add PlayerStates for MultiPlayers
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@@ -192,7 +192,7 @@ void Inventory::UseItem( int iSlot )
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pInventory[iSlot].MakeBlank();
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m_vpSoundUseItem[a.level]->Play();
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GAMESTATE->LaunchAttack( pnToAttack, a );
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GAMESTATE->LaunchAttack( (MultiPlayer)pnToAttack, a );
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float fPercentHealthToDrain = (a.level+1) / 10.f;
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ASSERT( fPercentHealthToDrain > 0 );
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@@ -5,6 +5,25 @@
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#include "CommonMetrics.h"
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#include "LuaManager.h"
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static const CString PlayerNumberNames[] = {
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"P1",
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"P2",
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};
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XToString( PlayerNumber, NUM_PLAYERS );
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static const CString MultiPlayerNames[] = {
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"P1",
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"P2",
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"P3",
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"P4",
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"P5",
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"P6",
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"P7",
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"P8",
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};
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XToString( MultiPlayer, NUM_MultiPlayer );
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
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{
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@@ -46,6 +65,17 @@ PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
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return PLAYER_INVALID;
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}
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
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{
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for( MultiPlayer p=(MultiPlayer)(mp+1); p<NUM_MultiPlayer; ((int&)p)++ )
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{
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if( GAMESTATE->IsMultiPlayerEnabled(p) )
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return p;
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}
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return MultiPlayer_INVALID;
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}
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void LuaPlayerNumber(lua_State* L)
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{
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FOREACH_PlayerNumber( pn )
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@@ -16,6 +16,8 @@ enum PlayerNumber {
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NUM_PLAYERS, // leave this at the end
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PLAYER_INVALID
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};
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const CString& PlayerNumberToString( PlayerNumber pn );
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#define FOREACH_PlayerNumber( pn ) FOREACH_ENUM( PlayerNumber, NUM_PLAYERS, pn )
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#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
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#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
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@@ -40,10 +42,15 @@ enum MultiPlayer {
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MultiPlayer_7,
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MultiPlayer_8,
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NUM_MultiPlayer, // leave this at the end
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MultiPlayer_Invalid
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MultiPlayer_INVALID
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};
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const CString& MultiPlayerToString( MultiPlayer mp );
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#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, NUM_MultiPlayer, pn )
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_INVALID; mp=GetNextEnabledMultiPlayer(mp) )
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
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#endif
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@@ -150,7 +150,7 @@ void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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GAMESTATE->RemoveActiveAttacksForPlayer( pnToAttack );
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// apply new attack
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GAMESTATE->LaunchAttack( pnToAttack, a );
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GAMESTATE->LaunchAttack( (MultiPlayer)pnToAttack, a );
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// SCREENMAN->SystemMessage( ssprintf( "attacking %d with %s", pnToAttack, sAttackToGive.c_str() ) );
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}
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@@ -358,8 +358,10 @@ class DebugLineAutoplay : public IDebugLine
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PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
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wrap( (int&)pc, NUM_PLAYER_CONTROLLERS );
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PREFSMAN->m_AutoPlay.Set( pc );
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FOREACH_HumanPlayer(pn)
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GAMESTATE->m_pPlayerState[pn]->m_PlayerController = PREFSMAN->m_AutoPlay;
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FOREACH_HumanPlayer(p)
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GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
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FOREACH_MultiPlayer(p)
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GAMESTATE->m_pMultiPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
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IDebugLine::Do( sMessageOut );
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}
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};
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@@ -3052,7 +3052,7 @@ void ScreenEdit::SetupCourseAttacks()
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}
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for( unsigned i=0; i<Attacks.size(); ++i )
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GAMESTATE->LaunchAttack( PLAYER_1, Attacks[i] );
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GAMESTATE->LaunchAttack( (MultiPlayer)PLAYER_1, Attacks[i] );
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}
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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}
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