smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "AttackDisplay.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "ActorUtil.h"
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#include "Character.h"
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#include "RageLog.h"
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#include <set>
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#include "PlayerState.h"
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RString GetAttackPieceName( const RString &sAttack )
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{
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RString ret = ssprintf( "attack %s", sAttack.c_str() );
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/* 1.5x -> 1_5x. If we pass a period to THEME->GetPathTo, it'll think
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* we're looking for a specific file and not search. */
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ret.Replace( ".", "_" );
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return ret;
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}
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AttackDisplay::AttackDisplay()
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{
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if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
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return;
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m_sprAttack.SetDiffuseAlpha( 0 ); // invisible
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this->AddChild( &m_sprAttack );
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}
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void AttackDisplay::Init( const PlayerState* pPlayerState )
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{
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m_pPlayerState = pPlayerState;
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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m_sprAttack.SetName( ssprintf("TextP%d",pn+1) );
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if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
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return;
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set<RString> attacks;
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for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
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{
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const Character *ch = GAMESTATE->m_pCurCharacters[pn];
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ASSERT( ch );
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const RString* asAttacks = ch->m_sAttacks[al];
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for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att )
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attacks.insert( asAttacks[att] );
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}
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for( set<RString>::const_iterator it = attacks.begin(); it != attacks.end(); ++it )
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{
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const RString path = THEME->GetPathG( "AttackDisplay", GetAttackPieceName( *it ), true );
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if( path == "" )
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{
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LOG->Trace( "Couldn't find \"%s\"", GetAttackPieceName( *it ).c_str() );
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continue;
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}
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m_TexturePreload.Load( path );
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}
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}
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void AttackDisplay::Update( float fDelta )
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{
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ActorFrame::Update( fDelta );
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if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
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return;
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if( !m_pPlayerState->m_bAttackBeganThisUpdate )
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return;
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// don't handle this again
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for( unsigned s=0; s<m_pPlayerState->m_ActiveAttacks.size(); s++ )
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{
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const Attack& attack = m_pPlayerState->m_ActiveAttacks[s];
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if( attack.fStartSecond >= 0 )
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continue; /* hasn't started yet */
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if( attack.fSecsRemaining <= 0 )
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continue; /* ended already */
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if( attack.IsBlank() )
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continue;
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SetAttack( attack.sModifiers );
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break;
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}
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}
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void AttackDisplay::SetAttack( const RString &sText )
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{
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const RString path = THEME->GetPathG( "AttackDisplay", GetAttackPieceName(sText), true );
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if( path == "" )
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return;
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m_sprAttack.SetDiffuseAlpha( 1 );
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m_sprAttack.Load( path );
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const RString sName = ssprintf( "%sP%i", sText.c_str(), pn+1 );
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m_sprAttack.RunCommands( THEME->GetMetricA("AttackDisplay", sName + "OnCommand") );
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}
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/*
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* (c) 2003 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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