764 lines
22 KiB
C++
764 lines
22 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: Player.cpp
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Desc: Object that accepts pad input, knocks down ColorArrows that were stepped on,
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and keeps score for the player.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "ScreenDimensions.h"
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#include "Math.h" // for fabs()
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#include "Player.h"
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#include "RageUtil.h"
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const float LIFE_PERFECT = 0.015f;
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const float LIFE_GREAT = 0.008f;
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const float LIFE_GOOD = 0.000f;
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const float LIFE_BOO = -0.015f;
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const float LIFE_MISS = -0.030f;
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const int ARROW_SIZE = 64;
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const float ARROW_X_OFFSET[6] = {
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ARROW_SIZE*-2.5,
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ARROW_SIZE*-1.5,
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ARROW_SIZE*-0.5,
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ARROW_SIZE* 0.5,
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ARROW_SIZE* 1.5,
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ARROW_SIZE* 2.5
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};
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const float GRAY_ARROW_Y = ARROW_SIZE * 1.5;
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const float ARROW_GAP = 70;
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const int NUM_FRAMES_IN_COLOR_ARROW_SPRITE = 12;
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const float JUDGEMENT_DISPLAY_TIME = 0.6f;
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const CString JUDGEMENT_SPRITE = "Sprites\\Judgement.sprite";
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const float JUDGEMENT_Y = CENTER_Y;
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const CString SEQUENCE_NUMBERS = "SpriteSequences\\Bold Numbers.seq";
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const float COMBO_TWEEN_TIME = 0.5f;
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const CString COMBO_SPRITE = "Sprites\\Combo.sprite";
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const float COMBO_Y = (CENTER_Y+60);
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const int LIEFMETER_NUM_PILLS = 17;
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const CString LIFEMETER_FRAME_SPRITE= "Sprites\\Life Meter Frame.sprite";
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const CString LIFEMETER_PILLS_SPRITE= "Sprites\\Life Meter Pills.sprite";
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const float LIFEMETER_Y = 30;
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const float LIFEMETER_PILLS_Y = LIFEMETER_Y+2;
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const float PILL_OFFSET_Y[LIEFMETER_NUM_PILLS] = {
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0.3f, 0.7f, 1.0f, 0.7f, 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f // kind of a sin wave
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};
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const CString FONT_SCORE = "Fonts\\Font - Arial Bold numbers 30px.font";
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const CString SCORE_FRAME_TEXTURE = "Textures\\Score Frame 1x1.png";
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const float SCORE_Y = SCREEN_HEIGHT - 40;
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Player::Player()
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{
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m_iCurCombo = 0;
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m_iMaxCombo = 0;
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m_fLifePercentage = 0.50f;
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m_fScore = 0;
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// init step elements
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
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{
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m_OriginalStep[i] = 0;
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m_LeftToStepOn[i] = 0;
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m_StepScore[i] = none;
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m_iColorArrowFrameOffset[i] = 0;
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}
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CMap<Step, Step, float, float> mapStepToRotation; // arrow facing left is rotation 0
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mapStepToRotation[STEP_PAD1_LEFT] = 0;
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mapStepToRotation[STEP_PAD1_UPLEFT] = D3DX_PI/4.0f;
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mapStepToRotation[STEP_PAD1_DOWN] = -D3DX_PI/2.0f;
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mapStepToRotation[STEP_PAD1_UP] = D3DX_PI/2.0f;
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mapStepToRotation[STEP_PAD1_UPRIGHT]= D3DX_PI*3.0f/4.0f;
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mapStepToRotation[STEP_PAD1_RIGHT] = D3DX_PI;
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mapStepToRotation[STEP_PAD2_LEFT] = mapStepToRotation[STEP_PAD1_LEFT];
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mapStepToRotation[STEP_PAD2_UPLEFT] = mapStepToRotation[STEP_PAD1_UPLEFT];
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mapStepToRotation[STEP_PAD2_DOWN] = mapStepToRotation[STEP_PAD1_DOWN];
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mapStepToRotation[STEP_PAD2_UP] = mapStepToRotation[STEP_PAD1_UP];
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mapStepToRotation[STEP_PAD2_UPRIGHT]= mapStepToRotation[STEP_PAD1_UPRIGHT];
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mapStepToRotation[STEP_PAD2_RIGHT] = mapStepToRotation[STEP_PAD1_RIGHT];
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switch( GAMEINFO->m_GameMode )
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{
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case single4:
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case versus4:
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m_iNumColumns = 4; // LEFT, DOWN, UP, RIGHT
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m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
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m_StepToColumnNumber[STEP_PAD1_DOWN] = 1;
