2003-04-07 03:25:44 +00:00
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectCharacter
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenSelectCharacter.h"
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#include "ScreenManager.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#define TITLE_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
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#define TITLE_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOffCommand",p+1))
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#define CHARACTER_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterP%dOnCommand",p+1))
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#define CHARACTER_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterP%dOffCommand",p+1))
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#define CHARACTER_ARROWS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterArrowsP%dOnCommand",p+1))
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#define CHARACTER_ARROWS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CharacterArrowsP%dOffCommand",p+1))
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#define EXPLANATION_ON_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOnCommand")
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#define EXPLANATION_OFF_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOffCommand")
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#define ATTACK_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackFrameP%dOnCommand",p+1))
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#define ATTACK_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackFrameP%dOffCommand",p+1))
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#define ICONS_START_X( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartX",p+1))
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#define ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartY",p+1))
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#define ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingX")
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#define ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingY")
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#define HELP_TEXT THEME->GetMetric ("ScreenSelectCharacter","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectCharacter","NextScreen")
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#define LEVEL_CURSOR_X( p, l ) ( ICONS_START_X(p)+ICONS_SPACING_X*((NUM_ATTACKS_PER_LEVEL-1)/2.f) )
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#define LEVEL_CURSOR_Y( p, l ) ( ICONS_START_Y(p)+ICONS_SPACING_Y*l )
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const PlayerNumber CPU_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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2003-04-12 06:16:12 +00:00
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ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
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2003-04-07 03:25:44 +00:00
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{
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LOG->Trace( "ScreenSelectCharacter::ScreenSelectCharacter()" );
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m_Menu.Load( "ScreenSelectCharacter" );
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this->AddChild( &m_Menu );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_iSelectedCharacter[p] = 0;
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m_iSelectedLevelIndex[p] = 0;
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2003-04-07 23:06:33 +00:00
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if( GAMESTATE->IsHumanPlayer(p) )
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2003-04-07 03:25:44 +00:00
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m_SelectionRow[p] = CHOOSING_HUMAN_CHARACTER;
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}
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CStringArray asCharacterPaths;
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GetDirListing( "Characters/*.ini", asCharacterPaths, false, true );
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2003-04-07 04:05:38 +00:00
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for( unsigned i=0; i<asCharacterPaths.size(); i++ )
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2003-04-07 03:25:44 +00:00
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{
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m_vCharacters.resize( m_vCharacters.size()+1 );
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m_vCharacters[i].Load( asCharacterPaths[i] );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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2003-04-12 17:39:27 +00:00
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m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
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2003-04-07 03:25:44 +00:00
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m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
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m_sprTitle[p].StopAnimating();
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m_sprTitle[p].Command( TITLE_ON_COMMAND(p) );
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this->AddChild( &m_sprTitle[p] );
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m_sprCharacter[p].Command( CHARACTER_ON_COMMAND(p) );
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this->AddChild( &m_sprCharacter[p] );
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2003-04-12 17:39:27 +00:00
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m_sprCharacterArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter character arrows") );
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2003-04-07 03:25:44 +00:00
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m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCharacterArrows[p] );
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2003-04-12 17:39:27 +00:00
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m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
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2003-04-07 03:25:44 +00:00
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m_sprAttackFrame[p].StopAnimating();
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m_sprAttackFrame[p].SetState( p );
