smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "ScreenHowToPlay.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "Steps.h"
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#include "GameManager.h"
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#include "NotesLoaderSM.h"
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#include "GameSoundManager.h"
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#include "Model.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "Style.h"
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#include "PrefsManager.h"
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#include "CharacterManager.h"
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#include "StatsManager.h"
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#include "RageDisplay.h"
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#include "SongUtil.h"
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#include "Character.h"
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#include "LifeMeterBar.h"
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static const ThemeMetric<int> NUM_W2S ("ScreenHowToPlay","NumW2s");
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static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
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static const ThemeMetric<bool> USE_CHARACTER ("ScreenHowToPlay","UseCharacter");
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static const ThemeMetric<bool> USE_PAD ("ScreenHowToPlay","UsePad");
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static const ThemeMetric<bool> USE_PLAYER ("ScreenHowToPlay","UsePlayer");
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enum Animation
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{
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ANIM_DANCE_PAD,
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ANIM_DANCE_PADS,
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ANIM_UP,
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ANIM_DOWN,
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ANIM_LEFT,
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ANIM_RIGHT,
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ANIM_JUMPLR,
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NUM_ANIMATIONS
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};
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static const RString anims[NUM_ANIMATIONS] =
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{
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"DancePad.txt",
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"DancePads.txt",
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"BeginnerHelper_step-up.bones.txt",
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"BeginnerHelper_step-down.bones.txt",
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"BeginnerHelper_step-left.bones.txt",
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"BeginnerHelper_step-right.bones.txt",
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"BeginnerHelper_step-jumplr.bones.txt"
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};
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static RString GetAnimPath( Animation a )
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{
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return RString("Characters/") + anims[a];
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}
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static bool HaveAllCharAnimations()
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{
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for( int i = ANIM_UP; i < NUM_ANIMATIONS; ++i )
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if( !DoesFileExist( GetAnimPath( (Animation) i ) ) )
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return false;
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return true;
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}
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REGISTER_SCREEN_CLASS( ScreenHowToPlay );
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ScreenHowToPlay::ScreenHowToPlay()
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{
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m_iW2s = 0;
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m_iNumW2s = NUM_W2S;
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// initialize these because they might not be used.
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m_pLifeMeterBar = NULL;
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m_pmCharacter = NULL;
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m_pmDancePad = NULL;
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}
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void ScreenHowToPlay::Init()
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{
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ScreenAttract::Init();
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if( (bool)USE_PAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
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{
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m_pmDancePad = new Model;
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m_pmDancePad->SetName( "Pad" );
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m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
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m_pmDancePad->SetRotationX( 35 );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad );
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}
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// Display random character
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vector<Character*> vpCharacters;
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CHARMAN->GetCharacters( vpCharacters );
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if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
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{
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Character* rndchar = CHARMAN->GetRandomCharacter();
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RString sModelPath = rndchar->GetModelPath();
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if( sModelPath != "" )
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{
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m_pmCharacter = new Model;
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m_pmCharacter->SetName( "Character" );
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m_pmCharacter->LoadMilkshapeAscii( rndchar->GetModelPath() );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
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m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
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RString sRestFile = rndchar->GetRestAnimationPath();
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ASSERT( !sRestFile.empty() );
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m_pmCharacter->LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
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m_pmCharacter->SetDefaultAnimation( "rest" );
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m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
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m_pmCharacter->SetRotationX( 40 );
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m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter );
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}
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}
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GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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if( USE_PLAYER )
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{
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m_pLifeMeterBar = new LifeMeterBar;
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m_pLifeMeterBar->SetName("LifeMeterBar");
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m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
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m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
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SMLoader::LoadFromSMFile( THEME->GetPathO(m_sName, "steps"), m_Song, false );
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m_Song.AddAutoGenNotes();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" );
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ASSERT_M( pSteps != NULL, ssprintf("%i", pStyle->m_StepsType) );
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NoteData tempNoteData;
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pSteps->GetNoteData( tempNoteData );
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pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
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GAMESTATE->m_pCurSong.Set( &m_Song );
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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m_Player->Init(
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"Player",
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GAMESTATE->m_pPlayerState[PLAYER_1],
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NULL,
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m_pLifeMeterBar,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL );
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m_Player.Load( m_NoteData );
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m_Player->SetName( "Player" );
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this->AddChild( m_Player );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_Player );
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// Don't show judgement
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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}
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// deferred until after the player, so the notes go under it
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if( m_pLifeMeterBar )
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this->AddChild( m_pLifeMeterBar );
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if( m_pmDancePad )
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this->AddChild( m_pmDancePad );
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if( m_pmCharacter )
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this->AddChild( m_pmCharacter );
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m_fFakeSecondsIntoSong = 0;
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this->MoveToTail( &m_In );
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this->MoveToTail( &m_Out );
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}
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ScreenHowToPlay::~ScreenHowToPlay()
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{
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delete m_pLifeMeterBar;
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delete m_pmCharacter;
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delete m_pmDancePad;
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}
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void ScreenHowToPlay::Step()
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{
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#define ST_LEFT 0x01
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#define ST_DOWN 0x02
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#define ST_UP 0x04
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#define ST_RIGHT 0x08
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#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
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#define ST_JUMPUD (ST_UP | ST_DOWN)
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int iStep = 0;
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
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// if we want to miss from here on out, don't process steps.
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if( m_iW2s < m_iNumW2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
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{
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const int iNumTracks = m_NoteData.GetNumTracks();
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for( int k=0; k<iNumTracks; k++ )
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if( m_NoteData.GetTapNote(k, iNoteRow).type == TapNote::tap )
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iStep |= 1 << k;
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switch( iStep )
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{
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case ST_LEFT: m_pmCharacter->PlayAnimation( "Step-LEFT", 1.8f ); break;
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case ST_RIGHT: m_pmCharacter->PlayAnimation( "Step-RIGHT", 1.8f ); break;
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case ST_UP: m_pmCharacter->PlayAnimation( "Step-UP", 1.8f ); break;
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case ST_DOWN: m_pmCharacter->PlayAnimation( "Step-DOWN", 1.8f ); break;
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case ST_JUMPLR: m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f );
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m_pmCharacter->StopTweening();
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m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_pmCharacter->SetRotationY( 90 );
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m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_pmCharacter->SetRotationY( 0 );
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break;
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}
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}
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}
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void ScreenHowToPlay::Update( float fDelta )
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{
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if( GAMESTATE->m_pCurSong != NULL )
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{
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_Timing );
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m_fFakeSecondsIntoSong += fDelta;
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static int iLastNoteRowCounted = 0;
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int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
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{
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if( m_pLifeMeterBar && !m_Player )
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{
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if ( m_iW2s < m_iNumW2s )
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m_pLifeMeterBar->ChangeLife( TNS_W2 );
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else
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m_pLifeMeterBar->ChangeLife( TNS_Miss );
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}
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m_iW2s++;
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iLastNoteRowCounted = iCurNoteRow;
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}
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// once we hit the number of perfects we want, we want to fail.
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// switch the controller to HUMAN. since we aren't taking input,
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// the steps will always be misses.
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if( m_iW2s > m_iNumW2s )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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if ( m_pmCharacter )
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Step();
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}
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ScreenAttract::Update( fDelta );
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}
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void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GainFocus )
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{
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/* We do this ourself. */
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SOUND->HandleSongTimer( false );
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}
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else if( SM == SM_LoseFocus )
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{
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SOUND->HandleSongTimer( true );
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}
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else if( SM == SM_GoToNextScreen )
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{
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GAMESTATE->Reset();
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}
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ScreenAttract::HandleScreenMessage( SM );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaScreenHowToPlay: public Luna<ScreenHowToPlay>
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{
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public:
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static int GetLifeMeter( T* p, lua_State *L )
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{
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//PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
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p->m_pLifeMeterBar->PushSelf( L );
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return 1;
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}
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LunaScreenHowToPlay()
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{
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ADD_METHOD( GetLifeMeter );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ScreenHowToPlay, ScreenAttract )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Thad Ward
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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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