203 lines
6.5 KiB
C++
203 lines
6.5 KiB
C++
#include "global.h"
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#include "Character.h"
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#include "IniFile.h"
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#include "RageUtil.h"
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bool Character::Load( CString sCharDir )
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{
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// Save character directory
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if( sCharDir.Right(1) != "/" )
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sCharDir += "/";
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m_sCharDir = sCharDir;
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// Save character name
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vector<CString> as;
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split( sCharDir, "/", as );
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m_sName = as.back();
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// Save attacks
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IniFile ini;
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if( !ini.ReadFile( sCharDir+"character.ini" ) )
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return false;
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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ini.GetValue( "Character", ssprintf("Level%dAttack%d",i+1,j+1), m_sAttacks[i][j] );
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return true;
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}
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CString GetRandomFileInDir( CString sDir )
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{
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CStringArray asFiles;
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GetDirListing( sDir, asFiles, false, true );
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if( asFiles.empty() )
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return "";
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else
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return asFiles[rand()%asFiles.size()];
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}
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CString Character::GetModelPath() const
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{
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CString s = m_sCharDir + "model.txt";
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if( DoesFileExist(s) )
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return s;
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else
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return "";
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}
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CString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest/")); }
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CString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp/")); }
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CString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance/")); }
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CString Character::GetTakingABreakPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"break.png", as, false, true );
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GetDirListing( m_sCharDir+"break.jpg", as, false, true );
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GetDirListing( m_sCharDir+"break.gif", as, false, true );
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GetDirListing( m_sCharDir+"break.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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CString Character::GetSongSelectIconPath() const
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{
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CStringArray as;
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// first try and find an icon specific to the select music screen
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// so you can have different icons for music select / char select
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GetDirListing( m_sCharDir+"selectmusicicon.png", as, false, true );
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GetDirListing( m_sCharDir+"selectmusicicon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"selectmusicicon.gif", as, false, true );
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GetDirListing( m_sCharDir+"selectmusicicon.bmp", as, false, true );
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if( as.empty() )
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{
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// if that failed, try using the regular icon
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GetDirListing( m_sCharDir+"icon.png", as, false, true );
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GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"icon.gif", as, false, true );
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GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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else
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return as[0];
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}
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CString Character::GetStageIconPath() const
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{
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CStringArray as;
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// first try and find an icon specific to the select music screen
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// so you can have different icons for music select / char select
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GetDirListing( m_sCharDir+"stageicon.png", as, false, true );
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GetDirListing( m_sCharDir+"stageicon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"stageicon.gif", as, false, true );
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GetDirListing( m_sCharDir+"stageicon.bmp", as, false, true );
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if( as.empty() )
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{
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// if that failed, try using the regular icon
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GetDirListing( m_sCharDir+"card.png", as, false, true );
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GetDirListing( m_sCharDir+"card.jpg", as, false, true );
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GetDirListing( m_sCharDir+"card.gif", as, false, true );
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GetDirListing( m_sCharDir+"card.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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else
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return as[0];
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}
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CString Character::GetCardPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"card.png", as, false, true );
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GetDirListing( m_sCharDir+"card.jpg", as, false, true );
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GetDirListing( m_sCharDir+"card.gif", as, false, true );
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GetDirListing( m_sCharDir+"card.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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CString Character::GetIconPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"icon.png", as, false, true );
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GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
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GetDirListing( m_sCharDir+"icon.gif", as, false, true );
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GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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CString Character::GetHeadPath() const
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{
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CStringArray as;
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GetDirListing( m_sCharDir+"head*.png", as, false, true );
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GetDirListing( m_sCharDir+"head*.jpg", as, false, true );
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GetDirListing( m_sCharDir+"head*.gif", as, false, true );
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GetDirListing( m_sCharDir+"head*.bmp", as, false, true );
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if( as.empty() )
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return "";
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else
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return as[0];
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}
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bool Character::Has2DElems()
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{
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if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DGood/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DMiss/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DWin/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DWinFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DGreat/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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if( DoesFileExist(m_sCharDir + "2DIdle/BGAnimation.ini") ) // check 2D Idle BGAnim exists
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return true;
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return false;
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}
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/*
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* (c) 2003 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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