93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: RaveHelper
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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 "RaveHelper.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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CachedThemeMetricF ATTACK_DURATION_SECONDS ("RaveHelper","AttackDurationSeconds");
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const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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RaveHelper::RaveHelper()
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{
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ATTACK_DURATION_SECONDS.Refresh();
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}
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void RaveHelper::Load( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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// don't load sounds if they're not going to be used
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_soundLaunchAttack.Load( THEME->GetPathTo("Sounds",ssprintf("RaveHelper launch attack p%d",p+1)) );
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m_soundAttackEnding.Load( THEME->GetPathTo("Sounds",ssprintf("RaveHelper attack end p%d",p+1)) );
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}
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}
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}
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void RaveHelper::Update( float fDelta )
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{
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if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
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return;
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if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
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m_soundAttackEnding.Play();
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// PlayerNumber pn = m_PlayerNumber;
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// TODO: Award item based on Super meter
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/*
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// check to see if they deserve a new item
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if( GAMESTATE->m_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
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{
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int iOldCombo = m_iLastSeenCombo;
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m_iLastSeenCombo = GAMESTATE->m_CurStageStats.iCurCombo[pn];
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int iNewCombo = m_iLastSeenCombo;
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int iLevelOfOldCombo = (iOldCombo/COMBO_PER_ATTACK_LEVEL) - 1;
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int iLevelOfNewCombo = (iNewCombo/COMBO_PER_ATTACK_LEVEL) - 1;
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if( iLevelOfOldCombo < iLevelOfNewCombo && // combo increasing
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iLevelOfNewCombo >= ATTACK_LEVEL_1 ) // attack level not negative
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{
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// they deserve a new item
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CLAMP( iLevelOfNewCombo, 0, GAMESTATE->m_MaxAttackLevel[pn] );
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AttackLevel al = (AttackLevel)iLevelOfNewCombo;
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AwardItem( al );
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}
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}
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*/
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}
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void RaveHelper::LaunchAttack( AttackLevel al )
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{
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CString* asAttacks = GAMESTATE->m_sAttacks[m_PlayerNumber][al]; // [NUM_ATTACKS_PER_LEVEL]
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CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::ActiveAttack aa;
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aa.level = al;
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aa.fSecsRemaining = ATTACK_DURATION_SECONDS;
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aa.sModifier = sAttackToGive;
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GAMESTATE->LaunchAttack( pnToAttack, aa );
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GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( pnToAttack );
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m_soundLaunchAttack.Play();
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}
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