move Attack out of GameState
This commit is contained in:
@@ -0,0 +1,18 @@
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#include "global.h"
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#include "Attack.h"
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#include "GameState.h"
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#include "song.h"
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void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
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{
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if( fStartSecond >= 0 )
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{
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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} else {
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/* We're setting this effect on the fly. If it's an arrow-changing effect
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* (transform or note skin), apply it in the future, past what's currently on
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* screen, so new arrows will scroll on screen with this effect. */
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GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
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}
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}
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@@ -0,0 +1,22 @@
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#ifndef ATTACK_H
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#define ATTACK_H
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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class Song;
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struct Attack
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{
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AttackLevel level;
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float fStartSecond; // -1 = now
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float fSecsRemaining;
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CString sModifier;
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void GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const;
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bool IsBlank() { return sModifier.empty(); }
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void MakeBlank() { sModifier=""; }
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Attack() { fStartSecond = -1; }
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};
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typedef vector<Attack> AttackArray;
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#endif
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@@ -141,7 +141,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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if( CROSSED_SONG_SECONDS(20) || CROSSED_SONG_SECONDS(40) )
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{
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GameState::Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_1;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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@@ -153,7 +153,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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}
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if( CROSSED_SONG_SECONDS(60) || CROSSED_SONG_SECONDS(80) )
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{
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GameState::Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_2;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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@@ -165,7 +165,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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}
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if( CROSSED_SONG_SECONDS(100) )
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{
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GameState::Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_3;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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@@ -676,20 +676,6 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
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a.sModifier.c_str(), target );
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}
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void GameState::Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
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{
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if( fStartSecond >= 0 )
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{
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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} else {
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/* We're setting this effect on the fly. If it's an arrow-changing effect
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* (transform or note skin), apply it in the future, past what's currently on
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* screen, so new arrows will scroll on screen with this effect. */
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GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
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}
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}
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
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{
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for( int s=0; s<MAX_SIMULTANEOUS_ATTACKS; s++ )
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@@ -18,6 +18,7 @@
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#include "Style.h"
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#include "Grade.h"
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#include "StageStats.h"
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#include "Attack.h"
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#include <map>
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@@ -168,19 +169,6 @@ public:
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StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
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// used in PLAY_MODE_BATTLE and PLAY_MODE_RAVE
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struct Attack
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{
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AttackLevel level;
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float fStartSecond; // -1 = now
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float fSecsRemaining;
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CString sModifier;
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void GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const;
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bool IsBlank() { return sModifier.empty(); }
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void MakeBlank() { sModifier=""; }
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Attack() { fStartSecond = -1; }
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};
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typedef vector<GameState::Attack> AttackArray;
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enum { MAX_SIMULTANEOUS_ATTACKS=16 };
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Attack m_ActiveAttacks[NUM_PLAYERS][MAX_SIMULTANEOUS_ATTACKS];
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@@ -160,7 +160,7 @@ void Inventory::AwardItem( int iItemIndex )
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// search for the first open slot
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int iOpenSlot = -1;
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GameState::Attack* asInventory = GAMESTATE->m_Inventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
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Attack* asInventory = GAMESTATE->m_Inventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
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if( asInventory[NUM_INVENTORY_SLOTS/2].IsBlank() )
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iOpenSlot = NUM_INVENTORY_SLOTS/2;
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@@ -176,7 +176,7 @@ void Inventory::AwardItem( int iItemIndex )
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if( iOpenSlot != -1 )
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{
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GameState::Attack a;
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Attack a;
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a.sModifier = g_Items[iItemIndex].sModifier;
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a.fSecsRemaining = ITEM_DURATION_SECONDS;
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a.level = g_Items[iItemIndex].level;
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@@ -188,13 +188,13 @@ void Inventory::AwardItem( int iItemIndex )
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void Inventory::UseItem( int iSlot )
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{
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GameState::Attack* asInventory = GAMESTATE->m_Inventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
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Attack* asInventory = GAMESTATE->m_Inventory[m_PlayerNumber]; //[NUM_INVENTORY_SLOTS]
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if( asInventory[iSlot].IsBlank() )
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return;
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::Attack a = asInventory[iSlot];
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Attack a = asInventory[iSlot];
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// remove the item
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asInventory[iSlot].MakeBlank();
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@@ -334,7 +334,7 @@ void PlayerMinus::Update( float fDeltaTime )
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// process transforms that are waiting to be applied
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for( unsigned j=0; j<GAMESTATE->m_ModsToApply[m_PlayerNumber].size(); j++ )
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{
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const GameState::Attack &mod = GAMESTATE->m_ModsToApply[m_PlayerNumber][j];
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const Attack &mod = GAMESTATE->m_ModsToApply[m_PlayerNumber][j];
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PlayerOptions po;
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/* Should this default to "" always? need it blank so we know if mod.sModifier
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* changes the note skin. */
