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itgmania212121/stepmania/src/ScreenSelectCharacter.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenSelectCharacter
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenSelectCharacter.h"
#include "ScreenManager.h"
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#include "RageSounds.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"
#define TITLE_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
#define TITLE_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("TitleP%dOffCommand",p+1))
#define CARD_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardP%dOnCommand",p+1))
#define CARD_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardP%dOffCommand",p+1))
#define CARD_ARROWS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardArrowsP%dOnCommand",p+1))
#define CARD_ARROWS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("CardArrowsP%dOffCommand",p+1))
#define EXPLANATION_ON_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOnCommand")
#define EXPLANATION_OFF_COMMAND THEME->GetMetric ("ScreenSelectCharacter","ExplanationOffCommand")
#define ATTACK_FRAME_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackFrameP%dOnCommand",p+1))
#define ATTACK_FRAME_OFF_COMMAND( p ) THEME->GetMetric ("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->GetMetric ("ScreenSelectCharacter",ssprintf("AttackIconsP%dOnCommand",p+1))
#define ATTACK_ICONS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("AttackIconsP%dOffCommand",p+1))
#define HELP_TEXT THEME->GetMetric ("ScreenSelectCharacter","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectCharacter","SleepAfterTweenOffSeconds")
#define PREV_SCREEN THEME->GetMetric ("ScreenSelectCharacter","PrevScreen")
#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectCharacter","NextScreen")
#define ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","IconWidth")
#define ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","IconHeight")
#define ICONS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
#define ICONS_OFF_COMMAND( p ) THEME->GetMetric ("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 };
ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
LOG->Trace( "ScreenSelectCharacter::ScreenSelectCharacter()" );
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vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
if( apCharacters.empty() )
{
HandleScreenMessage( SM_GoToNextScreen );
return;
}
switch( GAMESTATE->m_PlayMode )
{
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// 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:
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break;
default:
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/* Non Rave/Battle mode, just skip this screen if disabled. */
if( PREFSMAN->m_ShowDancingCharacters != PrefsManager::CO_SELECT )
{
HandleScreenMessage( SM_GoToNextScreen );
return;
}
}
int p;
for( p=0; p<NUM_PLAYERS; p++ )
{
m_iSelectedCharacter[p] = 0;
if( GAMESTATE->IsHumanPlayer(p) )
m_SelectionRow[p] = CHOOSING_HUMAN_CHARACTER;
}
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
m_sprTitle[p].StopAnimating();
m_sprTitle[p].Command( TITLE_ON_COMMAND(p) );
this->AddChild( &m_sprTitle[p] );
m_sprCard[p].Command( CARD_ON_COMMAND(p) );
this->AddChild( &m_sprCard[p] );
m_sprCardArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter card arrows") );
m_sprCardArrows[p].Command( 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->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
m_sprAttackFrame[p].StopAnimating();
m_sprAttackFrame[p].SetState( p );
m_sprAttackFrame[p].Command( 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].Command( ATTACK_ICONS_ON_COMMAND(p) );
this->AddChild( &m_AttackIcons[p][i][j] );
}
}
}
m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
m_sprExplanation.Command( EXPLANATION_ON_COMMAND );
this->AddChild( &m_sprExplanation );
m_soundChange.Load( THEME->GetPathToS("ScreenSelectCharacter change") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group intro") );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCharacter music") );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsHumanPlayer(p) )
{
AfterRowChange( (PlayerNumber)p );
AfterValueChange( (PlayerNumber)p );
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].Command( ICONS_ON_COMMAND(p) );
}
TweenOnScreen();
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this->SortByDrawOrder();
}
ScreenSelectCharacter::~ScreenSelectCharacter()
{
LOG->Trace( "ScreenSelectCharacter::~ScreenSelectCharacter()" );
}
void ScreenSelectCharacter::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenSelectCharacter::Input()" );
if( IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
void ScreenSelectCharacter::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut:
StartTransitioning( SM_GoToNextScreen );
break;
case SM_MenuTimer:
MenuStart(PLAYER_1);
break;
case SM_GoToPrevScreen:
SCREENMAN->SetNewScreen( PREV_SCREEN );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
PlayerNumber ScreenSelectCharacter::GetAffectedPlayerNumber( PlayerNumber pn )
{
switch( m_SelectionRow[pn] )
{
case CHOOSING_HUMAN_CHARACTER:
return pn;
break;
case CHOOSING_CPU_CHARACTER:
return CPU_PLAYER[pn];
break;
default:
ASSERT(0);
case FINISHED_CHOOSING:
return pn;
}
}
void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
m_sprCardArrows[pnAffected].SetEffectNone();
break;
}
}
void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
m_sprCardArrows[pnAffected].SetEffectGlowShift();
break;
}
}
void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
{
vector<Character*> apCharacters;
GAMESTATE->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( pnAffected, pChar->m_sAttacks[i][j] );
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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:
ASSERT(0);
}
}
void ScreenSelectCharacter::MenuLeft( PlayerNumber pn )
{
MenuUp( pn );
}
void ScreenSelectCharacter::MenuRight( PlayerNumber pn )
{
MenuDown( pn );
}
void ScreenSelectCharacter::MenuUp( PlayerNumber pn )
{
Move( pn, -1 );
}
void ScreenSelectCharacter::MenuDown( PlayerNumber pn )
{
Move( pn, +1 );
}
void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
{
PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
switch( m_SelectionRow[pn] )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
m_iSelectedCharacter[pnAffected] += deltaValue;
wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
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] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
break;
case CHOOSING_CPU_CHARACTER:
m_SelectionRow[pn] = FINISHED_CHOOSING;
break;
}
AfterRowChange(pn);
AfterValueChange(pn);
SCREENMAN->PlayStartSound();
bool bAllAreFinished = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
bAllAreFinished &= (m_SelectionRow[p] == FINISHED_CHOOSING);
if( bAllAreFinished )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
Character* pChar = apCharacters[ m_iSelectedCharacter[p] ];
GAMESTATE->m_pCurCharacters[p] = pChar;
}
StopTimer();
TweenOffScreen();
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
}
}
void ScreenSelectCharacter::MenuBack( PlayerNumber pn )
{
Back( SM_GoToPrevScreen );
}
void ScreenSelectCharacter::TweenOffScreen()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprCard[p].Command( CARD_OFF_COMMAND(p) );
m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
m_sprCardArrows[p].Command( CARD_ARROWS_OFF_COMMAND(p) );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].Command( 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].Command( ATTACK_ICONS_OFF_COMMAND(p) );
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].Command( ICONS_OFF_COMMAND(p) );
}
m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
}
void ScreenSelectCharacter::TweenOnScreen()
{
}