Files
itgmania212121/stepmania/src/StyleDef.cpp
T

105 lines
2.7 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: StyleDef
Desc: A data structure that holds the definition of a GameMode.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "StyleDef.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameDef.h"
#include "IniFile.h"
#include "GameState.h"
#include "NoteData.h"
void StyleDef::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData* pOriginal, NoteData* pNoteDataOut ) const
{
int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
for( int col=0; col<m_iColsPerPlayer; col++ )
{
ColumnInfo colInfo = m_ColumnInfo[pn][col];
int originalTrack = colInfo.track;
iNewToOriginalTrack[col] = originalTrack;
}
pNoteDataOut->LoadTransformed( pOriginal, m_iColsPerPlayer, iNewToOriginalTrack );
}
GameInput StyleDef::StyleInputToGameInput( const StyleInput StyleI ) const
{
ASSERT_M( StyleI.player < NUM_PLAYERS, ssprintf("P%i", StyleI.player) );
ASSERT_M( StyleI.col < MAX_COLS_PER_PLAYER, ssprintf("C%i", StyleI.col) );
GameController c = m_ColumnInfo[StyleI.player][StyleI.col].controller;
GameButton b = m_ColumnInfo[StyleI.player][StyleI.col].button;
return GameInput( c, b );
};
StyleInput StyleDef::GameInputToStyleInput( const GameInput &GameI ) const
{
StyleInput SI;
FOREACH_PlayerNumber( p )
{
for( int t=0; t<m_iColsPerPlayer; t++ )
{
if( m_ColumnInfo[p][t].controller == GameI.controller &&
m_ColumnInfo[p][t].button == GameI.button )
{
SI = StyleInput( (PlayerNumber)p, t );
// HACK: Looking up the player number using m_ColumnInfo
// returns the wrong answer for ONE_PLAYER_TWO_CREDITS styles
if( m_StyleType == ONE_PLAYER_TWO_CREDITS )
SI.player = GAMESTATE->m_MasterPlayerNumber;
return SI;
}
}
}
return SI; // Didn't find a match. Return invalid.
}
PlayerNumber StyleDef::ControllerToPlayerNumber( GameController controller ) const
{
switch( m_StyleType )
{
case ONE_PLAYER_ONE_CREDIT:
case TWO_PLAYERS_TWO_CREDITS:
return (PlayerNumber)controller;
case ONE_PLAYER_TWO_CREDITS:
return GAMESTATE->m_MasterPlayerNumber;
default:
ASSERT(0);
return PLAYER_INVALID;
}
}
bool StyleDef::MatchesNotesType( StepsType type ) const
{
if(type == m_StepsType) return true;
return false;
}
void StyleDef::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
{
fMixXOut = +100000;
fMaxXOut = -100000;
for( int i=0; i<m_iColsPerPlayer; i++ )
{
fMixXOut = min( fMixXOut, m_ColumnInfo[pn][i].fXOffset );
fMaxXOut = max( fMaxXOut, m_ColumnInfo[pn][i].fXOffset );
}
}