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" "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() BeginnerHelper::BeginnerHelper()
{ {
@@ -60,15 +62,18 @@ BeginnerHelper::BeginnerHelper()
m_bPlayerEnabled[pn] = false; m_bPlayerEnabled[pn] = false;
} }
BeginnerHelper::~BeginnerHelper() {} BeginnerHelper::~BeginnerHelper()
{
}
void BeginnerHelper::ShowStepCircle( int pn, int CSTEP ) 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. 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_LEFT: isc=0; break;
case ST_RIGHT: isc=1; 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; case ST_DOWN: isc=3; break;
} }
@@ -86,11 +91,13 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
ASSERT((pn >= 0) && (pn < NUM_PLAYERS)); ASSERT((pn >= 0) && (pn < NUM_PLAYERS));
ASSERT(GAMESTATE->IsHumanPlayer(pn)); ASSERT(GAMESTATE->IsHumanPlayer(pn));
if(!CanUse()) {return;} if(!CanUse())
return;
const Character *Character = GAMESTATE->m_pCurCharacters[pn]; const Character *Character = GAMESTATE->m_pCurCharacters[pn];
ASSERT( Character != NULL ); ASSERT( Character != NULL );
if(!DoesFileExist(Character->GetModelPath())) {return;} if(!DoesFileExist(Character->GetModelPath()))
return;
m_NoteData[pn].CopyAll(pSteps); m_NoteData[pn].CopyAll(pSteps);
m_bPlayerEnabled[pn] = true; m_bPlayerEnabled[pn] = true;
@@ -99,13 +106,17 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
bool BeginnerHelper::CanUse() bool BeginnerHelper::CanUse()
{ {
for(int i=0; i<NUM_ANIMATIONS; ++i) 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_SOLO:
case STYLE_DANCE_DOUBLE: return false; case STYLE_DANCE_DOUBLE:
return false;
} }
return true; return true;
@@ -114,18 +125,23 @@ bool BeginnerHelper::CanUse()
bool BeginnerHelper::Initialize( int iDancePadType ) bool BeginnerHelper::Initialize( int iDancePadType )
{ {
ASSERT( !m_bInitialized ); ASSERT( !m_bInitialized );
if(!CanUse()) {return false;} if(!CanUse())
return false;
// If no players were successfully added, bail. // If no players were successfully added, bail.
{ {
bool bAnyLoaded = false; bool bAnyLoaded = false;
for(int pn=0; pn<NUM_PLAYERS; pn++) for(int pn=0; pn<NUM_PLAYERS; pn++)
if(m_bPlayerEnabled[pn]) {bAnyLoaded = true;} if(m_bPlayerEnabled[pn])
if(!bAnyLoaded) {return false;} bAnyLoaded = true;
if(!bAnyLoaded)
return false;
} }
// Load the Background and flash.. Flash only shows if the BG does. // 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") ); m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
this->AddChild(&m_sBackground); this->AddChild(&m_sBackground);
m_sBackground.SetXY(CENTER_X, CENTER_Y); m_sBackground.SetXY(CENTER_X, CENTER_Y);
@@ -136,13 +152,15 @@ bool BeginnerHelper::Initialize( int iDancePadType )
// Load StepCircle graphics // Load StepCircle graphics
for(int lsc=0; lsc<NUM_PLAYERS; lsc++) 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].Load(THEME->GetPathToG("BeginnerHelper stepcircle"));
m_sStepCircle[lsc][lsce].SetZoom(0); // Hide until needed. m_sStepCircle[lsc][lsce].SetZoom(0); // Hide until needed.
