#include "global.h" #include "LifeMeterBar.h" #include "PrefsManager.h" #include "RageLog.h" #include "RageTimer.h" #include "GameState.h" #include "RageMath.h" #include "ThemeManager.h" #include "Song.h" #include "StatsManager.h" #include "ThemeMetric.h" #include "PlayerState.h" #include "Quad.h" #include "ActorUtil.h" #include "StreamDisplay.h" #include "Steps.h" #include "Course.h" static RString LIFE_PERCENT_CHANGE_NAME( size_t i ) { return "LifePercentChange" + ScoreEventToString( (ScoreEvent)i ); } LifeMeterBar::LifeMeterBar() { DANGER_THRESHOLD.Load ("LifeMeterBar","DangerThreshold"); INITIAL_VALUE.Load ("LifeMeterBar","InitialValue"); HOT_VALUE.Load ("LifeMeterBar","HotValue"); LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier"); MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive"); FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE.Load ("LifeMeterBar","ForceLifeDifficultyOnExtraStage"); EXTRA_STAGE_LIFE_DIFFICULTY.Load ("LifeMeterBar","ExtraStageLifeDifficulty"); m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent ); m_pPlayerState = NULL; SongOptions::DrainType dtype = GAMESTATE->m_SongOptions.GetStage().m_DrainType; switch( dtype ) { case SongOptions::DRAIN_NORMAL: m_fLifePercentage = INITIAL_VALUE; break; /* These types only go down, so they always start at full. */ case SongOptions::DRAIN_NO_RECOVER: case SongOptions::DRAIN_SUDDEN_DEATH: m_fLifePercentage = 1.0f; break; default: FAIL_M(ssprintf("Invalid DrainType: %i", dtype)); } const RString sType = "LifeMeterBar"; m_fPassingAlpha = 0; m_fHotAlpha = 0; m_fBaseLifeDifficulty = PREFSMAN->m_fLifeDifficultyScale; m_fLifeDifficulty = m_fBaseLifeDifficulty; // set up progressive lifebar m_iProgressiveLifebar = PREFSMAN->m_iProgressiveLifebar; m_iMissCombo = 0; // set up combotoregainlife m_iComboToRegainLife = 0; bool bExtra = GAMESTATE->IsAnExtraStage(); RString sExtra = bExtra ? "extra " : ""; m_sprUnder.Load( THEME->GetPathG(sType,sExtra+"Under") ); m_sprUnder->SetName( "Under" ); ActorUtil::LoadAllCommandsAndSetXY( m_sprUnder, sType ); this->AddChild( m_sprUnder ); m_sprDanger.Load( THEME->GetPathG(sType,sExtra+"Danger") ); m_sprDanger->SetName( "Danger" ); ActorUtil::LoadAllCommandsAndSetXY( m_sprDanger, sType ); this->AddChild( m_sprDanger ); m_pStream = new StreamDisplay; m_pStream->Load( bExtra ? "StreamDisplayExtra" : "StreamDisplay" ); m_pStream->SetName( "Stream" ); ActorUtil::LoadAllCommandsAndSetXY( m_pStream, sType ); this->AddChild( m_pStream ); m_sprOver.Load( THEME->GetPathG(sType,sExtra+"Over") ); m_sprOver->SetName( "Over" ); ActorUtil::LoadAllCommandsAndSetXY( m_sprOver, sType ); this->AddChild( m_sprOver ); } LifeMeterBar::~LifeMeterBar() { SAFE_DELETE( m_pStream ); } void LifeMeterBar::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats ) { LifeMeter::Load( pPlayerState, pPlayerStageStats ); PlayerNumber pn = pPlayerState->m_PlayerNumber; // Change life difficulty to really easy if merciful beginner on m_bMercifulBeginnerInEffect = GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && GAMESTATE->IsPlayerEnabled( pPlayerState ) && GAMESTATE->m_pCurSteps[pn]->GetDifficulty() == Difficulty_Beginner && PREFSMAN->m_bMercifulBeginner; AfterLifeChanged(); } void LifeMeterBar::ChangeLife( TapNoteScore score ) { float fDeltaLife=0.f; switch( score ) { DEFAULT_FAIL( score ); case TNS_W1: fDeltaLife = m_fLifePercentChange.GetValue(SE_W1); break; case TNS_W2: fDeltaLife = m_fLifePercentChange.GetValue(SE_W2); break; case TNS_W3: fDeltaLife = m_fLifePercentChange.GetValue(SE_W3); break; case TNS_W4: fDeltaLife = m_fLifePercentChange.GetValue(SE_W4); break; case TNS_W5: fDeltaLife = m_fLifePercentChange.GetValue(SE_W5); break; case