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