make Rave a separate PlayMode
This commit is contained in:
+14
-12
@@ -104,13 +104,13 @@ void GameState::Update( float fDelta )
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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if( m_sActiveAttacks[p][s].fSecsRemaining > 0 )
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if( m_ActiveAttacks[p][s].fSecsRemaining > 0 )
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{
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m_sActiveAttacks[p][s].fSecsRemaining -= fDelta;
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if( m_sActiveAttacks[p][s].fSecsRemaining <= 0 )
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m_ActiveAttacks[p][s].fSecsRemaining -= fDelta;
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if( m_ActiveAttacks[p][s].fSecsRemaining <= 0 )
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{
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m_sActiveAttacks[p][s].fSecsRemaining = 0;
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m_sActiveAttacks[p][s].sModifier = "";
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m_ActiveAttacks[p][s].fSecsRemaining = 0;
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m_ActiveAttacks[p][s].sModifier = "";
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m_bActiveAttackEndedThisUpdate[p] = true;
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}
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}
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@@ -243,9 +243,11 @@ bool GameState::IsPlayable( const ModeChoice& mc )
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bool GameState::IsPlayerEnabled( PlayerNumber pn )
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{
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// In battle, all players are present. Non-human players are CPU controlled.
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// In battle and rave, all players are present. Non-human players are CPU controlled.
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if( m_PlayMode == PLAY_MODE_BATTLE )
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return true;
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if( m_PlayMode == PLAY_MODE_RAVE )
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return true;
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return IsHumanPlayer( pn );
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}
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@@ -372,13 +374,13 @@ void GameState::RestoreSelectedOptions()
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}
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void GameState::ActivateAttack( PlayerNumber target, ActiveAttack aa )
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void GameState::LaunchAttack( PlayerNumber target, ActiveAttack aa )
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{
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// search for an open slot
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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if( m_sActiveAttacks[target][s].fSecsRemaining <= 0 )
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if( m_ActiveAttacks[target][s].fSecsRemaining <= 0 )
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{
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m_sActiveAttacks[target][s] = aa;
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m_ActiveAttacks[target][s] = aa;
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return;
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}
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}
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@@ -388,8 +390,8 @@ void GameState::RemoveAllActiveAttacks()
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_sActiveAttacks[p][s].fSecsRemaining = 0;
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m_sActiveAttacks[p][s].sModifier = "";
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m_ActiveAttacks[p][s].fSecsRemaining = 0;
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m_ActiveAttacks[p][s].sModifier = "";
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}
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}
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@@ -399,7 +401,7 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
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PlayerOptions po = GAMESTATE->m_StoredPlayerOptions[pn];
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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po.FromString( m_sActiveAttacks[pn][s].sModifier );
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po.FromString( m_ActiveAttacks[pn][s].sModifier );
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}
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GAMESTATE->m_PlayerOptions[pn] = po;
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}
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