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