Files
itgmania212121/src/LifeMeterBattery.cpp
T
2011-06-03 18:55:14 -05:00

283 lines
7.5 KiB
C++

#include "global.h"
#include "LifeMeterBattery.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "PlayerState.h"
#include "Course.h"
#include "ActorUtil.h"
LifeMeterBattery::LifeMeterBattery()
{
m_iLivesLeft = GAMESTATE->m_SongOptions.GetStage().m_iBatteryLives;
m_iTrailingLivesLeft = m_iLivesLeft;
m_fBatteryBlinkTime = 0;
m_soundGainLife.Load( THEME->GetPathS("LifeMeterBattery","gain") );
m_soundLoseLife.Load( THEME->GetPathS("LifeMeterBattery","lose"),true );
}
void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
{
LifeMeter::Load( pPlayerState, pPlayerStageStats );
const RString sType = "LifeMeterBattery";
PlayerNumber pn = pPlayerState->m_PlayerNumber;
BATTERY_BLINK_TIME.Load(sType, "BatteryBlinkTime"); // 1.2f by default
bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled( pPlayerState );
m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
this->AddChild( m_sprFrame );
m_sprBattery.Load( THEME->GetPathG(sType,"lives 1x4") );
m_sprBattery.SetName( ssprintf("BatteryP%i",int(pn+1)) );
// required because it's a sprite. todo: allow for AutoActoring but detect
// Sprites for old behavior. -aj
m_sprBattery.StopAnimating();
if( bPlayerEnabled )
{
ActorUtil::LoadAllCommandsAndSetXY( m_sprBattery, sType );
this->AddChild( &m_sprBattery );
}
m_textNumLives.LoadFromFont( THEME->GetPathF(sType, "lives") );
m_textNumLives.SetName( ssprintf("NumLivesP%i",int(pn+1)) );
// old hardcoded commands:
/*
m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
m_textNumLives.SetShadowLength( 0 );
*/
if( bPlayerEnabled )
{
ActorUtil::LoadAllCommandsAndSetXY( m_textNumLives, sType );
this->AddChild( &m_textNumLives );
}
// old hardcoded commands:
/*
m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
m_sprBattery.SetX( BATTERY_X[pn] );
m_textNumLives.SetX( NUM_X[pn] );
m_textNumLives.SetY( NUM_Y );
*/
if( bPlayerEnabled )
{
m_Percent.Load( pPlayerState, pPlayerStageStats, "LifeMeterBattery Percent", true );
// old hardcoded commands (this is useful, but let the themer decide
// what they want to do, please -aj)
//m_Percent.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
this->AddChild( &m_Percent );
}
Refresh();
}
void LifeMeterBattery::OnSongEnded()
{
if( m_pPlayerStageStats->m_bFailed || m_iLivesLeft == 0 )
return;
if( m_iLivesLeft < GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
{
m_iTrailingLivesLeft = m_iLivesLeft;
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const Course *pCourse = GAMESTATE->m_pCurCourse;
if( pCourse && pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives > -1 )
m_iLivesLeft += pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives;
else
m_iLivesLeft += ( GAMESTATE->m_pCurSteps[pn]->GetMeter()>=8 ? 2 : 1 );
m_iLivesLeft = min( m_iLivesLeft, GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives );
if( m_iTrailingLivesLeft < m_iLivesLeft )
m_soundGainLife.Play();
}
Refresh();
}
void LifeMeterBattery::ChangeLife( TapNoteScore score )
{
if( m_iLivesLeft == 0 )
return;
// todo: let the themer decide how this is handled. -aj
switch( score )
{
case TNS_W1:
case TNS_W2:
case TNS_W3:
break;
case TNS_W4:
case TNS_W5:
case TNS_Miss:
case TNS_HitMine:
m_iTrailingLivesLeft = m_iLivesLeft;
m_iLivesLeft--;
m_soundLoseLife.Play();
m_textNumLives.PlayCommand("LoseLife");
/*
m_textNumLives.SetZoom( 1.5f );
m_textNumLives.BeginTweening( 0.15f );
m_textNumLives.SetZoom( 1.0f );
*/
Refresh();
m_fBatteryBlinkTime = BATTERY_BLINK_TIME;
break;
default:
break;
/*
// xxx: this doesn't handle hold checkpoints.
ASSERT(0);
*/
}
Message msg( "LifeChanged" );
msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
msg.SetParam( "LifeMeter", LuaReference::CreateFromPush(*this) );
msg.SetParam( "LivesLeft", GetLivesLeft() );
MESSAGEMAN->Broadcast( msg );
}
void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
{
switch( score )
{
case HNS_Held:
break;
case HNS_LetGo:
ChangeLife( TNS_Miss ); // LetGo is the same as a miss
break;
default:
ASSERT(0);
}
}
void LifeMeterBattery::HandleTapScoreNone()
{
// do nothing
}
void LifeMeterBattery::ChangeLife( float fDeltaLifePercent )
{
}
bool LifeMeterBattery::IsInDanger() const
{
return false;
}
bool LifeMeterBattery::IsHot() const
{
return false;
}
bool LifeMeterBattery::IsFailing() const
{
return m_iLivesLeft == 0;
}
float LifeMeterBattery::GetLife() const
{
if( !GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
return 1;
return float(m_iLivesLeft) / GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives;
}
int LifeMeterBattery::GetRemainingLives() const
{
if( !GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
return 1;
return m_iLivesLeft;
}
void LifeMeterBattery::Refresh()
{
// todo: make this restraint metricable + handle non-sprites -aj
if( m_iLivesLeft <= 4 )
{
m_textNumLives.SetText( "" );
m_sprBattery.SetState( max(m_iLivesLeft-1,0) );
}
else
{
m_textNumLives.SetText( ssprintf("x%d", m_iLivesLeft-1) );
m_sprBattery.SetState( 3 );
}
}
void LifeMeterBattery::Update( float fDeltaTime )
{
LifeMeter::Update( fDeltaTime );
if( m_fBatteryBlinkTime > 0 )
{
m_fBatteryBlinkTime -= fDeltaTime;
int iFrame1 = m_iLivesLeft-1;
int iFrame2 = m_iTrailingLivesLeft-1;
int iFrameNo = (int(m_fBatteryBlinkTime*15)%2) ? iFrame1 : iFrame2;
CLAMP( iFrameNo, 0, 3 );
m_sprBattery.SetState( iFrameNo );
}
else
{
m_fBatteryBlinkTime = 0;
int iFrameNo = m_iLivesLeft-1;
CLAMP( iFrameNo, 0, 3 );
m_sprBattery.SetState( iFrameNo );
}
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the LifeMeterBattery. */
class LunaLifeMeterBattery: public Luna<LifeMeterBattery>
{
public:
static int GetLivesLeft( T* p, lua_State *L ) { lua_pushnumber( L, p->GetLivesLeft() ); return 1; }
// is this right? wtf -q2x
static int GetTotalLives( T* p, lua_State *L ) { lua_pushnumber( L, GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives ); return 1; }
LunaLifeMeterBattery()
{
ADD_METHOD( GetLivesLeft );
ADD_METHOD( GetTotalLives );
}
};
LUA_REGISTER_DERIVED_CLASS( LifeMeterBattery, LifeMeter )
/*
* (c) 2001-2004 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.
*/