257 lines
8.9 KiB
C++
257 lines
8.9 KiB
C++
#ifndef PLAYER_H
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#define PLAYER_H
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#include "ActorFrame.h"
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#include "HoldJudgment.h"
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#include "NoteDataWithScoring.h"
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#include "RageSound.h"
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#include "AttackDisplay.h"
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#include "NoteData.h"
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#include "ScreenMessage.h"
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#include "ThemeMetric.h"
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#include "InputEventPlus.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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class RageTimer;
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class NoteField;
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class PlayerStageStats;
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class JudgedRows;
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// todo: replace these with a Message and MESSAGEMAN? -aj
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AutoScreenMessage( SM_100Combo );
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AutoScreenMessage( SM_200Combo );
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AutoScreenMessage( SM_300Combo );
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AutoScreenMessage( SM_400Combo );
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AutoScreenMessage( SM_500Combo );
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AutoScreenMessage( SM_600Combo );
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AutoScreenMessage( SM_700Combo );
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AutoScreenMessage( SM_800Combo );
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AutoScreenMessage( SM_900Combo );
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AutoScreenMessage( SM_1000Combo );
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AutoScreenMessage( SM_ComboStopped );
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AutoScreenMessage( SM_ComboContinuing );
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/** @brief Accepts input, knocks down TapNotes that were stepped on, and keeps score for the player. */
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class Player: public ActorFrame
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{
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public:
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// The passed in NoteData isn't touched until Load() is called.
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Player( NoteData &nd, bool bVisibleParts = true );
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~Player();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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struct TrackRowTapNote
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{
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int iTrack;
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int iRow;
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TapNote *pTN;
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};
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void UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN );
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void Init(
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const RString &sType,
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PlayerState* pPlayerState,
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PlayerStageStats* pPlayerStageStats,
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LifeMeter* pLM,
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CombinedLifeMeter* pCombinedLM,
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ScoreDisplay* pScoreDisplay,
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ScoreDisplay* pSecondaryScoreDisplay,
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Inventory* pInventory,
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ScoreKeeper* pPrimaryScoreKeeper,
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ScoreKeeper* pSecondaryScoreKeeper );
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void Load();
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void CrossedRows( int iLastRowCrossed, const RageTimer &now );
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bool IsOniDead() const;
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// Called when a fret, step, or strum type button changes
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void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
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// Called when the strum bar is pressed down
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void Strum( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
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// Called when the strum window passes without a row being hit
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void DoStrumMiss();
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void ScoreAllActiveHoldsLetGo();
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void DoTapScoreNone();
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enum ButtonType { ButtonType_Step, ButtonType_StrumFretsChanged, ButtonType_Hopo };
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void StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease, ButtonType gbt );
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void Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepStrumHopo(col, row, tm, bHeld, bRelease, ButtonType_Step); }
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// called by Fret for Hammer-ons and Pull-offs
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void Hopo( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease ) { StepStrumHopo(col, row, tm, bHeld, bRelease, ButtonType_Hopo); }
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void RandomizeNotes( int iNoteRow );
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void FadeToFail();
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void CacheAllUsedNoteSkins();
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TapNoteScore GetLastTapNoteScore() const { return m_LastTapNoteScore; }
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void ApplyWaitingTransforms();
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void SetPaused( bool bPaused ) { m_bPaused = bPaused; }
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static float GetMaxStepDistanceSeconds();
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static float GetWindowSeconds( TimingWindow tw );
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const NoteData &GetNoteData() const { return m_NoteData; }
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bool HasVisibleParts() const { return m_pNoteField != NULL; }
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void SetActorWithJudgmentPosition( Actor *pActor ) { m_pActorWithJudgmentPosition = pActor; }
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void SetActorWithComboPosition( Actor *pActor ) { m_pActorWithComboPosition = pActor; }
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void SetSendJudgmentAndComboMessages( bool b ) { m_bSendJudgmentAndComboMessages = b; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void UpdateJudgedRows();
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void FlashGhostRow( int iRow );
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void HandleTapRowScore( unsigned row );
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void HandleHoldScore( const TapNote &tn );
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void HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumHoldsMissedThisRow, const vector<int> &viColsWithHold );
