/* PlayerState - Holds per-player game state. */ #ifndef PlayerState_H #define PlayerState_H #include "PlayerNumber.h" #include "PlayerOptions.h" #include "Attack.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. PlayerNumber m_PlayerNumber; MultiPlayer m_mp; 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 // // Used in Gameplay // mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop. enum HealthState { HOT, ALIVE, DANGER, DEAD }; HealthState m_HealthState; PlayerController m_PlayerController; // // 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; int m_iCpuSkill; // only used when m_PlayerController is PC_CPU // 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. 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 m_ModsToApply; // // Used in Rave // float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS float m_fSuperMeterGrowthScale; // // Used in Battle // void RemoveAllInventory(); Attack m_Inventory[NUM_INVENTORY_SLOTS]; // 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. */