consolidate battle modes

This commit is contained in:
Chris Danford
2003-08-19 04:27:50 +00:00
parent fa67577a4f
commit ffea51d6e6
13 changed files with 82 additions and 245 deletions
+2 -10
View File
@@ -58,8 +58,7 @@ Inventory::Inventory()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_BATTLE:
break;
default:
ASSERT(0);
@@ -85,8 +84,7 @@ void Inventory::Load( PlayerNumber pn )
// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_HUMAN_BATTLE:
case PLAY_MODE_CPU_BATTLE:
case PLAY_MODE_BATTLE:
m_soundAcquireItem.Load( THEME->GetPathToS("Inventory aquire item") );
for( unsigned i=0; i<g_Items.size(); i++ )
{
@@ -202,12 +200,6 @@ void Inventory::UseItem( int iSlot )
asInventory[iSlot].MakeBlank();
m_vpSoundUseItem[a.level]->Play();
// Item has no effect if CPU is already dead
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->m_fOpponentHealthPercent==0 )
return;
GAMESTATE->LaunchAttack( pnToAttack, a );
float fPercentHealthToDrain = (a.level+1) / 10.f;