migrate some stuff to PlayerState
This commit is contained in:
@@ -1135,54 +1135,25 @@ void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float Tota
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}
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}
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/* This is called to launch an attack, or to queue an attack if a.fStartSecond
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void GameState::LaunchAttack( MultiPlayer target, const Attack& a )
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void GameState::LaunchAttack( MultiPlayer target, const Attack& a )
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{
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{
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LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), target+1, a.fStartSecond );
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m_pPlayerState[target]->LaunchAttack( a );
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Attack attack = a;
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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* mark the real time it's starting (now), so Update() can know when the attack started
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* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
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* knows to apply attack transforms correctly. (yuck) */
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m_pPlayerState[target]->m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == -1 )
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attack.fStartSecond = this->m_fMusicSeconds;
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m_pPlayerState[target]->m_ActiveAttacks.push_back( attack );
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m_pPlayerState[target]->RebuildPlayerOptionsFromActiveAttacks();
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}
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}
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
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{
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{
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for( unsigned s=0; s<m_pPlayerState[pn]->m_ActiveAttacks.size(); s++ )
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m_pPlayerState[pn]->RemoveActiveAttacks( al );
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{
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if( al != NUM_ATTACK_LEVELS && al != m_pPlayerState[pn]->m_ActiveAttacks[s].level )
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continue;
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m_pPlayerState[pn]->m_ActiveAttacks.erase( m_pPlayerState[pn]->m_ActiveAttacks.begin()+s, m_pPlayerState[pn]->m_ActiveAttacks.begin()+s+1 );
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--s;
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}
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m_pPlayerState[pn]->RebuildPlayerOptionsFromActiveAttacks();
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}
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}
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void GameState::EndActiveAttacksForPlayer( PlayerNumber pn )
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void GameState::EndActiveAttacksForPlayer( PlayerNumber pn )
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{
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{
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FOREACH( Attack, m_pPlayerState[pn]->m_ActiveAttacks, a )
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m_pPlayerState[pn]->EndActiveAttacks();
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a->fSecsRemaining = 0;
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}
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}
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void GameState::RemoveAllInventory()
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void GameState::RemoveAllInventory()
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{
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{
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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m_pPlayerState[p]->RemoveAllInventory();
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_pPlayerState[p]->m_Inventory[s].fSecsRemaining = 0;
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m_pPlayerState[p]->m_Inventory[s].sModifiers = "";
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}
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}
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}
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}
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void GameState::RemoveAllActiveAttacks() // called on end of song
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void GameState::RemoveAllActiveAttacks() // called on end of song
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "global.h"
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#include "PlayerState.h"
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#include "PlayerState.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "RageLog.h"
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PlayerState::PlayerState()
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PlayerState::PlayerState()
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{
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{
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@@ -84,6 +85,53 @@ void PlayerState::Update( float fDelta )
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m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
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m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
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}
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}
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/* This is called to launch an attack, or to queue an attack if a.fStartSecond
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void PlayerState::LaunchAttack( const Attack& a )
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{
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LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), m_mp+1, a.fStartSecond );
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Attack attack = a;
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/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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* mark the real time it's starting (now), so Update() can know when the attack started
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* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
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* knows to apply attack transforms correctly. (yuck) */
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m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == -1 )
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attack.fStartSecond = GAMESTATE->m_fMusicSeconds;
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m_ActiveAttacks.push_back( attack );
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RebuildPlayerOptionsFromActiveAttacks();
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}
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void PlayerState::RemoveActiveAttacks( AttackLevel al )
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{
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for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
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{
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if( al != NUM_ATTACK_LEVELS && al != m_ActiveAttacks[s].level )
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continue;
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m_ActiveAttacks.erase( m_ActiveAttacks.begin()+s, m_ActiveAttacks.begin()+s+1 );
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--s;
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}
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RebuildPlayerOptionsFromActiveAttacks();
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}
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void PlayerState::EndActiveAttacks()
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{
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FOREACH( Attack, m_ActiveAttacks, a )
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a->fSecsRemaining = 0;
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}
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void PlayerState::RemoveAllInventory()
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{
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_Inventory[s].fSecsRemaining = 0;
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m_Inventory[s].sModifiers = "";
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}
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}
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void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
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void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
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{
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{
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// rebuild player options
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// rebuild player options
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@@ -40,6 +40,9 @@ public:
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//
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//
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// Used in Battle and Rave
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// Used in Battle and Rave
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//
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//
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void LaunchAttack( const Attack& a );
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void RemoveActiveAttacks( AttackLevel al=NUM_ATTACK_LEVELS /*all*/ );
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void EndActiveAttacks();
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void RebuildPlayerOptionsFromActiveAttacks();
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void RebuildPlayerOptionsFromActiveAttacks();
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int GetSumOfActiveAttackLevels() const;
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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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int m_iCpuSkill; // only used when m_PlayerController is PC_CPU
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@@ -61,6 +64,7 @@ public:
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//
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//
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// Used in Battle
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// Used in Battle
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//
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//
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void RemoveAllInventory();
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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// Lua
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// Lua
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