big checkin - new noteskin format and XY positioning. I probably broke a lot of things.

This commit is contained in:
Chris Danford
2002-08-13 23:26:46 +00:00
parent 9346564080
commit 7c1bfb3a0d
133 changed files with 4813 additions and 2626 deletions
+89 -152
View File
@@ -14,6 +14,7 @@
#include "ScreenManager.h"
#include "ScreenCaution.h"
#include "ScreenMapInstruments.h"
#include "ScreenGraphicOptions.h"
#include "ScreenGameOptions.h"
#include "ScreenEdit.h"
#include "GameConstantsAndTypes.h"
@@ -33,38 +34,36 @@
#include "ScreenGameplay.h"
//
// Defines specific to ScreenTitleMenu
//
const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
"GAME START",
"SWITCH GAME",
"CONFIG KEY/JOY",
"GAME OPTIONS",
"GRAPHIC OPTIONS",
"APPEARANCE OPTIONS",
"EDIT/RECORD/SYNCH",
"EXIT",
};
const float CHOICES_START_Y = 62;
const float CHOICES_GAP_Y = 52;
#define CHOICES_X THEME->GetMetricF("TitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("TitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("TitleMenu","ChoicesSpacingY")
#define HELP_X THEME->GetMetricF("TitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("TitleMenu","HelpY")
#define LOGO_X THEME->GetMetricF("TitleMenu","LogoX")
#define LOGO_Y THEME->GetMetricF("TitleMenu","LogoY")
#define VERSION_X THEME->GetMetricF("TitleMenu","VersionX")
#define VERSION_Y THEME->GetMetricF("TitleMenu","VersionY")
#define SONGS_X THEME->GetMetricF("TitleMenu","SongsX")
#define SONGS_Y THEME->GetMetricF("TitleMenu","SongsY")
#define COLOR_NOT_SELECTED THEME->GetMetricC("TitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("TitleMenu","ColorSelected")
const float HELP_X = CENTER_X;
const float HELP_Y = SCREEN_HEIGHT-55;
#define USE_CAUTION_OR_SELECT_PLAYER THEME->GetMetricB("Screens","UseCautionOrSelectPlayer")
//const CString EZ2_ANNOUNCER_NAME = "ez2";
const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToCaution = ScreenMessage(SM_User+2);
const ScreenMessage SM_GoToSelectStyle = ScreenMessage(SM_User+3);
const ScreenMessage SM_GoToSelectGame = ScreenMessage(SM_User+4);
const ScreenMessage SM_GoToMapInstruments = ScreenMessage(SM_User+5);
const ScreenMessage SM_GoToGameOptions = ScreenMessage(SM_User+6);
const ScreenMessage SM_GoToAppearanceOptions= ScreenMessage(SM_User+7);
const ScreenMessage SM_GoToEdit = ScreenMessage(SM_User+10);
const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User+11);
const ScreenMessage SM_GoToEz2 = ScreenMessage(SM_User+12);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+12);
const ScreenMessage SM_FadeToDemonstration = ScreenMessage(SM_User+13);
const ScreenMessage SM_GoToDemonstration = ScreenMessage(SM_User+14);
@@ -82,130 +81,73 @@ ScreenTitleMenu::ScreenTitleMenu()
GAMESTATE->Reset();
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
GAMESTATE->m_bPlayersCanJoin = true;
m_sprBG.Load( THEME->GetPathTo(GRAPHIC_TITLE_MENU_BACKGROUND) );
m_sprBG.Load( THEME->GetPathTo("Graphics","title menu background") );
m_sprBG.StretchTo( CRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT) );
m_sprBG.SetDiffuseColor( D3DXCOLOR(0.6f,0.6f,0.6f,1) );
m_sprBG.TurnShadowOff();
this->AddSubActor( &m_sprBG );
m_sprLogo.Load( THEME->GetPathTo(GRAPHIC_TITLE_MENU_LOGO) );
m_sprLogo.SetXY( CENTER_X, CENTER_Y );
m_sprLogo.Load( THEME->GetPathTo("Graphics",ssprintf("title menu logo game %d",GAMESTATE->m_CurGame)) );
m_sprLogo.SetXY( LOGO_X, LOGO_Y );
m_sprLogo.SetAddColor( D3DXCOLOR(1,1,1,1) );
m_sprLogo.SetZoomY( 0 );
m_sprLogo.BeginTweeningQueued( 0.5f );
m_sprLogo.BeginTweeningQueued( 0.5f ); // sleep
m_sprLogo.BeginTweeningQueued( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprLogo.SetEffectGlowing(1, D3DXCOLOR(1,1,1,0.1f), D3DXCOLOR(1,1,1,0.3f) );
m_sprLogo.SetTweenZoom( 1 );
this->AddSubActor( &m_sprLogo );
