Files
itgmania212121/src/Inventory.cpp
T
2011-03-17 01:47:30 -04:00

237 lines
6.5 KiB
C++

#include "global.h"
#include "Inventory.h"
#include "ThemeManager.h"
#include "RageUtil.h"
#include "GameState.h"
#include "RageTimer.h"
#include "PrefsManager.h"
#include "Song.h"
#include "ScreenManager.h"
#include "StatsManager.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
#define ITEM_COMBO( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dCombo",i+1))
#define ITEM_EFFECT( i ) THEME->GetMetric ("Inventory",ssprintf("Item%dEffect",i+1))
#define ITEM_LEVEL( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dLevel",i+1))
ThemeMetric<float> ITEM_USE_RATE_SECONDS("Inventory","ItemUseRateSeconds");
#define ITEM_USE_PROBABILITY (1.f/ITEM_USE_RATE_SECONDS)
struct Item
{
AttackLevel level;
int iCombo;
RString sModifier;
};
static vector<Item> g_Items;
void ReloadItems()
{
g_Items.clear();
for( int i=0; i<NUM_ITEM_TYPES; i++ )
{
Item item;
item.level = (AttackLevel)(ITEM_LEVEL(i)-1);
item.iCombo = ITEM_COMBO(i);
item.sModifier = ITEM_EFFECT(i);
g_Items.push_back( item );
}
}
Inventory::Inventory()
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
break;
default:
ASSERT(0);
}
}
Inventory::~Inventory()
{
for( unsigned i=0; i<m_vpSoundUseItem.size(); i++ )
delete m_vpSoundUseItem[i];
m_vpSoundUseItem.clear();
}
void Inventory::Load( PlayerState* pPlayerState )
{
ReloadItems();
m_pPlayerState = pPlayerState;
m_iLastSeenCombo = 0;
// don't load battle sounds if they're not going to be used
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
m_soundAcquireItem.Load( THEME->GetPathS("Inventory","aquire item") );
for( unsigned i=0; i<g_Items.size(); i++ )
{
RageSound* pSound = new RageSound;
pSound->Load( THEME->GetPathS("Inventory",ssprintf("use item %u",i+1)) );
m_vpSoundUseItem.push_back( pSound );
}
m_soundItemEnding.Load( THEME->GetPathS("Inventory","item ending") );
break;
}
}
void Inventory::Update( float fDelta )
{
if( m_pPlayerState->m_bAttackEndedThisUpdate )
m_soundItemEnding.Play();
// TODO: remove use of PlayerNumber
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
// check to see if they deserve a new item
if( STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo != m_iLastSeenCombo )
{
int iOldCombo = m_iLastSeenCombo;
m_iLastSeenCombo = STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo;
int iNewCombo = m_iLastSeenCombo;
#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
#define BROKE_ABOVE(i) (iNewCombo<iOldCombo)&&(iOldCombo>=i)
for( unsigned i=0; i<g_Items.size(); i++ )
{
bool bEarnedThisItem = false;
if( PREFSMAN->m_bBreakComboToGetItem )
bEarnedThisItem = BROKE_ABOVE(g_Items[i].iCombo);
else
bEarnedThisItem = CROSSED(g_Items[i].iCombo);
if( bEarnedThisItem )
{
AwardItem( i );
break;
}
}
}
// use items if this player is CPU-controlled
if( m_pPlayerState->m_PlayerController != PC_HUMAN &&
GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
{
// every 1 seconds, try to use an item
int iLastSecond = (int)(RageTimer::GetTimeSinceStartFast() - fDelta);
int iThisSecond = (int)RageTimer::GetTimeSinceStartFast();
if( iLastSecond != iThisSecond )
{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
if( !m_pPlayerState->m_Inventory[s].IsBlank() )
if( randomf(0,1) < ITEM_USE_PROBABILITY )
UseItem( s );
}
}
}
void Inventory::AwardItem( int iItemIndex )
{
/* CPU players and replay data are vanity only. They should not effect
* gameplay by acquiring/launching attacks. */
if( m_pPlayerState->m_PlayerController == PC_CPU )
return;
/*
if( m_pPlayerState->m_PlayerController == PC_CPU ||
m_pPlayerState->m_PlayerController == PC_REPLAY)
{
return;
}
*/
// search for the first open slot
int iOpenSlot = -1;
Attack* pInventory = m_pPlayerState->m_Inventory; //[NUM_INVENTORY_SLOTS]
if( pInventory[NUM_INVENTORY_SLOTS/2].IsBlank() )
{
iOpenSlot = NUM_INVENTORY_SLOTS/2;
}
else
{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
if( pInventory[s].IsBlank() )
{
iOpenSlot = s;
break;
}
}
}
if( iOpenSlot != -1 )
{
Attack a;
a.sModifiers = g_Items[iItemIndex].sModifier;
a.fSecsRemaining = ITEM_DURATION_SECONDS;
a.level = g_Items[iItemIndex].level;
pInventory[iOpenSlot] = a;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
}
void Inventory::UseItem( int iSlot )
{
Attack* pInventory = m_pPlayerState->m_Inventory; //[NUM_INVENTORY_SLOTS]
if( pInventory[iSlot].IsBlank() )
return;
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
Attack a = pInventory[iSlot];
// remove the item
pInventory[iSlot].MakeBlank();
m_vpSoundUseItem[a.level]->Play();
PlayerNumber pnToAttack = OPPOSITE_PLAYER[pn];
PlayerState *pPlayerStateToAttack = GAMESTATE->m_pPlayerState[pnToAttack];
pPlayerStateToAttack->LaunchAttack( a );
float fPercentHealthToDrain = (a.level+1) / 10.f;
ASSERT( fPercentHealthToDrain > 0 );
GAMESTATE->m_fOpponentHealthPercent -= fPercentHealthToDrain;
CLAMP( GAMESTATE->m_fOpponentHealthPercent, 0.f, 1.f );
// play announcer sound
SCREENMAN->SendMessageToTopScreen( ssprintf("SM_BattleDamageLevel%d",a.level+1) );
}
/*
* (c) 2003 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/