Files
itgmania212121/stepmania/src/AttackDisplay.cpp
T
Chris Danford d6bc74bc13 clean up AttackBeganThisUpdate flag
fix Player LaunchAttack sound
2004-03-24 07:37:35 +00:00

116 lines
3.0 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: AttackDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "AttackDisplay.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "ActorUtil.h"
#include "Character.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include <set>
CString GetAttackPath( const CString &sAttack )
{
CString ret = ssprintf( "AttackDisplay attack %s", sAttack.c_str() );
/* 1.5x -> 1_5x. If we pass a period to THEME->GetPathTo, it'll think
* we're looking for a specific file and not search. */
ret.Replace( ".", "_" );
return ret;
}
AttackDisplay::AttackDisplay()
{
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
m_sprAttack.SetName( ssprintf("TextP%d",m_PlayerNumber+1) );
m_sprAttack.SetDiffuseAlpha( 0 ); // invisible
this->AddChild( &m_sprAttack );
}
void AttackDisplay::Init( PlayerNumber pn )
{
m_PlayerNumber = pn;
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
set<CString> attacks;
for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
{
const Character *ch = GAMESTATE->m_pCurCharacters[pn];
ASSERT( ch );
const CString* asAttacks = ch->m_sAttacks[al];
for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att )
attacks.insert( asAttacks[att] );
}
for( set<CString>::const_iterator it = attacks.begin(); it != attacks.end(); ++it )
{
const CString ThemePath = GetAttackPath( *it );
const CString path = THEME->GetPathToG( ThemePath, true );
if( path == "" )
{
LOG->Trace( "Couldn't find \"%s\"", ThemePath.c_str() );
continue;
}
TEXTUREMAN->CacheTexture( path );
}
}
void AttackDisplay::Update( float fDelta )
{
ActorFrame::Update( fDelta );
if( GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
if( !GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] )
return;
// don't handle this again
for( unsigned s=0; s<GAMESTATE->m_ActiveAttacks[m_PlayerNumber].size(); s++ )
{
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fStartSecond >= 0 )
continue; /* hasn't started yet */
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fSecsRemaining <= 0 )
continue; /* ended already */
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].IsBlank() )
continue;
SetAttack( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].sModifier );
break;
}
}
void AttackDisplay::SetAttack( const CString &sText )
{
const CString path = THEME->GetPathToG( GetAttackPath( sText ), true );
if( path == "" )
return;
m_sprAttack.SetDiffuseAlpha( 1 );
m_sprAttack.Load( path );
const CString sName = ssprintf( "%sP%i", sText.c_str(), m_PlayerNumber+1 );
m_sprAttack.Command( THEME->GetMetric("AttackDisplay", sName + "OnCommand" ) );
}