180 lines
4.1 KiB
C++
180 lines
4.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: LifeMeterBattery
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "LifeMeterBattery.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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const float BATTERY_X[NUM_PLAYERS] = { -92, +92 };
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const float NUM_X[NUM_PLAYERS] = { BATTERY_X[0], BATTERY_X[1] };
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const float NUM_Y = +2;
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const float PERCENT_X[NUM_PLAYERS] = { +28, -28 };
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const float PERCENT_Y = 0;
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const float BATTERY_BLINK_TIME = 1.2f;
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LifeMeterBattery::LifeMeterBattery()
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{
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m_iMaxLives = 3;
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m_iLivesLeft = m_iMaxLives;
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m_bFailedEarlier = false;
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m_fBatteryBlinkTime = 0;
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m_sprFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_LIFEMETER_ONI) );
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this->AddSubActor( &m_sprFrame );
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m_sprBattery.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_LIFEMETER_BATTERY) );
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m_sprBattery.StopAnimating();
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this->AddSubActor( &m_sprBattery );
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m_textNumLives.Load( THEME->GetPathTo(FONT_HEADER1) );
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m_textNumLives.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); // pink
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m_textNumLives.SetZoom( 1.1f );
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m_textNumLives.TurnShadowOff();
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this->AddSubActor( &m_textNumLives );
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m_textPercent.Load( THEME->GetPathTo(FONT_SCORE_NUMBERS) );
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m_textPercent.TurnShadowOff();
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m_textPercent.SetZoom( 0.7f );
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m_textPercent.SetText( "00.0" );
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this->AddSubActor( &m_textPercent );
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m_soundGainLife.Load( THEME->GetPathTo(SOUND_GAMEPLAY_ONI_GAIN_LIFE) );
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m_soundLoseLife.Load( THEME->GetPathTo(SOUND_GAMEPLAY_ONI_LOSE_LIFE) );
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Refresh();
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}
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void LifeMeterBattery::Load( PlayerNumber p, const PlayerOptions &po )
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{
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LifeMeter::Load( p, po );
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m_sprFrame.SetZoomX( p==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( p==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetX( BATTERY_X[p] );
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m_textNumLives.SetX( NUM_X[p] );
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m_textNumLives.SetY( NUM_Y );
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m_textPercent.SetX( PERCENT_X[p] );
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m_textPercent.SetY( PERCENT_Y );
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m_textPercent.SetDiffuseColor( PlayerToColor(p) ); // light blue
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}
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void LifeMeterBattery::NextSong( Song* pSong )
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{
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if( m_bFailedEarlier )
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return;
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m_iLivesLeft++;
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m_soundGainLife.Play();
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Refresh();
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}
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( m_bFailedEarlier )
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return;
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if( GAMESTATE->m_aGameplayStatistics.GetSize() > 0 )
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{
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int iActualDancePoints = 0;
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for( int i=0; i<GAMESTATE->m_aGameplayStatistics.GetSize(); i++ )
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iActualDancePoints += GAMESTATE->m_aGameplayStatistics[i].iActualDancePoints[m_PlayerNumber];
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int iPossibleDancePoints = GAMESTATE->m_iCoursePossibleDancePoints;
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float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.001f; // correct for rounding errors
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float fNumToDisplay = fPercentDancePoints*100;
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CString sNumToDisplay = ssprintf("%03.1f", fNumToDisplay);
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if( sNumToDisplay.GetLength() == 3 )
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sNumToDisplay = "0" + sNumToDisplay;
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m_textPercent.SetText( sNumToDisplay );
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}
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switch( score )
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{
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case TNS_PERFECT:
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case TNS_GREAT:
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break;
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case TNS_GOOD:
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case TNS_BOO:
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case TNS_MISS:
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m_iLivesLeft--;
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m_soundLoseLife.Play();
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Refresh();
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m_fBatteryBlinkTime = BATTERY_BLINK_TIME;
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break;
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}
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if( m_iLivesLeft == -1 )
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m_bFailedEarlier = true;
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}
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bool LifeMeterBattery::IsInDanger()
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{
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return false;
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}
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bool LifeMeterBattery::IsHot()
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{
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return false;
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}
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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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}
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void LifeMeterBattery::Refresh()
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{
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if( m_iLivesLeft <= 3 )
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{
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m_textNumLives.SetText( "" );
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m_sprBattery.SetState( max(m_iLivesLeft,0) );
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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) );
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m_sprBattery.SetState( 3 );
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}
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}
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void LifeMeterBattery::Update( float fDeltaTime )
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{
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if( m_iLivesLeft == -1 )
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{
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m_sprBattery.SetState( 0 );
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}
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else if( m_fBatteryBlinkTime > 0 )
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{
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m_fBatteryBlinkTime -= fDeltaTime;
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int iFrameNo = m_iLivesLeft + int(m_fBatteryBlinkTime*15)%2;
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CLAMP( iFrameNo, 0, 3 );
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m_sprBattery.SetState( iFrameNo );
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if( m_fBatteryBlinkTime < 0 )
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{
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m_fBatteryBlinkTime = 0;
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m_sprBattery.SetState( max(m_iLivesLeft,0) );
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}
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}
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} |