Files
itgmania212121/stepmania/src/GameManager.cpp
T
Chris Danford 82e52c1306 3.0 beta 4
2002-07-11 19:02:26 +00:00

619 lines
26 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: GameManager
Desc: See Header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameManager.h"
#include "PrefsManager.h"
GameManager* GAMEMAN = NULL; // global and accessable from anywhere in our program
InstrumentButton DANCE_BUTTON_LEFT = (InstrumentButton)0;
InstrumentButton DANCE_BUTTON_RIGHT = (InstrumentButton)1;
InstrumentButton DANCE_BUTTON_UP = (InstrumentButton)2;
InstrumentButton DANCE_BUTTON_DOWN = (InstrumentButton)3;
InstrumentButton DANCE_BUTTON_UPLEFT = (InstrumentButton)4;
InstrumentButton DANCE_BUTTON_UPRIGHT = (InstrumentButton)5;
InstrumentButton DANCE_BUTTON_SELECT = (InstrumentButton)6;
InstrumentButton DANCE_BUTTON_START = (InstrumentButton)7;
int NUM_DANCE_BUTTONS = 8;
InstrumentButton PUMP_BUTTON_UPLEFT = (InstrumentButton)0;
InstrumentButton PUMP_BUTTON_UPRIGHT = (InstrumentButton)1;
InstrumentButton PUMP_BUTTON_CENTER = (InstrumentButton)2;
InstrumentButton PUMP_BUTTON_DOWNLEFT = (InstrumentButton)3;
InstrumentButton PUMP_BUTTON_DOWNRIGHT = (InstrumentButton)4;
InstrumentButton PUMP_BUTTON_SELECT = (InstrumentButton)5;
int NUM_PUMP_BUTTONS = 6;
InstrumentButton EZ2_BUTTON_UPLEFT = (InstrumentButton)0;
InstrumentButton EZ2_BUTTON_UPLEFTHAND = (InstrumentButton)1;
InstrumentButton EZ2_BUTTON_LRLEFTHAND = (InstrumentButton)2;
InstrumentButton EZ2_BUTTON_DOWN = (InstrumentButton)3;
InstrumentButton EZ2_BUTTON_LRRIGHTHAND = (InstrumentButton)4;
InstrumentButton EZ2_BUTTON_UPRIGHTHAND = (InstrumentButton)5;
InstrumentButton EZ2_BUTTON_UPRIGHT = (InstrumentButton)6;
InstrumentButton EZ2_BUTTON_SELECT = (InstrumentButton)7;
int NUM_EZ2_BUTTONS = 8;
const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 60;
const int EZ2_COL_SPACING = 20; // CHANGE THIS LATER (Actually don't know colspaces yet)
GameDef g_GameDefs[NUM_GAMES] =
{
{ // GAME_DANCE
"dance", // m_szName
"Dance Dance Revolution", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument
{ // m_szButtonNames
"Left",
"Right",
"Up",
"Down",
"UpLeft",
"UpRight",
"Back",
"Start"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
DANCE_BUTTON_LEFT, // MENU_BUTTON_LEFT
DANCE_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
DANCE_BUTTON_UP, // MENU_BUTTON_UP
DANCE_BUTTON_DOWN, // MENU_BUTTON_DOWN
DANCE_BUTTON_START, // MENU_BUTTON_START
DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
{ // GAME_PUMP
"pump", // m_szName
"Pump It Up", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument //? DANCE buttons (from Andy)
{ // m_szButtonNames
"UpLeft",
"UpRight",
"Center",
"DownLeft",
"DownRight",
"Back"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
PUMP_BUTTON_UPLEFT, // MENU_BUTTON_LEFT
PUMP_BUTTON_UPRIGHT, // MENU_BUTTON_RIGHT
PUMP_BUTTON_DOWNRIGHT, // MENU_BUTTON_UP
PUMP_BUTTON_DOWNLEFT, // MENU_BUTTON_DOWN
PUMP_BUTTON_CENTER, // MENU_BUTTON_START
PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
/* { // GAME_EZ2
"ez2", // m_szName
"Ez2dancer", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
{ // m_szButtonNames
"UpLeftHand",
"UpRightHand",
"LrLeftHand",
"LrRightHand",
"Down",
"Back"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
EZ2_BUTTON_UPLEFTHAND, // MENU_BUTTON_LEFT
EZ2_BUTTON_UPRIGHTHAND, // MENU_BUTTON_RIGHT
EZ2_BUTTON_LRLEFTHAND, // MENU_BUTTON_UP
EZ2_BUTTON_LRRIGHTHAND, // MENU_BUTTON_DOWN
EZ2_BUTTON_DOWN, // MENU_BUTTON_START
EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},*/
{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
"ez2", // m_szName
"Ez2dancer", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
{ // m_szButtonNames
"UpLeft",
"UpLeftHand",
"LrLeftHand",
"Down",
"LrRightHand",
"UpRightHand",
"UpRight",
"Back"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
DANCE_BUTTON_LEFT, // MENU_BUTTON_LEFT
DANCE_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
DANCE_BUTTON_UP, // MENU_BUTTON_UP
DANCE_BUTTON_DOWN, // MENU_BUTTON_DOWN
DANCE_BUTTON_START, // MENU_BUTTON_START
DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
};
StyleDef g_StyleDefs[NUM_STYLES] =
{
{ // STYLE_DANCE_SINGLE
"dance-single", // m_szName
NOTES_TYPE_DANCE_SINGLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_2, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0, 1, 2, 3
},
},
{ // STYLE_DANCE_VERSUS
"dance-versus", // m_szName
NOTES_TYPE_DANCE_SINGLE, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_2, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0, 1, 2, 3
},
},
{ // STYLE_DANCE_DOUBLE
"dance-double", // m_szName
NOTES_TYPE_DANCE_DOUBLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_TWO_SIDES, // m_StyleType
