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itgmania212121/stepmania/src/GhostArrowRow.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: GhostArrowRow
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Desc: A graphic displayed in the GhostArrowRow during Dancing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
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-----------------------------------------------------------------------------
*/
#include "GhostArrowRow.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
#include "NoteSkinManager.h"
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#include "GameState.h"
#include "PrefsManager.h"
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#include "NoteFieldPositioning.h"
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GhostArrowRow::GhostArrowRow()
{
m_iNumCols = 0;
}
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void GhostArrowRow::Load( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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m_iNumCols = pStyleDef->m_iColsPerPlayer;
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// init arrows
for( int c=0; c<m_iNumCols; c++ )
{
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CString Button = g_NoteFieldMode[m_PlayerNumber].GhostButtonNames[c];
if(Button == "")
Button = NoteSkinManager::ColToButtonName(c);
m_GhostDim[c].SetName( "GhostArrowDim" );
m_GhostBright[c].SetName( "GhostArrowBright" );
m_GhostMine[c].SetName( "GhostArrowMine" );
m_HoldGhost[c].SetName( "HoldGhostArrow" );
m_GhostDim[c].Init( pn );
m_GhostBright[c].Init( pn );
m_GhostMine[c].Init( pn );
//m_HoldGhost[c].Init( pn );
m_GhostDim[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion dim") );
m_GhostBright[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion bright") );
m_GhostMine[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion mine") );
m_HoldGhost[c].Load( NOTESKIN->GetPathTo(pn, Button, "hold explosion") );
m_GhostDim[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_GhostBright[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_GhostMine[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_HoldGhost[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
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}
}
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void GhostArrowRow::Update( float fDeltaTime )
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{
for( int c=0; c<m_iNumCols; c++ )
{
m_GhostDim[c].Update( fDeltaTime );
m_GhostBright[c].Update( fDeltaTime );
m_GhostMine[c].Update( fDeltaTime );
m_HoldGhost[c].Update( fDeltaTime );
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}
}
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void GhostArrowRow::DrawPrimitives()
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{
for( int c=0; c<m_iNumCols; c++ )
{
g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
m_GhostDim[c].SetX( fX );
m_GhostBright[c].SetX( fX );
m_GhostMine[c].SetX( fX );
m_HoldGhost[c].SetX( fX );
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float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
m_GhostDim[c].SetZ( fZ );
m_GhostBright[c].SetZ( fZ );
m_GhostMine[c].SetZ( fZ );
m_HoldGhost[c].SetZ( fZ );
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m_GhostDim[c].Draw();
m_GhostBright[c].Draw();
m_GhostMine[c].Draw();
m_HoldGhost[c].Draw();
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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}
}
void GhostArrowRow::TapNote( int iCol, TapNoteScore score, bool bBright )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
if( bBright )
m_GhostBright[iCol].Step( score );
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else
m_GhostDim[iCol].Step( score );
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}
void GhostArrowRow::HoldNote( int iCol )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
m_HoldGhost[iCol].Step();
}
void GhostArrowRow::TapMine( int iCol, TapNoteScore score )
{
m_GhostMine[iCol].Step( score );
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}