this->AddChild(&m_sStepCircle[lsc][lsce]); this->AddChild(&m_sStepCircle[lsc][lsce]);
// Set coordinates of StepCircle // 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 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 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 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 for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
{ {
// Skip if not enabled // Skip if not enabled
if(!m_bPlayerEnabled[pl]) {continue;} if(!m_bPlayerEnabled[pl])
continue;
// Load character data // Load character data
const Character *Character = GAMESTATE->m_pCurCharacters[pl]; const Character *Character = GAMESTATE->m_pCurCharacters[pl];
@@ -178,12 +197,12 @@ bool BeginnerHelper::Initialize( int iDancePadType )
m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() ); m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() );
// Load needed animations // Load needed animations
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT)); m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN)); m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP)); m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT)); m_mDancer[pl].LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT));
m_mDancer[pl].LoadMilkshapeAsciiBones("Step-JUMPLR", GetAnimPath(ANIM_JUMPLR)); 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].SetDefaultAnimation("rest");
m_mDancer[pl].PlayAnimation("rest"); m_mDancer[pl].PlayAnimation("rest");
m_mDancer[pl].SetRotationX(PLAYER_ANGLE); m_mDancer[pl].SetRotationX(PLAYER_ANGLE);
@@ -201,14 +220,17 @@ bool BeginnerHelper::Initialize( int iDancePadType )
void BeginnerHelper::DrawPrimitives() void BeginnerHelper::DrawPrimitives()
{ {
// If not initialized, don't bother with this // If not initialized, don't bother with this
if(!m_bInitialized) {return;} if(!m_bInitialized)
return;
ActorFrame::DrawPrimitives(); ActorFrame::DrawPrimitives();
m_sFlash.Draw(); m_sFlash.Draw();
bool DrawCelShaded = PREFSMAN->m_bCelShadeModels; bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
if(DrawCelShaded) {m_mDancePad.DrawCelShaded();} if(DrawCelShaded)
else { m_mDancePad.DrawCelShaded();
else
{
DISPLAY->SetLighting( true ); DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional( DISPLAY->SetLightDirectional(
0, 0,
@@ -228,11 +250,12 @@ void BeginnerHelper::DrawPrimitives()
for(int scde=0; scde<4; scde++) for(int scde=0; scde<4; scde++)
m_sStepCircle[scd][scde].Draw(); m_sStepCircle[scd][scde].Draw();
if(DrawCelShaded) { if(DrawCelShaded)
FOREACH_PlayerNumber(pn) // Draw each dancer FOREACH_PlayerNumber(pn) // Draw each dancer
if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].DrawCelShaded();} if(GAMESTATE->IsHumanPlayer(pn))
} m_mDancer[pn].DrawCelShaded();
else { else
{
DISPLAY->SetLighting( true ); DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional( DISPLAY->SetLightDirectional(
0, 0,
@@ -242,7 +265,8 @@ void BeginnerHelper::DrawPrimitives()
RageVector3(0, 0, 1) ); RageVector3(0, 0, 1) );
FOREACH_PlayerNumber(pn) // Draw each dancer 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->SetLightOff(0);
DISPLAY->SetLighting(false); DISPLAY->SetLighting(false);
@@ -254,7 +278,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
m_mDancer[pn].StopTweening(); m_mDancer[pn].StopTweening();
m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween. m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
switch(CSTEP) { switch(CSTEP)
{
case ST_LEFT: case ST_LEFT:
ShowStepCircle(pn, ST_LEFT); ShowStepCircle(pn, ST_LEFT);
m_mDancer[pn].PlayAnimation("Step-LEFT", 1.5f); m_mDancer[pn].PlayAnimation("Step-LEFT", 1.5f);
@@ -299,7 +324,8 @@ void BeginnerHelper::Step( int pn, int CSTEP )
void BeginnerHelper::Update( float fDeltaTime ) void BeginnerHelper::Update( float fDeltaTime )
{ {
if(!m_bInitialized) {return;} if(!m_bInitialized)
return;
// the row we want to check on this update // the row we want to check on this update
int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f); 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++) for(int pn=0; pn<NUM_PLAYERS; pn++)
{ {
// Skip if not enabled // Skip if not enabled
if(!m_bPlayerEnabled[pn]) {continue;} if(!m_bPlayerEnabled[pn])
continue;
for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++) for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
{ {
// Check if there are any notes at all on this row.. If not, save scanning. // 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 // Find all steps on this row, in order to show the correct animations
int iStep = 0; int iStep = 0;
const int iNumTracks = m_NoteData[pn].GetNumTracks(); const int iNumTracks = m_NoteData[pn].GetNumTracks();
for(int k=0; k<iNumTracks; k++) 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 // Assign new data
this->Step(pn, iStep); this->Step(pn, iStep);
@@ -337,7 +366,8 @@ void BeginnerHelper::Update( float fDeltaTime )
for(int pu=0; pu<NUM_PLAYERS; pu++) for(int pu=0; pu<NUM_PLAYERS; pu++)
{ {
// If this is not a human player, the dancer is not shown // 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 // Update dancer's animation and StepCircles
m_mDancer[pu].Update( beat ); m_mDancer[pu].Update( beat );