241738c18b
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!)
148 lines
4.9 KiB
C++
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.
|
|
*/
|