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itgmania212121/stepmania/src/DancingCharacters.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: DancingCharacters
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "DancingCharacters.h"
#include "GameConstantsAndTypes.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageMath.h"
#include "GameState.h"
#include "song.h"
#include "Character.h"
const float CAMERA_REST_DISTANCE = 32.f;
const float CAMERA_REST_LOOK_AT_HEIGHT = -9.f;
const float CAMERA_SWEEP_DISTANCE = 20.f;
const float CAMERA_SWEEP_DISTANCE_VARIANCE = 8.f;
const float CAMERA_SWEEP_HEIGHT_VARIANCE = 28.f;
const float CAMERA_SWEEP_PAN_Y_RANGE_DEGREES = 45.f;
const float CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES = 180.f;
const float CAMERA_SWEEP_LOOK_AT_HEIGHT = -9.f;
const float CAMERA_STILL_DISTANCE = 13.f;
const float CAMERA_STILL_DISTANCE_VARIANCE = 7.f;
const float CAMERA_STILL_PAN_Y_RANGE_DEGREES = 45.f;
const float CAMERA_STILL_HEIGHT_VARIANCE = 6.f;
const float CAMERA_STILL_LOOK_AT_HEIGHT = -14.f;
const float MODEL_X_ONE_PLAYER = 0;
const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
DancingCharacters::DancingCharacters()
{
m_bDrawDangerLight = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
if( !pChar )
continue;
if( GAMESTATE->GetNumPlayersEnabled()==2 )
m_Character[p].SetX( MODEL_X_TWO_PLAYERS[p] );
else
m_Character[p].SetX( MODEL_X_ONE_PLAYER );
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switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_Character[p].SetRotationY( MODEL_ROTATIONY_TWO_PLAYERS[p] );
break;
}
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m_Character[p].LoadMilkshapeAscii( pChar->GetModelPath() );
m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
}
}
void DancingCharacters::LoadNextSong()
{
// initial camera sweep is still
m_CameraDistance = CAMERA_REST_DISTANCE;
m_CameraPanYStart = 0;
m_CameraPanYEnd = 0;
m_fCameraHeightStart = CAMERA_REST_LOOK_AT_HEIGHT;
m_fCameraHeightEnd = CAMERA_REST_LOOK_AT_HEIGHT;
m_fLookAtHeight = CAMERA_REST_LOOK_AT_HEIGHT;
m_fThisCameraStartBeat = 0;
m_fThisCameraEndBeat = 0;
/* XXX: This is being initialized before m_pCurSong is set by ScreenGameplay
* in course mode. Init in first update? */
if( GAMESTATE->m_pCurSong )
m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
m_Character[p].PlayAnimation( "rest" );
}
int Neg1OrPos1() { return rand()%2 ? -1 : +1; }
void DancingCharacters::Update( float fDelta )
{
if( GAMESTATE->m_bFreeze )
{
// spin the camera Matrix style
m_CameraPanYStart += fDelta*40;
m_CameraPanYEnd += fDelta*40;
}
else
{
// make the characters move
float fBPM = GAMESTATE->m_fCurBPS*60;
float fUpdateScale = SCALE( fBPM, 60.f, 300.f, 0.75f, 1.5f );
CLAMP( fUpdateScale, 0.75f, 1.5f );
/* It's OK for the animation to go slower than natural when we're
* at a very low music rate. */
fUpdateScale *= GAMESTATE->m_SongOptions.m_fMusicRate;
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for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
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m_Character[p].Update( fDelta*fUpdateScale );
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}
}
static bool bWasHereWeGo = false;
bool bIsHereWeGo = GAMESTATE->m_bPastHereWeGo;
if( !bWasHereWeGo && bIsHereWeGo )
{
for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
m_Character[p].PlayAnimation( "warmup" );
}
bWasHereWeGo = bIsHereWeGo;
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static float fLastBeat = GAMESTATE->m_fSongBeat;
float fThisBeat = GAMESTATE->m_fSongBeat;
if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
{
for( int p=0; p<NUM_PLAYERS; p++ )
m_Character[p].PlayAnimation( "dance" );
}
fLastBeat = fThisBeat;
// time for a new sweep?
if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat )
{
if( (rand()%5) >= 2 )
{
// sweeping camera
m_CameraDistance = CAMERA_SWEEP_DISTANCE + RandomInt(-1,1) * CAMERA_SWEEP_DISTANCE_VARIANCE;
m_CameraPanYStart = m_CameraPanYEnd = RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_RANGE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_STILL_LOOK_AT_HEIGHT;
m_CameraPanYEnd += RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = m_fCameraHeightStart + RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
float fCameraHeightVariance = RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
m_fCameraHeightStart -= fCameraHeightVariance;
m_fCameraHeightEnd += fCameraHeightVariance;
m_fLookAtHeight = CAMERA_SWEEP_LOOK_AT_HEIGHT;
}
else
{
// still camera
m_CameraDistance = CAMERA_STILL_DISTANCE + RandomInt(-1,1) * CAMERA_STILL_DISTANCE_VARIANCE;
m_CameraPanYStart = m_CameraPanYEnd = Neg1OrPos1() * CAMERA_STILL_PAN_Y_RANGE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_SWEEP_LOOK_AT_HEIGHT + Neg1OrPos1() * CAMERA_STILL_HEIGHT_VARIANCE;
m_fLookAtHeight = CAMERA_STILL_LOOK_AT_HEIGHT;
}
int iCurBeat = (int)GAMESTATE->m_fSongBeat;
iCurBeat -= iCurBeat%8;
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m_fThisCameraStartBeat = (float) iCurBeat;
m_fThisCameraEndBeat = float(iCurBeat + 8);
}
}
void DancingCharacters::DrawPrimitives()
{
DISPLAY->CameraPushMatrix();
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float fPercentIntoSweep;
if(m_fThisCameraStartBeat == m_fThisCameraEndBeat)
fPercentIntoSweep = 0;
else
fPercentIntoSweep = SCALE(GAMESTATE->m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
float fCameraPanY = SCALE( fPercentIntoSweep, 0.f, 1.f, m_CameraPanYStart, m_CameraPanYEnd );
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
RageVector3 m_CameraPoint( 0, fCameraHeight, -m_CameraDistance );
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const RageMatrix CameraRot = RageMatrixRotationY(fCameraPanY);
RageVec3TransformCoord( &m_CameraPoint, &m_CameraPoint, &CameraRot );
RageVector3 m_LookAt( 0, m_fLookAtHeight, 0 );
DISPLAY->LoadLookAt( 45,
m_CameraPoint,
m_LookAt,
RageVector3(0,1,0) );
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for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
bool bFailed = GAMESTATE->m_CurStageStats.bFailed[p];
bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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DISPLAY->SetLightDirectional(
0,
ambient,
diffuse,
specular,
RageVector3(+1, 0, +1) );
m_Character[p].Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
}
DISPLAY->CameraPopMatrix();
}