Files
itgmania212121/stepmania/src/RaveHelper.cpp
T
2003-04-07 22:07:44 +00:00

93 lines
2.5 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: RaveHelper
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RaveHelper.h"
#include "ThemeManager.h"
#include "RageUtil.h"
#include "GameState.h"
CachedThemeMetricF ATTACK_DURATION_SECONDS ("RaveHelper","AttackDurationSeconds");
const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
RaveHelper::RaveHelper()
{
ATTACK_DURATION_SECONDS.Refresh();
}
void RaveHelper::Load( PlayerNumber pn )
{
m_PlayerNumber = pn;
// don't load sounds if they're not going to be used
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_soundLaunchAttack.Load( THEME->GetPathTo("Sounds",ssprintf("RaveHelper launch attack p%d",p+1)) );
m_soundAttackEnding.Load( THEME->GetPathTo("Sounds",ssprintf("RaveHelper attack end p%d",p+1)) );
}
}
}
void RaveHelper::Update( float fDelta )
{
if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE )
return;
if( GAMESTATE->m_bActiveAttackEndedThisUpdate[m_PlayerNumber] )
m_soundAttackEnding.Play();
// PlayerNumber pn = m_PlayerNumber;
// TODO: Award item based on Super meter
/*
// check to see if they deserve a new item
if( GAMESTATE->m_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
{
int iOldCombo = m_iLastSeenCombo;
m_iLastSeenCombo = GAMESTATE->m_CurStageStats.iCurCombo[pn];
int iNewCombo = m_iLastSeenCombo;
int iLevelOfOldCombo = (iOldCombo/COMBO_PER_ATTACK_LEVEL) - 1;
int iLevelOfNewCombo = (iNewCombo/COMBO_PER_ATTACK_LEVEL) - 1;
if( iLevelOfOldCombo < iLevelOfNewCombo && // combo increasing
iLevelOfNewCombo >= ATTACK_LEVEL_1 ) // attack level not negative
{
// they deserve a new item
CLAMP( iLevelOfNewCombo, 0, GAMESTATE->m_MaxAttackLevel[pn] );
AttackLevel al = (AttackLevel)iLevelOfNewCombo;
AwardItem( al );
}
}
*/
}
void RaveHelper::LaunchAttack( AttackLevel al )
{
CString* asAttacks = GAMESTATE->m_sAttacks[m_PlayerNumber][al]; // [NUM_ATTACKS_PER_LEVEL]
CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
GameState::ActiveAttack aa;
aa.level = al;
aa.fSecsRemaining = ATTACK_DURATION_SECONDS;
aa.sModifier = sAttackToGive;
GAMESTATE->LaunchAttack( pnToAttack, aa );
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( pnToAttack );
m_soundLaunchAttack.Play();
}