working on battle

This commit is contained in:
Chris Danford
2003-11-20 06:50:05 +00:00
parent a32a62faac
commit 4e80f3057a
7 changed files with 107 additions and 41 deletions
+32 -32
View File
@@ -530,14 +530,14 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
ZERO( m_pInventory );
for( p=0; p<NUM_PLAYERS; p++ )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
m_pInventory[p] = new Inventory;
m_pInventory[p]->Load( (PlayerNumber)p );
this->AddChild( m_pInventory[p] );
break;
}
// switch( GAMESTATE->m_PlayMode )
// {
// case PLAY_MODE_BATTLE:
// m_pInventory[p] = new Inventory;
// m_pInventory[p]->Load( (PlayerNumber)p );
// this->AddChild( m_pInventory[p] );
// break;
// }
}
@@ -644,9 +644,9 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
m_announcerBattleTrickLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle trick level1") );
m_announcerBattleTrickLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle trick level2") );
m_announcerBattleTrickLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle trick level3") );
m_soundBattleTrickLevel1.Load( THEME->GetPathToS("ScreenGameplay battle trick level1") );
m_soundBattleTrickLevel2.Load( THEME->GetPathToS("ScreenGameplay battle trick level2") );
m_soundBattleTrickLevel3.Load( THEME->GetPathToS("ScreenGameplay battle trick level3") );
m_soundBattleTrickLevel1.Load( THEME->GetPathToS("ScreenGameplay battle trick level1"), true );
m_soundBattleTrickLevel2.Load( THEME->GetPathToS("ScreenGameplay battle trick level2"), true );
m_soundBattleTrickLevel3.Load( THEME->GetPathToS("ScreenGameplay battle trick level3"), true );
m_announcerBattleDamageLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle damage level1") );
m_announcerBattleDamageLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle damage level2") );
m_announcerBattleDamageLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle damage level3") );
@@ -1504,24 +1504,24 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
{
m_Player[StyleI.player].Step( StyleI.col, DeviceI.ts );
}
else if( type==IET_FIRST_PRESS &&
!PREFSMAN->m_bAutoPlay &&
MenuI.IsValid() &&
GAMESTATE->IsPlayerEnabled( MenuI.player ) &&
GAMESTATE->IsBattleMode() )
{
int iItemSlot;
switch( MenuI.button )
{
case MENU_BUTTON_LEFT: iItemSlot = 0; break;
case MENU_BUTTON_START: iItemSlot = 1; break;
case MENU_BUTTON_RIGHT: iItemSlot = 2; break;
default: iItemSlot = -1; break;
}
if( iItemSlot != -1 )
m_pInventory[MenuI.player]->UseItem( iItemSlot );
}
// else if( type==IET_FIRST_PRESS &&
// !PREFSMAN->m_bAutoPlay &&
// MenuI.IsValifd() &&
// GAMESTATE->IsPlayerEnabled( MenuI.player ) &&
// GAMESTATE->IsBattleMode() )
// {
// int iItemSlot;
// switch( MenuI.button )
// {
// case MENU_BUTTON_LEFT: iItemSlot = 0; break;
// case MENU_BUTTON_START: iItemSlot = 1; break;
// case MENU_BUTTON_RIGHT: iItemSlot = 2; break;
// default: iItemSlot = -1; break;
// }
//
// if( iItemSlot != -1 )
// m_pInventory[MenuI.player]->UseItem( iItemSlot );
// }
}
void ScreenGameplay::UpdateAutoPlayText()
@@ -1878,7 +1878,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_announcerBattleTrickLevel1.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel1.PlayRandom();
m_soundBattleTrickLevel1.Play();
break;
case SM_BattleTrickLevel2:
if( SECS_SINCE_LAST_COMMENT > 3 )
@@ -1886,7 +1886,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_announcerBattleTrickLevel2.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel2.PlayRandom();
m_soundBattleTrickLevel2.Play();
break;
case SM_BattleTrickLevel3:
if( SECS_SINCE_LAST_COMMENT > 3 )
@@ -1894,7 +1894,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_announcerBattleTrickLevel3.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel3.PlayRandom();
m_soundBattleTrickLevel3.Play();
break;
case SM_BattleDamageLevel1: