working on Disney Rave "Magic Dance" battle mode

This commit is contained in:
Chris Danford
2003-04-07 03:25:44 +00:00
parent d821c4f1b5
commit 9eac2856a0
29 changed files with 848 additions and 285 deletions
+70 -124
View File
@@ -15,167 +15,113 @@
#include "RageUtil.h"
#include "GameState.h"
CachedThemeMetricF ATTACK_DURATION_SECONDS ("Inventory","AttackDurationSeconds");
CachedThemeMetricI COMBO_PER_ATTACK_LEVEL ("Inventory","ComboPerAttackLevel");
#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
#define ITEM_COMBO( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dCombo",i+1))
#define ITEM_EFFECT( i ) THEME->GetMetric ("Inventory",ssprintf("Item%dEffect",i+1))
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
Inventory::Inventory()
{
RefreshPossibleItems();
ATTACK_DURATION_SECONDS.Refresh();
COMBO_PER_ATTACK_LEVEL.Refresh();
}
void Inventory::Load( PlayerNumber pn )
{
m_PlayerNumber = pn;
m_iLastSeenCombo = 0;
// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds","gameplay battle aquire item") );
m_soundUseItem.Load( THEME->GetPathTo("Sounds","gameplay battle use item") );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds","gameplay battle item ending") );
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_soundAcquireItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory aquire p%d",p+1)) );
m_soundUseItem.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory use p%d",p+1)) );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds",ssprintf("Inventory finished p%d",p+1)) );
}
}
break;
}
}
void Inventory::RefreshPossibleItems()
{
m_ItemDefs.clear();
for( int i=0; i<NUM_ITEM_TYPES; i++ )
{
ItemDef def;
def.comboLevel = ITEM_COMBO(i);
def.effect = ITEM_EFFECT(i);
m_ItemDefs.push_back( def );
}
}
void Inventory::Update( float fDelta )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
bool bActiveItemsChanged = false;
for( int i=m_ActiveItems[p].size()-1; i>=0; i-- )
{
ActiveItem& active_item = m_ActiveItems[p][i];
active_item.fSecondsLeft -= fDelta;
if( active_item.fSecondsLeft < 0 )
{
m_ActiveItems[p].erase( m_ActiveItems[p].begin()+i );
bActiveItemsChanged = true;
}
}
if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
m_soundItemEnding.Play();
if( bActiveItemsChanged )
PlayerNumber pn = m_PlayerNumber;
// check to see if they deserve a new item
if( GAMESTATE->m_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
{
int iOldCombo = m_iLastSeenCombo;
m_iLastSeenCombo = GAMESTATE->m_CurStageStats.iCurCombo[pn];
int iNewCombo = m_iLastSeenCombo;
int iLevelOfOldCombo = (iOldCombo/COMBO_PER_ATTACK_LEVEL) - 1;
int iLevelOfNewCombo = (iNewCombo/COMBO_PER_ATTACK_LEVEL) - 1;
if( iLevelOfOldCombo < iLevelOfNewCombo && // combo increasing
iLevelOfNewCombo >= ATTACK_LEVEL_1 ) // attack level not negative
{
RebuildPlayerOptions( (PlayerNumber)p );
m_soundItemEnding.Play();
// they deserve a new item
CLAMP( iLevelOfNewCombo, 0, GAMESTATE->m_MaxAttackLevel[pn] );
AttackLevel al = (AttackLevel)iLevelOfNewCombo;
AwardItem( al );
}
}
}
bool Inventory::OnComboBroken( PlayerNumber pn, int iCombo )
void Inventory::AwardItem( AttackLevel al )
{
int* iItems = GAMESTATE->m_iItems[pn];
// search for the first open slot
int iOpenSlot = -1;
// search for the item acquired
int item;
for( item=0; item<(int)m_ItemDefs.size(); item++ )
if( m_ItemDefs[item].comboLevel > iCombo )
break;
CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
CString* asAttacks = GAMESTATE->m_sAttacks[m_PlayerNumber][al]; //[NUM_ATTACKS_PER_LEVEL]
item--; // back up because we went one too far
if( item == -1 ) // no item acquired
return false;
if( asInventory[NUM_INVENTORY_SLOTS/2] == "" )
iOpenSlot = NUM_INVENTORY_SLOTS/2;
else
{
// give them an item
// search for the first open slot
int iOpenSlot = -1;
if( iItems[NUM_ITEM_SLOTS/2] == ITEM_NONE )
iOpenSlot = NUM_ITEM_SLOTS/2;
else
{
for( int s=0; s<NUM_ITEM_SLOTS; s++ )
if( iItems[s] == ITEM_NONE )
{
iOpenSlot = s;
break;
}
}
if( iOpenSlot != -1 )
{
iItems[iOpenSlot] = item;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
if( asInventory[s] == "" )
{
iOpenSlot = s;
break;
}
}
return true;
if( iOpenSlot != -1 )
{
CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
asInventory[iOpenSlot] = sAttackToGive;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
}
void Inventory::UseItem( PlayerNumber pn, int iSlot )
void Inventory::UseAttack( int iSlot )
{
int* iItems = GAMESTATE->m_iItems[pn];
CString* asInventory = GAMESTATE->m_sInventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
if( iItems[iSlot] == ITEM_NONE )
if( asInventory[iSlot] == "" )
return;
int iItemIndex = iItems[iSlot];
PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
PlayerNumber pnToAttack;
switch( pn )
{
case PLAYER_1: pnToAttack = PLAYER_2; break;
case PLAYER_2: pnToAttack = PLAYER_1; break;
default: ASSERT(0); pnToAttack = PLAYER_1; break;
}
GameState::ActiveAttack aa;
aa.fSecsRemaining = ATTACK_DURATION_SECONDS;
aa.sModifier = asInventory[iSlot];
// see if there is already an active instance of this item index
bool bAddedToExisting = false;
for( unsigned i=0; i<m_ActiveItems[pnToAttack].size(); i++ )
{
if( m_ActiveItems[pnToAttack][i].iItemDefIndex == iItemIndex )
{
m_ActiveItems[pnToAttack][i].fSecondsLeft += ITEM_DURATION_SECONDS;
bAddedToExisting = true;
}
}
if( !bAddedToExisting )
{
ActiveItem ai = { ITEM_DURATION_SECONDS, iItemIndex };
m_ActiveItems[pnToAttack].push_back( ai );
}
RebuildPlayerOptions( pnToAttack );
GAMESTATE->ActivateAttack( pnToAttack, aa );
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( pnToAttack );
// remove the item
iItems[iSlot] = ITEM_NONE;
asInventory[iSlot] = "";
m_soundUseItem.Play();
}
void Inventory::RebuildPlayerOptions( PlayerNumber pn )
{
// rebuild player options
PlayerOptions po = GAMESTATE->m_StoredPlayerOptions[pn];
for( int i=0; i<(int)m_ActiveItems[pn].size(); i++ )
{
int iItemDefIndex = m_ActiveItems[pn][i].iItemDefIndex;
po.FromString( m_ItemDefs[iItemDefIndex].effect );
}
GAMESTATE->m_PlayerOptions[pn] = po;
}
void Inventory::RemoveAllActiveItems()
{
for( int p=0; p<NUM_PLAYERS; p++ )
m_ActiveItems[p].clear();
}