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m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprAttackFrame[p] );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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{
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float fX = ICONS_START_X(p) + ICONS_SPACING_X*j;
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float fY = ICONS_START_Y(p) + ICONS_SPACING_Y*i;
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m_AttackIcons[p][i][j].SetXY( fX, fY );
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this->AddChild( &m_AttackIcons[p][i][j] );
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}
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2003-04-12 17:39:27 +00:00
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m_sprLevelCursor[p].Load( THEME->GetPathToG("ScreenSelectCharacter level cursor") );
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2003-04-07 03:25:44 +00:00
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int iLevelIndex = m_iSelectedLevelIndex[p];
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m_sprLevelCursor[p].SetXY( LEVEL_CURSOR_X(p,iLevelIndex), LEVEL_CURSOR_Y(p,iLevelIndex) );
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2003-04-12 17:39:27 +00:00
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m_sprLevelCursor[p].Load( THEME->GetPathToG("ScreenSelectCharacter level cursor") );
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2003-04-07 03:25:44 +00:00
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this->AddChild( &m_sprLevelCursor[p] );
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}
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2003-04-12 17:39:27 +00:00
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m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
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2003-04-07 03:25:44 +00:00
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m_sprExplanation.Command( EXPLANATION_ON_COMMAND );
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this->AddChild( &m_sprExplanation );
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2003-04-12 17:39:27 +00:00
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m_soundChange.Load( THEME->GetPathToS("ScreenSelectCharacter change") );
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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2003-04-07 03:25:44 +00:00
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group intro") );
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2003-04-12 17:39:27 +00:00
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SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenSelectCharacter music") );
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2003-04-07 03:25:44 +00:00
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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AfterRowChange( (PlayerNumber)p );
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AfterValueChange( (PlayerNumber)p );
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}
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}
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TweenOnScreen();
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}
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ScreenSelectCharacter::~ScreenSelectCharacter()
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{
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LOG->Trace( "ScreenSelectCharacter::~ScreenSelectCharacter()" );
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}
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void ScreenSelectCharacter::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenSelectCharacter::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSelectCharacter::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut:
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_MenuTimer:
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MenuStart(PLAYER_1);
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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PlayerNumber ScreenSelectCharacter::GetAffectedPlayerNumber( PlayerNumber pn )
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{
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_HUMAN_CHARACTER:
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case CHOOSING_HUMAN_LEVEL:
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return pn;
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break;
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_CPU_LEVEL:
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return CPU_PLAYER[pn];
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break;
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default:
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ASSERT(0);
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case FINISHED_CHOOSING:
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return pn;
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}
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}
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void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCharacterArrows[pnAffected].SetEffectNone();
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break;
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case CHOOSING_CPU_LEVEL:
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case CHOOSING_HUMAN_LEVEL:
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m_sprLevelCursor[pnAffected].SetEffectNone();
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break;
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}
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}
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void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCharacterArrows[pnAffected].SetEffectGlowShift();
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break;
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case CHOOSING_CPU_LEVEL:
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case CHOOSING_HUMAN_LEVEL:
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m_sprLevelCursor[pnAffected].SetEffectGlowShift();
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break;
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}
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}
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void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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{
