Files
itgmania212121/src/ScreenHowToPlay.cpp
T
2011-03-17 01:47:30 -04:00

351 lines
11 KiB
C++

#include "global.h"
#include "ScreenHowToPlay.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "Steps.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
#include "NotesLoaderSSC.h"
#include "GameSoundManager.h"
#include "Model.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Style.h"
#include "PrefsManager.h"
#include "CharacterManager.h"
#include "StatsManager.h"
#include "RageDisplay.h"
#include "SongUtil.h"
#include "Character.h"
#include "LifeMeterBar.h"
static const ThemeMetric<int> NUM_W2S ("ScreenHowToPlay","NumW2s");
static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
static const ThemeMetric<bool> USE_CHARACTER ("ScreenHowToPlay","UseCharacter");
static const ThemeMetric<bool> USE_PAD ("ScreenHowToPlay","UsePad");
static const ThemeMetric<bool> USE_PLAYER ("ScreenHowToPlay","UsePlayer");
static const ThemeMetric<RString> CHARACTER_NAME("ScreenHowToPlay","CharacterName");
enum Animation
{
ANIM_DANCE_PAD,
ANIM_DANCE_PADS,
ANIM_UP,
ANIM_DOWN,
ANIM_LEFT,
ANIM_RIGHT,
ANIM_JUMPLR,
NUM_ANIMATIONS
};
static const RString anims[NUM_ANIMATIONS] =
{
"DancePad.txt",
"DancePads.txt",
"BeginnerHelper_step-up.bones.txt",
"BeginnerHelper_step-down.bones.txt",
"BeginnerHelper_step-left.bones.txt",
"BeginnerHelper_step-right.bones.txt",
"BeginnerHelper_step-jumplr.bones.txt"
};
static RString GetAnimPath( Animation a )
{
return RString("Characters/") + anims[a];
}
static bool HaveAllCharAnimations()
{
for( int i = ANIM_UP; i < NUM_ANIMATIONS; ++i )
if( !DoesFileExist( GetAnimPath( (Animation) i ) ) )
return false;
return true;
}
REGISTER_SCREEN_CLASS( ScreenHowToPlay );
ScreenHowToPlay::ScreenHowToPlay()
{
m_iW2s = 0;
m_iNumW2s = NUM_W2S;
// initialize these because they might not be used.
m_pLifeMeterBar = NULL;
m_pmCharacter = NULL;
m_pmDancePad = NULL;
}
void ScreenHowToPlay::Init()
{
ScreenAttract::Init();
if( (bool)USE_PAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
{
m_pmDancePad = new Model;
m_pmDancePad->SetName( "Pad" );
m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) );
// xxx: hardcoded rotation. can be undone, but still. -freem
m_pmDancePad->SetRotationX( 35 );
ActorUtil::LoadAllCommandsAndSetXY( m_pmDancePad, m_sName );
}
// Display a character
vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() )
{
Character* displayChar;
if( !CHARACTER_NAME.GetValue().empty() && CHARMAN->GetCharacterFromID(CHARACTER_NAME) )
displayChar = CHARMAN->GetCharacterFromID(CHARACTER_NAME);
else
displayChar = CHARMAN->GetRandomCharacter();
RString sModelPath = displayChar->GetModelPath();
if( sModelPath != "" )
{
m_pmCharacter = new Model;
m_pmCharacter->SetName( "Character" );
m_pmCharacter->LoadMilkshapeAscii( displayChar->GetModelPath() );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
m_pmCharacter->LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
RString sRestFile = displayChar->GetRestAnimationPath();
ASSERT( !sRestFile.empty() );
m_pmCharacter->LoadMilkshapeAsciiBones( "rest",displayChar->GetRestAnimationPath() );
m_pmCharacter->SetDefaultAnimation( "rest" );
m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating.
