b0adf33f18
Move beat searching in NoteField into FindFirstDisplayedBeat and FindLastDisplayedBeat. Handle seamless note skin changing during Rave mode. NoteDisplay loads a given note skin, ignoring GAMESTATE.
111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScoreKeeperRave
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScoreKeeperRave.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "Character.h"
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#include "ScreenManager.h"
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CachedThemeMetricF ATTACK_DURATION_SECONDS ("ScoreKeeperRave","AttackDurationSeconds");
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const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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ScoreKeeperRave::ScoreKeeperRave(PlayerNumber pn) : ScoreKeeper(pn)
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{
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ATTACK_DURATION_SECONDS.Refresh();
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m_soundLaunchAttack.Load( THEME->GetPathToS(ssprintf("ScoreKeeperRave launch attack p%d",pn+1)) );
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m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("ScoreKeeperRave attack end p%d",pn+1)) );
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}
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void ScoreKeeperRave::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteData* pNoteData )
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{
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}
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#define CROSSED( val ) (fOld < val && fNew >= val)
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#define CROSSED_ATTACK_LEVEL( level ) CROSSED(1.f/NUM_ATTACK_LEVELS*(level+1))
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void ScoreKeeperRave::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow, int iNumAdditions )
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{
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AttackLevel oldAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber];
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float fPercentToMove;
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switch( scoreOfLastTap )
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{
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case TNS_MARVELOUS: fPercentToMove = +0.04f; break;
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case TNS_PERFECT: fPercentToMove = +0.04f; break;
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case TNS_GREAT: fPercentToMove = +0.02f; break;
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case TNS_GOOD: fPercentToMove = +0.00f; break;
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case TNS_BOO: fPercentToMove = -0.08f; break;
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case TNS_MISS: fPercentToMove = -0.16f; break;
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default: ASSERT(0); fPercentToMove = +0.00f; break;
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}
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GAMESTATE->m_fSuperMeter[m_PlayerNumber] += fPercentToMove * GAMESTATE->m_fSuperMeterGrowthScale[m_PlayerNumber];
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CLAMP( GAMESTATE->m_fSuperMeter[m_PlayerNumber], 0.f, NUM_ATTACK_LEVELS );
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AttackLevel newAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber];
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if( newAL > oldAL )
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{
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if( newAL == NUM_ATTACK_LEVELS ) // hit upper bounds of meter
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GAMESTATE->m_fSuperMeter[m_PlayerNumber] -= 1.f;
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LaunchAttack( oldAL );
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}
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}
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void ScoreKeeperRave::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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{
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}
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void ScoreKeeperRave::Update( float fDelta )
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{
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if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
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m_soundAttackEnding.Play();
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}
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void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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{
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CString* asAttacks = GAMESTATE->m_pCurCharacters[m_PlayerNumber]->m_sAttacks[al]; // [NUM_ATTACKS_PER_LEVEL]
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CString sAttackToGive;
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if (GAMESTATE->m_pCurCharacters[m_PlayerNumber] != NULL)
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sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
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else
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{
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/* If you add any note skins here, you need to make sure they're cached, too. */
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CString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" };
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sAttackToGive = DefaultAttacks[ rand()%8 ];
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}
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::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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// remove current attack (if any)
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GAMESTATE->RemoveActiveAttacksForPlayer( pnToAttack );
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// apply new attack
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GAMESTATE->LaunchAttack( pnToAttack, a );
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SCREENMAN->SystemMessage( ssprintf( "attacking %d with %s", pnToAttack, sAttackToGive.c_str() ) );
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m_soundLaunchAttack.Play();
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}
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