/** @brief PlayerState - Holds per-player game state. */ #ifndef PlayerState_H #define PlayerState_H #include "SongPosition.h" #include "Attack.h" #include "ModsGroup.h" #include "PlayerNumber.h" #include "PlayerOptions.h" #include "RageTimer.h" #include "SampleHistory.h" struct lua_State; /** @brief The player's indivdual state. */ class PlayerState { public: /** @brief Set up the PlayerState with initial values. */ PlayerState(); /** @brief Reset the PlayerState with the initial values. */ void Reset(); /** * @brief Update the PlayerState based on the present time. * @param fDelta the current time. */ void Update( float fDelta ); /** * @brief The PlayerNumber assigned to this Player: usually 1 or 2. * * 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; /** * @brief The MultiPlayer number assigned to this Player, typically 1-32. * * This is only used if GAMESTATE->m_bMultiplayer is true. */ MultiPlayer m_mp; // Music statistics: SongPosition m_Position; /** * @brief Change the PlayerOptions to their default. * @param l the level of mods to reset. */ void ResetToDefaultPlayerOptions( ModsLevel l ); /** @brief The PlayerOptions presently in use by the Player. */ ModsGroup m_PlayerOptions; /** * @brief Used to push note-changing modifiers back so that notes don't pop. * * This is used during gameplay and set by NoteField. */ mutable float m_fLastDrawnBeat; /** @brief The Player's HealthState in general terms. */ HealthState m_HealthState; /** * @brief Set to the MusicSeconds of when the a strum button was pressed. * * If -1, the strum window has passed. */ float m_fLastStrumMusicSeconds; /** * @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain. * * If -1, then there is no current hopo chain. */ float m_fLastHopoNoteMusicSeconds; /** * @brief Set to the column in the current hopo chain. * * If -1, then there is no current hopo chain. */ int m_iLastHopoNoteCol; /** @brief Reset the hopo state to its default. */ void ClearHopoState() { m_fLastHopoNoteMusicSeconds = -1; m_iLastHopoNoteCol = -1; } /** @brief The type of person/machine controlling the Player. */ 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; 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; // Haste int m_iTapsHitSinceLastHasteUpdate; int m_iTapsMissedSinceLastHasteUpdate; // 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 /** * @file * @author Chris Danford, Chris Gomez (c) 2001-2004 * @section LICENSE * 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. */