Add win/lose BGAnimations

Clean up Attack data structures
This commit is contained in:
Chris Danford
2003-04-14 22:12:54 +00:00
parent da117055a5
commit 44598724ce
12 changed files with 119 additions and 94 deletions
+10 -5
View File
@@ -158,21 +158,26 @@ public:
AttackLevel m_MaxAttackLevel[NUM_PLAYERS];
CString m_sAttacks[NUM_PLAYERS][NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
// used in PLAY_MODE_BATTLE
CString m_sInventory[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
// used in PLAY_MODE_RAVE and PLAY_MODE_BATTLE
struct ActiveAttack
struct Attack
{
AttackLevel level;
float fSecsRemaining;
CString sModifier;
bool IsBlank() { return sModifier.empty(); }
void MakeBlank() { sModifier=""; }
};
ActiveAttack m_ActiveAttacks[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
Attack m_ActiveAttacks[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
// used in PLAY_MODE_BATTLE
Attack m_Inventory[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
bool m_bActiveAttackEndedThisUpdate[NUM_PLAYERS]; // flag so we can play sounds
void LaunchAttack( PlayerNumber target, ActiveAttack aa );
void LaunchAttack( PlayerNumber target, Attack aa );
void RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn );
void RemoveAllActiveAttacks(); // called on end of song
void RemoveAllInventory();
int GetSumOfActiveAttackLevels( PlayerNumber pn );