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m_StepToColumnNumber[STEP_PAD1_UP] = 2;
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m_StepToColumnNumber[STEP_PAD1_RIGHT] = 3;
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m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
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m_ColumnNumberToStep[1] = STEP_PAD1_DOWN;
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m_ColumnNumberToStep[2] = STEP_PAD1_UP;
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m_ColumnNumberToStep[3] = STEP_PAD1_RIGHT;
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m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
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m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_DOWN];
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m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_UP];
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m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_RIGHT];
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break;
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case single6:
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m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
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m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
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m_StepToColumnNumber[STEP_PAD1_UPLEFT] = 1;
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m_StepToColumnNumber[STEP_PAD1_DOWN] = 2;
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m_StepToColumnNumber[STEP_PAD1_UP] = 3;
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m_StepToColumnNumber[STEP_PAD1_UPRIGHT] = 4;
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m_StepToColumnNumber[STEP_PAD1_RIGHT] = 5;
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m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
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m_ColumnNumberToStep[1] = STEP_PAD1_UPLEFT;
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m_ColumnNumberToStep[2] = STEP_PAD1_DOWN;
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m_ColumnNumberToStep[3] = STEP_PAD1_UP;
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m_ColumnNumberToStep[4] = STEP_PAD1_UPRIGHT;
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m_ColumnNumberToStep[5] = STEP_PAD1_RIGHT;
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m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
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m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_UPLEFT];
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m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_DOWN];
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m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_UP];
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m_ColumnToRotation[4] = mapStepToRotation[STEP_PAD1_UPRIGHT];
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m_ColumnToRotation[5] = mapStepToRotation[STEP_PAD1_RIGHT];
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break;
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case double4:
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m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
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m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
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m_StepToColumnNumber[STEP_PAD1_DOWN] = 1;
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m_StepToColumnNumber[STEP_PAD1_UP] = 2;
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m_StepToColumnNumber[STEP_PAD1_RIGHT] = 3;
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m_StepToColumnNumber[STEP_PAD2_LEFT] = 4;
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m_StepToColumnNumber[STEP_PAD2_DOWN] = 5;
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m_StepToColumnNumber[STEP_PAD2_UP] = 6;
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m_StepToColumnNumber[STEP_PAD2_RIGHT] = 7;
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m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
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m_ColumnNumberToStep[1] = STEP_PAD1_DOWN;
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m_ColumnNumberToStep[2] = STEP_PAD1_UP;
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m_ColumnNumberToStep[3] = STEP_PAD1_RIGHT;
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m_ColumnNumberToStep[4] = STEP_PAD2_LEFT;
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m_ColumnNumberToStep[5] = STEP_PAD2_DOWN;
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m_ColumnNumberToStep[6] = STEP_PAD2_UP;
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m_ColumnNumberToStep[7] = STEP_PAD2_RIGHT;
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m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
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m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_DOWN];
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m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_UP];
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m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_RIGHT];
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m_ColumnToRotation[4] = mapStepToRotation[STEP_PAD2_LEFT];
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m_ColumnToRotation[5] = mapStepToRotation[STEP_PAD2_DOWN];
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m_ColumnToRotation[6] = mapStepToRotation[STEP_PAD2_UP];
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m_ColumnToRotation[7] = mapStepToRotation[STEP_PAD2_RIGHT];
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break;
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}
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for( int c=0; c < MAX_NUM_COLUMNS; c++ ) {
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// gray arrows
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m_GrayArrow[c].SetRotation( m_ColumnToRotation[c] );
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m_GhostArrow[c].SetRotation( m_ColumnToRotation[c] );
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// color arrows
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m_ColorArrow[c].SetRotation( m_ColumnToRotation[c] );
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}
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// judgement
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m_fJudgementDisplayCountdown = 0;
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m_sprJudgement.LoadFromSpriteFile( JUDGEMENT_SPRITE );
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// combo
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m_bComboVisible = FALSE;
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m_sprCombo.LoadFromSpriteFile( COMBO_SPRITE );
