2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "LifeMeterBattery.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "PlayerState.h"
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#include "Course.h"
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#include "ActorUtil.h"
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LifeMeterBattery::LifeMeterBattery()
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{
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m_iLivesLeft = GAMESTATE->m_SongOptions.GetStage().m_iBatteryLives;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_fBatteryBlinkTime = 0;
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m_soundGainLife.Load( THEME->GetPathS("LifeMeterBattery","gain") );
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m_soundLoseLife.Load( THEME->GetPathS("LifeMeterBattery","lose"),true );
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}
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void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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const RString sType = "LifeMeterBattery";
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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BATTERY_BLINK_TIME.Load(sType, "BatteryBlinkTime"); // 1.2f by default
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bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled( pPlayerState );
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m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
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2011-04-21 01:44:13 -05:00
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this->AddChild( m_sprFrame );
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2011-03-17 01:47:30 -04:00
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m_sprBattery.Load( THEME->GetPathG(sType,"lives 1x4") );
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m_sprBattery.SetName( ssprintf("BatteryP%i",int(pn+1)) );
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// required because it's a sprite. todo: allow for AutoActoring but detect
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// Sprites for old behavior. -aj
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m_sprBattery.StopAnimating();
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if( bPlayerEnabled )
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{
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ActorUtil::LoadAllCommandsAndSetXY( m_sprBattery, sType );
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this->AddChild( &m_sprBattery );
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}
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m_textNumLives.LoadFromFont( THEME->GetPathF(sType, "lives") );
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m_textNumLives.SetName( ssprintf("NumLivesP%i",int(pn+1)) );
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// old hardcoded commands:
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/*
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m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
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m_textNumLives.SetShadowLength( 0 );
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*/
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if( bPlayerEnabled )
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{
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ActorUtil::LoadAllCommandsAndSetXY( m_textNumLives, sType );
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this->AddChild( &m_textNumLives );
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}
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// old hardcoded commands:
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/*
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m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetX( BATTERY_X[pn] );
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m_textNumLives.SetX( NUM_X[pn] );
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m_textNumLives.SetY( NUM_Y );
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*/
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if( bPlayerEnabled )
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{
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m_Percent.Load( pPlayerState, pPlayerStageStats, "LifeMeterBattery Percent", true );
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// old hardcoded commands (this is useful, but let the themer decide
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// what they want to do, please -aj)
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//m_Percent.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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this->AddChild( &m_Percent );
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}
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Refresh();
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}
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void LifeMeterBattery::OnSongEnded()
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{
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if( m_pPlayerStageStats->m_bFailed || m_iLivesLeft == 0 )
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return;
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if( m_iLivesLeft < GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
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{
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m_iTrailingLivesLeft = m_iLivesLeft;
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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2011-04-20 16:50:22 -05:00
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2011-03-17 01:47:30 -04:00
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if( pCourse && pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives > -1 )
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m_iLivesLeft += pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives;
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else
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m_iLivesLeft += ( GAMESTATE->m_pCurSteps[pn]->GetMeter()>=8 ? 2 : 1 );
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m_iLivesLeft = min( m_iLivesLeft, GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives );
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if( m_iTrailingLivesLeft < m_iLivesLeft )
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m_soundGainLife.Play();
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}
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Refresh();
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}
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( m_iLivesLeft == 0 )
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return;
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2011-06-03 18:55:14 -05:00
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// todo: let the themer decide how this is handled. -aj
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2011-03-17 01:47:30 -04:00
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switch( score )
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{
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case TNS_W1:
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case TNS_W2:
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case TNS_W3:
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break;
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case TNS_W4:
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case TNS_W5:
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case TNS_Miss:
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case TNS_HitMine:
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft--;
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m_soundLoseLife.Play();
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m_textNumLives.PlayCommand("LoseLife");
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/*
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m_textNumLives.SetZoom( 1.5f );
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m_textNumLives.BeginTweening( 0.15f );
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m_textNumLives.SetZoom( 1.0f );
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*/
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Refresh();
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m_fBatteryBlinkTime = BATTERY_BLINK_TIME;
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break;
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default:
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break;
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/*
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// xxx: this doesn't handle hold checkpoints.
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ASSERT(0);
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*/
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}
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Message msg( "LifeChanged" );
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msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
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msg.SetParam( "LifeMeter", LuaReference::CreateFromPush(*this) );
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2011-06-03 16:21:30 -05:00
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msg.SetParam( "LivesLeft", GetLivesLeft() );
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2011-03-17 01:47:30 -04:00
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MESSAGEMAN->Broadcast( msg );
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}
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void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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{
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switch( score )
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{
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case HNS_Held:
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break;
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case HNS_LetGo:
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2011-06-03 18:55:14 -05:00
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ChangeLife( TNS_Miss ); // LetGo is the same as a miss
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2011-03-17 01:47:30 -04:00
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break;
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default:
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ASSERT(0);
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}
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}
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void LifeMeterBattery::HandleTapScoreNone()
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{
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// do nothing
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}
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void LifeMeterBattery::ChangeLife( float fDeltaLifePercent )
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{
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}
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bool LifeMeterBattery::IsInDanger() const
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{
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return false;
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}
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bool LifeMeterBattery::IsHot() const
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{
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return false;
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}
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bool LifeMeterBattery::IsFailing() const
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{
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return m_iLivesLeft == 0;
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}
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float LifeMeterBattery::GetLife() const
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{
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if( !GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
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return 1;
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return float(m_iLivesLeft) / GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives;
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}
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int LifeMeterBattery::GetRemainingLives() const
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{
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if( !GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
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return 1;
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return m_iLivesLeft;
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}
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void LifeMeterBattery::Refresh()
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{
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// todo: make this restraint metricable + handle non-sprites -aj
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if( m_iLivesLeft <= 4 )
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{
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m_textNumLives.SetText( "" );
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m_sprBattery.SetState( max(m_iLivesLeft-1,0) );
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}
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else
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{
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m_textNumLives.SetText( ssprintf("x%d", m_iLivesLeft-1) );
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m_sprBattery.SetState( 3 );
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}
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}
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void LifeMeterBattery::Update( float fDeltaTime )
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{
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LifeMeter::Update( fDeltaTime );
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if( m_fBatteryBlinkTime > 0 )
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{
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m_fBatteryBlinkTime -= fDeltaTime;
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int iFrame1 = m_iLivesLeft-1;
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int iFrame2 = m_iTrailingLivesLeft-1;
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int iFrameNo = (int(m_fBatteryBlinkTime*15)%2) ? iFrame1 : iFrame2;
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CLAMP( iFrameNo, 0, 3 );
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m_sprBattery.SetState( iFrameNo );
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}
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else
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{
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m_fBatteryBlinkTime = 0;
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int iFrameNo = m_iLivesLeft-1;
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CLAMP( iFrameNo, 0, 3 );
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m_sprBattery.SetState( iFrameNo );
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}
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the LifeMeterBattery. */
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class LunaLifeMeterBattery: public Luna<LifeMeterBattery>
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{
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public:
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static int GetLivesLeft( T* p, lua_State *L ) { lua_pushnumber( L, p->GetLivesLeft() ); return 1; }
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// is this right? wtf -q2x
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static int GetTotalLives( T* p, lua_State *L ) { lua_pushnumber( L, GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives ); return 1; }
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LunaLifeMeterBattery()
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{
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ADD_METHOD( GetLivesLeft );
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ADD_METHOD( GetTotalLives );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( LifeMeterBattery, LifeMeter )
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/*
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* (c) 2001-2004 Chris Danford
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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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