return ScreenWithMenuElements::Input( input ); // default input handler
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}
void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_BeginFadingOut )
{
StartTransitioningScreen( SM_GoToNextScreen );
}
else if( SM == SM_MenuTimer )
{
MakeSelection(PLAYER_1);
if( !AllAreFinishedChoosing() )
ResetTimer();
}
else
{
ScreenWithMenuElements::HandleScreenMessage( SM );
}
}
PlayerNumber ScreenSelectCharacter::GetAffectedPlayerNumber( PlayerNumber pn )
{
switch( m_SelectionRow[pn] )
{
case CHOOSING_HUMAN_CHARACTER:
return pn;
case CHOOSING_CPU_CHARACTER:
return CPU_PLAYER[pn];
case FINISHED_CHOOSING:
return pn;
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default:
FAIL_M(ssprintf("Invalid character selection state: %i", m_SelectionRow[pn]));
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}
}
void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
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case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
m_sprCardArrows[pnAffected].StopEffect();
break;
default: break;
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}
}
void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
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case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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break;
default: break;
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}
}
void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
{
vector<Character*> apCharacters;
CHARMAN->GetCharacters( apCharacters );
Character* pChar = apCharacters[ m_iSelectedCharacter[pnAffected] ];
m_sprCard[pnAffected].UnloadTexture();
m_sprCard[pnAffected].Load( pChar->GetCardPath() );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
{
m_AttackIcons[pnAffected][i][j].Load( "ScreenSelectCharacter" );
m_AttackIcons[pnAffected][i][j].Set( pChar->m_sAttacks[i][j] );
}
int c = m_iSelectedCharacter[pnAffected] - MAX_CHAR_ICONS_TO_SHOW/2;
wrap( c, apCharacters.size() );
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
{
c++;
wrap( c, apCharacters.size() );
Character* pCharacter = apCharacters[c];
Banner &banner = m_sprIcons[pnAffected][i];
banner.LoadIconFromCharacter( pCharacter );
float fX = (pnAffected==PLAYER_1) ? 320-ICON_WIDTH : 320+ICON_WIDTH;
float fY = SCALE( i, 0.f, MAX_CHAR_ICONS_TO_SHOW-1.f, 240-(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT), 240+(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT));
banner.SetXY( fX, fY );
}
}
break;
case FINISHED_CHOOSING:
; // do nothing
break;
default:
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FAIL_M(ssprintf("Invalid character selection state: %i", m_SelectionRow[pn]));
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}
}
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bool ScreenSelectCharacter::MenuLeft( const InputEventPlus &input )
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{
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return MenuUp( input );
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}
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bool ScreenSelectCharacter::MenuRight( const InputEventPlus &input )
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{
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return MenuDown( input );
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}
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bool ScreenSelectCharacter::MenuUp( const InputEventPlus &input )
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{
Move( input.pn, -1 );
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return true;
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}
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bool ScreenSelectCharacter::MenuDown( const InputEventPlus &input )
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{
Move( input.pn, +1 );
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return true;
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}
void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
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case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
{
vector<Character*> apCharacters;
CHARMAN->GetCharacters( apCharacters );
m_iSelectedCharacter[pnAffected] += deltaValue;
wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
AfterValueChange(pn);
m_soundChange.Play();
break;
}
default: break;
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}
}
bool ScreenSelectCharacter::AllAreFinishedChoosing() const
{
FOREACH_HumanPlayer( p )
if( m_SelectionRow[p] != FINISHED_CHOOSING )
return false;
return true;
}
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bool ScreenSelectCharacter::MenuStart( const InputEventPlus &input )
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{
MakeSelection( input.pn );
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return true;
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}
void ScreenSelectCharacter::MakeSelection( PlayerNumber pn )
{
if( m_SelectionRow[pn] == FINISHED_CHOOSING )
return;
// change row
BeforeRowChange(pn);
switch( m_SelectionRow[pn] )
{
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case CHOOSING_HUMAN_CHARACTER:
m_SelectionRow[pn] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
break;
case CHOOSING_CPU_CHARACTER:
m_SelectionRow[pn] = FINISHED_CHOOSING;
break;
default: break;
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}
AfterRowChange(pn);
AfterValueChange(pn);
SCREENMAN->PlayStartSound();
if( AllAreFinishedChoosing() )
{
FOREACH_PlayerNumber( p )
{
vector<Character*> apCharacters;
CHARMAN->GetCharacters( apCharacters );
Character* pChar = apCharacters[ m_iSelectedCharacter[p] ];
GAMESTATE->m_pCurCharacters[p] = pChar;
}
StopTimer();
this->PostScreenMessage( SM_BeginFadingOut, 0 );
}
}
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bool ScreenSelectCharacter::MenuBack( const InputEventPlus &input )
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{
Cancel( SM_GoToPrevScreen );
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return true;
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}
void ScreenSelectCharacter::TweenOffScreen()
{
ScreenWithMenuElements::TweenOffScreen();
FOREACH_PlayerNumber( p )
{
m_sprCard[p].RunCommands( CARD_OFF_COMMAND(p) );
m_sprTitle[p].RunCommands( TITLE_OFF_COMMAND(p) );
m_sprCardArrows[p].RunCommands( CARD_ARROWS_OFF_COMMAND(p) );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_OFF_COMMAND(p) );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_OFF_COMMAND(p) );
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].RunCommands( ICONS_OFF_COMMAND(p) );
}
m_sprExplanation.RunCommands( EXPLANATION_OFF_COMMAND );
}
/*
* (c) 2003-2004 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.
*/