コード例 #1
0
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();
}
コード例 #2
0
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 = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
}
コード例 #3
0
/* 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();
}
コード例 #4
0
ファイル: PlayerState.cpp プロジェクト: goofwear/stepmania
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];
		
		// -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();

	/* Update after enabling attacks, so we appraoch the new state. */
	m_PlayerOptions.Update( fDelta );

	if( m_fSecondsUntilAttacksPhasedOut > 0 )
		m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );

	/* XXX
	m_fWrappedMidiNote = -1;
	if( m_fUpcomingMidiNote != -1 )
	{
		m_fWrappedMidiNote = PitchDetectionTest::WrapToNearestOctave( PitchDetectionTest::s_ms.fMidiNote, m_fUpcomingMidiNote );
	}
	else
	{
		Steps *pSteps = GAMESTATE->m_pCurSteps[m_PlayerNumber];
		if( pSteps )
		{
			const RadarValues &rv = pSteps->GetRadarValues(PLAYER_1);
			float fMinMidiNote = rv.m_Values.v.fMinMidiNote;
			float fMaxMidiNote = rv.m_Values.v.fMaxMidiNote;
			if( fMinMidiNote != -1 && fMaxMidiNote != -1 )
				m_fWrappedMidiNote = PitchDetectionTest::WrapToNearestOctave( PitchDetectionTest::s_ms.fMidiNote, (fMinMidiNote+fMaxMidiNote)/2 );
		}
	}
	*/
}