Files
itgmania212121/stepmania/src/LifeMeterBar.cpp
T
Chris Danford 3ff91dffb0 NEW FEATURE: AutoSync status now shown during gameplay with icon
NEW FEATURE:  added autogen icon to select music
NEW FEATURE:  toggle for easter eggs in Machine Options
NEW FEATURE:  marvelous step timing togglable in Machine Options
NEW FEATURE:  Grade AAAA (all marvelous)
CHANGE:  Only show ScreenHowToPlay if at least one player chose easy
2003-01-11 08:55:21 +00:00

566 lines
16 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: LifeMeterBar
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "LifeMeterBar.h"
#include "PrefsManager.h"
#include "RageException.h"
#include "RageTimer.h"
#include "GameState.h"
#include "RageDisplay.h"
#include <math.h>
#include "ThemeManager.h"
//
// Important!!!! Do not use these macros during gameplay. They return very slowly. Cache them in a member.
//
#define METER_WIDTH THEME->GetMetricI("LifeMeterBar","MeterWidth")
#define METER_HEIGHT THEME->GetMetricI("LifeMeterBar","MeterHeight")
#define DANGER_THRESHOLD THEME->GetMetricF("LifeMeterBar","DangerThreshold")
#define NUM_CHAMBERS THEME->GetMetricI("LifeMeterBar","NumChambers")
#define NUM_STRIPS THEME->GetMetricI("LifeMeterBar","NumStrips")
int g_iMeterWidth;
int g_iMeterHeight;
float g_fDangerThreshold;
int g_iNumChambers;
int g_iNumStrips;
const float FAIL_THRESHOLD = 0;
class LifeMeterStream : public Actor
{
public:
LifeMeterStream()
{
g_iMeterWidth = METER_WIDTH;
g_iMeterHeight = METER_HEIGHT;
g_fDangerThreshold = DANGER_THRESHOLD;
g_iNumChambers = NUM_CHAMBERS;
g_iNumStrips = NUM_STRIPS;
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
m_quadMask.SetDiffuse( RageColor(0,0,0,0) );
m_quadMask.SetZ( 1 );
CString sGraphicPath;
sGraphicPath = ssprintf("gameplay %slifemeter stream normal", bExtra?"extra ":"");
m_sprStreamNormal.Load( THEME->GetPathTo("Graphics", sGraphicPath) );
sGraphicPath = ssprintf("gameplay %slifemeter stream hot", bExtra?"extra ":"");
m_sprStreamHot.Load( THEME->GetPathTo("Graphics", sGraphicPath) );
sGraphicPath = ssprintf("gameplay %slifemeter bar", bExtra?"extra ":"");
m_sprFrame.Load( THEME->GetPathTo("Graphics", sGraphicPath) );
}
Sprite m_sprStreamNormal;
Sprite m_sprStreamHot;
Sprite m_sprFrame;
Quad m_quadMask;
PlayerNumber m_PlayerNumber;
float m_fPercent;
float m_fHotAlpha;
void GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut )
{
iChamberOut = (int)(fPercent*g_iNumChambers);
fChamberOverflowPercentOut = fPercent*g_iNumChambers - iChamberOut;
}
float GetChamberLeftPercent( int iChamber )
{
return (iChamber+0) / (float)g_iNumChambers;
}
float GetChamberRightPercent( int iChamber )
{
return (iChamber+1) / (float)g_iNumChambers;
}
float GetRightEdgePercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 0 )
return (iChamber+fChamberOverflowPercent) / (float)g_iNumChambers;
else
return (iChamber+1) / (float)g_iNumChambers;
}
float GetHeightPercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 1 )
return 1-fChamberOverflowPercent;
else
return 0;
}
void DrawPrimitives()
{
DISPLAY->EnableZBuffer();
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
{
DrawMask( m_fPercent ); // this is the "right endcap" to the life
const float fChamberWidthInPercent = 1.0f/g_iNumChambers;
float fPercentBetweenStrips = 1.0f/g_iNumStrips;
// round this so that the chamber overflows align
if( g_iNumChambers > 10 )
fPercentBetweenStrips = froundf( fPercentBetweenStrips, fChamberWidthInPercent );
float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