TNS_Miss: fDeltaLife = m_fLifePercentChange.GetValue(SE_Miss); break; case TNS_HitMine: fDeltaLife = m_fLifePercentChange.GetValue(SE_HitMine); break; case TNS_None: fDeltaLife = m_fLifePercentChange.GetValue(SE_Miss); break; case TNS_CheckpointHit: fDeltaLife = m_fLifePercentChange.GetValue(SE_CheckpointHit); break; case TNS_CheckpointMiss:fDeltaLife = m_fLifePercentChange.GetValue(SE_CheckpointMiss); break; } // this was previously if( IsHot() && score < TNS_GOOD ) in 3.9... -freem if( IsHot() && fDeltaLife < 0 ) fDeltaLife = min( fDeltaLife, -0.10f ); // make it take a while to get back to "hot" switch( GAMESTATE->m_SongOptions.GetSong().m_DrainType ) { DEFAULT_FAIL( GAMESTATE->m_SongOptions.GetSong().m_DrainType ); case SongOptions::DRAIN_NORMAL: break; case SongOptions::DRAIN_NO_RECOVER: fDeltaLife = min( fDeltaLife, 0 ); break; case SongOptions::DRAIN_SUDDEN_DEATH: if( score < MIN_STAY_ALIVE ) fDeltaLife = -1.0f; else fDeltaLife = 0; break; } ChangeLife( fDeltaLife ); } void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore ) { float fDeltaLife=0.f; SongOptions::DrainType dtype = GAMESTATE->m_SongOptions.GetSong().m_DrainType; switch( dtype ) { case SongOptions::DRAIN_NORMAL: switch( score ) { case HNS_Held: fDeltaLife = m_fLifePercentChange.GetValue(SE_Held); break; case HNS_LetGo: fDeltaLife = m_fLifePercentChange.GetValue(SE_LetGo); break; default: FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score)); } if( IsHot() && score == HNS_LetGo ) fDeltaLife = -0.10f; // make it take a while to get back to "hot" break; case SongOptions::DRAIN_NO_RECOVER: switch( score ) { case HNS_Held: fDeltaLife = +0.000f; break; case HNS_LetGo: fDeltaLife = m_fLifePercentChange.GetValue(SE_LetGo); break; default: FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score)); } break; case SongOptions::DRAIN_SUDDEN_DEATH: switch( score ) { case HNS_Held: fDeltaLife = +0; break; case HNS_LetGo: fDeltaLife = -1.0f; break; default: FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score)); } break; default: FAIL_M(ssprintf("Invalid DrainType: %i", dtype)); } ChangeLife( fDeltaLife ); } void LifeMeterBar::ChangeLife( float fDeltaLife ) { bool bUseMercifulDrain = m_bMercifulBeginnerInEffect || PREFSMAN->m_bMercifulDrain; if( bUseMercifulDrain && fDeltaLife < 0 ) fDeltaLife *= SCALE( m_fLifePercentage, 0.f, 1.f, 0.5f, 1.f); // handle progressiveness and ComboToRegainLife here if( fDeltaLife >= 0 ) { m_iMissCombo = 0; m_iComboToRegainLife = max( m_iComboToRegainLife-1, 0 ); if ( m_iComboToRegainLife > 0 ) fDeltaLife = 0.0f; } else { fDeltaLife *= 1 + (float)m_iProgressiveLifebar/8 * m_iMissCombo; // do this after; only successive W5/miss will increase the amount of life lost. m_iMissCombo++; m_iComboToRegainLife = PREFSMAN->m_iRegenComboAfterMiss; } // If we've already failed, there's no point in letting them fill up the bar again. if( m_pPlayerStageStats->m_bFailed ) return; switch( GAMESTATE->m_SongOptions.GetSong().m_DrainType ) { case SongOptions::DRAIN_NORMAL: case SongOptions::DRAIN_NO_RECOVER: if( fDeltaLife > 0 ) fDeltaLife *= m_fLifeDifficulty; else fDeltaLife /= m_fLifeDifficulty; break; case SongOptions::DRAIN_SUDDEN_DEATH: // This should always -1.0f; if( fDeltaLife < 0 ) fDeltaLife = -1.0f; else fDeltaLife = 0; break; default: break; } m_fLifePercentage += fDeltaLife; CLAMP( m_fLifePercentage, 0, LIFE_MULTIPLIER ); AfterLifeChanged(); } extern ThemeMetric PENALIZE_TAP_SCORE_NONE; void LifeMeterBar::HandleTapScoreNone() { if( PENALIZE_TAP_SCORE_NONE ) ChangeLife( TNS_None ); } void LifeMeterBar::AfterLifeChanged() { m_pStream->SetPercent( m_fLifePercentage ); Message