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@@ -53,7 +53,7 @@ void ScoreDisplayBattle::Update( float fDelta )
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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GameState::Attack attack = GAMESTATE->m_Inventory[m_PlayerNumber][s];
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Attack attack = GAMESTATE->m_Inventory[m_PlayerNumber][s];
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CString sNewModifier = attack.sModifier;
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if( sNewModifier != m_iLastSeenInventory[s] )
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@@ -25,7 +25,7 @@
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#include "RageLog.h"
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ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<GameState::AttackArray> &asModifiers, PlayerNumber pn_ ):
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ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<AttackArray> &asModifiers, PlayerNumber pn_ ):
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ScoreKeeper(pn_), apNotes(apNotes_)
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{
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//
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@@ -57,7 +57,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
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for( unsigned j=0; j < asModifiers[i].size(); j++ )
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{
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const GameState::Attack &mod = asModifiers[i][j];
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const Attack &mod = asModifiers[i][j];
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PlayerOptions po;
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po.FromString( mod.sModifier );
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@@ -39,7 +39,7 @@ class ScoreKeeperMAX2: public ScoreKeeper
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int m_ComboBonusFactor[NUM_TAP_NOTE_SCORES];
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public:
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ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes, const vector<GameState::AttackArray> &asModifiers, PlayerNumber pn);
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ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes, const vector<AttackArray> &asModifiers, PlayerNumber pn);
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// before a song plays (called multiple times if course)
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void OnNextSong( int iSongInCourseIndex, const Steps* pNotes, const NoteData* pNoteData );
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@@ -93,7 +93,7 @@ void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::Attack a;
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Attack a;
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a.level = al;
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a.fSecsRemaining = ATTACK_DURATION_SECONDS;
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a.sModifier = sAttackToGive;
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@@ -81,9 +81,9 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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void GetCourseAttackArray( const Course::Info &ci, GameState::AttackArray &out )
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void GetCourseAttackArray( const Course::Info &ci, AttackArray &out )
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{
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GameState::Attack a;
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Attack a;
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a.fStartSecond = 0;
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a.fSecsRemaining = 10000; /* whole song */
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a.level = ATTACK_LEVEL_1;
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@@ -169,7 +169,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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for( unsigned c=0; c<ci.size(); ++c )
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{
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m_apNotesQueue[p].push_back( ci[c].pNotes );
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GameState::AttackArray a;
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AttackArray a;
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GetCourseAttackArray( ci[c], a );
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m_asModifiersQueue[p].push_back( a );
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}
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@@ -184,7 +184,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_apNotesQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
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m_asModifiersQueue[p].push_back( GameState::AttackArray() );
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m_asModifiersQueue[p].push_back( AttackArray() );
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}
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}
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@@ -28,7 +28,7 @@ class Inventory;
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#include "LyricDisplay.h"
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#include "TimingAssist.h"
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#include "Character.h"
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#include "GameState.h"
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#include "Attack.h"
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// messages sent by Combo
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const ScreenMessage SM_PlayToasty = ScreenMessage(SM_User+104);
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@@ -92,7 +92,7 @@ protected:
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} m_DancingState;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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vector<Steps*> m_apNotesQueue[NUM_PLAYERS]; // size may be >1 if playing a course
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vector<GameState::AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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bool m_bChangedOffsetOrBPM;
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float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
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+52
-33
@@ -65,8 +65,8 @@ IntDir=.\../Debug6
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TargetDir=\temp\stepmania
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
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/Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
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/Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
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# End Special Build Tool
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@@ -83,24 +83,24 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
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# PROP Intermediate_Dir "Debug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
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LINK32=link.exe
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# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
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# ADD LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
|
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# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /D "OGG_ONLY" /YX /FD /G6 /Ztmp /c
|
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BSC32=bscmake.exe
|
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# ADD BASE BSC32 /nologo
|
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# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
|
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# ADD LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
|
||||
XBE=imagebld.exe
|
||||
# ADD BASE XBE /nologo /stack:0x10000 /debug
|
||||
# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
|
||||
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)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
|
||||
/Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -140,8 +140,8 @@ IntDir=.\../Release6
|
||||
TargetDir=\temp\stepmania
|
||||
TargetName=StepMania
|
||||
SOURCE="$(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
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -159,27 +159,27 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
|
||||
# PROP Intermediate_Dir "StepMania___Xbox_Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
XBCP=xbecopy.exe
|
||||
# ADD BASE XBCP /NOLOGO
|
||||
# ADD XBCP /NOLOGO
|
||||
XBE=imagebld.exe
|
||||
# ADD BASE XBE /nologo /stack:0x10000 /debug
|
||||
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
|
||||
CPP=cl.exe
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "NDEBUG" /YX"global.h" /FD /c
|
||||
# SUBTRACT CPP /Fr
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
|
||||
# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
|
||||
# ADD LINK32 $(intdir)\verstub.obj xapilib.lib d3d8.lib d3dx8.lib xgraphics.lib dsound.lib dmusic.lib xnet.lib xboxkrnl.lib libcmt.lib /nologo /incremental:no /pdb:"../release6xbox/StepMania.pdb" /machine:I386 /nodefaultlib:"libc" /nodefaultlib:"libcmtd" /out:"../StepManiaXbox.exe" /subsystem:xbox /fixed:no /TMP /OPT:REF
|
||||
# SUBTRACT LINK32 /pdb:none /map /debug
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
CPP=cl.exe
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /D "WIN32" /D "_XBOX" /D "NDEBUG" /YX"global.h" /FD /c
|
||||
# SUBTRACT CPP /Fr
|
||||
XBE=imagebld.exe
|
||||
# ADD BASE XBE /nologo /stack:0x10000 /debug
|
||||
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
|
||||
XBCP=xbecopy.exe
|
||||
# ADD BASE XBCP /NOLOGO
|
||||
# ADD XBCP /NOLOGO
|
||||
# Begin Special Build Tool
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
|
||||
/Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp \
|
||||
/Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -939,6 +939,25 @@ SOURCE=.\ArrowBackdrop.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Attack.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Attack.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\BannerCache.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
@@ -512,6 +512,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<Filter
|
||||
Name="Data Structures"
|
||||
Filter="">
|
||||
<File
|
||||
RelativePath="Attack.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="Attack.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="BannerCache.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user