for( float f=fPercentOffset+1; f>=0; f-=fPercentBetweenStrips )
{
DrawMask( f );
DrawStrip( f );
}
}
DISPLAY->DisableZBuffer();
m_sprFrame.Draw();
}
void DrawStrip( float fRightEdgePercent )
{
RectI rect;
const float fChamberWidthInPercent = 1.0f/g_iNumChambers;
const float fStripWidthInPercent = 1.0f/g_iNumStrips;
const float fCorrectedRightEdgePercent = fRightEdgePercent + fChamberWidthInPercent;
const float fCorrectedStripWidthInPercent = fStripWidthInPercent + 2*fChamberWidthInPercent;
const float fCorrectedLeftEdgePercent = fCorrectedRightEdgePercent - fCorrectedStripWidthInPercent;
// set size of streams
rect.left = LONG(-g_iMeterWidth/2 + g_iMeterWidth*max(0,fCorrectedLeftEdgePercent));
rect.top = LONG(-g_iMeterHeight/2);
rect.right = LONG(-g_iMeterWidth/2 + g_iMeterWidth*min(1,fCorrectedRightEdgePercent));
rect.bottom = LONG(+g_iMeterHeight/2);
ASSERT( rect.left <= g_iMeterWidth/2 && rect.right <= g_iMeterWidth/2 );
float fPercentCroppedFromLeft = max( 0, -fCorrectedLeftEdgePercent );
float fPercentCroppedFromRight = max( 0, fCorrectedRightEdgePercent-1 );
m_sprStreamNormal.StretchTo( rect );
m_sprStreamHot.StretchTo( rect );
// set custom texture coords
// float fPrecentOffset = fRightEdgePercent;
RectF frectCustomTexCoords(
fPercentCroppedFromLeft,
0,
1-fPercentCroppedFromRight,
1);
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
m_sprStreamNormal.Draw();
m_sprStreamHot.Draw();
}
void DrawMask( float fPercent )
{
RectI rect;
int iChamber;
float fChamberOverflowPercent;
GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
float fChamberRightPercent = GetChamberRightPercent( iChamber );
// draw mask for vertical chambers
rect.left = LONG(-g_iMeterWidth/2 + fChamberLeftPercent*g_iMeterWidth-1);
rect.top = LONG(-g_iMeterHeight/2);
rect.right = LONG(-g_iMeterWidth/2 + fChamberRightPercent*g_iMeterWidth+1);
rect.bottom = LONG(-g_iMeterHeight/2 + fHeightPercent*g_iMeterHeight);
rect.left = MIN( rect.left, + g_iMeterWidth/2 );
rect.right = MIN( rect.right, + g_iMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
// draw mask for horizontal chambers
rect.left = (LONG)(-g_iMeterWidth/2 + fRightPercent*g_iMeterWidth);
rect.top = -g_iMeterHeight/2;
rect.right = +g_iMeterWidth/2;
rect.bottom = +g_iMeterHeight/2;
rect.left = MIN( rect.left, + g_iMeterWidth/2 );
rect.right = MIN( rect.right, + g_iMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
}
};
LifeMeterBar::LifeMeterBar()
{
m_pStream = new LifeMeterStream;
switch( GAMESTATE->m_SongOptions.m_DrainType )
{
case SongOptions::DRAIN_NORMAL: m_fLifePercentage = 0.5f; break;
case SongOptions::DRAIN_NO_RECOVER: m_fLifePercentage = 1.0f; break;
case SongOptions::DRAIN_SUDDEN_DEATH: m_fLifePercentage = 1.0f; break;
default: ASSERT(0);
}
m_fTrailingLifePercentage = 0;
m_fLifeVelocity = 0;
m_fHotAlpha = 0;
m_bFailedEarlier = false;
m_quadBlackBackground.SetDiffuse( RageColor(0,0,0,1) );
m_quadBlackBackground.SetZoomX( (float)g_iMeterWidth );
m_quadBlackBackground.SetZoomY( (float)g_iMeterHeight );
this->AddChild( &m_quadBlackBackground );
this->AddChild( m_pStream );
AfterLifeChanged();
}
LifeMeterBar::~LifeMeterBar()
{
delete m_pStream;
}
void LifeMeterBar::Load( PlayerNumber pn )
{
LifeMeter::Load( pn );
m_pStream->m_PlayerNumber = pn;
if( pn == PLAYER_2 )
m_pStream->SetZoomX( -1 );
}
void LifeMeterBar::ChangeLife( TapNoteScore score )
{
float fDeltaLife=0.f;
switch( GAMESTATE->m_SongOptions.m_DrainType )
{
case SongOptions::DRAIN_NORMAL:
switch( score )
{
case TNS_MARVELOUS: fDeltaLife = +0.008f; break;
