Files
itgmania212121/stepmania/src/Inventory.cpp
T
2003-03-06 01:12:27 +00:00

182 lines
4.1 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Inventory
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Inventory.h"
#include "ThemeManager.h"
#include "RageUtil.h"
#include "GameState.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))
Inventory::Inventory()
{
RefreshPossibleItems();
// 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->GetPathTo("Sounds","gameplay battle aquire item") );
m_soundUseItem.Load( THEME->GetPathTo("Sounds","gameplay battle use item") );
m_soundItemEnding.Load( THEME->GetPathTo("Sounds","gameplay battle item ending") );
break;
}
}
void Inventory::RefreshPossibleItems()
{
m_ItemDefs.clear();
for( int i=0; i<NUM_ITEM_TYPES; i++ )
{
ItemDef def;
def.comboLevel = ITEM_COMBO(i);
def.effect = ITEM_EFFECT(i);
m_ItemDefs.push_back( def );
}
}
void Inventory::Update( float fDelta )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
bool bActiveItemsChanged = false;
for( int i=m_ActiveItems[p].size()-1; i>=0; i-- )
{
ActiveItem& active_item = m_ActiveItems[p][i];
active_item.fSecondsLeft -= fDelta;
if( active_item.fSecondsLeft < 0 )
{
m_ActiveItems[p].erase( m_ActiveItems[p].begin()+i );
bActiveItemsChanged = true;
}
}
if( bActiveItemsChanged )
{
RebuildPlayerOptions( (PlayerNumber)p );
m_soundItemEnding.Play();
}
}
}
bool Inventory::OnComboBroken( PlayerNumber pn, int iCombo )
{
int* iItems = GAMESTATE->m_iItems[pn];
// search for the item acquired
int item;
for( item=0; item<(int)m_ItemDefs.size(); item++ )
if( m_ItemDefs[item].comboLevel > iCombo )
break;
item--; // back up because we went one too far
if( item == -1 ) // no item acquired
return false;
else
{
// give them an item
// search for the first open slot
int iOpenSlot = -1;
if( iItems[NUM_ITEM_SLOTS/2] == ITEM_NONE )
iOpenSlot = NUM_ITEM_SLOTS/2;
else
{
for( int s=0; s<NUM_ITEM_SLOTS; s++ )
if( iItems[s] == ITEM_NONE )
{
iOpenSlot = s;
break;
}
}
if( iOpenSlot != -1 )
{
iItems[iOpenSlot] = item;
m_soundAcquireItem.Play();
}
// else not enough room to insert item
}
return true;
}
void Inventory::UseItem( PlayerNumber pn, int iSlot )
{
int* iItems = GAMESTATE->m_iItems[pn];
if( iItems[iSlot] == ITEM_NONE )
return;
int iItemIndex = iItems[iSlot];
PlayerNumber pnToAttack;
switch( pn )
{
case PLAYER_1: pnToAttack = PLAYER_2; break;
case PLAYER_2: pnToAttack = PLAYER_1; break;
default: ASSERT(0); pnToAttack = PLAYER_1; break;
}
// see if there is already an active instance of this item index
bool bAddedToExisting = false;
for( unsigned i=0; i<m_ActiveItems[pnToAttack].size(); i++ )
{
if( m_ActiveItems[pnToAttack][i].iItemDefIndex == iItemIndex )
{
m_ActiveItems[pnToAttack][i].fSecondsLeft += ITEM_DURATION_SECONDS;
bAddedToExisting = true;
}
}
if( !bAddedToExisting )
{
ActiveItem ai = { ITEM_DURATION_SECONDS, iItemIndex };
m_ActiveItems[pnToAttack].push_back( ai );
}
RebuildPlayerOptions( pnToAttack );
// remove the item
iItems[iSlot] = ITEM_NONE;
m_soundUseItem.Play();
}
void Inventory::RebuildPlayerOptions( PlayerNumber pn )
{
// rebuild player options
PlayerOptions po = GAMESTATE->m_StoredPlayerOptions[pn];
for( int i=0; i<(int)m_ActiveItems[pn].size(); i++ )
{
int iItemDefIndex = m_ActiveItems[pn][i].iItemDefIndex;
po.FromString( m_ItemDefs[iItemDefIndex].effect );
}
GAMESTATE->m_PlayerOptions[pn] = po;
}
void Inventory::RemoveAllActiveItems()
{
for( int p=0; p<NUM_PLAYERS; p++ )
m_ActiveItems[p].clear();
}