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Character& character = m_vCharacters[ m_iSelectedCharacter[pnAffected] ];
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CStringArray asGraphicPaths;
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GetDirListing( "Characters/" + character.m_sFileName + ".png", asGraphicPaths, false, true );
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GetDirListing( "Characters/" + character.m_sFileName + ".jpg", asGraphicPaths, false, true );
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GetDirListing( "Characters/" + character.m_sFileName + ".gif", asGraphicPaths, false, true );
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GetDirListing( "Characters/" + character.m_sFileName + ".bmp", asGraphicPaths, false, true );
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if( asGraphicPaths.empty() )
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m_sprCharacter[pnAffected].UnloadTexture();
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else
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m_sprCharacter[pnAffected].Load( asGraphicPaths[0] );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[pnAffected][i][j].Load( pnAffected, character.m_sAttacks[i][j] );
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}
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break;
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case CHOOSING_CPU_LEVEL:
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case CHOOSING_HUMAN_LEVEL:
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{
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int iLevelIndex = m_iSelectedLevelIndex[pnAffected];
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m_sprLevelCursor[pnAffected].SetXY( LEVEL_CURSOR_X(pnAffected,iLevelIndex), LEVEL_CURSOR_Y(pnAffected,iLevelIndex) );
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}
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break;
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case FINISHED_CHOOSING:
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; // do nothing
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break;
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default:
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ASSERT(0);
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}
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}
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void ScreenSelectCharacter::MenuLeft( PlayerNumber pn )
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{
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MenuUp( pn );
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}
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void ScreenSelectCharacter::MenuRight( PlayerNumber pn )
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{
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MenuDown( pn );
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}
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void ScreenSelectCharacter::MenuUp( PlayerNumber pn )
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{
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Move( pn, -1 );
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}
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void ScreenSelectCharacter::MenuDown( PlayerNumber pn )
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{
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Move( pn, +1 );
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}
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void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
|
|
|
|
|
{
|
|
|
|
|
case CHOOSING_CPU_CHARACTER:
|
|
|
|
|
case CHOOSING_HUMAN_CHARACTER:
|
|
|
|
|
m_iSelectedCharacter[pnAffected] = (m_iSelectedCharacter[pnAffected]+deltaValue)+m_vCharacters.size();
|
|
|
|
|
m_iSelectedCharacter[pnAffected] %= m_vCharacters.size();
|
|
|
|
|
AfterValueChange(pn);
|
|
|
|
|
m_soundChange.PlayRandom();
|
|
|
|
|
break;
|
|
|
|
|
case CHOOSING_CPU_LEVEL:
|
|
|
|
|
case CHOOSING_HUMAN_LEVEL:
|
|
|
|
|
m_iSelectedLevelIndex[pnAffected] += deltaValue;
|
|
|
|
|
CLAMP( m_iSelectedLevelIndex[pnAffected], 0, NUM_ATTACK_LEVELS-1 );
|
|
|
|
|
AfterValueChange(pn);
|
|
|
|
|
m_soundChange.PlayRandom();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
|
|
|
|
|
{
|
|
|
|
|
if( m_SelectionRow[pn] == FINISHED_CHOOSING )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// change row
|
|
|
|
|
BeforeRowChange(pn);
|
|
|
|
|
switch( m_SelectionRow[pn] )
|
|
|
|
|
{
|
|
|
|
|
case CHOOSING_HUMAN_CHARACTER:
|
|
|
|
|
m_SelectionRow[pn] = CHOOSING_HUMAN_LEVEL;
|
|
|
|
|
break;
|
|
|
|
|
case CHOOSING_HUMAN_LEVEL:
|
|
|
|
|
m_SelectionRow[pn] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
|
|
|
|
|
break;
|
|
|
|
|
case CHOOSING_CPU_CHARACTER:
|
|
|
|
|
m_SelectionRow[pn] = CHOOSING_CPU_LEVEL;
|
|
|
|
|
break;
|
|
|
|
|
case CHOOSING_CPU_LEVEL:
|
|
|
|
|
m_SelectionRow[pn] = FINISHED_CHOOSING;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
AfterRowChange(pn);
|
|
|
|
|
AfterValueChange(pn);
|
|
|
|
|
m_soundSelect.PlayRandom();
|
|
|
|
|
|
|
|
|
|
bool bAllAreFinished = true;
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
2003-04-07 23:06:33 +00:00
|
|
|
if( GAMESTATE->IsHumanPlayer(p) )
|
|
|
|
|
bAllAreFinished &= (m_SelectionRow[p] == FINISHED_CHOOSING);
|
2003-04-07 03:25:44 +00:00
|
|
|
|
|
|
|
|
if( bAllAreFinished )
|
|
|
|
|
{
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
|
|
|
{
|
|
|
|
|
Character& character = m_vCharacters[ m_iSelectedCharacter[p] ];
|
|
|
|
|
GAMESTATE->m_sCharacterName[p] = character.m_sFileName;
|
|
|
|
|
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
|
|
|
|
|
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
|
|
|
|
|
GAMESTATE->m_sAttacks[p][i][j] = character.m_sAttacks[i][j];
|
|
|
|
|
GAMESTATE->m_MaxAttackLevel[p] = (AttackLevel)m_iSelectedLevelIndex[p];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m_Menu.m_MenuTimer.Stop();
|
|
|
|
|
TweenOffScreen();
|
|
|
|
|
this->PostScreenMessage( SM_BeginFadingOut, 0 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenSelectCharacter::MenuBack( PlayerNumber pn )
|
|
|
|
|
{
|
|
|
|
|
m_Menu.Back( SM_GoToPrevScreen );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenSelectCharacter::TweenOffScreen()
|
|
|
|
|
{
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
|
|
|
m_sprCharacter[p].Command( CHARACTER_OFF_COMMAND(p) );
|
|
|
|
|
m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenSelectCharacter::TweenOnScreen()
|
|
|
|
|
{
|
|
|
|
|
}
|