2.50 checkin
This commit is contained in:
+176
-144
@@ -5,176 +5,208 @@
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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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Copyright (c) 2001-2002 by the persons 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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#define DANCE_PAD_BUTTON_LEFT INSTRUMENT_BUTTON_1
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#define DANCE_PAD_BUTTON_RIGHT INSTRUMENT_BUTTON_2
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#define DANCE_PAD_BUTTON_UP INSTRUMENT_BUTTON_3
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#define DANCE_PAD_BUTTON_DOWN INSTRUMENT_BUTTON_4
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#define DANCE_PAD_BUTTON_UPLEFT INSTRUMENT_BUTTON_5
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#define DANCE_PAD_BUTTON_UPRIGHT INSTRUMENT_BUTTON_6
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#define DANCE_PAD_BUTTON_NEXT INSTRUMENT_BUTTON_7
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#define DANCE_PAD_BUTTON_BACK INSTRUMENT_BUTTON_8
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#define NUM_DANCE_PAD_BUTTONS 8
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//
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// ----------------------------------
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// This is where all Games and Styles are definied.
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// If you want to add support for new games or styles, do it here.
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// ----------------------------------
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//
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GameDef g_GameDefs[] =
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{
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{
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"dance", // m_szName
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"Dance Dance Revolution", // m_szDescription
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"", // m_szGraphicPath
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2, // m_iNumInstruments
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NUM_DANCE_PAD_BUTTONS, // m_iNumButtons
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{ "Left", "Right", "Up", "Down", "UpLeft", "UpRight", "Next", "Back" }, // m_sButtonNames[NUM_INSTRUMENT_BUTTONS]
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{ // m_iMenuButtons
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DANCE_PAD_BUTTON_LEFT,
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DANCE_PAD_BUTTON_RIGHT,
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DANCE_PAD_BUTTON_UP,
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DANCE_PAD_BUTTON_DOWN,
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DANCE_PAD_BUTTON_NEXT,
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DANCE_PAD_BUTTON_BACK,
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},
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5, // m_iNumStyleDefs
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{ // StyleDef list
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{ // StyleDef
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"single", // m_szName
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"single", // m_szReads
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1, // m_iNumPlayers
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4, // m_iNumTracks
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{ // m_StyleInputToGameInput[NUM_PLAYERS][NUM_NOTE_COLS];
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{ // player 1
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{ 0, INSTRUMENT_1, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_1, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 2, INSTRUMENT_1, DANCE_PAD_BUTTON_UP }, // column 3
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{ 3, INSTRUMENT_1, DANCE_PAD_BUTTON_RIGHT }, // column 4
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}
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},
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},
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{ // StyleDef
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"versus", // m_szName
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"single", // m_szReads
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1, // m_iNumPlayers
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4, // m_iNumTracks
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{ // m_StyleInputToGameInput[NUM_PLAYERS][NUM_NOTE_COLS];
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{ // player 1
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{ 0, INSTRUMENT_1, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_1, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 2, INSTRUMENT_1, DANCE_PAD_BUTTON_UP }, // column 3
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{ 3, INSTRUMENT_1, DANCE_PAD_BUTTON_RIGHT }, // column 4
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},
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{ // player 2
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{ 0, INSTRUMENT_2, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_2, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 2, INSTRUMENT_2, DANCE_PAD_BUTTON_UP }, // column 3
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{ 3, INSTRUMENT_2, DANCE_PAD_BUTTON_RIGHT }, // column 4
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}
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},
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},
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{ // StyleDef
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"double", // m_szName
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"double", // m_szReads
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1, // m_iNumPlayers
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8, // m_iNumTracks
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{ // m_StyleInputToGameInput[NUM_PLAYERS][NUM_NOTE_COLS];
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{ // player 1
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{ 0, INSTRUMENT_1, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_1, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 2, INSTRUMENT_1, DANCE_PAD_BUTTON_UP }, // column 3
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{ 3, INSTRUMENT_1, DANCE_PAD_BUTTON_RIGHT }, // column 4
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{ 4, INSTRUMENT_2, DANCE_PAD_BUTTON_LEFT }, // column 5
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{ 5, INSTRUMENT_2, DANCE_PAD_BUTTON_DOWN }, // column 6
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{ 6, INSTRUMENT_2, DANCE_PAD_BUTTON_UP }, // column 7
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{ 7, INSTRUMENT_2, DANCE_PAD_BUTTON_RIGHT }, // column 8
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},
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},
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},
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{ // StyleDef
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"couple", // m_szName
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"couple", // m_szReads
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1, // m_iNumPlayers
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8, // m_iNumTracks
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{ // m_StyleInputToGameInput[NUM_PLAYERS][NUM_NOTE_COLS];
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{ // player 1
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{ 0, INSTRUMENT_1, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_1, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 2, INSTRUMENT_1, DANCE_PAD_BUTTON_UP }, // column 3
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{ 3, INSTRUMENT_1, DANCE_PAD_BUTTON_RIGHT }, // column 4
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},
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{ // player 2
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{ 4, INSTRUMENT_2, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 5, INSTRUMENT_2, DANCE_PAD_BUTTON_DOWN }, // column 2
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{ 6, INSTRUMENT_2, DANCE_PAD_BUTTON_UP }, // column 3
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{ 7, INSTRUMENT_2, DANCE_PAD_BUTTON_RIGHT }, // column 4
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}
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},
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},
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{ // StyleDef
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"solo", // m_szName
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"solo", // m_szReads
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1, // m_iNumPlayers
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6, // m_iNumTracks
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{ // m_StyleInputToGameInput[NUM_PLAYERS][NUM_NOTE_COLS];
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{ // player 1
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{ 0, INSTRUMENT_1, DANCE_PAD_BUTTON_LEFT }, // column 1
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{ 1, INSTRUMENT_1, DANCE_PAD_BUTTON_UPLEFT }, // column 2
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{ 2, INSTRUMENT_1, DANCE_PAD_BUTTON_DOWN }, // column 3
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{ 3, INSTRUMENT_1, DANCE_PAD_BUTTON_UP }, // column 4
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{ 4, INSTRUMENT_1, DANCE_PAD_BUTTON_UPRIGHT }, // column 5
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{ 5, INSTRUMENT_1, DANCE_PAD_BUTTON_RIGHT }, // column 6
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}
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},
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},
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}
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}
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};
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GameManager::GameManager()
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{
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m_DanceStyle = STYLE_SINGLE;
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SwitchGame( "dance" );
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SwitchStyle( "single" );
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}
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GameManager::~GameManager()
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GameDef* GameManager::GetGameDef( CString sGame )
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{
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for( int i=0; i<NUM_GAME_DEFS; i++ )
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{
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if( g_GameDefs[i].m_szName == sGame )
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return &g_GameDefs[i];
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}
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return NULL;
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}
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StyleDef* GameManager::GetStyleDef( CString sGame, CString sStyle )
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{
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GameDef* pGameDef = GetGameDef( sGame );
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for( int i=0; i<pGameDef->m_iNumStyleDefs; i++ )
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{
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if( pGameDef->m_StyleDefs[i].m_szName == sStyle )
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return &pGameDef->m_StyleDefs[i];
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}
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return NULL;
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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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StyleDef* pStyleDef = GetCurrentStyleDef();
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ASSERT( pStyleDef != NULL );
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switch( pStyleDef->m_iNumPlayers )
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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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case 1:
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switch( PlayerNo )
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{
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case PLAYER_1: return true;
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case PLAYER_2: return false;
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default: ASSERT( false );
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}
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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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case 2:
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switch( PlayerNo )
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{
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case PLAYER_1: return true;
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case PLAYER_2: return true;
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default: ASSERT( false );
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}
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break;
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default:
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ASSERT( false ); // invalid StyleDef
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ASSERT( false ); // invalid m_iNumPlayers
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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 sd;
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/*
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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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*/
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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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sd.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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sd.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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sd.m_iNumColumns = 4;
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sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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sd.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
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sd.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
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sd.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
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sd.m_sColumnToNoteName[0] = "left";
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sd.m_sColumnToNoteName[1] = "down";
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sd.m_sColumnToNoteName[2] = "up";
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sd.m_sColumnToNoteName[3] = "right";
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/* sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
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sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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*/ break;
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case STYLE_SOLO:
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sd.m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
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sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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sd.m_ColumnToTapNote[1] = NOTE_PAD1_UPLEFT;
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sd.m_ColumnToTapNote[2] = NOTE_PAD1_DOWN;
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sd.m_ColumnToTapNote[3] = NOTE_PAD1_UP;
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sd.m_ColumnToTapNote[4] = NOTE_PAD1_UPRIGHT;
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sd.m_ColumnToTapNote[5] = NOTE_PAD1_RIGHT;
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sd.m_sColumnToNoteName[0] = "left";
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sd.m_sColumnToNoteName[1] = "upleft";
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sd.m_sColumnToNoteName[2] = "down";
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sd.m_sColumnToNoteName[3] = "up";
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sd.m_sColumnToNoteName[4] = "upright";
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sd.m_sColumnToNoteName[5] = "right";
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/* sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_UP];
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sd.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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sd.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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*/ break;
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case STYLE_DOUBLE:
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sd.m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
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sd.m_ColumnToTapNote[0] = NOTE_PAD1_LEFT;
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sd.m_ColumnToTapNote[1] = NOTE_PAD1_DOWN;
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sd.m_ColumnToTapNote[2] = NOTE_PAD1_UP;
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sd.m_ColumnToTapNote[3] = NOTE_PAD1_RIGHT;
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sd.m_ColumnToTapNote[4] = NOTE_PAD2_LEFT;
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sd.m_ColumnToTapNote[5] = NOTE_PAD2_DOWN;
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sd.m_ColumnToTapNote[6] = NOTE_PAD2_UP;
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sd.m_ColumnToTapNote[7] = NOTE_PAD2_RIGHT;
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sd.m_ColumnToTapNote[8] = NOTE_PAD1_UPLEFT;// Even though this isn't used, Need them here so
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sd.m_ColumnToTapNote[9] = NOTE_PAD1_UPRIGHT;// TapNoteToColumnNumber doesn't get confused by them
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sd.m_ColumnToTapNote[10] = NOTE_PAD2_UPLEFT;
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sd.m_ColumnToTapNote[11] = NOTE_PAD2_UPRIGHT;
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sd.m_sColumnToNoteName[0] = "left";
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sd.m_sColumnToNoteName[1] = "upleft";
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sd.m_sColumnToNoteName[2] = "down";
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sd.m_sColumnToNoteName[3] = "up";
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sd.m_sColumnToNoteName[4] = "upright";
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sd.m_sColumnToNoteName[5] = "right";
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sd.m_sColumnToNoteName[6] = "left";
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sd.m_sColumnToNoteName[7] = "upleft";
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sd.m_sColumnToNoteName[8] = "down";
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sd.m_sColumnToNoteName[9] = "up";
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sd.m_sColumnToNoteName[10] = "upright";
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sd.m_sColumnToNoteName[11] = "right";
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/*
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sd.m_ColumnToRotation[0] = mapTapNoteToRotation[NOTE_PAD1_LEFT];
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sd.m_ColumnToRotation[1] = mapTapNoteToRotation[NOTE_PAD1_DOWN];
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sd.m_ColumnToRotation[2] = mapTapNoteToRotation[NOTE_PAD1_UP];
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sd.m_ColumnToRotation[3] = mapTapNoteToRotation[NOTE_PAD1_RIGHT];
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sd.m_ColumnToRotation[4] = mapTapNoteToRotation[NOTE_PAD2_LEFT];
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sd.m_ColumnToRotation[5] = mapTapNoteToRotation[NOTE_PAD2_DOWN];
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sd.m_ColumnToRotation[6] = mapTapNoteToRotation[NOTE_PAD2_UP];
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sd.m_ColumnToRotation[7] = mapTapNoteToRotation[NOTE_PAD2_RIGHT];
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sd.m_ColumnToRotation[8] = mapTapNoteToRotation[NOTE_PAD1_UPLEFT];
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sd.m_ColumnToRotation[9] = mapTapNoteToRotation[NOTE_PAD1_UPRIGHT];
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sd.m_ColumnToRotation[10] = mapTapNoteToRotation[NOTE_PAD2_UPLEFT];
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sd.m_ColumnToRotation[11] = mapTapNoteToRotation[NOTE_PAD2_UPRIGHT];
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*/
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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 sd;
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}
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