This preference existed in previous versions of StepMania (3.95, at least) and is needed to properly emulate certain games (namely, In The Groove). This PR brings back the code as seen here: https://github.com/sigatrev/Stepmania-3.95/blob/4af304c51aeeedacd07f612d7f0e5ecaa81cce19/LifeMeterBar.cpp#L228-L233 Unlike in SM3.95, however, I've now set the default value to be 5, the same as the RegenComboAfterMiss. If players don't change the value, they won't see any difference in behavior in SM5. If players want, they can manually set the preference to 10 (or a value of their choosing) to emulate the game of their choice.
430 lines
13 KiB
C++
430 lines
13 KiB
C++
#include "global.h"
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#include "LifeMeterBar.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "RageTimer.h"
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#include "GameState.h"
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#include "RageMath.h"
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#include "ThemeManager.h"
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#include "Song.h"
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#include "StatsManager.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "Quad.h"
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#include "ActorUtil.h"
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#include "StreamDisplay.h"
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#include "Steps.h"
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#include "Course.h"
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static RString LIFE_PERCENT_CHANGE_NAME( size_t i ) { return "LifePercentChange" + ScoreEventToString( (ScoreEvent)i ); }
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LifeMeterBar::LifeMeterBar()
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{
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DANGER_THRESHOLD.Load ("LifeMeterBar","DangerThreshold");
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INITIAL_VALUE.Load ("LifeMeterBar","InitialValue");
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HOT_VALUE.Load ("LifeMeterBar","HotValue");
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LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier");
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MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive");
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FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE.Load ("LifeMeterBar","ForceLifeDifficultyOnExtraStage");
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EXTRA_STAGE_LIFE_DIFFICULTY.Load ("LifeMeterBar","ExtraStageLifeDifficulty");
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m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent );
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m_pPlayerState = NULL;
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const RString sType = "LifeMeterBar";
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m_fPassingAlpha = 0;
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m_fHotAlpha = 0;
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m_fBaseLifeDifficulty = PREFSMAN->m_fLifeDifficultyScale;
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m_fLifeDifficulty = m_fBaseLifeDifficulty;
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// set up progressive lifebar
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m_iProgressiveLifebar = PREFSMAN->m_iProgressiveLifebar;
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m_iMissCombo = 0;
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// set up combotoregainlife
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m_iComboToRegainLife = 0;
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bool bExtra = GAMESTATE->IsAnExtraStage();
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RString sExtra = bExtra ? "extra " : "";
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m_sprUnder.Load( THEME->GetPathG(sType,sExtra+"Under") );
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m_sprUnder->SetName( "Under" );
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ActorUtil::LoadAllCommandsAndSetXY( m_sprUnder, sType );
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this->AddChild( m_sprUnder );
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m_sprDanger.Load( THEME->GetPathG(sType,sExtra+"Danger") );
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m_sprDanger->SetName( "Danger" );
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ActorUtil::LoadAllCommandsAndSetXY( m_sprDanger, sType );
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this->AddChild( m_sprDanger );
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m_pStream = new StreamDisplay;
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m_pStream->Load( bExtra ? "StreamDisplayExtra" : "StreamDisplay" );
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m_pStream->SetName( "Stream" );
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ActorUtil::LoadAllCommandsAndSetXY( m_pStream, sType );
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this->AddChild( m_pStream );
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m_sprOver.Load( THEME->GetPathG(sType,sExtra+"Over") );
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m_sprOver->SetName( "Over" );
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ActorUtil::LoadAllCommandsAndSetXY( m_sprOver, sType );
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this->AddChild( m_sprOver );
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}
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LifeMeterBar::~LifeMeterBar()
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{
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SAFE_DELETE( m_pStream );
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}
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void LifeMeterBar::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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DrainType dtype = pPlayerState->m_PlayerOptions.GetStage().m_DrainType;
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switch( dtype )
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{
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case DrainType_Normal:
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m_fLifePercentage = INITIAL_VALUE;
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break;
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/* These types only go down, so they always start at full. */
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case DrainType_NoRecover:
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case DrainType_SuddenDeath:
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m_fLifePercentage = 1.0f; break;
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default:
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FAIL_M(ssprintf("Invalid DrainType: %i", dtype));
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}
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// Change life difficulty to really easy if merciful beginner on
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m_bMercifulBeginnerInEffect =