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void DrawTapJudgments();
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void DrawHoldJudgments();
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void SendComboMessages( int iOldCombo, int iOldMissCombo );
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void PlayKeysound( const TapNote &tn, TapNoteScore score );
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void SetJudgment( TapNoteScore tns, int iFirstTrack, float fTapNoteOffset ); // -1 if no track as in TNS_Miss
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void SetHoldJudgment( TapNoteScore tns, HoldNoteScore hns, int iTrack );
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void SetCombo( int iCombo, int iMisses );
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void ChangeLife( TapNoteScore tns );
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void ChangeLife( HoldNoteScore hns, TapNoteScore tns );
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void ChangeLifeRecord();
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int GetClosestNoteDirectional( int col, int iStartRow, int iMaxRowsAhead, bool bAllowGraded, bool bForward ) const;
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int GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRowsBehind, bool bAllowGraded ) const;
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int GetClosestNonEmptyRowDirectional( int iStartRow, int iMaxRowsAhead, bool bAllowGraded, bool bForward ) const;
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int GetClosestNonEmptyRow( int iNoteRow, int iMaxRowsAhead, int iMaxRowsBehind, bool bAllowGraded ) const;
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RString ApplyRandomAttack();
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inline void HideNote( int col, int row )
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{
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NoteData::iterator iter = m_NoteData.FindTapNote( col, row );
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if( iter != m_NoteData.end(col) )
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iter->second.result.bHidden = true;
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}
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bool m_bLoaded;
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/** @brief The player's present state. */
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PlayerState *m_pPlayerState;
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/** @brief The player's present stage stats. */
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PlayerStageStats *m_pPlayerStageStats;
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float m_fNoteFieldHeight;
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bool m_bPaused;
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bool m_bDelay;
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NoteData &m_NoteData;
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NoteField *m_pNoteField;
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vector<HoldJudgment*> m_vpHoldJudgment;
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AutoActor m_sprJudgment;
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AutoActor m_sprCombo;
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Actor *m_pActorWithJudgmentPosition;
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Actor *m_pActorWithComboPosition;
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AttackDisplay *m_pAttackDisplay;
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TapNoteScore m_LastTapNoteScore;
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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_iFirstUncrossedRow; // used by hold checkpoints logic
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NoteData::all_tracks_iterator *m_pIterNeedsTapJudging;
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NoteData::all_tracks_iterator *m_pIterNeedsHoldJudging;
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NoteData::all_tracks_iterator *m_pIterUncrossedRows;
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NoteData::all_tracks_iterator *m_pIterUnjudgedRows;
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NoteData::all_tracks_iterator *m_pIterUnjudgedMineRows;
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int m_iLastSeenCombo;
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JudgedRows *m_pJudgedRows;
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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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float m_fActiveRandomAttackStart;
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vector<bool> m_vbFretIsDown;
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vector<RageSound> m_vKeysounds;
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ThemeMetric<float> GRAY_ARROWS_Y_STANDARD;
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ThemeMetric<float> GRAY_ARROWS_Y_REVERSE;
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ThemeMetric2D<float> ATTACK_DISPLAY_X;
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ThemeMetric<float> ATTACK_DISPLAY_Y;
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ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE;
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ThemeMetric<float> HOLD_JUDGMENT_Y_STANDARD;
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ThemeMetric<float> HOLD_JUDGMENT_Y_REVERSE;
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ThemeMetric<int> BRIGHT_GHOST_COMBO_THRESHOLD;
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ThemeMetric<bool> TAP_JUDGMENTS_UNDER_FIELD;
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ThemeMetric<bool> HOLD_JUDGMENTS_UNDER_FIELD;
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ThemeMetric<bool> COMBO_UNDER_FIELD;
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ThemeMetric<int> DRAW_DISTANCE_AFTER_TARGET_PIXELS;
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ThemeMetric<int> DRAW_DISTANCE_BEFORE_TARGET_PIXELS;
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#define NUM_REVERSE 2
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#define NUM_CENTERED 2
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TweenState m_tsJudgment[NUM_REVERSE][NUM_CENTERED];
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TweenState m_tsCombo[NUM_REVERSE][NUM_CENTERED];
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bool m_bSendJudgmentAndComboMessages;
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};
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class PlayerPlus
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{
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Player *m_pPlayer;
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NoteData m_NoteData;
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public:
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PlayerPlus() { m_pPlayer = new Player(m_NoteData); }
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~PlayerPlus() { delete m_pPlayer; }
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void Load( const NoteData &nd ) { m_NoteData = nd; m_pPlayer->Load(); }
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Player *operator->() { return m_pPlayer; }
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const Player *operator->() const { return m_pPlayer; }
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operator Player*() { return m_pPlayer; }
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operator const Player*() const { return m_pPlayer; }
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};
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#endif
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/*
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* (c) 2001-2006 Chris Danford, Steve Checkoway
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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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