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kill attacks, battle mode, and rave mode, and many things exclusive t…
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…o them (combinedlifemeter)
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MinaciousGrace committed May 7, 2017
1 parent 5682c18 commit 89bf1c8
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79 changes: 0 additions & 79 deletions src/ActiveAttackList.cpp
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#include "global.h"
#include "ActiveAttackList.h"
#include "RageUtil.h"
#include "GameState.h"
#include "Inventory.h"
#include "RageTimer.h"
#include "PlayerOptions.h"
#include "PlayerState.h"

ActiveAttackList::ActiveAttackList()
{
}

void ActiveAttackList::Init( const PlayerState* pPlayerState )
{
m_pPlayerState = pPlayerState;
}

void ActiveAttackList::Update( float fDelta )
{
bool bTimeToRefresh =
IsFirstUpdate() || // check this before running Actor::Update()
m_pPlayerState->m_bAttackBeganThisUpdate ||
m_pPlayerState->m_bAttackEndedThisUpdate;

BitmapText::Update( fDelta );

if( bTimeToRefresh )
Refresh();
}

void ActiveAttackList::Refresh()
{
const AttackArray& attacks = m_pPlayerState->m_ActiveAttacks;

vector<RString> vsThemedMods;
for( unsigned i=0; i<attacks.size(); i++ )
{
const Attack& attack = attacks[i];

if( !attack.bOn )
continue; // hasn't started yet
if( !attack.bShowInAttackList )
continue;

PlayerOptions po;
po.FromString( attack.sModifiers );
po.GetLocalizedMods( vsThemedMods );
}

RString s = join( "\n", vsThemedMods );

this->SetText( s ); // BitmapText will not rebuild vertices if these strings are the same.
}

/*
* (c) 2004 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.
*/
56 changes: 0 additions & 56 deletions src/ActiveAttackList.h
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#ifndef ACTIVE_ATTACK_LIST_H
#define ACTIVE_ATTACK_LIST_H

#include "BitmapText.h"
class PlayerState;

/** @brief Shows currently active Player modifiers during gameplay. */
class ActiveAttackList : public BitmapText
{
public:
/** @brief The constructor that does nothing. */
ActiveAttackList();
/**
* @brief Set up the PlayerState.
* @param pPlayerState the PlayerState involved with the attacks. */
void Init( const PlayerState* pPlayerState );
/**
* @brief Look into updating the list.
* @param fDelta the present time. */
virtual void Update( float fDelta );
/** @brief Refresh the list of attacks. */
void Refresh();

protected:
/** @brief the PlayerState of the Player who is dealing with the attack list. */
const PlayerState* m_pPlayerState;
};

#endif

/**
* @file
* @author Chris Danford (c) 2004
* @section LICENSE
* 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.
*/
146 changes: 0 additions & 146 deletions src/Attack.cpp
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@@ -1,146 +0,0 @@
#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 != NULL );
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
{
ASSERT( pSong != NULL );

if( fStartSecond >= 0 )
{
GetAttackBeats( pSong, fStartBeat, fEndBeat );
return;
}

ASSERT( pPlayerState != NULL );

/* 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.WhereUAtBro( 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;
}

int Attack::GetNumAttacks() const
{
vector<RString> tmp;
split(this->sModifiers, ",", tmp);
return tmp.size();
}

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;
}
}

/*
* (c) 2003-2004 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.
*/
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