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m_ComboNumber.LoadFromSequenceFile( SEQUENCE_NUMBERS );
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// life meter
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m_sprLifeMeterFrame.LoadFromSpriteFile( LIFEMETER_FRAME_SPRITE );
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m_sprLifeMeterPills.LoadFromSpriteFile( LIFEMETER_PILLS_SPRITE );
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// score
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m_sprScoreFrame.LoadFromTexture( SCORE_FRAME_TEXTURE );
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m_ScoreNumber.LoadFromSequenceFile( SEQUENCE_NUMBERS );
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m_ScoreNumber.SetSequence( " " );
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SetX( CENTER_X );
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}
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void Player::SetX( float fX )
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{
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m_fArrowsCenterX = fX;
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SetGrayArrowsX(fX);
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SetGhostArrowsX(fX);
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SetColorArrowsX(fX);
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SetJudgementX(fX);
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SetComboX(fX);
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SetScoreX(fX);
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SetLifeMeterX(fX);
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}
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void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
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{
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// copy the steps
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
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{
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m_OriginalStep[i] = newSteps.m_steps[i];
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if( bLoadOnlyLeftSide ) {
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// mask off the pad2 steps
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m_OriginalStep[i] &= ~(STEP_PAD2_LEFT | STEP_PAD2_UPLEFT | STEP_PAD2_DOWN | STEP_PAD2_UP | STEP_PAD2_UPRIGHT | STEP_PAD2_RIGHT );
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} else if( bLoadOnlyRightSide ) {
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// replace the step making pad2's step the new pad1 step
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Step new_step = (m_OriginalStep[i]&STEP_PAD2_LEFT ? STEP_PAD1_LEFT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UPLEFT ? STEP_PAD1_UPLEFT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_DOWN ? STEP_PAD1_DOWN : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UP ? STEP_PAD1_UP : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UPRIGHT? STEP_PAD1_UPRIGHT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_RIGHT ? STEP_PAD1_RIGHT : 0);
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m_OriginalStep[i] = new_step;
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}
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m_LeftToStepOn[i] = m_OriginalStep[i];
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m_iColorArrowFrameOffset[i] = (int)( i/(FLOAT)ELEMENTS_PER_BEAT*NUM_FRAMES_IN_COLOR_ARROW_SPRITE );
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}
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}
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void Player::Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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{
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//RageLog( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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m_fSongBeat = fSongBeat; // save song beat
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int iNumMisses = UpdateStepsMissedOlderThan( fSongBeat-fMaxBeatDifference );
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if( iNumMisses > 0 )
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{
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SetJudgement( miss );
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m_iCurCombo = 0;
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SetCombo( 0 );
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for( int i=0; i<iNumMisses; i++ )
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ChangeLife( miss );
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}
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UpdateGrayArrows( fDeltaTime );
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UpdateColorArrows( fDeltaTime );
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UpdateJudgement( fDeltaTime );
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UpdateCombo( fDeltaTime );
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UpdateScore( fDeltaTime );
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UpdateLifeMeter( fDeltaTime );
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}
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void Player::Draw()
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{
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DrawGrayArrows();
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DrawColorArrows();
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DrawJudgement();
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DrawCombo();
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DrawScore();
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DrawLifeMeter();
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}
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void Player::HandlePlayerStep( float fSongBeat, Step player_step, float fMaxBeatDiff )
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{
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//RageLog( "Player::HandlePlayerStep()" );
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// update gray arrows
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int iColumnNum = m_StepToColumnNumber[player_step];
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GrayArrowStep( iColumnNum );
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CheckForCompleteStep( fSongBeat, player_step, fMaxBeatDiff );
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}
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void Player::CheckForCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDiff )
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{
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//RageLog( "Player::CheckForCompleteStep()" );