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GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR &&
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GAMESTATE->IsPlayerEnabled( pPlayerState ) &&
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GAMESTATE->m_pCurSteps[pn]->GetDifficulty() == Difficulty_Beginner &&
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PREFSMAN->m_bMercifulBeginner;
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AfterLifeChanged();
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}
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void LifeMeterBar::ChangeLife( TapNoteScore score )
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{
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float fDeltaLife=0.f;
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switch( score )
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{
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DEFAULT_FAIL( score );
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case TNS_W1: fDeltaLife = m_fLifePercentChange.GetValue(SE_W1); break;
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case TNS_W2: fDeltaLife = m_fLifePercentChange.GetValue(SE_W2); break;
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case TNS_W3: fDeltaLife = m_fLifePercentChange.GetValue(SE_W3); break;
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case TNS_W4: fDeltaLife = m_fLifePercentChange.GetValue(SE_W4); break;
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case TNS_W5: fDeltaLife = m_fLifePercentChange.GetValue(SE_W5); break;
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case TNS_Miss: fDeltaLife = m_fLifePercentChange.GetValue(SE_Miss); break;
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case TNS_HitMine: fDeltaLife = m_fLifePercentChange.GetValue(SE_HitMine); break;
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case TNS_None: fDeltaLife = m_fLifePercentChange.GetValue(SE_Miss); break;
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case TNS_CheckpointHit: fDeltaLife = m_fLifePercentChange.GetValue(SE_CheckpointHit); break;
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case TNS_CheckpointMiss:fDeltaLife = m_fLifePercentChange.GetValue(SE_CheckpointMiss); break;
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}
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// this was previously if( IsHot() && score < TNS_GOOD ) in 3.9... -freem
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if(PREFSMAN->m_HarshHotLifePenalty && IsHot() && fDeltaLife < 0)
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fDeltaLife = min( fDeltaLife, -0.10f ); // make it take a while to get back to "hot"
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switch(m_pPlayerState->m_PlayerOptions.GetSong().m_DrainType)
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{
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DEFAULT_FAIL(m_pPlayerState->m_PlayerOptions.GetSong().m_DrainType);
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case DrainType_Normal:
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break;
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case DrainType_NoRecover:
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fDeltaLife = min( fDeltaLife, 0 );
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break;
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case DrainType_SuddenDeath:
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if( score < MIN_STAY_ALIVE )
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fDeltaLife = -1.0f;
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else
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fDeltaLife = 0;
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break;
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}
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ChangeLife( fDeltaLife );
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}
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void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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{
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float fDeltaLife=0.f;
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DrainType dtype = m_pPlayerState->m_PlayerOptions.GetSong().m_DrainType;
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switch( dtype )
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{
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case DrainType_Normal:
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switch( score )
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{
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case HNS_Held: fDeltaLife = m_fLifePercentChange.GetValue(SE_Held); break;
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case HNS_LetGo: fDeltaLife = m_fLifePercentChange.GetValue(SE_LetGo); break;
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case HNS_Missed: fDeltaLife = m_fLifePercentChange.GetValue(SE_Missed); break;
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default:
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FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score));
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}
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if(PREFSMAN->m_HarshHotLifePenalty && IsHot() && score == HNS_LetGo)
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fDeltaLife = -0.10f; // make it take a while to get back to "hot"
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break;
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case DrainType_NoRecover:
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switch( score )
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{
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case HNS_Held: fDeltaLife = +0.000f; break;
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case HNS_LetGo: fDeltaLife = m_fLifePercentChange.GetValue(SE_LetGo); break;
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case HNS_Missed: fDeltaLife = +0.000f; break;
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default:
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FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score));
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}
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break;
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case DrainType_SuddenDeath:
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switch( score )
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{
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case HNS_Held: fDeltaLife = +0; break;
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case HNS_LetGo: fDeltaLife = -1.0f; break;
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case HNS_Missed: fDeltaLife = +0; break;
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default:
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FAIL_M(ssprintf("Invalid HoldNoteScore: %i", score));
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}
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break;
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default:
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FAIL_M(ssprintf("Invalid DrainType: %i", dtype));
