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/* PlayerState - Holds per-player game state. */
#ifndef PlayerState_H
#define PlayerState_H
#include "Attack.h"
#include "ModsGroup.h"
#include "PlayerNumber.h"
#include "PlayerOptions.h"
#include "RageTimer.h"
#include "SampleHistory.h"
struct lua_State ;
class PlayerState
{
public :
PlayerState ();
void Reset ();
void Update ( float fDelta );
// 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 ;
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MultiPlayer m_mp ;
void ResetToDefaultPlayerOptions ( ModsLevel l );
ModsGroup < PlayerOptions > m_PlayerOptions ;
// Used in Gameplay
mutable float m_fLastDrawnBeat ; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
HealthState m_HealthState ;
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float m_fLastStrumMusicSeconds ; // Set to the MusicSeconds of when the a strum button was pressed. If -1, the strum window has passed.
float m_fLastHopoNoteMusicSeconds ; // Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain, -1, then there is no current hopo chain
int m_iLastHopoNoteCol ; // if -1, then there is no current hopo chain
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void ClearHopoState ()
{
m_fLastHopoNoteMusicSeconds = - 1 ;
m_iLastHopoNoteCol = - 1 ;
}
PlayerController m_PlayerController ;
SampleHistory m_EffectHistory ;
// Used in Battle and Rave
void LaunchAttack ( const Attack & a );
void RemoveActiveAttacks ( AttackLevel al = NUM_ATTACK_LEVELS /*all*/ );
void EndActiveAttacks ();
void RebuildPlayerOptionsFromActiveAttacks ();
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)
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AttackArray m_ActiveAttacks ;
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vector < Attack > m_ModsToApply ;
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// Haste
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int m_iTapsHitSinceLastHasteUpdate ;
int m_iTapsMissedSinceLastHasteUpdate ;
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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
void RemoveAllInventory ();
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Attack m_Inventory [ NUM_INVENTORY_SLOTS ];
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// Lua
void PushSelf ( lua_State * L );
};
#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.
*/