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// look for the closest matching step
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int iIndexStartLookingAt = BeatToStepIndex( fSongBeat );
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int iNumElementsToExamine = BeatToStepIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt
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//RageLog( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
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for( int delta=0; delta <= iNumElementsToExamine; delta++ )
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{
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int iCurrentIndexEarlier = iIndexStartLookingAt - delta;
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int iCurrentIndexLater = iIndexStartLookingAt + delta;
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// silly check to make sure we don't go out of bounds
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iCurrentIndexEarlier = clamp( iCurrentIndexEarlier, 0, MAX_STEP_ELEMENTS-1 );
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iCurrentIndexLater = clamp( iCurrentIndexLater, 0, MAX_STEP_ELEMENTS-1 );
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////////////////////////////
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// check the step to the left of iIndexStartLookingAt
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////////////////////////////
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//RageLog( "Checking steps[%d]", iCurrentIndexEarlier );
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if( m_LeftToStepOn[iCurrentIndexEarlier] & player_step ) // these steps overlap
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{
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m_LeftToStepOn[iCurrentIndexEarlier] &= ~player_step; // subtract player_step
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if( m_LeftToStepOn[iCurrentIndexEarlier] == 0 ) { // did this complete the step?
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OnCompleteStep( fSongBeat, player_step, fMaxBeatDiff, iCurrentIndexEarlier );
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return;
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}
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}
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////////////////////////////
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// check the step to the right of iIndexStartLookingAt
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////////////////////////////
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//RageLog( "Checking steps[%d]", iCurrentIndexLater );
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if( m_LeftToStepOn[iCurrentIndexLater] & player_step ) // these steps overlap
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{
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m_LeftToStepOn[iCurrentIndexLater] &= ~player_step; // subtract player_step
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if( m_LeftToStepOn[iCurrentIndexLater] == 0 ) { // did this complete the step?
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OnCompleteStep( fSongBeat, player_step, fMaxBeatDiff, iCurrentIndexLater );
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return;
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}
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}
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}
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}
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void Player::OnCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
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{
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float fStepBeat = StepIndexToBeat( iIndexThatWasSteppedOn );
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// show the gray arrow ghost
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for( int c=0; c < m_iNumColumns; c++ ) { // for each arrow column
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if( m_OriginalStep[iIndexThatWasSteppedOn] & m_ColumnNumberToStep[c] ) { // this column is still unstepped on?
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GrayArrowGhostStep( c );
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}
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}
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fPercentFromPerfect = (float)fabs( fBeatsUntilStep / fMaxBeatDiff );
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//RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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StepScore &stepscore = m_StepScore[iIndexThatWasSteppedOn];
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if( fPercentFromPerfect < 0.20f ) stepscore = perfect;
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else if( fPercentFromPerfect < 0.45f ) stepscore = great;
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else if( fPercentFromPerfect < 0.75f ) stepscore = good;
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else stepscore = boo;
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// update the judgement, score, and life
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SetJudgement( stepscore );
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ChangeScore( stepscore, m_iCurCombo );
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ChangeLife( stepscore );
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// update the combo display
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switch( stepscore )
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{
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case perfect:
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case great:
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SetCombo( m_iCurCombo+1 ); // combo continuing
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break;
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case good:
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case boo:
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SetCombo( 0 ); // combo stopped
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break;
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}
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}
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int Player::UpdateStepsMissedOlderThan( float fMissIfOlderThanThisBeat )
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{
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//RageLog( "Steps::UpdateStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex = BeatToStepIndex( fMissIfOlderThanThisBeat );
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int iNumMissesFound = 0;
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// Since this is being called frame, let's not check the whole array every time.
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// Instead, only check 10 elements back. Even 10 is overkill.
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//RageLog( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
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{
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//RageLog( "Checking for miss: %d: lefttostepon == %d, score == %d", i, m_LeftToStepOn[i], m_StepScore[i] );
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if( m_LeftToStepOn[i] != 0 && m_StepScore[i] != miss)
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{
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m_StepScore[i] = miss;
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iNumMissesFound++;
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ChangeLife( miss );
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}
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}
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return iNumMissesFound;
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}
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ScoreSummary Player::GetScoreSummary()
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{
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ScoreSummary scoreSummary;
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
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{
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switch( m_StepScore[i] )
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{
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case perfect: scoreSummary.perfect++; break;
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case great: scoreSummary.great++; break;
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case good: scoreSummary.good++; break;
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case boo: scoreSummary.boo++; break;
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case miss: scoreSummary.miss++; break;
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case none: break;
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}
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}
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scoreSummary.max_combo = m_iMaxCombo;
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scoreSummary.score = m_fScore;
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return scoreSummary;
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}
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float Player::GetArrowColumnX( int iColNum )
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{
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return m_fArrowsCenterX + (iColNum - (m_iNumColumns-1)/2) * ARROW_SIZE;
|
|
}
|
|
|
|
void Player::UpdateGrayArrows( const float &fDeltaTime )
|
|
{
|
|
for( int i=0; i < m_iNumColumns; i++ ) {
|
|
m_GrayArrow[i].Update( fDeltaTime );
