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/* PlayerState - Holds per-player game state. */
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#ifndef PlayerState_H
#define PlayerState_H
#include "PlayerNumber.h"
#include "PlayerOptions.h"
#include "Attack.h"
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#include "RageTimer.h"
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struct lua_State ;
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class PlayerState
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{
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public :
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PlayerState ();
void Reset ();
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void Update ( float fDelta );
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// TODO: Remove use of PlayerNumber. All data about the player should live
// in PlayerState and callers should not use PlayerNumber to index into
// GameState.
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PlayerNumber m_PlayerNumber ;
MultiPlayer m_mp ;
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RageTimer m_timerPlayerOptions ;
PlayerOptions m_CurrentPlayerOptions ; // current approaches destination
PlayerOptions m_PlayerOptions ; // change this, and current will move gradually toward it
PlayerOptions m_StagePlayerOptions ; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods
PlayerOptions m_StoredPlayerOptions ; // user's choices on the PlayerOptions screen
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//
// Used in Gameplay
//
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mutable float m_fLastDrawnBeat ; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
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enum HealthState { HOT , ALIVE , DANGER , DEAD };
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HealthState m_HealthState ;
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PlayerController m_PlayerController ;
//
// Used in Battle and Rave
//
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void LaunchAttack ( const Attack & a );
void RemoveActiveAttacks ( AttackLevel al = NUM_ATTACK_LEVELS /*all*/ );
void EndActiveAttacks ();
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void RebuildPlayerOptionsFromActiveAttacks ();
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int GetSumOfActiveAttackLevels () const ;
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int m_iCpuSkill ; // only used when m_PlayerController is PC_CPU
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// Attacks take a while to transition out of use. Account for this in PlayerAI
// by still penalizing it for 1 second after the player options are rebuilt.
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int m_iLastPositiveSumOfAttackLevels ;
float m_fSecondsUntilAttacksPhasedOut ; // positive means PlayerAI is still affected
bool m_bAttackBeganThisUpdate ; // flag for other objects to watch (play sounds)
bool m_bAttackEndedThisUpdate ; // flag for other objects to watch (play sounds)
AttackArray m_ActiveAttacks ;
vector < Attack > m_ModsToApply ;
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//
// Used in Rave
//
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float m_fSuperMeter ; // between 0 and NUM_ATTACK_LEVELS
float m_fSuperMeterGrowthScale ;
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//
// Used in Battle
//
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void RemoveAllInventory ();
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Attack m_Inventory [ NUM_INVENTORY_SLOTS ];
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// Lua
void PushSelf ( lua_State * L );
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};
#endif
/*
* (c) 2001-2004 Chris Danford, Chris Gomez
* 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.
*/