ecfcb11a00
This is required for the RString to std::string migration. Mostly automated from https://github.com/aeubanks/rewriter/blob/main/c_str.cc, with some manual intervention required for fixing up `a + b.c_str()` to `(a + b).c_str()`. Added some overloads for some common global functions like sm_crash to reduce the number of changes required here.
315 lines
8.7 KiB
C++
315 lines
8.7 KiB
C++
#include "global.h"
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#include "LifeMeterBattery.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "PlayerState.h"
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#include "Course.h"
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#include "ActorUtil.h"
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#include <cmath>
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LifeMeterBattery::LifeMeterBattery()
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{
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m_iLivesLeft= 4;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_soundGainLife.Load( THEME->GetPathS("LifeMeterBattery","gain") );
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m_soundLoseLife.Load( THEME->GetPathS("LifeMeterBattery","lose"),true );
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}
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void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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LifeMeter::Load( pPlayerState, pPlayerStageStats );
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m_iLivesLeft = m_pPlayerState->m_PlayerOptions.GetStage().m_BatteryLives;
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m_iTrailingLivesLeft = m_iLivesLeft;
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const RString sType = "LifeMeterBattery";
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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MIN_SCORE_TO_KEEP_LIFE.Load(sType, "MinScoreToKeepLife");
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MAX_LIVES.Load(sType, "MaxLives");
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DANGER_THRESHOLD.Load(sType, "DangerThreshold");
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SUBTRACT_LIVES.Load(sType, "SubtractLives");
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MINES_SUBTRACT_LIVES.Load(sType, "MinesSubtractLives");
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HELD_ADD_LIVES.Load(sType, "HeldAddLives");
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LET_GO_SUBTRACT_LIVES.Load(sType, "LetGoSubtractLives");
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COURSE_SONG_REWARD_LIVES.Load(sType, "CourseSongRewardLives");
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LIVES_FORMAT.Load(sType, "NumLivesFormat");
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bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled( pPlayerState );
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LuaThreadVariable var( "Player", LuaReference::Create(m_pPlayerState->m_PlayerNumber) );
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m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
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this->AddChild( m_sprFrame );
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m_sprBattery.Load( THEME->GetPathG(sType,"lives") );
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m_sprBattery->SetName( ssprintf("BatteryP%i",int(pn+1)) );
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if( bPlayerEnabled )
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{
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ActorUtil::LoadAllCommandsAndSetXY( m_sprBattery, sType );
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this->AddChild( m_sprBattery );
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}
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m_textNumLives.LoadFromFont( THEME->GetPathF(sType, "lives") );
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m_textNumLives.SetName( ssprintf("NumLivesP%i",int(pn+1)) );
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if( bPlayerEnabled )
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{
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ActorUtil::LoadAllCommandsAndSetXY( m_textNumLives, sType );
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this->AddChild( &m_textNumLives );
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}
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// old hardcoded commands:
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/*
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m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetX( BATTERY_X[pn] );
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m_textNumLives.SetX( NUM_X[pn] );
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m_textNumLives.SetY( NUM_Y );
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*/
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if( bPlayerEnabled )
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{
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m_Percent.Load( pPlayerState, pPlayerStageStats, "LifeMeterBattery Percent", true );
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// old hardcoded commands (this is useful, but let the themer decide
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// what they want to do, please -aj)
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//m_Percent.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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this->AddChild( &m_Percent );
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}
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Refresh();
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}
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void LifeMeterBattery::OnSongEnded()
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{
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if( m_pPlayerStageStats->m_bFailed || m_iLivesLeft == 0 )
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return;
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if( m_iLivesLeft < m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives )
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{
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m_iTrailingLivesLeft = m_iLivesLeft;
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse && pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives > -1 )
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m_iLivesLeft += pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].iGainLives;
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else
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{
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Lua *L= LUA->Get();
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COURSE_SONG_REWARD_LIVES.PushSelf(L);
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PushSelf(L);
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LuaHelpers::Push(L, pn);
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RString error= "Error running CourseSongRewardLives callback: ";
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LuaHelpers::RunScriptOnStack(L, error, 2, 1, true);
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m_iLivesLeft += (int)luaL_optnumber(L, -1, 0);
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lua_settop(L, 0);
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LUA->Release(L);
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}
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m_iLivesLeft = std::min( m_iLivesLeft, m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives );
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if( m_iTrailingLivesLeft < m_iLivesLeft )
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m_soundGainLife.Play(false);
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}
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Refresh();
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}
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void LifeMeterBattery::SubtractLives( int iLives )
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{
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if( iLives <= 0 )
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return;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft -= iLives;
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m_soundLoseLife.Play(false);
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m_textNumLives.PlayCommand("LoseLife");
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Refresh();
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}
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void LifeMeterBattery::AddLives( int iLives )
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{
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if( iLives <= 0 )
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return;
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if( MAX_LIVES != 0 && m_iLivesLeft >= MAX_LIVES )
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return;
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m_iTrailingLivesLeft = m_iLivesLeft;
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m_iLivesLeft += iLives;
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m_soundGainLife.Play(false);
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m_textNumLives.PlayCommand("GainLife");
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Refresh();
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}
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void LifeMeterBattery::ChangeLives(int iLifeDiff)
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{
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if( iLifeDiff < 0 )
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SubtractLives( std::abs(iLifeDiff) );
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else if( iLifeDiff > 0 )
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AddLives(iLifeDiff);
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}
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( m_iLivesLeft == 0 )
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return;
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bool bSubtract = false;
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// this probably doesn't handle hold checkpoints. -aj
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if( score == TNS_HitMine && MINES_SUBTRACT_LIVES > 0 )
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{
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SubtractLives(MINES_SUBTRACT_LIVES);
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bSubtract = true;
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}
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else
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{
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if( score < MIN_SCORE_TO_KEEP_LIFE && score > TNS_CheckpointMiss && SUBTRACT_LIVES > 0 )
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{
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SubtractLives(SUBTRACT_LIVES);
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bSubtract = true;
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}
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}
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BroadcastLifeChanged(bSubtract);
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}
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void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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{
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if( m_iLivesLeft == 0 )
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return;
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bool bSubtract = false;
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if( score == HNS_Held && HELD_ADD_LIVES > 0 )
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AddLives(HELD_ADD_LIVES);
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if( score == HNS_LetGo && LET_GO_SUBTRACT_LIVES > 0 )
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{
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SubtractLives(LET_GO_SUBTRACT_LIVES);
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bSubtract = true;
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}
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BroadcastLifeChanged(bSubtract);
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}
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void LifeMeterBattery::SetLife(float value)
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{
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int new_lives= static_cast<int>(value);
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bool lost= (new_lives < m_iLivesLeft);
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m_iLivesLeft= new_lives;
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BroadcastLifeChanged(lost);
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}
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void LifeMeterBattery::BroadcastLifeChanged(bool lost_life)
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{
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Message msg("LifeChanged");
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msg.SetParam("Player", m_pPlayerState->m_PlayerNumber);
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msg.SetParam("LifeMeter", LuaReference::CreateFromPush(*this));
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msg.SetParam("LivesLeft", GetLivesLeft());
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msg.SetParam("LostLife", lost_life);
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MESSAGEMAN->Broadcast(msg);
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}
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void LifeMeterBattery::HandleTapScoreNone()
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{
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// do nothing
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}
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void LifeMeterBattery::ChangeLife( float fDeltaLifePercent )
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{
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}
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bool LifeMeterBattery::IsInDanger() const
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{
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return m_iLivesLeft < DANGER_THRESHOLD;
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}
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bool LifeMeterBattery::IsHot() const
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{
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return m_iLivesLeft == m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives;
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}
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bool LifeMeterBattery::IsFailing() const
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{
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return m_iLivesLeft == 0;
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}
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float LifeMeterBattery::GetLife() const
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{
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if(!m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives)
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return 1;
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return float(m_iLivesLeft) / m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives;
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}
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int LifeMeterBattery::GetRemainingLives() const
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{
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if( !m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives )
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return 1;
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return m_iLivesLeft;
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}
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void LifeMeterBattery::Refresh()
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{
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m_textNumLives.SetText( ssprintf(LIVES_FORMAT.GetValue().c_str(), m_iLivesLeft) );
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if( m_iLivesLeft < 0 )
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{
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// hide text to avoid showing -1
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m_textNumLives.SetVisible(false);
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}
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//update m_sprBattery
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}
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int LifeMeterBattery::GetTotalLives()
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{
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return m_pPlayerState->m_PlayerOptions.GetSong().m_BatteryLives;
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}
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void LifeMeterBattery::Update( float fDeltaTime )
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{
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LifeMeter::Update( fDeltaTime );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the LifeMeterBattery. */
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class LunaLifeMeterBattery: public Luna<LifeMeterBattery>
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{
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public:
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static int GetLivesLeft( T* p, lua_State *L ) { lua_pushnumber( L, p->GetLivesLeft() ); return 1; }
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static int GetTotalLives( T* p, lua_State *L ) { lua_pushnumber(L, p->GetTotalLives()); return 1; }
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static int ChangeLives( T* p, lua_State *L ) { p->ChangeLives(IArg(1)); COMMON_RETURN_SELF; }
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LunaLifeMeterBattery()
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{
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ADD_METHOD( GetLivesLeft );
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ADD_METHOD( GetTotalLives );
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ADD_METHOD( ChangeLives );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( LifeMeterBattery, LifeMeter )
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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