|
|
m_GhostArrow[i].Update( fDeltaTime );
|
|
}
|
|
}
|
|
|
|
void Player::DrawGrayArrows()
|
|
{
|
|
for( int i=0; i<m_iNumColumns; i++ )
|
|
{
|
|
//m_sprGrayArrow[i].Draw();
|
|
m_GrayArrow[i].CalculateColor( m_fSongBeat );
|
|
m_GrayArrow[i].Draw();
|
|
}
|
|
}
|
|
|
|
void Player::SetGrayArrowsX( int iNewX )
|
|
{
|
|
for( int i=0; i<m_iNumColumns; i++ )
|
|
//m_sprGrayArrow[i].SetXY( GetArrowColumnX(i), GRAY_ARROW_Y );
|
|
m_GrayArrow[i].SetXY( GetArrowColumnX(i), GRAY_ARROW_Y );
|
|
}
|
|
|
|
void Player::SetGhostArrowsX( int iNewX )
|
|
{
|
|
for( int i=0; i<m_iNumColumns; i++ )
|
|
m_GhostArrow[i].SetXY( GetArrowColumnX(i), GRAY_ARROW_Y );
|
|
}
|
|
|
|
void Player::SetColorArrowsX( int iNewX )
|
|
{
|
|
for( int i=0; i<m_iNumColumns; i++ )
|
|
m_ColorArrow[i].SetX( GetArrowColumnX(i) );
|
|
}
|
|
|
|
void Player::GrayArrowStep( int index )
|
|
{
|
|
m_GrayArrow[index].Step();
|
|
}
|
|
|
|
void Player::GrayArrowGhostStep( int index )
|
|
{
|
|
m_GhostArrow[index].Step();
|
|
}
|
|
|
|
void Player::UpdateColorArrows( const float &fDeltaTime )
|
|
{
|
|
int iIndexFirstArrowToDraw = BeatToStepIndex( m_fSongBeat - 2.0f ); // 2 beats earlier
|
|
if( iIndexFirstArrowToDraw < 0 ) iIndexFirstArrowToDraw = 0;
|
|
int iIndexLastArrowToDraw = BeatToStepIndex( m_fSongBeat + 7.0f ); // 7 beats later
|
|
|
|
for( int c=0; c < m_iNumColumns; c++ )
|
|
m_ColorArrow[c].Update( fDeltaTime );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// modified to add color shifting to the arrow texture
|
|
//
|
|
void Player::DrawColorArrows()
|
|
{
|
|
//RageLog( "ColorArrows::Draw(%f)", fSongBeat );
|
|
|
|
int iBaseFrameNo = (int)(m_fSongBeat*2.5) % 12; // 2.5 is a "fudge number" :-) This should be based on BPM
|
|
|
|
int iIndexFirstArrowToDraw = BeatToStepIndex( m_fSongBeat - 2.0f ); // 2 beats earlier
|
|
if( iIndexFirstArrowToDraw < 0 ) iIndexFirstArrowToDraw = 0;
|
|
int iIndexLastArrowToDraw = BeatToStepIndex( m_fSongBeat + 7.0f ); // 7 beats later
|
|
|
|
//RageLog( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw );
|
|
|
|
for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row
|
|
{
|
|
if( m_LeftToStepOn[i] != 0 ) // this step is not yet complete
|
|
{
|
|
float fYPos = GetColorArrowYPos( i, m_fSongBeat );
|
|
|
|
// beats until the note is stepped on.
|
|
float fBeatsTilStep = StepIndexToBeat( i ) - m_fSongBeat;
|
|
|
|
//RageLog( "iYPos: %d, iFrameNo: %d, m_OriginalStep[i]: %d", iYPos, iFrameNo, m_OriginalStep[i] );
|
|
|
|
for( int c=0; c < m_iNumColumns; c++ ) { // for each arrow column
|
|
if( m_OriginalStep[i] & m_ColumnNumberToStep[c] ) { // this column is still unstepped on?
|
|
m_ColorArrow[c].SetY( fYPos );
|
|
m_ColorArrow[c].CalculateColor( fBeatsTilStep );
|
|
m_ColorArrow[c].Draw();
|
|
}
|
|
}
|
|
|
|
|
|
} // end if there is a step
|
|
} // end foreach arrow to draw
|
|
|
|
for( i=0; i<m_iNumColumns; i++ ) {
|
|
