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itgmania212121/src/BeginnerHelper.cpp
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#include "global.h"
#include "ActorUtil.h"
#include "BeginnerHelper.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "Steps.h"
#include "Style.h"
#include "Model.h"
#include "ScreenDimensions.h"
#include "ThemeManager.h"
// "PLAYER_X" offsets are relative to the pad. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310
#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%dX",px+1))
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
// "HELPER" offsets effect the pad/dancer as a whole. Their relative Y cooridinates are hard-coded for each other.
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#define HELPER_X THEME->GetMetricF("BeginnerHelper","HelperX")
#define HELPER_Y THEME->GetMetricF("BeginnerHelper","HelperY")
#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)
enum Animation
{
ANIM_DANCE_PAD,
ANIM_DANCE_PADS,
ANIM_UP,
ANIM_DOWN,
ANIM_LEFT,
ANIM_RIGHT,
ANIM_JUMPLR,
NUM_ANIMATIONS
};
static const char *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 RString GetAnimPath( Animation a )
{
return RString( "Characters/" ) + anims[a];
}
BeginnerHelper::BeginnerHelper()
{
m_bShowBackground = true;
m_bInitialized = false;
m_iLastRowChecked = m_iLastRowFlashed = 0;
FOREACH_PlayerNumber( pn )
m_bPlayerEnabled[pn] = false;
FOREACH_PlayerNumber( pn )
m_pDancer[pn] = new Model;
m_pDancePad = new Model;
}
BeginnerHelper::~BeginnerHelper()
{
FOREACH_PlayerNumber( pn )
delete m_pDancer[pn];
delete m_pDancePad;
}
bool BeginnerHelper::Init( int iDancePadType )
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{
ASSERT( !m_bInitialized );
if( !CanUse() )
return false;
// If no players were successfully added, bail.
{
bool bAnyLoaded = false;
for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( m_bPlayerEnabled[pn] )
bAnyLoaded = true;
if( !bAnyLoaded )
return false;
}
// Load the Background and flash. Flash only shows if the BG does.
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if( m_bShowBackground )
{
m_sBackground.Load( THEME->GetPathG("BeginnerHelper","background") );
this->AddChild( m_sBackground );
//m_sBackground.SetXY( 1, 1 );
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m_sFlash.Load( THEME->GetPathG("BeginnerHelper","flash") );
m_sFlash.SetXY( 0, 0 );
m_sFlash.SetDiffuseAlpha( 0 );
}
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// Load StepCircle graphics
for( int lsc=0; lsc<NUM_PLAYERS; lsc++ )
{
for( int lsce=0; lsce<4; lsce++ )
{
m_sStepCircle[lsc][lsce].Load( THEME->GetPathG("BeginnerHelper","stepcircle") );
m_sStepCircle[lsc][lsce].SetZoom( 0 ); // Hide until needed.
this->AddChild(&m_sStepCircle[lsc][lsce]);
// Set StepCircle coordinates
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switch( lsce )
{
case 0: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)-80),HELPER_Y); break; // Left
case 1: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)+80),HELPER_Y); break; // Right
case 2: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y-60)); break; // Up
case 3: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y+60)); break; // Down
}
}
}
SHOW_DANCE_PAD.Load( "BeginnerHelper","ShowDancePad" );
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// Load the DancePad
if( SHOW_DANCE_PAD )
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{
switch( iDancePadType )
{
case 0: break; // No pad
case 1: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PAD)); break;
case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
}
m_pDancePad->SetHorizAlign( align_left ); // xxx: hardcoded -aj
m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
m_pDancePad->SetX( HELPER_X );
m_pDancePad->SetY( HELPER_Y );
// xxx: hardcoded -aj
m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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}
for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
{
// Skip if not enabled
if( !m_bPlayerEnabled[pl] )
continue;
// Load character data
const Character *Character = GAMESTATE->m_pCurCharacters[pl];
ASSERT( Character != NULL );
// Load textures
m_pDancer[pl]->SetHorizAlign( align_left );
m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
// Load needed animations
m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath(ANIM_LEFT) );
m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath(ANIM_DOWN) );
m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath(ANIM_UP) );
m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath(ANIM_RIGHT) );
m_pDancer[pl]->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath(ANIM_JUMPLR) );
m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
m_pDancer[pl]->PlayAnimation( "rest" );
m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
m_pDancer[pl]->SetY( HELPER_Y+10 );
m_pDancer[pl]->SetZoom( 20 );
m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
}
m_bInitialized = true;
return true;
}
void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
{
int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
switch(CSTEP)
{
case ST_LEFT: isc=0; break;
case ST_RIGHT: isc=1; break;
case ST_UP: isc=2; break;
case ST_DOWN: isc=3; break;
}
m_sStepCircle[pn][isc].StopEffect();
m_sStepCircle[pn][isc].SetZoom( 2 );
m_sStepCircle[pn][isc].StopTweening();
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m_sStepCircle[pn][isc].BeginTweening( GAMESTATE->m_Position.m_fCurBPS/3, TWEEN_LINEAR );
m_sStepCircle[pn][isc].SetZoom( 0 );
}
void BeginnerHelper::AddPlayer( PlayerNumber pn, const NoteData &ns )
{
ASSERT( !m_bInitialized );
ASSERT( pn >= 0 && pn < NUM_PLAYERS );
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
if( !CanUse() )
return;
const Character *Character = GAMESTATE->m_pCurCharacters[pn];
ASSERT( Character != NULL );
if( !DoesFileExist(Character->GetModelPath()) )
return;
m_NoteData[pn].CopyAll( ns );
m_bPlayerEnabled[pn] = true;
}
bool BeginnerHelper::CanUse()
{
for (int i=0; i<NUM_ANIMATIONS; ++i )
if( !DoesFileExist(GetAnimPath((Animation)i)) )
return false;
return GAMESTATE->GetCurrentStyle()->m_bCanUseBeginnerHelper;
}
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void BeginnerHelper::DrawPrimitives()
{
// If not initialized, don't bother with this
if( !m_bInitialized )
return;
ActorFrame::DrawPrimitives();
m_sFlash.Draw();
bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
// Draw Pad
if( SHOW_DANCE_PAD )
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{
if( DrawCelShaded )
m_pDancePad->DrawCelShaded();
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
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RageColor(0.5f,0.5f,0.5f,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
m_pDancePad->Draw();
DISPLAY->ClearZBuffer(); // So character doesn't step "into" the dance pad.
