From 792ecf427d61e0ebabaf2e0630246428bcfb7235 Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Wed, 1 May 2013 22:19:27 -0400 Subject: [PATCH] One loop. --- src/PlayerState.cpp | 610 ++++++++++++++++++++++---------------------- 1 file changed, 305 insertions(+), 305 deletions(-) diff --git a/src/PlayerState.cpp b/src/PlayerState.cpp index f8abd89f6c..7385a9550b 100644 --- a/src/PlayerState.cpp +++ b/src/PlayerState.cpp @@ -1,305 +1,305 @@ -#include "global.h" -#include "PlayerState.h" -#include "Foreach.h" -#include "GameState.h" -#include "RageLog.h" -#include "RadarValues.h" -#include "Steps.h" -#include "Song.h" - -PlayerState::PlayerState() -{ - m_PlayerNumber = PLAYER_INVALID; - m_mp = MultiPlayer_Invalid; - Reset(); -} - -void PlayerState::Reset() -{ - m_PlayerOptions.Init(); - - m_fLastDrawnBeat = -100; - - m_HealthState = HealthState_Alive; - - m_fLastHopoNoteMusicSeconds = -1; - m_iLastHopoNoteCol = -1; - - m_PlayerController = PC_HUMAN; - - m_iCpuSkill = 5; - - m_iLastPositiveSumOfAttackLevels = 0; - m_fSecondsUntilAttacksPhasedOut = 0; - m_bAttackBeganThisUpdate = false; - m_bAttackEndedThisUpdate = false; - m_ActiveAttacks.clear(); - m_ModsToApply.clear(); - - m_iTapsHitSinceLastHasteUpdate = 0; - m_iTapsMissedSinceLastHasteUpdate = 0; - - m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS - m_fSuperMeterGrowthScale = 1; - - for( int i=0; iUpdate is run before any of the Screen update's, - // so we'll clear these flags here and let them get turned on later - m_bAttackBeganThisUpdate = false; - m_bAttackEndedThisUpdate = false; - - bool bRebuildPlayerOptions = false; - - // See if any delayed attacks are starting or ending. - for( unsigned s=0; s 0 ) - m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta ); -} - -void PlayerState::ResetToDefaultPlayerOptions( ModsLevel l ) -{ - PlayerOptions po; - GAMESTATE->GetDefaultPlayerOptions( po ); - m_PlayerOptions.Assign( l, po ); -} - -/* This is called to launch an attack, or to queue an attack if a.fStartSecond - * is set. This is also called by GameState::Update when activating a queued attack. */ -void PlayerState::LaunchAttack( const Attack& a ) -{ - LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), m_PlayerNumber+1, a.fStartSecond ); - - Attack attack = a; - - /* If fStartSecond is the sentinel, it means "launch as soon as possible". For m_ActiveAttacks, - * mark the real time it's starting (now), so Update() can know when the attack - * started so it can be removed later. For m_ModsToApply, leave the sentinel in, - * so Player::Update knows to apply attack transforms correctly. (yuck) */ - m_ModsToApply.push_back( attack ); - if( attack.fStartSecond == ATTACK_STARTS_NOW ) - attack.fStartSecond = m_Position.m_fMusicSeconds; - m_ActiveAttacks.push_back( attack ); - - RebuildPlayerOptionsFromActiveAttacks(); -} - -void PlayerState::RemoveActiveAttacks( AttackLevel al ) -{ - for( unsigned s=0; sfSecsRemaining = 0; -} - -void PlayerState::RemoveAllInventory() -{ - for( int s=0; sm_SongOptions.GetStage(); - for( unsigned s=0; sGetMasterPlayerNumber() ) - GAMESTATE->m_SongOptions.Assign( ModsLevel_Song, so ); - - int iSumOfAttackLevels = GetSumOfActiveAttackLevels(); - if( iSumOfAttackLevels > 0 ) - { - m_iLastPositiveSumOfAttackLevels = iSumOfAttackLevels; - m_fSecondsUntilAttacksPhasedOut = 10000; // any positive number that won't run out before the attacks - } - else - { - // don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels; - m_fSecondsUntilAttacksPhasedOut = 2; // 2 seconds to phase out - } -} - -int PlayerState::GetSumOfActiveAttackLevels() const -{ - int iSum = 0; - - for( unsigned s=0; s 0 && m_ActiveAttacks[s].level != NUM_ATTACK_LEVELS ) - iSum += m_ActiveAttacks[s].level; - - return iSum; -} - -const SongPosition &PlayerState::GetDisplayedPosition() const -{ - if( GAMESTATE->m_bIsUsingStepTiming ) - return m_Position; - return