make Rave a separate PlayMode

This commit is contained in:
Chris Danford
2003-04-07 05:14:27 +00:00
parent f63ab036de
commit 149d213ae9
19 changed files with 334 additions and 64 deletions
+43 -27
View File
@@ -15,16 +15,35 @@
#include "RageUtil.h"
#include "GameState.h"
CachedThemeMetricF ATTACK_DURATION_SECONDS ("Inventory","AttackDurationSeconds");
CachedThemeMetricI COMBO_PER_ATTACK_LEVEL ("Inventory","ComboPerAttackLevel");
#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
#define ITEM_COMBO( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dCombo",i+1))
#define ITEM_EFFECT( i ) THEME->GetMetric ("Inventory",ssprintf("Item%dEffect",i+1))
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
struct Item
{
int iCombo;
CString sModifier;
};
vector<Item> g_Items;
void ReloadItems()
{
g_Items.clear();
for( int i=0; i<NUM_ITEM_TYPES; i++ )
{
Item item;
item.iCombo = ITEM_COMBO(i);
item.sModifier = ITEM_EFFECT(i);
}
}
Inventory::Inventory()
{
ATTACK_DURATION_SECONDS.Refresh();
COMBO_PER_ATTACK_LEVEL.Refresh();
ReloadItems();
}
void Inventory::Load( PlayerNumber pn )
@@ -33,23 +52,22 @@ void Inventory::Load( PlayerNumber pn )
m_iLastSeenCombo = 0;
// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE )
{
case PLAY_MODE_BATTLE:
for( int p=0; p<NUM_PLAYERS; p++ )
{
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)) );
}
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)) );
}
break;
}
}
void Inventory::Update( float fDelta )
{
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE )
return;
if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
m_soundItemEnding.Play();
@@ -62,27 +80,25 @@ void Inventory::Update( float fDelta )
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;
#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
if( iLevelOfOldCombo < iLevelOfNewCombo && // combo increasing
iLevelOfNewCombo >= ATTACK_LEVEL_1 ) // attack level not negative
for( unsigned i=0; i<g_Items.size(); i++ )
{
// they deserve a new item
CLAMP( iLevelOfNewCombo, 0, GAMESTATE->m_MaxAttackLevel[pn] );
AttackLevel al = (AttackLevel)iLevelOfNewCombo;
AwardItem( al );
if( CROSSED(g_Items[i].iCombo) )
{
AwardItem( i );
break;
}
}
}
}
void Inventory::AwardItem( AttackLevel al )
void Inventory::AwardItem( int iItemIndex )
{
// search for the first open slot
int iOpenSlot = -1;
CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
CString* asAttacks = GAMESTATE->m_sAttacks[m_PlayerNumber][al]; //[NUM_ATTACKS_PER_LEVEL]
if( asInventory[NUM_INVENTORY_SLOTS/2] == "" )
iOpenSlot = NUM_INVENTORY_SLOTS/2;
@@ -98,14 +114,14 @@ void Inventory::AwardItem( AttackLevel al )
if( iOpenSlot != -1 )
{
CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
CString sAttackToGive = g_Items[iItemIndex].sModifier;
asInventory[iOpenSlot] = sAttackToGive;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
}
void Inventory::UseAttack( int iSlot )
void Inventory::UseItem( int iSlot )
{
CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
@@ -115,10 +131,10 @@ void Inventory::UseAttack( int iSlot )
PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
GameState::ActiveAttack aa;
aa.fSecsRemaining = ATTACK_DURATION_SECONDS;
aa.fSecsRemaining = ITEM_DURATION_SECONDS;
aa.sModifier = asInventory[iSlot];
GAMESTATE->ActivateAttack( pnToAttack, aa );
GAMESTATE->LaunchAttack( pnToAttack, aa );
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( pnToAttack );
// remove the item