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}
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ChangeLife( fDeltaLife );
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}
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void LifeMeterBar::ChangeLife( float fDeltaLife )
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{
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bool bUseMercifulDrain = m_bMercifulBeginnerInEffect || PREFSMAN->m_bMercifulDrain;
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if( bUseMercifulDrain && fDeltaLife < 0 )
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fDeltaLife *= SCALE( m_fLifePercentage, 0.f, 1.f, 0.5f, 1.f);
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// handle progressiveness and ComboToRegainLife here
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if( fDeltaLife >= 0 )
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{
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m_iMissCombo = 0;
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m_iComboToRegainLife = max( m_iComboToRegainLife-1, 0 );
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if ( m_iComboToRegainLife > 0 )
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fDeltaLife = 0.0f;
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}
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else
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{
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fDeltaLife *= 1 + (float)m_iProgressiveLifebar/8 * m_iMissCombo;
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// do this after; only successive W5/miss will increase the amount of life lost.
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m_iMissCombo++;
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/* Increase by m_iRegenComboAfterMiss; never push it beyond m_iMaxRegenComboAfterMiss
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* but don't reduce it if it's already past. */
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const int NewComboToRegainLife = min(
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(int)PREFSMAN->m_iMaxRegenComboAfterMiss,
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m_iComboToRegainLife + PREFSMAN->m_iRegenComboAfterMiss );
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m_iComboToRegainLife = max( m_iComboToRegainLife, NewComboToRegainLife );
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}
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// If we've already failed, there's no point in letting them fill up the bar again.
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if( m_pPlayerStageStats->m_bFailed )
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return;
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switch(m_pPlayerState->m_PlayerOptions.GetSong().m_DrainType)
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{
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case DrainType_Normal:
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case DrainType_NoRecover:
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if( fDeltaLife > 0 )
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fDeltaLife *= m_fLifeDifficulty;
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else
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fDeltaLife /= m_fLifeDifficulty;
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break;
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case DrainType_SuddenDeath:
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// This should always -1.0f;
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if( fDeltaLife < 0 )
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fDeltaLife = -1.0f;
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else
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fDeltaLife = 0;
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break;
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default:
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break;
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}
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m_fLifePercentage += fDeltaLife;
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CLAMP( m_fLifePercentage, 0, LIFE_MULTIPLIER );
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AfterLifeChanged();
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}
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extern ThemeMetric<bool> PENALIZE_TAP_SCORE_NONE;
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void LifeMeterBar::HandleTapScoreNone()
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{
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if( PENALIZE_TAP_SCORE_NONE )
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ChangeLife( TNS_None );
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}
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void LifeMeterBar::AfterLifeChanged()
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{
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m_pStream->SetPercent( m_fLifePercentage );
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Message msg( "LifeChanged" );
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msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
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msg.SetParam( "LifeMeter", LuaReference::CreateFromPush(*this) );
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MESSAGEMAN->Broadcast( msg );
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}
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bool LifeMeterBar::IsHot() const
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{
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return m_fLifePercentage >= HOT_VALUE;
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}
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bool LifeMeterBar::IsInDanger() const
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{
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return m_fLifePercentage < DANGER_THRESHOLD;
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}
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bool LifeMeterBar::IsFailing() const
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{
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return m_fLifePercentage <= m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPassmark;
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}
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void LifeMeterBar::Update( float fDeltaTime )
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{
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LifeMeter::Update( fDeltaTime );
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m_fPassingAlpha += !IsFailing() ? +fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fPassingAlpha, 0, 1 );
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m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fHotAlpha, 0, 1 );
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m_pStream->SetPassingAlpha( m_fPassingAlpha );
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m_pStream->SetHotAlpha( m_fHotAlpha );
