#include "global.h" #include "CombinedLifeMeterEnemy.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "MusicWheel.h" #include "CombinedLifeMeterEnemy.h" #include #include "ThemeManager.h" #include "GameState.h" #include "CombinedLifeMeterEnemy.h" #include "ThemeManager.h" #include "GameState.h" #include "ScreenManager.h" #include "ScreenGameplay.h" const float SECONDS_TO_SHOW_FACE = 1.5f; #define FACE_X THEME->GetMetricF("CombinedLifeMeterEnemy","FaceX") #define FACE_Y THEME->GetMetricF("CombinedLifeMeterEnemy","FaceY") #define HEALTH_X THEME->GetMetricF("CombinedLifeMeterEnemy","HealthX") #define HEALTH_Y THEME->GetMetricF("CombinedLifeMeterEnemy","HealthY") #define FRAME_X THEME->GetMetricF("CombinedLifeMeterEnemy","FrameX") #define FRAME_Y THEME->GetMetricF("CombinedLifeMeterEnemy","FrameY") CombinedLifeMeterEnemy::CombinedLifeMeterEnemy() { m_sprFace.Load( THEME->GetPathToG("CombinedLifeMeterEnemy face 2x3") ); ASSERT( m_sprFace.GetNumStates() >= NUM_FACES ); m_sprFace.StopAnimating(); m_sprFace.SetXY( FACE_X, FACE_Y ); this->AddChild( &m_sprFace ); m_sprHealthBackground.Load( THEME->GetPathToG("CombinedLifeMeterEnemy health background") ); m_sprHealthBackground.SetXY( HEALTH_X, HEALTH_Y ); this->AddChild( &m_sprHealthBackground ); m_sprHealthStream.Load( THEME->GetPathToG("CombinedLifeMeterEnemy health stream") ); m_sprHealthStream.SetXY( HEALTH_X, HEALTH_Y ); m_sprHealthStream.SetTexCoordVelocity(-0.2f,0.5f); this->AddChild( &m_sprHealthStream ); m_fLastSeenHealthPercent = -1; m_sprFrame.Load( THEME->GetPathToG("CombinedLifeMeterEnemy frame") ); m_sprFrame.SetName( "Frame" ); m_sprFrame.SetXY( FRAME_X, FRAME_Y ); this->AddChild( &m_sprFrame ); } void CombinedLifeMeterEnemy::Update( float fDelta ) { CombinedLifeMeter::Update( fDelta ); if( m_fSecondsUntilReturnToNormalFace > 0 ) { m_fSecondsUntilReturnToNormalFace -= fDelta; if( m_fSecondsUntilReturnToNormalFace < 0 ) { m_fSecondsUntilReturnToNormalFace = 0; m_sprFace.SetState( normal ); } } if( GAMESTATE->m_fOpponentHealthPercent == 0 ) { m_sprFace.SetState( defeated ); } if( m_fLastSeenHealthPercent != GAMESTATE->m_fOpponentHealthPercent ) { m_sprHealthStream.SetGlow( RageColor(1,1,1,1) ); m_sprHealthStream.BeginTweening( 0.5f, TWEEN_DECELERATE ); m_sprHealthStream.SetCropRight( 1-GAMESTATE->m_fOpponentHealthPercent ); m_sprHealthStream.SetGlow( RageColor(1,1,1,0) ); m_fLastSeenHealthPercent = GAMESTATE->m_fOpponentHealthPercent; SetFace( damage ); if( GAMESTATE->m_fOpponentHealthPercent == 0 ) { m_sprFrame.BeginTweening( 0.5f ); m_sprFrame.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); } } // // launch enemy attacks to human players // // Don't apply any attacks if the enemy is already defeated if( GAMESTATE->m_fOpponentHealthPercent>0 ) { static const CString sPossibleModifiers[NUM_ATTACK_LEVELS][3] = { { "1.5x", "dizzy", "drunk" }, { "sudden", "hidden", "wave", }, { "expand", "tornado", "flip" } }; #define CROSSED_SONG_SECONDS( s ) ((GAMESTATE->m_fMusicSeconds-fDelta) < s && (GAMESTATE->m_fMusicSeconds) >= s ) if( CROSSED_SONG_SECONDS(10) || CROSSED_SONG_SECONDS(30) || CROSSED_SONG_SECONDS(50) || CROSSED_SONG_SECONDS(70) || CROSSED_SONG_SECONDS(90) || CROSSED_SONG_SECONDS(110) ) { SetFace( attack ); } if( CROSSED_SONG_SECONDS(20) || CROSSED_SONG_SECONDS(40) ) { Attack a; a.fSecsRemaining = 10; a.level = ATTACK_LEVEL_1; a.sModifier = sPossibleModifiers[a.level][rand()%3]; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) GAMESTATE->LaunchAttack( (PlayerNumber)p, a ); SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel1 ); SetFace( attack ); } if( CROSSED_SONG_SECONDS(60) || CROSSED_SONG_SECONDS(80) ) { Attack a; a.fSecsRemaining = 10; a.level = ATTACK_LEVEL_2; a.sModifier = sPossibleModifiers[a.level][rand()%3]; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) GAMESTATE->LaunchAttack( (PlayerNumber)p, a ); SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel2 ); SetFace( attack ); } if( CROSSED_SONG_SECONDS(100) ) { Attack a; a.fSecsRemaining = 10; a.level = ATTACK_LEVEL_3; a.sModifier = sPossibleModifiers[a.level][rand()%3]; FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) GAMESTATE->LaunchAttack( (PlayerNumber)p, a ); SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel3 ); SetFace( attack ); } } } void CombinedLifeMeterEnemy::SetFace( Face face ) { m_sprFace.SetState( face ); m_fSecondsUntilReturnToNormalFace = SECONDS_TO_SHOW_FACE; } void CombinedLifeMeterEnemy::OnTaunt() { SetFace( taunt ); } /* * (c) 2001-2003 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. */