Files
itgmania212121/src/PlayerState.cpp
T
2023-04-21 22:13:41 +02:00

318 lines
9.1 KiB
C++

#include "global.h"
#include "PlayerState.h"
#include "GameState.h"
#include "RageLog.h"
#include "RadarValues.h"
#include "Steps.h"
#include "Song.h"
#include <vector>
PlayerState::PlayerState()
{
m_PlayerNumber = PLAYER_INVALID;
m_mp = MultiPlayer_Invalid;
Reset();
}
void PlayerState::Reset()
{
m_NotefieldZoom= 1.0f;
m_PlayerOptions.Init();
m_fLastDrawnBeat = -100;
m_HealthState = HealthState_Alive;
m_PlayerController = PC_HUMAN;
m_iCpuSkill = 5;
m_iLastPositiveSumOfAttackLevels = 0;
m_fSecondsUntilAttacksPhasedOut = 0;
m_bAttackBeganThisUpdate = false;
m_bAttackEndedThisUpdate = false;
m_ActiveAttacks.clear();
m_ModsToApply.clear();
m_iTapsHitSinceLastHasteUpdate = 0;
m_iTapsMissedSinceLastHasteUpdate = 0;
m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
m_fSuperMeterGrowthScale = 1;
for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
m_Inventory[i].MakeBlank();
}
void PlayerState::Update( float fDelta )
{
// TRICKY: GAMESTATE->Update is run before any of the Screen update's,
// so we'll clear these flags here and let them get turned on later
m_bAttackBeganThisUpdate = false;
m_bAttackEndedThisUpdate = false;
bool bRebuildPlayerOptions = false;
// See if any delayed attacks are starting or ending.
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
{
Attack &attack = m_ActiveAttacks[s];
// You must add sattack by calling GameState::LaunchAttack,
// or else the sentinel value won't be
// converted into the current music time.
ASSERT( attack.fStartSecond != ATTACK_STARTS_NOW );
bool bCurrentlyEnabled =
attack.bGlobal ||
( attack.fStartSecond < m_Position.m_fMusicSeconds &&
m_Position.m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining );
if( m_ActiveAttacks[s].bOn == bCurrentlyEnabled )
continue; // OK
if( m_ActiveAttacks[s].bOn && !bCurrentlyEnabled )
m_bAttackEndedThisUpdate = true;
else if( !m_ActiveAttacks[s].bOn && bCurrentlyEnabled )
m_bAttackBeganThisUpdate = true;
bRebuildPlayerOptions = true;
m_ActiveAttacks[s].bOn = bCurrentlyEnabled;
}
if( bRebuildPlayerOptions )
RebuildPlayerOptionsFromActiveAttacks();
// Update after enabling attacks, so we approach the new state.
m_PlayerOptions.Update( fDelta );
if( m_fSecondsUntilAttacksPhasedOut > 0 )
m_fSecondsUntilAttacksPhasedOut = std::max( 0.0f, m_fSecondsUntilAttacksPhasedOut - fDelta );
}
void PlayerState::SetPlayerNumber(PlayerNumber pn)
{
m_PlayerNumber = pn;
FOREACH_ENUM(ModsLevel, ml)
{
m_PlayerOptions.Get(ml).m_pn= pn;
}
}
void PlayerState::ResetToDefaultPlayerOptions( ModsLevel l )
{
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
m_PlayerOptions.Assign( l, po );
}
/* This is called to launch an attack, or to queue an attack if a.fStartSecond
* is set. This is also called by GameState::Update when activating a queued attack. */
void PlayerState::LaunchAttack( const Attack& a )
{
LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), m_PlayerNumber+1, a.fStartSecond );
Attack attack = a;
/* If fStartSecond is the sentinel, it means "launch as soon as possible". For m_ActiveAttacks,
* mark the real time it's starting (now), so Update() can know when the attack
* started so it can be removed later. For m_ModsToApply, leave the sentinel in,
* so Player::Update knows to apply attack transforms correctly. (yuck) */
m_ModsToApply.push_back( attack );
if( attack.fStartSecond == ATTACK_STARTS_NOW )
attack.fStartSecond = m_Position.m_fMusicSeconds;
m_ActiveAttacks.push_back( attack );
RebuildPlayerOptionsFromActiveAttacks();
}
void PlayerState::RemoveActiveAttacks( AttackLevel al )
{
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
{
if( al != NUM_ATTACK_LEVELS && al != m_ActiveAttacks[s].level )
continue;
m_ActiveAttacks.erase( m_ActiveAttacks.begin()+s, m_ActiveAttacks.begin()+s+1 );
--s;
}
RebuildPlayerOptionsFromActiveAttacks();
}
void PlayerState::EndActiveAttacks()
