Handle a missing pad model gracefully

This commit is contained in:
Thad Ward
2003-09-01 11:21:52 +00:00
parent b01f17894c
commit 29c7e41594
2 changed files with 84 additions and 67 deletions
+82 -67
View File
@@ -62,15 +62,18 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
m_LifeMeterBar.Command( LIFEBARONCOMMAND );
m_LifeMeterBar.FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
if( USEPAD )
m_bUsingPad = (USEPAD && DoesFileExist("Characters" SLASH "DancePad-DDR.txt"));
if( m_bUsingPad )
{
m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt");
m_mDancePad.SetRotationX( 35 );
m_mDancePad.Command( PADONCOMMAND );
}
// Display random character+pad
if( USECHARACTER && GAMESTATE->m_pCharacters.size() )
// Display random character
m_bUsingCharacter = (USECHARACTER && GAMESTATE->m_pCharacters.size());
if( m_bUsingCharacter )
{
Character* rndchar = GAMESTATE->GetRandomCharacter();
@@ -161,69 +164,76 @@ ScreenHowToPlay::~ScreenHowToPlay()
void ScreenHowToPlay::Update( float fDelta )
{
float rate = 1;
if(GAMESTATE->m_pCurSong != NULL)
{
float rate = 1;
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
m_fFakeSecondsIntoSong += fDelta;
if( GAMESTATE->m_bFreeze )
{
switch(int(GAMESTATE->m_fSongBeat))
{
case 16: m_mCharacter.SetFrame(30); break;
case 18: m_mCharacter.SetFrame(85); break;
case 20: m_mCharacter.SetFrame(150); break;
case 22: m_mCharacter.SetFrame(270); break;
};
rate = 0;
}
else
{
/* HowToPlay animations.. This will be retimed soon to be a reasonable speed.
This was just a quick'n'dirty way of showing this screen correctly. */
// Until we get a better HowToPlay animation done, it has to be this way..
if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
{
m_mCharacter.SetFrame(1);
}
if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) )
{
m_mCharacter.SetFrame(55);
}
if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) )
{
m_mCharacter.SetFrame(120);
}
if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) )
{
m_mCharacter.SetFrame(240);
}
// ----------------------------------------------------------------------- */
// we want misses from beat 22.8 on out, so change to a HUMAN controller.
// since we aren't taking input from the user, the steps are always missed.
if(GAMESTATE->m_fSongBeat > 22.8f)
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
// we want misses from here on out, so change to a HUMAN controller.
// since we aren't taking input from the user, the steps are always missed.
if(GAMESTATE->m_fSongBeat > 22.8f)
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) ||
(GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) ||
(GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) ||
(GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) ||
(GAMESTATE->m_fSongBeat >= 22.8f) )
if ( m_bUsingCharacter )
{
if( GAMESTATE->m_bFreeze )
{
if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
m_mCharacter.SetFrame(184);
//Loop for HowToPlay static movement is 184~243
} else
// if we update at normal speed during a step animation, it is too slow and
// doesn't finish in time.
rate = 1.8f;
switch(int(GAMESTATE->m_fSongBeat))
{
case 16: m_mCharacter.SetFrame(30); break;
case 18: m_mCharacter.SetFrame(85); break;
case 20: m_mCharacter.SetFrame(150); break;
case 22: m_mCharacter.SetFrame(270); break;
};
rate = 0;
}
else
{
/* HowToPlay animations.. This will be retimed soon to be a reasonable speed.
This was just a quick'n'dirty way of showing this screen correctly. */
// Until we get a better HowToPlay animation done, it has to be this way..
if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
{
m_mCharacter.SetFrame(1);
}
if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) )
{
m_mCharacter.SetFrame(55);
}
if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) )
{
m_mCharacter.SetFrame(120);
}
if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) )
{
m_mCharacter.SetFrame(240);
}
// ----------------------------------------------------------------------- */
if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) ||
(GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) ||
(GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) ||
(GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) ||
(GAMESTATE->m_fSongBeat >= 22.8f) )
{
if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
m_mCharacter.SetFrame(184);
//Loop for HowToPlay static movement is 184~243
} else
// if we update at normal speed during a step animation, it is too slow and
// doesn't finish in time.
rate = 1.8f;
}
m_mCharacter.Update( fDelta * rate );
}
}
m_mCharacter.Update( fDelta * rate );
m_mDancePad.Update( fDelta );
if( m_bUsingPad )
m_mDancePad.Update( fDelta );
ScreenAttract::Update( fDelta );
}
@@ -242,19 +252,24 @@ void ScreenHowToPlay::DrawPrimitives()
{
Screen::DrawPrimitives();
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
if( m_bUsingPad || m_bUsingCharacter )
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
m_mCharacter.Draw();
m_mDancePad.Draw();
if( m_bUsingCharacter )
m_mCharacter.Draw();
if( m_bUsingPad )
m_mDancePad.Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
m_Overlay.DrawPrimitives();
m_In.DrawPrimitives();