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