Add StageStats::bFailedEarlier, to simplify gameplay logic. This should
fix course weirdness.
This commit is contained in:
@@ -31,7 +31,6 @@ public:
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virtual bool IsInDanger( PlayerNumber pn ) { return false; };
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virtual bool IsHot( PlayerNumber pn ) { return false; };
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virtual bool IsFailing( PlayerNumber pn ) { return false; };
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virtual bool FailedEarlier( PlayerNumber pn ) { return false; };
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virtual void OnTaunt();
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protected:
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@@ -28,7 +28,6 @@ public:
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virtual bool IsInDanger( PlayerNumber pn ) { return false; };
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virtual bool IsHot( PlayerNumber pn ) { return false; };
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virtual bool IsFailing( PlayerNumber pn ) { return false; };
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virtual bool FailedEarlier( PlayerNumber pn ) { return false; };
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protected:
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@@ -34,7 +34,6 @@ public:
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virtual bool IsInDanger() = 0;
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virtual bool IsHot() = 0;
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virtual bool IsFailing() = 0;
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virtual bool FailedEarlier() = 0;
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) = 0;
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@@ -59,7 +58,6 @@ public:
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virtual bool IsInDanger( PlayerNumber pn ) = 0;
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virtual bool IsHot( PlayerNumber pn ) = 0;
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virtual bool IsFailing( PlayerNumber pn ) = 0;
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virtual bool FailedEarlier( PlayerNumber pn ) = 0;
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virtual void OnTaunt() {};
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};
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@@ -376,7 +376,7 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
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CLAMP( m_fLifePercentage, 0, 1 );
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if( m_fLifePercentage <= FAIL_THRESHOLD )
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m_bFailedEarlier = true;
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GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
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m_fLifeVelocity += fDeltaLife;
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}
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@@ -414,10 +414,6 @@ bool LifeMeterBar::IsFailing()
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return m_fLifePercentage <= 0;
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}
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bool LifeMeterBar::FailedEarlier()
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{
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return m_bFailedEarlier;
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}
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void LifeMeterBar::Update( float fDeltaTime )
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{
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@@ -35,7 +35,6 @@ public:
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virtual bool IsInDanger();
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virtual bool IsHot();
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virtual bool IsFailing();
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virtual bool FailedEarlier();
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void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty);
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void FillForHowToPlay(int NumPerfects, int NumMisses);
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@@ -34,7 +34,6 @@ LifeMeterBattery::LifeMeterBattery()
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{
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m_iLivesLeft = GAMESTATE->m_SongOptions.m_iBatteryLives;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_bFailedEarlier = false;
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m_fBatteryBlinkTime = 0;
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@@ -90,7 +89,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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void LifeMeterBattery::OnSongEnded()
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{
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if( m_bFailedEarlier )
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if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] )
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return;
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if( m_iLivesLeft < GAMESTATE->m_SongOptions.m_iBatteryLives )
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@@ -107,7 +106,7 @@ void LifeMeterBattery::OnSongEnded()
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( m_bFailedEarlier )
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if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] )
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return;
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switch( score )
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@@ -134,7 +133,7 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
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ASSERT(0);
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}
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if( m_iLivesLeft == 0 )
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m_bFailedEarlier = true;
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GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
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}
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void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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@@ -188,12 +187,7 @@ bool LifeMeterBattery::IsHot()
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bool LifeMeterBattery::IsFailing()
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{
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return m_bFailedEarlier;
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}
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bool LifeMeterBattery::FailedEarlier()
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{
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return m_bFailedEarlier;
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return GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber];
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}
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void LifeMeterBattery::Refresh()
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@@ -34,7 +34,6 @@ public:
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virtual bool IsInDanger();
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virtual bool IsHot();
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virtual bool IsFailing();
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virtual bool FailedEarlier();
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
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@@ -43,7 +42,6 @@ public:
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private:
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int m_iLivesLeft; // dead when 0
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int m_iTrailingLivesLeft; // lags m_iLivesLeft
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bool m_bFailedEarlier;
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float m_fBatteryBlinkTime; // if > 0 battery is blinking
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@@ -905,10 +905,8 @@ bool ScreenGameplay::AllAreFailing()
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bool ScreenGameplay::AllFailedEarlier()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( (m_pLifeMeter[p] && !m_pLifeMeter[p]->FailedEarlier()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->FailedEarlier((PlayerNumber)p)) )
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return false;
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if( GAMESTATE->IsPlayerEnabled(p) && !GAMESTATE->m_CurStageStats.bFailedEarlier[p] )
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return false;
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return true;
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}
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@@ -1104,9 +1102,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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}
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/* What is this line for? pn is always 2 here which goes into iPossibleDancePoints[0]
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GAMESTATE->m_CurStageStats.bFailed[pn] = true;
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*/
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//
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// Check to see if it's time to play a ScreenGameplay comment
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@@ -1156,74 +1151,62 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_soundAssistTick.Play();
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}
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/* Set m_CurStageStats.bFailed for failed players, send SM_BeginFailed
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* if all players failed, and kill dead Oni players. This is all FAIL_ARCADE
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* only. In FAIL_END_OF_SONG, this happens in SM_NotesEnded. */
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void ScreenGameplay::UpdateCheckFail()
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{
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int pn;
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switch( GAMESTATE->m_SongOptions.m_FailType )
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{
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case SongOptions::FAIL_ARCADE:
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllAreInDanger() ) m_Background.TurnDangerOn();
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else m_Background.TurnDangerOff();
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// check for individual fail
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for ( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing() && !GAMESTATE->m_CurStageStats.bFailed[pn]) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn) && !GAMESTATE->m_CurStageStats.bFailed[pn]) )
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{
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LOG->Trace("Player %d failed", (int)pn);
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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break;
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case SongOptions::LIFE_BATTERY:
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if( AllFailedEarlier() )SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllAreInDanger() ) m_Background.TurnDangerOn();
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else m_Background.TurnDangerOff();
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if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_ARCADE )
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return;
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// check for individual fail
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
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continue; /* isn't failing */
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if( GAMESTATE->m_CurStageStats.bFailed[pn] )
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continue; /* failed and is already dead */
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if( !AllFailedEarlier() ) // if not the last one to fail
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{
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// kill them!
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m_soundOniDie.PlayRandom();
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ShowOniGameOver((PlayerNumber)pn);
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m_Player[pn].Init(); // remove all notes and scoring
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m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
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}
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GAMESTATE->m_CurStageStats.bFailed[pn] = true;
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}
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break;
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}
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break;
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case SongOptions::FAIL_END_OF_SONG:
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// we still need to check for fail for scoring purposes
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/* Handle the background danger graphic. */
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if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllAreInDanger() ) m_Background.TurnDangerOn();
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else m_Background.TurnDangerOff();
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int pn;
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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// check for individual fail
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for ( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing() && !GAMESTATE->m_CurStageStats.bFailed[pn]) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn) && !GAMESTATE->m_CurStageStats.bFailed[pn]) )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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if( GAMESTATE->m_CurStageStats.bFailed[pn] )
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continue; /* already failed */
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
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{
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LOG->Trace("Player %d failed", (int)pn);
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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break;
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case SongOptions::FAIL_OFF:
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case SongOptions::LIFE_BATTERY:
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// check for individual fail
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
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continue; /* isn't failing */
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if( GAMESTATE->m_CurStageStats.bFailed[pn] )
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continue; /* failed and is already dead */
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if( !AllFailedEarlier() ) // if not the last one to fail
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{
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// kill them!
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m_soundOniDie.PlayRandom();
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ShowOniGameOver((PlayerNumber)pn);
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m_Player[pn].Init(); // remove all notes and scoring
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m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
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}
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GAMESTATE->m_CurStageStats.bFailed[pn] = true;
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}
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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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@@ -1586,6 +1569,14 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->RemoveAllActiveAttacks();
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/* All players failed. */
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_CurStageStats.bFailed[p]=true;
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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@@ -36,6 +36,7 @@ void StageStats::AddStats( const StageStats& other )
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iMeter[p] += other.iMeter[p] * iLengthMultiplier;
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fAliveSeconds[p] += other.fAliveSeconds[p];
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bFailed[p] |= other.bFailed[p];
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bFailedEarlier[p] |= other.bFailedEarlier[p];
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iPossibleDancePoints[p] += other.iPossibleDancePoints[p];
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iActualDancePoints[p] += other.iActualDancePoints[p];
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@@ -29,7 +29,12 @@ struct StageStats
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enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
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int iMeter[NUM_PLAYERS];
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float fAliveSeconds[NUM_PLAYERS]; // how far into the music did they last before failing? Updated by Gameplay.
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bool bFailed[NUM_PLAYERS]; // true if they have failed at any point during the song
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/* This indicates whether the player failed the song; it's always false for FAIL_OFF
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* and is only set to true in FAIL_END_OF_SONG at the end of the song. */
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bool bFailed[NUM_PLAYERS];
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier[NUM_PLAYERS];
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int iPossibleDancePoints[NUM_PLAYERS];
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int iActualDancePoints[NUM_PLAYERS];
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int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
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