Add "tipsy" effect (is there a better name for this?)
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: NoteFieldPlus
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "NoteFieldPlus.h"
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#include "GameState.h"
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#include "NoteFieldPositioning.h"
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#include "NoteSkinManager.h"
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NoteFieldPlus::NoteFieldPlus()
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{
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}
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void NoteFieldPlus::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDraw, int iLastPixelToDraw, int iYReverseOffset )
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{
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NoteField::Load( pNoteData, pn, iFirstPixelToDraw, iLastPixelToDraw, iYReverseOffset );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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m_iNumCols = pStyleDef->m_iColsPerPlayer;
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int c;
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//
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// GrayArrowRow
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//
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for( c=0; c<m_iNumCols; c++ )
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{
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CString Button = g_NoteFieldMode[m_PlayerNumber].GrayButtonNames[c];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(c);
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CString sPath = NOTESKIN->GetPathTo(pn, Button, "receptor");
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m_GrayArrow[c].Load( sPath );
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// XXX
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if( m_GrayArrow[c].GetNumStates() != 2 &&
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m_GrayArrow[c].GetNumStates() != 3 )
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RageException::Throw( "'%s' must have 2 or 3 frames", sPath.c_str() );
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}
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//
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// GhostArrowRow
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//
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for( c=0; c<m_iNumCols; c++ )
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{
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CString Button = g_NoteFieldMode[m_PlayerNumber].GhostButtonNames[c];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(c);
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m_GhostDim[c].SetName( "GhostArrowDim" );
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m_GhostBright[c].SetName( "GhostArrowBright" );
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m_GhostMine[c].SetName( "GhostArrowMine" );
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m_HoldGhost[c].SetName( "HoldGhostArrow" );
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m_GhostDim[c].Init( pn );
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m_GhostBright[c].Init( pn );
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m_GhostMine[c].Init( pn );
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//m_HoldGhost[c].Init( pn );
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m_GhostDim[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion dim") );
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m_GhostBright[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion bright") );
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m_GhostMine[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion mine") );
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m_HoldGhost[c].Load( NOTESKIN->GetPathTo(pn, Button, "hold explosion") );
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}
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}
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void NoteFieldPlus::Update( float fDelta )
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{
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NoteField::Update( fDelta );
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for( int c=0; c<m_iNumCols; c++ )
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{
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float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
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float fY = ArrowGetYPos( m_PlayerNumber, c, 0, m_iYReverseOffsetPixels );
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float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
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m_GrayArrow[c].Update( fDelta );
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m_GrayArrow[c].SetDiffuse( RageColor(1,1,1,1 - GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fDark) );
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m_GhostDim[c].Update( fDelta );
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m_GhostBright[c].Update( fDelta );
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m_GhostMine[c].Update( fDelta );
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m_HoldGhost[c].Update( fDelta );
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m_GrayArrow[c].SetX( fX );
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m_GhostDim[c].SetX( fX );
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m_GhostBright[c].SetX( fX );
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m_GhostMine[c].SetX( fX );
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m_HoldGhost[c].SetX( fX );
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m_GrayArrow[c].SetY( fY );
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m_GhostDim[c].SetY( fY );
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m_GhostBright[c].SetY( fY );
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m_GhostMine[c].SetY( fY );
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m_HoldGhost[c].SetY( fY );
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m_GrayArrow[c].SetZ( fY );
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m_GhostDim[c].SetZ( fZ );
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m_GhostBright[c].SetZ( fZ );
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m_GhostMine[c].SetZ( fZ );
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m_HoldGhost[c].SetZ( fZ );
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}
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}
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void NoteFieldPlus::DrawPrimitives()
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{
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int c;
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//
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// GrayArrowRow
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//
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for( c=0; c<m_iNumCols; c++ )
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{
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g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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m_GrayArrow[c].Draw();
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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}
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NoteField::DrawPrimitives();
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//
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// GhostArrowRow
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//
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for( c=0; c<m_iNumCols; c++ )
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{
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g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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m_GhostDim[c].Draw();
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m_GhostBright[c].Draw();
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m_GhostMine[c].Draw();
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m_HoldGhost[c].Draw();
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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}
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}
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void NoteFieldPlus::Step( int iCol )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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m_GrayArrow[iCol].Step();
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}
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void NoteFieldPlus::TapNote( int iCol, TapNoteScore score, bool bBright )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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if( bBright )
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m_GhostBright[iCol].Step( score );
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else
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m_GhostDim[iCol].Step( score );
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}
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void NoteFieldPlus::HoldNote( int iCol )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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m_HoldGhost[iCol].Step();
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}
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void NoteFieldPlus::TapMine( int iCol, TapNoteScore score )
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{
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m_GhostMine[iCol].Step( score );
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}
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