Files
itgmania212121/src/DancingCharacters.cpp
T
2013-04-19 20:34:11 -07:00

418 lines
14 KiB
C++

#include "global.h"
#include "DancingCharacters.h"
#include "GameConstantsAndTypes.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageMath.h"
#include "GameState.h"
#include "Song.h"
#include "Character.h"
#include "StatsManager.h"
#include "PrefsManager.h"
#include "Model.h"
int Neg1OrPos1();
#define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1))
#define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1))
/*
* TODO:
* - Metrics/Lua for lighting and camera sweeping.
* - Ability to load secondary elements i.e. stages.
* - Remove support for 2D characters (Lua can do it).
* - Cleanup!
*
* -- Colby
*/
const float CAMERA_REST_DISTANCE = 32.f;
const float CAMERA_REST_LOOK_AT_HEIGHT = -11.f;
const float CAMERA_SWEEP_DISTANCE = 28.f;
const float CAMERA_SWEEP_DISTANCE_VARIANCE = 4.f;
const float CAMERA_SWEEP_HEIGHT_VARIANCE = 7.f;
const float CAMERA_SWEEP_PAN_Y_RANGE_DEGREES = 45.f;
const float CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES = 60.f;
const float CAMERA_SWEEP_LOOK_AT_HEIGHT = -11.f;
const float CAMERA_STILL_DISTANCE = 26.f;
const float CAMERA_STILL_DISTANCE_VARIANCE = 3.f;
const float CAMERA_STILL_PAN_Y_RANGE_DEGREES = 120.f;
const float CAMERA_STILL_HEIGHT_VARIANCE = 5.f;
const float CAMERA_STILL_LOOK_AT_HEIGHT = -10.f;
const float MODEL_X_ONE_PLAYER = 0;
const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
DancingCharacters::DancingCharacters(): m_bDrawDangerLight(false),
m_CameraDistance(0), m_CameraPanYStart(0), m_CameraPanYEnd(0),
m_fLookAtHeight(0), m_fCameraHeightStart(0), m_fCameraHeightEnd(0),
m_fThisCameraStartBeat(0), m_fThisCameraEndBeat(0)
{
FOREACH_PlayerNumber( p )
{
m_pCharacter[p] = new Model;
m_2DIdleTimer[p].SetZero();
m_i2DAnimState[p] = AS2D_IDLE; // start on idle state
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
Character* pChar = GAMESTATE->m_pCurCharacters[p];
if( !pChar )
continue;
// load in any potential 2D stuff
RString sCharacterDirectory = pChar->m_sCharDir;
RString sCurrentAnim;
sCurrentAnim = sCharacterDirectory + "2DIdle";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgIdle[p].Load( sCurrentAnim );
m_bgIdle[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DMiss";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgMiss[p].Load( sCurrentAnim );
m_bgMiss[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DGood";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgGood[p].Load( sCurrentAnim );
m_bgGood[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DGreat";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgGreat[p].Load( sCurrentAnim );
m_bgGreat[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DFever";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgFever[p].Load( sCurrentAnim );
m_bgFever[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DFail";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgFail[p].Load( sCurrentAnim );
m_bgFail[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DWin";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgWin[p].Load( sCurrentAnim );
m_bgWin[p]->SetXY(DC_X(p),DC_Y(p));
}
sCurrentAnim = sCharacterDirectory + "2DWinFever";
if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{
m_bgWinFever[p].Load( sCurrentAnim );
m_bgWinFever[p]->SetXY(DC_X(p),DC_Y(p));
}
if( pChar->GetModelPath().empty() )
continue;
if( GAMESTATE->GetNumPlayersEnabled()==2 )
m_pCharacter[p]->SetX( MODEL_X_TWO_PLAYERS[p] );
else
m_pCharacter[p]->SetX( MODEL_X_ONE_PLAYER );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_pCharacter[p]->SetRotationY( MODEL_ROTATIONY_TWO_PLAYERS[p] );
default:
break;
}
m_pCharacter[p]->LoadMilkshapeAscii( pChar->GetModelPath() );
