separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.

This commit is contained in:
Chris Danford
2005-04-05 08:30:57 +00:00
parent af231d1a63
commit 218be32879
19 changed files with 175 additions and 150 deletions
+56 -56
View File
@@ -133,10 +133,6 @@ void ScreenGameplay::Init()
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
/* This is usually done already, but we might have come here without going through
* ScreenSelectMusic or the options menus at all. */
GAMESTATE->AdjustFailType();
/* Save selected options before we change them. */
GAMESTATE->StoreSelectedOptions();
@@ -905,7 +901,10 @@ void ScreenGameplay::LoadNextSong()
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && STATSMAN->m_CurStageStats.m_player[p].bFailed ) // already failed
ShowOniGameOver(p);
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && !GAMESTATE->GetEventMode() && !GAMESTATE->m_bDemonstrationOrJukebox)
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR &&
GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR &&
!GAMESTATE->IsEventMode() &&
!GAMESTATE->m_bDemonstrationOrJukebox )
{
m_pLifeMeter[p]->UpdateNonstopLifebar(
GAMESTATE->GetStageIndex(),
@@ -1333,67 +1332,68 @@ void ScreenGameplay::Update( float fDeltaTime )
case STATE_DANCING:
/* Set STATSMAN->m_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
* SM_BeginFailed if all players failed, and kill dead Oni players. */
switch( GAMESTATE->m_SongOptions.m_FailType )
FOREACH_EnabledPlayer( pn )
{
case SongOptions::FAIL_OFF:
// don't allow fail
break;
default:
// check for individual fail
FOREACH_EnabledPlayer( pn )
{
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
continue; /* isn't failing */
if( STATSMAN->m_CurStageStats.m_player[pn].bFailed )
continue; /* failed and is already dead */
SongOptions::FailType ft = GAMESTATE->GetPlayerFailType(pn);
if( ft == SongOptions::FAIL_OFF )
continue;
/* If recovery is enabled, only set fail if both are failing.
* There's no way to recover mid-song in battery mode. */
if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
continue;
// check for individual fail
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
continue; /* isn't failing */
if( STATSMAN->m_CurStageStats.m_player[pn].bFailed )
continue; /* failed and is already dead */
/* If recovery is enabled, only set fail if both are failing.
* There's no way to recover mid-song in battery mode. */
if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
continue;
LOG->Trace("Player %d failed", (int)pn);
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
LOG->Trace("Player %d failed", (int)pn);
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
if( ft == SongOptions::LIFE_BATTERY &&
ft == SongOptions::FAIL_IMMEDIATE )
{
if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
{
if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
{
// kill them!
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
ShowOniGameOver(pn);
m_Player[pn].m_NoteData.Init(); // remove all notes and scoring
m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
}
// kill them!
SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
ShowOniGameOver(pn);
m_Player[pn].m_NoteData.Init(); // remove all notes and scoring
m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
}
}
break;
}
/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
bool bBeginFailed = false;
SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->IsCourseMode() && GAMESTATE->GetCourseSongIndex()==0 )
bool bAllFailed = true;
FOREACH_EnabledPlayer( pn )
{
// take the least harsh of the two FailTypes
ft = max( ft, SongOptions::FAIL_COMBO_OF_30_MISSES );
SongOptions::FailType ft = GAMESTATE->GetPlayerFailType(pn);
switch( ft )
{
case SongOptions::FAIL_IMMEDIATE:
if( GAMESTATE->m_pPlayerState[pn]->m_HealthState < PlayerState::DEAD )
bAllFailed = false;
break;
case SongOptions::FAIL_COMBO_OF_30_MISSES:
if( STATSMAN->m_CurStageStats.m_player[pn].iCurMissCombo < 30 )
bAllFailed = false;
break;
case SongOptions::FAIL_END_OF_SONG:
bAllFailed = false; // wait until the end of the song to fail.
break;
case SongOptions::FAIL_OFF:
bAllFailed = false; // never fail.
break;
default:
ASSERT(0);
}
}
switch( ft )
{
case SongOptions::FAIL_IMMEDIATE:
if( GAMESTATE->AllAreDead() )
bBeginFailed = true;
break;
case SongOptions::FAIL_COMBO_OF_30_MISSES:
if( GAMESTATE->AllHaveComboOf30OrMoreMisses() )
bBeginFailed = true;
break;
}
if( bBeginFailed )
if( bAllFailed )
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
//
@@ -2106,7 +2106,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
/* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF &&
if( GAMESTATE->GetPlayerFailType(p) != SongOptions::FAIL_OFF &&
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
STATSMAN->m_CurStageStats.m_player[p].bFailed = true;