#include "global.h" #include "stdlib.h" /* ----------------------------------------------------------------------------- Class: ScreenHowToPlay Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenHowToPlay.h" #include "ThemeManager.h" #include "GameState.h" #include "GameDef.h" #include "RageLog.h" #include "SongManager.h" #include "NoteFieldPositioning.h" #include "GameManager.h" #define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM") #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow") ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay") { switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate? { case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break; case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; break; case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; break; case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break; case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break; case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break; default: ASSERT(0); // we should cover all gametypes.... } StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType; int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt ); ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track.... m_LifeMeter.Load( PLAYER_1 ); m_LifeMeter.SetXY( 480, 40 ); this->AddChild( &m_LifeMeter ); // Display character if( GAMESTATE->m_pCharacters.size() ) { int iRnd; iRnd = rand() % ( GAMESTATE->m_pCharacters.size() ); if( iRnd != 0 ) { m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() ); m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() ); m_mCharacter.SetZoom(20); m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425"); this->AddChild(&m_mCharacter); } } // NoteData* pND = new NoteData; pND->SetNumTracks( iNumOfTracks ); /* Old notes.. Until our HowToPlay animation changes, Steps changed. pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP ); pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*24, TAP_TAP ); pND->SetTapNote( 3, ROWS_PER_BEAT*24, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*28, TAP_TAP ); pND->AddHoldNote( HoldNote(2, 32, 35) ); pND->AddHoldNote( HoldNote(0, 36, 39) ); pND->AddHoldNote( HoldNote(3, 36, 39) ); pND->AddHoldNote( HoldNote(2, 40, 43) ); pND->SetTapNote( 0, ROWS_PER_BEAT*44, TAP_TAP ); pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*44.5f), TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*45, TAP_TAP ); pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP ); */ pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*18, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*20, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*22, TAP_TAP ); pND->SetTapNote( 3, ROWS_PER_BEAT*22, TAP_TAP ); m_pSong = new Song; float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0 m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) ); /* Same as above m_pSong->AddStopSegment( StopSegment(12,2) ); m_pSong->AddStopSegment( StopSegment(16,2) ); m_pSong->AddStopSegment( StopSegment(20,2) ); m_pSong->AddStopSegment( StopSegment(24,2) ); m_pSong->AddStopSegment( StopSegment(28,2) ); */ m_pSong->AddStopSegment( StopSegment(16,2) ); m_pSong->AddStopSegment( StopSegment(18,2) ); m_pSong->AddStopSegment( StopSegment(20,2) ); m_pSong->AddStopSegment( StopSegment(22,2) ); GAMESTATE->m_pCurSong = m_pSong; GAMESTATE->m_bPastHereWeGo = true; GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY; m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL, NULL, NULL ); /* We need a nice way to fill up the LifeMeter half-way. -- Miryo */ m_Player.SetX( 480 ); m_Player.DontShowJudgement(); this->AddChild( &m_Player ); delete pND; m_fFakeSecondsIntoSong = 0; this->ClearMessageQueue(); this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW ); } ScreenHowToPlay::~ScreenHowToPlay() { delete m_pSong; } void ScreenHowToPlay::Update( float fDelta ) { if(GAMESTATE->m_pCurSong != NULL) { GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong ); m_fFakeSecondsIntoSong += fDelta; if( GAMESTATE->m_bFreeze ) { switch(int(GAMESTATE->m_fSongBeat)) { case 16: m_mCharacter.SetFrame(30); break; case 18: m_mCharacter.SetFrame(85); break; case 20: m_mCharacter.SetFrame(150); break; case 22: m_mCharacter.SetFrame(270); break; }; } else { // HowToPlay animations.. This will be retimed soon to be a reasonable speed. This was just a quick'n'dirty way of showing this screen correctly. // Until we get a better HowToPlay animation done, it has to be this way.. if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) ) { m_mCharacter.SetFrame(1); } if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) ) { m_mCharacter.SetFrame(55); } if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) ) { m_mCharacter.SetFrame(120); } if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) ) { m_mCharacter.SetFrame(240); } // ----------------------------------------------------------------------- */ if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) || (GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) || (GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) || (GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) || (GAMESTATE->m_fSongBeat >= 22.8f) ) { if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) ) m_mCharacter.SetFrame(184); //Loop for HowToPlay static movement is 184~243 }; m_mCharacter.Update( (0+(fDelta*1.08f)) ); //m_mCharacter.Draw(); }; } ScreenAttract::Update( fDelta ); } void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_BeginFadingOut: /* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens * after the ctor of the next screen; we don't want to mess with its state. */ GAMESTATE->m_pCurSong = NULL; break; } ScreenAttract::HandleScreenMessage( SM ); }