Load AI difficulty data at runtime from AI.ini

This commit is contained in:
Chris Danford
2003-04-21 02:41:10 +00:00
parent cc9bf8677a
commit e15dcc2ab5
29 changed files with 412 additions and 228 deletions
+20 -2
View File
@@ -88,6 +88,12 @@ void GameState::Reset()
NOTESKIN->SwitchNoteSkin( PlayerNumber(p), PREFSMAN->m_sDefaultNoteSkin );
m_Position = new NoteFieldPositioning("Positioning.ini");
for( p=0; p<NUM_PLAYERS; p++ )
{
m_fSuperMeterGrowth[p] = 1;
m_iCpuSkill[p] = 5;
}
}
void GameState::Update( float fDelta )
@@ -358,12 +364,24 @@ bool GameState::HasEarnedExtraStage()
PlayerNumber GameState::GetWinner()
{
PlayerNumber winner = PLAYER_1;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
for( int p=PLAYER_1+1; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] == GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
return PLAYER_INVALID; // draw
else if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
winner = (PlayerNumber)p;
}
return winner;
}
BattleResult GameState::GetBattleResult( PlayerNumber pn )
{
PlayerNumber winner = GetWinner();
if( winner == PLAYER_INVALID )
return RESULT_DRAW;
return (winner==pn) ? RESULT_WIN : RESULT_LOSE;
}
void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut )
{
statsOut = StageStats();