Files
itgmania212121/src/Attack.cpp
T
Jason Felds 0f6d4cd813 Adjust attacks on offset change.
Should we ever store the other timing segments in
seconds and not beats in the future, we may want
to use this.
2011-06-30 13:35:25 -04:00

139 lines
4.2 KiB
C++

#include "global.h"
#include "Attack.h"
#include "GameState.h"
#include "RageUtil.h"
#include "Song.h"
#include "Foreach.h"
#include "PlayerOptions.h"
#include "PlayerState.h"
void Attack::GetAttackBeats( const Song *pSong, float &fStartBeat, float &fEndBeat ) const
{
ASSERT( pSong );
ASSERT_M( fStartSecond >= 0, ssprintf("StartSecond: %f",fStartSecond) );
const TimingData &timing = pSong->m_SongTiming;
fStartBeat = timing.GetBeatFromElapsedTime( fStartSecond );
fEndBeat = timing.GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
}
/* Get the range for an attack that's being applied in realtime, eg. during battle
* mode. We need a PlayerState for this, so we can push the region off-screen to
* prevent popping when the attack has note modifers. */
void Attack::GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const
{
if( fStartSecond >= 0 )
{
GetAttackBeats( pSong, fStartBeat, fEndBeat );
return;
}
ASSERT( pPlayerState );
ASSERT( pSong );
/* If reasonable, push the attack forward 8 beats so that notes on screen don't change suddenly. */
fStartBeat = min( GAMESTATE->m_Position.m_fSongBeat+8, pPlayerState->m_fLastDrawnBeat );
fStartBeat = truncf(fStartBeat)+1;
const TimingData &timing = pSong->m_SongTiming;
const float lStartSecond = timing.GetElapsedTimeFromBeat( fStartBeat );
const float fEndSecond = lStartSecond + fSecsRemaining;
fEndBeat = timing.GetBeatFromElapsedTime( fEndSecond );
fEndBeat = truncf(fEndBeat)+1;
// loading the course should have caught this.
ASSERT_M( fEndBeat >= fStartBeat, ssprintf("EndBeat %f >= StartBeat %f", fEndBeat, fStartBeat) );
}
bool Attack::operator== ( const Attack &rhs ) const
{
#define EQUAL(a) (a==rhs.a)
return
EQUAL(level) &&
EQUAL(fStartSecond) &&
EQUAL(fSecsRemaining) &&
EQUAL(sModifiers) &&
EQUAL(bOn) &&
EQUAL(bGlobal);
}
bool Attack::ContainsTransformOrTurn() const
{
PlayerOptions po;
po.FromString( sModifiers );
return po.ContainsTransformOrTurn();
}
Attack Attack::FromGlobalCourseModifier( const RString &sModifiers )
{
Attack a;
a.fStartSecond = 0;
a.fSecsRemaining = 10000; /* whole song */
a.level = ATTACK_LEVEL_1;
a.sModifiers = sModifiers;
a.bGlobal = true;
return a;
}
RString Attack::GetTextDescription() const
{
RString s = sModifiers + " " + ssprintf("(%.2f seconds)", fSecsRemaining);
return s;
}
bool AttackArray::ContainsTransformOrTurn() const
{
FOREACH_CONST( Attack, *this, a )
{
if( a->ContainsTransformOrTurn() )
return true;
}
return false;
}
vector<RString> AttackArray::ToVectorString() const
{
vector<RString> ret;
FOREACH_CONST( Attack, *this, a )
{
ret.push_back(ssprintf("TIME=%f:LEN=%f:MODS=%s",
a->fStartSecond,
a->fSecsRemaining,
a->sModifiers.c_str()));
}
return ret;
}
void AttackArray::UpdateStartTimes(float delta)
{
FOREACH(Attack, *this, a)
{
a->fStartSecond += delta;
}
}
/*
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