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itgmania212121/stepmania/src/ScreenHowToPlay.cpp
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#include "global.h"
#include "stdlib.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenHowToPlay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenHowToPlay.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameDef.h"
#include "RageLog.h"
#include "RageDisplay.h"
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#include "SongManager.h"
#include "NoteFieldPositioning.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
#define STEPFILE THEME->GetMetric ("ScreenHowToPlay","Stepfile")
#define NUM_PERFECTS THEME->GetMetricI("ScreenHowToPlay","NumPerfects")
#define NUM_MISSES THEME->GetMetricI("ScreenHowToPlay","NumMisses")
//
#define USELIFEBAR THEME->GetMetricB("ScreenHowToPlay","UseLifeMeterBar")
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#define LIFEBARONCOMMAND THEME->GetMetric ("ScreenHowToPlay","LifeMeterBarOnCommand")
//
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#define USECHARACTER THEME->GetMetricB("ScreenHowToPlay","UseCharacter")
#define CHARACTERONCOMMAND THEME->GetMetric ("ScreenHowToPlay","CharacterOnCommand")
//
#define USEPAD THEME->GetMetricB("ScreenHowToPlay","UsePad")
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#define PADONCOMMAND THEME->GetMetric ("ScreenHowToPlay","PadOnCommand")
//
#define USEPLAYER THEME->GetMetricB("ScreenHowToPlay","UseNotefield")
#define PLAYERX THEME->GetMetricF("ScreenHowToPlay","PlayerX")
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enum Animation
{
ANIM_DANCE_PAD,
ANIM_DANCE_PADS,
ANIM_UP,
ANIM_DOWN,
ANIM_LEFT,
ANIM_RIGHT,
ANIM_JUMPLR,
NUM_ANIMATIONS
};
static const char *anims[NUM_ANIMATIONS] =
{
"DancePad-DDR.txt",
"DancePads-DDR.txt",
"BeginnerHelper_step-up.bones.txt",
"BeginnerHelper_step-down.bones.txt",
"BeginnerHelper_step-left.bones.txt",
"BeginnerHelper_step-right.bones.txt",
"BeginnerHelper_step-jumplr.bones.txt"
};
static CString GetAnimPath( Animation a )
{
return ssprintf("Characters%s%s", SLASH, anims[a]);
}
static bool HaveAllCharAnimations()
{
for( int i = ANIM_UP; i < NUM_ANIMATIONS; ++i )
if( !DoesFileExist( GetAnimPath( (Animation) i ) ) )
return false;
return true;
}
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ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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{
m_iPerfects = 0;
m_iNumPerfects = NUM_PERFECTS;
// initialize these because they might not be used.
m_pPlayer = NULL;
m_pLifeMeterBar = NULL;
m_pmCharacter = NULL;
m_pmDancePad = NULL;
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m_In.Load( THEME->GetPathToB("ScreenHowToPlay in") );
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("ScreenHowToPlay out") );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenHowToPlay overlay") );
this->AddChild( &m_Overlay );
if( USEPAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
{
m_pmDancePad = new Model;
m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
m_pmDancePad->SetRotationX( 35 );
m_pmDancePad->Command( PADONCOMMAND );
}
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// Display random character
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
if( USECHARACTER && apCharacters.size() && HaveAllCharAnimations() )
{
Character* rndchar = GAMESTATE->GetRandomCharacter();
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CString sModelPath = rndchar->GetModelPath();
if( sModelPath != "" )
{
m_pmCharacter = new Model;
m_pmCharacter->LoadMilkshapeAscii( rndchar->GetModelPath() );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
m_pmCharacter->SetDefaultAnimation( "rest" );
m_pmCharacter->PlayAnimation( "rest" );
m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
m_pmCharacter->SetRotationX( 40 );
m_pmCharacter->Command( CHARACTERONCOMMAND );
}
}
// silly to use the lifebar without a player, since the player updates the lifebar
if( USELIFEBAR )
{
m_pLifeMeterBar = new LifeMeterBar;
m_pLifeMeterBar->Load( PLAYER_1 );
m_pLifeMeterBar->Command( LIFEBARONCOMMAND );
m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
}
switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
case GAME_MANIAX: GAMESTATE->m_CurStyle = STYLE_MANIAX_SINGLE; break;
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case GAME_PNM: GAMESTATE->m_CurStyle = STYLE_PNM_NINE; break;
default: ASSERT(0); // we should cover all gametypes....
}
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SMLoader smfile;
smfile.LoadFromSMFile( THEME->GetPathToO(STEPFILE), m_Song, false );
m_Song.AddAutoGenNotes();
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
vector<Steps *> notes;
m_Song.GetSteps( notes, pStyleDef->m_StepsType );
ASSERT( notes.size() >= 1 );
NoteData TempNoteData;
notes[0]->GetNoteData( &TempNoteData );
pStyleDef->GetTransformedNoteDataForStyle( PLAYER_1, &TempNoteData, &m_NoteData );
GAMESTATE->m_pCurSong = &m_Song;
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GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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if( USEPLAYER )
{
m_pPlayer = new Player;
m_pPlayer->Load( PLAYER_1, &m_NoteData, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL );
m_pPlayer->SetX( PLAYERX );
this->AddChild( m_pPlayer );
}
// deferred until after the player, so the notes go under it
if( m_pLifeMeterBar )
this->AddChild( m_pLifeMeterBar );
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// Don't show judgement
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
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m_fFakeSecondsIntoSong = 0;
this->ClearMessageQueue();
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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this->MoveToTail( &m_Overlay );
this->MoveToTail( &m_In );
this->MoveToTail( &m_Out );
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}
ScreenHowToPlay::~ScreenHowToPlay()
{
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delete m_pLifeMeterBar;
delete m_pmCharacter;
delete m_pmDancePad;
delete m_pPlayer;
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}
void ScreenHowToPlay::Step()
{
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#define ST_LEFT 0x01
#define ST_DOWN 0x02
#define ST_UP 0x04
#define ST_RIGHT 0x08
#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
#define ST_JUMPUD (ST_UP | ST_DOWN)
int iStep = 0;
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
// if we want to miss from here on out, don't process steps.
if( m_iPerfects < m_iNumPerfects && m_NoteData.IsThereATapAtRow( iNoteRow ) )
{
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const int iNumTracks = m_NoteData.GetNumTracks();
for( int k=0; k<iNumTracks; k++ )
if( m_NoteData.GetTapNote(k, iNoteRow ) == TAP_TAP )
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iStep |= 1 << k;
switch( iStep )
{
case ST_LEFT: m_pmCharacter->PlayAnimation( "Step-LEFT", 1.8f ); break;
case ST_RIGHT: m_pmCharacter->PlayAnimation( "Step-RIGHT", 1.8f ); break;
case ST_UP: m_pmCharacter->PlayAnimation( "Step-UP", 1.8f ); break;
case ST_DOWN: m_pmCharacter->PlayAnimation( "Step-DOWN", 1.8f ); break;
case ST_JUMPLR: m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f ); break;
case ST_JUMPUD:
// Until I can get an UP+DOWN jump animation, this will have to do.
m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f );
m_pmCharacter->StopTweening();
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 90 );
m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 0 );
break;
}
}
}
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void ScreenHowToPlay::Update( float fDelta )
{
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if(GAMESTATE->m_pCurSong != NULL)
{
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
m_fFakeSecondsIntoSong += fDelta;
static int iLastNoteRowCounted = 0;
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if(( iCurNoteRow != iLastNoteRowCounted ) &&(m_NoteData.IsThereATapAtRow( iCurNoteRow )))
{
if( m_pLifeMeterBar && !m_pPlayer )
{
if ( m_iPerfects < m_iNumPerfects )
m_pLifeMeterBar->ChangeLife(TNS_PERFECT);
else
m_pLifeMeterBar->ChangeLife(TNS_MISS);
}
m_iPerfects++;
iLastNoteRowCounted = iCurNoteRow;
}
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// we want misses from beat 22.8 on out, so change to a HUMAN controller.
// since we aren't taking input from the user, the steps are always missed.
if(m_iPerfects > m_iNumPerfects)
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
if ( m_pmCharacter )
{
Step();
if( !GAMESTATE->m_bFreeze )
m_pmCharacter->Update( fDelta );
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}
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}
if( m_pmDancePad )
m_pmDancePad->Update( fDelta );
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ScreenAttract::Update( fDelta );
}
void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
GAMESTATE->Reset();
break;
}
ScreenAttract::HandleScreenMessage( SM );
}
void ScreenHowToPlay::DrawPrimitives()
{
Screen::DrawPrimitives();
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if( m_pmDancePad || m_pmCharacter )
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{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
if( m_pmCharacter )
m_pmCharacter->Draw();
if( m_pmDancePad )
m_pmDancePad->Draw();
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DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
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m_Overlay.DrawPrimitives();
m_In.DrawPrimitives();
m_Out.DrawPrimitives();
}
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}