GAMESTATE->m_Position; -} - -const TimingData &PlayerState::GetDisplayedTiming() const -{ - Steps *steps = GAMESTATE->m_pCurSteps[m_PlayerNumber]; - if( steps == NULL ) - return GAMESTATE->m_pCurSong->m_SongTiming; - return *steps->GetTimingData(); -} - - -// lua start -#include "LuaBinding.h" - -/** @brief Allow Lua to have access to the PlayerState. */ -class LunaPlayerState: public Luna -{ -public: - DEFINE_METHOD( GetPlayerNumber, m_PlayerNumber ); - static int GetSongPosition( T* p, lua_State *L ) - { - p->m_Position.PushSelf(L); - return 1; - } - DEFINE_METHOD( GetMultiPlayerNumber, m_mp ); - DEFINE_METHOD( GetPlayerController, m_PlayerController ); - static int SetPlayerOptions( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - PlayerOptions po; - po.FromString( SArg(2) ); - p->m_PlayerOptions.Assign( m, po ); - return 0; - } - static int GetPlayerOptions( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - PlayerOptions po = p->m_PlayerOptions.Get(m); - po.PushSelf(L); - return 1; - } - static int GetPlayerOptionsArray( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - vector s; - p->m_PlayerOptions.Get(m).GetMods(s); - LuaHelpers::CreateTableFromArray( s, L ); - return 1; - } - static int GetPlayerOptionsString( T* p, lua_State *L ) - { - ModsLevel m = Enum::Check( L, 1 ); - RString s = p->m_PlayerOptions.Get(m).GetString(); - LuaHelpers::Push( L, s ); - return 1; - } - static int GetCurrentPlayerOptions( T* p, lua_State *L ) - { - PlayerOptions po = p->m_PlayerOptions.GetCurrent(); - po.PushSelf(L); - return 1; - } - DEFINE_METHOD( GetHealthState, m_HealthState ); - DEFINE_METHOD( GetSuperMeterLevel, m_fSuperMeter ); - - LunaPlayerState() - { - ADD_METHOD( GetPlayerNumber ); - ADD_METHOD( GetMultiPlayerNumber ); - ADD_METHOD( GetPlayerController ); - ADD_METHOD( SetPlayerOptions ); - ADD_METHOD( GetPlayerOptions ); - ADD_METHOD( GetPlayerOptionsArray ); - ADD_METHOD( GetPlayerOptionsString ); - ADD_METHOD( GetCurrentPlayerOptions ); - ADD_METHOD( GetSongPosition ); - ADD_METHOD( GetHealthState ); - ADD_METHOD( GetSuperMeterLevel ); - } -}; - -LUA_REGISTER_CLASS( PlayerState ) -// lua end - -/* - * (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. - */ +#include "global.h" +#include "PlayerState.h" +#include "Foreach.h" +#include "GameState.h" +#include "RageLog.h" +#include "RadarValues.h" +#include "Steps.h" +#include "Song.h" + +PlayerState::PlayerState() +{ + m_PlayerNumber = PLAYER_INVALID; + m_mp = MultiPlayer_Invalid; + Reset(); +} + +void PlayerState::Reset() +{ + m_PlayerOptions.Init(); + + m_fLastDrawnBeat = -100; + + m_HealthState = HealthState_Alive; + + m_fLastHopoNoteMusicSeconds = -1; + m_iLastHopoNoteCol = -1; + + m_PlayerController = PC_HUMAN; + + m_iCpuSkill = 5; + + m_iLastPositiveSumOfAttackLevels = 0; + m_fSecondsUntilAttacksPhasedOut = 0; + m_bAttackBeganThisUpdate = false; + m_bAttackEndedThisUpdate = false; + m_ActiveAttacks.clear(); + m_ModsToApply.clear(); + + m_iTapsHitSinceLastHasteUpdate = 0; + m_iTapsMissedSinceLastHasteUpdate = 0; + + m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS + m_fSuperMeterGrowthScale = 1; + + for( int i=0; iUpdate is run before any of the Screen update's, + // so we'll clear these flags here and let them get turned on later + m_bAttackBeganThisUpdate = false; + m_bAttackEndedThisUpdate = false; + + bool bRebuildPlayerOptions = false; + + // See if any delayed attacks are starting or ending. + for( unsigned s=0; s 0 ) + m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta ); +} + +void PlayerState::ResetToDefaultPlayerOptions( ModsLevel l ) +{ + PlayerOptions po; + GAMESTATE->GetDefaultPlayerOptions( po ); + m_PlayerOptions.Assign( l, po ); +} + +/* This is called to launch an attack, or to queue an attack if a.fStartSecond + * is set. This is also called by GameState::Update when activating a queued attack. */ +void PlayerState::LaunchAttack( const Attack& a ) +{ + LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), m_PlayerNumber+1, a.fStartSecond ); + + Attack attack = a; + + /* If fStartSecond is the sentinel, it means "launch as soon as possible". For m_ActiveAttacks, + * mark the real time it's starting (now), so Update() can know when the attack + * started so it can be removed later. For m_ModsToApply, leave the sentinel in, + * so Player::Update knows to apply attack transforms correctly. (yuck) */ + m_ModsToApply.push_back( attack ); + if( attack.fStartSecond == ATTACK_STARTS_NOW ) + attack.fStartSecond = m_Position.m_fMusicSeconds; + m_ActiveAttacks.push_back( attack ); + + RebuildPlayerOptionsFromActiveAttacks(); +} + +void PlayerState::RemoveActiveAttacks( AttackLevel al ) +{ + for( unsigned s=0; sm_SongOptions.GetStage(); + for( unsigned s=0; sGetMasterPlayerNumber() ) + GAMESTATE->m_SongOptions.Assign( ModsLevel_Song, so ); + + int iSumOfAttackLevels = GetSumOfActiveAttackLevels(); + if( iSumOfAttackLevels > 0 ) + { + m_iLastPositiveSumOfAttackLevels = iSumOfAttackLevels; + m_fSecondsUntilAttacksPhasedOut = 10000; // any positive number that won't run out before the attacks + } + else + { + // don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels; + m_fSecondsUntilAttacksPhasedOut = 2; // 2 seconds to phase out + } +} + +int PlayerState::GetSumOfActiveAttackLevels() const +{ + int iSum = 0; + + for( unsigned s=0; s 0 && m_ActiveAttacks[s].level != NUM_ATTACK_LEVELS ) + iSum += m_ActiveAttacks[s].level; + + return iSum; +} + +const SongPosition &PlayerState::GetDisplayedPosition() const +{ + if( GAMESTATE->m_bIsUsingStepTiming ) + return m_Position; + return GAMESTATE->m_Position; +} + +const TimingData &PlayerState::GetDisplayedTiming() const +{ + Steps *steps = GAMESTATE->m_pCurSteps[m_PlayerNumber]; + if( steps == NULL ) + return GAMESTATE->m_pCurSong->m_SongTiming; + return *steps->GetTimingData(); +} + + +// lua start +#include "LuaBinding.h" + +/** @brief Allow Lua to have access to the PlayerState. */ +class LunaPlayerState: public Luna +{ +public: + DEFINE_METHOD( GetPlayerNumber, m_PlayerNumber ); + static int GetSongPosition( T* p, lua_State *L ) + { + p->m_Position.PushSelf(L); + return 1; + } + DEFINE_METHOD( GetMultiPlayerNumber, m_mp ); + DEFINE_METHOD( GetPlayerController, m_PlayerController ); + static int SetPlayerOptions( T* p, lua_State *L ) + { + ModsLevel m = Enum::Check( L, 1 ); + PlayerOptions po; + po.FromString( SArg(2) ); + p->m_PlayerOptions.Assign( m, po ); + return 0; + } + static int GetPlayerOptions( T* p, lua_State *L ) + { + ModsLevel m = Enum::Check( L, 1 ); + PlayerOptions po = p->m_PlayerOptions.Get(m); + po.PushSelf(L); + return 1; + } + static int GetPlayerOptionsArray( T* p, lua_State *L ) + { + ModsLevel m = Enum::Check( L, 1 ); + vector s; + p->m_PlayerOptions.Get(m).GetMods(s); + LuaHelpers::CreateTableFromArray( s, L ); + return 1; + } + static int GetPlayerOptionsString( T* p, lua_State *L ) + { + ModsLevel m = Enum::Check( L, 1 ); + RString s = p->m_PlayerOptions.Get(m).GetString(); + LuaHelpers::Push( L, s ); + return 1; + } + static int GetCurrentPlayerOptions( T* p, lua_State *L ) + { + PlayerOptions po = p->m_PlayerOptions.GetCurrent(); + po.PushSelf(L); + return 1; + } + DEFINE_METHOD( GetHealthState, m_HealthState ); + DEFINE_METHOD( GetSuperMeterLevel, m_fSuperMeter ); + + LunaPlayerState() + { + ADD_METHOD( GetPlayerNumber ); + ADD_METHOD( GetMultiPlayerNumber ); + ADD_METHOD( GetPlayerController ); + ADD_METHOD( SetPlayerOptions ); + ADD_METHOD( GetPlayerOptions ); + ADD_METHOD( GetPlayerOptionsArray ); + ADD_METHOD( GetPlayerOptionsString ); + ADD_METHOD( GetCurrentPlayerOptions ); + ADD_METHOD( GetSongPosition ); + ADD_METHOD( GetHealthState ); + ADD_METHOD( GetSuperMeterLevel ); + } +}; + +LUA_REGISTER_CLASS( PlayerState ) +// lua end + +/* + * (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. + */