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