m_textHelp.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textHelp.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textHelp.SetText( ssprintf("Use %c %c to select, then press START", char(3), char(4)) );
m_textHelp.SetXY( CENTER_X, SCREEN_BOTTOM - 30 );
m_textHelp.SetXY( HELP_X, HELP_Y );
m_textHelp.SetZoom( 0.5f );
m_textHelp.SetEffectBlinking();
m_textHelp.SetShadowLength( 2 );
this->AddSubActor( &m_textHelp );
m_textVersion.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textVersion.SetHorizAlign( Actor::align_right );
m_textVersion.SetText( "v3.0 beta 5" );
m_textVersion.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textVersion.SetText( "v3.0 beta 6" );
m_textVersion.SetDiffuseColor( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( SCREEN_RIGHT-16, SCREEN_BOTTOM-20 );
m_textVersion.SetXY( VERSION_X, VERSION_Y );
m_textVersion.SetZoom( 0.5f );
m_textVersion.SetShadowLength( 2 );
this->AddSubActor( &m_textVersion );
m_textSongs.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textSongs.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSongs.SetHorizAlign( Actor::align_left );
m_textSongs.SetText( ssprintf("Found %d Songs", SONGMAN->m_pSongs.GetSize()) );
m_textSongs.SetDiffuseColor( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textSongs.SetXY( SCREEN_LEFT+16, SCREEN_HEIGHT-20 );
m_textSongs.SetXY( SONGS_X, SONGS_Y );
m_textSongs.SetZoom( 0.5f );
m_textSongs.SetShadowLength( 2 );
this->AddSubActor( &m_textSongs );
for( int i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
{
m_textChoice[i].Load( THEME->GetPathTo(FONT_HEADER1) );
m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textChoice[i].SetText( CHOICE_TEXT[i] );
m_textChoice[i].SetXY( CENTER_X, CHOICES_START_Y + i*CHOICES_GAP_Y );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( 5 );
this->AddSubActor( &m_textChoice[i] );
}
m_Fade.SetClosed();
m_Fade.OpenWipingRight( SM_DoneOpening );
m_Fade.OpenWipingRight( SM_None );
this->AddSubActor( &m_Fade );
/*
// Chris:
// I'm removing this now that announcer prefs are saved per Game.
// LEAVE THIS HERE! ITS ESSENTIAL
// I know you're a fan of removing my code, but if this isn't here
// the Ez2dancer announcer will be the default (as it loads in alphabetical order, and ez2dancer
// is the last announcer (E follows D))
// so just leave it yeah?
// I don't wanna fix this a 3rd TIME!!
// - Andy.
if( GAMESTATE->m_CurGame != GAME_EZ2 )
PREFSMAN->m_sAnnouncer = "";
// if (GAMEMAN->m_CurGame != GAME_EZ2)
//{
// ANNOUNCER->SwitchAnnouncer( "default" );
//}
// Dear Andy:
// The above code breaks the program by making the announcer unswitchable.
// This is probably the wrong place for such a code change anyway.
// Cheers
// -- dro kulix
// Dear dro kulix:
// Good call, actually, I made this change when announcer switching wasn't possible.
// or rather, announcer switching WASN'T possible from the title menu (it used to be
// in song options)
// but since it is now changed before we get here,
// care needs to be taken to ensure the player can still switch.
// However, your commenting code is still not that brill either ;) Brings back the first bug
// (if we last played ez2dancer and then came back into the game ez2dancer
// default announcer loads for DDR). However, here's a different approach for you.
// If we start the game and find that we're playing something other than ez2dancer AND
// the current announcer is ez2 then we change it to the default announcer and specify announcer
// check as 1. This'll stay like this for the rest of the program, meaning should they
// REALLY want to play ez2dancer sounds during a game of DDR, they're free to do so.
// It just really bugs me when I see "SMMAX" and the sound "EZ2DANCER!" blares through my speakers ;)
// When other gametypes are implemented, this may or may not have to be extended to ensure we
// don't hear "YEAH! I KNOW YOU CAN!" for pump or "AVEX AND KONAMI UNITE IN YOUR DANCE" for para e.t.c.
