Files
itgmania212121/stepmania/src/GhostArrowRow.cpp
T
Chris Danford 40b2ecfee5 simplify mine scoring
add separate dance point weights for mines
2004-01-02 08:43:14 +00:00

126 lines
3.1 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: GhostArrowRow
Desc: A graphic displayed in the GhostArrowRow during Dancing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GhostArrowRow.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ArrowEffects.h"
#include "NoteSkinManager.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "NoteFieldPositioning.h"
GhostArrowRow::GhostArrowRow()
{
m_iNumCols = 0;
}
void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
{
m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffset;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
m_iNumCols = pStyleDef->m_iColsPerPlayer;
// init arrows
for( int c=0; c<m_iNumCols; c++ )
{
CString Button = g_NoteFieldMode[m_PlayerNumber].GhostButtonNames[c];
if(Button == "")
Button = NoteSkinManager::ColToButtonName(c);
m_GhostDim[c].SetName( "GhostArrowDim" );
m_GhostBright[c].SetName( "GhostArrowBright" );
m_HoldGhost[c].SetName( "HoldGhostArrow" );
m_GhostDim[c].Init( pn );
m_GhostBright[c].Init( pn );
//m_HoldGhost[c].Init( pn );
m_GhostDim[c].Load( NoteSkin, Button, "tap explosion dim", false);
m_GhostBright[c].Load( NoteSkin, Button, "tap explosion bright", false );
m_HoldGhost[c].Load( NoteSkin, Button, "hold explosion" );
}
}
void GhostArrowRow::Update( float fDeltaTime )
{
for( int c=0; c<m_iNumCols; c++ )
{
m_GhostDim[c].Update( fDeltaTime );
m_GhostBright[c].Update( fDeltaTime );
m_HoldGhost[c].Update( fDeltaTime );
const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
const float fY = ArrowGetYPos( m_PlayerNumber, c, 0, m_fYReverseOffsetPixels );
const float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
m_GhostDim[c].SetX( fX );
m_GhostBright[c].SetX( fX );
m_HoldGhost[c].SetX( fX );
m_GhostDim[c].SetY( fY );
m_GhostBright[c].SetY( fY );
m_HoldGhost[c].SetY( fY );
m_GhostDim[c].SetZ( fZ );
m_GhostBright[c].SetZ( fZ );
m_HoldGhost[c].SetZ( fZ );
}
}
void GhostArrowRow::DrawPrimitives()
{
for( int c=0; c<m_iNumCols; c++ )
{
g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
m_GhostDim[c].Draw();
m_GhostBright[c].Draw();
m_HoldGhost[c].Draw();
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
}
}
void GhostArrowRow::DidTapNote( int iCol, TapNoteScore score, bool bBright )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
if( bBright )
m_GhostBright[iCol].Step( score );
else
m_GhostDim[iCol].Step( score );
}
void GhostArrowRow::SetHoldIsActive( int iCol )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
m_HoldGhost[iCol].SetHoldIsActive( true );
}
void GhostArrowRow::CopyTweening( const GhostArrowRow &from )
{
for( int c=0; c<m_iNumCols; c++ )
{
m_GhostDim[c].CopyTweening( from.m_GhostDim[c] );
m_GhostBright[c].CopyTweening( from.m_GhostBright[c] );
m_HoldGhost[c].CopyTweening( from.m_HoldGhost[c] );
}
ActorFrame::CopyTweening( from );
}