msg( "LifeChanged" ); msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber ); msg.SetParam( "LifeMeter", LuaReference::CreateFromPush(*this) ); MESSAGEMAN->Broadcast( msg ); } bool LifeMeterBar::IsHot() const { return m_fLifePercentage >= HOT_VALUE; } bool LifeMeterBar::IsInDanger() const { return m_fLifePercentage < DANGER_THRESHOLD; } bool LifeMeterBar::IsFailing() const { return m_fLifePercentage <= m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPassmark; } void LifeMeterBar::Update( float fDeltaTime ) { LifeMeter::Update( fDeltaTime ); m_fPassingAlpha += !IsFailing() ? +fDeltaTime*2 : -fDeltaTime*2; CLAMP( m_fPassingAlpha, 0, 1 ); m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2; CLAMP( m_fHotAlpha, 0, 1 ); m_pStream->SetPassingAlpha( m_fPassingAlpha ); m_pStream->SetHotAlpha( m_fHotAlpha ); if( m_pPlayerState->m_HealthState == HealthState_Danger ) m_sprDanger->SetVisible( true ); else m_sprDanger->SetVisible( false ); } void LifeMeterBar::UpdateNonstopLifebar() { int iCleared, iTotal, iProgressiveLifebarDifficulty; switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_REGULAR: if( GAMESTATE->IsEventMode() || GAMESTATE->m_bDemonstrationOrJukebox ) return; iCleared = GAMESTATE->m_iCurrentStageIndex; iTotal = PREFSMAN->m_iSongsPerPlay; iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveStageLifebar; break; case PLAY_MODE_NONSTOP: iCleared = GAMESTATE->GetCourseSongIndex(); iTotal = GAMESTATE->m_pCurCourse->GetEstimatedNumStages(); iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveNonstopLifebar; break; default: return; } // if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1 // if (iTotal == 0) iTotal = 1; // no division by 0 if( GAMESTATE->IsAnExtraStage() && FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE ) { // extra stage is its own thing, should not be progressive // and it should be as difficult as life 4 // (e.g. it should not depend on life settings) m_iProgressiveLifebar = 0; m_fLifeDifficulty = EXTRA_STAGE_LIFE_DIFFICULTY; return; } if( iTotal > 1 ) m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(iProgressiveLifebarDifficulty * iCleared / (iTotal - 1)); else m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * iProgressiveLifebarDifficulty; if( m_fLifeDifficulty >= 0.4f ) return; /* Approximate deductions for a miss * Life 1 : 5 % * Life 2 : 5.7 % * Life 3 : 6.6 % * Life 4 : 8 % * Life 5 : 10 % * Life 6 : 13.3 % * Life 7 : 20 % * Life 8 : 26.6 % * Life 9 : 32 % * Life 10: 40 % * Life 11: 50 % * Life 12: 57.1 % * Life 13: 66.6 % * Life 14: 80 % * Life 15: 100 % * Life 16+: 200 % * * Note there is 200%, because boos take off 1/2 as much as * a miss, and a W5 would suck up half of your lifebar. * * Everything past 7 is intended mainly for nonstop mode. */ // the lifebar is pretty harsh at 0.4 already (you lose // about 20% of your lifebar); at 0.2 it would be 40%, which // is too harsh at one difficulty level higher. Override. int iLifeDifficulty = int( (1.8f - m_fLifeDifficulty)/0.2f ); // first eight values don't matter float fDifficultyValues[16] = {0,0,0,0,0,0,0,0, 0.3f, 0.25f, 0.2f, 0.16f, 0.14f, 0.12f, 0.10f, 0.08f}; if( iLifeDifficulty >= 16 ) { // judge 16 or higher m_fLifeDifficulty = 0.04f; return; } m_fLifeDifficulty = fDifficultyValues[iLifeDifficulty]; return; } void LifeMeterBar::FillForHowToPlay( int NumW2s, int NumMisses ) { m_iProgressiveLifebar = 0; // disable progressive lifebar float AmountForW2 = NumW2s * m_fLifeDifficulty * 0.008f; float AmountForMiss = NumMisses / m_fLifeDifficulty * 0.08f; m_fLifePercentage = AmountForMiss - AmountForW2; CLAMP( m_fLifePercentage, 0.0f, 1.0f ); AfterLifeChanged(); } /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */