Files
itgmania212121/stepmania/src/Player.h
T

102 lines
2.7 KiB
C++

#ifndef PLAYER_H
#define PLAYER_H
/*
-----------------------------------------------------------------------------
Class: Player
Desc: Object that accepts pad input, knocks down ColorNotes that were stepped on,
and keeps score for the player.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PrefsManager.h" // for GameplayStatistics
#include "Sprite.h"
#include "BitmapText.h"
#include "ActorFrame.h"
#include "RandomSample.h"
#include "Judgment.h"
#include "HoldJudgment.h"
#include "Combo.h"
#include "NoteField.h"
#include "GrayArrowRow.h"
#include "GhostArrowRow.h"
#include "NoteDataWithScoring.h"
#include "ArrowBackdrop.h"
#include "RageTimer.h"
#include "ProTimingDisplay.h"
#include "RageSound.h"
class ScoreDisplay;
class LifeMeter;
class CombinedLifeMeter;
class ScoreKeeper;
class Inventory;
#define SAMPLE_COUNT 16
class Player : public NoteDataWithScoring, public ActorFrame
{
public:
Player();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
~Player();
void Load( PlayerNumber player_no, NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper );
void CrossedRow( int iNoteRow );
void Step( int col, RageTimer tm );
void RandomiseNotes( int iNoteRow );
void FadeToFail();
void DontShowJudgement() { m_bShowJudgment = false; } // Used in ScreenHowToPlay
protected:
void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
void OnRowCompletelyJudged( int iStepIndex );
void HandleTapRowScore( unsigned row );
void HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore );
void HandleAutosync(float fNoteOffset);
int GetClosestNoteDirectional( int col, float fBeat, float fMaxBeatsAhead, int iDirection );
int GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, float fMaxBeatsBehind );
static float GetMaxStepDistanceSeconds();
PlayerNumber m_PlayerNumber;
float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
int m_iOffsetSample; //
ArrowBackdrop m_ArrowBackdrop;
GrayArrowRow m_GrayArrowRow;
NoteField m_NoteField;
GhostArrowRow m_GhostArrowRow;
HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
Judgment m_Judgment;
ProTimingDisplay m_ProTimingDisplay;
Combo m_Combo;
LifeMeter* m_pLifeMeter;
CombinedLifeMeter* m_pCombinedLifeMeter;
ScoreDisplay* m_pScore;
ScoreKeeper* m_pPrimaryScoreKeeper;
ScoreKeeper* m_pSecondaryScoreKeeper;
Inventory* m_pInventory;
CString m_sLastSeenNoteSkin;
bool m_bShowJudgment;
int m_iRowLastCrossed;
RageSound m_soundMineExplosion;
};
#endif