// xxx: hardcoded rotation. can be undone, but still. -freem
m_pmCharacter->SetRotationX( 40 );
m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
ActorUtil::LoadAllCommandsAndSetXY( m_pmCharacter, m_sName );
}
}
GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
if( USE_PLAYER )
{
m_pLifeMeterBar = new LifeMeterBar;
m_pLifeMeterBar->SetName("LifeMeterBar");
m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
ActorUtil::LoadAllCommandsAndSetXY( m_pLifeMeterBar, m_sName );
m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
// Allow themers to use either a .ssc or .sm file for this. -aj
RString sStepsPath = THEME->GetPathO(m_sName, "steps");
if( sStepsPath.Right(4) == ".ssc" )
SSCLoader::LoadFromSSCFile( sStepsPath, m_Song, false );
else
SMLoader::LoadFromSMFile( sStepsPath, m_Song, false );
m_Song.AddAutoGenNotes();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" );
// todo: make StepsType human readable. -aj
ASSERT_M( pSteps != NULL, "No playable steps for ScreenHowToPlay" );
NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
GAMESTATE->m_pCurSong.Set( &m_Song );
GAMESTATE->m_bGameplayLeadIn.Set( false );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
m_Player->Init(
"Player",
GAMESTATE->m_pPlayerState[PLAYER_1],
NULL,
m_pLifeMeterBar,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
m_Player.Load( m_NoteData );
m_Player->SetName( "Player" );
this->AddChild( m_Player );
ActorUtil::LoadAllCommandsAndSetXY( m_Player, m_sName );
// Don't show judgment
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
}
// deferred until after the player, so the notes go under it
if( m_pLifeMeterBar )
this->AddChild( m_pLifeMeterBar );
if( m_pmDancePad )
this->AddChild( m_pmDancePad );
if( m_pmCharacter )
this->AddChild( m_pmCharacter );
m_fFakeSecondsIntoSong = 0;
this->MoveToTail( &m_In );
this->MoveToTail( &m_Out );
}
ScreenHowToPlay::~ScreenHowToPlay()
{
delete m_pLifeMeterBar;
delete m_pmCharacter;
delete m_pmDancePad;
}
void ScreenHowToPlay::Step()
{
// xxx: assumes dance. -freem
#define ST_LEFT 0x01
#define ST_DOWN 0x02
#define ST_UP 0x04
#define ST_RIGHT 0x08
#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
#define ST_JUMPUD (ST_UP | ST_DOWN)
int iStep = 0;
const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
// if we want to miss from here on out, don't process steps.
if( m_iW2s < m_iNumW2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
{
const int iNumTracks = m_NoteData.GetNumTracks();
for( int k=0; k<iNumTracks; k++ )
if( m_NoteData.GetTapNote(k, iNoteRow).type == TapNote::tap )
iStep |= 1 << k;
switch( iStep )
{
case ST_LEFT: m_pmCharacter->PlayAnimation( "Step-LEFT", 1.8f ); break;
case ST_RIGHT: m_pmCharacter->PlayAnimation( "Step-RIGHT", 1.8f ); break;
case ST_UP: m_pmCharacter->PlayAnimation( "Step-UP", 1.8f ); break;
case ST_DOWN: m_pmCharacter->PlayAnimation( "Step-DOWN", 1.8f ); break;
case ST_JUMPLR: m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f ); break;
case ST_JUMPUD:
// Until I can get an UP+DOWN jump animation, this will have to do.
m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f );
m_pmCharacter->StopTweening();
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 90 );
m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
m_pmCharacter->SetRotationY( 0 );
break;
}
}
}
void ScreenHowToPlay::Update( float fDelta )
{
if( GAMESTATE->m_pCurSong != NULL )
{
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong, GAMESTATE->m_pCurSong->m_Timing );
m_fFakeSecondsIntoSong += fDelta;
static int iLastNoteRowCounted = 0;
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
{
if( m_pLifeMeterBar && !m_Player )
{
if ( m_iW2s < m_iNumW2s )
m_pLifeMeterBar->ChangeLife( TNS_W2 );
else
m_pLifeMeterBar->ChangeLife( TNS_Miss );
}
m_iW2s++;
iLastNoteRowCounted = iCurNoteRow;
}
// Once we hit the number of perfects we want, we want to fail. Switch
// the controller to HUMAN. Since we aren't taking input, the steps will
// always be misses.
if( m_iW2s > m_iNumW2s )
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
// Per the above code, we don't always want the character stepping.
// If they try to make all of the steps in the miss part, they look
// silly. Have then stand still instead. - freem
if ( m_pmCharacter )
{
if( m_iW2s <= m_iNumW2s )
Step();
}
}
ScreenAttract::Update( fDelta );
}
void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_GainFocus )
{
// We do this ourself.
SOUND->HandleSongTimer( false );
}
else if( SM == SM_LoseFocus )
{
SOUND->HandleSongTimer( true );
}
else if( SM == SM_GoToNextScreen )
{
GAMESTATE->Reset();
}
ScreenAttract::HandleScreenMessage( SM );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ScreenHowToPlay. */
class LunaScreenHowToPlay: public Luna<ScreenHowToPlay>
{
public:
static int GetLifeMeter( T* p, lua_State *L )
{
//PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
p->m_pLifeMeterBar->PushSelf( L );
return 1;
}
LunaScreenHowToPlay()
{
ADD_METHOD( GetLifeMeter );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenHowToPlay, ScreenAttract )
// lua end
/*
* (c) 2001-2004 Chris Danford, Thad Ward
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/