{ 320, 320 }, // m_iCenterX
8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*3.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*2.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_UP, -DANCE_COL_SPACING*1.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_RIGHT, -DANCE_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_2, DANCE_BUTTON_LEFT, +DANCE_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_2, DANCE_BUTTON_DOWN, +DANCE_COL_SPACING*1.5f },
{ TRACK_7, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*2.5f },
{ TRACK_8, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*3.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*3.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*2.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_UP, -DANCE_COL_SPACING*1.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_RIGHT, -DANCE_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_2, DANCE_BUTTON_LEFT, +DANCE_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_2, DANCE_BUTTON_DOWN, +DANCE_COL_SPACING*1.5f },
{ TRACK_7, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*2.5f },
{ TRACK_8, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*3.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,1,2,3,4,5,6,7
},
},
{ // StyleDef
"dance-couple", // m_szName
NOTES_TYPE_DANCE_SINGLE, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
4, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_2, INSTRUMENT_2, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_3, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*1.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,1,2,3
},
},
{ // STYLE_DANCE_SOLO
"dance-solo", // m_szName
NOTES_TYPE_DANCE_SOLO, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 240, 400 }, // m_iCenterX
6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*2.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_UPLEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_1, DANCE_BUTTON_UPRIGHT, +DANCE_COL_SPACING*1.5f },
{ TRACK_6, INSTRUMENT_1, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*2.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, DANCE_BUTTON_LEFT, -DANCE_COL_SPACING*2.5f },
{ TRACK_2, INSTRUMENT_2, DANCE_BUTTON_UPLEFT, -DANCE_COL_SPACING*1.5f },
{ TRACK_3, INSTRUMENT_2, DANCE_BUTTON_DOWN, -DANCE_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_2, DANCE_BUTTON_UPRIGHT, +DANCE_COL_SPACING*1.5f },
{ TRACK_6, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_COL_SPACING*2.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,1,2,3,4,5
},
},
/* { // STYLE_DANCE_SOLO_VERSUS
"dance-solo-versus", // m_szName
NOTES_TYPE_DANCE_SOLO, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, DANCE_BUTTON_LEFT, -DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
{ TRACK_2, INSTRUMENT_1, DANCE_BUTTON_UPLEFT, -DANCE_6PANEL_VERSUS_COL_SPACING*1.5f },
{ TRACK_3, INSTRUMENT_1, DANCE_BUTTON_DOWN, -DANCE_6PANEL_VERSUS_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_1, DANCE_BUTTON_UP, +DANCE_6PANEL_VERSUS_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_1, DANCE_BUTTON_UPRIGHT, +DANCE_6PANEL_VERSUS_COL_SPACING*1.5f },
{ TRACK_6, INSTRUMENT_1, DANCE_BUTTON_RIGHT, +DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, DANCE_BUTTON_LEFT, -DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
{ TRACK_2, INSTRUMENT_2, DANCE_BUTTON_UPLEFT, -DANCE_6PANEL_VERSUS_COL_SPACING*1.5f },
{ TRACK_3, INSTRUMENT_2, DANCE_BUTTON_DOWN, -DANCE_6PANEL_VERSUS_COL_SPACING*0.5f },
{ TRACK_4, INSTRUMENT_2, DANCE_BUTTON_UP, +DANCE_6PANEL_VERSUS_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_2, DANCE_BUTTON_UPRIGHT, +DANCE_6PANEL_VERSUS_COL_SPACING*1.5f },
{ TRACK_6, INSTRUMENT_2, DANCE_BUTTON_RIGHT, +DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,5,1,4,2,3 // outside in
},
},
*/ { // PUMP_STYLE_SINGLE
"pump-single", // m_szName
NOTES_TYPE_PUMP_SINGLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*2 },
{ TRACK_2, INSTRUMENT_1, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*1 },
{ TRACK_3, INSTRUMENT_1, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*2 },
{ TRACK_2, INSTRUMENT_2, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*1 },
{ TRACK_3, INSTRUMENT_2, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_2, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_2, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,2,4,1,3
},
},
{ // PUMP_STYLE_VERSUS
"pump-versus", // m_szName
NOTES_TYPE_PUMP_SINGLE, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*2 },
{ TRACK_2, INSTRUMENT_1, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*1 },
