remove CharacterHead (incomplete, unused)

This commit is contained in:
Glenn Maynard
2005-05-31 06:26:38 +00:00
parent ca24222013
commit fba28920b3
5 changed files with 0 additions and 155 deletions
-13
View File
@@ -142,19 +142,6 @@ CString Character::GetIconPath() const
return as[0]; return as[0];
} }
CString Character::GetHeadPath() const
{
CStringArray as;
GetDirListing( m_sCharDir+"head*.png", as, false, true );
GetDirListing( m_sCharDir+"head*.jpg", as, false, true );
GetDirListing( m_sCharDir+"head*.gif", as, false, true );
GetDirListing( m_sCharDir+"head*.bmp", as, false, true );
if( as.empty() )
return "";
else
return as[0];
}
bool Character::Has2DElems() bool Character::Has2DElems()
{ {
if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
-2
View File
@@ -35,8 +35,6 @@ public:
bool m_bUsableInRave; bool m_bUsableInRave;
CString m_sAttacks[NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL]; CString m_sAttacks[NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
CString GetHeadPath() const;
}; };
#endif #endif
-86
View File
@@ -1,86 +0,0 @@
#include "global.h"
#include "CharacterHead.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "MusicWheel.h"
#include "CharacterHead.h"
#include "RageTimer.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "Character.h"
const float SECONDS_TO_SHOW_FACE = 1.5f;
CharacterHead::CharacterHead()
{
}
void CharacterHead::LoadFromCharacter( Character* pCharacter )
{
CString sHeadPath = pCharacter->GetHeadPath();
if( sHeadPath.empty() )
return;
Load( sHeadPath );
ASSERT( this->GetNumStates() == NUM_FACES );
StopAnimating();
SetFace( normal );
}
void CharacterHead::Update( float fDelta )
{
if( this->GetTexture() == NULL )
return; /* not loaded */
if( m_fSecondsUntilReturnToNormal > 0 )
{
m_fSecondsUntilReturnToNormal -= fDelta;
if( m_fSecondsUntilReturnToNormal < 0 )
{
m_fSecondsUntilReturnToNormal = 0;
this->SetState( normal );
}
}
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
this->SetState( defeated );
Sprite::Update( fDelta );
}
void CharacterHead::SetFace( Face face )
{
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
return;
this->SetState( face );
m_fSecondsUntilReturnToNormal = SECONDS_TO_SHOW_FACE;
}
/*
* (c) 2003 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
-48
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@@ -1,48 +0,0 @@
#ifndef CharacterHead_H
#define CharacterHead_H
#include "Sprite.h"
class Character;
class CharacterHead : public Sprite
{
public:
CharacterHead();
void LoadFromCharacter( Character* pCharacter );
virtual void Update( float fDelta );
enum Face { normal=0, taunt, attack, damage, defeated, reserved, NUM_FACES };
void SetFace( Face face );
protected:
float m_fSecondsUntilReturnToNormal;
};
#endif
/*
* (c) 2003 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
-6
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@@ -1774,12 +1774,6 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File <File
RelativePath="BeginnerHelper.h"> RelativePath="BeginnerHelper.h">
</File> </File>
<File
RelativePath="CharacterHead.cpp">
</File>
<File
RelativePath="CharacterHead.h">
</File>
<File <File
RelativePath="CombinedLifeMeter.h"> RelativePath="CombinedLifeMeter.h">
</File> </File>