394 lines
12 KiB
C++
394 lines
12 KiB
C++
#include "global.h"
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#include "ActorUtil.h"
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#include "BeginnerHelper.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "RageDisplay.h"
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#include "Steps.h"
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#include "Style.h"
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#include "Model.h"
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#include "ScreenDimensions.h"
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// "PLAYER_X" offsets are relative to the pad.. ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310
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#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%d_X",px+1))
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
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#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
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// "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother.
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#define HELPER_X THEME->GetMetricF("BeginnerHelper","HelperX")
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#define HELPER_Y THEME->GetMetricF("BeginnerHelper","HelperY")
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#define ST_LEFT 0x01
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#define ST_DOWN 0x02
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#define ST_UP 0x04
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#define ST_RIGHT 0x08
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#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
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#define ST_JUMPUD (ST_UP | ST_DOWN)
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enum Animation
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{
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ANIM_DANCE_PAD,
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ANIM_DANCE_PADS,
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ANIM_UP,
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ANIM_DOWN,
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ANIM_LEFT,
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ANIM_RIGHT,
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ANIM_JUMPLR,
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NUM_ANIMATIONS
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};
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static const char *anims[NUM_ANIMATIONS] =
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{
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"DancePad.txt",
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"DancePads.txt",
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"BeginnerHelper_step-up.bones.txt",
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"BeginnerHelper_step-down.bones.txt",
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"BeginnerHelper_step-left.bones.txt",
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"BeginnerHelper_step-right.bones.txt",
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"BeginnerHelper_step-jumplr.bones.txt"
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};
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static CString GetAnimPath(Animation a)
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{
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return CString("Characters/") + anims[a];
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}
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BeginnerHelper::BeginnerHelper()
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{
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m_bShowBackground = true;
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m_bInitialized = false;
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m_iLastRowChecked = m_iLastRowFlashed = 0;
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FOREACH_PlayerNumber( pn )
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m_bPlayerEnabled[pn] = false;
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FOREACH_PlayerNumber( pn )
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m_pDancer[pn] = new Model;
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m_pDancePad = new Model;
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}
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BeginnerHelper::~BeginnerHelper()
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{
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FOREACH_PlayerNumber( pn )
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delete m_pDancer[pn];
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delete m_pDancePad;
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}
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void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
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{
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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switch(CSTEP)
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{
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case ST_LEFT: isc=0; break;
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case ST_RIGHT: isc=1; break;
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case ST_UP: isc=2; break;
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case ST_DOWN: isc=3; break;
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}
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m_sStepCircle[pn][isc].StopEffect();
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m_sStepCircle[pn][isc].SetZoom(2);
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m_sStepCircle[pn][isc].StopTweening();
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m_sStepCircle[pn][isc].BeginTweening((GAMESTATE->m_fCurBPS/3), TWEEN_LINEAR);
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m_sStepCircle[pn][isc].SetZoom(0);
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}
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void BeginnerHelper::AddPlayer( PlayerNumber pn, NoteData *pSteps )
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{
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ASSERT(!m_bInitialized);
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ASSERT(pSteps != NULL);
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ASSERT((pn >= 0) && (pn < NUM_PLAYERS));
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ASSERT(GAMESTATE->IsHumanPlayer(pn));
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if(!CanUse())
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return;
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const Character *Character = GAMESTATE->m_pCurCharacters[pn];
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ASSERT( Character != NULL );
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if(!DoesFileExist(Character->GetModelPath()))
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return;
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m_NoteData[pn].CopyAll(*pSteps);
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m_bPlayerEnabled[pn] = true;
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}
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bool BeginnerHelper::CanUse()
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{
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for(int i=0; i<NUM_ANIMATIONS; ++i)
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if(!DoesFileExist(GetAnimPath((Animation)i)))
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return false;
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return GAMESTATE->m_pCurStyle->m_bCanUseBeginnerHelper;
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}
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bool BeginnerHelper::Initialize( int iDancePadType )
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{
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ASSERT( !m_bInitialized );
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if(!CanUse())
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return false;
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// If no players were successfully added, bail.
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{
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bool bAnyLoaded = false;
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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if(m_bPlayerEnabled[pn])
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bAnyLoaded = true;
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if(!bAnyLoaded)
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return false;
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}
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// Load the Background and flash.. Flash only shows if the BG does.
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if(m_bShowBackground)
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{
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m_sBackground.Load( THEME->GetPathG("BeginnerHelper","background") );
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this->AddChild(&m_sBackground);
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m_sBackground.SetXY(1,1);
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m_sFlash.Load(THEME->GetPathG("BeginnerHelper","flash"));
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m_sFlash.SetXY(0,0);
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m_sFlash.SetDiffuseAlpha(0);
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}
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// Load StepCircle graphics
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for(int lsc=0; lsc<NUM_PLAYERS; lsc++)
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for(int lsce=0; lsce<4; lsce++)
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{
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m_sStepCircle[lsc][lsce].Load(THEME->GetPathG("BeginnerHelper","stepcircle"));
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m_sStepCircle[lsc][lsce].SetZoom(0); // Hide until needed.
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this->AddChild(&m_sStepCircle[lsc][lsce]);
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// Set coordinates of StepCircle
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switch(lsce)
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{
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case 0: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)-80),HELPER_Y); break; // Left
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case 1: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)+80),HELPER_Y); break; // Right
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case 2: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y-60)); break; // Up
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case 3: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y+60)); break; // Down
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}
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}
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// Load the DancePad
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switch(iDancePadType)
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{
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case 0: break; // No pad
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case 1: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PAD)); break;
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case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_pDancePad->SetHorizAlign( align_left );
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m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
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m_pDancePad->SetX(HELPER_X);
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m_pDancePad->SetY(HELPER_Y);
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m_pDancePad->SetZoom(23); // Pad should always be 3 units bigger in zoom than the dancer.
