Files
itgmania212121/stepmania/src/ScoreKeeperRave.cpp
T
2004-01-20 07:09:44 +00:00

163 lines
5.2 KiB
C++

#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"
#include "PrefsManager.h"
CachedThemeMetricF ATTACK_DURATION_SECONDS ("ScoreKeeperRave","AttackDurationSeconds");
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 )
{
}
void ScoreKeeperRave::HandleTapScore( TapNoteScore score )
{
float fPercentToMove = 0;
switch( score )
{
case TNS_HIT_MINE: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeHitMine; break;
}
AddSuperMeterDelta( fPercentToMove );
}
#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 )
{
float fPercentToMove;
switch( scoreOfLastTap )
{
case TNS_MARVELOUS: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeMarvelous; break;
case TNS_PERFECT: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangePerfect; break;
case TNS_GREAT: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeGreat; break;
case TNS_GOOD: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeGood; break;
case TNS_BOO: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeBoo; break;
case TNS_MISS: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeMiss; break;
default: ASSERT(0); fPercentToMove = +0.00f; break;
}
AddSuperMeterDelta( fPercentToMove );
}
void ScoreKeeperRave::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
{
float fPercentToMove = 0;
switch( tapScore )
{
case TNS_HIT_MINE: fPercentToMove = PREFSMAN->m_fSuperMeterPercentChangeHitMine; break;
}
AddSuperMeterDelta( fPercentToMove );
}
void ScoreKeeperRave::AddSuperMeterDelta( float fUnscaledPercentChange )
{
if( PREFSMAN->m_bMercifulDrain && fUnscaledPercentChange<0 )
{
float fSuperPercentage = GAMESTATE->m_fSuperMeter[m_PlayerNumber] / NUM_ATTACK_LEVELS;
fUnscaledPercentChange *= SCALE( fSuperPercentage, 0.f, 1.f, 0.5f, 1.f);
}
// more mercy: Grow super meter slower or faster depending on life.
if( PREFSMAN->m_bMercifulSuperMeter )
{
float fLifePercentage = 0;
switch( m_PlayerNumber )
{
case PLAYER_1: fLifePercentage = GAMESTATE->m_fTugLifePercentP1; break;
case PLAYER_2: fLifePercentage = 1 - GAMESTATE->m_fTugLifePercentP1; break;
default: ASSERT(0);
}
if( fUnscaledPercentChange > 0 )
fUnscaledPercentChange *= SCALE( fLifePercentage, 0.f, 1.f, 1.7f, 0.3f);
else // fUnscaledPercentChange <= 0
fUnscaledPercentChange /= SCALE( fLifePercentage, 0.f, 1.f, 1.7f, 0.3f);
}
// mercy: drop super meter faster if at a higher level
if( fUnscaledPercentChange < 0 )
fUnscaledPercentChange *= SCALE( GAMESTATE->m_fSuperMeter[m_PlayerNumber], 0.f, 1.f, 0.01f, 1.f );
AttackLevel oldAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber];
float fPercentToMove = fUnscaledPercentChange;
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 )
{
LaunchAttack( oldAL );
if( newAL == NUM_ATTACK_LEVELS ) // hit upper bounds of meter
GAMESTATE->m_fSuperMeter[m_PlayerNumber] -= 1.f;
}
// mercy: remove attacks on life drain
if( fUnscaledPercentChange < 0 )
GAMESTATE->RemoveActiveAttacksForPlayer( m_PlayerNumber );
}
void ScoreKeeperRave::Update( float fDelta )
{
if( GAMESTATE->m_bAttackEndedThisUpdate[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];
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();
}