static int announcercheck=0;
if( GAMESTATE->m_CurGame != GAME_EZ2 && PREFSMAN->m_sAnnouncer == "ez2" && announcercheck == 0)
{
ANNOUNCER->SwitchAnnouncer( "default" );
announcercheck = 1;
}
*/
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_GAME_NAME) );
m_soundAttract.Load( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_ATTRACT) );
m_soundChange.Load( THEME->GetPathTo(SOUND_TITLE_MENU_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundInvalid.Load( THEME->GetPathTo(SOUND_MENU_INVALID) );
m_soundChange.Load( THEME->GetPathTo("Sounds","title menu change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
m_TitleMenuChoice = CHOICE_GAME_START;
@@ -242,31 +184,38 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
case SM_PlayAttract:
m_soundAttract.PlayRandom();
break;
case SM_DoneOpening:
break;
case SM_GoToCaution:
SCREENMAN->SetNewScreen( new ScreenCaution );
break;
case SM_GoToSelectStyle:
SCREENMAN->SetNewScreen( new ScreenSelectStyle );
break;
case SM_GoToSelectGame:
SCREENMAN->SetNewScreen( new ScreenSelectGame );
break;
case SM_GoToMapInstruments:
SCREENMAN->SetNewScreen( new ScreenMapInstruments );
break;
case SM_GoToGameOptions:
SCREENMAN->SetNewScreen( new ScreenGameOptions );
break;
case SM_GoToAppearanceOptions:
SCREENMAN->SetNewScreen( new ScreenAppearanceOptions );
break;
case SM_GoToEdit:
SCREENMAN->SetNewScreen( new ScreenEditMenu );
break;
case SM_GoToEz2:
SCREENMAN->SetNewScreen( new ScreenEz2SelectPlayer );
case SM_GoToNextScreen:
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
if( USE_CAUTION_OR_SELECT_PLAYER )
SCREENMAN->SetNewScreen( new ScreenEz2SelectPlayer );
else
SCREENMAN->SetNewScreen( new ScreenCaution );
break;
case CHOICE_SELECT_GAME:
SCREENMAN->SetNewScreen( new ScreenSelectGame );
break;
case CHOICE_MAP_INSTRUMENTS:
SCREENMAN->SetNewScreen( new ScreenMapInstruments );
break;
case CHOICE_GAME_OPTIONS:
SCREENMAN->SetNewScreen( new ScreenGameOptions );
break;
case CHOICE_GRAPHIC_OPTIONS:
SCREENMAN->SetNewScreen( new ScreenGraphicOptions );
break;
case CHOICE_APPEARANCE_OPTIONS:
SCREENMAN->SetNewScreen( new ScreenAppearanceOptions );
break;
case CHOICE_EDIT:
SCREENMAN->SetNewScreen( new ScreenEditMenu );
break;
case CHOICE_EXIT:
default:
ASSERT(0); // should never get here
break;
}
break;
case SM_FadeToDemonstration:
{
@@ -293,6 +242,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
Song* pSong = SONGMAN->m_pSongs[ rand()%SONGMAN->m_pSongs.GetSize() ];
for( int j=0; j<3; j++ ) // try 3 times
{
if( pSong->m_apNotes.GetSize() == 0 )
continue;
Notes* pNotes = pSong->m_apNotes[ rand()%pSong->m_apNotes.GetSize() ];
if( pNotes->m_NotesType == GAMESTATE->GetCurrentStyleDef()->m_NotesType )
{
@@ -327,13 +279,14 @@ found_song_and_notes:
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.8f )
if( RandomFloat(0,1)>0.7f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LifeType(rand()%SongOptions::NUM_LIFE_TYPES);
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
GAMESTATE->m_bDemonstration = true;
m_Fade.CloseWipingRight( SM_GoToDemonstration );
@@ -354,8 +307,6 @@ void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
m_soundChange.PlayRandom();
m_textChoice[iChoiceIndex].SetEffectNone();
m_textChoice[iChoiceIndex].SetAddColor( D3DXCOLOR(0,0,0,0) );
m_textChoice[iChoiceIndex].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetTweenZoom( 0.9f );
@@ -363,10 +314,13 @@ void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].SetDiffuseColor( D3DXCOLOR(0.5f,1,0.5f,1) );
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetTweenZoom( 1.2f );
m_textChoice[iChoiceIndex].SetEffectCamelion( 2.5f, D3DXCOLOR(0.5f,1,0.5f,1), D3DXCOLOR(0.3f,0.6f,0.3f,1) );
D3DXCOLOR color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
m_textChoice[iChoiceIndex].SetEffectCamelion( 2.5f, color1, color2 );
}
void ScreenTitleMenu::MenuUp( const PlayerNumber p )
@@ -397,39 +351,22 @@ void ScreenTitleMenu::MenuDown( const PlayerNumber p )
void ScreenTitleMenu::MenuStart( const PlayerNumber p )
{
GAMESTATE->m_MasterPlayerNumber = p;
GAMESTATE->m_bIsJoined[p] = true;
GAMESTATE->m_bPlayersCanJoin = false;
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
if( GAMESTATE->m_CurGame == GAME_EZ2 )
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToEz2 );
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToCaution );
}
return;
case CHOICE_SELECT_GAME:
// m_soundInvalid.PlayRandom();
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToSelectGame );
return;
case CHOICE_MAP_INSTRUMENTS:
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToMapInstruments );
return;
case CHOICE_GAME_OPTIONS:
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToGameOptions );
return;
case CHOICE_GRAPHIC_OPTIONS:
case CHOICE_APPEARANCE_OPTIONS:
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToAppearanceOptions );
return;
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case CHOICE_EDIT:
if( SONGMAN->m_pSongs.GetSize() == 0 )
{
@@ -438,9 +375,9 @@ void ScreenTitleMenu::MenuStart( const PlayerNumber p )
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToEdit );
m_Fade.CloseWipingRight( SM_GoToNextScreen );
}
return;
break;
/* case CHOICE_HELP:
m_soundSelect.PlayRandom();
PREFSMAN->m_bWindowed = false;
@@ -465,6 +402,6 @@ void ScreenTitleMenu::MenuStart( const PlayerNumber p )
void ScreenTitleMenu::MenuBack( const PlayerNumber p )
{
//m_Fade.CloseWipingLeft( SM_GoToIntroCovers );
this->SendScreenMessage( SM_FadeToDemonstration, 0 );
}