Files
itgmania212121/src/Character.cpp
T

269 lines
9.1 KiB
C++

#include "global.h"
#include "Character.h"
#include "IniFile.h"
#include "RageUtil.h"
#include "RageTextureID.h"
#include "ActorUtil.h"
RString GetRandomFileInDir( RString sDir );
Character::Character(): m_sCharDir(""), m_sCharacterID(""),
m_sDisplayName(""), m_sCardPath(""), m_sIconPath(""),
m_bUsableInRave(false), m_iPreloadRefcount(0) {}
bool Character::Load( RString sCharDir )
{
// Save character directory
if( sCharDir.Right(1) != "/" )
sCharDir += "/";
m_sCharDir = sCharDir;
// save ID
{
vector<RString> as;
split( sCharDir, "/", as );
m_sCharacterID = as.back();
}
{
vector<RString> as;
GetDirListing( m_sCharDir+"card.png", as, false, true );
GetDirListing( m_sCharDir+"card.jpg", as, false, true );
GetDirListing( m_sCharDir+"card.jpeg", as, false, true );
GetDirListing( m_sCharDir+"card.gif", as, false, true );
GetDirListing( m_sCharDir+"card.bmp", as, false, true );
if( as.empty() )
m_sCardPath = "";
else
m_sCardPath = as[0];
}
{
vector<RString> as;
GetDirListing( m_sCharDir+"icon.png", as, false, true );
GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
GetDirListing( m_sCharDir+"icon.jpeg", as, false, true );
GetDirListing( m_sCharDir+"icon.gif", as, false, true );
GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
if( as.empty() )
m_sIconPath = "";
else
m_sIconPath = as[0];
}
// Save attacks
IniFile ini;
if( !ini.ReadFile( sCharDir+"character.ini" ) )
return false;
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
{
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
ini.GetValue( "Character", ssprintf("Level%dAttack%d",i+1,j+1), m_sAttacks[i][j] );
}
// get optional display name
ini.GetValue( "Character", "DisplayName", m_sDisplayName );
// get optional InitCommand
RString s;
ini.GetValue( "Character", "InitCommand", s );
m_cmdInit = ActorUtil::ParseActorCommands( s );
return true;
}
RString GetRandomFileInDir( RString sDir )
{
vector<RString> asFiles;
GetDirListing( sDir, asFiles, false, true );
if( asFiles.empty() )
return RString();
else
return asFiles[RandomInt(asFiles.size())];
}
RString Character::GetModelPath() const
{
RString s = m_sCharDir + "model.txt";
if( DoesFileExist(s) )
return s;
else
return RString();
}
RString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest/")); }
RString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp/")); }
RString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance/")); }
RString Character::GetTakingABreakPath() const
{
vector<RString> as;
GetDirListing( m_sCharDir+"break.png", as, false, true );
GetDirListing( m_sCharDir+"break.jpg", as, false, true );
GetDirListing( m_sCharDir+"break.jpeg", as, false, true );
GetDirListing( m_sCharDir+"break.gif", as, false, true );
GetDirListing( m_sCharDir+"break.bmp", as, false, true );
if( as.empty() )
return RString();
else
return as[0];
}
RString Character::GetSongSelectIconPath() const
{
vector<RString> as;
// first try and find an icon specific to the select music screen
// so you can have different icons for music select / char select
GetDirListing( m_sCharDir+"selectmusicicon.png", as, false, true );
GetDirListing( m_sCharDir+"selectmusicicon.jpg", as, false, true );
GetDirListing( m_sCharDir+"selectmusicicon.jpeg", as, false, true );
GetDirListing( m_sCharDir+"selectmusicicon.gif", as, false, true );
GetDirListing( m_sCharDir+"selectmusicicon.bmp", as, false, true );
if( as.empty() )
{
// if that failed, try using the regular icon
GetDirListing( m_sCharDir+"icon.png", as, false, true );
GetDirListing( m_sCharDir+"icon.jpg", as, false, true );
GetDirListing( m_sCharDir+"icon.jpeg", as, false, true );
GetDirListing( m_sCharDir+"icon.gif", as, false, true );
GetDirListing( m_sCharDir+"icon.bmp", as, false, true );
if( as.empty() )
return RString();
else
return as[0];
}
else
return as[0];
}
RString Character::GetStageIconPath() const
{
vector<RString> as;
// first try and find an icon specific to the select music screen
// so you can have different icons for music select / char select
GetDirListing( m_sCharDir+"stageicon.png", as, false, true );
GetDirListing( m_sCharDir+"stageicon.jpg", as, false, true );
GetDirListing( m_sCharDir+"stageicon.jpeg", as, false, true );
GetDirListing( m_sCharDir+"stageicon.gif", as, false, true );
GetDirListing( m_sCharDir+"stageicon.bmp", as, false, true );
if( as.empty() )
{
// if that failed, try using the regular icon
GetDirListing( m_sCharDir+"card.png", as, false, true );
GetDirListing( m_sCharDir+"card.jpg", as, false, true );
GetDirListing( m_sCharDir+"card.jpeg", as, false, true );
GetDirListing( m_sCharDir+"card.gif", as, false, true );
GetDirListing( m_sCharDir+"card.bmp", as, false, true );
if( as.empty() )
return RString();
else
return as[0];
}
else
return as[0];
}
bool Character::Has2DElems()
{
if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DGood/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DMiss/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DWin/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DWinFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DGreat/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + "2DIdle/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
return false;
}
void Character::DemandGraphics()
{
++m_iPreloadRefcount;
if( m_iPreloadRefcount == 1 )
{
RString s = GetIconPath();
if( !s.empty() )
m_Preload.Load( s );
}
}
void Character::UndemandGraphics()
{
--m_iPreloadRefcount;
if( m_iPreloadRefcount == 0 )
m_Preload.UnloadAll();
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the Character. */
class LunaCharacter: public Luna<Character>
{
public:
static int GetCardPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetCardPath() ); return 1; }
static int GetIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetIconPath() ); return 1; }
static int GetSongSelectIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetSongSelectIconPath() ); return 1; }
static int GetStageIconPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetStageIconPath() ); return 1; }
static int GetModelPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetModelPath() ); return 1; }
static int GetRestAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetRestAnimationPath() ); return 1; }
static int GetWarmUpAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetWarmUpAnimationPath() ); return 1; }
static int GetDanceAnimationPath( T* p, lua_State *L ) { lua_pushstring(L, p->GetDanceAnimationPath() ); return 1; }
static int GetCharacterDir( T* p, lua_State *L ) { lua_pushstring(L, p->m_sCharDir ); return 1; }
static int GetCharacterID( T* p, lua_State *L ) { lua_pushstring(L, p->m_sCharacterID ); return 1; }
static int GetDisplayName( T* p, lua_State *L ) { lua_pushstring(L, p->GetDisplayName() ); return 1; }
LunaCharacter()
{
ADD_METHOD( GetCardPath );
ADD_METHOD( GetIconPath );
ADD_METHOD( GetSongSelectIconPath );
ADD_METHOD( GetStageIconPath );
// sm-ssc adds:
ADD_METHOD( GetModelPath );
ADD_METHOD( GetRestAnimationPath );
ADD_METHOD( GetWarmUpAnimationPath );
ADD_METHOD( GetDanceAnimationPath );
ADD_METHOD( GetCharacterDir );
ADD_METHOD( GetCharacterID );
ADD_METHOD( GetDisplayName );
}
};
LUA_REGISTER_CLASS( Character )
// lua end
/*
* (c) 2003 Chris Danford
* 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.
*/