case TNS_PERFECT: fDeltaLife = +0.008f; break;
case TNS_GREAT: fDeltaLife = +0.004f; break;
case TNS_GOOD: fDeltaLife = +0.000f; break;
case TNS_BOO: fDeltaLife = -0.040f; break;
case TNS_MISS: fDeltaLife = -0.080f; break;
default:
ASSERT(0);
}
if( IsHot() && score < TNS_GOOD )
fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
break;
case SongOptions::DRAIN_NO_RECOVER:
switch( score )
{
case TNS_MARVELOUS: fDeltaLife = +0.000f; break;
case TNS_PERFECT: fDeltaLife = +0.000f; break;
case TNS_GREAT: fDeltaLife = +0.000f; break;
case TNS_GOOD: fDeltaLife = +0.000f; break;
case TNS_BOO: fDeltaLife = -0.040f; break;
case TNS_MISS: fDeltaLife = -0.080f; break;
default:
ASSERT(0);
}
break;
case SongOptions::DRAIN_SUDDEN_DEATH:
switch( score )
{
case TNS_MARVELOUS: fDeltaLife = +0; break;
case TNS_PERFECT: fDeltaLife = +0; break;
case TNS_GREAT: fDeltaLife = +0; break;
case TNS_GOOD: fDeltaLife = -1.0; break;
case TNS_BOO: fDeltaLife = -1.0; break;
case TNS_MISS: fDeltaLife = -1.0; break;
default:
ASSERT(0);
}
break;
default:
ASSERT(0);
}
if( fDeltaLife > 0 )
fDeltaLife *= PREFSMAN->m_fLifeDifficultyScale;
else
fDeltaLife /= PREFSMAN->m_fLifeDifficultyScale;
m_fLifePercentage += fDeltaLife;
CLAMP( m_fLifePercentage, 0, 1 );
if( m_fLifePercentage <= FAIL_THRESHOLD )
m_bFailedEarlier = true;
m_fLifeVelocity += fDeltaLife;
}
void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
{
}
void LifeMeterBar::AfterLifeChanged()
{
}
bool LifeMeterBar::IsHot()
{
return m_fLifePercentage >= 1;
}
bool LifeMeterBar::IsInDanger()
{
return m_fLifePercentage < g_fDangerThreshold;
}
bool LifeMeterBar::IsFailing()
{
return m_fLifePercentage <= 0;
}
bool LifeMeterBar::FailedEarlier()
{
return m_bFailedEarlier;
}
void LifeMeterBar::Update( float fDeltaTime )
{
LifeMeter::Update( fDeltaTime );
// HACK: Tweaking these values is very difficulty. Update the
// "physics" many times so that the spring motion appears faster
for( int i=0; i<10; i++ )
{
const float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
const float fSpringForce = fDelta * 2.0f;
m_fLifeVelocity += fSpringForce * fDeltaTime;
const float fViscousForce = -m_fLifeVelocity * 0.2f;
m_fLifeVelocity += fViscousForce * fDeltaTime;
CLAMP( m_fLifeVelocity, -.06f, +.02f );
m_fTrailingLifePercentage += m_fLifeVelocity * fDeltaTime;
}
m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
CLAMP( m_fHotAlpha, 0, 1 );
if( IsHot() )
m_fLifeVelocity = max( 0, m_fLifeVelocity );
}
void LifeMeterBar::DrawPrimitives()
{
/*
// set custom texture coords
static RECT rectSize;
rectSize.left = -m_iMeterWidth/2;
rectSize.top = -m_iMeterHeight/2;
rectSize.right = -m_iMeterWidth/2 + int(roundf(m_iMeterWidth*m_fTrailingLifePercentage));
rectSize.bottom = +m_iMeterHeight/2;
float fPrecentOffset = RageTimer::GetTimeSinceStart();
fPrecentOffset -= (int)fPrecentOffset;
RectF frectCustomTexCoords(
0 - fPrecentOffset,
0,
m_fTrailingLifePercentage - fPrecentOffset,
1 );
m_sprStreamNormal.StretchTo( &rectSize );
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.StretchTo( &rectSize );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
*/
m_pStream->m_fPercent = m_fTrailingLifePercentage;
m_pStream->m_fHotAlpha = m_fHotAlpha;
float fPercentRed = (m_fTrailingLifePercentage<g_fDangerThreshold) ? sinf( RageTimer::GetTimeSinceStart()*PI*4 )/2+0.5f : 0;
m_quadBlackBackground.SetDiffuse( RageColor(fPercentRed*0.8f,0,0,1) );
ActorFrame::DrawPrimitives();
}
/*
Chris: I'm making the coloring of the lifemeter a property
of the theme. That's where it belongs anyway...
const RageColor COLOR_EZ2NORMAL_1 = RageColor(0.7f,0.4f,0,1);
const RageColor COLOR_EZ2NORMAL_2 = RageColor(0.8f,0.4f,0,1);
const RageColor COLOR_EZ2NEARFULL_1 = RageColor(0.7f,0.6f,0,1);
const RageColor COLOR_EZ2NEARFULL_2 = RageColor(0.8f,0.7f,0,1);
const RageColor COLOR_EZ2NEARFAIL_1 = RageColor(0.9f,0.0f,0,1);
const RageColor COLOR_EZ2NEARFAIL_2 = RageColor(0.8f,0.1f,0,1);
const RageColor COLOR_EZ2FULL_1 = RageColor(0.3f,0.9f,0.4f,1);
const RageColor COLOR_EZ2FULL_2 = RageColor(0.2f,0.7f,0.3f,1);
const RageColor COLOR_NORMAL_1 = RageColor(1,1,1,1);
const RageColor COLOR_NORMAL_2 = RageColor(0,1,0,1);
const RageColor COLOR_FULL_1 = RageColor(1,0,0,1);
const RageColor COLOR_FULL_2 = RageColor(1,1,0,1);
RageColor LifeStream::GetColor( float fPercentIntoSection )
{
float fPercentColor1 = fabsf( fPercentIntoSection*2 - 1 );
fPercentColor1 *= fPercentColor1 * fPercentColor1 * fPercentColor1; // make the color bunch around one side
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
if( m_fLifePercentage == 1 )
return COLOR_FULL_1 * fPercentColor1 + COLOR_FULL_2 * (1-fPercentColor1);
else
return COLOR_NORMAL_1 * fPercentColor1 + COLOR_NORMAL_2 * (1-fPercentColor1);
}
else
{
if( m_fLifePercentage == 1 )
return COLOR_EZ2FULL_1 * fPercentColor1 + COLOR_EZ2FULL_2 * (1-fPercentColor1);
else if ( m_fLifePercentage > 0.60 )
return COLOR_EZ2NEARFULL_1 * fPercentColor1 + COLOR_EZ2NEARFULL_2 * (1-fPercentColor1);
else if ( m_fLifePercentage < 0.25 )
return COLOR_EZ2NEARFAIL_1 * fPercentColor1 + COLOR_EZ2NEARFAIL_2 * (1-fPercentColor1);
else
return COLOR_EZ2NORMAL_1 * fPercentColor1 + COLOR_EZ2NORMAL_2 * (1-fPercentColor1);
}
}
void LifeStream::DrawPrimitives()
{
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RAGEVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
int iNumV = 0;
float fPercentIntoSection = (RageTimer::GetTimeSinceStart()/0.3f* (m_bIsHot ? 2 : 1) )*LIFE_STREAM_SECTION_WIDTH;
fPercentIntoSection -= (int)fPercentIntoSection;
fPercentIntoSection = 1-fPercentIntoSection;
fPercentIntoSection -= (int)fPercentIntoSection;
ASSERT( fPercentIntoSection >= 0 && fPercentIntoSection < 1 );
float fX = - 0.5f;
while( fX < m_fTrailingLifePercentage-0.5f )
{
//
// draw middle
//
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
if( fPercentIntoSection < 0.5f )
{
const float fPercentToAdd = 0.5f-fPercentIntoSection;
fPercentIntoSection += fPercentToAdd;
fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
}
else if( fPercentIntoSection < 1.0f )
{
const float fPercentToAdd = 1.0f-fPercentIntoSection;
fPercentIntoSection = 0;
fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
}
else
ASSERT( false );
}
const float fXToSubtract = fX - (m_fTrailingLifePercentage-0.5f);
fX -= fXToSubtract;
fPercentIntoSection -= fXToSubtract/LIFE_STREAM_SECTION_WIDTH;
if( fPercentIntoSection < 0 )
fPercentIntoSection += 1;
//
// draw right edge
//
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
pVB->Unlock();
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetTexture( 0, NULL );
// set texture and alpha properties
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// finally! Pump those triangles!
pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, iNumV-2 );
}
*/