m_pCharacter[p]->LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_pCharacter[p]->LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_pCharacter[p]->LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
m_pCharacter[p]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
m_pCharacter[p]->RunCommands( pChar->m_cmdInit );
}
}
DancingCharacters::~DancingCharacters()
{
FOREACH_PlayerNumber( p )
delete m_pCharacter[p];
}
void DancingCharacters::LoadNextSong()
{
// initial camera sweep is still
m_CameraDistance = CAMERA_REST_DISTANCE;
m_CameraPanYStart = 0;
m_CameraPanYEnd = 0;
m_fCameraHeightStart = CAMERA_REST_LOOK_AT_HEIGHT;
m_fCameraHeightEnd = CAMERA_REST_LOOK_AT_HEIGHT;
m_fLookAtHeight = CAMERA_REST_LOOK_AT_HEIGHT;
m_fThisCameraStartBeat = 0;
m_fThisCameraEndBeat = 0;
ASSERT( GAMESTATE->m_pCurSong != NULL );
m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->GetFirstBeat();
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
m_pCharacter[p]->PlayAnimation( "rest" );
}
int Neg1OrPos1() { return RandomInt( 2 ) ? -1 : +1; }
void DancingCharacters::Update( float fDelta )
{
if( GAMESTATE->m_Position.m_bFreeze || GAMESTATE->m_Position.m_bDelay )
{
// spin the camera Matrix-style
m_CameraPanYStart += fDelta*40;
m_CameraPanYEnd += fDelta*40;
}
else
{
// make the characters move
float fBPM = GAMESTATE->m_Position.m_fCurBPS*60;
float fUpdateScale = SCALE( fBPM, 60.f, 300.f, 0.75f, 1.5f );
CLAMP( fUpdateScale, 0.75f, 1.5f );
/* It's OK for the animation to go slower than natural when we're
* at a very low music rate. */
fUpdateScale *= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerEnabled(p) )
m_pCharacter[p]->Update( fDelta*fUpdateScale );
}
}
static bool bWasGameplayStarting = false;
bool bGameplayStarting = GAMESTATE->m_bGameplayLeadIn;
if( !bWasGameplayStarting && bGameplayStarting )
{
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
m_pCharacter[p]->PlayAnimation( "warmup" );
}
bWasGameplayStarting = bGameplayStarting;
static float fLastBeat = GAMESTATE->m_Position.m_fSongBeat;
float firstBeat = GAMESTATE->m_pCurSong->GetFirstBeat();
float fThisBeat = GAMESTATE->m_Position.m_fSongBeat;
if( fLastBeat < firstBeat && fThisBeat >= firstBeat )
{
FOREACH_PlayerNumber( p )
m_pCharacter[p]->PlayAnimation( "dance" );
}
fLastBeat = fThisBeat;
// time for a new sweep?
if( GAMESTATE->m_Position.m_fSongBeat > m_fThisCameraEndBeat )
{
if( RandomInt(6) >= 4 )
{
// sweeping camera
m_CameraDistance = CAMERA_SWEEP_DISTANCE + RandomInt(-1,1) * CAMERA_SWEEP_DISTANCE_VARIANCE;
m_CameraPanYStart = m_CameraPanYEnd = RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_RANGE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_STILL_LOOK_AT_HEIGHT;
m_CameraPanYEnd += RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = m_fCameraHeightStart + RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
float fCameraHeightVariance = RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE;
m_fCameraHeightStart -= fCameraHeightVariance;
m_fCameraHeightEnd += fCameraHeightVariance;
m_fLookAtHeight = CAMERA_SWEEP_LOOK_AT_HEIGHT;
}
else
{
// still camera
m_CameraDistance = CAMERA_STILL_DISTANCE + RandomInt(-1,1) * CAMERA_STILL_DISTANCE_VARIANCE;
m_CameraPanYStart = m_CameraPanYEnd = Neg1OrPos1() * CAMERA_STILL_PAN_Y_RANGE_DEGREES;
m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_SWEEP_LOOK_AT_HEIGHT + Neg1OrPos1() * CAMERA_STILL_HEIGHT_VARIANCE;
m_fLookAtHeight = CAMERA_STILL_LOOK_AT_HEIGHT;
}
int iCurBeat = (int)GAMESTATE->m_Position.m_fSongBeat;
iCurBeat -= iCurBeat%8;
m_fThisCameraStartBeat = (float) iCurBeat;
m_fThisCameraEndBeat = float(iCurBeat + 8);
}
/*
// is there any of this still around? This block of code is _ugly_. -Colby
// update any 2D stuff
