clean up inconsistent formatting.

This commit is contained in:
Thad Ward
2004-06-22 08:10:16 +00:00
parent dbc4fcc187
commit 5a348f5035
+66 -36
View File
@@ -48,8 +48,10 @@ static const char *anims[NUM_ANIMATIONS] =
"BeginnerHelper_step-jumplr.bones.txt"
};
static CString GetAnimPath(Animation a) {return CString("Characters/") + anims[a];}
static CString GetAnimPath(Animation a)
{
return CString("Characters/") + anims[a];
}
BeginnerHelper::BeginnerHelper()
{
@@ -60,15 +62,18 @@ BeginnerHelper::BeginnerHelper()
m_bPlayerEnabled[pn] = false;
}
BeginnerHelper::~BeginnerHelper() {}
BeginnerHelper::~BeginnerHelper()
{
}
void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
{
int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
switch(CSTEP) {
switch(CSTEP)
{
case ST_LEFT: isc=0; break;
case ST_RIGHT: isc=1; break;
case ST_UP: isc=2; break;
case ST_UP: isc=2; break;
case ST_DOWN: isc=3; break;
}
@@ -86,11 +91,13 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
ASSERT((pn >= 0) && (pn < NUM_PLAYERS));
ASSERT(GAMESTATE->IsHumanPlayer(pn));
if(!CanUse()) {return;}
if(!CanUse())
return;
const Character *Character = GAMESTATE->m_pCurCharacters[pn];
ASSERT( Character != NULL );
if(!DoesFileExist(Character->GetModelPath())) {return;}
if(!DoesFileExist(Character->GetModelPath()))
return;
m_NoteData[pn].CopyAll(pSteps);
m_bPlayerEnabled[pn] = true;
@@ -99,13 +106,17 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
bool BeginnerHelper::CanUse()
{
for(int i=0; i<NUM_ANIMATIONS; ++i)
if(!DoesFileExist(GetAnimPath((Animation)i))) {return false;}
if(!DoesFileExist(GetAnimPath((Animation)i)))
return false;
if(GAMESTATE->m_CurGame != GAME_DANCE) {return false;}
if(GAMESTATE->m_CurGame != GAME_DANCE)
return false;
switch( GAMESTATE->m_CurStyle ) {
switch( GAMESTATE->m_CurStyle )
{
case STYLE_DANCE_SOLO:
case STYLE_DANCE_DOUBLE: return false;
case STYLE_DANCE_DOUBLE:
return false;
}
return true;
@@ -114,18 +125,23 @@ bool BeginnerHelper::CanUse()
bool BeginnerHelper::Initialize( int iDancePadType )
{
ASSERT( !m_bInitialized );
if(!CanUse()) {return false;}
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;}
if(m_bPlayerEnabled[pn])
bAnyLoaded = true;
if(!bAnyLoaded)
return false;
}
// Load the Background and flash.. Flash only shows if the BG does.
if(m_bShowBackground) {
if(m_bShowBackground)
{
m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
this->AddChild(&m_sBackground);
m_sBackground.SetXY(CENTER_X, CENTER_Y);
@@ -136,13 +152,15 @@ bool BeginnerHelper::Initialize( int iDancePadType )
// Load StepCircle graphics
for(int lsc=0; lsc<NUM_PLAYERS; lsc++)
for(int lsce=0; lsce<4; lsce++) {
for(int lsce=0; lsce<4; lsce++)
{
m_sStepCircle[lsc][lsce].Load(THEME->GetPathToG("BeginnerHelper stepcircle"));
m_sStepCircle[lsc][lsce].SetZoom(0); // Hide until needed.
this->AddChild(&m_sStepCircle[lsc][lsce]);
// Set coordinates of StepCircle
switch(lsce) {
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
@@ -167,7 +185,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
{
// Skip if not enabled
if(!m_bPlayerEnabled[pl]) {continue;}
if(!m_bPlayerEnabled[pl])
continue;
// Load character data
const Character *Character = GAMESTATE->m_pCurCharacters[pl];
@@ -178,12 +197,12 @@ bool BeginnerHelper::Initialize( int iDancePadType )
m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() );
// Load needed animations
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-JUMPLR", GetAnimPath(ANIM_JUMPLR));
m_mDancer[pl].LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
m_mDancer[pl].LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
m_mDancer[pl].SetDefaultAnimation("rest");
m_mDancer[pl].PlayAnimation("rest");
m_mDancer[pl].SetRotationX(PLAYER_ANGLE);
@@ -201,14 +220,17 @@ bool BeginnerHelper::Initialize( int iDancePadType )
void BeginnerHelper::DrawPrimitives()
{
// If not initialized, don't bother with this
if(!m_bInitialized) {return;}
if(!m_bInitialized)
return;
ActorFrame::DrawPrimitives();
m_sFlash.Draw();
bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
if(DrawCelShaded) {m_mDancePad.DrawCelShaded();}
else {
if(DrawCelShaded)
m_mDancePad.DrawCelShaded();
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
@@ -228,11 +250,12 @@ void BeginnerHelper::DrawPrimitives()
for(int scde=0; scde<4; scde++)
m_sStepCircle[scd][scde].Draw();
if(DrawCelShaded) {
if(DrawCelShaded)
FOREACH_PlayerNumber(pn) // Draw each dancer
if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].DrawCelShaded();}
}
else {
if(GAMESTATE->IsHumanPlayer(pn))
m_mDancer[pn].DrawCelShaded();
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
@@ -242,7 +265,8 @@ void BeginnerHelper::DrawPrimitives()
RageVector3(0, 0, 1) );
FOREACH_PlayerNumber(pn) // Draw each dancer
if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].Draw();}
if(GAMESTATE->IsHumanPlayer(pn))
m_mDancer[pn].Draw();
DISPLAY->SetLightOff(0);
DISPLAY->SetLighting(false);
@@ -254,7 +278,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
m_mDancer[pn].StopTweening();
m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
switch(CSTEP) {
switch(CSTEP)
{
case ST_LEFT:
ShowStepCircle(pn, ST_LEFT);
m_mDancer[pn].PlayAnimation("Step-LEFT", 1.5f);
@@ -299,7 +324,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
void BeginnerHelper::Update( float fDeltaTime )
{
if(!m_bInitialized) {return;}
if(!m_bInitialized)
return;
// the row we want to check on this update
int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
@@ -307,18 +333,21 @@ void BeginnerHelper::Update( float fDeltaTime )
for(int pn=0; pn<NUM_PLAYERS; pn++)
{
// Skip if not enabled
if(!m_bPlayerEnabled[pn]) {continue;}
if(!m_bPlayerEnabled[pn])
continue;
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;}
if(!m_NoteData[pn].IsThereATapAtRow(iRow))
continue;
// 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 k=0; k<iNumTracks; k++)
if(m_NoteData[pn].GetTapNote(k, iRow) == TAP_TAP) {iStep |= 1 << k;}
if(m_NoteData[pn].GetTapNote(k, iRow) == TAP_TAP)
iStep |= 1 << k;
// Assign new data
this->Step(pn, iStep);
@@ -337,7 +366,8 @@ void BeginnerHelper::Update( float fDeltaTime )
for(int pu=0; pu<NUM_PLAYERS; pu++)
{
// If this is not a human player, the dancer is not shown
if(!GAMESTATE->IsHumanPlayer(pu)) {continue;}
if(!GAMESTATE->IsHumanPlayer(pu))
continue;
// Update dancer's animation and StepCircles
m_mDancer[pu].Update( beat );