133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
/* PlayerState - Holds per-player game state. */
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#ifndef PlayerState_H
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#define PlayerState_H
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#include "PlayerNumber.h"
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#include "PlayerOptions.h"
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#include <map>
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#include "Attack.h"
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struct lua_State;
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class PlayerState
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{
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public:
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PlayerState()
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{
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m_PlayerNumber = PLAYER_INVALID;
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m_mp = MultiPlayer_INVALID;
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Reset();
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}
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void Reset()
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{
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m_CurrentPlayerOptions.Init();
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m_PlayerOptions.Init();
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m_StagePlayerOptions.Init();
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m_StoredPlayerOptions.Init();
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m_BeatToNoteSkin.clear();
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m_fLastDrawnBeat = -100;
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m_HealthState = ALIVE;
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m_PlayerController = PC_HUMAN;
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m_iCpuSkill = 5;
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m_iLastPositiveSumOfAttackLevels = 0;
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m_fSecondsUntilAttacksPhasedOut = 0;
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m_bAttackBeganThisUpdate = false;
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m_bAttackEndedThisUpdate = false;
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m_ActiveAttacks.clear();
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m_ModsToApply.clear();
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m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
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m_fSuperMeterGrowthScale = 1;
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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m_Inventory[i].MakeBlank();
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}
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void ResetNoteSkins();
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void Update( float fDelta );
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// TODO: Remove use of PlayerNumber. All data about the player should live
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// in PlayerState and callers should not use PlayerNumber to index into
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// GameState.
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PlayerNumber m_PlayerNumber;
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MultiPlayer m_mp;
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PlayerOptions m_CurrentPlayerOptions; // current approaches destination
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PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
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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
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PlayerOptions m_StoredPlayerOptions; // user's choices on the PlayerOptions screen
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//
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// Used in Gameplay
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//
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map<float,CString> m_BeatToNoteSkin;
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mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push NoteSkin-changing modifers back so that the NoteSkin doesn't pop.
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enum HealthState { HOT, ALIVE, DANGER, DEAD };
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HealthState m_HealthState;
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PlayerController m_PlayerController;
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//
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// Used in Battle and Rave
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//
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void RebuildPlayerOptionsFromActiveAttacks();
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int GetSumOfActiveAttackLevels() const;
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int m_iCpuSkill; // only used when m_PlayerController is PC_CPU
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// Attacks take a while to transition out of use. Account for this in PlayerAI
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// by still penalizing it for 1 second after the player options are rebuilt.
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int m_iLastPositiveSumOfAttackLevels;
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float m_fSecondsUntilAttacksPhasedOut; // positive means PlayerAI is still affected
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bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds)
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bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds)
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AttackArray m_ActiveAttacks;
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vector<Attack> m_ModsToApply;
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//
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// Used in Rave
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//
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float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS
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float m_fSuperMeterGrowthScale;
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//
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// Used in Battle
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//
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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// Lua
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void PushSelf( lua_State *L );
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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