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itgmania212121/stepmania/src/ScreenHowToPlay.cpp
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#include "global.h"
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#include <cstdlib>
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#include "ScreenHowToPlay.h"
#include "ThemeManager.h"
#include "GameState.h"
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#include "Game.h"
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#include "RageLog.h"
#include "RageDisplay.h"
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#include "SongManager.h"
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#include "Steps.h"
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#include "NoteFieldPositioning.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
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#include "GameSoundManager.h"
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#include "Model.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
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#include "Style.h"
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#include "ActorUtil.h"
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#include "PrefsManager.h"
#include "CharacterManager.h"
#include "StatsManager.h"
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static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile");
static const ThemeMetric<int> NUM_TIER2S ("ScreenHowToPlay","NumTier2s");
static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
static const ThemeMetric<bool> USELIFEBAR ("ScreenHowToPlay","UseLifeMeterBar");
static const ThemeMetric<bool> USECHARACTER ("ScreenHowToPlay","UseCharacter");
static const ThemeMetric<bool> USEPAD ("ScreenHowToPlay","UsePad");
static const ThemeMetric<bool> USEPLAYER ("ScreenHowToPlay","UseNotefield");
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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 CString anims[NUM_ANIMATIONS] =
{
"DancePad.txt",
"DancePads.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 )
{
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return CString("Characters/") + 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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REGISTER_SCREEN_CLASS( ScreenHowToPlay );
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ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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{
m_iTier2s = 0;
m_iNumTier2s = NUM_TIER2S;
// initialize these because they might not be used.
m_pPlayer = NULL;
m_pLifeMeterBar = NULL;
m_pmCharacter = NULL;
m_pmDancePad = NULL;
}
void ScreenHowToPlay::Init()
{
ScreenAttract::Init();
if( (bool)USEPAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
{
m_pmDancePad = new Model;
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m_pmDancePad->SetName( "Pad" );
m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
m_pmDancePad->SetRotationX( 35 );
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SET_XY_AND_ON_COMMAND( m_pmDancePad );
}
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// Display random character
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
if( (bool)USECHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
{
Character* rndchar = CHARMAN->GetRandomCharacter();
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CString sModelPath = rndchar->GetModelPath();
if( sModelPath != "" )
{
m_pmCharacter = new Model;
m_pmCharacter->SetName( "Character" );
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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->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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SET_XY_AND_ON_COMMAND( m_pmCharacter );
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}
}
// silly to use the lifebar without a player, since the player updates the lifebar
if( USELIFEBAR )
{
m_pLifeMeterBar = new LifeMeterBar;
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m_pLifeMeterBar->SetName("LifeMeterBar");
m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
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SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
m_pLifeMeterBar->FillForHowToPlay( NUM_TIER2S, NUM_MISSES );
}
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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if( USEPLAYER )
{
SMLoader smfile;
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smfile.LoadFromSMFile( THEME->GetPathO("", STEPFILE), m_Song, false );
m_Song.AddAutoGenNotes();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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Steps *pSteps = m_Song.GetStepsByDescription( pStyle->m_StepsType, "" );
ASSERT_M( pSteps != NULL, ssprintf("%i", pStyle->m_StepsType) );
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NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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m_pPlayer = new Player;
m_pPlayer->Init(
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"Player",
GAMESTATE->m_pPlayerState[PLAYER_1],
NULL,
m_pLifeMeterBar,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
m_pPlayer->Load( m_NoteData );
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m_pPlayer->SetName( "Player" );
this->AddChild( m_pPlayer );
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SET_XY_AND_ON_COMMAND( m_pPlayer );
// Don't show judgement
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fBlind = 1;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
}
// deferred until after the player, so the notes go under it
if( m_pLifeMeterBar )
this->AddChild( m_pLifeMeterBar );
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m_fFakeSecondsIntoSong = 0;
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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_iTier2s < m_iNumTier2s && 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).type == TapNote::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, GAMESTATE->m_pCurSong->m_Timing );
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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_iTier2s < m_iNumTier2s )
m_pLifeMeterBar->ChangeLife(TNS_Tier2);
else
m_pLifeMeterBar->ChangeLife(TNS_Miss);
}
m_iTier2s++;
iLastNoteRowCounted = iCurNoteRow;
}
// once we hit the number of perfects we want, we want to fail.
// switch the controller to HUMAN. since we aren't taking input,
// the steps will always be misses.
if(m_iTier2s > m_iNumTier2s)
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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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_GainFocus:
/* We do this ourself. */
SOUND->HandleSongTimer( false );
break;
case SM_LoseFocus:
SOUND->HandleSongTimer( true );
break;
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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{
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if(PREFSMAN->m_bCelShadeModels)
{
if( m_pmDancePad ) m_pmDancePad->DrawCelShaded();
if( m_pmCharacter ) m_pmCharacter->DrawCelShaded();
}
else
{
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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) );
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if( m_pmCharacter ) m_pmCharacter->Draw();
if( m_pmDancePad ) m_pmDancePad->Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
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}
m_In.DrawPrimitives();
m_Out.DrawPrimitives();
}
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}
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/*
* (c) 2001-2004 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.
*/