{ TRACK_3, INSTRUMENT_1, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_2, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*2 },
{ TRACK_2, INSTRUMENT_2, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*1 },
{ TRACK_3, INSTRUMENT_2, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_2, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_2, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,2,4,1,3
},
},
{ // PUMP_STYLE_DOUBLE
"pump-double", // m_szName
NOTES_TYPE_PUMP_SINGLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*4.5f },
{ TRACK_2, INSTRUMENT_1, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*3.5f },
{ TRACK_3, INSTRUMENT_1, PUMP_BUTTON_CENTER, -PUMP_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, PUMP_BUTTON_UPRIGHT, -PUMP_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, PUMP_BUTTON_DOWNRIGHT, -PUMP_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_2, PUMP_BUTTON_DOWNLEFT, +PUMP_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_2, PUMP_BUTTON_UPLEFT, +PUMP_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_2, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_2, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_2, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*4.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, PUMP_BUTTON_DOWNLEFT, -PUMP_COL_SPACING*4.5f },
{ TRACK_2, INSTRUMENT_1, PUMP_BUTTON_UPLEFT, -PUMP_COL_SPACING*3.5f },
{ TRACK_3, INSTRUMENT_1, PUMP_BUTTON_CENTER, -PUMP_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, PUMP_BUTTON_UPRIGHT, -PUMP_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, PUMP_BUTTON_DOWNRIGHT, -PUMP_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_2, PUMP_BUTTON_DOWNLEFT, +PUMP_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_2, PUMP_BUTTON_UPLEFT, +PUMP_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_2, PUMP_BUTTON_CENTER, +PUMP_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_2, PUMP_BUTTON_UPRIGHT, +PUMP_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_2, PUMP_BUTTON_DOWNRIGHT, +PUMP_COL_SPACING*4.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,2,4,1,3,5,7,9,6,8
},
},
{ // EZ2_STYLE_SINGLE
"ez2-single", // m_szName
NOTES_TYPE_EZ2_SINGLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*1.0f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*0.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*1.0f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
// 0,1,2,3,4
},
},
{ // EZ2_STYLE_DOUBLE
"ez2-double", // m_szName
NOTES_TYPE_EZ2_DOUBLE, // m_NotesType
StyleDef::ONE_PLAYER_USES_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL
"ez2-real", // m_szName
NOTES_TYPE_EZ2_REAL, // m_NotesType
StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_SINGLE_VERSUS
"ez2-single-versus", // m_szName
NOTES_TYPE_EZ2_SINGLE, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL_VERSUS
"ez2-real-versus", // m_szName
NOTES_TYPE_EZ2_REAL, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
};
GameManager::GameManager()
{
m_CurGame = GAME_DANCE;
m_CurStyle = STYLE_NONE;
CStringArray asSkinNames;
GetSkinNames( asSkinNames );
m_sCurrentSkin = PREFSMAN->m_sNoteSkin;
for( int i=0; i<asSkinNames.GetSize(); i++ )
{
if( m_sCurrentSkin == asSkinNames[i] )
goto skin_exists;
}
m_sCurrentSkin = asSkinNames[0];
skin_exists:
m_sMasterPlayerNumber = PLAYER_1;
}
GameDef* GameManager::GetCurrentGameDef()
{
return &g_GameDefs[ m_CurGame ];
}
StyleDef* GameManager::GetCurrentStyleDef()
{
ASSERT( m_CurStyle != STYLE_NONE );
return &g_StyleDefs[ m_CurStyle ];
}
void GameManager::GetGameNames( CStringArray &AddTo )
{
for( int i=0; i<NUM_GAMES; i++ )
AddTo.Add( g_GameDefs[i].m_szName );
}
void GameManager::GetSkinNames( CStringArray &AddTo )
{
GetCurrentGameDef()->GetSkinNames( AddTo );
}
bool GameManager::IsPlayerEnabled( PlayerNumber pn )
{
if( m_CurStyle == STYLE_NONE ) // if no style set (we're in TitleMenu, ConfigInstruments or something)
return true; // allow input from both sides
return ( pn == m_sMasterPlayerNumber ) ||
( GetCurrentStyleDef()->m_StyleType == StyleDef::TWO_PLAYERS_USE_TWO_SIDES );
};
CString GameManager::GetPathToGraphic( const PlayerNumber p, const int col, const GameButtonGraphic gbg )
{
StyleInput si( p, col );
GameInput gi = GetCurrentStyleDef()->StyleInputToGameInput( si );
InstrumentButton b = gi.button;
return GetCurrentGameDef()->GetPathToGraphic( m_sCurrentSkin, b, gbg );
}
void GameManager::GetTweenColors( const PlayerNumber p, const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aTweenColorsAddTo )
{
StyleInput StyleI( p, col );
GameInput GameI = GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
GetCurrentGameDef()->GetTweenColors( m_sCurrentSkin, GameI.button, aTweenColorsAddTo );
}