working on Battle
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: Inventory
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Inventory.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
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#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDuration")
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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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bool ItemDef::operator<( const ItemDef& other )
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{
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return comboLevel < other.comboLevel;
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}
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void ItemDef::Sort( vector<ItemDef>& items )
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{
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sort( items.begin(), items.end() );
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}
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Inventory::Inventory()
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{
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Reset();
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}
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void Inventory::Reset()
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{
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for( int i=0; i<NUM_ITEM_SLOTS; i++ )
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m_iItems[i] = ITEM_NONE;
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}
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void Inventory::RefreshPossibleItems()
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{
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m_ItemDefs.clear();
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for( int i=0; i<NUM_ITEM_TYPES; i++ )
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{
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ItemDef def;
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def.comboLevel = ITEM_COMBO(i);
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def.effect = ITEM_EFFECT(i);
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m_ItemDefs.push_back( def );
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}
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}
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void Inventory::OnComboBroken( int iCombo )
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{
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// search for the item acquired
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for( int item=0; item<(int)m_ItemDefs.size(); item++ )
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if( m_ItemDefs[item].comboLevel > iCombo )
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break;
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item--; // back up because we went one too far
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if( item == -1 ) // no item acquired
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return;
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else
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{
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// give them an item
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// search for the first open slot
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int iOpenSlot = -1;
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if( m_iItems[NUM_ITEM_SLOTS/2] == ITEM_NONE )
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iOpenSlot = NUM_ITEM_SLOTS/2;
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else
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{
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for( int s=0; s<NUM_ITEM_SLOTS; s++ )
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if( m_iItems[s] == ITEM_NONE )
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{
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iOpenSlot = s;
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break;
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}
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}
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if( iOpenSlot != -1 )
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m_iItems[iOpenSlot] = item;
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else
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; // not enough room to insert item
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}
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}
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void Inventory::UseItem( PlayerNumber pn, int iSlot )
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{
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if( m_iItems[iSlot] == ITEM_NONE )
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return;
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const ItemDef& def = m_ItemDefs[iSlot];
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PlayerNumber pnToAttack;
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switch( pn )
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{
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case PLAYER_1: pnToAttack = PLAYER_2; break;
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case PLAYER_2: pnToAttack = PLAYER_1; break;
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default: ASSERT(0); pnToAttack = PLAYER_INVALID; break;
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}
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GAMESTATE->m_PlayerOptions[pnToAttack].FromString( def.effect );
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// remove the item
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m_iItems[iSlot] = ITEM_NONE;
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}
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