Files
itgmania212121/src/PlayerState.cpp
T
Devin J. Pohly ce507b9800 use empty TimingData in Steps to signify fallback on Song timing.
This required using the new Steps::GetTimingData function and the allowEmpty
parameter to TimingData::TidyUpData when appropriate, as well as clearing the
TimingData to remove step timing rather than coping the song timing over it.

Fixes some odd editor behavior when changing song timing, and is overall a
slightly less hacky way of doing things.
2013-01-23 14:51:18 -05:00

306 lines
8.9 KiB
C++

#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; i<NUM_INVENTORY_SLOTS; i++ )
m_Inventory[i].MakeBlank();
m_fLastStrumMusicSeconds = -1;
ClearHopoState();
}
void PlayerState::Update( float fDelta )
{
// TRICKY: GAMESTATE->Update 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<m_ActiveAttacks.size(); s++ )
{
Attack &attack = m_ActiveAttacks[s];
// You must add sattack by calling GameState::LaunchAttack,
// or else the sentinel value won't be
// converted into the current music time.
ASSERT( attack.fStartSecond != attack.ATTACK_STARTS_NOW() );
bool bCurrentlyEnabled =
attack.bGlobal ||
( attack.fStartSecond < m_Position.m_fMusicSeconds &&
m_Position.m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining );
if( m_ActiveAttacks[s].bOn == bCurrentlyEnabled )
continue; // OK
if( m_ActiveAttacks[s].bOn && !bCurrentlyEnabled )
m_bAttackEndedThisUpdate = true;
else if( !m_ActiveAttacks[s].bOn && bCurrentlyEnabled )
m_bAttackBeganThisUpdate = true;
bRebuildPlayerOptions = true;
m_ActiveAttacks[s].bOn = bCurrentlyEnabled;
}
if( bRebuildPlayerOptions )
RebuildPlayerOptionsFromActiveAttacks();
// Update after enabling attacks, so we approach the new state.
m_PlayerOptions.Update( fDelta );
if( m_fSecondsUntilAttacksPhasedOut > 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.ATTACK_STARTS_NOW() )
attack.fStartSecond = m_Position.m_fMusicSeconds;
m_ActiveAttacks.push_back( attack );
RebuildPlayerOptionsFromActiveAttacks();
}
void PlayerState::RemoveActiveAttacks( AttackLevel al )
{
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
{
if( al != NUM_ATTACK_LEVELS && al != m_ActiveAttacks[s].level )
continue;
m_ActiveAttacks.erase( m_ActiveAttacks.begin()+s, m_ActiveAttacks.begin()+s+1 );
--s;
}
RebuildPlayerOptionsFromActiveAttacks();
}
void PlayerState::EndActiveAttacks()
{
FOREACH( Attack, m_ActiveAttacks, a )
a->fSecsRemaining = 0;
}
void PlayerState::RemoveAllInventory()
{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
m_Inventory[s].fSecsRemaining = 0;
m_Inventory[s].sModifiers = "";
}
}
void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
{
// rebuild player options
PlayerOptions po = m_PlayerOptions.GetStage();
SongOptions so = GAMESTATE->m_SongOptions.GetStage();
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
{
if( !m_ActiveAttacks[s].bOn )
continue; /* hasn't started yet */
po.FromString( m_ActiveAttacks[s].sModifiers );
so.FromString( m_ActiveAttacks[s].sModifiers );
}
m_PlayerOptions.Assign( ModsLevel_Song, po );
if( m_PlayerNumber == GAMESTATE->GetMasterPlayerNumber() )
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<m_ActiveAttacks.size(); s++ )
if( m_ActiveAttacks[s].fSecsRemaining > 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<PlayerState>
{
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<ModsLevel>( 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<ModsLevel>( 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<ModsLevel>( L, 1 );
vector<RString> s;
p->m_PlayerOptions.Get(m).GetMods(s);
LuaHelpers::CreateTableFromArray<RString>( s, L );
return 1;
}
static int GetPlayerOptionsString( T* p, lua_State *L )
{
ModsLevel m = Enum::Check<ModsLevel>( 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.
*/