smsvn -> ssc-hg glue: rearrange directory structure
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/* PlayerState - Holds per-player game state. */
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#ifndef PlayerState_H
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#define PlayerState_H
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#include "Attack.h"
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#include "ModsGroup.h"
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#include "PlayerNumber.h"
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#include "PlayerOptions.h"
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#include "RageTimer.h"
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#include "SampleHistory.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();
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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
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// in PlayerState and callers should not use PlayerNumber to index into
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// GameState.
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PlayerNumber m_PlayerNumber;
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MultiPlayer m_mp;
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void ResetToDefaultPlayerOptions( ModsLevel l );
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ModsGroup<PlayerOptions> m_PlayerOptions;
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//
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// Used in Gameplay
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//
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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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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.
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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
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int m_iLastHopoNoteCol; // if -1, then there is no current hopo chain
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float m_fUpcomingMidiNote;
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float m_fWrappedMidiNote;
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void ClearHopoState()
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{
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m_fLastHopoNoteMusicSeconds = -1;
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m_iLastHopoNoteCol = -1;
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}
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PlayerController m_PlayerController;
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SampleHistory m_EffectHistory;
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//
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// Used in Battle and Rave
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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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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
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// by still penalizing it for 1 second after the player options are rebuilt.
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int m_iLastPositiveSumOfAttackLevels;
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float m_fSecondsUntilAttacksPhasedOut;// positive means PlayerAI is still affected
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bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds)
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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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//
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// Haste
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//
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int m_iTapsHitSinceLastHasteUpdate;
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int m_iTapsMissedSinceLastHasteUpdate;
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//
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// Used in Rave
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//
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float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS
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float m_fSuperMeterGrowthScale;
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//
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// Used in Battle
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//
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void RemoveAllInventory();
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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// Lua
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void PushSelf( lua_State *L );
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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