119 lines
3.4 KiB
C++
119 lines
3.4 KiB
C++
#ifndef PLAYER_H
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#define PLAYER_H
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/*
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-----------------------------------------------------------------------------
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Class: Player
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Desc: Object that accepts pad input, knocks down ColorNotes that were stepped on,
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and keeps score for the player.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "PrefsManager.h" // for GameplayStatistics
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "ActorFrame.h"
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#include "RandomSample.h"
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#include "Judgment.h"
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#include "HoldJudgment.h"
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#include "Combo.h"
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#include "NoteDataWithScoring.h"
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#include "ArrowBackdrop.h"
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#include "RageTimer.h"
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#include "ProTimingDisplay.h"
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#include "RageSound.h"
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#include "DancingCharacters.h"
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#include "AttackDisplay.h"
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#include "NoteField.h"
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class ScoreDisplay;
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class LifeMeter;
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class CombinedLifeMeter;
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class ScoreKeeper;
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class Inventory;
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#define SAMPLE_COUNT 16
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class PlayerMinus : public NoteDataWithScoring, public ActorFrame
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{
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public:
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PlayerMinus();
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~PlayerMinus();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteField* pNoteField );
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void CrossedRow( int iNoteRow );
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void Step( int col, RageTimer tm );
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void RandomiseNotes( int iNoteRow );
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void FadeToFail();
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int GetDancingCharacterState() { return m_iDCState; };
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void SetCharacterState(int iDCState) { m_iDCState = iDCState; };
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void ApplyWaitingTransforms();
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protected:
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void OnRowCompletelyJudged( int iStepIndex );
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void HandleTapRowScore( unsigned row );
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void HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore );
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void HandleAutosync(float fNoteOffset);
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void DrawTapJudgments();
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void DrawHoldJudgments();
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int GetClosestNoteDirectional( int col, float fBeat, float fMaxBeatsAhead, int iDirection );
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int GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, float fMaxBeatsBehind );
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static float GetMaxStepDistanceSeconds();
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PlayerNumber m_PlayerNumber;
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float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
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int m_iOffsetSample; //
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ArrowBackdrop m_ArrowBackdrop;
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NoteField* m_pNoteField;
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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Judgment m_Judgment;
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ProTimingDisplay m_ProTimingDisplay;
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Combo m_Combo;
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AttackDisplay m_AttackDisplay;
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int m_iDCState;
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// DancingCharacters* m_pDancingCharacters; // used to adjust the 2D anims dancing states
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LifeMeter* m_pLifeMeter;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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ScoreDisplay* m_pScoreDisplay;
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ScoreDisplay* m_pSecondaryScoreDisplay;
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ScoreKeeper* m_pPrimaryScoreKeeper;
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ScoreKeeper* m_pSecondaryScoreKeeper;
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Inventory* m_pInventory;
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int m_iRowLastCrossed;
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RageSound m_soundMine;
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RageSound m_soundAttackLaunch;
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RageSound m_soundAttackEnding;
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};
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class Player : public PlayerMinus
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{
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public:
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper );
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protected:
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NoteField m_NoteField;
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};
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#endif
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