support Transforms as attacks

This commit is contained in:
Chris Danford
2003-08-18 02:37:43 +00:00
parent 82314802d5
commit b4befeb3df
6 changed files with 129 additions and 42 deletions
+12
View File
@@ -521,6 +521,18 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
{
LOG->Trace( "Launch attack '%s' against P%d", a.sModifier.c_str(), target+1 );
//
// Peek at the effect being applied. If it's a transform, add it to
// a list of transforms that should be applied by the Player on its
// next update.
//
PlayerOptions po;
po.FromString( a.sModifier );
if( po.m_Transform != PlayerOptions::TRANSFORM_NONE )
{
m_TransformsToApply[target].push_back( po.m_Transform );
}
// search for an open slot
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
if( m_ActiveAttacks[target][s].fSecsRemaining <= 0 )
+1
View File
@@ -167,6 +167,7 @@ public:
void MakeBlank() { sModifier=""; }
};
Attack m_ActiveAttacks[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
vector<PlayerOptions::Transform> m_TransformsToApply[NUM_PLAYERS];
// used in PLAY_MODE_BATTLE
Attack m_Inventory[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
+55 -31
View File
@@ -482,7 +482,7 @@ void NoteDataUtil::SwapSides( NoteData &in )
in.Convert4sToHoldNotes();
}
void NoteDataUtil::Little(NoteData &in)
void NoteDataUtil::Little(NoteData &in, float fStartBeat, float fEndBeat)
{
int i;
@@ -498,13 +498,21 @@ void NoteDataUtil::Little(NoteData &in)
in.RemoveHoldNote( i );
}
void NoteDataUtil::Wide( NoteData &in )
void NoteDataUtil::Wide( NoteData &in, float fStartBeat, float fEndBeat )
{
// Make all all quarter notes into jumps.
in.ConvertHoldNotesTo4s();
// make all all quarter notes jumps
int max_row = in.GetLastRow();
for( int i=0; i<=max_row; i+=ROWS_PER_BEAT*2 ) // every even beat
int first_row = 0;
if( fStartBeat != -1 )
first_row = BeatToNoteRow(fStartBeat);
int last_row = in.GetLastRow();
if( fEndBeat != -1 )
last_row = BeatToNoteRow(fEndBeat);
for( int i=first_row; i<=last_row; i+=ROWS_PER_BEAT*2 ) // every even beat
{
if( in.GetNumTapNonEmptyTracks(i) != 1 )
continue; // skip. Don't place during holds
@@ -545,32 +553,40 @@ void NoteDataUtil::Wide( NoteData &in )
in.Convert4sToHoldNotes();
}
void NoteDataUtil::Big( NoteData &in )
void NoteDataUtil::Big( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,1.0f,0.5f,false); // add 8ths between 4ths
InsertIntelligentTaps(in,1.0f,0.5f,false,fStartBeat,fEndBeat); // add 8ths between 4ths
}
void NoteDataUtil::Quick( NoteData &in )
void NoteDataUtil::Quick( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,0.5f,0.25f,false); // add 16ths between 8ths
InsertIntelligentTaps(in,0.5f,0.25f,false,fStartBeat,fEndBeat); // add 16ths between 8ths
}
void NoteDataUtil::Skippy( NoteData &in )
void NoteDataUtil::Skippy( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,1.0f,0.75f,true); // add 16ths between 4ths
InsertIntelligentTaps(in,1.0f,0.75f,true,fStartBeat,fEndBeat); // add 16ths between 4ths
}
void NoteDataUtil::InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bNewTapSameAsBeginning )
void NoteDataUtil::InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bSkippy, float fStartBeat, float fEndBeat )
{
ASSERT( fInsertBeatOffset <= fBeatInterval );
in.ConvertHoldNotesTo4s();
// insert a beat in the middle of every fBeatInterval
int max_row = in.GetLastRow();
// Insert a beat in the middle of every fBeatInterval.
