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itgmania212121/stepmania/src/Inventory.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Inventory
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Inventory.h"
#include "ThemeManager.h"
#include "RageUtil.h"
#include "GameState.h"
CachedThemeMetricF ATTACK_DURATION_SECONDS ("Inventory","AttackDurationSeconds");
CachedThemeMetricI COMBO_PER_ATTACK_LEVEL ("Inventory","ComboPerAttackLevel");
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const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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Inventory::Inventory()
{
ATTACK_DURATION_SECONDS.Refresh();
COMBO_PER_ATTACK_LEVEL.Refresh();
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}
void Inventory::Load( PlayerNumber pn )
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{
m_PlayerNumber = pn;
m_iLastSeenCombo = 0;
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// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory aquire p%d",p+1)) );
m_soundUseItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory use p%d",p+1)) );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory finished p%d",p+1)) );
}
}
break;
}
}
void Inventory::Update( float fDelta )
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{
if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
m_soundItemEnding.Play();
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PlayerNumber pn = m_PlayerNumber;
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// check to see if they deserve a new item
if( GAMESTATE->m_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
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{
int iOldCombo = m_iLastSeenCombo;
m_iLastSeenCombo = GAMESTATE->m_CurStageStats.iCurCombo[pn];
int iNewCombo = m_iLastSeenCombo;
int iLevelOfOldCombo = (iOldCombo/COMBO_PER_ATTACK_LEVEL) - 1;
int iLevelOfNewCombo = (iNewCombo/COMBO_PER_ATTACK_LEVEL) - 1;
if( iLevelOfOldCombo < iLevelOfNewCombo && // combo increasing
iLevelOfNewCombo >= ATTACK_LEVEL_1 ) // attack level not negative
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{
// they deserve a new item
CLAMP( iLevelOfNewCombo, 0, GAMESTATE->m_MaxAttackLevel[pn] );
AttackLevel al = (AttackLevel)iLevelOfNewCombo;
AwardItem( al );
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}
}
}
void Inventory::AwardItem( AttackLevel al )
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{
// search for the first open slot
int iOpenSlot = -1;
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CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
CString* asAttacks = GAMESTATE->m_sAttacks[m_PlayerNumber][al]; //[NUM_ATTACKS_PER_LEVEL]
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if( asInventory[NUM_INVENTORY_SLOTS/2] == "" )
iOpenSlot = NUM_INVENTORY_SLOTS/2;
else
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{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
if( asInventory[s] == "" )
{
iOpenSlot = s;
break;
}
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}
if( iOpenSlot != -1 )
{
CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
asInventory[iOpenSlot] = sAttackToGive;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
}
void Inventory::UseAttack( int iSlot )
{
CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
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if( asInventory[iSlot] == "" )
return;
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::ActiveAttack aa;
aa.fSecsRemaining = ATTACK_DURATION_SECONDS;
aa.sModifier = asInventory[iSlot];
GAMESTATE->ActivateAttack( pnToAttack, aa );
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( pnToAttack );
// remove the item
asInventory[iSlot] = "";
m_soundUseItem.Play();
}