moved some things around in preparation for new game types
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: GameManager
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Desc: See Header.
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Copyright (c) 2001-2002 by the names listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "GameManager.h"
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#include "D3DXmath.h"
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GameManager* GAME = NULL; // global and accessable from anywhere in our program
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GameManager::GameManager()
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{
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m_DanceStyle = STYLE_SINGLE;
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}
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GameManager::~GameManager()
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{
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}
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bool GameManager::IsPlayerEnabled( PlayerNumber PlayerNo )
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{
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switch( m_DanceStyle )
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{
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case STYLE_VERSUS:
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case STYLE_COUPLE:
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if( PlayerNo == PLAYER_1 )
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return true;
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if( PlayerNo == PLAYER_2 )
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return true;
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break;
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case STYLE_SINGLE:
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case STYLE_SOLO:
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case STYLE_DOUBLE:
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if( PlayerNo == PLAYER_1 )
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return true;
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if( PlayerNo == PLAYER_2 )
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return false;
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break;
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default:
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ASSERT( false ); // invalid StyleDef
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}
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return false;
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}
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StyleDef GameManager::GetStyleDef( DanceStyle mode )
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{
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StyleDef StyleDef;
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CMap<TapNote, TapNote, float, float> mapTapNoteToRotation; // arrow facing left is rotation 0
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mapTapNoteToRotation[NOTE_PAD1_LEFT] = 0;
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mapTapNoteToRotation[NOTE_PAD1_UPLEFT] = D3DX_PI/4.0f;
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mapTapNoteToRotation[NOTE_PAD1_DOWN] = -D3DX_PI/2.0f;
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mapTapNoteToRotation[NOTE_PAD1_UP] = D3DX_PI/2.0f;
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mapTapNoteToRotation[NOTE_PAD1_UPRIGHT] = D3DX_PI*3.0f/4.0f;
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mapTapNoteToRotation[NOTE_PAD1_RIGHT] = D3DX_PI;
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mapTapNoteToRotation[NOTE_PAD2_LEFT] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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mapTapNoteToRotation[NOTE_PAD2_UPLEFT] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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mapTapNoteToRotation[NOTE_PAD2_DOWN] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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mapTapNoteToRotation[NOTE_PAD2_UP] = mapTapNoteToRotation[NOTE_PAD1_UP];
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mapTapNoteToRotation[NOTE_PAD2_UPRIGHT] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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mapTapNoteToRotation[NOTE_PAD2_RIGHT] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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switch( mode )
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{
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case STYLE_SINGLE:
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case STYLE_DOUBLE:
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case STYLE_SOLO:
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StyleDef.m_iNumPlayers = 1;
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break;
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case STYLE_VERSUS:
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case STYLE_COUPLE:
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StyleDef.m_iNumPlayers = 2;
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break;
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default:
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ASSERT( false ); // invalid GameMode
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}
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switch( mode )
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{
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case STYLE_SINGLE:
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case STYLE_VERSUS:
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case STYLE_COUPLE:
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StyleDef.m_iNumColumns = 4; // LEFT, DOWN, UP, RIGHT
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StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
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StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
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StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
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StyleDef.m_ColumnToTapNote[4] = NOTE_PAD1_UPLEFT; // Even though this isn't used, Need them here so
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StyleDef.m_ColumnToTapNote[5] = NOTE_PAD1_UPRIGHT; // TapNoteToColumnNumber doesn't get confused by them
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StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
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StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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break;
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case STYLE_SOLO:
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StyleDef.m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
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StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_UPLEFT;
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StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_DOWN;
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StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_UP;
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StyleDef.m_ColumnToTapNote[4] = NOTE_PAD1_UPRIGHT;
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StyleDef.m_ColumnToTapNote[5] = NOTE_PAD1_RIGHT;
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StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_UP];
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StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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break;
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case STYLE_DOUBLE:
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StyleDef.m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
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StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
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StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
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StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
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StyleDef.m_ColumnToTapNote[4] = NOTE_PAD2_LEFT;
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StyleDef.m_ColumnToTapNote[5] = NOTE_PAD2_DOWN;
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StyleDef.m_ColumnToTapNote[6] = NOTE_PAD2_UP;
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StyleDef.m_ColumnToTapNote[7] = NOTE_PAD2_RIGHT;
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StyleDef.m_ColumnToTapNote[8] = NOTE_PAD1_UPLEFT;// Even though this isn't used, Need them here so
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StyleDef.m_ColumnToTapNote[9] = NOTE_PAD1_UPRIGHT;// TapNoteToColumnNumber doesn't get confused by them
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StyleDef.m_ColumnToTapNote[10] = NOTE_PAD2_UPLEFT;
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StyleDef.m_ColumnToTapNote[11] = NOTE_PAD2_UPRIGHT;
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StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
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StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD2_LEFT];
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StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD2_DOWN];
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StyleDef.m_ColumnToRotation[6] = mapTapNoteToRotation[NOTE_PAD2_UP];
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StyleDef.m_ColumnToRotation[7] = mapTapNoteToRotation[NOTE_PAD2_RIGHT];
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StyleDef.m_ColumnToRotation[8] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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StyleDef.m_ColumnToRotation[9] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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StyleDef.m_ColumnToRotation[10] = mapTapNoteToRotation[NOTE_PAD2_UPLEFT];
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StyleDef.m_ColumnToRotation[11] = mapTapNoteToRotation[NOTE_PAD2_UPRIGHT];
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break;
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default:
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ASSERT( false ); // invalid GameMode
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}
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return StyleDef;
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}
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