Files
itgmania212121/src/PlayerState.h
T
Thai Pangsakulyanont 241738c18b [splittiming] Let's break things again! (222)
We introduced a new class, called "SongPosition", that replaces some instance variables in the GameState class. (GameState::m_Position).
Then, you also have it in PlayerState class which keeps track of the position based on their steps. (PlayerState::m_Position).

Fixing the build errors:
- GAMESTATE->m_fSomething should now be:
  - GAMESTATE->m_Position.m_fSomething
  - pPlayerState->m_Position.m_fSomething (or m_pPlayerState for some instance!)
2011-05-10 19:54:05 +07:00

148 lines
4.9 KiB
C++

/** @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<PlayerOptions> 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<Attack> 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.
*/