moved some things around in preparation for new game types

This commit is contained in:
Chris Danford
2002-03-19 07:09:49 +00:00
parent 353fd47f85
commit 4acf0389d2
42 changed files with 833 additions and 622 deletions
+159
View File
@@ -0,0 +1,159 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: GameManager
Desc: See Header.
Copyright (c) 2001-2002 by the names listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameManager.h"
#include "D3DXmath.h"
GameManager* GAME = NULL; // global and accessable from anywhere in our program
GameManager::GameManager()
{
m_DanceStyle = STYLE_SINGLE;
}
GameManager::~GameManager()
{
}
bool GameManager::IsPlayerEnabled( PlayerNumber PlayerNo )
{
switch( m_DanceStyle )
{
case STYLE_VERSUS:
case STYLE_COUPLE:
if( PlayerNo == PLAYER_1 )
return true;
if( PlayerNo == PLAYER_2 )
return true;
break;
case STYLE_SINGLE:
case STYLE_SOLO:
case STYLE_DOUBLE:
if( PlayerNo == PLAYER_1 )
return true;
if( PlayerNo == PLAYER_2 )
return false;
break;
default:
ASSERT( false ); // invalid StyleDef
}
return false;
}
StyleDef GameManager::GetStyleDef( DanceStyle mode )
{
StyleDef StyleDef;
CMap<TapNote, TapNote, float, float> mapTapNoteToRotation; // arrow facing left is rotation 0
mapTapNoteToRotation[NOTE_PAD1_LEFT] = 0;
mapTapNoteToRotation[NOTE_PAD1_UPLEFT] = D3DX_PI/4.0f;
mapTapNoteToRotation[NOTE_PAD1_DOWN] = -D3DX_PI/2.0f;
mapTapNoteToRotation[NOTE_PAD1_UP] = D3DX_PI/2.0f;
mapTapNoteToRotation[NOTE_PAD1_UPRIGHT] = D3DX_PI*3.0f/4.0f;
mapTapNoteToRotation[NOTE_PAD1_RIGHT] = D3DX_PI;
mapTapNoteToRotation[NOTE_PAD2_LEFT] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
mapTapNoteToRotation[NOTE_PAD2_UPLEFT] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
mapTapNoteToRotation[NOTE_PAD2_DOWN] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
mapTapNoteToRotation[NOTE_PAD2_UP] = mapTapNoteToRotation[NOTE_PAD1_UP];
mapTapNoteToRotation[NOTE_PAD2_UPRIGHT] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
mapTapNoteToRotation[NOTE_PAD2_RIGHT] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
switch( mode )
{
case STYLE_SINGLE:
case STYLE_DOUBLE:
case STYLE_SOLO:
StyleDef.m_iNumPlayers = 1;
break;
case STYLE_VERSUS:
case STYLE_COUPLE:
StyleDef.m_iNumPlayers = 2;
break;
default:
ASSERT( false ); // invalid GameMode
}
switch( mode )
{
case STYLE_SINGLE:
case STYLE_VERSUS:
case STYLE_COUPLE:
StyleDef.m_iNumColumns = 4; // LEFT, DOWN, UP, RIGHT
StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
StyleDef.m_ColumnToTapNote[4] = NOTE_PAD1_UPLEFT; // Even though this isn't used, Need them here so
StyleDef.m_ColumnToTapNote[5] = NOTE_PAD1_UPRIGHT; // TapNoteToColumnNumber doesn't get confused by them
StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
break;
case STYLE_SOLO:
StyleDef.m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_UPLEFT;
StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_DOWN;
StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_UP;
StyleDef.m_ColumnToTapNote[4] = NOTE_PAD1_UPRIGHT;
StyleDef.m_ColumnToTapNote[5] = NOTE_PAD1_RIGHT;
StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_UP];
StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
break;
case STYLE_DOUBLE:
StyleDef.m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
StyleDef.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
StyleDef.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
StyleDef.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
StyleDef.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
StyleDef.m_ColumnToTapNote[4] = NOTE_PAD2_LEFT;
StyleDef.m_ColumnToTapNote[5] = NOTE_PAD2_DOWN;
StyleDef.m_ColumnToTapNote[6] = NOTE_PAD2_UP;
StyleDef.m_ColumnToTapNote[7] = NOTE_PAD2_RIGHT;
StyleDef.m_ColumnToTapNote[8] = NOTE_PAD1_UPLEFT;// Even though this isn't used, Need them here so
StyleDef.m_ColumnToTapNote[9] = NOTE_PAD1_UPRIGHT;// TapNoteToColumnNumber doesn't get confused by them
StyleDef.m_ColumnToTapNote[10] = NOTE_PAD2_UPLEFT;
StyleDef.m_ColumnToTapNote[11] = NOTE_PAD2_UPRIGHT;
StyleDef.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
StyleDef.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
StyleDef.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
StyleDef.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
StyleDef.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD2_LEFT];
StyleDef.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD2_DOWN];
StyleDef.m_ColumnToRotation[6] = mapTapNoteToRotation[NOTE_PAD2_UP];
StyleDef.m_ColumnToRotation[7] = mapTapNoteToRotation[NOTE_PAD2_RIGHT];
StyleDef.m_ColumnToRotation[8] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
StyleDef.m_ColumnToRotation[9] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
StyleDef.m_ColumnToRotation[10] = mapTapNoteToRotation[NOTE_PAD2_UPLEFT];
StyleDef.m_ColumnToRotation[11] = mapTapNoteToRotation[NOTE_PAD2_UPRIGHT];
break;
default:
ASSERT( false ); // invalid GameMode
}
return StyleDef;
}