Right, late night merge.
This commit is contained in:
+53
-43
@@ -26,6 +26,14 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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const RString sType = "LifeMeterBattery";
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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MIN_SCORE_TO_KEEP_LIFE.Load(sType, "MinScoreToKeepLife");
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DANGER_THRESHOLD.Load(sType, "DangerThreshold");
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SUBTRACT_LIVES.Load(sType, "SubtractLives");
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MINES_SUBTRACT_LIVES.Load(sType, "MinesSubtractLives");
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HELD_ADD_LIVES.Load(sType, "HeldAddLives");
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LET_GO_SUBTRACT_LIVES.Load(sType, "LetGoSubtractLives");
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LIVES_FORMAT.Load(sType, "NumLivesFormat");
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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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@@ -101,42 +109,46 @@ void LifeMeterBattery::OnSongEnded()
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Refresh();
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}
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void LifeMeterBattery::SubtractLives( int iLives )
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{
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if( iLives <= 0 )
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return;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft -= iLives;
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m_soundLoseLife.Play();
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m_textNumLives.PlayCommand("LoseLife");
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Refresh();
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m_fBatteryBlinkTime = BATTERY_BLINK_TIME;
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}
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void LifeMeterBattery::AddLives( int iLives )
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{
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if( iLives <= 0 )
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return;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft += iLives;
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m_soundGainLife.Play();
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m_textNumLives.PlayCommand("GainLife");
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Refresh();
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m_fBatteryBlinkTime = 0;
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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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// todo: let the themer decide how this is handled. -aj
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switch( score )
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// this probably doesn't handle hold checkpoints. -aj
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if( score == TNS_HitMine && MINES_SUBTRACT_LIVES > 0 )
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SubtractLives(MINES_SUBTRACT_LIVES);
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else
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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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if( score < MIN_SCORE_TO_KEEP_LIFE && SUBTRACT_LIVES > 0 )
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SubtractLives(SUBTRACT_LIVES);
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}
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Message msg( "LifeChanged" );
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@@ -148,16 +160,13 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
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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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ChangeLife( TNS_Miss ); // LetGo is the same as a miss
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break;
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default:
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ASSERT(0);
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}
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if( m_iLivesLeft == 0 )
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return;
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if( score == HNS_Held && HELD_ADD_LIVES > 0 )
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AddLives(HELD_ADD_LIVES);
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if( score == HNS_LetGo && LET_GO_SUBTRACT_LIVES > 0 )
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SubtractLives(LET_GO_SUBTRACT_LIVES);
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}
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void LifeMeterBattery::HandleTapScoreNone()
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@@ -171,12 +180,12 @@ void LifeMeterBattery::ChangeLife( float fDeltaLifePercent )
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bool LifeMeterBattery::IsInDanger() const
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{
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return false;
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return m_iLivesLeft < DANGER_THRESHOLD;
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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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return m_iLivesLeft == GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives;
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}
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bool LifeMeterBattery::IsFailing() const
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@@ -208,7 +217,8 @@ void LifeMeterBattery::Refresh()
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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_textNumLives.SetText( ssprintf("x%d", m_iLivesLeft-1) );
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m_textNumLives.SetText( ssprintf(LIVES_FORMAT.GetValue(), m_iLivesLeft-1) );
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m_sprBattery.SetState( 3 );
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}
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}
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+10
-1
@@ -37,13 +37,22 @@ public:
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virtual void PushSelf( lua_State *L );
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private:
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void SubtractLives( int iLives );
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void AddLives( int iLives );
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int m_iLivesLeft; // dead when 0
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int m_iTrailingLivesLeft; // lags m_iLivesLeft
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float m_fBatteryBlinkTime; // if > 0 battery is blinking
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// theme metrics added for sm-ssc
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ThemeMetric<float> BATTERY_BLINK_TIME;
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ThemeMetric<TapNoteScore> MIN_SCORE_TO_KEEP_LIFE;
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ThemeMetric<int> DANGER_THRESHOLD;
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ThemeMetric<int> SUBTRACT_LIVES;
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ThemeMetric<int> MINES_SUBTRACT_LIVES;
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ThemeMetric<int> HELD_ADD_LIVES;
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ThemeMetric<int> LET_GO_SUBTRACT_LIVES;
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ThemeMetric<RString> LIVES_FORMAT;
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AutoActor m_sprFrame;
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Sprite m_sprBattery;
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