int first_row = 0;
if( fStartBeat != -1 )
first_row = BeatToNoteRow(fStartBeat);
int last_row = in.GetLastRow();
if( fEndBeat != -1 )
last_row = BeatToNoteRow(fEndBeat);
int rows_per_interval = BeatToNoteRow( fBeatInterval );
int insert_row_offset = BeatToNoteRow( fInsertBeatOffset );
for( int i=0; i<=max_row; i+=rows_per_interval )
for( int i=first_row; i<=last_row; i+=rows_per_interval )
{
int iRowEarlier = i;
int iRowLater = i + rows_per_interval;
@@ -596,12 +612,12 @@ void NoteDataUtil::InsertIntelligentTaps( NoteData &in, float fBeatInterval, flo
int iTrackOfNoteEarlier = in.GetFirstNonEmptyTrack(iRowEarlier);
int iTrackOfNoteLater = in.GetFirstNonEmptyTrack(iRowLater);
int iTrackOfNoteToAdd = 0;
if( bNewTapSameAsBeginning &&
if( bSkippy &&
iTrackOfNoteEarlier != iTrackOfNoteLater ) // Don't make skips on the same note
{
iTrackOfNoteToAdd = iTrackOfNoteEarlier;
}
else // bNewTapSameAsBeginning
else
{
// choose a randomish track
if( abs(iTrackOfNoteEarlier-iTrackOfNoteLater) == 2 )
@@ -624,6 +640,28 @@ void NoteDataUtil::InsertIntelligentTaps( NoteData &in, float fBeatInterval, flo
in.Convert4sToHoldNotes();
}
void NoteDataUtil::Mines( NoteData &in, float fStartBeat, float fEndBeat )
{
int iTapCount = 0;
int first_row = 0;
if( fStartBeat != -1 )
first_row = BeatToNoteRow(fStartBeat);
int last_row = in.GetLastRow();
if( fEndBeat != -1 )
last_row = BeatToNoteRow(fEndBeat);
for( int r=first_row; r<=last_row; r++ )
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) == TAP_TAP )
{
iTapCount++;
if( (iTapCount%7) == 6 )
in.SetTapNote(t,r,TAP_MINE);
}
}
void NoteDataUtil::SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType nt2, float fBeginBeat, float fEndBeat )
{
@@ -877,20 +915,6 @@ void NoteDataUtil::ConvertAdditionsToRegular( NoteData &in )
in.SetTapNote(t,r,TAP_TAP);
}
void NoteDataUtil::Mines( NoteData &in )
{
int iTapCount = 0;
for( int r=0; r<=in.GetLastRow(); r++ )
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) == TAP_TAP )
{
iTapCount++;
if( (iTapCount%7) == 6 )
in.SetTapNote(t,r,TAP_MINE);
}
}
void NoteDataUtil::TransformNoteData( NoteData &nd, PlayerOptions &po, StepsType st )
{
if( !po.m_bHoldNotes )
+7 -7
View File
@@ -42,13 +42,13 @@ namespace NoteDataUtil
void RemoveHoldNotes( NoteData &in );
enum TurnType { left, right, mirror, shuffle, super_shuffle, NUM_TURN_TYPES };
void Turn( NoteData &in, StepsType st, TurnType tt );
void Little( NoteData &in );
void Wide( NoteData &in );
void Big( NoteData &in );
void Quick( NoteData &in );
void Skippy( NoteData &in );
void Mines( NoteData &in );
void InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bNewTapSameAsBeginning );
void Little( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void Wide( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void Big( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void Quick( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void Skippy( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void Mines( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
void InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bSkippy, float fStartBeat = -1, float fEndBeat = -1 );
void SuperShuffleTaps( NoteData &in );
// change all TAP_ADDITIONs to TAP_TAPs
+46
View File
@@ -316,6 +316,52 @@ void Player::Update( float fDeltaTime )
}
// process transforms that are waiting to be applied
for( i=0; i<GAMESTATE->m_TransformsToApply[m_PlayerNumber].size(); i++ )
{
// Start beat needs to be far enough ahead to be off screen so that
// addition arrows don't suddenly pop on.
float fStartBeat = GAMESTATE->m_fSongBeat + BEATS_PER_MEASURE*2;
fStartBeat = ((int)fStartBeat)+1;
float fStartSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fStartBeat );
float fEndSeconds = fStartSeconds+10;
float fEndBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fEndSeconds );
fEndBeat = ((int)fEndBeat)+1;
switch( GAMESTATE->m_TransformsToApply[m_PlayerNumber][i] )
{
case PlayerOptions::TRANSFORM_LITTLE:
NoteDataUtil::Little( *this, fStartBeat, fEndBeat );
NoteDataUtil::Little( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_WIDE:
NoteDataUtil::Wide( *this, fStartBeat, fEndBeat );
NoteDataUtil::Wide( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_BIG:
NoteDataUtil::Big( *this, fStartBeat, fEndBeat );
NoteDataUtil::Big( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_QUICK:
NoteDataUtil::Quick( *this, fStartBeat, fEndBeat );
NoteDataUtil::Quick( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_SKIPPY:
NoteDataUtil::Skippy( *this, fStartBeat, fEndBeat );
NoteDataUtil::Skippy( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_MINES:
NoteDataUtil::Mines( *this, fStartBeat, fEndBeat );
NoteDataUtil::Mines( m_NoteField, fStartBeat, fEndBeat );
break;
case PlayerOptions::TRANSFORM_NONE:
default:
ASSERT(0);
}
}
GAMESTATE->m_TransformsToApply[m_PlayerNumber].clear();
ActorFrame::Update( fDeltaTime );
}
+8 -4
View File
@@ -65,7 +65,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -102,7 +102,7 @@ IntDir=.\Debug
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -142,7 +142,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -179,7 +179,11 @@ XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
# Begin Special Build Tool
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
IntDir=.\StepMania___Xbox_Release
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool