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itgmania212121/stepmania/src/CombinedLifeMeterTug.cpp
T

134 lines
4.0 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
File: CombinedLifeMeterTug.h
Desc: Dance Magic-like tug-o-war life meter.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "CombinedLifeMeterTug.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "PrefsManager.h"
CachedThemeMetricF METER_WIDTH ("CombinedLifeMeterTug","MeterWidth");
const float FACE_X[NUM_PLAYERS] = { -300, +300 };
const float FACE_Y[NUM_PLAYERS] = { 0, 0 };
CombinedLifeMeterTug::CombinedLifeMeterTug()
{
METER_WIDTH.Refresh();
FOREACH_PlayerNumber( p )
{
CString sStreamPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug stream p%d",p+1));
CString sTipPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug tip p%d",p+1));
m_Stream[p].Load( sStreamPath, METER_WIDTH, sTipPath );
this->AddChild( &m_Stream[p] );
}
m_Stream[PLAYER_2].SetZoomX( -1 );
m_sprSeparator.Load( THEME->GetPathToG(ssprintf("CombinedLifeMeterTug separator")) );
this->AddChild( &m_sprSeparator );
m_sprFrame.Load( THEME->GetPathToG(ssprintf("CombinedLifeMeterTug frame")) );
this->AddChild( &m_sprFrame );
FOREACH_PlayerNumber( p )
{
Character* pCharacter = GAMESTATE->m_pCurCharacters[p];
ASSERT( pCharacter );
m_Head[p].SetName( "CharacterHead" );
m_Head[p].LoadFromCharacter( pCharacter );
m_Head[p].SetXY( FACE_X[p], FACE_Y[p] );
this->AddChild( &m_Head[p] );
}
}
void CombinedLifeMeterTug::Update( float fDelta )
{
float fPercentToShow = GAMESTATE->m_fTugLifePercentP1;
CLAMP( fPercentToShow, 0.f, 1.f );
m_Stream[PLAYER_1].SetPercent( fPercentToShow );
m_Stream[PLAYER_2].SetPercent( 1-fPercentToShow );
float fSeparatorX = SCALE( fPercentToShow, 0.f, 1.f, -METER_WIDTH/2.f, +METER_WIDTH/2.f );
m_sprSeparator.SetX( fSeparatorX );
ActorFrame::Update( fDelta );
}
void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, TapNoteScore score )
{
float fPercentToMove = 0;
switch( score )
{
case TNS_MARVELOUS: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeMarvelous; break;
case TNS_PERFECT: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangePerfect; break;
case TNS_GREAT: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeGreat; break;
case TNS_GOOD: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeGood; break;
case TNS_BOO: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeBoo; break;
case TNS_MISS: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeMiss; break;
default: ASSERT(0); break;
}
ChangeLife( pn, fPercentToMove );
}
void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, HoldNoteScore score, TapNoteScore tscore )
{
/* The initial tap note score (which we happen to have in have in
* tscore) has already been reported to the above function. If the
* hold end result was an NG, count it as a miss; if the end result
* was an OK, count a perfect. (Remember, this is just life meter
* computation, not scoring.) */
float fPercentToMove = 0;
switch( score )
{
case HNS_OK: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeOK; break;
case HNS_NG: fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeNG; break;
default: ASSERT(0); break;
}
ChangeLife( pn, fPercentToMove );
}
void CombinedLifeMeterTug::ChangeLifeMine( PlayerNumber pn )
{
float fPercentToMove = PREFSMAN->m_fTugMeterPercentChangeHitMine;
ChangeLife( pn, fPercentToMove );
}
void CombinedLifeMeterTug::ChangeLife( PlayerNumber pn, float fPercentToMove )
{
if( PREFSMAN->m_bMercifulDrain && fPercentToMove < 0 )
{
float fLifePercentage = 0;
switch( pn )
{
case PLAYER_1: fLifePercentage = GAMESTATE->m_fTugLifePercentP1; break;
case PLAYER_2: fLifePercentage = 1 - GAMESTATE->m_fTugLifePercentP1; break;
default: ASSERT(0);
}
fPercentToMove *= SCALE( fLifePercentage, 0.f, 1.f, 0.2f, 1.f);
}
switch( pn )
{
case PLAYER_1: GAMESTATE->m_fTugLifePercentP1 += fPercentToMove; break;
case PLAYER_2: GAMESTATE->m_fTugLifePercentP1 -= fPercentToMove; break;
default: ASSERT(0);
}
}