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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// Skip if not enabled
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if(!m_bPlayerEnabled[pl])
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continue;
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// Load character data
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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// Load textures
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m_pDancer[pl]->SetHorizAlign( align_left );
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m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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m_pDancer[pl]->LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
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m_pDancer[pl]->LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
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m_pDancer[pl]->LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
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m_pDancer[pl]->LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT));
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m_pDancer[pl]->LoadMilkshapeAsciiBones("Step-JUMPLR", GetAnimPath(ANIM_JUMPLR));
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m_pDancer[pl]->LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
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m_pDancer[pl]->SetDefaultAnimation("rest");
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m_pDancer[pl]->PlayAnimation("rest");
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m_pDancer[pl]->SetRotationX(PLAYER_ANGLE);
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m_pDancer[pl]->SetX(HELPER_X+PLAYER_X(pl));
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m_pDancer[pl]->SetY(HELPER_Y+10);
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m_pDancer[pl]->SetZoom(20);
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m_pDancer[pl]->SetCullMode(CULL_NONE); // many of the models floating around have the vertex order flipped
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m_pDancer[pl]->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating
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}
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m_bInitialized = true;
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return true;
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}
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void BeginnerHelper::DrawPrimitives()
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{
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// If not initialized, don't bother with this
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if(!m_bInitialized)
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return;
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ActorFrame::DrawPrimitives();
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m_sFlash.Draw();
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bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
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if(DrawCelShaded)
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m_pDancePad->DrawCelShaded();
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else
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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m_pDancePad->Draw();
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DISPLAY->ClearZBuffer(); // So character doesn't step "into" the dance pad.
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DISPLAY->SetLightOff(0);
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DISPLAY->SetLighting(false);
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}
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// Draw StepCircles
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for(int scd=0; scd<NUM_PLAYERS; scd++)
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for(int scde=0; scde<4; scde++)
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m_sStepCircle[scd][scde].Draw();
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if(DrawCelShaded)
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn))
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m_pDancer[pn]->DrawCelShaded();
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else
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn))
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m_pDancer[pn]->Draw();
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DISPLAY->SetLightOff(0);
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DISPLAY->SetLighting(false);
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}
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}
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void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
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{
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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switch(CSTEP)
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{
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case ST_LEFT:
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ShowStepCircle(pn, ST_LEFT);
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m_pDancer[pn]->PlayAnimation("Step-LEFT", 1.5f);
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break;
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case ST_RIGHT:
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ShowStepCircle(pn, ST_RIGHT);
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m_pDancer[pn]->PlayAnimation("Step-RIGHT", 1.5f);
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break;
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case ST_UP:
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ShowStepCircle(pn, ST_UP);
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m_pDancer[pn]->PlayAnimation("Step-UP", 1.5f);
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break;
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case ST_DOWN:
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ShowStepCircle(pn, ST_DOWN);
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m_pDancer[pn]->PlayAnimation("Step-DOWN", 1.5f);
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break;
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case ST_JUMPLR:
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ShowStepCircle(pn, ST_LEFT);
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ShowStepCircle(pn, ST_RIGHT);
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m_pDancer[pn]->PlayAnimation("Step-JUMPLR", 1.5f);
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break;
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case ST_JUMPUD:
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ShowStepCircle(pn, ST_UP);
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ShowStepCircle(pn, ST_DOWN);
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->PlayAnimation("Step-JUMPLR", 1.5f);
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m_pDancer[pn]->BeginTweening((GAMESTATE->m_fCurBPS /8), TWEEN_LINEAR);
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m_pDancer[pn]->SetRotationY(90);
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m_pDancer[pn]->BeginTweening((1/(GAMESTATE->m_fCurBPS * 2))); //sleep between jump-frames
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m_pDancer[pn]->BeginTweening(GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR);
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m_pDancer[pn]->SetRotationY(0);
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break;
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}
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m_sFlash.StopEffect();
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m_sFlash.StopTweening();
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m_sFlash.Sleep(GAMESTATE->m_fCurBPS /16);
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m_sFlash.SetDiffuseAlpha(1);
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m_sFlash.BeginTweening(1/GAMESTATE->m_fCurBPS * 0.5f);
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m_sFlash.SetDiffuseAlpha(0);
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}
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void BeginnerHelper::Update( float fDeltaTime )
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{
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if(!m_bInitialized)
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return;
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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FOREACH_EnabledPlayer( pn )
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{
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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// Check if there are any notes at all on this row.. If not, save scanning.
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if(!m_NoteData[pn].IsThereATapAtRow(iRow))
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continue;
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// Find all steps on this row, in order to show the correct animations
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int iStep = 0;
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const int iNumTracks = m_NoteData[pn].GetNumTracks();
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for( int t=0; t<iNumTracks; t++ )
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if( m_NoteData[pn].GetTapNote(t,iRow).type == TapNote::tap )
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iStep |= 1 << t;
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// Assign new data
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this->Step(pn, iStep);
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}
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}
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// Make sure we don't accidentally scan a row 2x
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m_iLastRowChecked = iCurRow;
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// Update animations
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ActorFrame::Update(fDeltaTime);
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m_pDancePad->Update(fDeltaTime);
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m_sFlash.Update(fDeltaTime);
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float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
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// If this is not a human player, the dancer is not shown
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FOREACH_HumanPlayer( pu )
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{
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// Update dancer's animation and StepCircles
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m_pDancer[pu]->Update( beat );
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for(int scu=0; scu<NUM_PLAYERS; scu++)
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for(int scue=0; scue<4; scue++)
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m_sStepCircle[scu][scue].Update(beat);
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}
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}
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/*
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* (c) 2003 Kevin Slaughter
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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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