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if( m_pPlayerState->m_HealthState == HealthState_Danger )
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m_sprDanger->SetVisible( true );
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else
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m_sprDanger->SetVisible( false );
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}
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void LifeMeterBar::UpdateNonstopLifebar()
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{
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int iCleared, iTotal, iProgressiveLifebarDifficulty;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_REGULAR:
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if( GAMESTATE->IsEventMode() || GAMESTATE->m_bDemonstrationOrJukebox )
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return;
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iCleared = GAMESTATE->m_iCurrentStageIndex;
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iTotal = PREFSMAN->m_iSongsPerPlay;
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iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveStageLifebar;
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break;
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case PLAY_MODE_NONSTOP:
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iCleared = GAMESTATE->GetCourseSongIndex();
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iTotal = GAMESTATE->m_pCurCourse->GetEstimatedNumStages();
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iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveNonstopLifebar;
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break;
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default:
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return;
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}
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// if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1
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// if (iTotal == 0) iTotal = 1; // no division by 0
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if( GAMESTATE->IsAnExtraStage() && FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE )
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{
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// extra stage is its own thing, should not be progressive
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// and it should be as difficult as life 4
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// (e.g. it should not depend on life settings)
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m_iProgressiveLifebar = 0;
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m_fLifeDifficulty = EXTRA_STAGE_LIFE_DIFFICULTY;
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return;
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}
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if( iTotal > 1 )
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(iProgressiveLifebarDifficulty * iCleared / (iTotal - 1));
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else
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * iProgressiveLifebarDifficulty;
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if( m_fLifeDifficulty >= 0.4f )
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return;
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/* Approximate deductions for a miss
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* Life 1 : 5 %
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* Life 2 : 5.7 %
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* Life 3 : 6.6 %
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* Life 4 : 8 %
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* Life 5 : 10 %
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* Life 6 : 13.3 %
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* Life 7 : 20 %
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* Life 8 : 26.6 %
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* Life 9 : 32 %
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* Life 10: 40 %
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* Life 11: 50 %
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* Life 12: 57.1 %
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* Life 13: 66.6 %
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* Life 14: 80 %
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* Life 15: 100 %
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* Life 16+: 200 %
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*
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* Note there is 200%, because boos take off 1/2 as much as
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* a miss, and a W5 would suck up half of your lifebar.
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*
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* Everything past 7 is intended mainly for nonstop mode.
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*/
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// the lifebar is pretty harsh at 0.4 already (you lose
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// about 20% of your lifebar); at 0.2 it would be 40%, which
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// is too harsh at one difficulty level higher. Override.
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int iLifeDifficulty = int( (1.8f - m_fLifeDifficulty)/0.2f );
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// first eight values don't matter
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float fDifficultyValues[16] = {0,0,0,0,0,0,0,0,
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0.3f, 0.25f, 0.2f, 0.16f, 0.14f, 0.12f, 0.10f, 0.08f};
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if( iLifeDifficulty >= 16 )
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{
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// judge 16 or higher
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m_fLifeDifficulty = 0.04f;
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return;
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}
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m_fLifeDifficulty = fDifficultyValues[iLifeDifficulty];
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return;
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}
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void LifeMeterBar::FillForHowToPlay( int NumW2s, int NumMisses )
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{
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m_iProgressiveLifebar = 0; // disable progressive lifebar
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float AmountForW2 = NumW2s * m_fLifeDifficulty * 0.008f;
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float AmountForMiss = NumMisses / m_fLifeDifficulty * 0.08f;
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m_fLifePercentage = AmountForMiss - AmountForW2;
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CLAMP( m_fLifePercentage, 0.0f, 1.0f );
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AfterLifeChanged();
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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