#include "global.h" #include "GhostArrowRow.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "ArrowEffects.h" #include "NoteSkinManager.h" #include "GameState.h" #include "Game.h" #include "PlayerState.h" #include "Style.h" #include "ActorUtil.h" void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset ) { m_pPlayerState = pPlayerState; m_fYReverseOffsetPixels = fYReverseOffset; const PlayerNumber pn = m_pPlayerState->m_PlayerNumber; const Style* pStyle = GAMESTATE->GetCurrentStyle(pn); NOTESKIN->SetPlayerNumber( pn ); // init arrows for( int c=0; cm_iColsPerPlayer; c++ ) { const RString &sButton = GAMESTATE->GetCurrentStyle(pn)->ColToButtonName( c ); vector GameI; GAMESTATE->GetCurrentStyle(pn)->StyleInputToGameInput( c, pn, GameI ); NOTESKIN->SetGameController( GameI[0].controller ); m_bHoldShowing.push_back( TapNoteSubType_Invalid ); m_bLastHoldShowing.push_back( TapNoteSubType_Invalid ); m_Ghost.push_back( NOTESKIN->LoadActor(sButton, "Explosion", this) ); m_Ghost[c]->SetName( "GhostArrow" ); } } void GhostArrowRow::SetColumnRenderers(vector& renderers) { ASSERT_M(renderers.size() == m_Ghost.size(), "Notefield has different number of columns than ghost row."); for(size_t c= 0; c < m_Ghost.size(); ++c) { m_Ghost[c]->SetFakeParent(&(renderers[c])); } m_renderers= &renderers; } GhostArrowRow::~GhostArrowRow() { for( unsigned i = 0; i < m_Ghost.size(); ++i ) delete m_Ghost[i]; } void GhostArrowRow::Update( float fDeltaTime ) { for( unsigned c=0; cUpdate( fDeltaTime ); (*m_renderers)[c].UpdateReceptorGhostStuff(m_Ghost[c]); } for( unsigned i = 0; i < m_bHoldShowing.size(); ++i ) { if( m_bLastHoldShowing[i] != m_bHoldShowing[i] ) { if( m_bLastHoldShowing[i] == TapNoteSubType_Hold ) m_Ghost[i]->PlayCommand( "HoldingOff" ); else if( m_bLastHoldShowing[i] == TapNoteSubType_Roll ) m_Ghost[i]->PlayCommand( "RollOff" ); /* else if( m_bLastHoldShowing[i] == TapNoteSubType_Mine ) m_Ghost[i]->PlayCommand( "MinefieldOff" ); */ if( m_bHoldShowing[i] == TapNoteSubType_Hold ) m_Ghost[i]->PlayCommand( "HoldingOn" ); else if( m_bHoldShowing[i] == TapNoteSubType_Roll ) m_Ghost[i]->PlayCommand( "RollOn" ); /* else if( m_bHoldShowing[i] == TapNoteSubType_Mine ) m_Ghost[i]->PlayCommand( "MinefieldOn" ); */ m_bLastHoldShowing[i] = m_bHoldShowing[i]; } m_bHoldShowing[i] = TapNoteSubType_Invalid; } } void GhostArrowRow::DrawPrimitives() { const Style* pStyle = GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber); for( unsigned i=0; im_iColumnDrawOrder[i]; m_Ghost[c]->Draw(); } } void GhostArrowRow::DidTapNote( int iCol, TapNoteScore tns, bool bBright ) { ASSERT_M( iCol >= 0 && iCol < (int) m_Ghost.size(), ssprintf("assert(iCol %i >= 0 && iCol %i < (int)m_Ghost.size() %i) failed",iCol,iCol,(int)m_Ghost.size()) ); Message msg("ColumnJudgment"); msg.SetParam( "TapNoteScore", tns ); // This may be useful for popn styled judgment :) -DaisuMaster msg.SetParam( "Column", iCol ); if( bBright ) msg.SetParam( "Bright", true ); m_Ghost[iCol]->HandleMessage( msg ); m_Ghost[iCol]->PlayCommand( "Judgment" ); if( bBright ) m_Ghost[iCol]->PlayCommand( "Bright" ); else m_Ghost[iCol]->PlayCommand( "Dim" ); RString sJudge = TapNoteScoreToString( tns ); m_Ghost[iCol]->PlayCommand( Capitalize(sJudge) ); } void GhostArrowRow::DidHoldNote( int iCol, HoldNoteScore hns, bool bBright ) { ASSERT( iCol >= 0 && iCol < (int) m_Ghost.size() ); Message msg("ColumnJudgment"); msg.SetParam( "HoldNoteScore", hns ); msg.SetParam( "Column", iCol ); if( bBright ) msg.SetParam( "Bright", true ); m_Ghost[iCol]->HandleMessage( msg ); m_Ghost[iCol]->PlayCommand( "Judgment" ); if( bBright ) m_Ghost[iCol]->PlayCommand( "Bright" ); else m_Ghost[iCol]->PlayCommand( "Dim" ); RString sJudge = HoldNoteScoreToString( hns ); m_Ghost[iCol]->PlayCommand( Capitalize(sJudge) ); } void GhostArrowRow::SetHoldShowing( int iCol, const TapNote &tn ) { ASSERT( iCol >= 0 && iCol < (int) m_Ghost.size() ); m_bHoldShowing[iCol] = tn.subType; } /* * (c) 2001-2004 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. */