#include "global.h" #include "Character.h" #include "IniFile.h" #include "RageUtil.h" #include "RageTextureID.h" #include "ActorUtil.h" Character::Character() { m_iPreloadRefcount = 0; } bool Character::Load( RString sCharDir ) { // Save character directory if( sCharDir.Right(1) != "/" ) sCharDir += "/"; m_sCharDir = sCharDir; // save ID { vector as; split( sCharDir, "/", as ); m_sCharacterID = as.back(); } { vector as; GetDirListing( m_sCharDir+"card.png", as, false, true ); GetDirListing( m_sCharDir+"card.jpg", as, false, true ); GetDirListing( m_sCharDir+"card.gif", as, false, true ); GetDirListing( m_sCharDir+"card.bmp", as, false, true ); if( as.empty() ) m_sCardPath = ""; else m_sCardPath = as[0]; } { vector as; GetDirListing( m_sCharDir+"icon.png", as, false, true ); GetDirListing( m_sCharDir+"icon.jpg", as, false, true ); GetDirListing( m_sCharDir+"icon.gif", as, false, true ); GetDirListing( m_sCharDir+"icon.bmp", as, false, true ); if( as.empty() ) m_sIconPath = ""; else m_sIconPath = as[0]; } // Save attacks IniFile ini; if( !ini.ReadFile( sCharDir+"character.ini" ) ) return false; for( int i=0; i asFiles; GetDirListing( sDir, asFiles, false, true ); if( asFiles.empty() ) return RString(); else return asFiles[RandomInt(asFiles.size())]; } RString Character::GetModelPath() const { RString s = m_sCharDir + "model.txt"; if( DoesFileExist(s) ) return s; else return RString(); } RString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest/")); } RString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp/")); } RString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance/")); } RString Character::GetTakingABreakPath() const { vector as; GetDirListing( m_sCharDir+"break.png", as, false, true ); GetDirListing( m_sCharDir+"break.jpg", as, false, true ); GetDirListing( m_sCharDir+"break.gif", as, false, true ); GetDirListing( m_sCharDir+"break.bmp", as, false, true ); if( as.empty() ) return RString(); else return as[0]; } RString Character::GetSongSelectIconPath() const { vector as; // first try and find an icon specific to the select music screen // so you can have different icons for music select / char select GetDirListing( m_sCharDir+"selectmusicicon.png", as, false, true ); GetDirListing( m_sCharDir+"selectmusicicon.jpg", as, false, true ); GetDirListing( m_sCharDir+"selectmusicicon.gif", as, false, true ); GetDirListing( m_sCharDir+"selectmusicicon.bmp", as, false, true ); if( as.empty() ) { // if that failed, try using the regular icon GetDirListing( m_sCharDir+"icon.png", as, false, true ); GetDirListing( m_sCharDir+"icon.jpg", as, false, true ); GetDirListing( m_sCharDir+"icon.gif", as, false, true ); GetDirListing( m_sCharDir+"icon.bmp", as, false, true ); if( as.empty() ) return RString(); else return as[0]; } else return as[0]; } RString Character::GetStageIconPath() const { vector as; // first try and find an icon specific to the select music screen // so you can have different icons for music select / char select GetDirListing( m_sCharDir+"stageicon.png", as, false, true ); GetDirListing( m_sCharDir+"stageicon.jpg", as, false, true ); GetDirListing( m_sCharDir+"stageicon.gif", as, false, true ); GetDirListing( m_sCharDir+"stageicon.bmp", as, false, true ); if( as.empty() ) { // if that failed, try using the regular icon GetDirListing( m_sCharDir+"card.png", as, false, true ); GetDirListing( m_sCharDir+"card.jpg", as, false, true ); GetDirListing( m_sCharDir+"card.gif", as, false, true ); GetDirListing( m_sCharDir+"card.bmp", as, false, true ); if( as.empty() ) return RString(); else return as[0]; } else return as[0]; } bool Character::Has2DElems() { if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DGood/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DMiss/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DWin/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DWinFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DGreat/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; if( DoesFileExist(m_sCharDir + "2DIdle/BGAnimation.ini") ) // check 2D Idle BGAnim exists return true; return false; } void Character::DemandGraphics() { ++m_iPreloadRefcount; if( m_iPreloadRefcount == 1 ) { RString s = GetIconPath(); if( !s.empty() ) m_Preload.Load( s ); } } void Character::UndemandGraphics() { --m_iPreloadRefcount; if( m_iPreloadRefcount == 0 ) m_Preload.UnloadAll(); } // lua start #include "LuaBinding.h" class LunaCharacter: public Luna { public: static int GetCardPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetCardPath() ); return 1; } static int GetIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetIconPath() ); return 1; } static int GetSongSelectIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetSongSelectIconPath() ); return 1; } static int GetStageIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetStageIconPath() ); return 1; } static int GetModelPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetModelPath() ); return 1; } static int GetRestAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetRestAnimationPath() ); return 1; } static int GetWarmUpAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetWarmUpAnimationPath() ); return 1; } static int GetDanceAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetDanceAnimationPath() ); return 1; } static int GetCharacterDir( T* p, lua_State *L ) { lua_pushstring(L, p->m_sCharDir ); return 1; } static int GetCharacterID( T* p, lua_State *L ) { lua_pushstring(L, p->m_sCharacterID ); return 1; } LunaCharacter() { ADD_METHOD( GetCardPath ); ADD_METHOD( GetIconPath ); ADD_METHOD( GetSongSelectIconPath ); ADD_METHOD( GetStageIconPath ); // sm-ssc adds: ADD_METHOD( GetModelPath ); ADD_METHOD( GetRestAnimationPath ); ADD_METHOD( GetWarmUpAnimationPath ); ADD_METHOD( GetDanceAnimationPath ); ADD_METHOD( GetCharacterDir ); ADD_METHOD( GetCharacterID ); } }; LUA_REGISTER_CLASS( Character ) // lua end /* * (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. */