Created SongOptions Lua interface with a similar design to the PlayerOptions interface. Moved enums that were inside SongOptions out and made them Lua accessible. Removed sAutosyncType and associated things from AdjustSync.cpp because it was unused. Added DefaultNilArgs and FArgGTEZero to LuaBinding as helpers. Moved INTERFACE defines from PlayerOptions.cpp to OptionsBinding.h.

This commit is contained in:
Kyzentun
2014-05-03 19:27:32 -06:00
parent b6b840187d
commit 0dfb131291
20 changed files with 384 additions and 258 deletions
+10 -10
View File
@@ -135,7 +135,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
if( GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_TIME )
if( GAMESTATE->m_SongOptions.GetStage().m_LifeType == LifeType_Time )
m_pPrimaryScoreDisplay = new ScoreDisplayLifeTime;
else
m_pPrimaryScoreDisplay = new ScoreDisplayOni;
@@ -570,7 +570,7 @@ void ScreenGameplay::Init()
// not 100% sure of that. -freem
if( !GAMESTATE->IsPlayerEnabled(pi->m_pn) && SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
{
if(GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR)
if(GAMESTATE->m_SongOptions.GetStage().m_LifeType == LifeType_Bar)
static_cast<LifeMeterBar*>(pi->m_pLifeMeter)->ChangeLife(-1.0f);
}
}
@@ -1017,9 +1017,9 @@ void ScreenGameplay::SetupSong( int iSongIndex )
RString sType;
switch( GAMESTATE->m_SongOptions.GetCurrent().m_SoundEffectType )
{
case SongOptions::SOUNDEFFECT_OFF: sType = "SoundEffectControl_Off"; break;
case SongOptions::SOUNDEFFECT_SPEED: sType = "SoundEffectControl_Speed"; break;
case SongOptions::SOUNDEFFECT_PITCH: sType = "SoundEffectControl_Pitch"; break;
case SoundEffectType_Off: sType = "SoundEffectControl_Off"; break;
case SoundEffectType_Speed: sType = "SoundEffectControl_Speed"; break;
case SoundEffectType_Pitch: sType = "SoundEffectControl_Pitch"; break;
default: break;
}
@@ -1082,7 +1082,7 @@ void ScreenGameplay::LoadNextSong()
/* If we're in battery mode, force FailImmediate. We assume in Player::Step
* that failed players can't step. */
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == LifeType_Battery )
{
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
@@ -1118,10 +1118,10 @@ void ScreenGameplay::LoadNextSong()
// reset oni game over graphic
SET_XY_AND_ON_COMMAND( pi->m_sprOniGameOver );
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BATTERY && pi->GetPlayerStageStats()->m_bFailed ) // already failed
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==LifeType_Battery && pi->GetPlayerStageStats()->m_bFailed ) // already failed
pi->ShowOniGameOver();
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BAR && pi->m_pLifeMeter )
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==LifeType_Bar && pi->m_pLifeMeter )
pi->m_pLifeMeter->UpdateNonstopLifebar();
if( pi->m_pStepsDisplay )
@@ -1634,7 +1634,7 @@ void ScreenGameplay::Update( float fDeltaTime )
PlayerNumber pn = pi->GetStepsAndTrailIndex();
FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
if( ft == FailType_Off || ft == FailType_EndOfSong )
continue;
@@ -1658,7 +1658,7 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllowOniDie = false;
switch( lt )
{
case SongOptions::LIFE_BATTERY:
case LifeType_Battery:
bAllowOniDie = true;
default:
break;