{
for (Attack &a : m_ActiveAttacks)
a.fSecsRemaining = 0;
}
void PlayerState::RemoveAllInventory()
{
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
m_Inventory[s].fSecsRemaining = 0;
m_Inventory[s].sModifiers = "";
}
}
void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
{
// rebuild player options
PlayerOptions po = m_PlayerOptions.GetStage();
SongOptions so = GAMESTATE->m_SongOptions.GetStage();
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
{
if( !m_ActiveAttacks[s].bOn )
continue; /* hasn't started yet */
po.FromString( m_ActiveAttacks[s].sModifiers );
so.FromString( m_ActiveAttacks[s].sModifiers );
}
m_PlayerOptions.Assign( ModsLevel_Song, po );
if( m_PlayerNumber == GAMESTATE->GetMasterPlayerNumber() )
GAMESTATE->m_SongOptions.Assign( ModsLevel_Song, so );
int iSumOfAttackLevels = GetSumOfActiveAttackLevels();
if( iSumOfAttackLevels > 0 )
{
m_iLastPositiveSumOfAttackLevels = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut = 10000; // any positive number that won't run out before the attacks
}
else
{
// don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels;
m_fSecondsUntilAttacksPhasedOut = 2; // 2 seconds to phase out
}
}
int PlayerState::GetSumOfActiveAttackLevels() const
{
int iSum = 0;
for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
if( m_ActiveAttacks[s].fSecsRemaining > 0 && m_ActiveAttacks[s].level != NUM_ATTACK_LEVELS )
iSum += m_ActiveAttacks[s].level;
return iSum;
}
const SongPosition &PlayerState::GetDisplayedPosition() const
{
if( GAMESTATE->m_bIsUsingStepTiming )
return m_Position;
return GAMESTATE->m_Position;
}
const TimingData &PlayerState::GetDisplayedTiming() const
{
Steps *steps = GAMESTATE->m_pCurSteps[m_PlayerNumber];
if( steps == nullptr )
return GAMESTATE->m_pCurSong->m_SongTiming;
return *steps->GetTimingData();
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the PlayerState. */
class LunaPlayerState: public Luna<PlayerState>
{
public:
static int ApplyPreferredOptionsToOtherLevels(T* p, lua_State* L)
{
p->m_PlayerOptions.Assign(ModsLevel_Preferred,
p->m_PlayerOptions.Get(ModsLevel_Preferred));
return 0;
}
DEFINE_METHOD( GetPlayerNumber, m_PlayerNumber );
static int GetSongPosition( T* p, lua_State *L )
{
p->m_Position.PushSelf(L);
return 1;
}
DEFINE_METHOD( GetMultiPlayerNumber, m_mp );
DEFINE_METHOD( GetPlayerController, m_PlayerController );
static int SetPlayerOptions( T* p, lua_State *L )
{
ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
PlayerOptions po;
po.FromString( SArg(2) );
p->m_PlayerOptions.Assign( m, po );
return 0;
}
static int GetPlayerOptions( T* p, lua_State *L )
{
ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
p->m_PlayerOptions.Get(m).PushSelf(L);
return 1;
}
static int GetPlayerOptionsArray( T* p, lua_State *L )
{
ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
std::vector<RString> s;
p->m_PlayerOptions.Get(m).GetMods(s);
LuaHelpers::CreateTableFromArray<RString>( s, L );
return 1;
}
static int GetPlayerOptionsString( T* p, lua_State *L )
{
ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
RString s = p->m_PlayerOptions.Get(m).GetString();
LuaHelpers::Push( L, s );
return 1;
}
static int GetCurrentPlayerOptions( T* p, lua_State *L )
{
p->m_PlayerOptions.GetCurrent().PushSelf(L);
return 1;
}
DEFINE_METHOD( GetHealthState, m_HealthState );
DEFINE_METHOD( GetSuperMeterLevel, m_fSuperMeter );
LunaPlayerState()
{
ADD_METHOD( ApplyPreferredOptionsToOtherLevels );
ADD_METHOD( GetPlayerNumber );
ADD_METHOD( GetMultiPlayerNumber );
ADD_METHOD( GetPlayerController );
ADD_METHOD( SetPlayerOptions );
ADD_METHOD( GetPlayerOptions );
ADD_METHOD( GetPlayerOptionsArray );
ADD_METHOD( GetPlayerOptionsString );
ADD_METHOD( GetCurrentPlayerOptions );
ADD_METHOD( GetSongPosition );
ADD_METHOD( GetHealthState );
ADD_METHOD( GetSuperMeterLevel );
}
};
LUA_REGISTER_CLASS( PlayerState )
// lua end
/*
* (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.
*/