m_GhostArrow[i].Draw();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
float Player::GetColorArrowYPos( int iStepIndex, float fSongBeat )
|
|
{
|
|
float fBeatsUntilStep = StepIndexToBeat( iStepIndex ) - fSongBeat;
|
|
return (int)(fBeatsUntilStep * ARROW_GAP) + GRAY_ARROW_Y;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Player::SetJudgementX( int iNewX )
|
|
{
|
|
m_sprJudgement.SetXY( iNewX, CENTER_Y );
|
|
}
|
|
|
|
void Player::UpdateJudgement( const float &fDeltaTime )
|
|
{
|
|
if( m_fJudgementDisplayCountdown > 0.0 )
|
|
m_fJudgementDisplayCountdown -= fDeltaTime;
|
|
m_sprJudgement.Update( fDeltaTime );
|
|
}
|
|
|
|
void Player::DrawJudgement()
|
|
{
|
|
if( m_fJudgementDisplayCountdown > 0.0 )
|
|
m_sprJudgement.Draw();
|
|
}
|
|
|
|
void Player::SetJudgement( StepScore score )
|
|
{
|
|
//RageLog( "Judgement::SetJudgement()" );
|
|
|
|
switch( score )
|
|
{
|
|
case perfect: m_sprJudgement.SetState( 0 ); break;
|
|
case great: m_sprJudgement.SetState( 1 ); break;
|
|
case good: m_sprJudgement.SetState( 2 ); break;
|
|
case boo: m_sprJudgement.SetState( 3 ); break;
|
|
case miss: m_sprJudgement.SetState( 4 ); break;
|
|
}
|
|
|
|
m_fJudgementDisplayCountdown = JUDGEMENT_DISPLAY_TIME;
|
|
|
|
m_sprJudgement.SetZoom( 1.5f );
|
|
m_sprJudgement.TweenTo( JUDGEMENT_DISPLAY_TIME/3.0,
|
|
m_sprJudgement.GetX(),
|
|
m_sprJudgement.GetY() );
|
|
}
|
|
|
|
void Player::SetComboX( int iNewX )
|
|
{
|
|
m_sprCombo.SetXY( iNewX+40, COMBO_Y );
|
|
m_ComboNumber.SetXY( iNewX-50, COMBO_Y );
|
|
}
|
|
|
|
void Player::UpdateCombo( const float &fDeltaTime )
|
|
{
|
|
m_sprCombo.Update( fDeltaTime );
|
|
m_ComboNumber.Update( fDeltaTime );
|
|
}
|
|
|
|
void Player::DrawCombo()
|
|
{
|
|
if( m_bComboVisible )
|
|
{
|
|
m_ComboNumber.Draw();
|
|
m_sprCombo.Draw();
|
|
}
|
|
}
|
|
|
|
|
|
void Player::SetCombo( int iNewCombo )
|
|
{
|
|
// new max combo
|
|
if( iNewCombo > m_iMaxCombo )
|
|
m_iMaxCombo = iNewCombo;
|
|
|
|
m_iCurCombo = iNewCombo;
|
|
|
|
if( iNewCombo <= 4 )
|
|
{
|
|
m_bComboVisible = FALSE;
|
|
}
|
|
else
|
|
{
|
|
m_bComboVisible = TRUE;
|
|
|
|
m_ComboNumber.SetSequence( ssprintf("%d", iNewCombo) );
|
|
m_ComboNumber.SetZoom( 1.0f + iNewCombo/200.0f );
|
|
//m_ComboNumber.BeginTweening( COMBO_TWEEN_TIME );
|
|
//m_ComboNumber.SetTweenZoom( 1 );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetLifeMeterX( int iNewX )
|
|
{
|
|
m_sprLifeMeterFrame.SetXY( iNewX, LIFEMETER_Y );
|
|
m_sprLifeMeterPills.SetXY( iNewX, LIFEMETER_PILLS_Y );
|
|
}
|
|
|
|
void Player::UpdateLifeMeter( const float &fDeltaTime )
|
|
{
|
|
m_sprLifeMeterFrame.Update( fDeltaTime );
|
|
m_sprLifeMeterPills.Update( fDeltaTime );
|
|
}
|
|
|
|
void Player::DrawLifeMeter()
|
|
{
|
|
float fBeatPercentage = m_fSongBeat - (int)m_fSongBeat;
|
|
int iOffsetStart = roundf( LIEFMETER_NUM_PILLS*fBeatPercentage );
|
|
|
|
m_sprLifeMeterFrame.Draw();
|
|
|
|
float iX = m_sprLifeMeterFrame.GetX() - m_sprLifeMeterFrame.GetZoomedWidth()/2 + 27;
|
|
int iNumPills = (int)(m_sprLifeMeterPills.GetNumStates() * m_fLifePercentage);
|
|
int iPillWidth = m_sprLifeMeterPills.GetZoomedWidth();
|
|
|
|
for( int i=0; i<iNumPills; i++ )
|
|
{
|
|
m_sprLifeMeterPills.SetState( i );
|
|
m_sprLifeMeterPills.SetX( iX );
|
|
|
|
int iOffsetNum = (iOffsetStart - i + LIEFMETER_NUM_PILLS) % LIEFMETER_NUM_PILLS;
|
|
int iOffset = roundf( PILL_OFFSET_Y[iOffsetNum] * m_fLifePercentage * 8.0f );
|
|
m_sprLifeMeterPills.SetY( LIFEMETER_PILLS_Y - iOffset );
|
|
|
|
m_sprLifeMeterPills.Draw();
|
|
|
|
iX += iPillWidth;
|
|
}
|
|
}
|
|
|
|
void Player::ChangeLife( StepScore score )
|
|
{
|
|
switch( score )
|
|
{
|
|
case perfect: m_fLifePercentage += LIFE_PERFECT; break;
|
|
case great: m_fLifePercentage += LIFE_GREAT; break;
|
|
case good: m_fLifePercentage += LIFE_GOOD; break;
|
|
case boo: m_fLifePercentage += LIFE_BOO; break;
|
|
case miss: m_fLifePercentage += LIFE_MISS; break;
|
|
}
|
|
|
|
m_fLifePercentage = clamp( m_fLifePercentage, 0, 1 );
|
|
|
|
if( m_fLifePercentage == 1 )
|
|
m_sprLifeMeterFrame.SetEffectCamelion( 5, D3DXCOLOR(0.2f,0.2f,0.2f,1), D3DXCOLOR(1,1,1,1) );
|
|
else if( m_fLifePercentage < 0.25f )
|
|
m_sprLifeMeterFrame.SetEffectCamelion( 5, D3DXCOLOR(1,0.8f,0.8f,1), D3DXCOLOR(1,0.2f,0.2f,1) );
|
|
else
|
|
m_sprLifeMeterFrame.SetEffectNone();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Player::SetScoreX( int iNewX )
|
|
{
|
|
m_sprScoreFrame.SetXY( iNewX, SCORE_Y );
|
|
m_ScoreNumber.SetXY( iNewX, SCORE_Y );
|
|
}
|
|
|
|
void Player::UpdateScore( const float &fDeltaTime )
|
|
{
|
|
m_sprScoreFrame.Update( fDeltaTime );
|
|
m_ScoreNumber.Update( fDeltaTime );
|
|
}
|
|
|
|
void Player::DrawScore()
|
|
{
|
|
m_ScoreNumber.Draw();
|
|
m_sprScoreFrame.Draw();
|
|
}
|
|
|
|
|
|
void Player::ChangeScore( StepScore score, int iCurCombo )
|
|
{
|
|
// The scoring system for DDR versions 1 and 2 (including the Plus remixes) is as follows:
|
|
// For every step:
|
|
//
|
|
// Multiplier (M) = (# of steps in your current combo / 4) rounded down
|
|
// "Good" step = M * 100 (and this ends your combo)
|
|
// "Great" step = M * M * 100
|
|
// "Perfect" step = M * M * 300
|
|
//
|
|
// e.g. When you get a 259 combo, the 260th step will earn you:
|
|
//
|
|
// M = (260 / 4) rounded down
|
|
// = 65
|
|
// step = M x M X 100
|
|
// = 65 x 65 x 100
|
|
// = 422,500
|
|
// Perfect step = Great step score x 3
|
|
// = 422,500 x 3
|
|
// = 1,267,500
|
|
|
|
float M = iCurCombo/4.0f;
|
|
|
|
float fScoreToAdd = 0;
|
|
switch( score )
|
|
{
|
|
case miss: break;
|
|
case boo: break;
|
|
case good: fScoreToAdd = M * 100 + 100; break;
|
|
case great: fScoreToAdd = M * M * 100 + 300; break;
|
|
case perfect: fScoreToAdd = M * M * 300 + 500; break;
|
|
}
|
|
m_fScore += fScoreToAdd;
|
|
ASSERT( m_fScore > 0 );
|
|
|
|
|
|
m_ScoreNumber.SetSequence( ssprintf( "%9.0f", m_fScore ) );
|
|
} |