Files
itgmania212121/stepmania/src/PlayerState.cpp
T
Glenn Maynard bb6361e55c lua
2005-08-30 01:58:54 +00:00

135 lines
4.2 KiB
C++

#include "global.h"
#include "PlayerState.h"
#include "GameState.h"
void PlayerState::ResetNoteSkins()
{
m_BeatToNoteSkin.clear();
m_BeatToNoteSkin[-1000] = m_PlayerOptions.m_sNoteSkin;
}
void PlayerState::Update( float fDelta )
{
m_CurrentPlayerOptions.Approach( m_PlayerOptions, 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];
// -1 is the "starts now" sentinel value. You must add the attack
// by calling GameState::LaunchAttack, or else the -1 won't be
// converted into the current music time.
ASSERT( attack.fStartSecond != -1 );
bool bCurrentlyEnabled =
attack.bGlobal ||
( attack.fStartSecond < GAMESTATE->m_fMusicSeconds &&
GAMESTATE->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();
if( m_fSecondsUntilAttacksPhasedOut > 0 )
m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
}
void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
{
// rebuild player options
PlayerOptions po = m_StoredPlayerOptions;
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 );
}
m_PlayerOptions = po;
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;
}
// lua start
#include "LuaBinding.h"
class LunaPlayerState: public Luna<PlayerState>
{
public:
LunaPlayerState() { LUA->Register( Register ); }
static void Register(lua_State *L)
{
Luna<T>::Register( L );
}
};
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.
*/