cleanup, fix typo

This commit is contained in:
Glenn Maynard
2003-12-15 06:37:38 +00:00
parent 2cd058620b
commit 0a41bb8512
2 changed files with 8 additions and 12 deletions
+4 -4
View File
@@ -64,7 +64,7 @@ GameState::~GameState()
void GameState::Reset() void GameState::Reset()
{ {
if( m_timeGameStated != 0 && m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song if( m_timeGameStarted != 0 && m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
EndGame(); EndGame();
@@ -72,7 +72,7 @@ void GameState::Reset()
int p; int p;
m_timeGameStated = 0; m_timeGameStarted = 0;
m_CurStyle = STYLE_INVALID; m_CurStyle = STYLE_INVALID;
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
m_bSideIsJoined[p] = false; m_bSideIsJoined[p] = false;
@@ -155,7 +155,7 @@ void GameState::Reset()
void GameState::BeginGame() void GameState::BeginGame()
{ {
m_timeGameStated = time(NULL); m_timeGameStarted = time(NULL);
} }
void GameState::EndGame() void GameState::EndGame()
@@ -163,7 +163,7 @@ void GameState::EndGame()
// Update profile stats // Update profile stats
time_t now = time(NULL); time_t now = time(NULL);
int iPlaySeconds = now - m_timeGameStated; int iPlaySeconds = now - m_timeGameStarted;
if( iPlaySeconds < 0 ) if( iPlaySeconds < 0 )
iPlaySeconds = 0; iPlaySeconds = 0;
+4 -8
View File
@@ -55,7 +55,7 @@ public:
PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
bool m_bDifficultCourses; // used in nonstop bool m_bDifficultCourses; // used in nonstop
time_t m_timeGameStated; // from the moment the first player pressed Start time_t m_timeGameStarted; // from the moment the first player pressed Start
/* This is set to a random number per-game/round; it can be used for a random seed. */ /* This is set to a random number per-game/round; it can be used for a random seed. */
int m_iGameSeed, m_iRoundSeed; int m_iGameSeed, m_iRoundSeed;
@@ -164,6 +164,8 @@ public:
// Nonstop/Oni/Endless: for current course (which usually contains multiple songs) // Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
// //
StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage) StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
vector<StageStats> m_vPlayedStageStats;
enum HealthState { HOT, ALIVE, DANGER, DEAD }; enum HealthState { HOT, ALIVE, DANGER, DEAD };
HealthState m_HealthState[NUM_PLAYERS]; HealthState m_HealthState[NUM_PLAYERS];
bool AllAreInDangerOrWorse() const; bool AllAreInDangerOrWorse() const;
@@ -202,13 +204,7 @@ public:
StageResult GetStageResult( PlayerNumber pn ); StageResult GetStageResult( PlayerNumber pn );
void ResetStageStatistics(); // Call this when it's time to play a new stage. void ResetStageStatistics(); // Call this when it's time to play a new stage.
void GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ); // shown on arcade final evaluation
vector<StageStats> m_vPlayedStageStats; // Only useful in Arcade for final evaluation
// A song is only inserted here if at least one player passed.
// StageStats are added by the Evaluation screen
void GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ); // shown on arcade final evaluation
// //