#include "global.h" /* ----------------------------------------------------------------------------- Class: ScoreKeeperRave Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScoreKeeperRave.h" #include "ThemeManager.h" #include "RageUtil.h" #include "GameState.h" #include "Character.h" #include "ScreenManager.h" CachedThemeMetricF ATTACK_DURATION_SECONDS ("ScoreKeeperRave","AttackDurationSeconds"); const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 }; ScoreKeeperRave::ScoreKeeperRave(PlayerNumber pn) : ScoreKeeper(pn) { ATTACK_DURATION_SECONDS.Refresh(); m_soundLaunchAttack.Load( THEME->GetPathToS(ssprintf("ScoreKeeperRave launch attack p%d",pn+1)) ); m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("ScoreKeeperRave attack end p%d",pn+1)) ); } void ScoreKeeperRave::OnNextSong( int iSongInCourseIndex, const Steps* pNotes, const NoteData* pNoteData ) { } #define CROSSED( val ) (fOld < val && fNew >= val) #define CROSSED_ATTACK_LEVEL( level ) CROSSED(1.f/NUM_ATTACK_LEVELS*(level+1)) void ScoreKeeperRave::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow, int iNumAdditions ) { AttackLevel oldAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber]; float fPercentToMove; switch( scoreOfLastTap ) { case TNS_MARVELOUS: fPercentToMove = +0.04f; break; case TNS_PERFECT: fPercentToMove = +0.04f; break; case TNS_GREAT: fPercentToMove = +0.02f; break; case TNS_GOOD: fPercentToMove = +0.00f; break; case TNS_BOO: fPercentToMove = -0.08f; break; case TNS_MISS: fPercentToMove = -0.16f; break; default: ASSERT(0); fPercentToMove = +0.00f; break; } GAMESTATE->m_fSuperMeter[m_PlayerNumber] += fPercentToMove * GAMESTATE->m_fSuperMeterGrowthScale[m_PlayerNumber]; CLAMP( GAMESTATE->m_fSuperMeter[m_PlayerNumber], 0.f, NUM_ATTACK_LEVELS ); AttackLevel newAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber]; if( newAL > oldAL ) { if( newAL == NUM_ATTACK_LEVELS ) // hit upper bounds of meter GAMESTATE->m_fSuperMeter[m_PlayerNumber] -= 1.f; LaunchAttack( oldAL ); } } void ScoreKeeperRave::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore ) { } void ScoreKeeperRave::Update( float fDelta ) { if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] ) m_soundAttackEnding.Play(); } void ScoreKeeperRave::LaunchAttack( AttackLevel al ) { CString* asAttacks = GAMESTATE->m_pCurCharacters[m_PlayerNumber]->m_sAttacks[al]; // [NUM_ATTACKS_PER_LEVEL] CString sAttackToGive; if (GAMESTATE->m_pCurCharacters[m_PlayerNumber] != NULL) sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ]; else { /* If you add any note skins here, you need to make sure they're cached, too. */ CString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" }; sAttackToGive = DefaultAttacks[ rand()%8 ]; } PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber]; GameState::Attack a; a.level = al; a.fSecsRemaining = ATTACK_DURATION_SECONDS; a.sModifier = sAttackToGive; // remove current attack (if any) GAMESTATE->RemoveActiveAttacksForPlayer( pnToAttack ); // apply new attack GAMESTATE->LaunchAttack( pnToAttack, a ); SCREENMAN->SystemMessage( ssprintf( "attacking %d with %s", pnToAttack, sAttackToGive.c_str() ) ); m_soundLaunchAttack.Play(); }