working on Player AI

This commit is contained in:
Chris Danford
2003-04-07 21:24:14 +00:00
parent 62cd0a7ac5
commit 0d9880c6a9
16 changed files with 249 additions and 62 deletions
+25 -3
View File
@@ -14,6 +14,8 @@
#include "ThemeManager.h"
#include "RageUtil.h"
#include "GameState.h"
#include "RageTimer.h"
#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
@@ -22,6 +24,7 @@
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
struct Item
{
int iCombo;
@@ -37,6 +40,7 @@ void ReloadItems()
Item item;
item.iCombo = ITEM_COMBO(i);
item.sModifier = ITEM_EFFECT(i);
g_Items.push_back( item );
}
}
@@ -56,9 +60,9 @@ void Inventory::Load( PlayerNumber pn )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory aquire item p%d",p+1)) );
m_soundUseItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory use item p%d",p+1)) );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory item ending p%d",p+1)) );
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds","Inventory aquire item") );
m_soundUseItem.Load( THEME->GetPathTo("Sounds","Inventory use item") );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds","Inventory item ending") );
}
}
}
@@ -91,6 +95,24 @@ void Inventory::Update( float fDelta )
}
}
}
// use items if this player is CPU-controlled
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != HUMAN )
{
// every one second, consider using an item
int iLastSecond = (int)RageTimer::GetTimeSinceStart() - fDelta;
int iThisSecond = (int)RageTimer::GetTimeSinceStart();
if( iLastSecond != iThisSecond )
{
int iSlotToConsider = rand()%NUM_INVENTORY_SLOTS;
if( GAMESTATE->m_sInventory[m_PlayerNumber][iSlotToConsider] != "" &&
rand()%5 == 0 )
{
UseItem( iSlotToConsider );
}
}
}
}
void Inventory::AwardItem( int iItemIndex )