102 lines
3.3 KiB
C++
102 lines
3.3 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenHowToPlay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenHowToPlay.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "GameDef.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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int iNumOfTracks = 0;
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switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; iNumOfTracks = 4; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; iNumOfTracks = 5; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; iNumOfTracks = 5; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; iNumOfTracks = 5; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; iNumOfTracks = 8; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; iNumOfTracks = 6; break;
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default: ASSERT(0); break; // we should cover all gametypes....
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}
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if(iNumOfTracks < 1)
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{
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ASSERT(0); // crazy to have less than 1 track....
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}
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m_LifeMeter.Load( PLAYER_1 );
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m_LifeMeter.SetXY( 480, 40 );
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this->AddChild( &m_LifeMeter );
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NoteData* pND = new NoteData;
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pND->SetNumTracks( iNumOfTracks );
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pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP );
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pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*24, TAP_TAP );
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pND->SetTapNote( 3, ROWS_PER_BEAT*24, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*28, TAP_TAP );
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pND->AddHoldNote( HoldNote(2, 32, 35) );
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pND->AddHoldNote( HoldNote(0, 36, 39) );
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pND->AddHoldNote( HoldNote(3, 36, 39) );
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pND->AddHoldNote( HoldNote(2, 40, 43) );
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pND->SetTapNote( 0, ROWS_PER_BEAT*44, TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*44.5f), TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*45, TAP_TAP );
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pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
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m_pSong->AddStopSegment( StopSegment(15,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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m_pSong->AddStopSegment( StopSegment(24,2) );
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m_pSong->AddStopSegment( StopSegment(28,2) );
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GAMESTATE->m_pCurSong = m_pSong;
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL );
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m_Player.SetX( 480 );
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m_Player.DontShowJudgement();
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this->AddChild( &m_Player );
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delete pND;
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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}
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ScreenHowToPlay::~ScreenHowToPlay()
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{
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delete m_pSong;
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}
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void ScreenHowToPlay::Update( float fDelta )
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{
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m_fFakeSecondsIntoSong += fDelta;
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
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ScreenAttract::Update( fDelta );
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}
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