break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE

This commit is contained in:
Chris Danford
2003-07-08 19:56:56 +00:00
parent 0bb99f60a7
commit 332c2b318c
23 changed files with 396 additions and 153 deletions
+10 -1
View File
@@ -301,6 +301,11 @@ bool GameState::IsPlayerEnabled( PlayerNumber pn )
if( m_PlayMode == PLAY_MODE_RAVE )
return true;
// In cpu battle, show cpu player only if there's room on the screen.
if( m_PlayMode == PLAY_MODE_CPU_BATTLE )
if( GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
return true;
return IsHumanPlayer( pn );
}
@@ -401,7 +406,8 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
return (m_fOpponentHealthPercent==0)?RESULT_WIN:RESULT_LOSE;
case PLAY_MODE_RAVE:
switch( pn )
@@ -489,11 +495,14 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
void GameState::RemoveAllActiveAttacks()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
m_ActiveAttacks[p][s].fSecsRemaining = 0;
m_ActiveAttacks[p][s].sModifier = "";
}
RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
}
}
void GameState::RemoveAllInventory()