#include "global.h" #include "CombinedLifeMeterTug.h" #include "ThemeManager.h" #include "GameState.h" #include "PrefsManager.h" CachedThemeMetricF METER_WIDTH ("CombinedLifeMeterTug","MeterWidth"); const float FACE_X[NUM_PLAYERS] = { -300, +300 }; const float FACE_Y[NUM_PLAYERS] = { 0, 0 }; CombinedLifeMeterTug::CombinedLifeMeterTug() { METER_WIDTH.Refresh(); FOREACH_PlayerNumber( p ) { CString sStreamPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug stream p%d",p+1)); CString sTipPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug tip p%d",p+1)); m_Stream[p].Load( sStreamPath, METER_WIDTH, sTipPath ); this->AddChild( &m_Stream[p] ); } m_Stream[PLAYER_2].SetZoomX( -1 ); m_sprSeparator.Load( THEME->GetPathToG(ssprintf("CombinedLifeMeterTug separator")) ); this->AddChild( &m_sprSeparator ); m_sprFrame.Load( THEME->GetPathToG(ssprintf("CombinedLifeMeterTug frame")) ); this->AddChild( &m_sprFrame ); FOREACH_PlayerNumber( p ) { Character* pCharacter = GAMESTATE->m_pCurCharacters[p]; ASSERT( pCharacter ); m_Head[p].SetName( "CharacterHead" ); m_Head[p].LoadFromCharacter( pCharacter ); m_Head[p].SetXY( FACE_X[p], FACE_Y[p] ); this->AddChild( &m_Head[p] ); } } void CombinedLifeMeterTug::Update( float fDelta ) { float fPercentToShow = GAMESTATE->m_fTugLifePercentP1; CLAMP( fPercentToShow, 0.f, 1.f ); m_Stream[PLAYER_1].SetPercent( fPercentToShow ); m_Stream[PLAYER_2].SetPercent( 1-fPercentToShow ); float fSeparatorX = SCALE( fPercentToShow, 0.f, 1.f, -METER_WIDTH/2.f, +METER_WIDTH/2.f ); m_sprSeparator.SetX( fSeparatorX ); ActorFrame::Update( fDelta ); } void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, TapNoteScore score ) { float fPercentToMove = 0; switch( score ) { case TNS_MARVELOUS: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeMarvelous; break; case TNS_PERFECT: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangePerfect; break; case TNS_GREAT: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeGreat; break; case TNS_GOOD: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeGood; break; case TNS_BOO: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeBoo; break; case TNS_MISS: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeMiss; break; default: ASSERT(0); break; } ChangeLife( pn, fPercentToMove ); } void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, HoldNoteScore score, TapNoteScore tscore ) { /* The initial tap note score (which we happen to have in have in * tscore) has already been reported to the above function. If the * hold end result was an NG, count it as a miss; if the end result * was an OK, count a perfect. (Remember, this is just life meter * computation, not scoring.) */ float fPercentToMove = 0; switch( score ) { case HNS_OK: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeOK; break; case HNS_NG: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeNG; break; default: ASSERT(0); break; } ChangeLife( pn, fPercentToMove ); } void CombinedLifeMeterTug::ChangeLifeMine( PlayerNumber pn ) { float fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeHitMine; ChangeLife( pn, fPercentToMove ); } void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, float fPercentToMove ) { if( PREFSMAN->m_bMercifulDrain && fPercentToMove < 0 ) { float fLifePercentage = 0; switch( pn ) { case PLAYER_1: fLifePercentage = GAMESTATE->m_fTugLifePercentP1; break; case PLAYER_2: fLifePercentage = 1 - GAMESTATE->m_fTugLifePercentP1; break; default: ASSERT(0); } /* Clamp the life meter only for calculating the multiplier. */ fLifePercentage = clamp( fLifePercentage, 0.0f, 1.0f ); fPercentToMove *= SCALE( fLifePercentage, 0.f, 1.f, 0.2f, 1.f); } switch( pn ) { case PLAYER_1: GAMESTATE->m_fTugLifePercentP1 += fPercentToMove; break; case PLAYER_2: GAMESTATE->m_fTugLifePercentP1 -= fPercentToMove; break; default: ASSERT(0); } } /* * (c) 2003-2004 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. */