Reduce duplicate paths. Improve path checking.

This commit is contained in:
Glenn Maynard
2003-09-12 00:20:07 +00:00
parent 60a830e8a9
commit 9dc204dad8
+41 -11
View File
@@ -31,6 +31,36 @@
#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
#define ST_JUMPUD (ST_UP | ST_DOWN)
enum Animation
{
ANIM_DANCE_PAD,
ANIM_DANCE_PADS,
ANIM_UP,
ANIM_DOWN,
ANIM_LEFT,
ANIM_RIGHT,
ANIM_JUMPLR,
NUM_ANIMATIONS
};
static const char *anims[NUM_ANIMATIONS] =
{
"DancePad-DDR.txt",
"DancePads-DDR.txt",
"BeginnerHelper_step-left.bones.txt",
"BeginnerHelper_step-down.bones.txt",
"BeginnerHelper_step-up.bones.txt",
"BeginnerHelper_step-right.bones.txt",
"BeginnerHelper_step-jumplr.bones.txt"
};
static CString GetAnimPath( Animation a )
{
return ssprintf("Characters%s%s", SLASH, anims[a]);
}
BeginnerHelper::BeginnerHelper()
{
LOG->Trace("BeginnerHelper::BeginnerHelper()");
@@ -86,10 +116,10 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pNotes )
bool BeginnerHelper::CanUse()
{
if( !DoesFileExist("Characters" SLASH "DancePad-DDR.txt") )
return false;
if( !DoesFileExist("Characters" SLASH "DancePads-DDR.txt") )
return false;
for( int i = 0; i < NUM_ANIMATIONS; ++i )
if( !DoesFileExist( GetAnimPath( (Animation) i ) ) )
return false;
if( GAMESTATE->m_CurGame != GAME_DANCE )
return false;
if( GAMESTATE->m_pCharacters.size() == 0 )
@@ -132,8 +162,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
switch(iDancePadType)
{
case 0: break; // No pad
case 1: m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePad-DDR.txt" ); break;
case 2: m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" ); break;
case 1: m_mDancePad.LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) ); break;
case 2: m_mDancePad.LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PADS) ); break;
}
m_mDancePad.SetHorizAlign( align_left );
m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
@@ -163,11 +193,11 @@ bool BeginnerHelper::Initialize( int iDancePadType )
m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() );
// Load needed animations
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT","Characters" SLASH "BeginnerHelper_step-left.bones.txt" );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN","Characters" SLASH "BeginnerHelper_step-down.bones.txt" );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP","Characters" SLASH "BeginnerHelper_step-up.bones.txt" );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT","Characters" SLASH "BeginnerHelper_step-right.bones.txt" );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR","Characters" SLASH "BeginnerHelper_step-jumplr.bones.txt" );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
/*m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPUD","Characters\\BeginnerHelper_step-jumpud.bones.txt" );*/
m_mDancer[pl].LoadMilkshapeAsciiBones( "rest",Character->GetRestAnimationPath() );
m_mDancer[pl].SetDefaultAnimation( "rest" );