FOREACH_PlayerNumber( p )
{
if( m_bgIdle[p].IsLoaded() )
{
if( m_bgIdle[p].IsLoaded() && m_i2DAnimState[p] == AS2D_IDLE )
m_bgIdle[p]->Update( fDelta );
if( m_bgMiss[p].IsLoaded() && m_i2DAnimState[p] == AS2D_MISS )
m_bgMiss[p]->Update( fDelta );
if( m_bgGood[p].IsLoaded() && m_i2DAnimState[p] == AS2D_GOOD )
m_bgGood[p]->Update( fDelta );
if( m_bgGreat[p].IsLoaded() && m_i2DAnimState[p] == AS2D_GREAT )
m_bgGreat[p]->Update( fDelta );
if( m_bgFever[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FEVER )
m_bgFever[p]->Update( fDelta );
if( m_bgFail[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FAIL )
m_bgFail[p]->Update( fDelta );
if( m_bgWin[p].IsLoaded() && m_i2DAnimState[p] == AS2D_WIN )
m_bgWin[p]->Update( fDelta );
if( m_bgWinFever[p].IsLoaded() && m_i2DAnimState[p] == AS2D_WINFEVER )
m_bgWinFever[p]->Update(fDelta);
if(m_i2DAnimState[p] != AS2D_IDLE) // if we're not in idle state, start a timer to return us to idle
{
// never return to idle state if we have failed / passed (i.e. completed) the song
if(m_i2DAnimState[p] != AS2D_WINFEVER && m_i2DAnimState[p] != AS2D_FAIL && m_i2DAnimState[p] != AS2D_WIN)
{
if(m_2DIdleTimer[p].IsZero())
m_2DIdleTimer[p].Touch();
if(!m_2DIdleTimer[p].IsZero() && m_2DIdleTimer[p].Ago() > 1.0f)
{
m_2DIdleTimer[p].SetZero();
m_i2DAnimState[p] = AS2D_IDLE;
}
}
}
}
}
*/
}
void DancingCharacters::Change2DAnimState( PlayerNumber pn, int iState )
{
ASSERT( pn < NUM_PLAYERS );
ASSERT( iState < AS2D_MAXSTATES );
m_i2DAnimState[pn] = iState;
}
void DancingCharacters::DrawPrimitives()
{
DISPLAY->CameraPushMatrix();
float fPercentIntoSweep;
if(m_fThisCameraStartBeat == m_fThisCameraEndBeat)
fPercentIntoSweep = 0;
else
fPercentIntoSweep = SCALE(GAMESTATE->m_Position.m_fSongBeat, m_fThisCameraStartBeat, m_fThisCameraEndBeat, 0.f, 1.f );
float fCameraPanY = SCALE( fPercentIntoSweep, 0.f, 1.f, m_CameraPanYStart, m_CameraPanYEnd );
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
RageVector3 m_CameraPoint( 0, fCameraHeight, -m_CameraDistance );
RageMatrix CameraRot;
RageMatrixRotationY( &CameraRot, fCameraPanY );
RageVec3TransformCoord( &m_CameraPoint, &m_CameraPoint, &CameraRot );
RageVector3 m_LookAt( 0, m_fLookAtHeight, 0 );
DISPLAY->LoadLookAt( 45,
m_CameraPoint,
m_LookAt,
RageVector3(0,1,0) );
FOREACH_EnabledPlayer( p )
{
bool bFailed = STATSMAN->m_CurStageStats.m_player[p].m_bFailed;
bool bDanger = m_bDrawDangerLight;
DISPLAY->SetLighting( true );
RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(1,0.95f,0.925f,1));
RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
DISPLAY->SetLightDirectional(
0,
ambient,
diffuse,
specular,
RageVector3(-3, -7.5f, +9) );
if( PREFSMAN->m_bCelShadeModels )
{
m_pCharacter[p]->DrawCelShaded();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
continue;
}
m_pCharacter[p]->Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
DISPLAY->CameraPopMatrix();
/*
// Ugly! -Colby
// now draw any potential 2D stuff
FOREACH_PlayerNumber( p )
{
if(m_bgIdle[p].IsLoaded() && m_i2DAnimState[p] == AS2D_IDLE)
m_bgIdle[p]->Draw();
if(m_bgMiss[p].IsLoaded() && m_i2DAnimState[p] == AS2D_MISS)
m_bgMiss[p]->Draw();
if(m_bgGood[p].IsLoaded() && m_i2DAnimState[p] == AS2D_GOOD)
m_bgGood[p]->Draw();
if(m_bgGreat[p].IsLoaded() && m_i2DAnimState[p] == AS2D_GREAT)
m_bgGreat[p]->Draw();
if(m_bgFever[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FEVER)
m_bgFever[p]->Draw();
if(m_bgWinFever[p].IsLoaded() && m_i2DAnimState[p] == AS2D_WINFEVER)
m_bgWinFever[p]->Draw();
if(m_bgWin[p].IsLoaded() && m_i2DAnimState[p] == AS2D_WIN)
m_bgWin[p]->Draw();
if(m_bgFail[p].IsLoaded() && m_i2DAnimState[p] == AS2D_FAIL)
m_bgFail[p]->Draw();
}
*/
}
/*
* (c) 2003-2004 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.
*/