Files
itgmania212121/stepmania/src/PlayerState.h
T
Glenn Maynard 3031f4816f fix comment
2006-02-01 04:33:12 +00:00

100 lines
3.5 KiB
C++

/* 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<Attack> 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.
*/