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
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}
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// Draw StepCircles
for(int scd=0; scd<NUM_PLAYERS; scd++)
for(int scde=0; scde<4; scde++)
m_sStepCircle[scd][scde].Draw();
// Draw Dancers
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if( DrawCelShaded )
{
FOREACH_PlayerNumber( pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
m_pDancer[pn]->DrawCelShaded();
}
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
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RageColor(0.5f,0.5f,0.5f,1),
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RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
FOREACH_PlayerNumber( pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
m_pDancer[pn]->Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
}
void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
{
m_pDancer[pn]->StopTweening();
m_pDancer[pn]->SetRotationY( 0 ); // Make sure we're not still inside of a JUMPUD tween.
switch(CSTEP)
{
case ST_LEFT:
ShowStepCircle( pn, ST_LEFT );
m_pDancer[pn]->PlayAnimation( "Step-LEFT", 1.5f );
break;
case ST_RIGHT:
ShowStepCircle( pn, ST_RIGHT );
m_pDancer[pn]->PlayAnimation( "Step-RIGHT", 1.5f );
break;
case ST_UP:
ShowStepCircle( pn, ST_UP );
m_pDancer[pn]->PlayAnimation( "Step-UP", 1.5f );
break;
case ST_DOWN:
ShowStepCircle( pn, ST_DOWN );
m_pDancer[pn]->PlayAnimation( "Step-DOWN", 1.5f );
break;
case ST_JUMPLR:
ShowStepCircle( pn, ST_LEFT );
ShowStepCircle( pn, ST_RIGHT );
m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f );
break;
case ST_JUMPUD:
ShowStepCircle( pn, ST_UP );
ShowStepCircle( pn, ST_DOWN );
m_pDancer[pn]->StopTweening();
m_pDancer[pn]->PlayAnimation( "Step-JUMPLR", 1.5f );
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m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS/8, TWEEN_LINEAR );
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m_pDancer[pn]->SetRotationY( 90 );
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m_pDancer[pn]->BeginTweening( 1/(GAMESTATE->m_Position.m_fCurBPS * 2) ); //sleep between jump-frames
m_pDancer[pn]->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
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m_pDancer[pn]->SetRotationY( 0 );
break;
}
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m_sFlash.StopEffect();
m_sFlash.StopTweening();
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m_sFlash.Sleep( GAMESTATE->m_Position.m_fCurBPS/16 );
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m_sFlash.SetDiffuseAlpha( 1 );
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m_sFlash.BeginTweening( 1/GAMESTATE->m_Position.m_fCurBPS * 0.5f );
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m_sFlash.SetDiffuseAlpha( 0 );
}
void BeginnerHelper::Update( float fDeltaTime )
{
if( !m_bInitialized )
return;
// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.4f );
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FOREACH_EnabledPlayer( pn )
{
for( int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++ )
{
// Check if there are any notes at all on this row.. If not, save scanning.
if( !m_NoteData[pn].IsThereATapAtRow(iRow) )
continue;
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// Find all steps on this row, in order to show the correct animations
int iStep = 0;
const int iNumTracks = m_NoteData[pn].GetNumTracks();
for( int t=0; t<iNumTracks; t++ )
if( m_NoteData[pn].GetTapNote(t,iRow).type == TapNote::tap )
iStep |= 1 << t;
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// Assign new data
this->Step( pn, iStep );
}
}
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// Make sure we don't accidentally scan a row 2x
m_iLastRowChecked = iCurRow;
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// Update animations
ActorFrame::Update( fDeltaTime );
m_pDancePad->Update( fDeltaTime );
m_sFlash.Update( fDeltaTime );
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float beat = fDeltaTime*GAMESTATE->m_Position.m_fCurBPS;
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// If this is not a human player, the dancer is not shown
FOREACH_HumanPlayer( pu )
{
// Update dancer's animation and StepCircles
m_pDancer[pu]->Update( beat );
for( int scu=0; scu<NUM_PLAYERS; scu++ )
for( int scue=0; scue<4; scue++ )
m_sStepCircle[scu][scue].Update( beat );
}
}
/*
* (c) 2003 Kevin Slaughter, Thad Ward
* 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.
*/