Files
itgmania212121/stepmania/src/LifeMeterBattery.cpp
T

206 lines
4.9 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: LifeMeterBattery
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "LifeMeterBattery.h"
#include "PrefsManager.h"
#include "GameState.h"
const float BATTERY_X[NUM_PLAYERS] = { -92, +92 };
const float NUM_X[NUM_PLAYERS] = { BATTERY_X[0], BATTERY_X[1] };
const float NUM_Y = +2;
const float PERCENT_X[NUM_PLAYERS] = { +20, -20 };
const float PERCENT_Y = 0;
const float BATTERY_BLINK_TIME = 1.2f;
LifeMeterBattery::LifeMeterBattery()
{
m_iLivesLeft = GAMESTATE->m_SongOptions.m_iBatteryLives;
m_iTrailingLivesLeft = m_iLivesLeft;
m_bFailedEarlier = false;
m_fBatteryBlinkTime = 0;
m_soundGainLife.Load( THEME->GetPathTo("Sounds","gameplay oni gain life") );
m_soundLoseLife.Load( THEME->GetPathTo("Sounds","gameplay oni lose life") );
}
void LifeMeterBattery::Load( PlayerNumber pn )
{
LifeMeter::Load( pn );
bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled(pn);
m_sprFrame.Load( THEME->GetPathTo("Graphics","gameplay lifemeter oni") );
this->AddChild( &m_sprFrame );
m_sprBattery.Load( THEME->GetPathTo("Graphics","gameplay lifemeter battery") );
m_sprBattery.StopAnimating();
if( bPlayerEnabled )
this->AddChild( &m_sprBattery );
m_textNumLives.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","gameplay battery life numbers 7x2"), "01234 :56789%." );
m_textNumLives.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // pink
m_textNumLives.SetZoom( 1.1f );
m_textNumLives.TurnShadowOff();
if( bPlayerEnabled )
this->AddChild( &m_textNumLives );
m_textPercent.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","gameplay battery percent numbers 7x2"), "01234 :56789%." );
m_textPercent.TurnShadowOff();
m_textPercent.SetZoom( 0.7f );
m_textPercent.SetText( "00.0" );
if( bPlayerEnabled )
this->AddChild( &m_textPercent );
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 );
m_textPercent.SetX( PERCENT_X[pn] );
m_textPercent.SetY( PERCENT_Y );
m_textPercent.SetDiffuse( PlayerToColor(pn) ); // light blue
Refresh();
}
void LifeMeterBattery::SongEnded()
{
if( m_bFailedEarlier )
return;
m_iTrailingLivesLeft = m_iLivesLeft;
m_iLivesLeft += ( GAMESTATE->m_pCurNotes[m_PlayerNumber]->m_iMeter>=8 ? 2 : 1 );
m_iLivesLeft = min( m_iLivesLeft, GAMESTATE->m_SongOptions.m_iBatteryLives );
m_soundGainLife.Play();
Refresh();
}
void LifeMeterBattery::ChangeLife( TapNoteScore score )
{
if( m_bFailedEarlier )
return;
switch( score )
{
case TNS_PERFECT:
case TNS_GREAT:
break;
case TNS_GOOD:
case TNS_BOO:
case TNS_MISS:
m_iTrailingLivesLeft = m_iLivesLeft;
m_iLivesLeft--;
m_soundLoseLife.Play();
m_textNumLives.SetZoom( 1.5f );
m_textNumLives.BeginTweening( 0.15f );
m_textNumLives.SetTweenZoom( 1.1f );
Refresh();
m_fBatteryBlinkTime = BATTERY_BLINK_TIME;
break;
}
if( m_iLivesLeft == 0 )
m_bFailedEarlier = true;
}
void LifeMeterBattery::ChangeLife( HoldNoteScore score )
{
// do nothing
}
void LifeMeterBattery::OnDancePointsChange()
{
int iActualDancePoints = GAMESTATE->m_iActualDancePoints[m_PlayerNumber];
int iPossibleDancePoints = GAMESTATE->m_iPossibleDancePoints[m_PlayerNumber];
iPossibleDancePoints = max( 1, iPossibleDancePoints );
float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.00001f; // correct for rounding errors
// printf( "Actual %d, Possible %d, Percent %f\n", iActualDancePoints, iPossibleDancePoints, fPercentDancePoints );
float fNumToDisplay = MAX( 0, fPercentDancePoints*100 );
CString sNumToDisplay = ssprintf("%03.1f", fNumToDisplay);
if( sNumToDisplay.GetLength() == 3 )
sNumToDisplay = "0" + sNumToDisplay;
m_textPercent.SetText( sNumToDisplay );
}
bool LifeMeterBattery::IsInDanger()
{
return false;
}
bool LifeMeterBattery::IsHot()
{
return false;
}
bool LifeMeterBattery::IsFailing()
{
return m_bFailedEarlier;
}
bool LifeMeterBattery::FailedEarlier()
{
return m_bFailedEarlier;
}
void LifeMeterBattery::Refresh()
{
if( m_iLivesLeft <= 4 )
{
m_textNumLives.SetText( "" );
m_sprBattery.SetState( max(m_iLivesLeft-1,0) );
}
else
{
m_textNumLives.SetText( ssprintf("x%d", m_iLivesLeft) );
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 );
}
}